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piece.cpp
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piece.cpp
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// Piece (.Cpp)
// ------------
#include <ptk.h>
#include <vector>
#include <list>
#include "KPTK.h"
using namespace std;
#include "bridge.hpp"
#include "game.hpp"
#include "scene.hpp"
#include "piece.hpp"
#include "board.hpp"
#include "log.hpp"
#include "timer.hpp"
#include "config.hpp"
#include "wizard.hpp"
#include "effect.hpp"
#include "chat.hpp"
#include "options.hpp"
#include "sound.hpp"
struct piece_data piece[MAX_PIECES];
void load_all_pieces(void)
{
int frames, gfx, piece_num;
char file[MAX_STRING], text[MAX_STRING], name[MAX_STRING], section[MAX_STRING];
sprintf(section, "GROOVE");
piece_num = 0;
gfx = 0;
// First we look at the info file to find all the piece names to load..
sprintf(text, "Pieces\\info.ini");
sprintf(file, "%s", KMiscTools::makeFilePath(text));
if (!set_config_file_new(CONFIG_TEMP, file, true)) return;
// Find all piece names to load from info file
for (piece_num = 0 ; piece_num < MAX_PIECES ; piece_num++)
{
sprintf(text, "PIECE_%d", piece_num);
GetConfigString(CONFIG_TEMP, section, text, piece[piece_num].name, 40);
}
// Now we load each one individually (gfx & stats).
for (piece_num = 0 ; piece_num < MAX_PIECES ; piece_num++)
{
if (strlen(piece[piece_num].name) < 2) return; // Reached end of list.
sprintf(section, "GROOVE");
sprintf(text, "Pieces\\%s\\%s\\", piece[piece_num].name, section );
sprintf(file, "%s", KMiscTools::makeFilePath(text));
frames = LoadAndAddBitmaps(&piece_gfx, file, "png");
sprintf(text, "Pieces\\%s\\info.ini", piece[piece_num].name);
sprintf(file, "%s", KMiscTools::makeFilePath(text));
if (!set_config_file_new(CONFIG_TEMP, file, true)) return;
// GROUP NAME
GetConfigString(CONFIG_TEMP, section, "GROUP", piece[piece_num].group_name, 40);
if (strlen(piece[piece_num].group_name) == 0) sprintf(piece[piece_num].group_name, "CREATURE_GROUP"); // Creature Group is default.
piece[piece_num].adjacent_in_group = GetConfigYes(CONFIG_TEMP, section, "ADJACENT_IN_GROUP", true);
// TIME BETWEEN FRAMES, keeping a updated and original copy here.
piece[piece_num].time_between_frames = GetConfigInt(CONFIG_TEMP, section, "TIME_BETWEEN_FRAMES", 100);
piece[piece_num].time_next_frame = GetConfigInt(CONFIG_TEMP, section, "TIME_BETWEEN_FRAMES", 100);
// PING PONG ANIM, the default is a ping pong anim, but we can also use a plain loop.
piece[piece_num].ping_pong_anim = GetConfigYes(CONFIG_TEMP, section, "PING_PONG_ANIM", true);
piece[piece_num].ping_pong_anim_forward = true;
piece[piece_num].start_gfx = gfx;
piece[piece_num].gfx = gfx;
gfx += frames;
// BODY_GFX, default = last gfx frame is the body gfx. 0 = No Body gfx frame.
