DLL version incremented Beacon functionality added Support for loading screen match preview display Placeholder handling of new key-bindable mod commands
8676 lines
No EOL
350 KiB
C++
8676 lines
No EOL
350 KiB
C++
//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/* $Header: F:\projects\c&c\vcs\code\house.cpv 2.13 02 Aug 1995 17:03:50 JOE_BOSTIC $ */
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : HOUSE.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : May 21, 1994 *
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* *
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* Last Update : August 12, 1995 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* HouseClass::AI -- Process house logic. *
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* HouseClass::Abandon_Production -- Abandons production of item type specified. *
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* HouseClass::Add_Nuke_Piece -- Add a nuclear piece to the collection. *
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* HouseClass::Adjust_Capacity -- Adjusts the house Tiberium storage capacity. *
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* HouseClass::Adjust_Threat -- Adjust threat for the region specified. *
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* HouseClass::As_Pointer -- Converts a house number into a house object pointer. *
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* HouseClass::Assign_Handicap -- Assigns the specified handicap rating to the house. *
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* HouseClass::Attacked -- Lets player know if base is under attack. *
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* HouseClass::Available_Money -- Fetches the total credit worth of the house. *
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* HouseClass::Begin_Production -- Starts production of the specified object type. *
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* HouseClass::Blowup_All -- blows up everything *
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* HouseClass::Can_Build -- Determines if the aircraft type can be built. *
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* HouseClass::Can_Build -- Determines if the building type can be built. *
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* HouseClass::Can_Build -- Determines if the infantry unit can be built by this house. *
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* HouseClass::Can_Build -- Determines if the unit can be built by this house. *
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* HouseClass::Can_Build -- General purpose build legality checker. *
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* HouseClass::Clobber_All -- removes house & all its objects *
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* HouseClass::Debug_Dump -- Dumps the house status data to the mono screen. *
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* HouseClass::Detach -- Removes specified object from house tracking systems. *
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* HouseClass::Does_Enemy_Building_Exist -- Checks for enemy building of specified type. *
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* HouseClass::Flag_Attach -- Attach flag to specified cell (or thereabouts). *
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* HouseClass::Flag_Attach -- Attaches the house flag the specified unit. *
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* HouseClass::Flag_Remove -- Removes the flag from the specified target. *
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* HouseClass::Flag_To_Die -- Flags the house to blow up soon. *
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* HouseClass::Flag_To_Lose -- Flags the house to die soon. *
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* HouseClass::Flag_To_Win -- Flags the house to win soon. *
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* HouseClass::Harvested -- Adds Tiberium to the harvest storage. *
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* HouseClass::Has_Nuke_Device -- Deteremines if the house has a nuclear device. *
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* HouseClass::HouseClass -- Constructor for a house object. *
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* HouseClass::Init -- init's in preparation for new scenario *
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* HouseClass::Init_Air_Strike -- Add (or reset) the air strike sidebar button. *
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* HouseClass::Init_Data -- Initializes the multiplayer color data. *
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* HouseClass::Init_Ion_Cannon -- Initialize the ion cannon countdown. *
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* HouseClass::Init_Nuke_Bomb -- Adds (if necessary) the atom bomb to the sidebar. *
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* HouseClass::Is_Ally -- Checks to see if the object is an ally. *
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* HouseClass::Is_Ally -- Determines if the specified house is an ally. *
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* HouseClass::Is_Ally -- Determines if the specified house is an ally. *
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* HouseClass::MPlayer_Defeated -- multiplayer; house is defeated *
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* HouseClass::Make_Air_Strike_Available -- Make the airstrike available. *
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* HouseClass::Make_Ally -- Make the specified house an ally. *
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* HouseClass::Make_Enemy -- Make an enemy of the house specified. *
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* HouseClass::Manual_Place -- Inform display system of building placement mode. *
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* HouseClass::One_Time -- Handles one time initialization of the house array. *
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* HouseClass::Place_Object -- Places the object (building) at location specified. *
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* HouseClass::Place_Special_Blast -- Place a special blast effect at location specified. *
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* HouseClass::Power_Fraction -- Fetches the current power output rating. *
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* HouseClass::Read_INI -- Reads house specific data from INI. *
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* HouseClass::Refund_Money -- Refunds money to back to the house. *
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* HouseClass::Remap_Table -- Fetches the remap table for this house object. *
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* HouseClass::Remove_Air_Strike -- Removes the air strike button from the sidebar. *
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* HouseClass::Remove_Ion_Cannon -- Disables the ion cannon. *
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* HouseClass::Remove_Nuke_Bomb -- Removes the nuclear bomb from the sidebar. *
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* HouseClass::Sell_Wall -- Tries to sell the wall at the specified location. *
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* HouseClass::Silo_Redraw_Check -- Flags silos to be redrawn if necessary. *
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* HouseClass::Special_Weapon_AI -- Fires special weapon. *
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* HouseClass::Spend_Money -- Removes money from the house. *
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* HouseClass::Suggest_New_Object -- Determine what would the next buildable object be. *
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* HouseClass::Suggested_New_Team -- Determine what team should be created. *
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* HouseClass::Suspend_Production -- Temporarily puts production on hold. *
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* HouseClass::Validate -- validates house pointer *
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* HouseClass::Write_INI -- Writes house specific data into INI file. *
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* HouseClass::delete -- Deallocator function for a house object. *
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* HouseClass::new -- Allocator for a house class. *
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* HouseClass::operator HousesType -- Conversion to HousesType operator. *
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* HouseClass::~HouseClass -- Default destructor for a house object. *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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/*
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** New sidebar for GlyphX multiplayer. ST - 3/26/2019 12:24PM
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*/
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#include "SidebarGlyphx.h"
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#include "defines.h"
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/***********************************************************************************************
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* HouseClass::Validate -- validates house pointer *
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* *
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* INPUT: *
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* none. *
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* *
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* OUTPUT: *
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* 1 = ok, 0 = error *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 08/09/1995 BRR : Created. *
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*=============================================================================================*/
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#ifdef CHEAT_KEYS
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int HouseClass::Validate(void) const
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{
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int num;
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num = Houses.ID(this);
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if (num < 0 || num >= HOUSE_MAX) {
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Validate_Error("HOUSE");
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return (0);
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}
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else
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return (1);
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}
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#else
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#define Validate()
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#endif
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/***********************************************************************************************
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* HouseClass::operator HousesType -- Conversion to HousesType operator. *
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* *
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* This operator will automatically convert from a houses class object into the HousesType *
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* enumerated value. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: Returns with the object's HousesType value. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 01/23/1995 JLB : Created. *
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*=============================================================================================*/
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HouseClass::operator HousesType(void) const
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{
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Validate();
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return(Class->House);
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}
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/***********************************************************************************************
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* HouseClass::As_Pointer -- Converts a house number into a house object pointer. *
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* *
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* Use this routine to convert a house number into the house pointer that it represents. *
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* A simple index into the Houses template array is not sufficient, since the array order *
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* is arbitrary. An actual scan through the house object is required in order to find the *
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* house object desired. *
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* *
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* INPUT: house -- The house type number to look up. *
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* *
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* OUTPUT: Returns with a pointer to the house object that the house number represents. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 01/23/1995 JLB : Created. *
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*=============================================================================================*/
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HouseClass * HouseClass::As_Pointer(HousesType house)
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{
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for (int index = 0; index < Houses.Count(); index++) {
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if (Houses.Ptr(index)->Class->House == house) {
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return(Houses.Ptr(index));
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}
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}
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return(0);
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}
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/***********************************************************************************************
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* HouseClass::One_Time -- Handles one time initialization of the house array. *
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* *
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* This basically calls the constructor for each of the houses in the game. All other *
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* data specific to the house is initialized when the scenario is loaded. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: Only call this ONCE at the beginning of the game. *
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* *
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* HISTORY: *
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* 12/09/1994 JLB : Created. *
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*=============================================================================================*/
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void HouseClass::One_Time(void)
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{
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// for (HousesType index = HOUSE_FIRST; index < HOUSE_COUNT; index++) {
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// new(index) HouseClass;
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// }
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#ifdef USE_RA_AI
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/*
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** Required for Red Alert AI. ST - 7/23/2019 3:21PM
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*/
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BuildChoice.Set_Heap(STRUCT_COUNT);
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#endif
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}
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/***********************************************************************************************
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* HouseClass::Assign_Handicap -- Assigns the specified handicap rating to the house. *
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* *
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* The handicap rating will affect combat, movement, and production for the house. It can *
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* either make it more or less difficult for the house (controlled by the handicap value). *
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* *
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* INPUT: handicap -- The handicap value to assign to this house. The default value for *
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* a house is DIFF_NORMAL. *
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* *
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* OUTPUT: Returns with the old handicap value. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 07/09/1996 JLB : Created. *
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* 10/22/1996 JLB : Uses act like value for multiplay only. *
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*=============================================================================================*/
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DiffType HouseClass::Assign_Handicap(DiffType handicap)
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{
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DiffType old = Difficulty;
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Difficulty = handicap;
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if (GameToPlay != GAME_NORMAL) {
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HouseTypeClass const * hptr = &HouseTypeClass::As_Reference(ActLike);
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FirepowerBias = hptr->FirepowerBias * Rule.Diff[handicap].FirepowerBias;
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GroundspeedBias = hptr->GroundspeedBias * Rule.Diff[handicap].GroundspeedBias;
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AirspeedBias = hptr->AirspeedBias * Rule.Diff[handicap].AirspeedBias;
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ArmorBias = hptr->ArmorBias * Rule.Diff[handicap].ArmorBias;
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ROFBias = hptr->ROFBias * Rule.Diff[handicap].ROFBias;
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CostBias = hptr->CostBias * Rule.Diff[handicap].CostBias;
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RepairDelay = Rule.Diff[handicap].RepairDelay;
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BuildDelay = Rule.Diff[handicap].BuildDelay;
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BuildSpeedBias = hptr->BuildSpeedBias * Rule.Diff[handicap].BuildSpeedBias;
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} else {
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FirepowerBias = Rule.Diff[handicap].FirepowerBias;
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GroundspeedBias = Rule.Diff[handicap].GroundspeedBias;
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AirspeedBias = Rule.Diff[handicap].AirspeedBias;
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ArmorBias = Rule.Diff[handicap].ArmorBias;
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ROFBias = Rule.Diff[handicap].ROFBias;
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CostBias = Rule.Diff[handicap].CostBias;
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RepairDelay = Rule.Diff[handicap].RepairDelay;
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BuildDelay = Rule.Diff[handicap].BuildDelay;
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BuildSpeedBias = Rule.Diff[handicap].BuildSpeedBias;
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}
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return(old);
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}
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#ifdef CHEAT_KEYS
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/***********************************************************************************************
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* HouseClass::Debug_Dump -- Dumps the house status data to the mono screen. *
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* *
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* This utility function will output the current status of the house class to the mono *
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* screen. Through this information bugs may be fixed or detected. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/31/1994 JLB : Created. *
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*=============================================================================================*/
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void HouseClass::Debug_Dump(MonoClass *) const
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{
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Validate();
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}
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#endif
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/***********************************************************************************************
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* HouseClass::new -- Allocator for a house class. *
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* *
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* This is the allocator for a house class. Since there can be only *
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* one of each type of house, this is allocator has restricted *
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* functionality. Any attempt to allocate a house structure for a *
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* house that already exists, just returns a pointer to the previously *
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* allocated house. *
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* *
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* INPUT: house -- The house to allocate a class object for. *
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* *
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* OUTPUT: Returns with a pointer to the allocated class object. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/22/1994 JLB : Created. *
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*=============================================================================================*/
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void * HouseClass::operator new(size_t)
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{
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void * ptr = Houses.Allocate();
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if (ptr) {
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((HouseClass *)ptr)->IsActive = true;
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}
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return(ptr);
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}
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/***********************************************************************************************
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* HouseClass::delete -- Deallocator function for a house object. *
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* *
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* This function marks the house object as "deallocated". Such a *
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* house object is available for reallocation later. *
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* *
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* INPUT: ptr -- Pointer to the house object to deallocate. *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/22/1994 JLB : Created. *
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*=============================================================================================*/
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void HouseClass::operator delete(void *ptr)
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{
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if (ptr) {
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((HouseClass *)ptr)->IsActive = false;
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}
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Houses.Free((HouseClass *)ptr);
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}
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/***********************************************************************************************
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* HouseClass::HouseClass -- Constructor for a house object. *
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* *
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* This function is the constructor and it marks the house object *
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* as being allocated. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/22/1994 JLB : Created. *
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*=============================================================================================*/
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HouseClass::HouseClass(HousesType house) :
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Class(&HouseTypeClass::As_Reference(house)),
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IonCannon(ION_CANNON_GONE_TIME, VOX_ION_READY, VOX_ION_CHARGING, VOX_ION_CHARGING, VOX_NO_POWER),
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AirStrike(AIR_CANNON_GONE_TIME, VOX_AIRSTRIKE_READY, VOX_NONE, VOX_NOT_READY, VOX_NOT_READY),
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NukeStrike(NUKE_GONE_TIME, VOX_NUKE_AVAILABLE, VOX_NONE, VOX_NOT_READY, VOX_NO_POWER)
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{
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for (HousesType i = HOUSE_FIRST; i < HOUSE_COUNT; i++) {
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UnitsKilled[i] = 0;
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BuildingsKilled[i] = 0;
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}
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WhoLastHurtMe = house; // init this to myself
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IsVisionary = false;
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IsFreeHarvester = false;
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Blockage = 0;
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UnitsLost = 0;
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BuildingsLost = 0;
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NewActiveBScan = 0;
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ActiveBScan = 0;
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NewActiveUScan = 0;
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ActiveUScan = 0;
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NewActiveIScan = 0;
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ActiveIScan = 0;
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NewActiveAScan = 0;
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ActiveAScan = 0;
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strcpy((char *)Name, "Computer"); // Default computer name.
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JustBuilt = STRUCT_NONE;
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AlertTime = 0;
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IsAlerted = false;
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IsAirstrikePending = false;
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AircraftFactory = -1;
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AircraftFactories = 0;
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ActLike = Class->House;
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Allies = 0;
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AScan = 0;
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NukeDest = 0;
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BlitzTime.Clear();
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ScreenShakeTime.Clear();
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BScan = 0;
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BuildingFactories = 0;
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BuildingFactory = -1;
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Capacity = 0;
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Credits = 0;
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CreditsSpent = 0;
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CurBuildings = 0;
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CurUnits = 0;
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DamageTime = DAMAGE_DELAY;
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Drain = 0;
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Edge = SOURCE_NORTH;
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FlagHome = 0;
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FlagLocation = TARGET_NONE;
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HarvestedCredits = 0;
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HouseTriggers[house].Clear();
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IGaveUp = false;
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InfantryFactories = 0;
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InfantryFactory = -1;
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InitialCredits = 0;
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InitialCredits = 0;
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IScan = 0;
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IsRecalcNeeded = true;
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IsCivEvacuated = false;
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IsDefeated = false;
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IsDiscovered = false;
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IsHuman = false;
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WasHuman = false;
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IsMaxedOut = false;
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IsStarted = false;
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IsToDie = false;
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IsToLose = false;
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IsToWin = false;
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Make_Ally(house);
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MaxBuilding = 0;
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MaxUnit = 0;
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NewAScan = 0;
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NewBScan = 0;
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NewIScan = 0;
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NewUScan = 0;
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NukePieces = 0x07;
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Power = 0;
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Radar = RADAR_NONE;
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RemapTable = Class->RemapTable;
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RemapColor = Class->RemapColor;
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Resigned = false;
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SpeakAttackDelay = 1;
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SpeakMaxedDelay = 1;
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|
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SpeakMoneyDelay = 1;
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SpeakMoneyDelay.Set(Options.Normalize_Delay(SPEAK_DELAY)); // 2 minutes
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SpeakPowerDelay = 1;
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SpecialFactories = 0;
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SpecialFactory = -1;
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TeamTime = TEAM_DELAY;
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Tiberium = 0;
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TriggerTime = 0;
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UnitFactories = 0;
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UnitFactory = -1;
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UScan = 0;
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memset((void *)&Regions[0], 0x00, sizeof(Regions));
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Init_Unit_Trackers();
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DebugUnlockBuildables = false;
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StartLocationOverride = -1;
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|
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/*
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** New AI variables from RA. Need to add to save/load?
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|
*/
|
|
#ifdef USE_RA_AI
|
|
|
|
IsBaseBuilding = true;
|
|
Center = 0;
|
|
Radius = 0;
|
|
for (ZoneType zone = ZONE_FIRST; zone < ZONE_COUNT; zone++) {
|
|
ZoneInfo[zone].AirDefense = 0;
|
|
ZoneInfo[zone].ArmorDefense = 0;
|
|
ZoneInfo[zone].InfantryDefense = 0;
|
|
}
|
|
|
|
|
|
LATime = 0;
|
|
LAType = RTTI_NONE;
|
|
LAZone = ZONE_NONE;
|
|
LAEnemy = HOUSE_NONE;
|
|
|
|
ToCapture = TARGET_NONE;
|
|
|
|
RadarSpied = 0;
|
|
PointTotal = 0;
|
|
|
|
memset(BQuantity, '\0', sizeof(BQuantity));
|
|
memset(UQuantity, '\0', sizeof(UQuantity));
|
|
memset(IQuantity, '\0', sizeof(IQuantity));
|
|
memset(AQuantity, '\0', sizeof(AQuantity));
|
|
|
|
Attack = 0;
|
|
|
|
Enemy = HOUSE_NONE;
|
|
|
|
AITimer = 0;
|
|
|
|
BuildStructure = STRUCT_NONE;
|
|
BuildUnit = UNIT_NONE;
|
|
BuildInfantry = INFANTRY_NONE;
|
|
BuildAircraft = AIRCRAFT_NONE;
|
|
|
|
State = STATE_BUILDUP;
|
|
|
|
IsTiberiumShort = false;
|
|
|
|
IQ = Rule.MaxIQ;
|
|
|
|
IsParanoid = false;
|
|
|
|
OldBScan = 0;
|
|
|
|
Assign_Handicap(DIFF_NORMAL);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
HouseClass::~HouseClass (void)
|
|
{
|
|
Free_Unit_Trackers();
|
|
}
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Can_Build -- General purpose build legality checker. *
|
|
* *
|
|
* This routine is called when it needs to be determined if the specified object type can *
|
|
* be built by this house. Production and sidebar maintenance use this routine heavily. *
|
|
* *
|
|
* INPUT: type -- Pointer to the type of object that legality is to be checked for. *
|
|
* *
|
|
* house -- This is the house to check for legality against. Note that this might *
|
|
* not be 'this' house since the check could be from a captured factory. *
|
|
* Captured factories build what the original owner of them could build. *
|
|
* *
|
|
* OUTPUT: Can the specified object be built? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 07/04/1995 JLB : Created. *
|
|
* 08/12/1995 JLB : Updated for GDI building sandbag walls in #9. *
|
|
*=============================================================================================*/
|
|
bool HouseClass::Can_Build(TechnoTypeClass const * type, HousesType house) const
|
|
{
|
|
Validate();
|
|
if (!type || !type->IsBuildable || !((1L << house) & type->Ownable)) return(false);
|
|
|
|
/*
|
|
** The computer can always build everthing.
|
|
*/
|
|
#ifdef USE_RA_AI
|
|
if (!IsHuman && GameToPlay == GAME_NORMAL) return(true); // Added game type check for AI from RA. ST - 7/25/2019 3:25PM
|
|
#else
|
|
if (!IsHuman) return(true);
|
|
#endif
|
|
|
|
/*
|
|
** Perform some equivalency fixups for the building existance flags.
|
|
*/
|
|
long flags = ActiveBScan;
|
|
|
|
/*
|
|
** AI players update flags using building quantity tracker.
|
|
** Ensures consistent logic when determining building choices.
|
|
*/
|
|
if (!IsHuman) {
|
|
flags = 0;
|
|
for (int i = 0; i < 32; i++) {
|
|
if (BQuantity[i] > 0) {
|
|
flags |= (1 << i);
|
|
}
|
|
}
|
|
}
|
|
|
|
int pre = type->Pre;
|
|
if (flags & STRUCTF_ADVANCED_POWER) flags |= STRUCTF_POWER;
|
|
if (flags & STRUCTF_HAND) flags |= STRUCTF_BARRACKS;
|
|
if (flags & STRUCTF_OBELISK) flags |= STRUCTF_ATOWER;
|
|
if (flags & STRUCTF_TEMPLE) flags |= STRUCTF_EYE;
|
|
if (flags & STRUCTF_AIRSTRIP) flags |= STRUCTF_WEAP;
|
|
if (flags & STRUCTF_SAM) flags |= STRUCTF_HELIPAD;
|
|
|
|
/*
|
|
** Multiplayer game uses a different legality check for building.
|
|
*/
|
|
if (GameToPlay != GAME_NORMAL || (Special.IsJurassic && AreThingiesEnabled)) {
|
|
if (DebugUnlockBuildables) {
|
|
return true;
|
|
}
|
|
return((pre & flags) == pre && type->Level <= BuildLevel);
|
|
}
|
|
|
|
#ifdef NEWMENU
|
|
int level = BuildLevel;
|
|
#else
|
|
int level = Scenario;
|
|
#endif
|
|
|
|
/*
|
|
** Special check to make the mission objective buildings the prerequisite
|
|
** for the stealth tank in mission #11 only.
|
|
*/
|
|
if (house == HOUSE_BAD &&
|
|
type->What_Am_I() == RTTI_UNITTYPE &&
|
|
((UnitTypeClass const *)type)->Type == UNIT_STANK &&
|
|
level == 11) {
|
|
|
|
pre = STRUCTF_MISSION;
|
|
level = type->Scenario;
|
|
}
|
|
|
|
/*
|
|
** Special case check to ensure that GDI doesn't get the bazooka guy
|
|
** until mission #8.
|
|
*/
|
|
if (house == HOUSE_GOOD &&
|
|
type->What_Am_I() == RTTI_INFANTRYTYPE &&
|
|
((InfantryTypeClass const *)type)->Type == INFANTRY_E3 &&
|
|
level < 7) {
|
|
|
|
return(false);
|
|
}
|
|
|
|
/*
|
|
** Special check to allow GDI to build the MSAM by mission #9
|
|
** and no sooner.
|
|
*/
|
|
if (house == HOUSE_GOOD &&
|
|
type->What_Am_I() == RTTI_UNITTYPE &&
|
|
((UnitTypeClass const *)type)->Type == UNIT_MLRS &&
|
|
level < 9) {
|
|
|
|
return(false);
|
|
}
|
|
|
|
/*
|
|
** Special case to disable the APC from the Nod player.
|
|
*/
|
|
if (house == HOUSE_BAD &&
|
|
type->What_Am_I() == RTTI_UNITTYPE &&
|
|
((UnitTypeClass const *)type)->Type == UNIT_APC) {
|
|
|
|
return(false);
|
|
}
|
|
|
|
/*
|
|
** Ensure that the Temple of Nod cannot be built by GDI even
|
|
** if GDI has captured the Nod construction yard.
|
|
*/
|
|
if (type->What_Am_I() == RTTI_BUILDINGTYPE &&
|
|
(((BuildingTypeClass const *)type)->Type == STRUCT_TEMPLE || ((BuildingTypeClass const *)type)->Type == STRUCT_OBELISK) &&
|
|
Class->House == HOUSE_GOOD) {
|
|
|
|
return(false);
|
|
}
|
|
|
|
/*
|
|
** Ensure that the rocket launcher tank cannot be built by Nod.
|
|
*/
|
|
if (type->What_Am_I() == RTTI_UNITTYPE &&
|
|
((UnitTypeClass const *)type)->Type == UNIT_MLRS &&
|
|
Class->House == HOUSE_BAD) {
|
|
|
|
return(false);
|
|
}
|
|
|
|
/*
|
|
** Ensure that the ion cannon cannot be built if
|
|
** Nod has captured the GDI construction yard.
|
|
*/
|
|
if (type->What_Am_I() == RTTI_BUILDINGTYPE &&
|
|
(((BuildingTypeClass const *)type)->Type == STRUCT_EYE) &&
|
|
Class->House == HOUSE_BAD) {
|
|
|
|
return(false);
|
|
}
|
|
|
|
/*
|
|
** Nod can build the advanced power plant at scenario #12.
|
|
*/
|
|
if (house == HOUSE_BAD &&
|
|
level >= 12 &&
|
|
type->What_Am_I() == RTTI_BUILDINGTYPE &&
|
|
((BuildingTypeClass const *)type)->Type == STRUCT_ADVANCED_POWER) {
|
|
|
|
level = type->Scenario;
|
|
}
|
|
|
|
/*
|
|
** Nod cannot build a helipad in the normal game.
|
|
*/
|
|
if (house == HOUSE_BAD &&
|
|
type->What_Am_I() == RTTI_BUILDINGTYPE &&
|
|
((BuildingTypeClass const *)type)->Type == STRUCT_HELIPAD) {
|
|
|
|
return(false);
|
|
}
|
|
|
|
/*
|
|
** GDI can build the sandbag wall only from scenario #9 onwards.
|
|
*/
|
|
if (house == HOUSE_GOOD &&
|
|
level < 8 &&
|
|
type->What_Am_I() == RTTI_BUILDINGTYPE &&
|
|
((BuildingTypeClass const *)type)->Type == STRUCT_SANDBAG_WALL) {
|
|
|
|
return(false);
