161 lines
12 KiB
Plaintext
161 lines
12 KiB
Plaintext
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="generator" content="TempleOS V5.03">
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<meta name="viewport" content="width=device-width">
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<link rel="stylesheet" href="/style/templeos.css">
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<script src="/script/templeos.js"></script>
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<style type="text/css">
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.cF0{color:#000000;background-color:#ffffff;}
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.cF1{color:#0000aa;background-color:#ffffff;}
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.cF2{color:#00aa00;background-color:#ffffff;}
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.cF3{color:#00aaaa;background-color:#ffffff;}
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.cF4{color:#aa0000;background-color:#ffffff;}
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.cF5{color:#aa00aa;background-color:#ffffff;}
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.cF6{color:#aa5500;background-color:#ffffff;}
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.cF7{color:#aaaaaa;background-color:#ffffff;}
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.cF8{color:#555555;background-color:#ffffff;}
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.cF9{color:#5555ff;background-color:#ffffff;}
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.cFD{color:#ff55ff;background-color:#ffffff;}
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.cFE{color:#ffff55;background-color:#ffffff;}
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.cFF{color:#ffffff;background-color:#ffffff;}
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</style>
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</head>
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<body>
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<pre id="content">
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<a name="l1"></a><span class=cF1>U8</span><span class=cF0> movement_costs[16];
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<a name="l2"></a>movement_costs[PLAINS]=2;
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<a name="l3"></a>movement_costs[TREES]=6;
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<a name="l4"></a>movement_costs[MOUNTAINS]=10;
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<a name="l5"></a>
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<a name="l6"></a></span><span class=cF9>I64</span><span class=cF0> HexMoveOneCost(Unit *tmpu,</span><span class=cF9>I64</span><span class=cF0> r,</span><span class=cF9>I64</span><span class=cF0> c,</span><span class=cF9>I64</span><span class=cF0> facing)
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<a name="l7"></a>{
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<a name="l8"></a> </span><span class=cF9>I64</span><span class=cF0> res;
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<a name="l9"></a> </span><span class=cF1>if</span><span class=cF0> (tmpu->infantry)
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<a name="l10"></a> res=0;
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<a name="l11"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF7>{</span><span class=cF0>
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<a name="l12"></a> res=FacingChg(facing,tmpu->facing);
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<a name="l13"></a> </span><span class=cF1>if</span><span class=cF0> (res>0) res--;
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<a name="l14"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l15"></a> </span><span class=cF1>if</span><span class=cF0> (roads[r][c] && roads[tmpu->row][tmpu->col])
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<a name="l16"></a> res+=1;
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<a name="l17"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF7>{</span><span class=cF0>
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<a name="l18"></a> </span><span class=cF1>if</span><span class=cF0> (tmpu->infantry)
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<a name="l19"></a> res+=2;
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<a name="l20"></a> </span><span class=cF1>else</span><span class=cF0> {
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<a name="l21"></a> res+=movement_costs[terrain[r][c]];
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<a name="l22"></a> </span><span class=cF1>if</span><span class=cF0> (rivers[r][c])
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<a name="l23"></a> res=tmpu->movement;
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<a name="l24"></a> }
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<a name="l25"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l26"></a> </span><span class=cF1>return</span><span class=cF0> res;
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<a name="l27"></a>}
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<a name="l28"></a>
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<a name="l29"></a></span><span class=cF9>I64</span><span class=cF0> HexMoveOne(</span><span class=cF9>I64</span><span class=cF0> *_row,</span><span class=cF9>I64</span><span class=cF0> *_col,</span><span class=cF1>F64</span><span class=cF0> x,</span><span class=cF1>F64</span><span class=cF0> y)
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<a name="l30"></a>{
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<a name="l31"></a> </span><span class=cF9>I64</span><span class=cF0> direction,best_direction=-1,r,c;
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<a name="l32"></a> </span><span class=cF1>F64</span><span class=cF0> dd,best_dd,x1,y1;
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<a name="l33"></a> RowCol2XY(&x1,&y1,*_row,*_col);
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<a name="l34"></a> best_dd=</span><span class=cF5>Sqr</span><span class=cF0>(x1-x)+</span><span class=cF5>Sqr</span><span class=cF0>(y1-y);
