⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 cbrunot.cpp

📁 赤壁之战(游戏原码)
💻 CPP
📖 第 1 页 / 共 4 页
字号:
/////////////
//	CBRunOT.cpp		:	v0020
//	Written by		:	Liu Gang
//	Compiler		:	Microsoft Visual C++ 4.2
//	Copyright (C)	:	1996 WayAhead Corporation
//	v0010			:	Nov.18.1996
//	v0020			:	Mar.24.1997, seperated from CBRun.cpp
/////////////
// implementation file
// components of CBRun
// 对CBRun.cpp的辅助功能模块

#include "stdafx.h"
#include "Assert.h"
#include "CBRun.h"
#include "CBGame.h"
#include "CBMap.h"
#include "CBData.h"
#include "CBOther.h"
#include "CBEyes.h"

#include "CBMini.h"	// MINI_SetBlink()

//-- LHJ
#include "cbprompt.h"	// FACE_UpdateGrade()
#include "interfac.h"
//-- LHJ

#include <math.h>	// sqrt()

#include "CBRDelay.h"	// defines

/////////////
extern POINT DRAW_ptScreenOffset;			// defined in CBDraw.cpp
extern int GFWI_bUpdate;	// defined in CBDRAW.cpp, for test only
extern RECT DRAW_rcScreen;	// defined in CBDraw.cpp
// 用于音效,每隔一定时间该开关打开,当屏幕以外的我方单元(部队/建筑)
// 受到攻击时,由画外音提醒游戏者We are under attack!
// 为真时,开关打开,可以发出消息
BOOL RUN_SOUND_bWeAreUnderAttack = TRUE;

// defined in CBCTRl.cpp, debug for do not die
extern BOOL CTRL_bDebugDie;
/////////////


/////////////
// Local functions
// 判断如果单元生命小于0,对该单元下达删除命令
// 但只有当动画显示完全后,才真正调用CTRL_UNIT_Detroy()删除它
void RUN_UNIT_ToDie( struct UNIT_STRUCT *pUnit );
/////////////

/////////////
// 攻击音效
// nX, nY	:	位置
// nFile	:	单元文件号
void RUN_SOUND_Hit( int nX, int nY, int nFile );

// 弓箭攻击音效
// nX, nY	:	位置
// nFile	:	单元文件号
void RUN_SOUND_HitF( int nX, int nY, int nFile );

// 死亡音效
// nX, nY	:	位置
// nFile	:	单元文件号
void RUN_SOUND_Die( int nX, int nY, int nFile );

// 受伤音效
// nX, nY	:	位置
// nFile	:	单元文件号
void RUN_SOUND_Wounded( int nX, int nY, int nFile );

// 用于音效,每隔一定时间该开关打开,当屏幕以外的我方单元(部队/建筑)
// 受到攻击时,由画外音提醒游戏者We are under attack!
// 注:要在函数外面判断游戏者
// nX, nY	:	被攻击单元位置坐标
// nFile	:	被攻击单元文件号
void RUN_SOUND_UnderAttack( int nX, int nY, int nFile );
/////////////

/////////////
// 计算攻击点数,内部使用
int RUN_FIGHT_calcHitPoint( struct UNIT_STRUCT *pUnit, struct UNIT_STRUCT *pU );
int RUN_FIGHT_calcHitPointF( struct UNIT_STRUCT *pUnit, struct UNIT_STRUCT *pU );

// 攻击力=基本攻击力+提升系数+将领系数+阵型系数
// 防御力=基本防御力+提升系数+将领系数+阵型系数

// 近程
int RUN_FIGHT_calcHitPoint( struct UNIT_STRUCT *pUnit, struct UNIT_STRUCT *pU )
{
	// 攻击
	//--------------------攻击计算--------------------
	int nHit, nAttack, nDefend;
	Assert( EYE_IfUnitIsSoldier( pUnit ) 
		|| EYE_IfUnitIsGen( pUnit ) );

	nAttack = EYE_GetNearAttack( pUnit );
	nDefend = EYE_GetNearDefend( pU );

