/* Copyright (C) 1998 Pyrosoft Inc. (www.pyrosoftgames.com), Matthew Bogue 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, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include #include "Util/Endian.hpp" #include "UnitState.hpp" UnitState::UnitState() { body_angle.set( 0, 10 ); turret_angle.set( 0, 10 ); // ** NOTE: TEMPORARY UNTIL UNIT PROPERITIES CODED bbox.setBounds( iXY( -25, -15 ), iXY( 25, 35 ) ); select = false; orientation = 0; speed_rate = 20; speed_factor = 2; hit_points = 100; damage_factor = 30; weapon_range = 409600; defend_range = 100; reload_time = 45; threat_level = _threat_level_all_clear; } int UnitState::percentDamageInt( void ) { int damage_percentage; damage_percentage = (int) ( (1 - ( ( (float) hit_points ) / ( (float) max_hit_points) ) ) * 100 ); return( damage_percentage ); } float UnitState::percentDamageFloat( void ) { float damage_percentage; damage_percentage = ( (1 - ( ( (float) hit_points ) / ( (float) max_hit_points) ) ) * 100 ); return( damage_percentage ); } NetworkUnitState UnitState::getNetworkUnitState() const { NetworkUnitState state; state.unit_type = unit_type; state.location_x = htol32(location.x); state.location_y = htol32(location.y); state.bbox_min_x = htol32(bbox.min.x); state.bbox_min_y = htol32(bbox.min.y); state.bbox_max_x = htol32(bbox.max.x); state.bbox_max_y = htol32(bbox.max.y); state.body_angle = body_angle.getNetworkAngleInt(); state.turret_angle = turret_angle.getNetworkAngleInt(); state.orientation = htol16(orientation); state.speed_rate = htol16(speed_rate); state.speed_factor = htol16(speed_factor); state.reload_time = htol16(reload_time); state.max_hit_points = htol16(max_hit_points); state.hit_points = htol16(hit_points); state.damage_factor = htol16(damage_factor); state.weapon_range = htol32(weapon_range); state.defend_range = htol32(defend_range); state.threat_level = threat_level; state.lifecycle_state = lifecycle_state; return state; } void UnitState::setFromNetworkUnitState(const NetworkUnitState& state) { select = false; unit_type = state.unit_type; location.x = ltoh32(state.location_x); location.y = ltoh32(state.location_y); bbox.min.x = ltoh32(state.bbox_min_x); bbox.min.y = ltoh32(state.bbox_min_y); bbox.max.x = ltoh32(state.bbox_max_x); bbox.max.y = ltoh32(state.bbox_max_y); body_angle.setFromNetworkAngleInt(state.body_angle); turret_angle.setFromNetworkAngleInt(state.turret_angle); orientation = ltoh16(state.orientation); speed_rate = ltoh16(state.speed_rate); speed_factor = ltoh16(state.speed_factor); reload_time = ltoh16(state.reload_time); max_hit_points = ltoh16(state.max_hit_points); hit_points = ltoh16(state.hit_points); damage_factor = ltoh16(state.damage_factor); weapon_range = ltoh32(state.weapon_range); defend_range = ltoh32(state.defend_range); threat_level = state.threat_level; lifecycle_state = state.lifecycle_state; }