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<a name="l35"></a> </span><span class=cF1>for</span><span class=cF0> (direction=0;direction<6;direction++) </span><span class=cF7>{</span><span class=cF0>
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<a name="l36"></a> r=*_row; c=*_col;
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<a name="l37"></a> Toward(&r,&c,direction);
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<a name="l38"></a> RowCol2XY(&x1,&y1,r,c);
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<a name="l39"></a> dd=</span><span class=cF5>Sqr</span><span class=cF0>(x1-x)+</span><span class=cF5>Sqr</span><span class=cF0>(y1-y);
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<a name="l40"></a> </span><span class=cF1>if</span><span class=cF0> (0<=r<map_rows && 0<=c<map_cols && dd<best_dd) {
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<a name="l41"></a> best_dd=dd;
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<a name="l42"></a> best_direction=direction;
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<a name="l43"></a> }
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<a name="l44"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l45"></a> </span><span class=cF1>if</span><span class=cF0> (best_direction>=0) </span><span class=cF7>{</span><span class=cF0>
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<a name="l46"></a> Toward(_row,_col,best_direction);
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<a name="l47"></a> </span><span class=cF1>return</span><span class=cF0> best_direction;
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<a name="l48"></a> </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0>
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<a name="l49"></a> </span><span class=cF1>return</span><span class=cF0> -1;
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<a name="l50"></a>}
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<a name="l51"></a>
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<a name="l52"></a></span><span class=cF1>Bool</span><span class=cF0> UnitMovePlot(</span><span class=cF1>U0</span><span class=cF0>,</span><span class=cF9>I64</span><span class=cF0> x,</span><span class=cF9>I64</span><span class=cF0> y,</span><span class=cF9>I64</span><span class=cF0>)
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<a name="l53"></a>{
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<a name="l54"></a> move_x=x; move_y=y;
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<a name="l55"></a> </span><span class=cF5>Sleep</span><span class=cF0>(5*animation_delay);
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<a name="l56"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>TRUE</span><span class=cF0>;
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<a name="l57"></a>}
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<a name="l58"></a>
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<a name="l59"></a></span><span class=cF1>U0</span><span class=cF0> UnitMoveAnimation(Unit *tmpu,</span><span class=cF9>I64</span><span class=cF0> r,</span><span class=cF9>I64</span><span class=cF0> c,</span><span class=cF9>I64</span><span class=cF0> facing)
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<a name="l60"></a>{
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<a name="l61"></a> </span><span class=cF1>F64</span><span class=cF0> x1,y1,x2,y2,f=facing*60.0*</span><span class=cF3>pi</span><span class=cF0>/180.0;
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<a name="l62"></a> moving_unit=tmpu;
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<a name="l63"></a> RowCol2XY(&x1,&y1,tmpu->row,tmpu->col);
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<a name="l64"></a> move_x=x1; move_y=y1;
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<a name="l65"></a> moving=</span><span class=cF3>TRUE</span><span class=cF0>;
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<a name="l66"></a> </span><span class=cF1>if</span><span class=cF0> (tmpu->infantry)
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<a name="l67"></a> </span><span class=cF5>Snd</span><span class=cF0>(53);
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<a name="l68"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF7>{</span><span class=cF0>
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<a name="l69"></a> move_facing=tmpu->facing*60.0*</span><span class=cF3>pi</span><span class=cF0>/180.0;
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<a name="l70"></a> </span><span class=cF5>Snd</span><span class=cF0>(41);
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<a name="l71"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF5>Wrap</span><span class=cF7>(</span><span class=cF0>f-move_facing,-</span><span class=cF3>pi</span><span class=cF7>)</span><span class=cF0><=0) {
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<a name="l72"></a> move_facing-=0.03;
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<a name="l73"></a> </span><span class=cF5>Sleep</span><span class=cF0>(5*animation_delay);
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<a name="l74"></a> }
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<a name="l75"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF5>Wrap</span><span class=cF7>(</span><span class=cF0>f-move_facing,-</span><span class=cF3>pi</span><span class=cF7>)</span><span class=cF0>>0) {
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<a name="l76"></a> move_facing+=0.03;
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<a name="l77"></a> </span><span class=cF5>Sleep</span><span class=cF0>(5*animation_delay);
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<a name="l78"></a> }
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<a name="l79"></a> </span><span class=cF5>Snd</span><span class=cF0>(34);
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<a name="l80"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l81"></a> move_facing=f;
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<a name="l82"></a> RowCol2XY(&x2,&y2,r,c);