piece[piece_num].body_gfx = -1;
if (GetConfigInt(CONFIG_TEMP, section, "BODY_GFX", -1) != 0)
{
piece[piece_num].body_gfx = gfx - 1;
frames--;
}
piece[piece_num].gfx_frames = frames;
// ----- Special Stats -----
piece[piece_num].chance_of_disappearing = GetConfigInt(CONFIG_TEMP, section, "CHANCE_OF_DISAPPEARING", 0);
piece[piece_num].spells_when_disappeared = GetConfigInt(CONFIG_TEMP, section, "SPELLS_WHEN_DISAPPEARED", 0);
piece[piece_num].only_disappear_when_ridden = GetConfigYes(CONFIG_TEMP, section, "ONLY_DISAPPEAR_WHEN_RIDDEN", false);
piece[piece_num].any_wizard_can_ride = GetConfigYes(CONFIG_TEMP, section, "ANY_WIZARD_CAN_RIDE", false);
// Growing
piece[piece_num].grow_chance = GetConfigInt(CONFIG_TEMP, section, "GROW_CHANCE", 0);
piece[piece_num].grow_attack = GetConfigInt(CONFIG_TEMP, section, "GROW_ATTACK", 0);
piece[piece_num].grow_die_chance = GetConfigInt(CONFIG_TEMP, section, "GROW_DIE_CHANCE", 0);
GetConfigString(CONFIG_TEMP, section, "GROW_PIECE", piece[piece_num].grow_piece_name, 40);
piece[piece_num].grow_covers = GetConfigYes(CONFIG_TEMP, section, "GROW_COVERS", false);
GetConfigString(CONFIG_TEMP, section, "DISAPPEAR_EFFECT", text, MAX_STRING);
piece[piece_num].disappear_effect = find_effect_by_name(text, EFFECT_NONE);
piece[piece_num].disappear_effect_var1 = GetConfigInt(CONFIG_TEMP, section, "DISAPPEAR_EFFECT_VAR1", 0);
// Ranged combat effect..
GetConfigString(CONFIG_TEMP, section, "RANGED_COMBAT_EFFECT", text, MAX_STRING);
piece[piece_num].ranged_combat_effect = find_effect_by_name(text, EFFECT_ATTACK);
piece[piece_num].ranged_combat_effect_var1 = GetConfigInt(CONFIG_TEMP, section, "RANGED_COMBAT_EFFECT_VAR1", 1);
// ----- Normal Stats -----
// COMBAT
piece[piece_num].combat = GetConfigInt(CONFIG_TEMP, section, "COMBAT", 1);
// DEFENCE
piece[piece_num].defence = GetConfigInt(CONFIG_TEMP, section, "DEFENCE", 1);
// RANGED_COMBAT
piece[piece_num].ranged_combat_attack = GetConfigInt(CONFIG_TEMP, section, "RANGED_COMBAT", 0);
// RANGE
piece[piece_num].ranged_combat_range = GetConfigInt(CONFIG_TEMP, section, "RANGE", 0);
// RANGED_COMBAT GFX
piece[piece_num].ranged_combat_gfx = GetConfigInt(CONFIG_TEMP, section, "RANGED_COMBAT_GFX", 20);
// MOVEMENT
piece[piece_num].movement = GetConfigInt(CONFIG_TEMP, section, "MOVEMENT", 1);
// FLEX, I use the word flex (short for flexability) as maneuverability is difficult
// to spell and type!
piece[piece_num].flex = GetConfigInt(CONFIG_TEMP, section, "FLEX", 1);
// MAGIC_RESISTANCE
piece[piece_num].magic_resist = GetConfigInt(CONFIG_TEMP, section, "MAGIC_RESISTANCE", 1);
// CHANCE
piece[piece_num].chance = GetConfigInt(CONFIG_TEMP, section, "CHANCE", 100);
// FLYING
piece[piece_num].flying = GetConfigYes(CONFIG_TEMP, section, "FLYING", false);
// RIDEABLE
piece[piece_num].rideable = GetConfigYes(CONFIG_TEMP, section, "RIDEABLE", false);
// UNDEAD
piece[piece_num].undead = GetConfigYes(CONFIG_TEMP, section, "UNDEAD", false);
piece[piece_num].can_attack_undead = GetConfigYes(CONFIG_TEMP, section, "CAN_ATTACK_UNDEAD", piece[piece_num].undead);
// CAN_RIDE
piece[piece_num].can_ride = GetConfigYes(CONFIG_TEMP, section, "CAN_RIDE", false);
// SHADOW_FORM
piece[piece_num].shadow_form = GetConfigYes(CONFIG_TEMP, section, "SHADOW_FORM", false);
// TRANSPARENT_TO_LINE_OF_SIGHT
piece[piece_num].transparent_to_line_of_sight = GetConfigYes(CONFIG_TEMP, section, "TRANSPARENT_TO_LINE_OF_SIGHT", false);
if (piece[piece_num].combat < 1) piece[piece_num].has_attacked = true;
if (piece[piece_num].ranged_combat_attack < 1) piece[piece_num].has_shot = true;
if (piece[piece_num].movement < 1) piece[piece_num].has_moved = true;
piece[piece_num].engaged = false;
}
}
void do_pieces_animation_logic(void)
{
// This goes through every piece on the board and updates animation details.