	// adjust hit
	nHit = nAttack - nDefend;
	if( nHit <= 0 ) nHit = 1;
	// 调试不死状态
	// July.17.1997, Liu Gang
	if( CTRL_bDebugDie == TRUE && GAME.nMe == pU->Draw.nPlayer )
		nHit = 0;
	//--------------------攻击计算--------------------
	return nHit;
}

// 远程
int RUN_FIGHT_calcHitPointF( struct UNIT_STRUCT *pUnit, struct UNIT_STRUCT *pU )
{
	// 攻击
	//--------------------攻击计算--------------------
	int nHit, nAttack, nDefend;
	Assert( EYE_IfUnitIsSoldier( pUnit ) 
		|| EYE_IfUnitIsGen( pUnit ) 
		|| EYE_IfUnitIsTower( pUnit ) );

	nAttack = EYE_GetFarAttack( pUnit );
	nDefend = EYE_GetFarDefend( pU );

	// adjust hit
	nHit = nAttack - nDefend;
	if( nHit <= 0 ) nHit = 1;
	// 调试不死状态
	// July.17.1997, Liu Gang
	if( CTRL_bDebugDie == TRUE && GAME.nMe == pU->Draw.nPlayer )
		nHit = 0;
	//--------------------攻击计算--------------------
	return nHit;
}
/////////////

// 是否钱够花
BOOL RUN_CREATE_IfEnoughMoney( int nPlayer, int nFile )
{
	// 消耗资源
	if( GAME.Players[nPlayer].nFood < DATA_Lib.Unit[nFile].nCreateFood 
		|| GAME.Players[nPlayer].nWood < DATA_Lib.Unit[nFile].nCreateWood
		|| GAME.Players[nPlayer].nGold < DATA_Lib.Unit[nFile].nCreateGold
		|| GAME.Players[nPlayer].nIron < DATA_Lib.Unit[nFile].nCreateIron )
	{
		OutputDebugString( "RUN_CreateUnit Error: Short of Resource!\n" );
		//------------提示
		if( GAME.nMe == nPlayer )
		{
			if( nFile >= 0 && nFile < 27 )
			{	//军费不够,无法建造
				FACE_ShowPromptInfor( 6 );
			}
			else
			{	//军费不够,无法训练
				FACE_ShowPromptInfor( 8 );
			}
			//---- 否定音效
			// noselect.wav
			DATA_WAVE_EffectPlay( 99 );
			//---- 否定音效
		}
		//------------提示
		return FALSE;
	}
	return TRUE;
}

// 花钱
BOOL RUN_CREATE_Consume( int nPlayer, int nFile )
{
	if( !RUN_CREATE_IfEnoughMoney( nPlayer, nFile ) )
		return FALSE;
	// 花钱
	GAME.Players[nPlayer].nGold -= DATA_Lib.Unit[nFile].nCreateGold;
	GAME.Players[nPlayer].nFood -= DATA_Lib.Unit[nFile].nCreateFood;
	GAME.Players[nPlayer].nWood -= DATA_Lib.Unit[nFile].nCreateWood;
	GAME.Players[nPlayer].nIron -= DATA_Lib.Unit[nFile].nCreateIron;
	GFWI_bUpdate = TRUE;
	return TRUE;
}

// 建造、生产取消后找钱
BOOL RUN_CREATE_PayBack( int nPlayer, int nFile )
{
	// 找钱
	GAME.Players[nPlayer].nGold += DATA_Lib.Unit[nFile].nCreateGold*RUN_CREATE_PAYBACK/100;
	GAME.Players[nPlayer].nFood += DATA_Lib.Unit[nFile].nCreateFood*RUN_CREATE_PAYBACK/100;
	GAME.Players[nPlayer].nWood += DATA_Lib.Unit[nFile].nCreateWood*RUN_CREATE_PAYBACK/100;
	GAME.Players[nPlayer].nIron += DATA_Lib.Unit[nFile].nCreateIron*RUN_CREATE_PAYBACK/100;
	GFWI_bUpdate = TRUE;
	return TRUE;
}

// 设置单元死亡后的动画
// pUnit	:	即将死亡的单元的指针
void RUN_DESTROY_SetAfterLife( struct UNIT_STRUCT *pUnit )
{
	struct CTRL_FRAME_STRUCT *pDraw = &pUnit->Draw;

