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

109 lines
2.6 KiB
HolyC
Executable File

#define MAP_WIDTH 640 //Change this, if you like.
#define UNITS_NUM 32 //Change this, if you like.
#define HEX_SIDE 11
U0 InitDefines()
{
DefinePrint("MAP_HEIGHT","%d",(GR_HEIGHT-FONT_HEIGHT*2)*MAP_WIDTH/GR_WIDTH);
DefinePrint("DCOS", "%12.9f", HEX_SIDE*Cos(60.0/180*ã));
DefinePrint("DSIN", "%12.9f", HEX_SIDE*Sin(60.0/180*ã));
DefinePrint("HEX_RADIUS","%12.9f", HEX_SIDE*Sin(60.0/180*ã)+0.01); //Slop
} InitDefines;
I64 map_cols=(MAP_WIDTH-DCOS)/(2*HEX_SIDE+2*DCOS),
map_rows=ToI64((MAP_HEIGHT-DSIN)/DSIN)&~1,
map_width=map_cols*(2*HEX_SIDE+2*DCOS)+DCOS,
map_height=map_rows*DSIN+DSIN+1,
x0,y0;
CDC *map_dc;
U8 terrain[map_rows][map_cols];
//Centers of hexes
class Pt
{
F64 x,y;
};
Pt hex_centers[map_rows][map_cols];
I64 show_vis_row,show_vis_col;
Bool roads[map_rows][map_cols],
rivers[map_rows][map_cols],
vis_map[map_rows][map_cols];
//Other options for PLAINS are WHITE or YELLOW
#define PLAINS LTGREEN
#define TREES GREEN
#define MOUNTAINS DKGRAY
//These are used to display a range circle when they player
//is firing.
F64 fire_radius,fire_radius_x,fire_radius_y;
//These display "phase", "turn" and "game over".
U8 msg_buf[STR_LEN];
I64 msg_off_timeout; //Jiffies. Goes away after a time.
//Unit types
#define UT_INFANTRY 0
#define UT_ARTILLERY 1
#define UT_LT_TANK 2
#define UT_MD_TANK 3
class Unit
{
U8 *img;
I64 num,row,col,
armored_attack,unarmored_attack,armor;
I8 type,player,facing,movement,life,
range,remaining_movement,accuracy;
Bool vis[2],fired,infantry,indirect_fire,pad[3];
};
Unit units[2][UNITS_NUM];
// Bt(vis_unit_bitmap,player1+player0*((UNITS_NUM+7)&~7))
U8 vis_unit_bitmap[2][(((UNITS_NUM+7)&~7)*UNITS_NUM)>>3];
#define PHASE_START 0
#define PHASE_INDIRECT 0
#define PHASE_INDIRECT0 0
#define PHASE_INDIRECT1 1
#define PHASE_MOVE 2
#define PHASE_MOVE0 2
#define PHASE_MOVE1 3
#define PHASE_DIRECT 4
#define PHASE_DIRECT0 4
#define PHASE_DIRECT1 5
#define PHASE_END 6
I64 phase,cur_player,enemy_player,view_player,turn,
cursor_row,cursor_col,alive_cnt[2],
player_indirect[2],player_move[2],player_direct[2];
F64 animation_delay=0.5;
Bool moving=FALSE;
I64 move_x,move_y;
F64 move_facing;
Unit *moving_unit;
extern I64 HexMoveOne(I64 *_row,I64 *_col,F64 x,F64 y);
class IndirectOrders
{
IndirectOrders *next,*last;
Unit *attacker;
I64 row,col;
} indirect_head;
Bool firing=FALSE;
I64 fire_x,fire_y;
Unit *target_unit;
Bool target_hit;
Bool indirect_explosion=FALSE;
I64 indirect_row,indirect_col;
I64 row_offsets[7]={-1,-2,-1,1,2,1,0};
I64 col_offsets_even[7]={-1, 0, 0,0,0,-1,0};
I64 col_offsets_odd [7]={ 0, 0, 1,1,0, 0,0};