// Decreasing timing values and moving to next animation frame if required.
int x, y, end_frame, time_between_frames;
for (y = 0 ; y < board_info.board_height ; y++)
{
for (x = 0 ; x < board_info.board_width ; x++)
{
// Skip BLANK pieces.
if (board[x][y][PIECE].gfx == BLANK) continue;
end_frame = board[x][y][PIECE].start_gfx + board[x][y][PIECE].gfx_frames;
time_between_frames = board[x][y][PIECE].time_between_frames;
// Does piece have shadow form? This alters our animation!
if (board[x][y][PIECE].shadow_form)
{
end_frame = board[x][y][PIECE].start_gfx + 2; // 2 frames for shadow form.
time_between_frames = 200; // One constant speed.
}
board[x][y][PIECE].time_next_frame--;
// Time to change frame.
if (board[x][y][PIECE].time_next_frame < 1)
{
// Restore timer value to original copy.
board[x][y][PIECE].time_next_frame = time_between_frames;
if (board[x][y][PIECE].ping_pong_anim == false)
{
// Looping Animation
board[x][y][PIECE].gfx++;
// If we have just gone past the end gfx, then reset to the start.
if (board[x][y][PIECE].gfx >= end_frame)
{
board[x][y][PIECE].gfx = board[x][y][PIECE].start_gfx;
}
}
else
{
// Ping-Pong Animation
if (board[x][y][PIECE].ping_pong_anim_forward == true)
{
// Animating Forward.
board[x][y][PIECE].gfx++;
// Gone past end, reverse animation direction.
if (board[x][y][PIECE].gfx >= end_frame - 1)
{
board[x][y][PIECE].gfx = end_frame - 1;
board[x][y][PIECE].ping_pong_anim_forward = false; // Reverse direction.
}
}
else
{
// Animating Backwards.
board[x][y][PIECE].gfx--;
// Gone past start, reverse animation direction.
if (board[x][y][PIECE].gfx <= board[x][y][PIECE].start_gfx)
{
board[x][y][PIECE].gfx = board[x][y][PIECE].start_gfx;
board[x][y][PIECE].ping_pong_anim_forward = true; // Reverse direction.
}
}
}
}
}
}
}
int find_piece_by_name(char *name)
{
int s;
for (s = 0 ; s < MAX_PIECES ; s++)
{
if (strcmp(name, piece[s].name) == 0) return s;
}
return -1;
}
void create_new_piece(char *name, int x, int y)
{
// Creates a new piece and uses the name field to search for the corresponding
// piece ID. This stops us using hardcoded varients (i.e. for magic sword, etc..)
// and makes things more flexible.
int p;
p = find_piece_by_name(name);
if (p == -1)
{
// Assume this doesn't matter, and is changed later. Pick Dire wolf as a default..
p = find_piece_by_name("dire_wolf");
}
board[x][y][PIECE] = piece[p];
board[x][y][PIECE].selected = false;
board[x][y][PIECE].dead = false;
board[x][y][PIECE].disbelieved = false;
board[x][y][PIECE].illusion = wizard[game.current_wizard].spell_is_illusion;
board[x][y][PIECE].owner = game.current_wizard; // Mark current wizard as owner.
board[x][y][PIECE].turn = 0; // New piece, so rest turn value.
}
void kill_piece(int x, int y, int by, bool sound)
{
int p;
// Have we just killed a wizard?
if (board[x][y][MOUNTED].gfx == BLANK)
{
// No rider. Check if we have just killed a wizard..
if (wizard_here(x, y) != -1)
{
kill_wizard(wizard_here(x, y), by);
}
else
{
if (sound) request_sound_effect(board[x][y][PIECE].name, "CREATURE", "DIES", false);
}
}
else
{
if (sound) request_sound_effect(board[x][y][MOUNTED].name, "CREATURE", "DIES", false);
}
// If creature has a body gfx then deal with that now.
if (board[x][y][PIECE].body_gfx != -1 && !board[x][y][PIECE].illusion)
{
// Move piece to body layer.