	// detect if should really draw 
//	if( pUnit->Draw.nFile >= 27 )	// 是士兵才判断是否真的画
	// 都要判断
	POINT ptPOS[2][25]=
		{
			{{-1,0,},{1,0},{-1,1},{0,1},
			{-1,2},{0,2},{1,2},{-1,3},{0,3},
			{-1,4},{0,4},{1,4},{-1,5},{0,5},
			{-1,6},{0,6},{1,6},{-1,7},{0,7},
			{-1,8},{0,8},{1,8},{-1,9},{0,9},{0,10}},

			{{-1,0,},{1,0},{1,1},{0,1},
			{-1,2},{0,2},{1,2},{1,3},{0,3},
			{-1,4},{0,4},{1,4},{1,5},{0,5},
			{-1,6},{0,6},{1,6},{1,7},{0,7},
			{-1,8},{0,8},{1,8},{1,9},{0,9},{0,10}},
		};
	BOOL bSet = TRUE;	//为真时要显示死后的状态(血迹)
	int nX, nY;
	BOOL bOdd = pUnit->Draw.nY&1;
	for( int y=0; y<25; y++ )
	{
		nX = pUnit->Draw.nX + ptPOS[bOdd][y].x, 
		nY = pUnit->Draw.nY + ptPOS[bOdd][y].y;
		if( EYE_IfOutOfRange( nX, nY ) )
			break;//出界
		struct MAP_GROUND_CODE_STRUCT stctG;
		WORD codeG = MAP_GetGroundData( pUnit->Draw.nLayer, nX, nY );
		MAP_GroundDeCode( codeG, &stctG );
		if( stctG.nAttr != MAP_SPECIAL_NONE )
		{
			if( (stctG.nAttr == MAP_SPECIAL_WOOD
				|| stctG.nAttr == MAP_SPECIAL_DO_WOOD)
				&& y<6 )	// 是树木,在两格范围内不显示
			{
				bSet = FALSE;//是资源,不显示
				break;
			}
			else if( (stctG.nAttr == MAP_SPECIAL_WHEAT
				|| stctG.nAttr == MAP_SPECIAL_DO_WHEAT)
				&& y<4 )	// 是树木,在一格范围内不显示
			{
				bSet = FALSE;//是资源,不显示
				break;
			}
		}

		if( pUnit->Draw.nLayer < 2 )
		{
			codeG = MAP_GetGroundData( pUnit->Draw.nLayer+1, nX, nY );
			if( codeG != MAP_DATA_NONE )
			{	// 有第二层地形,不显示
				bSet = FALSE;
				break;
			}
		}

		if( pUnit->Draw.nLayer < 1 )
		{
			codeG = MAP_GetGroundData( pUnit->Draw.nLayer+2, nX, nY );
			if( codeG != MAP_DATA_NONE )
			{	// 有第三层地形
				bSet = FALSE;
				break;
			}
		}
	}
	if( pUnit->Draw.nFile < 27			// 是建筑才爆炸
		|| pUnit->Draw.nFile == 34 )	// 或是投石车
	{
		// 设置爆炸
		struct OTHER_STRUCT otherBomb;
		OTHER_ClearData( &otherBomb );

		otherBomb.nFile = 1;
		otherBomb.nType = OTHER_TYPE_BOMB;
		otherBomb.nDelay = RUN_TIMEDELAY_BOMB;

		RECT rect = MAP_GetOtherRect( DRAW_ptScreenOffset,
			pDraw->nLayer, pDraw->nX, pDraw->nY, 1 );
		otherBomb.ptBegin.x = rect.left+DRAW_ptScreenOffset.x;
		otherBomb.ptBegin.y = rect.top+DRAW_ptScreenOffset.y;
		if( pDraw->nLocationSize == 1 )	
			otherBomb.ptBegin.y -= MAP_Lib.szItem.cy;
		else if( pDraw->nLocationSize == 2 )
			otherBomb.ptBegin.y -= MAP_Lib.szItem.cy*3>>1;
		otherBomb.szItem.cx = MAP_Lib.Other[otherBomb.nFile].szItem.cx;
		otherBomb.szItem.cy = MAP_Lib.Other[otherBomb.nFile].szItem.cy;
		for( int i=0; i<8; i++ )
		{
			otherBomb.nCol[i] = i;
		}
		otherBomb.nMaxFrame = 8;
		OTHER_CreateData( &otherBomb );