|
|
}
|
|
|
|
/*
|
|
** GDI has a special second training mission. Adjust the scenario level so that
|
|
** scenario two will still feel like scenario #1.
|
|
*/
|
|
if (house == HOUSE_GOOD && level == 2) {
|
|
level = 1;
|
|
}
|
|
|
|
// ST - 8/23/2019 4:53PM
|
|
if (DebugUnlockBuildables) {
|
|
level = 98;
|
|
pre = 0;
|
|
}
|
|
|
|
if (Debug_Cheat) level = 98;
|
|
return((pre & flags) == pre && type->Scenario <= level);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Can_Build -- Determines if the building type can be built. *
|
|
* *
|
|
* This routine is used by the construction preparation code to building a list of building *
|
|
* types that can be built. It determines if a building can be built by checking if the *
|
|
* prerequisite buildings have been built (and still exist) as well as checking to see if *
|
|
* the house can build the specified structure. *
|
|
* *
|
|
* INPUT: s -- The structure type number that is being checked. *
|
|
* *
|
|
* house -- The house number to use when determining if the object can be built. *
|
|
* This is necessary because the current owner of the factory doesn't *
|
|
* control what the factory can produce. Rather, the original builder of *
|
|
* the factory controls this. *
|
|
* *
|
|
* OUTPUT: bool; Can this structure type be built at this time? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 06/08/1994 JLB : Created. *
|
|
* 05/31/1995 JLB : Handles specified ownership override. *
|
|
*=============================================================================================*/
|
|
bool HouseClass::Can_Build(StructType s, HousesType house) const
|
|
{
|
|
Validate();
|
|
return(Can_Build(&BuildingTypeClass::As_Reference(s), house));
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Can_Build -- Determines if the infantry unit can be built by this house. *
|
|
* *
|
|
* Use this routine to determine if the infantry type specified can be built by this *
|
|
* house. It determines this by checking the ownership allowed bits in the infantry *
|
|
* type class. *
|
|
* *
|
|
* INPUT: infantry -- The infantry type to check against this house. *
|
|
* *
|
|
* house -- The house number to use when determining if the object can be built. *
|
|
* This is necessary because the current owner of the factory doesn't *
|
|
* control what the factory can produce. Rather, the original builder of *
|
|
* the factory controls this. *
|
|
* *
|
|
* OUTPUT: bool; Can the infantry be produced by this house? *
|
|
* *
|
|
* WARNINGS: It does not check to see if there is a functional barracks available, but *
|
|
* merely checks to see if it is legal for this house to build that infantry *
|
|
* type. *
|
|
* *
|
|
* HISTORY: *
|
|
* 12/09/1994 JLB : Created. *
|
|
* 05/31/1995 JLB : Handles specified ownership override. *
|
|
*=============================================================================================*/
|
|
bool HouseClass::Can_Build(InfantryType infantry, HousesType house) const
|
|
{
|
|
Validate();
|
|
return(Can_Build(&InfantryTypeClass::As_Reference(infantry), house));
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Can_Build -- Determines if the unit can be built by this house. *
|
|
* *
|
|
* This routine is used to determine if the unit type specified can in fact be built by *
|
|
* this house. It checks the ownable bits in the unit's type to determine this. *
|
|
* *
|
|
* INPUT: unit -- The unit type to check against this house. *
|
|
* *
|
|
* house -- The house number to use when determining if the object can be built. *
|
|
* This is necessary because the current owner of the factory doesn't *
|
|
* control what the factory can produce. Rather, the original builder of *
|
|
* the factory controls this. *
|
|
* *
|
|
* OUTPUT: bool; Can the unit be built by this house? *
|
|
* *
|
|
* WARNINGS: This doesn't check to see if there is a functional factory that can build *
|
|
* this unit, but merely if the unit can be built according to ownership rules. *
|
|
* *
|
|
* HISTORY: *
|
|
* 12/09/1994 JLB : Created. *
|
|
* 05/31/1995 JLB : Handles specified ownership override. *
|
|
*=============================================================================================*/
|
|
bool HouseClass::Can_Build(UnitType unit, HousesType house) const
|
|
{
|
|
Validate();
|
|
return(Can_Build(&UnitTypeClass::As_Reference(unit), house));
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Can_Build -- Determines if the aircraft type can be built. *
|
|
* *
|
|
* Use this routine to determine if the specified aircraft type can be built. This routine *
|
|
* is used by the sidebar and factory to determine what can be built. *
|
|
* *
|
|
* INPUT: aircraft -- The aircraft type to check for build legality. *
|
|
* *
|
|
* house -- The house that is performing the check. This is typically the house *
|
|
* of the original building of the factory rather than the current *
|
|
* owner. *
|
|
* *
|
|
* OUTPUT: Can this aircraft type be built by the house specified? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 06/24/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool HouseClass::Can_Build(AircraftType aircraft, HousesType house) const
|
|
{
|
|
Validate();
|
|
return(Can_Build(&AircraftTypeClass::As_Reference(aircraft), house));
|
|
}
|
|
|
|
|
|
/***************************************************************************
|
|
* HouseClass::Init -- init's in preparation for new scenario *
|
|
* *
|
|
* INPUT: *
|
|
* none. *
|
|
* *
|
|
* OUTPUT: *
|
|
* none. *
|
|
* *
|
|
* WARNINGS: *
|
|
* none. *
|
|
* *
|
|
* HISTORY: *
|
|
* 12/07/1994 BR : Created. *
|
|
* 12/17/1994 JLB : Resets tracker bits. *
|
|
*=========================================================================*/
|
|
void HouseClass::Init(void)
|
|
{
|
|
Houses.Free_All();
|
|
|
|
for (HousesType index = HOUSE_FIRST; index < HOUSE_COUNT; index++) {
|
|
HouseTriggers[index].Clear();
|
|
}
|
|
}
|
|
|
|
|
|
// Object selection list is switched with player context for GlyphX. ST - 4/17/2019 9:42AM
|
|
extern void Logic_Switch_Player_Context(HouseClass *house);
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::AI -- Process house logic. *
|
|
* *
|
|
* This handles the AI for the house object. It should be called once per house per game *
|
|
* tick. It processes all house global tasks such as low power damage accumulation and *
|
|
* house specific trigger events. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 12/27/1994 JLB : Created. *
|
|
* 07/17/1995 JLB : Limits EVA speaking unless the player can do something. *
|
|
*=============================================================================================*/
|
|
extern void Recalculate_Placement_Distances();
|
|
extern void On_Message(const char* message, float timeout_seconds, long long message_id);
|
|
|
|
void HouseClass::AI(void)
|
|
{
|
|
Validate();
|
|
|
|
// Set PlayerPtr to be this house. Not really keen on this solution but it means I have to make fewer code changes to the original code. ST - 4/17/2019 4:32PM
|
|
Logic_Switch_Player_Context(this);
|
|
|
|
/*
|
|
** Reset the scan accumulation bits for the next logic pass.
|
|
*/
|
|
IScan = NewIScan;
|
|
BScan = NewBScan;
|
|
UScan = NewUScan;
|
|
AScan = NewAScan;
|
|
ActiveIScan = NewActiveIScan;
|
|
ActiveBScan = NewActiveBScan;
|
|
ActiveUScan = NewActiveUScan;
|
|
ActiveAScan = NewActiveAScan;
|
|
NewIScan = 0;
|
|
NewBScan = 0;
|
|
NewUScan = 0;
|
|
NewAScan = 0;
|
|
NewActiveIScan = 0;
|
|
NewActiveBScan = 0;
|
|
NewActiveUScan = 0;
|
|
NewActiveAScan = 0;
|
|
|
|
#ifdef USE_RA_AI
|
|
//
|
|
// Copied from RA for AI. ST - 7/25/2019 3:58PM
|
|
//
|
|
/*
|
|
** If base building has been turned on by a trigger, then force the house to begin
|
|
** production and team creation as well. This is also true if the IQ is high enough to
|
|
** being base building.
|
|
*/
|
|
if (!IsHuman && GameToPlay != GAME_NORMAL && (IsBaseBuilding || IQ >= Rule.IQProduction)) {
|
|
IsBaseBuilding = true;
|
|
IsStarted = true;
|
|
IsAlerted = true;
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
** Check to see if the house wins.
|
|
*/
|
|
if (GameToPlay == GAME_NORMAL && IsToWin && BorrowedTime.Expired() && Blockage <= 0) {
|
|
IsToWin = false;
|
|
if (this == PlayerPtr) {
|
|
PlayerWins = true;
|
|
} else {
|
|
PlayerLoses = true;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Check to see if the house loses.
|
|
*/
|
|
if (GameToPlay == GAME_NORMAL && IsToLose && BorrowedTime.Expired()) {
|
|
IsToLose = false;
|
|
if (this == PlayerPtr) {
|
|
PlayerLoses = true;
|
|
} else {
|
|
PlayerWins = true;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Check to see if all objects of this house should be blown up.
|
|
*/
|
|
if (IsToDie && BorrowedTime.Expired()) {
|
|
IsToDie = false;
|
|
Blowup_All();
|
|
|
|
// MBL 07.15.2020 - Steve made this change for RA, so also applying here to TD
|
|
// See Change 737595 by Steve_Tall@STEVET3-VICTORY-H on 2020/07/10 13:40:02
|
|
if (GameToPlay == GAME_GLYPHX_MULTIPLAYER) {
|
|
MPlayer_Defeated();
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Double check power values to correct illegal conditions. It is possible to
|
|
** get a power output of negative (one usually) as a result of damage sustained
|
|
** and the fixed point fractional math involved with power adjustements. If the
|
|
** power rating drops below zero, then make it zero.
|
|
*/
|
|
if (GameToPlay == GAME_NORMAL) {
|
|
Power = MAX(Power, 0);
|
|
Drain = MAX(Drain, 0);
|
|
}
|
|
|
|
/*
|
|
** If the base has been alerted to the enemy and should be attacking, then
|
|
** see if the attack timer has expired. If it has, then create the attack
|
|
** teams.
|
|
*/
|
|
if (IsAlerted && AlertTime.Expired()) {
|
|
|
|
/*
|
|
** Adjusted to reduce maximum number of teams created.
|
|
*/
|
|
int maxteams = Random_Pick(2, (int)(((BuildLevel-1)/3)+1));
|
|
for (int index = 0; index < maxteams; index++) {
|
|
TeamTypeClass const * ttype = Suggested_New_Team(true);
|
|
if (ttype) {
|
|
ScenarioInit++;
|
|
ttype->Create_One_Of();
|
|
ScenarioInit--;
|
|
}
|
|
}
|
|
if (GameToPlay == GAME_NORMAL && PlayerPtr->Difficulty == DIFF_HARD) {
|
|
AlertTime = (TICKS_PER_MINUTE * Random_Pick(4, 10));
|
|
} else {
|
|
if (GameToPlay == GAME_NORMAL && PlayerPtr->Difficulty == DIFF_EASY) {
|
|
AlertTime = (TICKS_PER_MINUTE * Random_Pick(16, 40));
|
|
} else {
|
|
AlertTime = (TICKS_PER_MINUTE * Random_Pick(5, 20));
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Create teams for this house if necessary.
|
|
** (Use the same timer for some extra capture-the-flag logic.)
|
|
*/
|
|
if (TeamTime.Expired()) {
|
|
TeamTypeClass const * ttype = Suggested_New_Team(false);
|
|
if (ttype) {
|
|
ttype->Create_One_Of();
|
|
}
|
|
|
|
/*
|
|
** Also use this timer to detect if someone is sitting on my flag cell.
|
|
*/
|
|
if (Special.IsCaptureTheFlag && GameToPlay != GAME_NORMAL) {
|
|
TechnoClass *techno;
|
|
int moving;
|
|
|
|
/*
|
|
** If this house's flag waypoint is a valid cell, see if there's
|
|
** someone sitting on it. If so, make the scatter.
|
|
*/
|
|
if (FlagHome) {
|
|
techno = Map[FlagHome].Cell_Techno();
|
|
if (techno) {
|
|
moving = false;
|
|
if (techno->What_Am_I() == RTTI_INFANTRY ||
|
|
techno->What_Am_I() == RTTI_UNIT) {
|
|
if (Target_Legal(((FootClass *)techno)->NavCom)) {
|
|
moving = true;
|
|
}
|
|
}
|
|
|
|
if (!moving) {
|
|
techno->Scatter(0,true,true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Randomly create a Visceroid or other disastrous multiplayer object.
|
|
** Create the object, and use Scan_Place_Object to place the object near
|
|
** the center of the map.
|
|
*/
|
|
if (GameToPlay != GAME_NORMAL && Class->House==HOUSE_JP) {
|
|
int rlimit;
|
|
|
|
if (Special.IsJurassic && AreThingiesEnabled) {
|
|
rlimit = 450;
|
|
} else {
|
|
rlimit = 1000;
|
|
}
|
|
|
|
//if (IRandom(0, rlimit) == 0) {
|
|
if (IRandom(0, rlimit) <= 5) { // More visceroids! ST - 3/3/2020 4:34PM
|
|
UnitClass *obj = NULL;
|
|
CELL cell;
|
|
|
|
if (Special.IsJurassic && AreThingiesEnabled) {
|
|
obj = new UnitClass(Random_Pick(UNIT_TRIC, UNIT_STEG), HOUSE_JP);
|
|
} else if (Special.IsVisceroids) {
|
|
if (BuildLevel >= 7) {
|
|
if (!(UScan & UNITF_VICE)) {
|
|
obj = new UnitClass(UNIT_VICE, HOUSE_JP);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (obj) {
|
|
cell = XY_Cell (Map.MapCellX + Random_Pick(0, Map.MapCellWidth - 1),
|
|
Map.MapCellY + Random_Pick(0, Map.MapCellHeight - 1));
|
|
if (!Scan_Place_Object(obj, cell)) {
|
|
delete obj;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
TeamTime.Set(TEAM_DELAY);
|
|
}
|
|
|
|
/*
|
|
** If there is insufficient power, then all buildings that are above
|
|
** half strength take a little bit of damage.
|
|
*/
|
|
if (DamageTime.Expired()) {
|
|
|
|
/*
|
|
** No free harvesters for computer or player. - 8/16/95
|
|
*/
|
|
#ifdef OBSOLETE
|
|
/*
|
|
** Replace the last harvester if there is a refinery present.
|
|
*/
|
|
if (GameToPlay == GAME_NORMAL &&
|
|
Frame > 5 &&
|
|
(!IsHuman && BuildLevel <= 6) &&
|
|
(ActiveBScan & STRUCTF_REFINERY) != 0 &&
|
|
(UScan & UNITF_HARVESTER) == 0 &&
|
|
!IsFreeHarvester) {
|
|
|
|
IsFreeHarvester = true;
|
|
FreeHarvester = TICKS_PER_MINUTE * 2;
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
** If a free harvester is to be created and the time is right, then create
|
|
** the harvester and clear the free harvester pending flag.
|
|
*/
|
|
if (IsFreeHarvester && FreeHarvester.Expired()) {
|
|
IsFreeHarvester = false;
|
|
Create_Special_Reinforcement(this, (TechnoTypeClass *)&UnitTypeClass::As_Reference(UNIT_HARVESTER), NULL);
|
|
}
|
|
|
|
/*
|
|
** When the power is below required, then the buildings will take damage over
|
|
** time.
|
|
*/
|
|
if (Power_Fraction() < 0x100) {
|
|
for (int index = 0; index < Buildings.Count(); index++) {
|
|
BuildingClass & b = *Buildings.Ptr(index);
|
|
|
|
if (b.House == this && b.Health_Ratio() > 0x080) {
|
|
if (b.Class->Drain) {
|
|
int damage = 1;
|
|
b.Take_Damage(damage, 0, WARHEAD_AP, 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
DamageTime.Set(DAMAGE_DELAY);
|
|
}
|
|
|
|
/*
|
|
** If there are no more buildings to sell, then automatically cancel the
|
|
** sell mode.
|
|
*/
|
|
if (PlayerPtr == this && !BScan && Map.IsSellMode) {
|
|
Map.Sell_Mode_Control(0);
|
|
}
|
|
|
|
/*
|
|
** Various base conditions may be announced to the player.
|
|
*/
|
|
if (PlayerPtr == this) {
|
|
|
|
if (SpeakMoneyDelay.Expired() && Available_Money() < 100 && UnitFactories+BuildingFactories+InfantryFactories > 0) {
|
|
|
|
// MBL 03.23.2020 - Change "Need more funds" to "Insufficient funds" per https://jaas.ea.com/browse/TDRA-5370
|
|
// Speak(VOX_NEED_MO_MONEY);
|
|
Speak(VOX_NO_CASH);
|
|
|
|
//
|
|
// !!! MBL 03.18.2020:
|
|
// !!! Changing "Insufficient Funds" speak delay for this case to 1 minute instead of 2.
|
|
// !!! Note that all other speak delays are 2 minutes in TD (SPEAK_DELAY) and RA (Rule.SpeakDelay)
|
|
// !!! This is per https://jaas.ea.com/browse/TDRA-4659 (Ted and Jim)
|
|
// !!! I Checked with Joe mostly okay with this change, but want to note that we are changing original behavior
|
|
// !!! All other speak delays in TD and RA (max capacity and low power) remain at 2 minutes.
|
|
// !!! Also, in Red Alert, this is still 2 minutes from Rules.ini (SpeakDelay variable)
|
|
//
|
|
// SpeakMoneyDelay.Set(Options.Normalize_Delay(SPEAK_DELAY)); // 2 minutes
|
|
//
|
|
// MBL 05.18.2020: Setting back to 2 minutes as requested per https://jaas.ea.com/browse/TDRA-5834
|
|
//
|
|
// SpeakMoneyDelay.Set(Options.Normalize_Delay(SPEAK_DELAY / 2)); // 1 minute (new)
|
|
SpeakMoneyDelay.Set(Options.Normalize_Delay(SPEAK_DELAY)); // 2 minutes (original)
|
|
|
|
int text_id = TXT_INSUFFICIENT_FUNDS;
|
|
char const * text = Text_String(TXT_INSUFFICIENT_FUNDS);
|
|
if (text != NULL) {
|
|
On_Message(text, 35.0f, text_id);
|
|
}
|
|
}
|
|
if (SpeakMaxedDelay.Expired() && IsMaxedOut) {
|
|
IsMaxedOut = false;
|
|
if ((Capacity - Tiberium) < 300 && Capacity > 500 && (BScan & (STRUCTF_REFINERY | STRUCTF_CONST))) {
|
|
Speak(VOX_NEED_MO_CAPACITY);
|
|
SpeakMaxedDelay.Set(Options.Normalize_Delay(SPEAK_DELAY));
|
|
}
|
|
}
|
|
if (SpeakPowerDelay.Expired() && Power_Fraction() < 0x0100) {
|
|
if (BScan & STRUCTF_CONST) {
|
|
Speak(VOX_LOW_POWER);
|
|
SpeakPowerDelay.Set(Options.Normalize_Delay(SPEAK_DELAY));
|
|
|
|
int text_id = TXT_LOW_POWER;
|
|
char const * text = Text_String(TXT_LOW_POWER);
|
|
if (text != NULL) {
|
|
On_Message(text, 35.0f, text_id);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** If there is a flag associated with this house, then mark it to be
|
|
** redrawn.
|
|
*/
|
|
if (Target_Legal(FlagLocation)) {
|
|
UnitClass * unit = As_Unit(FlagLocation);
|
|
if (unit) {
|
|
unit->Mark(MARK_CHANGE);
|
|
} else {
|
|
CELL cell = As_Cell(FlagLocation);
|
|
Map[cell].Flag_Update();
|
|
Map[cell].Redraw_Objects();
|
|
}
|
|
}
|
|
|
|
bool is_time = false;
|
|
|
|
/*
|
|
** Triggers are only checked every so often. If the trigger timer has expired,
|
|
** then set the trigger processing flag.
|
|
*/
|
|
if (TriggerTime.Expired()) {
|
|
is_time = true;
|
|
TriggerTime = TICKS_PER_MINUTE/10;
|
|
}
|
|
|
|
/*
|
|
** Check to see if the ion cannon should be removed from the sidebar
|
|
** because of outside circumstances. The advanced communications facility
|
|
** being destroyed is a good example of this.
|
|
*/
|
|
if (IonCannon.Is_Present()) {
|
|
if (!(ActiveBScan & STRUCTF_EYE) && !IonCannon.Is_One_Time()) {
|
|
|
|
/*
|
|
** Remove the ion cannon when there is no advanced communication facility.
|
|
** Note that this will not remove the one time created ion cannon.
|
|
*/
|
|
if (IonCannon.Remove()) {
|
|
if (this == PlayerPtr) Map.Column[1].Flag_To_Redraw();
|
|
IsRecalcNeeded = true;
|
|
}
|
|
} else {
|
|
|
|
/*
|
|
** Turn the ion cannon suspension on or off depending on the available
|
|
** power. Note that one time ion cannon will not be affected by this.
|
|
*/
|
|
IonCannon.Suspend(Power_Fraction() < 0x0100);
|
|
|
|
/*
|
|
** Process the ion cannon AI and if something changed that would affect
|
|
** the sidebar, then flag the sidebar to be redrawn.
|
|
*/
|
|
if (IonCannon.AI(this == PlayerPtr)) {
|
|
if (this == PlayerPtr) Map.Column[1].Flag_To_Redraw();
|
|
}
|
|
}
|
|
|
|
/*
|
|
** The computer may decide to fire the ion cannon if it is ready.
|
|
*/
|
|
if (IonCannon.Is_Ready() && !IsHuman) {
|
|
Special_Weapon_AI(SPC_ION_CANNON);
|
|
}
|
|
|
|
} else {
|
|
|
|
/*
|
|
** If there is no ion cannon present, but there is an advanced communcation
|
|
** center available, then make the ion cannon available as well.
|
|
*/
|
|
if ((GameToPlay == GAME_NORMAL || Rule.AllowSuperWeapons) &&
|
|
(ActiveBScan & STRUCTF_EYE) &&
|
|
(ActLike == HOUSE_GOOD || GameToPlay != GAME_NORMAL) &&
|
|
(IsHuman || GameToPlay != GAME_NORMAL)) {
|
|
|
|
IonCannon.Enable(false, this == PlayerPtr, Power_Fraction() < 0x0100);
|
|
|
|
/*
|
|
** Flag the sidebar to be redrawn if necessary.
|
|
*/
|
|
// Add to Glyphx multiplayer sidebar. ST - 3/22/2019 1:50PM
|
|
if (GameToPlay == GAME_GLYPHX_MULTIPLAYER) {
|
|
if (IsHuman) {
|
|
Sidebar_Glyphx_Add(RTTI_SPECIAL, SPC_ION_CANNON, this);
|
|
}
|
|
} else {
|
|
if (this == PlayerPtr) {
|
|
Map.Add(RTTI_SPECIAL, SPC_ION_CANNON);
|
|
Map.Column[1].Flag_To_Redraw();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Check to see if the nuke strike should be removed from the sidebar
|
|
** because of outside circumstances. The Temple of Nod
|
|
** being destroyed is a good example of this.
|
|
*/
|
|
if (NukeStrike.Is_Present()) {
|
|
if (!(ActiveBScan & STRUCTF_TEMPLE) && (!NukeStrike.Is_One_Time() || GameToPlay == GAME_NORMAL)) {
|
|
|
|
/*
|
|
** Remove the nuke strike when there is no Temple of Nod.
|
|
** Note that this will not remove the one time created nuke strike.
|
|
*/
|
|
if (NukeStrike.Remove(true)) {
|
|
IsRecalcNeeded = true;
|
|
if (this == PlayerPtr) Map.Column[1].Flag_To_Redraw();
|
|
}
|
|
} else {
|
|
|
|
/*
|
|
** Turn the nuke strike suspension on or off depending on the available
|
|
** power. Note that one time nuke strike will not be affected by this.
|
|
*/
|
|
NukeStrike.Suspend(Power_Fraction() < 0x0100);
|
|
|
|
/*
|
|
** Process the nuke strike AI and if something changed that would affect
|
|
** the sidebar, then flag the sidebar to be redrawn.
|
|
*/
|
|
if (NukeStrike.AI(this == PlayerPtr)) {
|
|
if (this == PlayerPtr) Map.Column[1].Flag_To_Redraw();
|
|
}
|
|
}
|
|
|
|
/*
|
|
** The computer may decide to fire the nuclear missile if it is ready.
|
|
*/
|
|
if (NukeStrike.Is_Ready() && !IsHuman) {
|
|
Special_Weapon_AI(SPC_NUCLEAR_BOMB);
|
|
}
|
|
|
|
} else {
|
|
|
|
/*
|
|
** If there is no nuke strike present, but there is a Temple of Nod
|
|
** available, then make the nuke strike strike available.
|
|
*/
|
|
if ((GameToPlay == GAME_NORMAL || Rule.AllowSuperWeapons) && (ActiveBScan & STRUCTF_TEMPLE) && Has_Nuke_Device() && IsHuman) {
|
|
NukeStrike.Enable((GameToPlay == GAME_NORMAL), this == PlayerPtr);
|
|
|
|
/*
|
|
** Flag the sidebar to be redrawn if necessary.
|
|
*/
|
|
// Add to Glyphx multiplayer sidebar. ST - 3/22/2019 1:50PM
|
|
if (GameToPlay == GAME_GLYPHX_MULTIPLAYER) {
|
|
if (IsHuman) {
|
|
Sidebar_Glyphx_Add(RTTI_SPECIAL, SPC_NUCLEAR_BOMB, this);
|
|
}
|
|
} else {
|
|
if (this == PlayerPtr) {
|
|
Map.Add(RTTI_SPECIAL, SPC_NUCLEAR_BOMB);
|
|
Map.Column[1].Flag_To_Redraw();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Process the airstrike AI and if something changed that would affect
|
|
** the sidebar, then flag the sidebar to be redrawn.
|
|
*/
|
|
if (AirStrike.Is_Present()) {
|
|
if (AirStrike.AI(this == PlayerPtr)) {
|
|
if (this == PlayerPtr) Map.Column[1].Flag_To_Redraw();
|
|
}
|
|
|
|
/*
|
|
** The computer may decide to call in the airstrike if it is ready.
|
|
*/
|
|
if (AirStrike.Is_Ready() && !IsHuman) {
|
|
Special_Weapon_AI(SPC_AIR_STRIKE);
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Add the airstrike option if it is pending.
|
|
*/
|
|
if (IsAirstrikePending) {
|
|
IsAirstrikePending = false;
|
|
if (AirStrike.Enable(false, this == PlayerPtr)) {
|
|
AirStrike.Forced_Charge(this == PlayerPtr);
|
|
// Add to Glyphx multiplayer sidebar. ST - 3/22/2019 1:50PM
|
|
if (GameToPlay == GAME_GLYPHX_MULTIPLAYER) {
|
|
if (IsHuman) {
|
|
Sidebar_Glyphx_Add(RTTI_SPECIAL, SPC_AIR_STRIKE, this);
|
|
}
|
|
} else {
|
|
if (this == PlayerPtr) {
|
|
Map.Add(RTTI_SPECIAL, SPC_AIR_STRIKE);
|
|
Map.Column[1].Flag_To_Redraw();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef NEVER
|
|
/*
|
|
** The following logic deals with the nuclear warhead state machine. It
|
|
** handles all the different stages of the temple firing and the rocket
|
|
** travelling up and down. The rocket explosion is handled by the anim
|
|
** which is attached to the bullet.
|
|
*/
|
|
if (!IsHuman && NukePresent) {
|
|
Special_Weapon_AI(SPC_NUCLEAR_BOMB);
|
|
|
|
}
|
|
#endif
|
|
|
|
if (GameToPlay != GAME_NORMAL && Class->House != HOUSE_JP) {
|
|
Check_Pertinent_Structures();
|
|
}
|
|
|
|
/*
|
|
** Special win/lose check for multiplayer games; by-passes the
|
|
** trigger system. We must wait for non-zero frame, because init
|
|
** may not properly set IScan etc for each house; you have to go
|
|
** through each object's AI before it will be properly set.
|
|
*/
|
|
if (GameToPlay != GAME_NORMAL && !IsDefeated &&
|
|
!ActiveBScan && !ActiveAScan && !UScan && !ActiveIScan && Frame > 0) {
|
|
MPlayer_Defeated();
|
|
}
|
|
|
|
for (int index = 0; index < HouseTriggers[Class->House].Count(); index++) {
|
|
TriggerClass * t = HouseTriggers[Class->House][index];
|
|
|
|
/*
|
|
** Check for just built the building trigger event.
|
|
*/
|
|
if (JustBuilt != STRUCT_NONE) {
|
|
if (t->Spring(EVENT_BUILD, Class->House, JustBuilt)) {
|
|
JustBuilt = STRUCT_NONE;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Check for civilian evacuation trigger event.
|
|
*/
|
|
if (IsCivEvacuated && t->Spring(EVENT_EVAC_CIVILIAN, Class->House)) {
|
|
continue;
|
|
}
|
|
|
|
/*
|
|
** Number of buildings destroyed checker.
|
|
*/
|
|
if (t->Spring(EVENT_NBUILDINGS_DESTROYED, Class->House, BuildingsLost)) {
|
|
continue;
|
|
}
|
|
|
|
/*
|
|
** Number of units destroyed checker.
|
|
*/
|
|
if (t->Spring(EVENT_NUNITS_DESTROYED, Class->House, UnitsLost)) {
|
|
continue;
|
|
}
|
|
|
|
/*
|
|
** House has been revealed trigger event.
|
|
*/
|
|
if (IsDiscovered && t->Spring(EVENT_HOUSE_DISCOVERED, Class->House)) {
|
|
IsDiscovered = false;
|
|
continue;
|
|
}
|
|
|
|
/*
|
|
** The "all destroyed" triggers are only processed after a certain
|
|
** amount of safety time has expired.
|
|
*/
|
|
if (!EndCountDown) {
|
|
|
|
/*
|
|
** All buildings destroyed checker.
|
|
*/
|
|
if (!ActiveBScan) {
|
|
if (t->Spring(EVENT_BUILDINGS_DESTROYED, Class->House)) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** All units destroyed checker.
|
|
*/
|
|
if (!((ActiveUScan & ~(UNITF_GUNBOAT)) | IScan | (ActiveAScan & ~(AIRCRAFTF_TRANSPORT|AIRCRAFTF_CARGO|AIRCRAFTF_A10)))) {
|
|
if (t->Spring(EVENT_UNITS_DESTROYED, Class->House)) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** All buildings AND units destroyed checker.
|
|
*/
|
|
if (!(ActiveBScan | (ActiveUScan & ~(UNITF_GUNBOAT)) | IScan | (ActiveAScan & ~(AIRCRAFTF_TRANSPORT|AIRCRAFTF_CARGO|AIRCRAFTF_A10)))) {
|
|
if (t->Spring(EVENT_ALL_DESTROYED, Class->House)) {
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Credit check.
|
|
*/
|
|
if (t->Spring(EVENT_CREDITS, Class->House, Credits)) {
|
|
continue;
|
|
}
|
|
|
|
/*
|
|
** Timeout check.
|
|
*/
|
|
if (is_time && t->Spring(EVENT_TIME, Class->House)) {
|
|
continue;
|
|
}
|
|
|
|
/*
|
|
** All factories destroyed check.
|
|
*/
|
|
if (!(BScan & (STRUCTF_AIRSTRIP|STRUCTF_HAND|STRUCTF_WEAP|STRUCTF_BARRACKS)) && t->Spring(EVENT_NOFACTORIES, Class->House)) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** If a radar facility is not present, but the radar is active, then turn the radar off.