board[x][y][BODY] = board[x][y][PIECE];
// Now change gfx to body gfx and stop animation.
board[x][y][BODY].gfx = board[x][y][BODY].body_gfx;
board[x][y][BODY].start_gfx = board[x][y][BODY].body_gfx;
board[x][y][BODY].dead = true;
board[x][y][BODY].gfx_frames = 1;
}
// Turn old piece data on piece layer to BLANK
board[x][y][PIECE].gfx = BLANK;
board[x][y][PIECE].selected = false;
// Did we have a rider on this piece?
if (board[x][y][MOUNTED].gfx != BLANK)
{
if (game.debug_to_chat) log("PIECE : %s at x: %d, y: %d killed to make the rider : %s unmount",
board[x][y][PIECE].name, x, y, board[x][y][MOUNTED].name);
// Yes, so make rider available and visible by putting back on PIECE layer.
board[x][y][PIECE] = board[x][y][MOUNTED];
board[x][y][MOUNTED].gfx = BLANK;
}
// Finally check to see if this piece was a growth covering another piece.
if (board[x][y][PIECE_COVERED].gfx != -1)
{
// Uncover creature
board[x][y][PIECE] = board[x][y][PIECE_COVERED];
board[x][y][MOUNTED] = board[x][y][MOUNTED_COVERED];
if (game.debug_to_chat) log("Growth killed to uncover piece : %s", board[x][y][PIECE].name);
// Mark covered layer as free.
board[x][y][PIECE_COVERED].gfx = -1;
// Restore movement & other status flags to uncovered piece(s)
// PIECE layer
p = board[x][y][PIECE].gfx;
if (p != BLANK)
{
// Reset piece states.
board[x][y][PIECE].has_moved = true;
board[x][y][PIECE].has_attacked = true;
board[x][y][PIECE].has_shot = true;
if (board[x][y][PIECE].movement > 0 || board[x][y][PIECE].grow_chance > 0) board[x][y][PIECE].has_moved = false;
if (board[x][y][PIECE].combat > 0) board[x][y][PIECE].has_attacked = false;
if (board[x][y][PIECE].ranged_combat_attack > 0) board[x][y][PIECE].has_shot = false;
}
// MOUNTED layer
p = board[x][y][MOUNTED].gfx;
if (p != BLANK)
{
// Reset piece states.
board[x][y][MOUNTED].has_moved = true;
board[x][y][MOUNTED].has_attacked = true;
board[x][y][MOUNTED].has_shot = true;
if (board[x][y][MOUNTED].movement > 0) board[x][y][MOUNTED].has_moved = false;
if (board[x][y][MOUNTED].combat > 0) board[x][y][MOUNTED].has_attacked = false;
if (board[x][y][MOUNTED].ranged_combat_attack > 0) board[x][y][MOUNTED].has_shot = false;
}
}
}
bool try_to_select_piece(int x, int y, bool real)
{
bool engaged;
int total;
// Reset highlight first.
board_info.highlight_alpha.target = 0.0;
// Abort if trying to select BLANK piece.
if (board[x][y][PIECE].gfx == BLANK) return false;
// Abort if this is NOT one of the current wizard's pieces.
if (!is_piece_friendly(x, y, PIECE)) return false;
engaged = any_enemies_around_piece(x, y);
//log("name: %s, x: %d, y: %d, moved: %d, attacked: %d, shot: %d", board[x][y][PIECE].name, x, y, board[x][y][PIECE].has_moved, board[x][y][PIECE].has_attacked, board[x][y][PIECE].has_shot);
// Abort if this piece has already moved.
if ((board[x][y][PIECE].has_moved || board[x][y][PIECE].movement == 0) && board[x][y][PIECE].has_attacked && board[x][y][PIECE].has_shot)
{
if (board[x][y][MOUNTED].gfx != -1 && !board[x][y][MOUNTED].has_moved) goto skip;
board_info.highlight_type = HIGHLIGHT_NO_MOVES_LEFT;
board_info.highlight_alpha.target = 1.0;
board_info.highlight_x = x;
board_info.highlight_y = y;
return false;
}
skip:
// We can only do close combat, but there are no enemies directly adjacent?