		//--音效
		// 24: obreak04.wav,爆炸声
		POINT pt;
		pt.x = pUnit->Draw.nX, pt.y = pUnit->Draw.nY;
		if( PtInRect( &DRAW_rcScreen, pt ) )
		{
			DATA_WAVE_EffectPlay( 24 );
		}
		else
		{
			DATA_WAVE_EffectPlayLow( 24 );
		}
		//--音效

		if( pUnit->Draw.nFile == 16 || pUnit->Draw.nFile == 17 )
		{	// 城门不显示血迹,只爆炸
			return;
		}
	}
	if( bSet == FALSE )	return;	// 不能显示血迹


	// set after life
	struct OTHER_STRUCT other;
	OTHER_ClearData( &other );

	other.nType = OTHER_TYPE_BLOOD;
	other.nDelay = RUN_TIMEDELAY_DIE;

	RECT rect = MAP_GetUnitRect( DRAW_ptScreenOffset, pDraw );
	other.ptBegin.x = rect.left+DRAW_ptScreenOffset.x;
	other.ptBegin.y = rect.top+DRAW_ptScreenOffset.y;
	other.szItem.cx = rect.right - rect.left;
	other.szItem.cy = rect.bottom - rect.top;

	if( EYE_IfUnitIsBuild( pUnit ) 
		|| pDraw->nFile == 34 )	// 建筑或投石车
	{	// 建筑
		if( pDraw->nFile != 34 )
		{	// 只有是建筑时设置死后状态
			if( pDraw->nFile == 0 || pDraw->nFile == 1 )
			{
				other.nCol[0] = 8 + MAP_Lib.AniSeq[0].nOffset;
				other.nCol[1] = 9 + MAP_Lib.AniSeq[0].nOffset;
			}
			else if( pDraw->nLocationSize == 0 )
			{
				other.nCol[0] = 1 + MAP_Lib.AniSeq[26].nOffset;
				other.nCol[1] = 1 + MAP_Lib.AniSeq[26].nOffset;
			}
			else if( pDraw->nLocationSize == 1 )
			{
				other.nCol[0] = 1 + MAP_Lib.AniSeq[24].nOffset;
				other.nCol[1] = 2 + MAP_Lib.AniSeq[24].nOffset;
			}
			else if( pDraw->nFile == 20 )	// 船坞
			{
				other.nCol[0] = 1 + MAP_Lib.AniSeq[pDraw->nFile].nOffset;
				other.nCol[1] = 2 + MAP_Lib.AniSeq[pDraw->nFile].nOffset;
			}
			else
			{
				other.nCol[0] = 1 + MAP_Lib.AniSeq[22].nOffset;
				other.nCol[1] = 1 + MAP_Lib.AniSeq[22].nOffset;
			}
			other.nMaxFrame = 2;
		}
	}
	else
	{	// 部队
		if( pDraw->nFile >= 37 && pDraw->nFile <= 44 )
		{	// 有自己的死亡画面
			// 状态为原来的状态
			// 最大帧
			int nMaxFrame = MAP_Lib.AniSeq[pDraw->nFile].nMaxSequence[pDraw->nState];
			for( int i=0; i< nMaxFrame-6; i++ )
			{
				other.nCol[i] = MAP_Lib.AniSeq[pDraw->nFile].nAniSeq[pDraw->nState][i+6]
							+ MAP_Lib.AniSeq[pDraw->nFile].nOffset;
			}
			other.nMaxFrame = i;
		}
		else
		{
			int nFile = 29;
			// 最大帧
			int nMaxFrame = 7;	// 特殊
			for( int i=0; i< nMaxFrame; i++ )
			{
				other.nCol[i] = MAP_Lib.AniSeq[nFile].nOffset-1 + ((i+1)*5);
			}
			other.nMaxFrame = i;
			SIZE sz;
			sz.cx = MAP_Lib.Unit[nFile].szItem.cx;
			sz.cy = MAP_Lib.Unit[nFile].szItem.cy;
			other.ptBegin.x += (other.szItem.cx - sz.cx)>>1;
			other.ptBegin.y = other.ptBegin.y + other.szItem.cy - sz.cy;
		}
	}
	Assert( other.nFrame == 0 );
	if( pDraw->nFile != 34 )
	{	// 投石车不设置死后状态
		if( OTHER_CreateData( &other ) == -1 )
			OutputDebugString( "RUN_SetAfterLife Error: max number reached!\n" );
	}
}