|
|
** The radar also is turned off when the power gets below 100% capacity.
|
|
*/
|
|
if (PlayerPtr == this) {
|
|
if (Map.Is_Radar_Active()) {
|
|
if (BScan & (STRUCTF_RADAR|STRUCTF_EYE)) {
|
|
if (Power_Fraction() < 0x0100) {
|
|
Map.Radar_Activate(0);
|
|
}
|
|
} else {
|
|
Map.Radar_Activate(0);
|
|
}
|
|
} else {
|
|
if (BScan & (STRUCTF_RADAR|STRUCTF_EYE)) {
|
|
if (Power_Fraction() >= 0x0100) {
|
|
Map.Radar_Activate(1);
|
|
}
|
|
} else {
|
|
if (Map.Is_Radar_Existing()) {
|
|
Map.Radar_Activate(4);
|
|
}
|
|
}
|
|
}
|
|
if (!(BScan & (STRUCTF_RADAR|STRUCTF_EYE))) {
|
|
Radar = RADAR_NONE;
|
|
} else {
|
|
Radar = (Map.Is_Radar_Active() || Map.Is_Radar_Activating()) ? RADAR_ON : RADAR_OFF;
|
|
}
|
|
}
|
|
|
|
|
|
VisibleCredits.AI(false, this, true);
|
|
|
|
|
|
/*
|
|
** Copied from Red Alert for multiplayer AI. ST - 7/23/2019 3:02PM
|
|
**
|
|
**
|
|
**
|
|
*/
|
|
#ifdef USE_RA_AI
|
|
if (GameToPlay == GAME_GLYPHX_MULTIPLAYER && IsHuman == false) {
|
|
|
|
/*
|
|
** Perform any expert system AI processing.
|
|
*/
|
|
if (IsBaseBuilding && AITimer == 0) {
|
|
AITimer = Expert_AI();
|
|
}
|
|
|
|
if (!IsBaseBuilding && State == STATE_ENDGAME) {
|
|
Fire_Sale();
|
|
Do_All_To_Hunt();
|
|
}
|
|
|
|
AI_Building();
|
|
AI_Unit();
|
|
AI_Vessel();
|
|
AI_Infantry();
|
|
AI_Aircraft();
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
** If the production possibilities need to be recalculated, then do so now. This must
|
|
** occur after the scan bits have been properly updated.
|
|
*/
|
|
if (PlayerPtr == this && IsRecalcNeeded) {
|
|
IsRecalcNeeded = false;
|
|
Map.Recalc();
|
|
|
|
#ifdef NEVER
|
|
/*
|
|
** Remove the ion cannon if necessary.
|
|
*/
|
|
if (IonCannon.Is_Present() && !(BScan & STRUCTF_EYE)) {
|
|
IonCannon.Remove();
|
|
}
|
|
|
|
/*
|
|
** Remove the nuclear bomb if necessary.
|
|
*/
|
|
if (NukeStrike.Is_Present() && !(BScan & STRUCTF_TEMPLE)) {
|
|
NukeStrike.Remove();
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
** This placement might affect any prerequisite requirements for construction
|
|
** lists. Update the buildable options accordingly.
|
|
*/
|
|
for (int index = 0; index < Buildings.Count(); index++) {
|
|
BuildingClass * building = Buildings.Ptr(index);
|
|
if (building && building->Owner() == Class->House) {
|
|
|
|
building->Update_Specials();
|
|
if (PlayerPtr == building->House) {
|
|
building->Update_Buildables();
|
|
}
|
|
}
|
|
}
|
|
|
|
Recalculate_Placement_Distances();
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Attacked -- Lets player know if base is under attack. *
|
|
* *
|
|
* Call this function whenever a building is attacked (with malice). This function will *
|
|
* then announce to the player that his base is under attack. It checks to make sure that *
|
|
* this is referring to the player's house rather than the enemy's. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 12/27/1994 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void HouseClass::Attacked(BuildingClass* source)
|
|
{
|
|
Validate();
|
|
|
|
if (SpeakAttackDelay.Expired() && PlayerPtr->Class->House == Class->House) {
|
|
|
|
if (GameToPlay == GAME_NORMAL) {
|
|
Speak(VOX_BASE_UNDER_ATTACK, NULL, source ? source->Center_Coord() : 0);
|
|
} else {
|
|
Speak(VOX_BASE_UNDER_ATTACK, this);
|
|
}
|
|
|
|
// MBL 06.13.2020 - Timing change from 2 minute cooldown, per https://jaas.ea.com/browse/TDRA-6784
|
|
// SpeakAttackDelay.Set(Options.Normalize_Delay(SPEAK_DELAY)); // 2 minutes
|
|
// SpeakAttackDelay.Set(Options.Normalize_Delay(TICKS_PER_MINUTE/2)); // 30 seconds as requested
|
|
SpeakAttackDelay.Set(Options.Normalize_Delay( (TICKS_PER_MINUTE/2)+(TICKS_PER_SECOND*5) )); // Tweaked for accuracy
|
|
|
|
/*
|
|
** If there is a trigger event associated with being attacked, process it
|
|
** now.
|
|
*/
|
|
for (int index = 0; index < HouseTriggers[Class->House].Count(); index++) {
|
|
HouseTriggers[Class->House][index]->Spring(EVENT_ATTACKED, Class->House);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Harvested -- Adds Tiberium to the harvest storage. *
|
|
* *
|
|
* Use this routine whenever Tiberium is harvested. The Tiberium is stored equally between *
|
|
* all storage capable buildings for the house. Harvested Tiberium adds to the credit *
|
|
* value of the house, but only up to the maximum storage capacity that the house can *
|
|
* currently maintain. *
|
|
* *
|
|
* INPUT: tiberium -- The number of Tiberium credits to add to the House's total. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 01/25/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void HouseClass::Harvested(unsigned tiberium)
|
|
{
|
|
Validate();
|
|
long oldtib = Tiberium;
|
|
|
|
Tiberium += tiberium;
|
|
if (Tiberium > Capacity) {
|
|
Tiberium = Capacity;
|
|
IsMaxedOut = true;
|
|
}
|
|
HarvestedCredits += tiberium;
|
|
Silo_Redraw_Check(oldtib, Capacity);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Available_Money -- Fetches the total credit worth of the house. *
|
|
* *
|
|
* Use this routine to determine the total credit value of the house. This is the sum of *
|
|
* the harvested Tiberium in storage and the initial unspent cash reserves. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: Returns with the total credit value of the house. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 01/25/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
long HouseClass::Available_Money(void) const
|
|
{
|
|
Validate();
|
|
return(Tiberium + Credits);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Spend_Money -- Removes money from the house. *
|
|
* *
|
|
* Use this routine to extract money from the house. Typically, this is a result of *
|
|
* production spending. The money is extracted from available cash reserves first. When *
|
|
* cash reserves are exhausted, then Tiberium is consumed. *
|
|
* *
|
|
* INPUT: money -- The amount of money to spend. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 01/25/1995 JLB : Created. *
|
|
* 06/20/1995 JLB : Spends Tiberium before spending cash. *
|
|
*=============================================================================================*/
|
|
void HouseClass::Spend_Money(unsigned money)
|
|
{
|
|
Validate();
|
|
long oldtib = Tiberium;
|
|
if ((int)money > Tiberium) {
|
|
money -= (unsigned)Tiberium;
|
|
Tiberium = 0;
|
|
Credits -= money;
|
|
} else {
|
|
Tiberium -= money;
|
|
}
|
|
Silo_Redraw_Check(oldtib, Capacity);
|
|
CreditsSpent += money;
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Refund_Money -- Refunds money to back to the house. *
|
|
* *
|
|
* Use this routine when money needs to be refunded back to the house. This can occur when *
|
|
* construction is aborted. At this point, the exact breakdown of Tiberium or initial *
|
|
* credits used for the orignal purchase is lost. Presume as much of the money is in the *
|
|
* form of Tiberium as storage capacity will allow. *
|
|
* *
|
|
* INPUT: money -- The number of credits to refund back to the house. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 01/25/1995 JLB : Created. *
|
|
* 06/01/1995 JLB : Refunded money is never lost *
|
|
*=============================================================================================*/
|
|
void HouseClass::Refund_Money(unsigned money)
|
|
{
|
|
Validate();
|
|
Credits += money;
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Adjust_Capacity -- Adjusts the house Tiberium storage capacity. *
|
|
* *
|
|
* Use this routine to adjust the maximum storage capacity for the house. This storage *
|
|
* capacity will limit the number of Tiberium credits that can be stored at any one time. *
|
|
* *
|
|
* INPUT: adjust -- The adjustment to the Tiberium storage capacity. *
|
|
* *
|
|
* inanger -- Is this a forced adjustment to capacity due to some hostile event? *
|
|
* *
|
|
* OUTPUT: Returns with the number of Tiberium credits lost. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 01/25/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
int HouseClass::Adjust_Capacity(int adjust, bool inanger)
|
|
{
|
|
Validate();
|
|
long oldcap = Capacity;
|
|
int retval = 0;
|
|
|
|
Capacity += adjust;
|
|
Capacity = MAX(Capacity, 0L);
|
|
if (Tiberium > Capacity) {
|
|
retval = Tiberium - Capacity;
|
|
Tiberium = Capacity;
|
|
if (!inanger) {
|
|
Refund_Money(retval);
|
|
retval = 0;
|
|
} else {
|
|
IsMaxedOut = true;
|
|
}
|
|
}
|
|
Silo_Redraw_Check(Tiberium, oldcap);
|
|
return(retval);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Silo_Redraw_Check -- Flags silos to be redrawn if necessary. *
|
|
* *
|
|
* Call this routine when either the capacity or tiberium levels change for a house. This *
|
|
* routine will determine if the aggregate tiberium storage level will result in the *
|
|
* silos changing their imagery. If this is detected, then all the silos for this house *
|
|
* are flagged to be redrawn. *
|
|
* *
|
|
* INPUT: oldtib -- Pre-change tiberium level. *
|
|
* *
|
|
* oldcap -- Pre-change tiberium storage capacity. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 02/02/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void HouseClass::Silo_Redraw_Check(long oldtib, long oldcap)
|
|
{
|
|
Validate();
|
|
int oldratio = 0;
|
|
if (oldcap) oldratio = (oldtib * 5) / oldcap;
|
|
int newratio = 0;
|
|
if (Capacity) newratio = (Tiberium * 5) / Capacity;
|
|
|
|
if (oldratio != newratio) {
|
|
for (int index = 0; index < Buildings.Count(); index++) {
|
|
BuildingClass * b = Buildings.Ptr(index);
|
|
if (b && !b->IsInLimbo && b->House == this && *b == STRUCT_STORAGE) {
|
|
b->Mark(MARK_CHANGE);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Read_INI -- Reads house specific data from INI. *
|
|
* *
|
|
* This routine reads the house specific data for a particular *
|
|
* scenario from the scenario INI file. Typical data includes starting *
|
|
* credits, maximum unit count, etc. *
|
|
* *
|
|
* INPUT: buffer -- Pointer to loaded scenario INI file. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/24/1994 JLB : Created. *
|
|
* 05/18/1995 JLB : Creates all houses. *
|
|
*=============================================================================================*/
|
|
void HouseClass::Read_INI(char *buffer)
|
|
{
|
|
HouseClass *p; // Pointer to current player data.
|
|
char const *hname; // Pointer to house name.
|
|
char buf[128];
|
|
|
|
for (HousesType index = HOUSE_FIRST; index < HOUSE_COUNT; index++) {
|
|
hname = HouseTypeClass::As_Reference(index).IniName;
|
|
int maxunit = WWGetPrivateProfileInt(hname, "MaxUnit", EACH_UNIT_MAX, buffer);
|
|
|
|
maxunit = MAX(maxunit, 150);
|
|
|
|
int maxbuilding = WWGetPrivateProfileInt(hname, "MaxBuilding", EACH_BUILDING_MAX, buffer);
|
|
|
|
maxbuilding = MAX(maxbuilding, 150);
|
|
|
|
int credits = WWGetPrivateProfileInt(hname, "Credits", 0, buffer);
|
|
|
|
p = new HouseClass(index);
|
|
|
|
p->MaxBuilding = maxbuilding;
|
|
p->MaxUnit = maxunit;
|
|
p->Credits = (long)credits * 100;
|
|
p->InitialCredits = p->Credits;
|
|
WWGetPrivateProfileString(hname, "Edge", "", buf, sizeof(buf)-1, buffer);
|
|
p->Edge = Source_From_Name(buf);
|
|
if (p->Edge == SOURCE_NONE) {
|
|
p->Edge = SOURCE_NORTH;
|
|
}
|
|
|
|
if (GameToPlay == GAME_NORMAL) {
|
|
WWGetPrivateProfileString(hname, "Allies", "", buf, sizeof(buf)-1, buffer);
|
|
if (strlen(buf)) {
|
|
char * tok = strtok(buf, ", \t");
|
|
while (tok) {
|
|
HousesType h = HouseTypeClass::From_Name(tok);
|
|
p->Make_Ally(h);
|
|
tok = strtok(NULL, ", \t");
|
|
}
|
|
|
|
} else {
|
|
|
|
/*
|
|
** Special case for when no allies are specified in the INI file.
|
|
** The GDI side defaults to considering the neutral side to be
|
|
** friendly.
|
|
*/
|
|
if (p->Class->House == HOUSE_GOOD) {
|
|
p->Make_Ally(HOUSE_NEUTRAL);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Write_INI -- Writes house specific data into INI file. *
|
|
* *
|
|
* Use this routine to write the house specific data (for all houses) into the INI file. *
|
|
* It is used by the scenario editor when saving the scenario. *
|
|
* *
|
|
* INPUT: buffer -- INI file staging buffer. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/28/1994 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void HouseClass::Write_INI(char *buffer)
|
|
{
|
|
for (HousesType i = HOUSE_FIRST; i < HOUSE_COUNT; i++) {
|
|
HouseClass * p = As_Pointer(i);
|
|
|
|
if (p) {
|
|
WWWritePrivateProfileInt(p->Class->IniName, "Credits", (int)(p->Credits / 100), buffer);
|
|
WWWritePrivateProfileString(p->Class->IniName, "Edge", Name_From_Source(p->Edge), buffer);
|
|
WWWritePrivateProfileInt(p->Class->IniName, "MaxUnit", p->MaxUnit, buffer);
|
|
WWWritePrivateProfileInt(p->Class->IniName, "MaxBuilding", p->MaxBuilding, buffer);
|
|
|
|
bool first = true;
|
|
char sbuffer[100] = "";
|
|
for (HousesType house = HOUSE_FIRST; house < HOUSE_COUNT; house++) {
|
|
if (p->Is_Ally(house)) {
|
|
if (!first) strcat(sbuffer, ",");
|
|
strcat(sbuffer, As_Pointer(house)->Class->IniName);
|
|
first = false;
|
|
}
|
|
}
|
|
WWWritePrivateProfileString(p->Class->IniName, "Allies", sbuffer, buffer);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Is_Ally -- Determines if the specified house is an ally. *
|
|
* *
|
|
* This routine will determine if the house number specified is a ally to this house. *
|
|
* *
|
|
* INPUT: house -- The house number to check to see if it is an ally. *
|
|
* *
|
|
* OUTPUT: Is the house an ally? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/08/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool HouseClass::Is_Ally(HousesType house) const
|
|
{
|
|
Validate();
|
|
if (house != HOUSE_NONE) {
|
|
return(((1<<house) & Allies) != 0);
|
|
}
|
|
return(false);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Is_Ally -- Determines if the specified house is an ally. *
|
|
* *
|
|
* This routine will examine the specified house and determine if it is an ally. *
|
|
* *
|
|
* INPUT: house -- Pointer to the house object to check for ally relationship. *
|
|
* *
|
|
* OUTPUT: Is the specified house an ally? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/08/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool HouseClass::Is_Ally(HouseClass const * house) const
|
|
{
|
|
Validate();
|
|
if (house) {
|
|
return(Is_Ally(house->Class->House));
|
|
}
|
|
return(false);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Is_Ally -- Checks to see if the object is an ally. *
|
|
* *
|
|
* This routine will examine the specified object and return whether it is an ally or not. *
|
|
* *
|
|
* INPUT: object -- The object to examine to see if it is an ally. *
|
|
* *
|
|
* OUTPUT: Is the specified object an ally? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/08/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool HouseClass::Is_Ally(ObjectClass const * object) const
|
|
{
|
|
Validate();
|
|
if (object) {
|
|
return(Is_Ally(object->Owner()));
|
|
}
|
|
return(false);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Make_Ally -- Make the specified house an ally. *
|
|
* *
|
|
* This routine will make the specified house an ally to this house. An allied house will *
|
|
* not be considered a threat or potential target. *
|
|
* *
|
|
* INPUT: house -- The house to make an ally of this house. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/08/1995 JLB : Created. *
|
|
* 08/08/1995 JLB : Breaks off combat when ally commences. *
|
|
*=============================================================================================*/
|
|
void HouseClass::Make_Ally(HousesType house)
|
|
{
|
|
Validate();
|
|
if (house != HOUSE_NONE && !Is_Ally(house)) {
|
|
|
|
/*
|
|
** If in normal game play but the house is defeated, then don't allow the ally
|
|
** key to work.
|
|
*/
|
|
if (!ScenarioInit && (IsDefeated || house == HOUSE_JP)) return;
|
|
|
|
Allies |= (1 << house);
|
|
|
|
#ifdef CHEAT_KEYS
|
|
if (Debug_Flag) {
|
|
HouseClass * enemy = HouseClass::As_Pointer(house);
|
|
if (enemy && !enemy->Is_Ally(this)) {
|
|
enemy->Make_Ally(Class->House);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if ((Debug_Flag || GameToPlay != GAME_NORMAL) && !ScenarioInit) {
|
|
char buffer[80];
|
|
|
|
/*
|
|
** Sweep through all techno objects and perform a cheeseball tarcom clear to ensure
|
|
** that fighting will most likely stop when the cease fire begins.
|
|
*/
|
|
for (int index = 0; index < Logic.Count(); index++) {
|
|
ObjectClass * object = Logic[index];
|
|
|
|
if (object && !object->IsInLimbo && object->Owner() == Class->House) {
|
|
TARGET target = ((TechnoClass *)object)->TarCom;
|
|
if (Target_Legal(target) && As_Techno(target)) {
|
|
if (Is_Ally(As_Techno(target))) {
|
|
((TechnoClass *)object)->TarCom = TARGET_NONE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
sprintf(buffer, Text_String(TXT_HAS_ALLIED), Name, HouseClass::As_Pointer(house)->Name);
|
|
Messages.Add_Message(buffer, MPlayerTColors[RemapColor], TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_FULLSHADOW, 1200, 0, 0);
|
|
Map.Flag_To_Redraw(false);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Make_Enemy -- Make an enemy of the house specified. *
|
|
* *
|
|
* This routine will flag the house specified so that it will be an enemy to this house. *
|
|
* Enemy houses are legal targets for attack. *
|
|
* *
|
|
* INPUT: house -- The house to make an enemy of this house. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/08/1995 JLB : Created. *
|
|
* 07/27/1995 JLB : Making war is a bilateral aaction. *
|
|
*=============================================================================================*/
|
|
void HouseClass::Make_Enemy(HousesType house)
|
|
{
|
|
Validate();
|
|
if (house != HOUSE_NONE && Is_Ally(house)) {
|
|
HouseClass * enemy = HouseClass::As_Pointer(house);
|
|
Allies &= ~(1 << house);
|
|
if (enemy && enemy->Is_Ally(this)) {
|
|
enemy->Allies &= ~(1 << Class->House);
|
|
}
|
|
|
|
if ((Debug_Flag || GameToPlay != GAME_NORMAL) && !ScenarioInit) {
|
|
char buffer[80];
|
|
|
|
sprintf(buffer, Text_String(TXT_AT_WAR), Name, enemy->Name);
|
|
Messages.Add_Message(buffer, MPlayerTColors[RemapColor], TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_FULLSHADOW, 600, 0, 0);
|
|
Map.Flag_To_Redraw(false);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Remap_Table -- Fetches the remap table for this house object. *
|
|
* *
|
|
* This routine will return with the remap table to use when displaying an object owned *
|
|
* by this house. If the object is blushing (flashing), then the lightening remap table is *
|
|
* always used. The "unit" parameter allows proper remap selection for those houses that *
|
|
* have a different remap table for buildings or units. *
|
|
* *
|
|
* INPUT: blushing -- Is the object blushing (flashing)? *
|
|
* *
|
|
* unit -- Is the object a vehicle or infantry? *
|
|
* *
|
|
* OUTPUT: Returns with a pointer to the remap table to use when drawing this object. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/08/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
unsigned char const * HouseClass::Remap_Table(bool blushing, bool unit) const
|
|
{
|
|
Validate();
|
|
if (blushing) return(&Map.FadingLight[0]);
|
|
|
|
/*
|
|
** For normal game play, return the TypeClass's remap table for this
|
|
** house type
|
|
*/
|
|
if (GameToPlay == GAME_NORMAL) {
|
|
/*
|
|
** Special case exception for Nod and single player only. Remap
|
|
** buildings to red as opposed to the default color of bluegrey.
|
|
*/
|
|
if (!unit && Class->House == HOUSE_BAD) {
|
|
return(RemapRed);
|
|
}
|
|
|
|
/*
|
|
** Special case Jurassic missions to use the bluegrey remapping
|
|
*/
|
|
if (Special.IsJurassic && Class->House == HOUSE_MULTI4) {
|
|
return(RemapLtBlue);
|
|
}
|
|
|
|
return(Class->RemapTable);
|
|
} else {
|
|
|
|
/*
|
|
** For multiplayer games, return the remap table for this exact house instance.
|
|
*/
|
|
return(RemapTable);
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Suggested_New_Team -- Determine what team should be created. *
|
|
* *
|
|
* This routine examines the house condition and returns with the team that it thinks *
|
|
* should be created. The units that are not currently a member of a team are examined *
|
|
* to determine the team needed. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: Returns with a pointer to the team type that should be created. If no team should *
|
|
* be created, then NULL is returned. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/08/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
TeamTypeClass const * HouseClass::Suggested_New_Team(bool alertcheck)
|
|
{
|
|
Validate();
|
|
return(TeamTypeClass::Suggested_New_Team(this, UScan, IScan, IsAlerted && alertcheck));
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Adjust_Threat -- Adjust threat for the region specified. *
|
|
* *
|
|
* This routine is called when the threat rating for a region needs to change. The region *
|
|
* and threat adjustment are provided. *
|
|
* *
|
|
* INPUT: region -- The region that adjustment is to occur on. *
|
|
* *
|
|
* threat -- The threat adjustment to perform. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/08/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void HouseClass::Adjust_Threat(int region, int threat)
|
|
{
|
|
Validate();
|
|
static int _val[] = {
|
|
-MAP_REGION_WIDTH - 1, -MAP_REGION_WIDTH, -MAP_REGION_WIDTH + 1,
|
|
-1, 0, 1,
|
|
MAP_REGION_WIDTH -1, MAP_REGION_WIDTH, MAP_REGION_WIDTH +1
|
|
};
|
|
static int _thr[] = {
|
|
2, 1, 2,
|
|
1, 0, 1,
|
|
2, 1, 2
|
|
};
|
|
int neg;
|
|
int *val = &_val[0];
|
|
int *thr = &_thr[0];
|
|
|
|
if (threat < 0) {
|
|
threat = -threat;
|
|
neg = true;
|
|
} else {
|
|
neg = false;
|
|
}
|
|
|
|
for (int lp = 0; lp < 9; lp ++) {
|
|
Regions[region + *val].Adjust_Threat(threat >> *thr, neg);
|
|
val++;
|
|
thr++;
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Begin_Production -- Starts production of the specified object type. *
|
|
* *
|
|
* This routine is called from the event system. It will start production for the object *
|
|
* type specified. This will be reflected in the sidebar as well as the house factory *
|
|
* tracking variables. *
|
|
* *
|
|
* INPUT: type -- The type of object to begin production on. *
|
|
* *
|
|
* id -- The subtype of object. *
|
|
* *
|
|
* OUTPUT: Returns with the reason why, or why not, production was started. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/08/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
ProdFailType HouseClass::Begin_Production(RTTIType type, int id)
|
|
{
|
|
Validate();
|
|
int * factory = 0;
|
|
int result = true;
|
|
bool initial_start = false;
|
|
FactoryClass * fptr;
|
|
TechnoTypeClass const * tech = Fetch_Techno_Type(type, id);
|
|
|
|
switch (type) {
|
|
case RTTI_AIRCRAFT:
|
|
case RTTI_AIRCRAFTTYPE:
|
|
factory = &AircraftFactory;
|
|
break;
|
|
|
|
case RTTI_UNIT:
|
|
case RTTI_UNITTYPE:
|
|
factory = &UnitFactory;
|
|
break;
|
|
|
|
case RTTI_BUILDING:
|
|
case RTTI_BUILDINGTYPE:
|
|
factory = &BuildingFactory;
|
|
break;
|
|
|
|
case RTTI_INFANTRY:
|
|
case RTTI_INFANTRYTYPE:
|
|
factory = &InfantryFactory;
|
|
break;
|
|
|
|
case RTTI_SPECIAL:
|
|
factory = &SpecialFactory;
|
|
break;
|
|
}
|
|
|
|
/*
|
|
** Check for legality of the production object type suggested.
|
|
*/
|
|
if (!factory) return(PROD_ILLEGAL);
|
|
|
|
/*
|
|
** If the house is already busy producing the requested object, then
|
|
** return with this failure code, unless we are restarting production.
|
|
*/
|
|
if (*factory != -1) {
|
|
fptr = Factories.Raw_Ptr(*factory);
|
|
if (fptr->Is_Building())
|
|
return(PROD_CANT);
|
|
} else {
|
|
fptr = new FactoryClass();
|
|
if (!fptr) return(PROD_CANT);
|
|
*factory = Factories.ID(fptr);
|
|
result = (tech) ? fptr->Set(*tech, *this) : fptr->Set(id, *this);
|
|
initial_start = true;
|
|
|
|
/*
|
|
** If set failed, we probably reached the production cap. Don't let the factory linger, preventing further production attempts.