if (board[x][y][PIECE].has_moved && board[x][y][PIECE].combat > 0 && !engaged && board[x][y][PIECE].has_shot)
{
board_info.highlight_type = HIGHLIGHT_NO_MOVES_LEFT;
board_info.highlight_alpha.target = 1.0;
board_info.highlight_x = x;
board_info.highlight_y = y;
return false;
}
// But can our selected piece also shoot?
if (board[x][y][PIECE].has_moved && board[x][y][PIECE].has_attacked && !board[x][y][PIECE].has_shot)
{
// Yes, so highlight enemy pieces that can be shot..
total = set_highlight_board(x, y, board[x][y][PIECE].ranged_combat_range, PIECE, false, false, true, true, true, "");
// Any targets?
if (total == 0)
{
board_info.highlight_type = HIGHLIGHT_NO_MOVES_LEFT;
board_info.highlight_alpha.target = 1.0;
board_info.highlight_x = x;
board_info.highlight_y = y;
return false;
}
}
// Ok, we could select piece, but we don't really want to yet, so highlight it first to show it can be selected.
if (!real)
{
board_info.highlight_type = HIGHLIGHT_CAN_MOVE;
board_info.highlight_alpha.target = 1.0;
highlight_wizard_pieces(game.current_wizard);
board_info.highlight_x = x;
board_info.highlight_y = y;
}
else
{
// Really select piece.
board_info.selected_x = x;
board_info.selected_y = y;
board_info.highlight_type = HIGHLIGHT_NONE;
board_info.selected_state = true;
board[x][y][PIECE].selected = true;
board_info.selected_layer = PIECE;
board_info.selected_alpha.target = 1.0;
board_info.selected_alpha.current = 1.0;
request_sound_effect(board[x][y][PIECE].name, "CREATURE", "SELECTED", false);
// Are we riding a piece that can't move or attack? If so switch to rider.
if (board[x][y][PIECE].has_moved && board[x][y][PIECE].has_attacked && board[x][y][PIECE].has_shot)
{
board_info.selected_layer = MOUNTED;
}
if (!board[x][y][board_info.selected_layer].has_moved || !board[x][y][PIECE].has_attacked)
{
if (board[x][y][board_info.selected_layer].flying)
{
// Show flying creatures possible moves..
if (board_info.selected_layer == PIECE && board[x][y][PIECE].engaged)
{
// Engaged, so show enemies directly around us.
set_highlight_board(x, y, 1.0, PIECE, false, false, true, false, true, "");
}
else
{
// Not engaged, so show full range.
set_highlight_board(x, y, board[x][y][board_info.selected_layer].movement, PIECE,
board[x][y][board_info.selected_layer].can_ride, true, true, false, true, "");
}
}
else
{
// Show land based creatures possible moves. The engaged check code is done within this function..
highlight_land_movement_options(x, y);
}
}
else
{
if (board[x][y][PIECE].has_attacked && !board[x][y][PIECE].has_shot)
{
set_highlight_board(x, y, board[x][y][PIECE].ranged_combat_range, PIECE, false, false, true, true, true, "");
}
}
}
return true;
}
void unselect_piece(void)
{
board_info.selected_state = false;
board_info.selected_engaged = false;
board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].selected = false;
board_info.selected_layer = PIECE;
board_info.selected_alpha.target = 0.0;
// If we have no pieces left we can move then end turn.
if (!any_pieces_we_can_move())
{
game.end_turn = true;
request_sound_effect("CREATURE", "CREATURE", "END TURN", false);
wait_time(50);
}
}
void try_to_move_piece(int x, int y, bool real)
{
int total;
char name[80];
//sprintf(name, "x: %d, y: %d, selected_x: %d, selected_y: %d", x, y, board_info.selected_x, board_info.selected_y);
// Reset highlight in case we can't move.
board_info.highlight_alpha.target = 0.0;
//add_chat_line(name, wizard[game.current_wizard].col);
if (x == board_info.selected_x && y == board_info.selected_y)
{
// Let computer player cancel movement by trying to move onto existing position.
// Human players can't do this!
if (real && !wizard[game.current_wizard].human)
{
board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].has_moved = true;
board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].has_attacked = true;
board_info.selected_engaged = false;
}
return; // Can't move piece over itself!
}
if (highlight_board[x][y].type == HIGHLIGHT_NONE)
{
clear_land_movement_route(); // Clear any old arrows to avoid misleading info being shown to player.
return; // Can't move here!