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<a name="l83"></a> </span><span class=cF5>Line</span><span class=cF0>(</span><span class=cF3>NULL</span><span class=cF0>,x1,y1,0,x2,y2,0,&UnitMovePlot);
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<a name="l84"></a> </span><span class=cF5>Snd</span><span class=cF0>;
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<a name="l85"></a> moving_unit=</span><span class=cF3>NULL</span><span class=cF0>;
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<a name="l86"></a> moving=</span><span class=cF3>FALSE</span><span class=cF0>;
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<a name="l87"></a>}
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<a name="l88"></a>
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<a name="l89"></a></span><span class=cF1>Bool</span><span class=cF0> UnitMove(Unit *tmpu,</span><span class=cF9>I64</span><span class=cF0> x,</span><span class=cF9>I64</span><span class=cF0> y)
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<a name="l90"></a>{
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<a name="l91"></a> Unit *target;
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<a name="l92"></a> </span><span class=cF9>I64</span><span class=cF0> r,c,r0=tmpu->row,c0=tmpu->col,i,facing;
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<a name="l93"></a> </span><span class=cF1>while</span><span class=cF0> (tmpu->remaining_movement>0) </span><span class=cF7>{</span><span class=cF0>
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<a name="l94"></a> r=tmpu->row;
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<a name="l95"></a> c=tmpu->col;
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<a name="l96"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF7>(</span><span class=cF0>facing=HexMoveOne(&r,&c,x,y)</span><span class=cF7>)</span><span class=cF0><0)
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<a name="l97"></a> </span><span class=cF1>break</span><span class=cF0>;
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<a name="l98"></a> </span><span class=cF1>else</span><span class=cF0> {
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<a name="l99"></a> i=HexMoveOneCost(tmpu,r,c,facing);
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<a name="l100"></a> </span><span class=cF1>if</span><span class=cF0> (i>tmpu->movement)
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<a name="l101"></a> i=tmpu->movement;
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<a name="l102"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpu->fired && tmpu->remaining_movement>=i &&
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<a name="l103"></a> tmpu->remaining_movement>=tmpu->movement>>1 &&
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<a name="l104"></a> </span><span class=cF7>(</span><span class=cF0>target=UnitFind(r,c)</span><span class=cF7>)</span><span class=cF0> && target->player!=tmpu->player &&
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<a name="l105"></a> tmpu->infantry!=target->infantry) </span><span class=cF7>{</span><span class=cF0>
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<a name="l106"></a> </span><span class=cF1>if</span><span class=cF0> (!HexOccupy</span><span class=cF7>(</span><span class=cF5>ToBool</span><span class=cF0>(target->infantry),tmpu,target</span><span class=cF7>)</span><span class=cF0>) {
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<a name="l107"></a> tmpu=</span><span class=cF3>NULL</span><span class=cF0>;
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<a name="l108"></a> </span><span class=cF1>break</span><span class=cF0>;
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<a name="l109"></a> }
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<a name="l110"></a> i=tmpu->remaining_movement;
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<a name="l111"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l112"></a> </span><span class=cF1>if</span><span class=cF0> (tmpu->remaining_movement>=i && !UnitFind</span><span class=cF7>(</span><span class=cF0>r,c</span><span class=cF7>)</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
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<a name="l113"></a> UnitMoveAnimation(tmpu,r,c,facing);
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<a name="l114"></a> tmpu->facing=facing;
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<a name="l115"></a> tmpu->remaining_movement-=i;
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<a name="l116"></a> tmpu->row=r;
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<a name="l117"></a> tmpu->col=c;
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<a name="l118"></a> VisRecalc(VR_UPDATE_FRIENDLY_UNIT,tmpu);
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<a name="l119"></a> </span><span class=cF5>LBEqu</span><span class=cF0>(&tmpu->vis[enemy_player],0,
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<a name="l120"></a> VisRecalc</span><span class=cF7>(</span><span class=cF0>VR_ONE_ENEMY_UNIT,tmpu</span><span class=cF7>)</span><span class=cF0>);
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<a name="l121"></a> </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0>
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<a name="l122"></a> </span><span class=cF1>break</span><span class=cF0>;
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<a name="l123"></a> }
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<a name="l124"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l125"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpu || tmpu->row!=r0 || tmpu->col!=c0)
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<a name="l126"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>TRUE</span><span class=cF0>;
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<a name="l127"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l128"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>FALSE</span><span class=cF0>;
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<a name="l129"></a>}
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</span></pre></body>
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</html>
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