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authorXaviDCR92 <xavi.dcr@gmail.com>2017-11-10 00:04:35 +0100
committerXaviDCR92 <xavi.dcr@gmail.com>2017-11-10 00:04:35 +0100
commitd85464781580796bbcc744ae732e56d1920e3b0f (patch)
treeac0939ebae1e1fe9afb8060ad2329c52bcab00ad /Unit.h
parent7b05778e3ef8ef01a4bb15a6ed6fde5b329a8c9b (diff)
downloadpocketempires-d85464781580796bbcc744ae732e56d1920e3b0f.tar.gz
Kinda improved pathfinding algorithm. Still some work TODO.
Fixed some errors in DEBUG_VAR macro. Shadows are now drawn before any other object. Different strings are now shown depending on the number of selected units. Some work on calculating actions mask when different types of units are selected. Still some work TODO.
Diffstat (limited to 'Unit.h')
-rw-r--r--Unit.h9
1 files changed, 5 insertions, 4 deletions
diff --git a/Unit.h b/Unit.h
index dd9936f..b5a4409 100644
--- a/Unit.h
+++ b/Unit.h
@@ -100,17 +100,18 @@ void UnitHandler(TYPE_UNIT* unitArray, size_t sz);
uint8_t UnitGetHpFromID(TYPE_UNIT_ID id);
uint8_t UnitGetWidthFromID(TYPE_UNIT_ID id);
uint8_t UnitGetHeightFromID(TYPE_UNIT_ID id);
-uint8_t UnitGetAvailableActions(TYPE_UNIT* ptrUnit);
+uint8_t UnitGetAvailableActions(TYPE_UNIT *ptrUnit);
TYPE_RESOURCES UnitNeededResourcesFromID(TYPE_UNIT_ID id);
// Rendering
-void UnitDraw(TYPE_UNIT* ptrUnit, TYPE_CAMERA* ptrCamera, bool bHighlighted);
+void UnitDraw(TYPE_UNIT *ptrUnit, TYPE_CAMERA* ptrCamera, bool bHighlighted);
+void UnitDrawShadow(TYPE_UNIT *ptrUnit, TYPE_CAMERA *ptrCamera);
// Movement
-void UnitMoveTo(TYPE_UNIT* ptrUnit, uint16_t x, uint16_t y);
+void UnitMoveTo(TYPE_UNIT *ptrUnit, uint16_t x, uint16_t y);
// Collision cheking
-bool UnitCheckCollisionAgainstOtherUnits(TYPE_COLLISION_BLOCK* cb, TYPE_UNIT* ptrUnitArray, TYPE_UNIT* ptrCurrentUnit);
+bool UnitCheckCollisionAgainstOtherUnits(TYPE_COLLISION_BLOCK* cb, TYPE_UNIT *ptrUnitArray, TYPE_UNIT* ptrCurrentUnit);
// Selection index
const char* UnitGetActionString(UNIT_ACTION action);