}
// Set cursor highlight..
board_info.highlight_type = highlight_board[x][y].type;
board_info.highlight_alpha.target = 1.0;
board_info.highlight_x = x;
board_info.highlight_y = y;
// Land based movement?
if (board_info.selected_state && !board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].flying &&
!board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].has_moved)
{
draw_land_movement_route(x, y);
}
if (!real) return; // Done highlighting, so if not really moving then return.
hide_highlight_board(false);
// Ok, move.
if (!board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].flying &&
!board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].has_moved)
{
move_piece_along_route(x, y);
}
else
{
move_piece(x, y);
}
board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].has_moved = true;
// Check if we have become engaged to an enemy piece. If we have not just mounted.
if (board_info.selected_layer == PIECE &&
!board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].has_attacked)
{
board_info.selected_engaged = engaged_around_piece(board_info.selected_x, board_info.selected_y);
}
// If we are engaged, then now show possible attacks.
if (board_info.selected_engaged &&
!board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].has_attacked)
{
request_sound_effect(board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].name,
"CREATURE", "ENGAGED", false);
set_highlight_board(board_info.selected_x, board_info.selected_y, 1.0, PIECE,
false, false, true, false, true, "");
}
else
{
// Not engaged, so no close combat possible..
board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].has_attacked = true;
// But can our selected piece also shoot?
if (!board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].has_shot)
{
// Yes, so highlight enemy pieces that can be shot..
total = set_highlight_board(board_info.selected_x, board_info.selected_y,
board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].ranged_combat_range, PIECE,
false, false, true, true, true, "");
// Any targets?
if (total == 0)
{
clear_highlight_board();
board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].has_shot = true;
}
else
{
request_sound_effect(board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].name,
"CREATURE", "SHOOTING PHASE", true);
}
}
}
if (board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].has_attacked &&
board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].has_shot)
{
unselect_piece();
}
}
void move_piece(int x, int y)
{
int total;
char name[512];
// Can we attack this new piece?
if (highlight_board[x][y].type == HIGHLIGHT_CAN_ATTACK)
{
if (!board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].has_attacked)
{
attack_piece(x, y);
// Can our selected piece also shoot?
if (!board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].has_shot)
{
// Yes, so highlight enemy pieces that can be shot..
total = set_highlight_board(board_info.selected_x, board_info.selected_y,
board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].ranged_combat_range, PIECE,
false, false, true, true, true, "");
if (total == 0)
{
clear_highlight_board();
board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].has_shot = true;
}
}
}
else
{
shoot_piece(x, y);
}
return;
}
// Can we 'mount' this piece?
if (highlight_board[x][y].type == HIGHLIGHT_CAN_RIDE)
{
ride_piece(x, y);
return;
}
// Must be able to move to this new position on the board then..
if (game.debug_to_chat)
{
sprintf(name, "%s moved from %d, %d to %d, %d", board[board_info.selected_x][board_info.selected_y][PIECE].name,
board_info.selected_x, board_info.selected_y, x, y);
add_chat_line(name, wizard[game.current_wizard].col);
}
// Move piece data.
board[x][y][PIECE] =
board[board_info.selected_x][board_info.selected_y][board_info.selected_layer];
if (board_info.selected_layer == PIECE)
{
// Move any riders too..
board[x][y][MOUNTED] =
board[board_info.selected_x][board_info.selected_y][MOUNTED];
// Turn old riding piece data to BLANK
board[board_info.selected_x][board_info.selected_y][MOUNTED].gfx = BLANK;
board[x][y][MOUNTED].has_moved = true;
board[x][y][MOUNTED].has_attacked = true;
board[x][y][MOUNTED].has_shot = true;
}
// Turn old piece data to BLANK
board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].gfx = BLANK;
// Are we moving our wizard? If so, keep track of new postion.
if (wizard[game.current_wizard].x == board_info.selected_x && wizard[game.current_wizard].y == board_info.selected_y)
{
wizard[game.current_wizard].x = x;
wizard[game.current_wizard].y = y;
}
// Update selected x and y.
board_info.selected_x = x;
board_info.selected_y = y;
board_info.selected_layer = PIECE; // Now back on ground if we were riding..
