templeos-info/public/Wb/Apps/ToTheFront/TTFMove.HC

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2024-03-16 10:26:19 +00:00
U8 movement_costs[16];
movement_costs[PLAINS]=2;
movement_costs[TREES]=6;
movement_costs[MOUNTAINS]=10;
I64 HexMoveOneCost(Unit *tmpu,I64 r,I64 c,I64 facing)
{
I64 res;
if (tmpu->infantry)
res=0;
else {
res=FacingChg(facing,tmpu->facing);
if (res>0) res--;
}
if (roads[r][c] && roads[tmpu->row][tmpu->col])
res+=1;
else {
if (tmpu->infantry)
res+=2;
else {
res+=movement_costs[terrain[r][c]];
if (rivers[r][c])
res=tmpu->movement;
}
}
return res;
}
I64 HexMoveOne(I64 *_row,I64 *_col,F64 x,F64 y)
{
I64 direction,best_direction=-1,r,c;
F64 dd,best_dd,x1,y1;
RowCol2XY(&x1,&y1,*_row,*_col);
best_dd=Sqr(x1-x)+Sqr(y1-y);
for (direction=0;direction<6;direction++) {
r=*_row; c=*_col;
Toward(&r,&c,direction);
RowCol2XY(&x1,&y1,r,c);
dd=Sqr(x1-x)+Sqr(y1-y);
if (0<=r<map_rows && 0<=c<map_cols && dd<best_dd) {
best_dd=dd;
best_direction=direction;
}
}
if (best_direction>=0) {
Toward(_row,_col,best_direction);
return best_direction;
} else
return -1;
}
Bool UnitMovePlot(U0,I64 x,I64 y,I64)
{
move_x=x; move_y=y;
Sleep(5*animation_delay);
return TRUE;
}
U0 UnitMoveAnimation(Unit *tmpu,I64 r,I64 c,I64 facing)
{
F64 x1,y1,x2,y2,f=facing*60.0*<EFBFBD>/180.0;
moving_unit=tmpu;
RowCol2XY(&x1,&y1,tmpu->row,tmpu->col);
move_x=x1; move_y=y1;
moving=TRUE;
if (tmpu->infantry)
Snd(53);
else {
move_facing=tmpu->facing*60.0*<EFBFBD>/180.0;
Snd(41);
while (Wrap(f-move_facing,-<EFBFBD>)<=0) {
move_facing-=0.03;
Sleep(5*animation_delay);
}
while (Wrap(f-move_facing,-<EFBFBD>)>0) {
move_facing+=0.03;
Sleep(5*animation_delay);
}
Snd(34);
}
move_facing=f;
RowCol2XY(&x2,&y2,r,c);
Line(NULL,x1,y1,0,x2,y2,0,&UnitMovePlot);
Snd;
moving_unit=NULL;
moving=FALSE;
}
Bool UnitMove(Unit *tmpu,I64 x,I64 y)
{
Unit *target;
I64 r,c,r0=tmpu->row,c0=tmpu->col,i,facing;
while (tmpu->remaining_movement>0) {
r=tmpu->row;
c=tmpu->col;
if ((facing=HexMoveOne(&r,&c,x,y))<0)
break;
else {
i=HexMoveOneCost(tmpu,r,c,facing);
if (i>tmpu->movement)
i=tmpu->movement;
if (!tmpu->fired && tmpu->remaining_movement>=i &&
tmpu->remaining_movement>=tmpu->movement>>1 &&
(target=UnitFind(r,c)) && target->player!=tmpu->player &&
tmpu->infantry!=target->infantry) {
if (!HexOccupy(ToBool(target->infantry),tmpu,target)) {
tmpu=NULL;
break;
}
i=tmpu->remaining_movement;
}
if (tmpu->remaining_movement>=i && !UnitFind(r,c)) {
UnitMoveAnimation(tmpu,r,c,facing);
tmpu->facing=facing;
tmpu->remaining_movement-=i;
tmpu->row=r;
tmpu->col=c;
VisRecalc(VR_UPDATE_FRIENDLY_UNIT,tmpu);
LBEqu(&tmpu->vis[enemy_player],0,
VisRecalc(VR_ONE_ENEMY_UNIT,tmpu));
} else
break;
}
}
if (!tmpu || tmpu->row!=r0 || tmpu->col!=c0)
return TRUE;
else
return FALSE;
}