|
|
** ST - 3/17/2020 2:03PM
|
|
*/
|
|
if (!result) {
|
|
delete fptr;
|
|
fptr = NULL;
|
|
*factory = -1;
|
|
}
|
|
}
|
|
|
|
if (result) {
|
|
fptr->Start();
|
|
|
|
/*
|
|
** Link this factory to the sidebar so that proper graphic feedback
|
|
** can take place.
|
|
*/
|
|
// Handle Glyphx multiplayer sidebar. ST - 3/26/2019 1:27PM
|
|
if (GameToPlay == GAME_GLYPHX_MULTIPLAYER) {
|
|
if (IsHuman) {
|
|
Sidebar_Glyphx_Factory_Link(*factory, type, id, this);
|
|
}
|
|
} else {
|
|
if (PlayerPtr == this) {
|
|
Map.Factory_Link(*factory, type, id);
|
|
}
|
|
}
|
|
|
|
return(PROD_OK);
|
|
}
|
|
return(PROD_CANT);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Suspend_Production -- Temporarily puts production on hold. *
|
|
* *
|
|
* This routine is called from the event system whenever the production of the specified *
|
|
* type needs to be suspended. The suspended production will be reflected in the sidebar *
|
|
* as well as in the house control structure. *
|
|
* *
|
|
* INPUT: type -- The type of object that production is being suspended for. *
|
|
* *
|
|
* OUTPUT: Returns why, or why not, production was suspended. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/08/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
ProdFailType HouseClass::Suspend_Production(RTTIType type)
|
|
{
|
|
Validate();
|
|
int * factory = 0;
|
|
|
|
switch (type) {
|
|
case RTTI_AIRCRAFT:
|
|
case RTTI_AIRCRAFTTYPE:
|
|
factory = &AircraftFactory;
|
|
break;
|
|
|
|
case RTTI_UNIT:
|
|
case RTTI_UNITTYPE:
|
|
factory = &UnitFactory;
|
|
break;
|
|
|
|
case RTTI_BUILDING:
|
|
case RTTI_BUILDINGTYPE:
|
|
factory = &BuildingFactory;
|
|
break;
|
|
|
|
case RTTI_INFANTRY:
|
|
case RTTI_INFANTRYTYPE:
|
|
factory = &InfantryFactory;
|
|
break;
|
|
|
|
case RTTI_SPECIAL:
|
|
factory = &SpecialFactory;
|
|
break;
|
|
}
|
|
|
|
/*
|
|
** Check for legality of the production object type suggested.
|
|
*/
|
|
if (!factory) return(PROD_ILLEGAL);
|
|
|
|
/*
|
|
** If the house is already busy producing the requested object, then
|
|
** return with this failure code.
|
|
*/
|
|
if (*factory == -1) return(PROD_CANT);
|
|
|
|
/*
|
|
** Create the factory pointer object.
|
|
** If the factory could not be created, then report this error condition.
|
|
*/
|
|
FactoryClass * fptr = Factories.Raw_Ptr(*factory);
|
|
if (!fptr) return(PROD_CANT);
|
|
|
|
/*
|
|
** Actually suspend the production.
|
|
*/
|
|
fptr->Suspend();
|
|
|
|
/*
|
|
** Tell the sidebar that it needs to be redrawn because of this.
|
|
*/
|
|
if (PlayerPtr == this) {
|
|
Map.SidebarClass::IsToRedraw = true;
|
|
Map.SidebarClass::Column[0].IsToRedraw = true;
|
|
Map.SidebarClass::Column[1].IsToRedraw = true;
|
|
Map.Flag_To_Redraw(false);
|
|
}
|
|
|
|
return(PROD_OK);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Abandon_Production -- Abandons production of item type specified. *
|
|
* *
|
|
* This routine is called from the event system whenever production must be abandoned for *
|
|
* the type specified. This will remove the factory and pending object from the sidebar as *
|
|
* well as from the house factory record. *
|
|
* *
|
|
* INPUT: type -- The object type that production is being suspended for. *
|
|
* *
|
|
* OUTPUT: Returns the reason why or why not, production was suspended. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/08/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
ProdFailType HouseClass::Abandon_Production(RTTIType type)
|
|
{
|
|
Validate();
|
|
int * factory = 0;
|
|
|
|
switch (type) {
|
|
case RTTI_AIRCRAFT:
|
|
case RTTI_AIRCRAFTTYPE:
|
|
factory = &AircraftFactory;
|
|
break;
|
|
|
|
case RTTI_UNIT:
|
|
case RTTI_UNITTYPE:
|
|
factory = &UnitFactory;
|
|
break;
|
|
|
|
case RTTI_BUILDING:
|
|
case RTTI_BUILDINGTYPE:
|
|
factory = &BuildingFactory;
|
|
break;
|
|
|
|
case RTTI_INFANTRY:
|
|
case RTTI_INFANTRYTYPE:
|
|
factory = &InfantryFactory;
|
|
break;
|
|
|
|
case RTTI_SPECIAL:
|
|
factory = &SpecialFactory;
|
|
break;
|
|
}
|
|
|
|
/*
|
|
** Check for legality of the production object type suggested.
|
|
*/
|
|
if (!factory) return(PROD_ILLEGAL);
|
|
|
|
/*
|
|
** If there is no factory to abandon, then return with a failure code.
|
|
*/
|
|
if (*factory == -1) return(PROD_CANT);
|
|
|
|
/*
|
|
** Fetch the factory pointer object.
|
|
*/
|
|
FactoryClass * fptr = Factories.Raw_Ptr(*factory);
|
|
if (!fptr) return(PROD_CANT);
|
|
|
|
/*
|
|
** Tell the sidebar that it needs to be redrawn because of this.
|
|
*/
|
|
// Handle Glyphx multiplayer sidebar. ST - 3/22/2019 2:01PM
|
|
if (GameToPlay == GAME_GLYPHX_MULTIPLAYER) {
|
|
if (IsHuman) {
|
|
Sidebar_Glyphx_Abandon_Production(type, *factory, this);
|
|
|
|
// Need to clear pending object here if legacy renderer enabled
|
|
|
|
if (type == RTTI_BUILDINGTYPE || type == RTTI_BUILDING && Map.PendingObjectPtr) {
|
|
Map.PendingObjectPtr = 0;
|
|
Map.PendingObject = 0;
|
|
Map.PendingHouse = HOUSE_NONE;
|
|
Map.Set_Cursor_Shape(0);
|
|
}
|
|
}
|
|
} else {
|
|
|
|
if (PlayerPtr == this) {
|
|
Map.Abandon_Production(type, *factory);
|
|
|
|
if (type == RTTI_BUILDINGTYPE || type == RTTI_BUILDING) {
|
|
Map.PendingObjectPtr = 0;
|
|
Map.PendingObject = 0;
|
|
Map.PendingHouse = HOUSE_NONE;
|
|
Map.Set_Cursor_Shape(0);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Abandon production of the object.
|
|
*/
|
|
fptr->Abandon();
|
|
delete fptr;
|
|
*factory = -1;
|
|
|
|
return(PROD_OK);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Special_Weapon_AI -- Fires special weapon. *
|
|
* *
|
|
* This routine will pick a good target to fire the special weapon specified. *
|
|
* *
|
|
* INPUT: id -- The special weapon id to fire. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 06/24/1995 PWG : Created. *
|
|
*=============================================================================================*/
|
|
void HouseClass::Special_Weapon_AI(SpecialWeaponType id)
|
|
{
|
|
Validate();
|
|
/*
|
|
** Loop through all of the building objects on the map
|
|
** and see which ones are available.
|
|
*/
|
|
BuildingClass * bestptr = NULL;
|
|
int best = -1;
|
|
|
|
for (int index = 0; index < Buildings.Count(); index++) {
|
|
BuildingClass * b = Buildings.Ptr(index);
|
|
|
|
/*
|
|
** If the building is valid, not in limbo, not in the process of
|
|
** being destroyed and not our ally, then we can consider it.
|
|
*/
|
|
if (b && !b->IsInLimbo && b->Strength && !Is_Ally(b)) {
|
|
if (b->Value() > best || best == -1) {
|
|
best = b->Value();
|
|
bestptr = b;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (bestptr) {
|
|
CELL cell = Coord_Cell(bestptr->Center_Coord());
|
|
Place_Special_Blast(id, cell);
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Place_Special_Blast -- Place a special blast effect at location specified. *
|
|
* *
|
|
* This routine will create a blast effect at the cell specified. This is the result of *
|
|
* the special weapons. *
|
|
* *
|
|
* INPUT: id -- The special weapon id number. *
|
|
* *
|
|
* cell -- The location where the special weapon attack is to occur. *
|
|
* *
|
|
* OUTPUT: Was the special weapon successfully fired at the location specified? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/18/1995 JLB : commented. *
|
|
* 07/25/1995 JLB : Added scatter effect for nuclear bomb. *
|
|
* 07/28/1995 JLB : Revamped to use super weapon class controller. *
|
|
*=============================================================================================*/
|
|
bool HouseClass::Place_Special_Blast(SpecialWeaponType id, CELL cell)
|
|
{
|
|
Validate();
|
|
BuildingClass * launchsite = 0;
|
|
AnimClass * anim = 0;
|
|
|
|
// Added. ST - 12/2/2019 11:26AM
|
|
bool fired = false;
|
|
const char *what = NULL;
|
|
|
|
int index;
|
|
switch (id) {
|
|
|
|
case SPC_ION_CANNON:
|
|
if (IonCannon.Is_Ready()) {
|
|
anim = new AnimClass(ANIM_ION_CANNON, Cell_Coord(cell));
|
|
if (anim) anim->Set_Owner(Class->House);
|
|
if (this == PlayerPtr) {
|
|
Map.IsTargettingMode = false;
|
|
}
|
|
IonCannon.Discharged(PlayerPtr == this);
|
|
IsRecalcNeeded = true;
|
|
fired = true;
|
|
what = "ION";
|
|
}
|
|
break;
|
|
|
|
case SPC_NUCLEAR_BOMB:
|
|
if (NukeStrike.Is_Ready()) {
|
|
|
|
|
|
#ifdef NEVER
|
|
/*
|
|
** Scatter the nuclear bomb impact point into an adjacent cell.
|
|
*/
|
|
for (;;) {
|
|
CELL newcell = Adjacent_Cell(cell, Random_Pick(FACING_N, FACING_COUNT));
|
|
if (Map.In_Radar(newcell)) {
|
|
cell = newcell;
|
|
break;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
** Search for a suitable launch site for this missile.
|
|
*/
|
|
for (index = 0; index < Buildings.Count(); index++) {
|
|
BuildingClass * b = Buildings.Ptr(index);
|
|
if (b && !b->IsInLimbo && b->House == this && *b == STRUCT_TEMPLE) {
|
|
launchsite = b;
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** If a launch site was found, then proceed with the normal launch
|
|
** sequence.
|
|
*/
|
|
if (launchsite) {
|
|
launchsite->Assign_Mission(MISSION_MISSILE);
|
|
launchsite->Commence();
|
|
NukeDest = cell;
|
|
NukePieces = 0;
|
|
|
|
} else {
|
|
|
|
/*
|
|
** Only in the multiplayer version can the nuclear bomb be
|
|
** sent from some off screen source.
|
|
*/
|
|
if (GameToPlay == GAME_NORMAL) return(false);
|
|
|
|
/*
|
|
** Since no launch site was found, just bring the missile in
|
|
** directly from the North map edge.
|
|
*/
|
|
BulletClass *bullet = new BulletClass(BULLET_NUKE_DOWN);
|
|
if (bullet) {
|
|
COORDINATE start = Cell_Coord(XY_Cell(Cell_X(cell), 0));
|
|
bullet->Assign_Target(::As_Target(cell));
|
|
bullet->Payback = NULL;
|
|
bullet->Strength = 1;
|
|
if (!bullet->Unlimbo(start, DIR_S)) {
|
|
delete bullet;
|
|
} else {
|
|
bullet->PrimaryFacing.Set_Current(DIR_S);
|
|
}
|
|
Speak(VOX_INCOMING_NUKE); // "Nuclear Warhead Approaching" - "NUKE1"
|
|
Sound_Effect(VOC_NUKE_FIRE, start);
|
|
}
|
|
}
|
|
if (this == PlayerPtr) {
|
|
Map.IsTargettingMode = false;
|
|
}
|
|
NukeStrike.Discharged(this == PlayerPtr);
|
|
IsRecalcNeeded = true;
|
|
fired = true;
|
|
what = "NUKE";
|
|
}
|
|
break;
|
|
|
|
case SPC_AIR_STRIKE:
|
|
if (AirStrike.Is_Ready()) {
|
|
int strike = 1;
|
|
if (GameToPlay == GAME_NORMAL) {
|
|
strike = Bound(BuildLevel/3, 1, 3);
|
|
} else {
|
|
strike = Bound(MPlayerUnitCount/5, 1, 3);
|
|
}
|
|
Create_Air_Reinforcement(this, AIRCRAFT_A10, strike, MISSION_HUNT, ::As_Target(cell), TARGET_NONE);
|
|
if (this == PlayerPtr) {
|
|
Map.IsTargettingMode = false;
|
|
}
|
|
AirStrike.Discharged(this == PlayerPtr);
|
|
IsRecalcNeeded = true;
|
|
fired = true;
|
|
what = "AIR";
|
|
}
|
|
break;
|
|
}
|
|
|
|
/*
|
|
** Maybe trigger an achivement. ST - 12/2/2019 11:25AM
|
|
*/
|
|
if (IsHuman && fired && what) {
|
|
On_Achievement_Event(this, "SUPERWEAPON_FIRED", what);
|
|
}
|
|
|
|
return(true);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Place_Object -- Places the object (building) at location specified. *
|
|
* *
|
|
* This routine is called when a building has been produced and now must be placed on *
|
|
* the map. When the player clicks on the map, this routine is ultimately called when the *
|
|
* event passes through the event queue system. *
|
|
* *
|
|
* INPUT: type -- The object type to place. The actual object is lifted from the sidebar. *
|
|
* *
|
|
* *
|
|
* cell -- The location to place the object on the map. *
|
|
* *
|
|
* OUTPUT: Was the placement successful? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/18/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
extern void On_Ping(const HouseClass* player_ptr, COORDINATE coord);
|
|
|
|
bool HouseClass::Place_Object(RTTIType type, CELL cell)
|
|
{
|
|
Validate();
|
|
TechnoClass * tech = 0;
|
|
FactoryClass * factory = 0;
|
|
|
|
switch (type) {
|
|
case RTTI_AIRCRAFT:
|
|
case RTTI_AIRCRAFTTYPE:
|
|
if (AircraftFactory != -1) {
|
|
factory = Factories.Raw_Ptr(AircraftFactory);
|
|
}
|
|
break;
|
|
|
|
case RTTI_INFANTRY:
|
|
case RTTI_INFANTRYTYPE:
|
|
if (InfantryFactory != -1) {
|
|
factory = Factories.Raw_Ptr(InfantryFactory);
|
|
}
|
|
break;
|
|
|
|
case RTTI_UNIT:
|
|
case RTTI_UNITTYPE:
|
|
if (UnitFactory != -1) {
|
|
factory = Factories.Raw_Ptr(UnitFactory);
|
|
}
|
|
break;
|
|
|
|
case RTTI_BUILDING:
|
|
case RTTI_BUILDINGTYPE:
|
|
if (BuildingFactory != -1) {
|
|
factory = Factories.Raw_Ptr(BuildingFactory);
|
|
}
|
|
break;
|
|
}
|
|
|
|
/*
|
|
** Only if there is a factory active for this type, can it be "placed".
|
|
** In the case of a missing factory, then this request is completely bogus --
|
|
** ignore it. This might occur if, between two events to exit the same
|
|
** object, the mouse was clicked on the sidebar to start building again.
|
|
** The second placement event should NOT try to place the object that is
|
|
** just starting construction.
|
|
*/
|
|
if (factory && factory->Has_Completed()) {
|
|
tech = factory->Get_Object();
|
|
|
|
if (cell == -1) {
|
|
TechnoClass * pending = factory->Get_Object();
|
|
if (pending) {
|
|
TechnoClass * builder = pending->Who_Can_Build_Me(false, false);
|
|
TechnoTypeClass const *object_type = pending->Techno_Type_Class();
|
|
|
|
if (builder && builder->Exit_Object(pending)) {
|
|
|
|
/*
|
|
** Since the object has left the factory under its own power, delete
|
|
** the production manager tied to this slot in the sidebar. Its job
|
|
** has been completed.
|
|
*/
|
|
factory->Set_Is_Blocked(false);
|
|
factory->Completed();
|
|
Abandon_Production(type);
|
|
|
|
/*
|
|
** Could be tied to an achievement. ST - 11/11/2019 11:56AM
|
|
*/
|
|
if (IsHuman) {
|
|
if (object_type) {
|
|
On_Achievement_Event(this, "UNIT_CONSTRUCTED", object_type->IniName);
|
|
}
|
|
if (pending->IsActive) {
|
|
On_Ping(this, pending->Center_Coord());
|
|
}
|
|
}
|
|
|
|
} else {
|
|
|
|
/*
|
|
** The object could not leave under it's own power. Just wait
|
|
** until the player tries to place the object again.
|
|
*/
|
|
|
|
/*
|
|
** Flag that it's blocked so we can re-try the exit later.
|
|
** This would have been a bad idea under the old peer-peer code since it would have pumped events into
|
|
** the queue too often. ST - 2/25/2020 11:56AM
|
|
*/
|
|
factory->Set_Is_Blocked(true);
|
|
return(false);
|
|
}
|
|
}
|
|
|
|
} else {
|
|
|
|
if (tech) {
|
|
TechnoClass * builder = tech->Who_Can_Build_Me(false, false);
|
|
if (builder) {
|
|
|
|
/*
|
|
** Ensures that the proximity check is performed even when the building is
|
|
** placed by way of a remote event.
|
|
*/
|
|
if (tech->What_Am_I() != RTTI_BUILDING || ((BuildingClass *)tech)->Passes_Proximity_Check(cell)) {
|
|
builder->Transmit_Message(RADIO_HELLO, tech);
|
|
if (tech->Unlimbo(Cell_Coord(cell))) {
|
|
factory->Completed();
|
|
Abandon_Production(type);
|
|
|
|
if (PlayerPtr == this) {
|
|
Sound_Effect(VOC_SLAM);
|
|
Map.Set_Cursor_Shape(0);
|
|
Map.PendingObjectPtr = 0;
|
|
Map.PendingObject = 0;
|
|
Map.PendingHouse = HOUSE_NONE;
|
|
}
|
|
return(true);
|
|
} else {
|
|
if (this == PlayerPtr) {
|
|
Speak(VOX_DEPLOY);
|
|
}
|
|
}
|
|
builder->Transmit_Message(RADIO_OVER_OUT);
|
|
}
|
|
}
|
|
return(false);
|
|
|
|
} else {
|
|
|
|
// Play a bad sound here?
|
|
return(false);
|
|
}
|
|
}
|
|
}
|
|
|
|
return(true);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Manual_Place -- Inform display system of building placement mode. *
|
|
* *
|
|
* This routine will inform the display system that building placement mode has begun. *
|
|
* The cursor will be created that matches the layout of the building shape. *
|
|
* *
|
|
* INPUT: builder -- The factory that is building this object. *
|
|
* *
|
|
* object -- The building that is going to be placed down on the map. *
|
|
* *
|
|
* OUTPUT: Was the building placement mode successfully initiated? *
|
|
* *
|
|
* WARNINGS: This merely adjusts the cursor shape. Nothing that affects networked games *
|
|
* is affected. *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/04/1995 JLB : Created. *
|
|
* 05/30/1995 JLB : Uses the Bib_And_Offset() function to determine bib size. *
|
|
*=============================================================================================*/
|
|
bool HouseClass::Manual_Place(BuildingClass * builder, BuildingClass * object)
|
|
{
|
|
Validate();
|
|
if (this == PlayerPtr && !Map.PendingObject && builder && object) {
|
|
|
|
/*
|
|
** Ensures that object selection doesn't remain when
|
|
** building placement takes place.
|
|
*/
|
|
Unselect_All();
|
|
|
|
Map.Repair_Mode_Control(0);
|
|
Map.Sell_Mode_Control(0);
|
|
|
|
Map.PendingObject = object->Class;
|
|
Map.PendingObjectPtr = object;
|
|
Map.PendingHouse = Class->House;
|
|
|
|
Map.Set_Cursor_Shape(object->Occupy_List(true));
|
|
Map.Set_Cursor_Pos(Coord_Cell(builder->Coord));
|
|
builder->Mark(MARK_CHANGE);
|
|
return(true);
|
|
}
|
|
return(false);
|
|
}
|
|
|
|
|
|
#ifdef OBSOLETE
|
|
/***********************************************************************************************
|
|
* HouseClass::Init_Ion_Cannon -- Initialize the ion cannon countdown. *
|
|
* *
|
|
* This routine will initiate the ion cannon charging countdown. It will add the ion *
|
|
* cannon to the sidebar if it isn't there and it is specified to be added. *
|
|
* *
|
|
* INPUT: first_time -- Set to true if the ion cannon must be added to the sidebar. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/18/1995 JLB : commented *
|
|
*=============================================================================================*/
|
|
void HouseClass::Init_Ion_Cannon(SpecialControlType control)
|
|
{
|
|
Validate();
|
|
switch (control) {
|
|
case CONTROL_RESET:
|
|
if (IonCannonPresent) {
|
|
IonOldStage = -1;
|
|
IonControl.Set(ION_CANNON_GONE_TIME);
|
|
if (PlayerPtr == this) {
|
|
Map.Add(RTTI_SPECIAL, SPC_ION_CANNON);
|
|
if (!ScenarioInit) {
|
|
Speak(VOX_ION_CHARGING);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
/*
|
|
** Adds the special no-prerequisite ion cannon option.
|
|
*/
|
|
case CONTROL_ONE_TIME:
|
|
if (!IonCannonPresent) {
|
|
Init_Ion_Cannon(CONTROL_ADD);
|
|
IonOneTimeFlag = true;
|
|
}
|
|
break;
|
|
|
|
/*
|
|
** Adds the normal legitimate ion cannon option. If there was
|
|
** already a one-time ion cannon available, the charging state
|
|
** is NOT interrupted.
|
|
*/
|
|
case CONTROL_ADD:
|
|
IonOneTimeFlag = false;
|
|
if (!IconCannonPresent) {
|
|
IonCannonPresent = true;
|
|
IonReady = false;
|
|
Init_Ion_Cannon(CONTROL_RESET);
|
|
}
|
|
break;
|
|
|
|
case CONTROL_REMOVE:
|
|
break;
|
|
}
|
|
|
|
|
|
if (!(first_time && IonCannonPresent)) {
|
|
|
|
if (IonCannonPresent && IonOneTimeFlag) {
|
|
IonOneTimeFlag = false;
|
|
if (this == PlayerPtr) Map.Recalc();
|
|
return;
|
|
}
|
|
|
|
if (first_time && this == PlayerPtr) {
|
|
Map.Add(RTTI_SPECIAL, SPC_ION_CANNON);
|
|
}
|
|
|
|
if (!ScenarioInit) {
|
|
if (this == PlayerPtr) {
|
|
Speak(VOX_ION_CHARGING);
|
|
}
|
|
}
|
|
|
|
IonControl.Set(ION_CANNON_GONE_TIME);
|
|
IonCannonPresent = true;
|
|
IonReady = false;
|
|
IonOldStage = -1;
|
|
IonOneTimeFlag = one_time_effect;
|
|
} else {
|
|
if (first_time && IonCannonPresent && !one_time_effect && IonOneTimeFlag) {
|
|
IonOneTimeFlag = false;
|
|
}
|
|
}
|
|
}
|
|
#ifdef NEVER
|
|
void HouseClass::Init_Ion_Cannon(bool first_time, bool one_time_effect)
|
|
{
|
|
Validate();
|
|
if (!(first_time && IonCannonPresent)) {
|
|
|
|
if (IonCannonPresent && IonOneTimeFlag) {
|
|
IonOneTimeFlag = false;
|
|
if (this == PlayerPtr) Map.Recalc();
|
|
return;
|
|
}
|
|
|
|
if (first_time && this == PlayerPtr) {
|
|
Map.Add(RTTI_SPECIAL, SPC_ION_CANNON);
|
|
}
|
|
|
|
if (!ScenarioInit) {
|
|
if (this == PlayerPtr) {
|
|
Speak(VOX_ION_CHARGING);
|
|
}
|
|
}
|
|
|
|
IonControl.Set(ION_CANNON_GONE_TIME);
|
|
IonCannonPresent = true;
|
|
IonReady = false;
|
|
IonOldStage = -1;
|
|
IonOneTimeFlag = one_time_effect;
|
|
} else {
|
|
if (first_time && IonCannonPresent && !one_time_effect && IonOneTimeFlag) {
|
|
IonOneTimeFlag = false;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Remove_Ion_Cannon -- Disables the ion cannon. *
|
|
* *
|
|
* This routine will disable the ion cannon. It is called when the ion cannon cannot *
|
|
* establish a command link to the ground (usually when there is insufficient power). *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/18/1995 JLB : commented *
|
|
*=============================================================================================*/
|
|
void HouseClass::Remove_Ion_Cannon(void)
|
|
{
|
|
Validate();
|
|
if (IonCannonPresent) {
|
|
IonCannonPresent = false;
|
|
IonOneTimeFlag = false;
|
|
IonReady = false;
|
|
IonControl.Clear();
|
|
IonOldStage = -1;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
/***************************************************************************
|
|
* HouseClass::Clobber_All -- removes house & all its objects *
|
|
* *
|
|
* INPUT: *
|
|
* none. *
|
|
* *
|
|
* OUTPUT: *
|
|
* none. *
|
|
* *
|
|
* WARNINGS: *
|
|
* none. *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/16/1995 BRR : Created. *
|
|
* 06/09/1995 JLB : Handles aircraft. *
|
|
*=========================================================================*/
|
|
void HouseClass::Clobber_All(void)
|
|
{
|
|
Validate();
|
|
int i;
|
|
|
|
for (i = 0; i < ::Aircraft.Count(); i++) {
|
|
if (::Aircraft.Ptr(i)->House == this) {
|
|
delete ::Aircraft.Ptr(i);
|
|
i--;
|
|
}
|
|
}
|
|
for (i = 0; i < ::Units.Count(); i++) {
|
|
if (::Units.Ptr(i)->House == this) {
|
|
delete ::Units.Ptr(i);
|
|
i--;
|
|
}
|
|
}
|
|
for (i = 0; i < Infantry.Count(); i++) {
|
|
if (Infantry.Ptr(i)->House == this) {
|
|
delete Infantry.Ptr(i);
|
|
i--;
|
|
}
|
|
}
|
|
for (i = 0; i < Buildings.Count(); i++) {
|
|
if (Buildings.Ptr(i)->House == this) {
|
|
delete Buildings.Ptr(i);
|
|
i--;
|
|
}
|
|
}
|
|
for (i = 0; i < TeamTypes.Count(); i++) {
|
|
if (TeamTypes.Ptr(i)->House == Class->House) {
|
|
delete TeamTypes.Ptr(i);
|
|
i--;
|
|
}
|
|
}
|
|
for (i = 0; i < Triggers.Count(); i++) {
|
|
if (Triggers.Ptr(i)->House == Class->House) {
|
|
delete Triggers.Ptr(i);
|
|
i--;
|
|
}
|
|
}
|
|
|
|
delete this;
|
|
}
|
|
|
|
|
|
#ifdef NEVER
|
|
/***********************************************************************************************
|
|
* HouseClass::Init_Nuke_Bomb -- Adds (if necessary) the atom bomb to the sidebar. *
|
|
* *
|
|
* Use this routine whenever a piece of atom bomb has been discovered (also at scenario *
|
|
* start). It will add the nuclear bomb button to the sidebar if necessary. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/18/1995 JLB : commented *
|
|
*=============================================================================================*/
|
|
void HouseClass::Init_Nuke_Bomb(bool first_time, bool one_time_effect)
|
|
{
|
|
Validate();
|
|
if (!first_time || !NukePresent) {
|
|
|
|
if (NukePresent && NukeOneTimeFlag) {
|
|
NukeOneTimeFlag = false;
|
|
if (this == PlayerPtr) Map.Recalc();
|
|
return;
|
|
}
|
|
|
|
if (first_time && this == PlayerPtr) {
|
|
Map.Add(RTTI_SPECIAL, SPC_NUCLEAR_BOMB);
|
|
}
|
|
|
|
NukeControl.Set(NUKE_GONE_TIME);
|
|
NukePresent = true;
|
|
NukeReady = false;
|
|
NukeOldStage = -1;
|
|
NukeOneTimeFlag = one_time_effect;
|
|
|
|
} else {
|
|
if (!one_time_effect && NukeOneTimeFlag) {
|
|
NukeOneTimeFlag = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Remove_Nuke_Bomb -- Removes the nuclear bomb from the sidebar. *
|
|
* *
|
|
* This routine will remove the nuclear bomb from the sidebar. It should be called when *
|
|
* the nuclear strike has been launched. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/18/1995 JLB : commented *
|
|
* 07/25/1995 JLB : Handles recharge reset logic. *
|
|
*=============================================================================================*/
|
|
void HouseClass::Remove_Nuke_Bomb(void)
|
|
{
|
|
Validate();
|
|
if (NukePresent && !NukeOneTimeFlag) {
|
|
NukePresent = false;
|
|
NukeControl.Clear();
|
|
NukeOldStage = -1;
|
|
NukeReady = false;
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Init_Air_Strike -- Add (or reset) the air strike sidebar button. *
|
|
* *
|
|
* This routine will activate (add if so indicated) the air strike button to the sidebar. *
|
|
* Call this routine when events indicate that a special air strike is available. *
|
|
* *
|
|
* INPUT: first_time -- If the air strike button is to be added, then this will be true. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/18/1995 JLB : commented *
|
|
*=============================================================================================*/
|
|
void HouseClass::Init_Air_Strike(bool first_time, bool one_time_effect)
|
|
{
|
|
Validate();
|
|
if (!(first_time && AirPresent)) {
|
|
|
|
if (AirPresent && AirOneTimeFlag) {
|
|
AirOneTimeFlag = false;
|
|
AirPresent = false;
|
|
Map.Recalc();
|
|
return;
|
|
}
|
|
|
|
if (first_time) {
|
|
if (PlayerPtr == this) {
|
|
Map.Add(RTTI_SPECIAL, SPC_AIR_STRIKE);
|
|
}
|
|
AirControl.Set(0);
|
|
} else {
|
|
AirControl.Set(AIR_CANNON_GONE_TIME);
|
|
}
|
|
|
|
AirReady = first_time;
|
|
AirPresent = true;
|
|
AirOldStage = -1;
|
|
AirOneTimeFlag = one_time_effect;
|
|
|
|
if (AirReady && !IsHuman) {
|
|
Special_Weapon_AI(SPC_AIR_STRIKE);
|
|
}
|
|
} else {
|
|
if (first_time && AirPresent && !one_time_effect && AirOneTimeFlag) {
|
|
AirOneTimeFlag = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Remove_Air_Strike -- Removes the air strike button from the sidebar. *
|
|
* *
|
|
* This routine will remove the air strike button from the sidebar. Call this routine when *
|
|
* the air strike has been launched. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/18/1995 JLB : commented *
|
|
*=============================================================================================*/
|
|
void HouseClass::Remove_Air_Strike(void)
|
|
{
|
|
Validate();
|
|
AirPresent = false;
|
|
AirReady = false;
|
|
AirControl.Clear();
|
|
AirOldStage = -1;
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Make_Air_Strike_Available -- Make the airstrike available. *
|
|
* *
|
|
* This routine will make the airstrike available. Typically, this results in a new icon *
|
|
* added to the sidebar. *
|
|
* *
|
|
* INPUT: present -- The the airstrike being added? *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 06/20/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void HouseClass::Make_Air_Strike_Available(bool present, bool one_time_effect)
|
|
{
|
|
Validate();
|
|
Init_Air_Strike(true, one_time_effect);
|
|
AirPresent = present;
|
|
}
|
|
#endif
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Add_Nuke_Piece -- Add a nuclear piece to the collection. *
|
|
* *
|
|
* This routine will a the specified nuclear piece to the house collection of parts. When *
|
|
* all the pieces have been added, a nuclear strike ability is made available. *
|
|
* *
|
|
* INPUT: piece -- The nuclear piece to add. If equal to "-1", then the next possible piece *
|
|
* is added. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 06/20/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void HouseClass::Add_Nuke_Piece(int piece)
|
|
{
|
|
Validate();
|
|
if (piece == -1) {
|
|
piece = 1;
|
|
if (!(NukePieces & 0x01)) {
|
|
piece = 1;
|
|
}
|
|
if (!(NukePieces & 0x02)) {
|
|
piece = 2;
|
|
}
|
|
if (!(NukePieces & 0x04)) {
|
|
piece = 3;
|
|
}
|
|
}
|
|
NukePieces |= 1 << (piece - 1);
|
|
// Init_Nuke_Bomb(false);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Detach -- Removes specified object from house tracking systems. *
|
|
* *
|
|
* This routine is called when an object is to be removed from the game system. If the *
|
|
* specified object is part of the house tracking system, then it will be removed. *
|
|
* *
|
|
* INPUT: target -- The target value of the object that is to be removed from the game. *
|
|
* *
|
|
* all -- Is the target going away for good as opposed to just cloaking/hiding? *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/18/1995 JLB : commented *
|
|
*=============================================================================================*/
|
|
void HouseClass::Detach(TARGET, bool )
|
|
{
|
|
Validate();
|
|
// if (LaunchSite == target) {
|
|
// LaunchSite = TARGET_NONE;
|
|
// }
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Does_Enemy_Building_Exist -- Checks for enemy building of specified type. *
|
|
* *
|
|
* This routine will examine the enemy houses and if there is a building owned by one *
|
|
* of those house, true will be returned. *
|
|
* *
|
|
* INPUT: btype -- The building type to check for. *
|
|
* *
|
|
* OUTPUT: Does a building of the specified type exist for one of the enemy houses? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/23/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool HouseClass::Does_Enemy_Building_Exist(StructType btype) const
|
|
{
|
|
Validate();
|
|
int bflag = 1L << btype;
|
|
for (HousesType index = HOUSE_FIRST; index < HOUSE_COUNT; index++) {
|
|
HouseClass * house = HouseClass::As_Pointer(index);
|
|
|
|
if (house && !Is_Ally(house) && (house->BScan & bflag) != 0) {
|
|
return(true);
|
|
}
|
|
}
|
|
return(false);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Suggest_New_Object -- Determine what would the next buildable object be. *
|
|
* *
|
|
* This routine will examine the house status and return with a techno type pointer to *
|
|
* the object type that it thinks should be created. The type is restricted to match the *
|
|
* type specified. Typical use of this routine is by computer controlled factories. *
|
|
* *
|
|
* INPUT: objecttype -- The type of object to restrict the scan for. *
|
|
* *
|
|
* OUTPUT: Returns with a pointer to a techno type for the object type that should be *
|
|
* created. If no object should be created, then NULL is returned. *
|
|
* *
|
|
* WARNINGS: This is a time consuming routine. Only call when necessary. *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/23/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
TechnoTypeClass const * HouseClass::Suggest_New_Object(RTTIType objecttype) const
|
|
{
|
|
Validate();
|
|
TechnoTypeClass const * techno = NULL;
|
|
|
|
#ifdef USE_RA_AI
|
|
//
|
|
// Copied from RA for AI. ST - 7/25/2019 3:58PM
|
|
//
|
|
if (!IsHuman && GameToPlay != GAME_NORMAL) {
|
|
switch (objecttype) {
|
|
case RTTI_AIRCRAFT:
|
|
case RTTI_AIRCRAFTTYPE:
|
|
if (BuildAircraft != AIRCRAFT_NONE) {
|
|
return(&AircraftTypeClass::As_Reference(BuildAircraft));
|
|
}
|
|
return(NULL);