request_sound_effect(board[x][y][PIECE].name, "CREATURE", "MOVES", false);
}
void move_piece_along_route(int x, int y)
{
int t, x2, y2, ox, oy;
ox = x;
oy = y;
start:
x = ox;
y = oy;
// Work backwards from target until we find square connecting to our creature..
for (t = 0 ; t < 40 ; t++)
{
x2 = highlight_board[x][y].from_x;
y2 = highlight_board[x][y].from_y;
//log("x: %d, y: %d, x2: %d, y2: %d", x, y, x2, y2);
// Have we found connecting square to our piece?
if (x2 == board_info.selected_x && y2 == board_info.selected_y)
{
//log("moving from x2: %d, y2: %d to x: %d, y: %d", board_info.selected_x, board_info.selected_y, x, y);
move_piece(x, y);
wait_time(35);
// Have we reached target?
if (t == 0 || (board_info.selected_engaged)) return;
goto start;
}
x = x2;
y = y2;
}
}
void ride_piece(int x, int y)
{
if (game.debug_to_chat)
{
log("%s at x: %d, y: %d rides %s at x: %d, y: %d",
board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].name, board_info.selected_x,
board_info.selected_y, board[x][y][PIECE].name, x, y);
}
// Move piece data.
board[x][y][MOUNTED] =
board[board_info.selected_x][board_info.selected_y][board_info.selected_layer];
// Turn old piece data to BLANK
board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].gfx = BLANK;
// Are we moving our wizard? If so, keep track of new postion.
if (wizard[game.current_wizard].x == board_info.selected_x && wizard[game.current_wizard].y == board_info.selected_y)
{
wizard[game.current_wizard].x = x;
wizard[game.current_wizard].y = y;
}
// Sound effect.
request_sound_effect(board[x][y][PIECE].name, "CREATURE", "MOUNTED", true);
// Remove rider's movement status.
board[x][y][MOUNTED].has_moved = true;
board[x][y][MOUNTED].has_attacked = true;
board[x][y][PIECE].has_moved = true;
board[x][y][PIECE].has_attacked = true;
board[x][y][PIECE].has_shot = true;
// Update selected x and y.
board_info.selected_x = x;
board_info.selected_y = y;
board_info.selected_layer = MOUNTED;
clear_highlight_board();
}
bool do_attack_calculation(int att, int def)
{
// Add random chance values.
att = att + ((Rand() % 10) + 1);
def = def + ((Rand() % 10) + 1);
if (att > def) return true;
return false;
}
void attack_piece(int x, int y)
{
bool should_we_move;
int def, att, p, add;
char name[MAX_STRING];
request_sound_effect(board[board_info.selected_x][board_info.selected_y][PIECE].name, "CREATURE", "ATTACKS", false);
// Find attack value of current selected piece, and defence value of piece we are
// trying to attack.
att = board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].combat;
def = MID(1, board[x][y][PIECE].defence + (board[x][y][PIECE].shadow_form * 3), 9);
// Deal with Undeads.
if (board[x][y][PIECE].undead)
{
find_option_choice_variables(CONFIG_OPTIONS, "GAME", "NORMAL CREATURE ATTACKS UNDEADS", &add, NULL, NULL, NULL);
if (add != -1) def = MID(1, def + add, 9);
}
board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].has_attacked = true;
clear_highlight_board();
board_info.highlight_type = HIGHLIGHT_CAN_ATTACK;
board_info.highlight_alpha.target = 0.0;
board_info.highlight_x = x;
board_info.highlight_y = y;
if (board_info.selected_layer == PIECE)
{
// Attacking with piece, so rider can't now move or attack as well.
board[board_info.selected_x][board_info.selected_y][MOUNTED].has_moved = true;
board[board_info.selected_x][board_info.selected_y][MOUNTED].has_attacked = true;
board[board_info.selected_x][board_info.selected_y][MOUNTED].has_shot = true;
}
do_attack_effect(x, y, 3); // Do attack effect 3 times for hand-hand combat.
wait_time(225);
// We've killed enemy piece!
if (do_attack_calculation(att, def))
{
sprintf(name, "%s", board[x][y][PIECE].name);
kill_piece(x, y, game.current_wizard, true);
p = find_piece_by_name(board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].name);
// If there is a wizard now here, we must have just killed a mount!
if (wizard_here(x, y) != -1 && board[x][y][PIECE].gfx != BLANK)
{
request_sound_effect(name, "CREATURE", "MOUNT IS KILLED WHILE RIDDEN", true);
}
// Can piece normally move?
should_we_move = piece[p].movement > 0;
wait_time(100); // Wait a second to let body appear.
// If this place is now BLANK then move into it with our piece.
if (board[x][y][PIECE].gfx == BLANK && should_we_move)
{
move_piece(x, y);
if (wizard_here(x, y) == game.current_wizard)
{
// We've just killed an enemy with our wizard and moved into it's square..
request_sound_effect("WIZARD", "WIZARD", "KILLS ENEMY", true);
}
}
}
else
{
// Did we fail to kill a wizard?
if (wizard_here(x, y) != -1 && board[x][y][MOUNTED].gfx == BLANK)
{
request_sound_effect("WIZARD", "WIZARD", "HIT BUT SURVIVES", true);
}
}
// Remove engaged status now we have attacked something!
board_info.selected_engaged = false;
// Did we have shadow form?
if (board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].shadow_form)
{
// Remove it, and reset gfx frame..
board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].shadow_form = false;
board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].gfx =
board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].start_gfx;
}
// Remove any movement points from our piece, whether we won the attack or not.
if (board_info.selected_state &&
board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].has_shot) end_move_piece();
//board_info.highlight_type = HIGHLIGHT_NONE;
board_info.highlight_alpha.target = 0.0;
}
void shoot_piece(int x, int y)
{
int def, att, add;
char name[MAX_STRING];
// Find attack value of current selected piece, and defence value of piece we are
// trying to attack.
att = board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].ranged_combat_attack;
def = MID(1, board[x][y][PIECE].defence + (board[x][y][PIECE].shadow_form * 3), 9);
// Deal with Undeads.
if (board[x][y][PIECE].undead)
{
find_option_choice_variables(CONFIG_OPTIONS, "GAME", "NORMAL CREATURE ATTACKS UNDEADS", &add, NULL, NULL, NULL);
if (add != -1) def = MID(1, def + add, 9);
}
board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].has_shot = true;
clear_highlight_board();
board_info.highlight_type = HIGHLIGHT_CAN_ATTACK;
board_info.highlight_alpha.target = 0.0;
board_info.highlight_x = x;
board_info.highlight_y = y;
request_sound_effect(board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].name,
"CREATURE", "SHOOTS", false);
// Do ranged attack effect.
do_missile_effect(board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].ranged_combat_gfx,
4.0, board_info.selected_x, board_info.selected_y, x, y);
do_effect(board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].ranged_combat_effect, x, y,
board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].ranged_combat_effect_var1, 1);
request_sound_effect(board[x][y][PIECE].name, "CREATURE", "SHOT", true);
wait_time(75);
wait_time(board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].ranged_combat_effect_var1 * 4);
// Did we have shadow form?
if (board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].shadow_form)
{
// Remove it, and reset gfx frame..
board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].shadow_form = false;
board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].gfx =
board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].start_gfx;
}
sprintf(name, "%s", board[x][y][PIECE].name);
// We've killed enemy piece!
if (do_attack_calculation(att, def))
{
if (wizard_here(x, y) == -1 && board[x][y][MOUNTED].gfx == BLANK)
{
request_sound_effect(name, "CREATURE", "SHOT AND KILLED", false);
}
kill_piece(x, y, game.current_wizard, true);
wait_time(100); // Wait a second to let body appear.
if (wizard_here(x, y) != -1) request_sound_effect(name, "CREATURE", "MOUNT IS KILLED WHILE RIDDEN", true);
}
else
{
request_sound_effect(name, "CREATURE", "SHOT BUT ALIVE", true);
}
}
void end_move_piece(void)
{
// Set status flags, and then unselect_piece.
board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].has_moved = true;
board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].has_attacked = true;
board[board_info.selected_x][board_info.selected_y][board_info.selected_layer].has_shot = true;
unselect_piece();
}
void grow_piece(int x, int y)
{
int new_x, new_y, p, rnd, att, def, add;
char name[MAX_STRING];
// Select random new adjacent square within map boundary.
for ( ; ; )
{