/*
* 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 -----------//