|
|
|
|
/*
|
|
** Unit construction is based on the rule that up to twice the number required
|
|
** to fill all teams will be created.
|
|
*/
|
|
case RTTI_UNIT:
|
|
case RTTI_UNITTYPE:
|
|
if (BuildUnit != UNIT_NONE) {
|
|
return(&UnitTypeClass::As_Reference(BuildUnit));
|
|
}
|
|
return(NULL);
|
|
|
|
/*
|
|
** Infantry construction is based on the rule that up to twice the number required
|
|
** to fill all teams will be created.
|
|
*/
|
|
case RTTI_INFANTRY:
|
|
case RTTI_INFANTRYTYPE:
|
|
if (BuildInfantry != INFANTRY_NONE) {
|
|
return(&InfantryTypeClass::As_Reference(BuildInfantry));
|
|
}
|
|
return(NULL);
|
|
|
|
/*
|
|
** Building construction is based upon the preconstruction list.
|
|
*/
|
|
case RTTI_BUILDING:
|
|
case RTTI_BUILDINGTYPE:
|
|
if (BuildStructure != STRUCT_NONE) {
|
|
return(&BuildingTypeClass::As_Reference(BuildStructure));
|
|
}
|
|
return(NULL);
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
#endif //USE_RA_AI
|
|
|
|
|
|
|
|
switch (objecttype) {
|
|
|
|
/*
|
|
** Unit construction is based on the rule that up to twice the number required
|
|
** to fill all teams will be created.
|
|
*/
|
|
case RTTI_UNIT:
|
|
case RTTI_UNITTYPE:
|
|
if (CurUnits < MaxUnit) {
|
|
|
|
/*
|
|
** A computer controlled house will try to build a replacement
|
|
** harvester if possible. Never replace harvesters if the game
|
|
** is in easy mode.
|
|
*/
|
|
if (!(GameToPlay == GAME_NORMAL && PlayerPtr->Difficulty == DIFF_EASY) && !IsHuman && (ActiveBScan & STRUCTF_REFINERY) && !(UScan & UNITF_HARVESTER)) {
|
|
techno = &UnitTypeClass::As_Reference(UNIT_HARVESTER);
|
|
if (techno->Scenario <= BuildLevel) break;
|
|
techno = 0;
|
|
}
|
|
|
|
int counter[UNIT_COUNT];
|
|
if (GameToPlay == GAME_NORMAL) {
|
|
memset(counter, 0x00, sizeof(counter));
|
|
} else {
|
|
for (UnitType index = UNIT_FIRST; index < UNIT_COUNT; index++) {
|
|
if (Can_Build(index, Class->House) && UnitTypeClass::As_Reference(index).Level <= BuildLevel) {
|
|
counter[index] = 16;
|
|
} else {
|
|
counter[index] = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Build a list of the maximum of each type we wish to produce. This will be
|
|
** twice the number required to fill all teams.
|
|
*/
|
|
int index;
|
|
for (index = 0; index < Teams.Count(); index++) {
|
|
TeamClass * tptr = Teams.Ptr(index);
|
|
if (tptr) {
|
|
TeamTypeClass const * team = tptr->Class;
|
|
|
|
if ((/*team->IsReinforcable || */!tptr->IsFullStrength) && team->House == Class->House) {
|
|
for (int subindex = 0; subindex < team->ClassCount; subindex++) {
|
|
if (team->Class[subindex]->What_Am_I() == RTTI_UNITTYPE) {
|
|
counter[((UnitTypeClass const *)(team->Class[subindex]))->Type] = 1;
|
|
// counter[((UnitTypeClass const *)(team->Class[subindex]))->Type] += team->DesiredNum[subindex]*2;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Team types that are flagged as prebuilt, will always try to produce enough
|
|
** to fill one team of this type regardless of whether there is a team active
|
|
** of that type.
|
|
*/
|
|
for (index = 0; index < TeamTypes.Count(); index++) {
|
|
TeamTypeClass const * team = TeamTypes.Ptr(index);
|
|
if (team) {
|
|
if (team->House == Class->House && team->IsPrebuilt && (!team->IsAutocreate || IsAlerted)) {
|
|
for (int subindex = 0; subindex < team->ClassCount; subindex++) {
|
|
if (team->Class[subindex]->What_Am_I() == RTTI_UNITTYPE) {
|
|
int subtype = ((UnitTypeClass const *)(team->Class[subindex]))->Type;
|
|
counter[subtype] = MAX(counter[subtype], (int)team->DesiredNum[subindex]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Reduce the theoretical maximum by the actual number of objects currently
|
|
** in play.
|
|
*/
|
|
for (int uindex = 0; uindex < Units.Count(); uindex++) {
|
|
UnitClass * unit = Units.Ptr(uindex);
|
|
if (unit && !unit->Team && unit->House == this && (unit->Mission != MISSION_GUARD_AREA && unit->Mission != MISSION_HUNT && unit->Mission != MISSION_STICKY && unit->Mission != MISSION_SLEEP)) {
|
|
counter[unit->Class->Type]--;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Pick to build the most needed object but don't consider those object that
|
|
** can't be built because of scenario restrictions or insufficient cash.
|
|
*/
|
|
int bestval = -1;
|
|
int bestcount = 0;
|
|
UnitType bestlist[UNIT_COUNT];
|
|
for (UnitType utype = UNIT_FIRST; utype < UNIT_COUNT; utype++) {
|
|
if (counter[utype] > 0 && Can_Build(utype, Class->House) && UnitTypeClass::As_Reference(utype).Cost_Of() <= Available_Money()) {
|
|
if (bestval == -1 || bestval < counter[utype]) {
|
|
bestval = counter[utype];
|
|
bestcount = 0;
|
|
}
|
|
bestlist[bestcount++] = utype;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** The unit type to build is now known. Fetch a pointer to the techno type class.
|
|
*/
|
|
if (bestcount) {
|
|
techno = &UnitTypeClass::As_Reference(bestlist[Random_Pick(0, bestcount-1)]);
|
|
}
|
|
}
|
|
break;
|
|
|
|
/*
|
|
** Infantry construction is based on the rule that up to twice the number required
|
|
** to fill all teams will be created.
|
|
*/
|
|
case RTTI_INFANTRY:
|
|
case RTTI_INFANTRYTYPE:
|
|
if (CurUnits < MaxUnit) {
|
|
int counter[INFANTRY_COUNT];
|
|
if (GameToPlay == GAME_NORMAL) {
|
|
memset(counter, 0x00, sizeof(counter));
|
|
} else {
|
|
for (InfantryType index = INFANTRY_FIRST; index < INFANTRY_COUNT; index++) {
|
|
if (Can_Build(index, Class->House) && InfantryTypeClass::As_Reference(index).Level <= BuildLevel) {
|
|
counter[index] = 16;
|
|
} else {
|
|
counter[index] = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Build a list of the maximum of each type we wish to produce. This will be
|
|
** twice the number required to fill all teams.
|
|
*/
|
|
int index;
|
|
for (index = 0; index < Teams.Count(); index++) {
|
|
TeamClass * tptr = Teams.Ptr(index);
|
|
if (tptr) {
|
|
TeamTypeClass const * team = tptr->Class;
|
|
|
|
if ((team->IsReinforcable || !tptr->IsFullStrength) && team->House == Class->House) {
|
|
for (int subindex = 0; subindex < team->ClassCount; subindex++) {
|
|
if (team->Class[subindex]->What_Am_I() == RTTI_INFANTRYTYPE) {
|
|
counter[((InfantryTypeClass const *)(team->Class[subindex]))->Type] += team->DesiredNum[subindex]+1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Team types that are flagged as prebuilt, will always try to produce enough
|
|
** to fill one team of this type regardless of whether there is a team active
|
|
** of that type.
|
|
*/
|
|
for (index = 0; index < TeamTypes.Count(); index++) {
|
|
TeamTypeClass const * team = TeamTypes.Ptr(index);
|
|
if (team) {
|
|
if (team->House == Class->House && team->IsPrebuilt && (!team->IsAutocreate || IsAlerted)) {
|
|
for (int subindex = 0; subindex < team->ClassCount; subindex++) {
|
|
if (team->Class[subindex]->What_Am_I() == RTTI_INFANTRYTYPE) {
|
|
int subtype = ((InfantryTypeClass const *)(team->Class[subindex]))->Type;
|
|
// counter[subtype] = 1;
|
|
counter[subtype] = MAX(counter[subtype], (int)team->DesiredNum[subindex]);
|
|
counter[subtype] = MIN(counter[subtype], 5);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Reduce the theoretical maximum by the actual number of objects currently
|
|
** in play.
|
|
*/
|
|
for (int uindex = 0; uindex < Infantry.Count(); uindex++) {
|
|
InfantryClass * infantry = Infantry.Ptr(uindex);
|
|
if (infantry && !infantry->Team && infantry->House == this && (infantry->Mission != MISSION_GUARD_AREA && infantry->Mission != MISSION_HUNT && infantry->Mission != MISSION_STICKY && infantry->Mission != MISSION_SLEEP)) {
|
|
counter[infantry->Class->Type]--;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Pick to build the most needed object but don't consider those object that
|
|
** can't be built because of scenario restrictions or insufficient cash.
|
|
*/
|
|
int bestval = -1;
|
|
int bestcount = 0;
|
|
InfantryType bestlist[INFANTRY_COUNT];
|
|
for (InfantryType utype = INFANTRY_FIRST; utype < INFANTRY_COUNT; utype++) {
|
|
if (counter[utype] > 0 && Can_Build(utype, Class->House) && InfantryTypeClass::As_Reference(utype).Cost_Of() <= Available_Money()) {
|
|
if (bestval == -1 || bestval < counter[utype]) {
|
|
bestval = counter[utype];
|
|
bestcount = 0;
|
|
}
|
|
bestlist[bestcount++] = utype;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** The infantry type to build is now known. Fetch a pointer to the techno type class.
|
|
*/
|
|
if (bestcount) {
|
|
techno = &InfantryTypeClass::As_Reference(bestlist[Random_Pick(0, bestcount-1)]);
|
|
}
|
|
}
|
|
break;
|
|
|
|
/*
|
|
** Building construction is based upon the preconstruction list.
|
|
*/
|
|
case RTTI_BUILDING:
|
|
case RTTI_BUILDINGTYPE:
|
|
if (CurBuildings < MaxBuilding) {
|
|
BaseNodeClass * node = Base.Next_Buildable();
|
|
if (node) {
|
|
techno = &BuildingTypeClass::As_Reference(node->Type);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
return(techno);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Flag_Remove -- Removes the flag from the specified target. *
|
|
* *
|
|
* This routine will remove the flag attached to the specified target object or cell. *
|
|
* Call this routine before placing the object down. This is called inherently by the *
|
|
* the Flag_Attach() functions. *
|
|
* *
|
|
* INPUT: target -- The target that the flag was attached to but will be removed from. *
|
|
* *
|
|
* set_home -- if true, clears the flag's waypoint designation *
|
|
* *
|
|
* OUTPUT: Was the flag successfully removed from the specified target? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/23/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool HouseClass::Flag_Remove(TARGET target, bool set_home)
|
|
{
|
|
Validate();
|
|
bool rc = false;
|
|
|
|
if (Target_Legal(target)) {
|
|
|
|
/*
|
|
** Remove the flag from a unit
|
|
*/
|
|
UnitClass * object = As_Unit(target);
|
|
if (object) {
|
|
rc = object->Flag_Remove();
|
|
if (rc && FlagLocation == target) {
|
|
FlagLocation = TARGET_NONE;
|
|
}
|
|
|
|
} else {
|
|
|
|
/*
|
|
** Remove the flag from a cell
|
|
*/
|
|
CELL cell = As_Cell(target);
|
|
if (Map.In_Radar(cell)) {
|
|
rc = Map[cell].Flag_Remove();
|
|
if (rc && FlagLocation == target) {
|
|
FlagLocation = TARGET_NONE;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Handle the flag home cell:
|
|
** If 'set_home' is set, clear the home value & the cell's overlay
|
|
*/
|
|
if (set_home) {
|
|
if (FlagHome) {
|
|
Map[FlagHome].Overlay = OVERLAY_NONE;
|
|
Map.Flag_Cell(FlagHome);
|
|
FlagHome = 0;
|
|
}
|
|
}
|
|
}
|
|
return(rc);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Flag_Attach -- Attach flag to specified cell (or thereabouts). *
|
|
* *
|
|
* This routine will attach the house flag to the location specified. If the location *
|
|
* cannot contain the flag, then a suitable nearby location will be selected. *
|
|
* *
|
|
* INPUT: cell -- The desired cell location to place the flag. *
|
|
* *
|
|
* set_home -- if true, resets the flag's waypoint designation *
|
|
* *
|
|
* OUTPUT: Was the flag successfully placed? *
|
|
* *
|
|
* WARNINGS: The cell picked for the flag might very likely not be the cell requested. *
|
|
* Check the FlagLocation value to determine the final cell resting spot. *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/23/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool HouseClass::Flag_Attach(CELL cell, bool set_home)
|
|
{
|
|
Validate();
|
|
bool rc;
|
|
bool clockwise;
|
|
FacingType rot;
|
|
FacingType fcounter;
|
|
|
|
/*
|
|
** Randomly decide if we're going to search cells clockwise or counter-
|
|
** clockwise
|
|
*/
|
|
clockwise = IRandom(0,1);
|
|
|
|
/*
|
|
** Only continue if this cell is a legal placement cell.
|
|
*/
|
|
if (Map.In_Radar(cell)) {
|
|
|
|
/*
|
|
** If the flag already exists, then it must be removed from the object
|
|
** it is attached to.
|
|
*/
|
|
Flag_Remove(FlagLocation, set_home);
|
|
|
|
/*
|
|
** Attach the flag to the cell specified. If it can't be placed, then pick
|
|
** a nearby cell where it can be placed.
|
|
*/
|
|
CELL newcell = cell;
|
|
rc = Map[newcell].Flag_Place(Class->House);
|
|
if (!rc) {
|
|
|
|
/*
|
|
** Loop for increasing distance from the desired cell.
|
|
** For each distance, randomly pick a starting direction. Between
|
|
** this and the clockwise/counterclockwise random value, the flag
|
|
** should appear to be placed fairly randomly.
|
|
*/
|
|
for (int dist = 1; dist < 32; dist++) {
|
|
|
|
/*
|
|
** Clockwise search.
|
|
*/
|
|
if (clockwise) {
|
|
rot = (FacingType)IRandom(FACING_N, FACING_NW);
|
|
for (fcounter = FACING_N; fcounter <= FACING_NW; fcounter++) {
|
|
newcell = Coord_Cell(Coord_Move(Cell_Coord(cell), Facing_Dir(rot), dist*256));
|
|
if (Map.In_Radar(newcell) && Map[newcell].Flag_Place(Class->House)) {
|
|
dist = 32;
|
|
rc = true;
|
|
break;
|
|
}
|
|
rot++;
|
|
if (rot > FACING_NW) rot = FACING_N;
|
|
}
|
|
} else {
|
|
|
|
/*
|
|
** Counter-clockwise search
|
|
*/
|
|
rot = (FacingType)IRandom (FACING_N, FACING_NW);
|
|
for (fcounter = FACING_NW; fcounter >= FACING_N; fcounter--) {
|
|
newcell = Coord_Cell(Coord_Move(Cell_Coord(cell), Facing_Dir(rot), dist*256));
|
|
if (Map.In_Radar(newcell) && Map[newcell].Flag_Place(Class->House)) {
|
|
dist = 32;
|
|
rc = true;
|
|
break;
|
|
}
|
|
rot--;
|
|
if (rot < FACING_N)
|
|
rot = FACING_NW;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** If we've found a spot for the flag, place the flag at the new cell.
|
|
** if 'set_home' is set, OR this house has no current flag home cell,
|
|
** mark that cell as this house's flag home cell. Otherwise fall back
|
|
** on returning the flag to its home.
|
|
*/
|
|
if (rc) {
|
|
FlagLocation = As_Target(newcell);
|
|
|
|
if (set_home || FlagHome == 0) {
|
|
Map[newcell].Overlay = OVERLAY_FLAG_SPOT;
|
|
FlagHome = newcell;
|
|
}
|
|
}
|
|
else if (FlagHome != 0) {
|
|
rc = Map[FlagHome].Flag_Place(Class->House);
|
|
}
|
|
|
|
return(rc);
|
|
}
|
|
return(false);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Flag_Attach -- Attaches the house flag the specified unit. *
|
|
* *
|
|
* This routine will attach the house flag to the specified unit. This routine is called *
|
|
* when a unit drives over a cell containing a flag. *
|
|
* *
|
|
* INPUT: object -- Pointer to the object that the house flag is to be attached to. *
|
|
* *
|
|
* set_home -- if true, clears the flag's waypoint designation *
|
|
* *
|
|
* OUTPUT: Was the flag attached successfully? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/23/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool HouseClass::Flag_Attach(UnitClass * object, bool set_home)
|
|
{
|
|
Validate();
|
|
if (object && !object->IsInLimbo) {
|
|
Flag_Remove(FlagLocation, set_home);
|
|
|
|
/*
|
|
** Attach the flag to the object.
|
|
*/
|
|
object->Flag_Attach(Class->House);
|
|
FlagLocation = object->As_Target();
|
|
return(true);
|
|
}
|
|
return(false);
|
|
}
|
|
|
|
extern void On_Defeated_Message(const char* message, float timeout_seconds);
|
|
|
|
/***************************************************************************
|
|
* HouseClass::MPlayer_Defeated -- multiplayer; house is defeated *
|
|
* *
|
|
* INPUT: *
|
|
* none. *
|
|
* *
|
|
* OUTPUT: *
|
|
* none. *
|
|
* *
|
|
* WARNINGS: *
|
|
* none. *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/25/1995 BRR : Created. *
|
|
*=========================================================================*/
|
|
void HouseClass::MPlayer_Defeated(void)
|
|
{
|
|
Validate();
|
|
char txt[80];
|
|
int i,j,k;
|
|
unsigned char id;
|
|
HousesType house;
|
|
HouseClass *hptr;
|
|
HouseClass *hptr2;
|
|
int num_alive;
|
|
int num_humans;
|
|
int all_allies;
|
|
int max_index;
|
|
int max_count;
|
|
int count;
|
|
int score_index[MAX_PLAYERS]; // array of each multi-player's index into
|
|
// the score array
|
|
|
|
/*------------------------------------------------------------------------
|
|
Set the defeat flag for this house
|
|
------------------------------------------------------------------------*/
|
|
IsDefeated = true;
|
|
|
|
#ifdef USE_RA_AI
|
|
/*
|
|
** Moved in from RA for AI. ST - 7/24/2019 4:02PM
|
|
*/
|
|
/*
|
|
** If this is a computer controlled house, then all computer controlled
|
|
** houses become paranoid.
|
|
*/
|
|
if (IQ == Rule.MaxIQ && !IsHuman && Rule.IsComputerParanoid) {
|
|
Computer_Paranoid();
|
|
}
|
|
#endif // USE_RA_AI
|
|
|
|
/*------------------------------------------------------------------------
|
|
Remove this house's flag & flag home cell
|
|
------------------------------------------------------------------------*/
|
|
if (Special.IsCaptureTheFlag) {
|
|
if (FlagLocation) {
|
|
Flag_Remove(FlagLocation,true);
|
|
} else {
|
|
if (FlagHome) {
|
|
Flag_Remove(FlagHome,true);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Remove any one-time superweapons the player might have.
|
|
*/
|
|
IonCannon.Remove(true);
|
|
AirStrike.Remove(true);
|
|
NukeStrike.Remove(true);
|
|
|
|
/*------------------------------------------------------------------------
|
|
If this is me:
|
|
- Set MPlayerObiWan, so I can only send messages to all players, and
|
|
not just one (so I can't be obnoxiously omnipotent)
|
|
- Reveal the map
|
|
- Add my defeat message
|
|
------------------------------------------------------------------------*/
|
|
if (PlayerPtr == this) {
|
|
MPlayerObiWan = 1;
|
|
HiddenPage.Clear();
|
|
Map.Flag_To_Redraw(true);
|
|
|
|
/*.....................................................................
|
|
Pop up a message showing that I was defeated
|
|
.....................................................................*/
|
|
sprintf(txt,Text_String(TXT_PLAYER_DEFEATED), MPlayerName);
|
|
//Messages.Add_Message(txt, MPlayerTColors[MPlayerColorIdx], TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_FULLSHADOW, 600, 0, 0);
|
|
Map.Flag_To_Redraw(false);
|
|
|
|
int timeout = 600;
|
|
On_Defeated_Message(txt, timeout * 60.0f / TICKS_PER_MINUTE);
|
|
//Sound_Effect(VOC_INCOMING_MESSAGE);
|
|
|
|
} else {
|
|
|
|
/*------------------------------------------------------------------------
|
|
If it wasn't me, find out who was defeated
|
|
------------------------------------------------------------------------*/
|
|
if (IsHuman) {
|
|
sprintf(txt, Text_String(TXT_PLAYER_DEFEATED), Text_String(TXT_UNKNOWN));
|
|
id = 0;
|
|
for (i = 0; i < MPlayerCount; i++) {
|
|
house = MPlayerHouses[i];
|
|
if (HouseClass::As_Pointer(house) == this) {
|
|
sprintf (txt,Text_String(TXT_PLAYER_DEFEATED), MPlayerNames[i]);
|
|
id = MPlayerID[i];
|
|
}
|
|
}
|
|
|
|
Messages.Add_Message(txt, MPlayerTColors[MPlayerID_To_ColorIndex(id)],
|
|
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_FULLSHADOW, 600, 0, 0);
|
|
Map.Flag_To_Redraw(false);
|
|
}
|
|
}
|
|
|
|
/*------------------------------------------------------------------------
|
|
Find out how many players are left alive.
|
|
------------------------------------------------------------------------*/
|
|
num_alive = 0;
|
|
num_humans = 0;
|
|
for (i = 0; i < MPlayerMax; i++) {
|
|
hptr = HouseClass::As_Pointer((HousesType)(HOUSE_MULTI1 + i));
|
|
if (hptr && hptr->IsDefeated==0) {
|
|
if (hptr->IsHuman)
|
|
num_humans++;
|
|
num_alive++;
|
|
}
|
|
}
|
|
|
|
/*------------------------------------------------------------------------
|
|
If all the houses left alive are allied with each other, then in reality
|
|
there's only one player left:
|
|
------------------------------------------------------------------------*/
|
|
all_allies = 1;
|
|
for (i = 0; i < MPlayerMax; i++) {
|
|
/*.....................................................................
|
|
Get a pointer to this house
|
|
.....................................................................*/
|
|
hptr = HouseClass::As_Pointer((HousesType)(HOUSE_MULTI1 + i));
|
|
if (!hptr || hptr->IsDefeated)
|
|
continue;
|
|
|
|
/*.....................................................................
|
|
Loop through all houses; if there's one left alive that this house
|
|
isn't allied with, then all_allies will be false
|
|
.....................................................................*/
|
|
for (j = 0; j < MPlayerMax; j++) {
|
|
hptr2 = HouseClass::As_Pointer((HousesType)(HOUSE_MULTI1 + j));
|
|
if (!hptr2)
|
|
continue;
|
|
if (!hptr2->IsDefeated && !hptr->Is_Ally(hptr2)) {
|
|
all_allies = 0;
|
|
break;
|
|
}
|
|
}
|
|
if (!all_allies)
|
|
break;
|
|
}
|
|
/*........................................................................
|
|
If all houses left are allies, set 'num_alive' to 1; game over.
|
|
........................................................................*/
|
|
if (all_allies)
|
|
num_alive = 1;
|
|
|
|
/*------------------------------------------------------------------------
|
|
If there's only one human player left or no humans left, the game is over:
|
|
- Determine whether this player wins or loses, based on the state of the
|
|
MPlayerObiWan flag
|
|
- Find all players' indices in the MPlayerScore array
|
|
- Tally up scores for this game
|
|
------------------------------------------------------------------------*/
|
|
if (num_alive == 1 || num_humans == 0) {
|
|
if (PlayerPtr->IsDefeated) {
|
|
PlayerLoses = true;
|
|
} else {
|
|
PlayerWins = true;
|
|
}
|
|
|
|
/*---------------------------------------------------------------------
|
|
Find each player's score index
|
|
---------------------------------------------------------------------*/
|
|
for (i = 0; i < MPlayerCount; i++) {
|
|
score_index[i] = -1;
|
|
|
|
/*..................................................................
|
|
Search for this player's name in the MPlayerScore array
|
|
..................................................................*/
|
|
for (j = 0; j < MPlayerNumScores; j++) {
|
|
if (!stricmp(MPlayerNames[i],MPlayerScore[j].Name)) {
|
|
score_index[i] = j;
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*..................................................................
|
|
If the index is still -1, the name wasn't found; add a new entry.
|
|
..................................................................*/
|
|
if (score_index[i] == -1) {
|
|
if (MPlayerNumScores < MAX_MULTI_NAMES) {
|
|
score_index[i] = MPlayerNumScores;
|
|
MPlayerNumScores++;
|
|
} else {
|
|
|
|
/*...............................................................
|
|
For each player in the scores array, count the # of '-1' entries
|
|
from this game backwards; the one with the most is the one that
|
|
hasn't played the longest; replace him with this new guy.
|
|
...............................................................*/
|
|
max_index = 0;
|
|
max_count = 0;
|
|
for (j = 0; j < MPlayerNumScores; j++) {
|
|
count = 0;
|
|
for (k = MPlayerNumScores - 1; k >= 0; k--) {
|
|
if (MPlayerScore[j].Kills[k]==-1) {
|
|
count++;
|
|
} else {
|
|
break;
|
|
}
|
|
}
|
|
if (count > max_count) {
|
|
max_count = count;
|
|
max_index = j;
|
|
}
|
|
}
|
|
score_index[i] = max_index;
|
|
}
|
|
|
|
/*...............................................................
|
|
Initialize this score entry
|
|
...............................................................*/
|
|
MPlayerScore[score_index[i]].Wins = 0;
|
|
strcpy (MPlayerScore[score_index[i]].Name,MPlayerNames[i]);
|
|
for (j = 0; j < MAX_MULTI_GAMES; j++)
|
|
MPlayerScore[score_index[i]].Kills[j] = -1;
|
|
}
|
|
|
|
/*..................................................................
|
|
Init this player's Kills to 0 (-1 means he didn't play this round;
|
|
0 means he played but got no kills).
|
|
..................................................................*/
|
|
MPlayerScore[score_index[i]].Kills[MPlayerCurGame] = 0;
|
|
|
|
/*..................................................................
|
|
Init this player's color to his last-used color index
|
|
..................................................................*/
|
|
MPlayerScore[score_index[i]].Color = MPlayerID_To_ColorIndex(MPlayerID[i]);
|
|
}
|
|
|
|
#if 0 // (This is the old method of tallying scores:
|
|
/*---------------------------------------------------------------------
|
|
Tally up the scores for this game:
|
|
- For each house:
|
|
- If this house is human & wasn't defeated, its the winner
|
|
- If this house was defeated, find out who did it & increment their
|
|
Kills value.
|
|
---------------------------------------------------------------------*/
|
|
for (house = HOUSE_MULTI1; house < (HOUSE_MULTI1 + MPlayerMax); house++) {
|
|
hptr = HouseClass::As_Pointer(house);
|
|
if (!hptr) continue;
|
|
|
|
if (!hptr->IsDefeated) {
|
|
|
|
/*...............................................................
|
|
If this is the winning house, find which player it was & increment
|
|
their 'Wins' value
|
|
...............................................................*/
|
|
if (hptr->IsHuman) {
|
|
for (i = 0; i < MPlayerCount; i++) {
|
|
if (house == MPlayerHouses[i]) {
|
|
MPlayerScore[score_index[i]].Wins++;
|
|
MPlayerWinner = score_index[i];
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
|
|
/*..................................................................
|
|
This house was defeated; find which player who defeated him & increment
|
|
his 'Kills' value for this game
|
|
..................................................................*/
|
|
for (i = 0; i < MPlayerCount; i++) {
|
|
if (hptr->WhoLastHurtMe == MPlayerHouses[i]) {
|
|
MPlayerScore[score_index[i]].Kills[MPlayerCurGame]++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#else // This is the new method:
|
|
|
|
/*---------------------------------------------------------------------
|
|
Tally up the scores for this game:
|
|
- For each player:
|
|
- If this player is undefeated this round, he's the winner
|
|
- Each player's Kills value is the sum of the unit's they killed
|
|
---------------------------------------------------------------------*/
|
|
for (i = 0; i < MPlayerCount; i++) {
|
|
hptr = HouseClass::As_Pointer(MPlayerHouses[i]);
|
|
|
|
/*..................................................................
|
|
If this house was undefeated, it must have been the winner. (If
|
|
no human houses are undefeated, the computer won.)
|
|
..................................................................*/
|
|
if (!hptr->IsDefeated) {
|
|
MPlayerScore[score_index[i]].Wins++;
|
|
MPlayerWinner = score_index[i];
|
|
}
|
|
|
|
/*..................................................................
|
|
Tally up all kills for this player
|
|
..................................................................*/
|
|
for (house = HOUSE_FIRST; house < HOUSE_COUNT; house++) {
|
|
|
|
MPlayerScore[score_index[i]].Kills[MPlayerCurGame] +=
|
|
hptr->UnitsKilled[house];
|
|
|
|
MPlayerScore[score_index[i]].Kills[MPlayerCurGame] +=
|
|
hptr->BuildingsKilled[house];
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/*---------------------------------------------------------------------
|
|
Destroy all the IPX connections, since we have to go through the rest
|
|
of the Main_Loop() before we detect that the game is over, and we'll
|
|
end up waiting for frame sync packets from the other machines.
|
|
---------------------------------------------------------------------*/
|
|
if (GameToPlay==GAME_IPX || GameToPlay == GAME_INTERNET) {
|
|
i = 0;
|
|
while (Ipx.Num_Connections() && (i++ < 1000) ) {
|
|
id = Ipx.Connection_ID(0);
|
|
Ipx.Delete_Connection(id);
|
|
}
|
|
MPlayerCount = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/***************************************************************************
|
|
* HouseClass::Blowup_All -- blows up everything *
|
|
* *
|
|
* INPUT: *
|
|
* none. *
|
|
* *
|
|
* OUTPUT: *
|
|
* none. *
|
|
* *
|
|
* WARNINGS: *
|
|
* none. *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/16/1995 BRR : Created. *
|
|
* 06/09/1995 JLB : Handles aircraft. *
|
|
*=========================================================================*/
|
|
void HouseClass::Blowup_All(void)
|
|
{
|
|
Validate();
|
|
int i;
|
|
int damage;
|
|
UnitClass *uptr;
|
|
InfantryClass *iptr;
|
|
BuildingClass *bptr;
|
|
int count;
|
|
WarheadType warhead;
|
|
|
|
/*
|
|
** Find everything owned by this house & blast it with a huge amount of damage
|
|
** at zero range. Do units before infantry, so the units' drivers are killed
|
|
** too. Using Explosion_Damage is like dropping a big bomb right on the
|
|
** object; it will also damage anything around it.
|
|
*/
|
|
for (i = 0; i < ::Units.Count(); i++) {
|
|
if (::Units.Ptr(i)->House == this && !::Units.Ptr(i)->IsInLimbo) {
|
|
uptr = ::Units.Ptr(i);
|
|
|
|
/*
|
|
** Some units can't be killed with one shot, so keep damaging them until
|
|
** they're gone. The unit will destroy itself, and put an infantry in
|
|
** its place. When the unit destroys itself, decrement 'i' since
|
|
** its pointer will be removed from the active pointer list.
|
|
*/
|
|
count = 0;
|
|
while (::Units.Ptr(i)==uptr && uptr->Strength) {
|
|
damage = 0x7fff;
|
|
Explosion_Damage(uptr->Center_Coord(), damage, NULL, WARHEAD_HE);
|
|
count++;
|
|
if (count > 5) {
|
|
delete uptr;
|
|
break;
|
|
}
|
|
}
|
|
i--;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Destroy all aircraft owned by this house.
|
|
*/
|
|
for (i = 0; i < ::Aircraft.Count(); i++) {
|
|
if (::Aircraft.Ptr(i)->House == this && !::Aircraft.Ptr(i)->IsInLimbo) {
|
|
AircraftClass * aptr = ::Aircraft.Ptr(i);
|
|
|
|
damage = 0x7fff;
|
|
aptr->Take_Damage(damage, 0, WARHEAD_HE, NULL);
|
|
if (!aptr->IsActive) {
|
|
i--;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Buildings don't delete themselves when they die; they shake the screen
|
|
** and begin a countdown, so don't decrement 'i' when it's destroyed.
|
|
*/
|
|
for (i = 0; i < Buildings.Count(); i++) {
|
|
if (Buildings.Ptr(i)->House == this && !Buildings.Ptr(i)->IsInLimbo) {
|
|
bptr = Buildings.Ptr(i);
|
|
|
|
count = 0;
|
|
bptr->IsSurvivorless = true;
|
|
while (Buildings.Ptr(i)==bptr && bptr->Strength) {
|
|
damage = 0x7fff;
|
|
Explosion_Damage(bptr->Center_Coord(), damage, NULL, WARHEAD_HE);
|
|
count++;
|
|
if (count > 5) {
|
|
delete bptr;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Infantry don't delete themselves when they die; they go into a death-
|
|
** animation sequence, so there's no need to decrement 'i' when they die.
|
|
** Infantry should die by different types of warheads, so their death
|
|
** anims aren't all synchronized.
|
|
*/
|
|
for (i = 0; i < Infantry.Count(); i++) {
|
|
if (Infantry.Ptr(i)->House == this && !Infantry.Ptr(i)->IsInLimbo) {
|
|
iptr = Infantry.Ptr(i);
|
|
|
|
count = 0;
|
|
while (Infantry.Ptr(i)==iptr && iptr->Strength) {
|
|
damage = 0x7fff;
|
|
warhead = (WarheadType)IRandom (WARHEAD_SA, WARHEAD_FIRE);
|
|
Explosion_Damage(iptr->Center_Coord(), damage, NULL, warhead);
|
|
if (iptr->IsActive) {
|
|
damage = 0x7fff;
|
|
iptr->Take_Damage(damage, 0, warhead);
|
|
}
|
|
|
|
count++;
|
|
if (count > 5) {
|
|
delete iptr;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef NEVER
|
|
/*
|
|
** Just delete the teams & triggers for this house.
|
|
*/
|
|
for (i = 0; i < TeamTypes.Count(); i++) {
|
|
if (TeamTypes.Ptr(i)->House == Class->House) {
|
|
delete TeamTypes.Ptr(i);
|
|
i--;
|
|
}
|
|
}
|
|
for (i = 0; i < Triggers.Count(); i++) {
|
|
if (Triggers.Ptr(i)->House == Class->House) {
|
|
delete Triggers.Ptr(i);
|
|
i--;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Flag_To_Die -- Flags the house to blow up soon. *
|
|
* *
|
|
* When this routine is called, the house will blow up after a period of time. Typically *
|
|
* this is called when the flag is captured or the HQ destroyed. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: Was the house flagged to blow up? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 06/20/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool HouseClass::Flag_To_Die(void)
|
|
{
|
|
Validate();
|
|
if (!IsToWin && !IsToDie && !IsToLose) {
|
|
IsToDie = true;
|
|
if (IsV107) {
|
|
BorrowedTime = TICKS_PER_SECOND * 3;
|
|
} else {
|
|
BorrowedTime = TICKS_PER_SECOND * 1;
|
|
}
|
|
}
|
|
return(IsToDie);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Flag_To_Win -- Flags the house to win soon. *
|
|
* *
|
|
* When this routine is called, the house will be declared the winner after a period of *
|
|
* time. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: Was the house flagged to win? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 06/20/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool HouseClass::Flag_To_Win(void)
|
|
{
|
|
Validate();
|
|
if (!IsToWin && !IsToDie && !IsToLose) {
|
|
IsToWin = true;
|
|
if (IsV107) {
|
|
BorrowedTime = TICKS_PER_SECOND * 3;
|
|
} else {
|
|
BorrowedTime = TICKS_PER_SECOND * 1;
|
|
}
|
|
}
|
|
return(IsToWin);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Flag_To_Lose -- Flags the house to die soon. *
|
|
* *
|
|
* When this routine is called, it will spell the doom of this house. In a short while *
|
|
* all of the object owned by this house will explode. Typical use of this routine is when *
|
|
* the flag has been captured or the command vehicle has been destroyed. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: Has the doom been initiated? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 06/12/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool HouseClass::Flag_To_Lose(void)
|
|
{
|
|
Validate();
|
|
IsToWin = false;
|
|
if (!IsToDie && !IsToLose) {
|
|
IsToLose = true;
|
|
if (IsV107) {
|
|
BorrowedTime = TICKS_PER_SECOND * 3;
|
|
} else {
|
|
BorrowedTime = TICKS_PER_SECOND * 1;
|
|
}
|
|
}
|
|
return(IsToLose);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Init_Data -- Initializes the multiplayer color data. *
|
|
* *
|
|
* This routine is called when initializing the color and remap data for this house. The *
|
|
* primary user of this routine is the multiplayer version of the game. *
|
|
* *
|
|
* INPUT: color -- The color of this house. *
|
|
* *
|
|
* house -- The house that this should act like. *
|
|
* *
|
|
* credits -- The initial credits to assign to this house. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 07/29/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void HouseClass::Init_Data(PlayerColorType color, HousesType house, int credits)
|
|
{
|
|
Validate();
|
|
Credits = InitialCredits = credits;
|
|
VisibleCredits.Current = Credits;
|
|
|
|
ActLike = house;
|
|
RemapColor = color;
|
|
switch (color) {
|
|
case REMAP_GOLD:
|
|
RemapTable = RemapGold;
|
|
((unsigned char &)Class->Color) = 157;
|
|
((unsigned char &)Class->BrightColor) = 5;
|
|
break;
|
|
|
|
case REMAP_RED:
|
|
RemapTable = RemapRed;
|
|
((unsigned char &)Class->Color) = 123;
|
|
((unsigned char &)Class->BrightColor) = 127;
|
|
break;
|
|
|
|
case REMAP_LTBLUE:
|
|
RemapTable = RemapLtBlue;
|
|
((unsigned char &)Class->Color) = 135;
|
|
((unsigned char &)Class->BrightColor) = 2;
|
|
break;
|
|
|
|
case REMAP_ORANGE:
|
|
RemapTable = RemapOrange;
|
|
((unsigned char &)Class->Color) = 26;
|
|
((unsigned char &)Class->BrightColor) = 24;
|
|
break;
|
|
|
|
case REMAP_GREEN:
|
|
RemapTable = RemapGreen;
|
|
((unsigned char &)Class->Color) = 167;
|
|
((unsigned char &)Class->BrightColor) = 159;
|
|
break;
|
|
|
|
case REMAP_BLUE:
|
|
RemapTable = RemapBlue;
|
|
((unsigned char &)Class->Color) = 203;
|
|
((unsigned char &)Class->BrightColor) = 201;
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Power_Fraction -- Fetches the current power output rating. *
|
|
* *
|
|
* Use this routine to fetch the current power output as a fixed point fraction. The *
|
|
* value 0x0100 is 100% power. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: Returns with power rating as a fixed pointer number. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 07/22/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
int HouseClass::Power_Fraction(void) const
|
|
{
|
|
Validate();
|
|
if (Power) {
|
|
if (Drain) {
|
|
return(Cardinal_To_Fixed(Drain, Power));
|
|
} else {
|
|
return(0x0100);
|
|
}
|
|
}
|
|
return(0);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Has_Nuke_Device -- Deteremines if the house has a nuclear device. *
|
|
* *
|
|
* This routine checks to see if the house has a nuclear device to launch. A nuclear *
|
|
* device is available when the necessary parts have been retrieved in earlier scenarios *
|
|
* or if this is the multiplayer version. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: Does the house have a nuclear device? *
|
|
* *
|
|
* WARNINGS: This does not check to see if there is a suitable launch facility (i.e., the *
|
|
* Temple of Nod), only that there is a nuclear device potential. *
|
|
* *
|
|
* HISTORY: *
|
|
* 07/24/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool HouseClass::Has_Nuke_Device(void)
|
|
{
|
|
Validate();
|
|
if (GameToPlay != GAME_NORMAL || !IsHuman) return(true);
|
|
return((NukePieces & 0x07) == 0x07);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Sell_Wall -- Tries to sell the wall at the specified location. *
|
|
* *
|
|
* This routine will try to sell the wall at the specified location. If there is a wall *
|
|
* present and it is owned by this house, then it can be sold. *
|
|
* *
|
|
* INPUT: cell -- The cell that wall selling is desired. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 08/05/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void HouseClass::Sell_Wall(CELL cell)
|
|
{
|
|
Validate();
|
|
if ((unsigned)cell > 0) {
|
|
OverlayType overlay = Map[cell].Overlay;
|
|
|
|
if (overlay != OVERLAY_NONE && Map[cell].Owner == Class->House) {
|
|
OverlayTypeClass const & optr = OverlayTypeClass::As_Reference(overlay);
|
|
|
|
if (optr.IsWall) {
|
|
BuildingTypeClass const * btype = NULL;
|
|
switch (overlay) {
|
|
case OVERLAY_SANDBAG_WALL:
|
|
btype = &BuildingTypeClass::As_Reference(STRUCT_SANDBAG_WALL);
|
|
break;
|
|
|
|
case OVERLAY_CYCLONE_WALL:
|
|
btype = &BuildingTypeClass::As_Reference(STRUCT_CYCLONE_WALL);
|
|
break;
|
|
|
|
case OVERLAY_BRICK_WALL:
|
|
btype = &BuildingTypeClass::As_Reference(STRUCT_BRICK_WALL);
|
|
break;
|
|
|
|
case OVERLAY_BARBWIRE_WALL:
|
|
btype = &BuildingTypeClass::As_Reference(STRUCT_BARBWIRE_WALL);
|
|
break;
|
|
|
|
case OVERLAY_WOOD_WALL:
|
|
btype = &BuildingTypeClass::As_Reference(STRUCT_WOOD_WALL);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
if (btype != NULL && !btype->IsUnsellable) {
|
|
|
|
if (PlayerPtr == this) {
|
|
Sound_Effect(VOC_CASHTURN);
|
|
}
|
|
|
|
Refund_Money(btype->Cost_Of()/2);
|
|
Map[cell].Overlay = OVERLAY_NONE;
|
|
Map[cell].OverlayData = 0;
|
|
Map[cell].Owner = HOUSE_NONE;
|
|
Map[cell].Wall_Update();
|
|
CellClass * ncell = Map[cell].Adjacent_Cell(FACING_N);
|
|
if (ncell) ncell->Wall_Update();
|
|
CellClass * wcell = Map[cell].Adjacent_Cell(FACING_W);
|
|
if (wcell) wcell->Wall_Update();
|
|
CellClass * scell = Map[cell].Adjacent_Cell(FACING_S);
|
|
if (scell) scell->Wall_Update();
|
|
CellClass * ecell = Map[cell].Adjacent_Cell(FACING_E);
|
|
if (ecell) ecell->Wall_Update();
|
|
Map[cell].Recalc_Attributes();
|
|
Map[cell].Redraw_Objects();
|
|
ObjectClass::Detach_This_From_All(::As_Target(cell), true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Check_Pertinent_Structures -- See if any useful structures remain *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 1/31/2020 3:34PM ST : Created. *
|
|
*=============================================================================================*/
|
|
void HouseClass::Check_Pertinent_Structures(void)
|
|
{
|
|
/*
|
|
** New default win mode to avoid griefing. ST - 1/31/2020 3:33PM
|
|
**
|
|
** Game is over when no pertinent structures remain
|
|
*/
|
|
|
|
if (!Special.IsEarlyWin) {
|
|
return;
|
|
}
|
|
|
|
if (IsToDie || IsToWin || IsToLose) {
|
|
return;
|
|
}
|
|
|
|
// MBL 07.15.2020 - Prevention of recent issue with constant "player defeated logic" and message to client spamming
|
|
// Per https://jaas.ea.com/browse/TDRA-7433
|
|
//
|
|
if (IsDefeated) {
|
|
return;
|
|
}
|
|
|
|
bool any_good_buildings = false;
|
|
|
|
for (int index = 0; index < Buildings.Count(); index++) {
|
|
BuildingClass *b = Buildings.Ptr(index);
|
|
|
|
if (b && b->IsActive && b->House == this) {
|
|
if (!b->Class->IsWall) {
|
|
if (!b->IsInLimbo && b->Strength > 0) {
|
|
any_good_buildings = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!any_good_buildings) {
|
|
for (int index = 0; index < Units.Count(); index++) {
|
|
UnitClass * unit = Units.Ptr(index);
|
|
|
|
if (unit && unit->IsActive && *unit == UNIT_MCV && unit->House == this) {
|
|
if (!unit->IsInLimbo && unit->Strength > 0) {
|
|
any_good_buildings = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!any_good_buildings) {
|
|
Flag_To_Die();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Init_Unit_Trackers -- Allocate the unit trackers for the house *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 4/23/2020 11:06PM ST : Created. *
|
|
*=============================================================================================*/
|
|
void HouseClass::Init_Unit_Trackers(void)
|
|
{
|
|
AircraftTotals = new UnitTrackerClass( (int) AIRCRAFT_COUNT);
|
|
InfantryTotals = new UnitTrackerClass( (int) INFANTRY_COUNT);
|
|
UnitTotals = new UnitTrackerClass ( (int) UNIT_COUNT);
|
|
BuildingTotals = new UnitTrackerClass ( (int) STRUCT_COUNT);
|
|
|
|
DestroyedAircraft = new UnitTrackerClass ( (int) AIRCRAFT_COUNT);
|
|
DestroyedInfantry = new UnitTrackerClass( (int) INFANTRY_COUNT);
|
|
DestroyedUnits = new UnitTrackerClass ( (int) UNIT_COUNT);
|
|
DestroyedBuildings = new UnitTrackerClass ( (int) STRUCT_COUNT);
|
|
|
|
CapturedBuildings = new UnitTrackerClass ( (int) STRUCT_COUNT);
|
|
TotalCrates = new UnitTrackerClass ( TOTAL_CRATE_TYPES ); //15 crate types
|
|
}
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Free_Unit_Trackers -- Free the unit trackers for the house *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 4/23/2020 11:06PM ST : Created. *
|
|
*=============================================================================================*/
|
|
void HouseClass::Free_Unit_Trackers(void)
|
|
{
|
|
if (AircraftTotals) {
|
|
delete AircraftTotals;
|
|
AircraftTotals = NULL;
|
|
}
|
|
|
|
if (InfantryTotals) {
|
|
delete InfantryTotals;
|
|
InfantryTotals = NULL;
|
|
}
|
|
|
|
if (UnitTotals) {
|
|
delete UnitTotals;
|
|
UnitTotals = NULL;
|
|
}
|
|
|
|
if (BuildingTotals) {
|
|
delete BuildingTotals;
|
|
BuildingTotals = NULL;
|
|
}
|
|
|
|
if (DestroyedAircraft) {
|
|
delete DestroyedAircraft;
|
|
DestroyedAircraft = NULL;
|
|
}
|
|
|
|
if (DestroyedInfantry) {
|
|
delete DestroyedInfantry;
|
|
DestroyedInfantry = NULL;
|
|
}
|
|
|
|
if (DestroyedUnits) {
|
|
delete DestroyedUnits;
|
|
DestroyedUnits = NULL;
|
|
}
|
|
|
|
if (DestroyedBuildings) {
|
|
delete DestroyedBuildings;
|
|
DestroyedBuildings = NULL;
|
|
}
|
|
|
|
if (CapturedBuildings) {
|
|
delete CapturedBuildings;
|
|
CapturedBuildings = NULL;
|
|
}
|
|
|
|
if (TotalCrates) {
|
|
delete TotalCrates;
|
|
TotalCrates = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#ifdef USE_RA_AI
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
Below AI code imported from RA
|
|
|
|
***********************************************************************************************/
|
|
|
|
#ifndef ARRAY_SIZE
|
|
#define ARRAY_SIZE(a) (sizeof(a)/sizeof(a[0]))
|
|
#endif
|
|
|
|
/*
|
|
** In RA, Control is a container for other variables. In TD, they are defined in the class
|
|
*/
|
|
#define Control (*this)
|
|
|
|
/*
|
|
** Percent_Chance - implementation similar to Red Alert
|
|
*/
|
|
inline bool Percent_Chance(int percent)
|
|
{
|
|
return (Random_Pick(0, 99) < percent);
|
|
}
|
|
|
|
|
|
/*
|
|
** Engineer was renamed to RENOVATOR for RA
|
|
*/
|
|
#define INFANTRY_RENOVATOR INFANTRY_E7
|
|
|
|
|
|
TFixedIHeapClass<HouseClass::BuildChoiceClass> HouseClass::BuildChoice;
|
|
|
|
/*
|
|
** This is a replacement for the RA 'fixed' round up function. It takes the equivalent of a 'fixed' value, but returns just the integer part
|
|
** ST - 7/26/2019 11:13AM
|
|
*/
|
|
unsigned short Round_Up(unsigned short val)
|
|
{
|
|
if ((val & 0xff) == 0) {
|
|
return val;
|
|
}
|
|
val &= 0xff00;
|
|
val += 0x0100;
|
|
val >>= 8;
|
|
return val;
|
|
}
|
|
|
|
|
|
unsigned short fixed(int val) {return (unsigned short)val;}
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Suggest_New_Building -- Examines the situation and suggests a building. *
|
|
* *
|
|
* This routine is called when a construction yard needs to know what to build next. It *
|
|
* will either examine the prebuilt base list or try to figure out what to build next *
|
|
* based on the current game situation. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: Returns with a pointer to the building type class to build. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 09/27/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
BuildingTypeClass const * HouseClass::Suggest_New_Building(void) const
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
if (BuildStructure != STRUCT_NONE) {
|
|
return(&BuildingTypeClass::As_Reference(BuildStructure));
|
|
}
|
|
return(NULL);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Find_Building -- Finds a building of specified type. *
|
|
* *
|
|
* This routine is used to find a building of the specified type. This is particularly *
|
|
* useful for when some event requires a specific building instance. The nuclear missile *
|
|
* launch is a good example. *
|
|
* *
|
|
* INPUT: type -- The building type to scan for. *
|
|
* *
|
|
* zone -- The zone that the building must be located in. If no zone specific search *
|
|
* is desired, then pass ZONE_NONE. *
|
|
* *
|
|
* OUTPUT: Returns with a pointer to the building type requested. If there is no building *
|
|
* of the type requested, then NULL is returned. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 09/27/1995 JLB : Created. *
|
|
* 10/02/1995 JLB : Allows for zone specifics. *
|
|
*=============================================================================================*/
|
|
BuildingClass * HouseClass::Find_Building(StructType type, ZoneType zone) const
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
/*
|
|
** Only scan if we KNOW there is at least one building of the type
|
|
** requested.
|
|
*/
|
|
if (BQuantity[type] > 0) {
|
|
|
|
/*
|
|
** Search for a suitable launch site for this missile.
|
|
*/
|
|
for (int index = 0; index < Buildings.Count(); index++) {
|
|
BuildingClass * b = Buildings.Ptr(index);
|
|
if (b && !b->IsInLimbo && b->House == this && *b == type) {
|
|
if (zone == ZONE_NONE || Which_Zone(b) == zone) {
|
|
return(b);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return(NULL);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Find_Build_Location -- Finds a suitable building location. *
|
|
* *
|
|
* This routine is used to find a suitable building location for the building specified. *
|
|
* The auto base building logic uses this when building the base for the computer. *
|
|
* *
|
|
* INPUT: building -- Pointer to the building that needs to be placed down. *
|
|
* *
|
|
* OUTPUT: Returns with the coordinate to place the building at. If there are no suitable *
|
|
* locations, then NULL is returned. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 09/27/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
COORDINATE HouseClass::Find_Build_Location(BuildingClass * building) const
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
int zonerating[ZONE_COUNT];
|
|
struct {
|
|
int AntiAir; // Average air defense for the base.
|
|
int AntiArmor; // Average armor defense for the base.
|
|
int AntiInfantry; // Average infantry defense for the base.