// 当建筑被攻击时,要着火
// pU	:	被攻击的建筑的指针
void RUN_FIGHT_SetFire( struct UNIT_STRUCT *pU )
{
	if( pU->nLife < EYE_GetFullLife( pU->Draw.nPlayer, pU->Draw.nFile)/3
		&& pU->Build.nFireLvl < 2 )
		//&& pU->Draw.nLocationSize > 0 )
	{	// 增加第二个火
		struct OTHER_STRUCT other;
		OTHER_ClearData( &other );
		other.nType = OTHER_TYPE_FIRE;
		other.nFile = 3;
		other.nCol[0] = 0;
		other.nCol[1] = 1;
		other.nCol[2] = 2;
		other.nCol[3] = 3;
		other.nMaxFrame = 4;
		other.nDelay = 4;
		other.szItem.cx = MAP_Lib.Other[other.nFile].szItem.cx;
		other.szItem.cy = MAP_Lib.Other[other.nFile].szItem.cy;
		RECT rect = MAP_GetUnitRect( DRAW_ptScreenOffset, &pU->Draw );
		other.ptBegin.x = rect.right-other.szItem.cx+DRAW_ptScreenOffset.x-8;
		other.ptBegin.y = rect.top+DRAW_ptScreenOffset.y+10;
		pU->Build.nFireID[pU->Build.nFireLvl] = OTHER_CreateData( &other );
		pU->Build.nFireLvl++;
	}
	else if( pU->nLife >= EYE_GetFullLife( pU->Draw.nPlayer, pU->Draw.nFile)/3
		&& pU->nLife < EYE_GetFullLife( pU->Draw.nPlayer, pU->Draw.nFile)*2/3
		&& pU->Build.nFireLvl != 1 )
	{	// 第一个火
		if( pU->Build.nFireLvl == 0 )
		{	// 增加第一个火
			struct OTHER_STRUCT other;
			OTHER_ClearData( &other );
			other.nType = OTHER_TYPE_FIRE;
			other.nFile = 3;
			other.nCol[0] = 0;
			other.nCol[1] = 1;
			other.nCol[2] = 2;
			other.nCol[3] = 3;
			other.nMaxFrame = 4;
			other.nDelay = 4;
			other.szItem.cx = MAP_Lib.Other[other.nFile].szItem.cx;
			other.szItem.cy = MAP_Lib.Other[other.nFile].szItem.cy;
			RECT rect = MAP_GetUnitRect( DRAW_ptScreenOffset, &pU->Draw );
			if( pU->Draw.nLocationSize == 0 )
			{	// center
				other.ptBegin.x = (rect.right+rect.left)/2 - other.szItem.cx/2+DRAW_ptScreenOffset.x;
			}
			else other.ptBegin.x = rect.left+DRAW_ptScreenOffset.x+10;
			other.ptBegin.y = rect.top+DRAW_ptScreenOffset.y-5;
			pU->Build.nFireID[pU->Build.nFireLvl] = OTHER_CreateData( &other );
			pU->Build.nFireLvl++;
		}
		else
		{	// 减少第二个火
			OTHER_DestroyData( pU->Build.nFireID[pU->Build.nFireLvl-1] );
			pU->Build.nFireLvl--;
		}
	}
	else if( pU->nLife >= EYE_GetFullLife( pU->Draw.nPlayer, pU->Draw.nFile)*2/3
		&& pU->Build.nFireLvl > 0 ) 
	{	// 减少第一个火,所有火
		for( int i=0; i<pU->Build.nFireLvl; i++ )
		{
			OTHER_DestroyData( pU->Build.nFireID[i] );
		}
		pU->Build.nFireLvl=0;
	}
}

// 对于投石车,要投石

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -