Files
TempleOS-Rijn/Apps/ToTheFront/AIs/Human.CPP
T
2018-09-08 21:46:22 +02:00

161 lines
3.5 KiB
C++

U0 TanksPlot()
{
Unit *tempu=NULL;
I64 msg_code,a1,a2;
F64 target_x,target_y;
SetViewPlayer(cur_player);
while (TRUE) {
if (!alive_cnt[0] || !alive_cnt[1])
throw('GameOver',TRUE);
msg_code=GetMsg(&a1,&a2,1<<MSG_KEY_DOWN|
1<<MSG_IP_L_DOWN|1<<MSG_IP_L_UP|
1<<MSG_IP_R_UP);
switch (msg_code) {
case MSG_KEY_DOWN:
HandleChar(a1);
break;
case MSG_IP_L_DOWN:
if (CursorInWindow(Fs,a1,a2)) {
UpdateCursor(Fs,a1,a2);
if (tempu=FindUnit(cursor_row,cursor_col)) {
if (tempu->player==enemy_player || tempu->fired ||
!tempu->indirect_fire)
tempu=NULL;
else {
RowCol2XY(&fire_radius_x,&fire_radius_y,tempu->row,tempu->col);
fire_radius=tempu->range*2*HEX_RADIUS;
}
}
}
break;
case MSG_IP_L_UP:
if (CursorInWindow(Fs,a1,a2)) {
UpdateCursor(Fs,a1,a2);
RowCol2XY(&target_x,&target_y,cursor_row,cursor_col);
if (!tempu)
Beep;
else {
if (Sqrt(Sqr(fire_radius_x-target_x)+Sqr(fire_radius_y-target_y))>
fire_radius)
Beep;
else
PlotShot(tempu,cursor_row,cursor_col);
}
}
tempu=NULL;
fire_radius=0;
break;
case MSG_IP_R_UP:
if (CursorInWindow(Fs,a1,a2))
throw('PhaseOvr',TRUE);
break;
}
}
}
U0 TanksMove()
{
Unit *tempu=NULL,*target;
I64 msg_code,a1,a2;
SetViewPlayer(cur_player);
while (TRUE) {
if (!alive_cnt[0] || !alive_cnt[1])
throw('GameOver',TRUE);
msg_code=GetMsg(&a1,&a2,1<<MSG_KEY_DOWN|
1<<MSG_IP_L_DOWN|1<<MSG_IP_L_UP|
1<<MSG_IP_R_UP);
switch (msg_code) {
case MSG_KEY_DOWN:
HandleChar(a1);
break;
case MSG_IP_L_DOWN:
if (CursorInWindow(Fs,a1,a2)) {
UpdateCursor(Fs,a1,a2);
if (tempu=FindUnit(cursor_row,cursor_col)) {
if (tempu->player==enemy_player || !tempu->remaining_movement)
tempu=NULL;
}
}
break;
case MSG_IP_L_UP:
if (CursorInWindow(Fs,a1,a2)) {
UpdateCursor(Fs,a1,a2);
target=FindUnit(cursor_row,cursor_col);
if (!tempu)
Beep;
else {
if (target)
Beep;
else
MoveUnit(tempu,a1+Fs->horz_scroll.pos,
a2+Fs->vert_scroll.pos);
break;
}
}
tempu=NULL;
break;
case MSG_IP_R_UP:
if (CursorInWindow(Fs,a1,a2))
throw('PhaseOvr',TRUE);
break;
}
}
}
U0 TanksFire()
{
Unit *tempu=NULL,*target;
I64 msg_code,a1,a2;
SetViewPlayer(cur_player);
while (TRUE) {
if (!alive_cnt[0] || !alive_cnt[1])
throw('GameOver',TRUE);
msg_code=GetMsg(&a1,&a2,1<<MSG_KEY_DOWN|
1<<MSG_IP_L_DOWN|1<<MSG_IP_L_UP|
1<<MSG_IP_R_UP);
switch (msg_code) {
case MSG_KEY_DOWN:
HandleChar(a1);
break;
case MSG_IP_L_DOWN:
if (CursorInWindow(Fs,a1,a2)) {
UpdateCursor(Fs,a1,a2);
if (tempu=FindUnit(cursor_row,cursor_col)) {
if (tempu->player==enemy_player || tempu->fired ||
tempu->indirect_fire)
tempu=NULL;
else {
RVSetUp(cur_player);
RowCol2XY(&fire_radius_x,&fire_radius_y,tempu->row,tempu->col);
fire_radius=tempu->range*2*HEX_RADIUS;
RecalcVisible(RV_ONE_FRIENDLY_UNIT,tempu);
}
}
}
break;
case MSG_IP_L_UP:
if (CursorInWindow(Fs,a1,a2)) {
UpdateCursor(Fs,a1,a2);
target=FindUnit(cursor_row,cursor_col);
if (!tempu)
Beep;
else {
if (!target || target->player!=enemy_player ||
!Bt(&target->visible,0))
Beep;
else
FireShot(tempu,target);
RecalcVisible(RV_UPDATE_FRIENDLY_UNIT,tempu);
}
}
tempu=NULL;
fire_radius=0;
break;
case MSG_IP_R_UP:
if (CursorInWindow(Fs,a1,a2))
throw('PhaseOvr',TRUE);
break;
}
}
}