|
|
} zoneinfo = {0,0,0};
|
|
int antiair = building->Anti_Air();
|
|
int antiarmor = building->Anti_Armor();
|
|
int antiinfantry = building->Anti_Infantry();
|
|
bool adj = true;
|
|
|
|
/*
|
|
** Never place combat buildings adjacent to each other. This is partly
|
|
** because combat buildings don't have a bib and jamming will occur as well
|
|
** as because spacing defensive buildings out will yield a better
|
|
** defense.
|
|
*/
|
|
if (antiair || antiarmor || antiinfantry) {
|
|
adj = false;
|
|
}
|
|
|
|
/*
|
|
** Determine the average zone strengths for the base. This value is
|
|
** used to determine what zones are considered under or over strength.
|
|
*/
|
|
ZoneType z;
|
|
for (z = ZONE_NORTH; z < ZONE_COUNT; z++) {
|
|
zoneinfo.AntiAir += ZoneInfo[z].AirDefense;
|
|
zoneinfo.AntiArmor += ZoneInfo[z].ArmorDefense;
|
|
zoneinfo.AntiInfantry += ZoneInfo[z].InfantryDefense;
|
|
}
|
|
zoneinfo.AntiAir /= ZONE_COUNT-ZONE_NORTH;
|
|
zoneinfo.AntiArmor /= ZONE_COUNT-ZONE_NORTH;
|
|
zoneinfo.AntiInfantry /= ZONE_COUNT-ZONE_NORTH;
|
|
|
|
/*
|
|
** Give each zone a rating for value. The higher the value the more desirable
|
|
** to place the specified building in that zone. Factor the average value of
|
|
** zone defense such that more weight is given to zones that are very under
|
|
** defended.
|
|
*/
|
|
memset(&zonerating[0], '\0', sizeof(zonerating));
|
|
for (z = ZONE_FIRST; z < ZONE_COUNT; z++) {
|
|
int diff;
|
|
|
|
diff = zoneinfo.AntiAir-ZoneInfo[z].AirDefense;
|
|
if (z == ZONE_CORE) diff /= 2;
|
|
if (diff > 0) {
|
|
zonerating[z] += min(antiair, diff);
|
|
}
|
|
|
|
diff = zoneinfo.AntiArmor-ZoneInfo[z].ArmorDefense;
|
|
if (z == ZONE_CORE) diff /= 2;
|
|
if (diff > 0) {
|
|
zonerating[z] += min(antiarmor, diff);
|
|
}
|
|
|
|
diff = zoneinfo.AntiInfantry-ZoneInfo[z].InfantryDefense;
|
|
if (z == ZONE_CORE) diff /= 2;
|
|
if (diff > 0) {
|
|
zonerating[z] += min(antiinfantry, diff);
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Now that each zone has been given a desirability rating, find the zone
|
|
** with the greatest value and try to place the building in that zone.
|
|
*/
|
|
ZoneType zone = Random_Pick(ZONE_FIRST, ZONE_WEST);
|
|
int largest = 0;
|
|
for (z = ZONE_FIRST; z < ZONE_COUNT; z++) {
|
|
if (zonerating[z] > largest) {
|
|
zone = z;
|
|
largest = zonerating[z];
|
|
}
|
|
}
|
|
|
|
CELL zcell = Find_Cell_In_Zone(building, zone);
|
|
if (zcell) {
|
|
return(Cell_Coord(zcell));
|
|
}
|
|
|
|
/*
|
|
** Could not build in preferred zone, so try building in any zone.
|
|
*/
|
|
static ZoneType _zones[] = {ZONE_CORE, ZONE_NORTH, ZONE_SOUTH, ZONE_EAST, ZONE_WEST};
|
|
int start = Random_Pick(0U, ARRAY_SIZE(_zones)-1);
|
|
for (int zz = 0; zz < ARRAY_SIZE(_zones); zz++) {
|
|
ZoneType tryzone = _zones[(zz + start) % ARRAY_SIZE(_zones)];
|
|
zcell = Find_Cell_In_Zone(building, tryzone);
|
|
if (zcell) return(zcell);
|
|
}
|
|
|
|
return(NULL);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Recalc_Center -- Recalculates the center point of the base. *
|
|
* *
|
|
* This routine will average the location of the base and record the center point. The *
|
|
* recorded center point is used to determine such things as how far the base is spread *
|
|
* out and where to protect the most. This routine should be called whenever a building *
|
|
* is created or destroyed. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 09/28/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void HouseClass::Recalc_Center(void)
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
/*
|
|
** First presume that there is no base. If there is a base, then these values will be
|
|
** properly filled in below.
|
|
*/
|
|
Center = 0;
|
|
Radius = 0;
|
|
for (ZoneType zone = ZONE_FIRST; zone < ZONE_COUNT; zone++) {
|
|
ZoneInfo[zone].AirDefense = 0;
|
|
ZoneInfo[zone].ArmorDefense = 0;
|
|
ZoneInfo[zone].InfantryDefense = 0;
|
|
}
|
|
|
|
/*
|
|
** Only process the center base size/position calculation if there are buildings to
|
|
** consider. When no buildings for this house are present, then no processing need
|
|
** occur.
|
|
*/
|
|
if (CurBuildings > 0) {
|
|
int x = 0;
|
|
int y = 0;
|
|
int count = 0;
|
|
int index;
|
|
|
|
for (index = 0; index < Buildings.Count(); index++) {
|
|
BuildingClass const * b = Buildings.Ptr(index);
|
|
|
|
if (b != NULL && !b->IsInLimbo && (HouseClass *)b->House == this && b->Strength > 0) {
|
|
|
|
/*
|
|
** Give more "weight" to buildings that cost more. The presumption is that cheap
|
|
** buildings don't affect the base disposition as much as the more expensive
|
|
** buildings do.
|
|
*/
|
|
int weight = (b->Class->Cost_Of() / 1000)+1;
|
|
for (int i = 0; i < weight; i++) {
|
|
x += Coord_X(b->Center_Coord());
|
|
y += Coord_Y(b->Center_Coord());
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** This second check for quantity of buildings is necessary because the first
|
|
** check against CurBuildings doesn't take into account if the building is in
|
|
** limbo, but for base calculation, the limbo state disqualifies a building
|
|
** from being processed. Thus, CurBuildings may indicate a base, but count may
|
|
** not match.
|
|
*/
|
|
if (count > 0) {
|
|
x /= count;
|
|
y /= count;
|
|
|
|
#ifdef NEVER
|
|
/*
|
|
** Bias the center of the base away from the edges of the map.
|
|
*/
|
|
LEPTON left = Cell_To_Lepton(Map.MapCellX + 10);
|
|
LEPTON top = Cell_To_Lepton(Map.MapCellY + 10);
|
|
LEPTON right = Cell_To_Lepton(Map.MapCellX + Map.MapCellWidth - 10);
|
|
LEPTON bottom = Cell_To_Lepton(Map.MapCellY + Map.MapCellHeight - 10);
|
|
if (x < left) x = left;
|
|
if (x > right) x = right;
|
|
if (y < top) y = top;
|
|
if (y > bottom) y = bottom;
|
|
#endif
|
|
|
|
Center = XY_Coord(x, y);
|
|
}
|
|
|
|
/*
|
|
** If there were any buildings discovered as legal to consider as part of the base,
|
|
** then figure out the general average radius of the building disposition as it
|
|
** relates to the center of the base.
|
|
*/
|
|
if (count > 1) {
|
|
int radius = 0;
|
|
|
|
for (index = 0; index < Buildings.Count(); index++) {
|
|
BuildingClass const * b = Buildings.Ptr(index);
|
|
|
|
if (b != NULL && !b->IsInLimbo && (HouseClass *)b->House == this && b->Strength > 0) {
|
|
radius += Distance(Center, b->Center_Coord());
|
|
}
|
|
}
|
|
Radius = max(radius / count, 2 * CELL_LEPTON_W);
|
|
|
|
/*
|
|
** Determine the relative strength of each base defense zone.
|
|
*/
|
|
for (index = 0; index < Buildings.Count(); index++) {
|
|
BuildingClass const * b = Buildings.Ptr(index);
|
|
|
|
if (b != NULL && !b->IsInLimbo && (HouseClass *)b->House == this && b->Strength > 0) {
|
|
ZoneType z = Which_Zone(b);
|
|
|
|
if (z != ZONE_NONE) {
|
|
ZoneInfo[z].ArmorDefense += b->Anti_Armor();
|
|
ZoneInfo[z].AirDefense += b->Anti_Air();
|
|
ZoneInfo[z].InfantryDefense += b->Anti_Infantry();
|
|
}
|
|
}
|
|
}
|
|
|
|
} else {
|
|
Radius = 0x0200;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Expert_AI -- Handles expert AI processing. *
|
|
* *
|
|
* This routine is called when the computer should perform expert AI processing. This *
|
|
* method of AI is categorized as an "Expert System" process. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: Returns the number of game frames to delay before calling this routine again. *
|
|
* *
|
|
* WARNINGS: This is relatively time consuming -- call periodically. *
|
|
* *
|
|
* HISTORY: *
|
|
* 09/29/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
int HouseClass::Expert_AI(void)
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
BuildingClass * b = 0;
|
|
bool stop = false;
|
|
int time = TICKS_PER_SECOND * 10;
|
|
|
|
/*
|
|
** If the current enemy no longer has a base or is defeated, then don't consider
|
|
** that house a threat anymore. Clear out the enemy record and then try
|
|
** to find a new enemy.
|
|
*/
|
|
if (Enemy != HOUSE_NONE) {
|
|
HouseClass * h = HouseClass::As_Pointer(Enemy);
|
|
|
|
if (h == NULL || !h->IsActive || h->IsDefeated || Is_Ally(h) || h->BScan == 0) {
|
|
Enemy = HOUSE_NONE;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** If there is no enemy assigned to this house, then assign one now. The
|
|
** enemy that is closest is picked. However, don't pick an enemy if the
|
|
** base has not been established yet.
|
|
*/
|
|
if (ActiveBScan && Center && Attack == 0) {
|
|
int close = 0;
|
|
HousesType enemy = HOUSE_NONE;
|
|
int maxunit = 0;
|
|
int maxinfantry = 0;
|
|
int maxvessel = 0;
|
|
int maxaircraft = 0;
|
|
int maxbuilding = 0;
|
|
int enemycount = 0;
|
|
|
|
for (HousesType house = HOUSE_FIRST; house < HOUSE_COUNT; house++) {
|
|
HouseClass * h = HouseClass::As_Pointer(house);
|
|
if (h != NULL && h->IsActive && !h->IsDefeated && !Is_Ally(h)) {
|
|
|
|
/*
|
|
** Perform a special restriction check to ensure that no enemy is chosen if
|
|
** there is even one enemy that has not established a base yet. This will
|
|
** ensure an accurate first pick for enemy since the distance to base
|
|
** value can be determined.
|
|
*/
|
|
if (!h->IsStarted) {
|
|
enemy = HOUSE_NONE;
|
|
break;
|
|
}
|
|
|
|
/*
|
|
** Keep track of the number of buildings and units owned by the
|
|
** enemy. This is used to bring up the maximum allowed to match.
|
|
*/
|
|
maxunit += h->CurUnits;
|
|
maxbuilding += h->CurBuildings;
|
|
maxinfantry += h->CurInfantry;
|
|
//maxvessel += h->CurVessels;
|
|
maxaircraft += h->CurAircraft;
|
|
enemycount++;
|
|
|
|
/*
|
|
** Determine a priority value based on distance to the center of the
|
|
** candidate base. The higher the value, the better the candidate house
|
|
** is to becoming the preferred enemy for this house.
|
|
*/
|
|
int value = ((MAP_CELL_W*2)-Distance(Center, h->Center));
|
|
value *= 2;
|
|
|
|
/*
|
|
** In addition to distance, record the number of kills directed
|
|
** against this house. The enemy that does more damage might be
|
|
** considered a greater threat.
|
|
*/
|
|
value += h->BuildingsKilled[Class->House]*5;
|
|
value += h->UnitsKilled[Class->House];
|
|
|
|
/*
|
|
** Factor in the relative sizes of the bases. An enemy that has a
|
|
** larger base will be considered a bigger threat. Conversely, a
|
|
** smaller base is considered a lesser threat.
|
|
*/
|
|
value += h->CurUnits - CurUnits;
|
|
value += h->CurBuildings - CurBuildings;
|
|
value += (h->CurInfantry - CurInfantry)/4;
|
|
|
|
/*
|
|
** Whoever last attacked is given a little more priority as
|
|
** a potential designated enemy.
|
|
*/
|
|
if (house == LAEnemy) {
|
|
value += 100;
|
|
}
|
|
|
|
#ifdef OBSOLETE
|
|
/*
|
|
** Human players are a given preference as the target.
|
|
*/
|
|
if (h->IsHuman) {
|
|
value *= 2;
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
** Compare the calculated value for this candidate house and if it is
|
|
** greater than the previously recorded maximum, record this house as
|
|
** the prime candidate for enemy.
|
|
*/
|
|
if (value > close) {
|
|
enemy = house;
|
|
close = value;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Record this closest enemy base as the first enemy to attack.
|
|
*/
|
|
Enemy = enemy;
|
|
|
|
/*
|
|
** Up the maximum allowed units and buildings to match a rough average
|
|
** of what the enemies are allowed.
|
|
*/
|
|
if (enemycount) {
|
|
maxunit /= enemycount;
|
|
maxbuilding /= enemycount;
|
|
maxinfantry /= enemycount;
|
|
maxvessel /= enemycount;
|
|
maxaircraft /= enemycount;
|
|
}
|
|
|
|
if (Control.MaxBuilding < (unsigned)maxbuilding + 10) {
|
|
Control.MaxBuilding = maxbuilding + 10;
|
|
}
|
|
if (Control.MaxUnit < (unsigned)maxunit + 10) {
|
|
Control.MaxUnit = maxunit + 10;
|
|
}
|
|
if (Control.MaxInfantry < (unsigned)maxinfantry + 10) {
|
|
Control.MaxInfantry = maxinfantry + 10;
|
|
}
|
|
//if (Control.MaxVessel < (unsigned)maxvessel + 10) {
|
|
// Control.MaxVessel = maxvessel + 10;
|
|
//}
|
|
if (Control.MaxAircraft < (unsigned)maxaircraft + 10) {
|
|
Control.MaxAircraft = maxaircraft + 10;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** House state transition check occurs here. Transitions that occur here are ones
|
|
** that relate to general base condition rather than specific combat events.
|
|
** Typically, this is limited to transitions between normal buildup mode and
|
|
** broke mode.
|
|
*/
|
|
if (State == STATE_ENDGAME) {
|
|
Fire_Sale();
|
|
Do_All_To_Hunt();
|
|
} else {
|
|
if (State == STATE_BUILDUP) {
|
|
if (Available_Money() < 25) {
|
|
State = STATE_BROKE;
|
|
}
|
|
}
|
|
if (State == STATE_BROKE) {
|
|
if (Available_Money() >= 25) {
|
|
State = STATE_BUILDUP;
|
|
}
|
|
}
|
|
if (State == STATE_ATTACKED && LATime + TICKS_PER_MINUTE < Frame) {
|
|
State = STATE_BUILDUP;
|
|
}
|
|
if (State != STATE_ATTACKED && LATime + TICKS_PER_MINUTE > Frame) {
|
|
State = STATE_ATTACKED;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Records the urgency of all actions possible.
|
|
*/
|
|
UrgencyType urgency[STRATEGY_COUNT];
|
|
StrategyType strat;
|
|
for (strat = STRATEGY_FIRST; strat < STRATEGY_COUNT; strat++) {
|
|
urgency[strat] = URGENCY_NONE;
|
|
|
|
switch (strat) {
|
|
case STRATEGY_BUILD_POWER:
|
|
urgency[strat] = Check_Build_Power();
|
|
break;
|
|
|
|
case STRATEGY_BUILD_DEFENSE:
|
|
urgency[strat] = Check_Build_Defense();
|
|
break;
|
|
|
|
case STRATEGY_BUILD_INCOME:
|
|
urgency[strat] = Check_Build_Income();
|
|
break;
|
|
|
|
case STRATEGY_FIRE_SALE:
|
|
urgency[strat] = Check_Fire_Sale();
|
|
break;
|
|
|
|
case STRATEGY_BUILD_ENGINEER:
|
|
urgency[strat] = Check_Build_Engineer();
|
|
break;
|
|
|
|
case STRATEGY_BUILD_OFFENSE:
|
|
urgency[strat] = Check_Build_Offense();
|
|
break;
|
|
|
|
case STRATEGY_RAISE_MONEY:
|
|
urgency[strat] = Check_Raise_Money();
|
|
break;
|
|
|
|
case STRATEGY_RAISE_POWER:
|
|
urgency[strat] = Check_Raise_Power();
|
|
break;
|
|
|
|
case STRATEGY_LOWER_POWER:
|
|
urgency[strat] = Check_Lower_Power();
|
|
break;
|
|
|
|
case STRATEGY_ATTACK:
|
|
urgency[strat] = Check_Attack();
|
|
break;
|
|
|
|
default:
|
|
urgency[strat] = URGENCY_NONE;
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Performs the action required for each of the strategies that share
|
|
** the most urgent category. Stop processing if any strategy at the
|
|
** highest urgency performed any action. This is because higher urgency
|
|
** actions tend to greatly affect the lower urgency actions.
|
|
*/
|
|
for (UrgencyType u = URGENCY_CRITICAL; u >= URGENCY_LOW; u--) {
|
|
bool acted = false;
|
|
|
|
for (strat = STRATEGY_FIRST; strat < STRATEGY_COUNT; strat++) {
|
|
if (urgency[strat] == u) {
|
|
switch (strat) {
|
|
case STRATEGY_BUILD_POWER:
|
|
acted |= AI_Build_Power(u);
|
|
break;
|
|
|
|
case STRATEGY_BUILD_DEFENSE:
|
|
acted |= AI_Build_Defense(u);
|
|
break;
|
|
|
|
case STRATEGY_BUILD_INCOME:
|
|
acted |= AI_Build_Income(u);
|
|
break;
|
|
|
|
case STRATEGY_FIRE_SALE:
|
|
acted |= AI_Fire_Sale(u);
|
|
break;
|
|
|
|
case STRATEGY_BUILD_ENGINEER:
|
|
acted |= AI_Build_Engineer(u);
|
|
break;
|
|
|
|
case STRATEGY_BUILD_OFFENSE:
|
|
acted |= AI_Build_Offense(u);
|
|
break;
|
|
|
|
case STRATEGY_RAISE_MONEY:
|
|
acted |= AI_Raise_Money(u);
|
|
break;
|
|
|
|
case STRATEGY_RAISE_POWER:
|
|
acted |= AI_Raise_Power(u);
|
|
break;
|
|
|
|
case STRATEGY_LOWER_POWER:
|
|
acted |= AI_Lower_Power(u);
|
|
break;
|
|
|
|
case STRATEGY_ATTACK:
|
|
acted |= AI_Attack(u);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return(TICKS_PER_SECOND*5 + Random_Pick(1, TICKS_PER_SECOND/2));
|
|
}
|
|
|
|
|
|
UrgencyType HouseClass::Check_Build_Power(void) const
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
//fixed frac = Power_Fraction();
|
|
int frac = Power_Fraction();
|
|
|
|
UrgencyType urgency = URGENCY_NONE;
|
|
|
|
//if (frac < 1 && Can_Make_Money()) {
|
|
if (frac < 0x0100 && Can_Make_Money()) {
|
|
urgency = URGENCY_LOW;
|
|
|
|
/*
|
|
** Very low power condition is considered a higher priority.
|
|
*/
|
|
//if (frac < fixed::_3_4) urgency = URGENCY_MEDIUM;
|
|
if (frac < 0x00C0) urgency = URGENCY_MEDIUM;
|
|
|
|
/*
|
|
** When under attack and there is a need for power in defense,
|
|
** then consider power building a higher priority.
|
|
*/
|
|
// No chronosphere in TD. ST - 7/19/2019 4:38PM
|
|
//if (State == STATE_THREATENED || State == STATE_ATTACKED) {
|
|
// if (BScan | (STRUCTF_CHRONOSPHERE)) {
|
|
// urgency = URGENCY_HIGH;
|
|
// }
|
|
//}
|
|
|
|
}
|
|
return(urgency);
|
|
}
|
|
|
|
|
|
UrgencyType HouseClass::Check_Build_Defense(void) const
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
/*
|
|
** This routine determines what urgency level that base defense
|
|
** should be given. The more vulnerable the base is, the higher
|
|
** the urgency this routine should return.
|
|
*/
|
|
return(URGENCY_NONE);
|
|
}
|
|
|
|
|
|
UrgencyType HouseClass::Check_Build_Offense(void) const
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
/*
|
|
** This routine determines what urgency level that offensive
|
|
** weaponry should be given. Surplus money or a very strong
|
|
** defense will cause the offensive urgency to increase.
|
|
*/
|
|
return(URGENCY_NONE);
|
|
}
|
|
|
|
/*
|
|
** Determines what the attack state of the base is. The higher the state,
|
|
** the greater the immediate threat to base defense is.
|
|
*/
|
|
UrgencyType HouseClass::Check_Attack(void) const
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
if (Frame > TICKS_PER_MINUTE && Attack == 0) {
|
|
if (State == STATE_ATTACKED) {
|
|
return(URGENCY_LOW);
|
|
}
|
|
return(URGENCY_CRITICAL);
|
|
}
|
|
return(URGENCY_NONE);
|
|
}
|
|
|
|
|
|
UrgencyType HouseClass::Check_Build_Income(void) const
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
/*
|
|
** This routine should determine if income processing buildings
|
|
** should be constructed and at what urgency. The lower the money,
|
|
** the lower the refineries, or recent harvester losses should
|
|
** cause a greater urgency to be returned.
|
|
*/
|
|
return(URGENCY_NONE);
|
|
}
|
|
|
|
|
|
UrgencyType HouseClass::Check_Fire_Sale(void) const
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
/*
|
|
** If there are no more factories at all, then sell everything off because the game
|
|
** is basically over at this point.
|
|
*/
|
|
//if (State != STATE_ATTACKED && CurBuildings && !(ActiveBScan & (STRUCTF_TENT|STRUCTF_BARRACKS|STRUCTF_CONST|STRUCTF_AIRSTRIP|STRUCTF_WEAP|STRUCTF_HELIPAD))) {
|
|
if (State != STATE_ATTACKED && CurBuildings && !(ActiveBScan & (STRUCTF_BARRACKS|STRUCTF_CONST|STRUCTF_AIRSTRIP|STRUCTF_WEAP|STRUCTF_HELIPAD))) {
|
|
return(URGENCY_CRITICAL);
|
|
}
|
|
return(URGENCY_NONE);
|
|
}
|
|
|
|
|
|
UrgencyType HouseClass::Check_Build_Engineer(void) const
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
/*
|
|
** This routine should check to see what urgency that the production of
|
|
** engineers should be. If a friendly building has been captured or the
|
|
** enemy has weak defenses, then building an engineer would be a priority.
|
|
*/
|
|
return(URGENCY_NONE);
|
|
}
|
|
|
|
|
|
/*
|
|
** Checks to see if money is critically low and something must be done
|
|
** to immediately raise cash.
|
|
*/
|
|
UrgencyType HouseClass::Check_Raise_Money(void) const
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
UrgencyType urgency = URGENCY_NONE;
|
|
if (Available_Money() < 100) {
|
|
urgency = URGENCY_LOW;
|
|
}
|
|
if (Available_Money() < 2000 && !Can_Make_Money()) {
|
|
urgency++;
|
|
}
|
|
|
|
return(urgency);
|
|
}
|
|
|
|
/*
|
|
** Checks to see if power is very low and if so, a greater urgency to
|
|
** build more power is returned.
|
|
*/
|
|
UrgencyType HouseClass::Check_Lower_Power(void) const
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
if (Power > Drain+300) {
|
|
return(URGENCY_LOW);
|
|
}
|
|
return(URGENCY_NONE);
|
|
}
|
|
|
|
/*
|
|
** This routine determines if there is a power emergency. Such an
|
|
** emergency might require selling of structures in order to free
|
|
** up power. This might occur if the base is being attacked and there
|
|
** are defenses that require power, but are just short of having
|
|
** enough.
|
|
*/
|
|
UrgencyType HouseClass::Check_Raise_Power(void) const
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
UrgencyType urgency = URGENCY_NONE;
|
|
|
|
if (Power_Fraction() < Rule.PowerEmergencyFraction && Power < Drain - 400) {
|
|
// if (Power_Fraction() < Rule.PowerEmergencyFraction && (BQuantity[STRUCT_CONST] == 0 || Available_Money() < 200 || Power < Drain-400)) {
|
|
urgency = URGENCY_MEDIUM;
|
|
if (State == STATE_ATTACKED) {
|
|
urgency++;
|
|
}
|
|
}
|
|
return(urgency);
|
|
}
|
|
|
|
|
|
bool HouseClass::AI_Attack(UrgencyType )
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
bool shuffle = !((Frame > TICKS_PER_MINUTE && !CurBuildings) || Percent_Chance(33));
|
|
bool forced = (CurBuildings == 0);
|
|
int index;
|
|
for (index = 0; index < Aircraft.Count(); index++) {
|
|
AircraftClass * a = Aircraft.Ptr(index);
|
|
|
|
if (a != NULL && !a->IsInLimbo && a->House == this && a->Strength > 0) {
|
|
if (!shuffle && a->Is_Weapon_Equipped() && (forced || Percent_Chance(75))) {
|
|
a->Assign_Mission(MISSION_HUNT);
|
|
}
|
|
}
|
|
}
|
|
for (index = 0; index < Units.Count(); index++) {
|
|
UnitClass * u = Units.Ptr(index);
|
|
|
|
if (u != NULL && !u->IsInLimbo && u->House == this && u->Strength > 0) {
|
|
if (!shuffle && u->Is_Weapon_Equipped() && (forced || Percent_Chance(75))) {
|
|
u->Assign_Mission(MISSION_HUNT);
|
|
} else {
|
|
|
|
/*
|
|
** If this unit is guarding the base, then cause it to shuffle
|
|
** location instead.
|
|
*/
|
|
if (Percent_Chance(20) && u->Mission == MISSION_GUARD_AREA && Which_Zone(u) != ZONE_NONE) {
|
|
u->ArchiveTarget = ::As_Target(Where_To_Go(u));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
for (index = 0; index < Infantry.Count(); index++) {
|
|
InfantryClass * i = Infantry.Ptr(index);
|
|
|
|
if (i != NULL && !i->IsInLimbo && i->House == this && i->Strength > 0) {
|
|
if (!shuffle && (i->Is_Weapon_Equipped() || *i == INFANTRY_RENOVATOR) && (forced || Percent_Chance(75))) {
|
|
i->Assign_Mission(MISSION_HUNT);
|
|
} else {
|
|
|
|
/*
|
|
** If this soldier is guarding the base, then cause it to shuffle
|
|
** location instead.
|
|
*/
|
|
if (Percent_Chance(20) && i->Mission == MISSION_GUARD_AREA && Which_Zone(i) != ZONE_NONE) {
|
|
i->ArchiveTarget = ::As_Target(Where_To_Go(i));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
Attack = Rule.AttackInterval * Random_Pick(TICKS_PER_MINUTE/2, TICKS_PER_MINUTE*2);
|
|
return(true);
|
|
}
|
|
|
|
|
|
/*
|
|
** Given the specified urgency, build a power structure to meet
|
|
** this need.
|
|
*/
|
|
bool HouseClass::AI_Build_Power(UrgencyType ) const
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
return(false);
|
|
}
|
|
|
|
|
|
/*
|
|
** Given the specified urgency, build base defensive structures
|
|
** according to need and according to existing base disposition.
|
|
*/
|
|
bool HouseClass::AI_Build_Defense(UrgencyType ) const
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
return(false);
|
|
}
|
|
|
|
/*
|
|
** Given the specified urgency, build offensive units according
|
|
** to need and according to the opponents base defenses.
|
|
*/
|
|
bool HouseClass::AI_Build_Offense(UrgencyType ) const
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
return(false);
|
|
}
|
|
|
|
/*
|
|
** Given the specified urgency, build income producing
|
|
** structures according to need.
|
|
*/
|
|
bool HouseClass::AI_Build_Income(UrgencyType ) const
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
return(false);
|
|
}
|
|
|
|
|
|
bool HouseClass::AI_Fire_Sale(UrgencyType urgency)
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
if (CurBuildings && urgency == URGENCY_CRITICAL) {
|
|
Fire_Sale();
|
|
Do_All_To_Hunt();
|
|
return(true);
|
|
}
|
|
return(false);
