/* * Seven Kingdoms: Ancient Adversaries * * Copyright 1997,1998 Enlight Software Ltd. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ //Filename : OU_VEHI.CPP //Description : Unit Vehicle #include #include #include //--------- Begin of function UnitVehicle::set_combat_level ---------// // void UnitVehicle::set_combat_level(int combatLevel) { skill.combat_level = combatLevel; UnitInfo* unitInfo = unit_res[unit_id]; max_hit_points = unit_res[unitInfo->vehicle_id]->hit_points + unit_res[unitInfo->solider_id]->hit_points * combatLevel / 100; hit_points = min(hit_points, max_hit_points); } //-------- End of function UnitVehicle::set_combat_level -----------// //--------- Begin of function UnitVehicle::dismount ---------// // // The solider unit dismount from the vehicle. // // This unit is decomposed into two units: the solider and the vehicle. // void UnitVehicle::dismount() { err_when( !unit_res[unit_id]->solider_id ); UnitInfo* unitInfo = unit_res[unit_id]; SpriteInfo* soliderSpriteInfo = sprite_res[ unit_res[unitInfo->solider_id]->sprite_id ]; //--- calc the hit points of the solider and the vehicle after deforming ---// float soliderHitPoints = hit_points * solider_hit_points / (solider_hit_points+vehicle_hit_points); float vehicleHitPoints = hit_points * vehicle_hit_points / (solider_hit_points+vehicle_hit_points); soliderHitPoints = max(1, soliderHitPoints); vehicleHitPoints = max(1, vehicleHitPoints); //-------- add the solider unit ---------// //---- look for an empty location for the unit to stand ----// int xLoc=next_x_loc(), yLoc=next_y_loc(); if( !world.locate_space( xLoc, yLoc, xLoc+sprite_info->loc_width-1, yLoc+sprite_info->loc_height-1, soliderSpriteInfo->loc_width, soliderSpriteInfo->loc_height ) ) { return; } int unitRecno = unit_array.add_unit(unitInfo->solider_id, nation_recno, rank_id, loyalty, xLoc, yLoc); Unit* unitPtr = unit_array[unitRecno]; unitPtr->skill = skill; unitPtr->set_combat_level(skill.combat_level); unitPtr->hit_points = soliderHitPoints; //-------- delete current unit ----------// int curXLoc = next_x_loc(), curYLoc = next_y_loc(); unit_array.del(sprite_recno); // delete the vehicle (e.g. horse) //------- add the vehicle unit ----------// unitRecno = unit_array.add_unit(unitInfo->vehicle_id, 0, 0, 0, curXLoc, curYLoc); unit_array[unitRecno]->hit_points = vehicleHitPoints; } //-------- End of function UnitVehicle::dismount -----------//