|
|
}
|
|
|
|
/*
|
|
** Given the specified urgency, build an engineer.
|
|
*/
|
|
bool HouseClass::AI_Build_Engineer(UrgencyType ) const
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
return(false);
|
|
}
|
|
|
|
/*
|
|
** Given the specified urgency, sell of some power since
|
|
** there appears to be excess.
|
|
*/
|
|
bool HouseClass::AI_Lower_Power(UrgencyType ) const
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
BuildingClass * b = Find_Building(STRUCT_POWER);
|
|
if (b != NULL) {
|
|
b->Sell_Back(1);
|
|
return(true);
|
|
}
|
|
|
|
b = Find_Building(STRUCT_ADVANCED_POWER);
|
|
if (b != NULL) {
|
|
b->Sell_Back(1);
|
|
return(true);
|
|
}
|
|
return(false);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::AI_Raise_Power -- Try to raise power levels by selling off buildings. *
|
|
* *
|
|
* This routine is called when the computer needs to raise power by selling off buildings. *
|
|
* Usually this occurs because of some catastrophe that has lowered power levels to *
|
|
* the danger zone. *
|
|
* *
|
|
* INPUT: urgency -- The urgency that the power needs to be raised. This controls what *
|
|
* buildings will be sold. *
|
|
* *
|
|
* OUTPUT: bool; Was a building sold to raise power? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 11/02/1996 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool HouseClass::AI_Raise_Power(UrgencyType urgency) const
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
/*
|
|
** Sell off structures in this order.
|
|
*/
|
|
#if (0)
|
|
static struct {
|
|
StructType Structure;
|
|
UrgencyType Urgency;
|
|
} _types[] = {
|
|
{STRUCT_CHRONOSPHERE, URGENCY_LOW},
|
|
{STRUCT_SHIP_YARD, URGENCY_LOW},
|
|
{STRUCT_SUB_PEN, URGENCY_LOW},
|
|
{STRUCT_ADVANCED_TECH, URGENCY_LOW},
|
|
{STRUCT_FORWARD_COM, URGENCY_LOW},
|
|
{STRUCT_SOVIET_TECH, URGENCY_LOW},
|
|
{STRUCT_IRON_CURTAIN, URGENCY_MEDIUM},
|
|
{STRUCT_RADAR, URGENCY_MEDIUM},
|
|
{STRUCT_REPAIR, URGENCY_MEDIUM},
|
|
{STRUCT_TESLA, URGENCY_HIGH}
|
|
};
|
|
#endif
|
|
static struct {
|
|
StructType Structure;
|
|
UrgencyType Urgency;
|
|
} _types[] = {
|
|
{STRUCT_BIO_LAB, URGENCY_LOW},
|
|
{STRUCT_EYE, URGENCY_MEDIUM},
|
|
{STRUCT_RADAR, URGENCY_MEDIUM},
|
|
{STRUCT_REPAIR, URGENCY_MEDIUM},
|
|
{STRUCT_OBELISK, URGENCY_HIGH},
|
|
{STRUCT_TURRET, URGENCY_HIGH},
|
|
{STRUCT_ATOWER, URGENCY_HIGH},
|
|
{STRUCT_GTOWER, URGENCY_HIGH}
|
|
};
|
|
|
|
|
|
/*
|
|
** Find a structure to sell and then sell it. Bail from further scanning until
|
|
** the next time.
|
|
*/
|
|
for (int i = 0; i < ARRAY_SIZE(_types); i++) {
|
|
if (urgency >= _types[i].Urgency) {
|
|
BuildingClass * b = Find_Building(_types[i].Structure);
|
|
if (b != NULL) {
|
|
b->Sell_Back(1);
|
|
return(true);
|
|
}
|
|
}
|
|
}
|
|
return(false);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::AI_Raise_Money -- Raise emergency cash by selling buildings. *
|
|
* *
|
|
* This routine handles the situation where the computer desperately needs cash but cannot *
|
|
* wait for normal harvesting to raise it. Buildings must be sold. *
|
|
* *
|
|
* INPUT: urgency -- The urgency level that cash must be raised. The greater the urgency, *
|
|
* the more important the buildings that can be sold become. *
|
|
* *
|
|
* OUTPUT: bool; Was a building sold to raise cash? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 11/02/1996 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool HouseClass::AI_Raise_Money(UrgencyType urgency) const
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
/*
|
|
** Sell off structures in this order.
|
|
*/
|
|
#if (0)
|
|
static struct {
|
|
StructType Structure;
|
|
UrgencyType Urgency;
|
|
} _types[] = {
|
|
{STRUCT_CHRONOSPHERE, URGENCY_LOW},
|
|
{STRUCT_SHIP_YARD, URGENCY_LOW},
|
|
{STRUCT_SUB_PEN, URGENCY_LOW},
|
|
{STRUCT_ADVANCED_TECH, URGENCY_LOW},
|
|
{STRUCT_FORWARD_COM, URGENCY_LOW},
|
|
{STRUCT_SOVIET_TECH, URGENCY_LOW},
|
|
{STRUCT_STORAGE,URGENCY_LOW},
|
|
{STRUCT_REPAIR,URGENCY_LOW},
|
|
{STRUCT_TESLA,URGENCY_MEDIUM},
|
|
{STRUCT_HELIPAD,URGENCY_MEDIUM},
|
|
{STRUCT_POWER,URGENCY_HIGH},
|
|
{STRUCT_AIRSTRIP,URGENCY_HIGH},
|
|
// {STRUCT_WEAP,URGENCY_HIGH},
|
|
// {STRUCT_BARRACKS,URGENCY_HIGH},
|
|
// {STRUCT_TENT,URGENCY_HIGH},
|
|
{STRUCT_CONST,URGENCY_CRITICAL}
|
|
};
|
|
#endif
|
|
|
|
static struct {
|
|
StructType Structure;
|
|
UrgencyType Urgency;
|
|
} _types[] = {
|
|
{STRUCT_BIO_LAB, URGENCY_LOW},
|
|
{STRUCT_EYE, URGENCY_MEDIUM},
|
|
{STRUCT_RADAR, URGENCY_MEDIUM},
|
|
{STRUCT_STORAGE,URGENCY_LOW},
|
|
{STRUCT_REPAIR, URGENCY_MEDIUM},
|
|
{STRUCT_OBELISK, URGENCY_HIGH},
|
|
{STRUCT_TURRET, URGENCY_HIGH},
|
|
{STRUCT_ATOWER, URGENCY_HIGH},
|
|
{STRUCT_GTOWER, URGENCY_HIGH},
|
|
{STRUCT_HELIPAD,URGENCY_MEDIUM},
|
|
{STRUCT_POWER,URGENCY_HIGH},
|
|
{STRUCT_AIRSTRIP,URGENCY_HIGH},
|
|
{STRUCT_CONST,URGENCY_CRITICAL}
|
|
};
|
|
|
|
|
|
|
|
BuildingClass * b = 0;
|
|
|
|
/*
|
|
** Find a structure to sell and then sell it. Bail from further scanning until
|
|
** the next time.
|
|
*/
|
|
for (int i = 0; i < ARRAY_SIZE(_types); i++) {
|
|
if (urgency >= _types[i].Urgency) {
|
|
b = Find_Building(_types[i].Structure);
|
|
if (b != NULL) {
|
|
b->Sell_Back(1);
|
|
return(true);
|
|
}
|
|
}
|
|
}
|
|
return(false);
|
|
}
|
|
|
|
|
|
#ifdef NEVER
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::AI_Base_Defense -- Handles maintaining a strong base defense. *
|
|
* *
|
|
* This logic is used to maintain a base defense. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: Returns with the number of game frames to delay before calling this routine again. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 09/29/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
int HouseClass::AI_Base_Defense(void)
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
/*
|
|
** Check to find if any zone of the base is over defended. Such zones should have
|
|
** some of their defenses sold off to make better use of the money.
|
|
*/
|
|
|
|
/*
|
|
** Make sure that the core defense is only about 1/2 of the perimeter defense average.
|
|
*/
|
|
int average = 0;
|
|
for (ZoneType z = ZONE_NORTH; z < ZONE_COUNT; z++) {
|
|
average += ZoneInfo[z].AirDefense;
|
|
average += ZoneInfo[z].ArmorDefense;
|
|
average += ZoneInfo[z].InfantryDefense;
|
|
}
|
|
average /= (ZONE_COUNT-ZONE_NORTH);
|
|
|
|
/*
|
|
** If the core value is greater than the average, then sell off some of the
|
|
** inner defensive structures.
|
|
*/
|
|
int core = ZoneInfo[ZONE_CORE].AirDefense + ZoneInfo[ZONE_CORE].ArmorDefense + ZoneInfo[ZONE_CORE].InfantryDefense;
|
|
if (core >= average) {
|
|
static StructType _stype[] = {
|
|
STRUCT_GTOWER,
|
|
STRUCT_TURRET,
|
|
STRUCT_ATOWER,
|
|
STRUCT_OBELISK,
|
|
STRUCT_TESLA,
|
|
STRUCT_SAM
|
|
};
|
|
BuildingClass * b;
|
|
|
|
for (int index = 0; index < sizeof(_stype)/sizeof(_stype[0]); index++) {
|
|
b = Find_Building(_stype[index], ZONE_CORE);
|
|
if (b) {
|
|
b->Sell_Back(1);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** If the enemy doesn't have any offensive air capability, then sell off any
|
|
** SAM sites. Only do this when money is moderately low.
|
|
*/
|
|
if (Available_Money() < 1000 && (ActiveBScan & STRUCTF_SAM)) {
|
|
|
|
/*
|
|
** Scan to find if ANY human opponents have aircraft or a helipad. If one
|
|
** is found then consider that opponent to have a valid air threat potential.
|
|
** Don't sell off SAM sites in that case.
|
|
*/
|
|
bool nothreat = true;
|
|
for (HousesType h = HOUSE_FIRST; h < HOUSE_COUNT; h++) {
|
|
HouseClass * house = HouseClass::As_Pointer(h);
|
|
|
|
if (house && house->IsActive && house->IsHuman && !Is_Ally(house)) {
|
|
if ((house->ActiveAScan & (AIRCRAFTF_ORCA|AIRCRAFTF_TRANSPORT|AIRCRAFTF_HELICOPTER)) || (house->ActiveBScan & STRUCTF_HELIPAD)) {
|
|
nothreat = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return(TICKS_PER_SECOND*5);
|
|
}
|
|
#endif
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::AI_Building -- Determines what building to build. *
|
|
* *
|
|
* This routine handles the general case of determining what building to build next. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: Returns with the number of game frames to delay before calling this routine again. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 09/29/1995 JLB : Created. *
|
|
* 11/03/1996 JLB : Tries to match aircraft of enemy *
|
|
*=============================================================================================*/
|
|
int HouseClass::AI_Building(void)
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
if (BuildStructure != STRUCT_NONE) return(TICKS_PER_SECOND);
|
|
|
|
#if (0) // Not used for GAME_NORMAL in C&C. ST - 7/23/2019 3:04PM
|
|
if (Session.Type == GAME_NORMAL && Base.House == Class->House) {
|
|
BaseNodeClass * node = Base.Next_Buildable();
|
|
if (node) {
|
|
BuildStructure = node->Type;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if (IsBaseBuilding) {
|
|
/*
|
|
** Don't suggest anything to build if the base is already big enough.
|
|
*/
|
|
unsigned int quant = 0;
|
|
for (HousesType h = HOUSE_FIRST; h < HOUSE_COUNT; h++) {
|
|
HouseClass const * hptr = HouseClass::As_Pointer(h);
|
|
|
|
if (hptr != NULL && hptr->IsActive && hptr->IsHuman && quant < hptr->CurBuildings) {
|
|
quant = hptr->CurBuildings;
|
|
}
|
|
}
|
|
quant += Rule.BaseSizeAdd;
|
|
|
|
// TCTC -- Should multiply largest player base by some rational number.
|
|
// if (CurBuildings >= quant) return(TICKS_PER_SECOND);
|
|
|
|
BuildChoice.Free_All();
|
|
BuildChoiceClass * choiceptr;
|
|
StructType stype = STRUCT_NONE;
|
|
int money = Available_Money();
|
|
//int level = Control.TechLevel;
|
|
bool hasincome = (BQuantity[STRUCT_REFINERY] > 0 && !IsTiberiumShort && UQuantity[UNIT_HARVESTER] > 0);
|
|
BuildingTypeClass const * b = NULL;
|
|
HouseClass const * enemy = NULL;
|
|
if (Enemy != HOUSE_NONE) {
|
|
enemy = HouseClass::As_Pointer(Enemy);
|
|
}
|
|
|
|
//level = Control.TechLevel;
|
|
|
|
/*
|
|
** Try to build a power plant if there is insufficient power and there is enough
|
|
** money available.
|
|
*/
|
|
b = &BuildingTypeClass::As_Reference(STRUCT_ADVANCED_POWER);
|
|
if (Can_Build(b, ActLike) && Power <= Drain+Rule.PowerSurplus && b->Cost_Of() < money) {
|
|
choiceptr = BuildChoice.Alloc();
|
|
if (choiceptr != NULL) {
|
|
*choiceptr = BuildChoiceClass(BQuantity[STRUCT_REFINERY] == 0 ? URGENCY_LOW : URGENCY_MEDIUM, b->Type);
|
|
}
|
|
} else {
|
|
b = &BuildingTypeClass::As_Reference(STRUCT_POWER);
|
|
if (Can_Build(b, ActLike) && Power <= Drain+Rule.PowerSurplus && b->Cost_Of() < money) {
|
|
choiceptr = BuildChoice.Alloc();
|
|
if (choiceptr != NULL) {
|
|
*choiceptr = BuildChoiceClass(BQuantity[STRUCT_REFINERY] == 0 ? URGENCY_LOW : URGENCY_MEDIUM, b->Type);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Build a refinery if there isn't one already available.
|
|
*/
|
|
unsigned int current = BQuantity[STRUCT_REFINERY];
|
|
if (!IsTiberiumShort && current < Round_Up(Rule.RefineryRatio*fixed(CurBuildings)) && current < (unsigned)Rule.RefineryLimit) {
|
|
b = &BuildingTypeClass::As_Reference(STRUCT_REFINERY);
|
|
if (Can_Build(b, ActLike) && (money > b->Cost_Of() || hasincome)) {
|
|
choiceptr = BuildChoice.Alloc();
|
|
if (choiceptr != NULL) {
|
|
*choiceptr = BuildChoiceClass(BQuantity[STRUCT_REFINERY] == 0 ? URGENCY_HIGH : URGENCY_MEDIUM, b->Type);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Always make sure there is a barracks available, but only if there
|
|
** will be sufficient money to train troopers.
|
|
*/
|
|
//current = BQuantity[STRUCT_BARRACKS] + BQuantity[STRUCT_TENT];
|
|
current = BQuantity[STRUCT_BARRACKS] + BQuantity[STRUCT_HAND];
|
|
if (current < Round_Up(Rule.BarracksRatio*fixed(CurBuildings)) && current < (unsigned)Rule.BarracksLimit && (money > 300 || hasincome)) {
|
|
b = &BuildingTypeClass::As_Reference(STRUCT_BARRACKS);
|
|
if (Can_Build(b, ActLike) && (b->Cost_Of() < money || hasincome)) {
|
|
choiceptr = BuildChoice.Alloc();
|
|
if (choiceptr != NULL) {
|
|
*choiceptr = BuildChoiceClass(current > 0 ? URGENCY_LOW : URGENCY_MEDIUM, b->Type);
|
|
}
|
|
} else {
|
|
//b = &BuildingTypeClass::As_Reference(STRUCT_TENT);
|
|
b = &BuildingTypeClass::As_Reference(STRUCT_HAND);
|
|
if (Can_Build(b, ActLike) && (b->Cost_Of() < money || hasincome)) {
|
|
choiceptr = BuildChoice.Alloc();
|
|
if (choiceptr != NULL) {
|
|
*choiceptr = BuildChoiceClass(current > 0 ? URGENCY_LOW : URGENCY_MEDIUM, b->Type);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#if (0)
|
|
/*
|
|
** Try to build one dog house.
|
|
*/
|
|
current = BQuantity[STRUCT_KENNEL];
|
|
if (current < 1 && (money > 300 || hasincome)) {
|
|
b = &BuildingTypeClass::As_Reference(STRUCT_KENNEL);
|
|
if (Can_Build(b, ActLike) && (b->Cost_Of() < money || hasincome)) {
|
|
choiceptr = BuildChoice.Alloc();
|
|
if (choiceptr != NULL) {
|
|
*choiceptr = BuildChoiceClass(URGENCY_MEDIUM, b->Type);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Try to build one gap generator.
|
|
*/
|
|
current = BQuantity[STRUCT_GAP];
|
|
if (current < 1 && Power_Fraction() >= 1 && hasincome) {
|
|
b = &BuildingTypeClass::As_Reference(STRUCT_GAP);
|
|
if (Can_Build(b, ActLike) && (b->Cost_Of() < money || hasincome)) {
|
|
choiceptr = BuildChoice.Alloc();
|
|
if (choiceptr != NULL) {
|
|
*choiceptr = BuildChoiceClass(URGENCY_MEDIUM, b->Type);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
/*
|
|
** A source of combat vehicles is always needed, but only if there will
|
|
** be sufficient money to build vehicles.
|
|
*/
|
|
current = BQuantity[STRUCT_WEAP];
|
|
if (current < Round_Up(Rule.WarRatio*fixed(CurBuildings)) && current < (unsigned)Rule.WarLimit && (money > 2000 || hasincome)) {
|
|
b = &BuildingTypeClass::As_Reference(STRUCT_WEAP);
|
|
if (Can_Build(b, ActLike) && (b->Cost_Of() < money || hasincome)) {
|
|
choiceptr = BuildChoice.Alloc();
|
|
if (choiceptr != NULL) {
|
|
*choiceptr = BuildChoiceClass(current > 0 ? URGENCY_LOW : URGENCY_MEDIUM, b->Type);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Always build up some base defense.
|
|
*/
|
|
//current = BQuantity[STRUCT_PILLBOX] + BQuantity[STRUCT_CAMOPILLBOX] + BQuantity[STRUCT_TURRET] + BQuantity[STRUCT_FLAME_TURRET];
|
|
current = BQuantity[STRUCT_TURRET] + BQuantity[STRUCT_OBELISK];
|
|
if (current < Round_Up(Rule.DefenseRatio*fixed(CurBuildings)) && current < (unsigned)Rule.DefenseLimit) {
|
|
//b = &BuildingTypeClass::As_Reference(STRUCT_FLAME_TURRET);
|
|
b = &BuildingTypeClass::As_Reference(STRUCT_OBELISK);
|
|
if (Can_Build(b, ActLike) && (b->Cost_Of() < money || hasincome)) {
|
|
choiceptr = BuildChoice.Alloc();
|
|
if (choiceptr != NULL) {
|
|
*choiceptr = BuildChoiceClass(URGENCY_MEDIUM, b->Type);
|
|
}
|
|
} else {
|
|
//if (Percent_Chance(50)) {
|
|
//b = &BuildingTypeClass::As_Reference(STRUCT_PILLBOX);
|
|
b = &BuildingTypeClass::As_Reference(STRUCT_TURRET);
|
|
if (Can_Build(b, ActLike) && (b->Cost_Of() < money || hasincome)) {
|
|
choiceptr = BuildChoice.Alloc();
|
|
if (choiceptr != NULL) {
|
|
*choiceptr = BuildChoiceClass(URGENCY_MEDIUM, b->Type);
|
|
}
|
|
}
|
|
#if (0)
|
|
} else {
|
|
b = &BuildingTypeClass::As_Reference(STRUCT_TURRET);
|
|
if (Can_Build(b, ActLike) && (b->Cost_Of() < money || hasincome)) {
|
|
choiceptr = BuildChoice.Alloc();
|
|
if (choiceptr != NULL) {
|
|
*choiceptr = BuildChoiceClass(URGENCY_MEDIUM, b->Type);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Build some air defense.
|
|
*/
|
|
//current = BQuantity[STRUCT_SAM] + BQuantity[STRUCT_AAGUN];
|
|
current = BQuantity[STRUCT_SAM];
|
|
if (current < Round_Up(Rule.AARatio*fixed(CurBuildings)) && current < (unsigned)Rule.AALimit) {
|
|
|
|
/*
|
|
** Building air defense only makes sense if the opponent has aircraft
|
|
** of some kind.
|
|
*/
|
|
bool airthreat = false;
|
|
int threat_quantity = 0;
|
|
if (enemy != NULL && enemy->AScan != 0) {
|
|
airthreat = true;
|
|
threat_quantity = enemy->CurAircraft;
|
|
}
|
|
if (!airthreat) {
|
|
for (HousesType house = HOUSE_FIRST; house < HOUSE_COUNT; house++) {
|
|
HouseClass * h = HouseClass::As_Pointer(house);
|
|
if (h != NULL && !Is_Ally(house) && h->AScan != 0) {
|
|
airthreat = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (airthreat) {
|
|
|
|
if (BQuantity[STRUCT_RADAR] == 0) {
|
|
b = &BuildingTypeClass::As_Reference(STRUCT_RADAR);
|
|
if (Can_Build(b, ActLike) && (b->Cost_Of() < money || hasincome)) {
|
|
choiceptr = BuildChoice.Alloc();
|
|
if (choiceptr != NULL) {
|
|
*choiceptr = BuildChoiceClass(URGENCY_HIGH, b->Type);
|
|
}
|
|
}
|
|
}
|
|
|
|
b = &BuildingTypeClass::As_Reference(STRUCT_SAM);
|
|
if (Can_Build(b, ActLike) && (b->Cost_Of() < money || hasincome)) {
|
|
choiceptr = BuildChoice.Alloc();
|
|
if (choiceptr != NULL) {
|
|
*choiceptr = BuildChoiceClass((current < (unsigned)threat_quantity) ? URGENCY_HIGH : URGENCY_MEDIUM, b->Type);
|
|
}
|
|
} else {
|
|
#if (0)
|
|
b = &BuildingTypeClass::As_Reference(STRUCT_AAGUN);
|
|
if (Can_Build(b, ActLike) && (b->Cost_Of() < money || hasincome)) {
|
|
choiceptr = BuildChoice.Alloc();
|
|
if (choiceptr != NULL) {
|
|
*choiceptr = BuildChoiceClass((current < (unsigned)threat_quantity) ? URGENCY_HIGH : URGENCY_MEDIUM, b->Type);
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
#if (0)
|
|
/*
|
|
** Advanced base defense would be good.
|
|
*/
|
|
current = BQuantity[STRUCT_TESLA];
|
|
if (current < Round_Up(Rule.TeslaRatio*fixed(CurBuildings)) && current < (unsigned)Rule.TeslaLimit) {
|
|
b = &BuildingTypeClass::As_Reference(STRUCT_TESLA);
|
|
if (Can_Build(b, ActLike) && (b->Cost_Of() < money || hasincome) && Power_Fraction() >= 1) {
|
|
choiceptr = BuildChoice.Alloc();
|
|
if (choiceptr != NULL) {
|
|
*choiceptr = BuildChoiceClass(URGENCY_MEDIUM, b->Type);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Build a tech center as soon as possible.
|
|
*/
|
|
current = BQuantity[STRUCT_ADVANCED_TECH] + BQuantity[STRUCT_SOVIET_TECH];
|
|
if (current < 1) {
|
|
b = &BuildingTypeClass::As_Reference(STRUCT_ADVANCED_TECH);
|
|
if (Can_Build(b, ActLike) && (b->Cost_Of() < money || hasincome) && Power_Fraction() >= 1) {
|
|
choiceptr = BuildChoice.Alloc();
|
|
if (choiceptr != NULL) {
|
|
*choiceptr = BuildChoiceClass(URGENCY_MEDIUM, b->Type);
|
|
}
|
|
} else {
|
|
b = &BuildingTypeClass::As_Reference(STRUCT_SOVIET_TECH);
|
|
if (Can_Build(b, ActLike) && (b->Cost_Of() < money || hasincome) && Power_Fraction() >= 1) {
|
|
choiceptr = BuildChoice.Alloc();
|
|
if (choiceptr != NULL) {
|
|
*choiceptr = BuildChoiceClass(URGENCY_MEDIUM, b->Type);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
** A helipad would be good.
|
|
*/
|
|
current = BQuantity[STRUCT_HELIPAD];
|
|
if (current < Round_Up(Rule.HelipadRatio*fixed(CurBuildings)) && current < (unsigned)Rule.HelipadLimit) {
|
|
b = &BuildingTypeClass::As_Reference(STRUCT_HELIPAD);
|
|
if (Can_Build(b, ActLike) && (b->Cost_Of() < money || hasincome)) {
|
|
choiceptr = BuildChoice.Alloc();
|
|
if (choiceptr != NULL) {
|
|
int threat_quantity = 0;
|
|
if (enemy != NULL) {
|
|
threat_quantity = enemy->CurAircraft;
|
|
}
|
|
|
|
*choiceptr = BuildChoiceClass((CurAircraft < (unsigned)threat_quantity) ? URGENCY_HIGH : URGENCY_MEDIUM, b->Type);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** An airstrip would be good.
|
|
*/
|
|
current = BQuantity[STRUCT_AIRSTRIP];
|
|
if (current < Round_Up(Rule.AirstripRatio*fixed(CurBuildings)) && current < (unsigned)Rule.AirstripLimit) {
|
|
b = &BuildingTypeClass::As_Reference(STRUCT_AIRSTRIP);
|
|
if (Can_Build(b, ActLike) && (b->Cost_Of() < money || hasincome)) {
|
|
choiceptr = BuildChoice.Alloc();
|
|
if (choiceptr != NULL) {
|
|
int threat_quantity = 0;
|
|
if (enemy != NULL) {
|
|
threat_quantity = enemy->CurAircraft;
|
|
}
|
|
|
|
*choiceptr = BuildChoiceClass((CurAircraft < (unsigned)threat_quantity) ? URGENCY_HIGH : URGENCY_MEDIUM, b->Type);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Pick the choice that is the most urgent.
|
|
*/
|
|
UrgencyType best = URGENCY_NONE;
|
|
int bestindex;
|
|
for (int index = 0; index < BuildChoice.Count(); index++) {
|
|
if (BuildChoice.Ptr(index)->Urgency > best) {
|
|
bestindex = index;
|
|
best = BuildChoice.Ptr(index)->Urgency;
|
|
}
|
|
}
|
|
if (best != URGENCY_NONE) {
|
|
BuildStructure = BuildChoice.Ptr(bestindex)->Structure;
|
|
}
|
|
}
|
|
|
|
return(TICKS_PER_SECOND);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::AI_Unit -- Determines what unit to build next. *
|
|
* *
|
|
* This routine handles the general case of determining what units to build next. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: Returns with the number of games frames to delay before calling this routine again.*
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 09/29/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
int HouseClass::AI_Unit(void)
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
if (BuildUnit != UNIT_NONE) return(TICKS_PER_SECOND);
|
|
if (CurUnits >= Control.MaxUnit) return(TICKS_PER_SECOND);
|
|
|
|
/*
|
|
** A computer controlled house will try to build a replacement
|
|
** harvester if possible.
|
|
*/
|
|
if (IQ >= Rule.IQHarvester && !IsTiberiumShort && !IsHuman && BQuantity[STRUCT_REFINERY] > UQuantity[UNIT_HARVESTER] && Difficulty != DIFF_HARD) {
|
|
//if (UnitTypeClass::As_Reference(UNIT_HARVESTER).Level <= (unsigned)Control.TechLevel) {
|
|
if (UnitTypeClass::As_Reference(UNIT_HARVESTER).Level <= (unsigned)BuildLevel) {
|
|
BuildUnit = UNIT_HARVESTER;
|
|
return(TICKS_PER_SECOND);
|
|
}
|
|
}
|
|
|
|
//if (Session.Type == GAME_NORMAL) { // Why? ST - 7/24/2019 2:38PM
|
|
|
|
int counter[UNIT_COUNT];
|
|
memset(counter, 0x00, sizeof(counter));
|
|
|
|
/*
|
|
** Build a list of the maximum of each type we wish to produce. This will be
|
|
** twice the number required to fill all teams.
|
|
*/
|
|
int index;
|
|
for (index = 0; index < Teams.Count(); index++) {
|
|
TeamClass * tptr = Teams.Ptr(index);
|
|
if (tptr != NULL) {
|
|
TeamTypeClass const * team = tptr->Class;
|
|
//if (((team->IsReinforcable && !tptr->IsFullStrength) || (!tptr->IsForcedActive && !tptr->IsHasBeen && !tptr->JustAltered)) && team->House == Class->House) {
|
|
if (((team->IsReinforcable && !tptr->IsFullStrength) || (!tptr->IsForcedActive && !tptr->IsHasBeen && !tptr->IsAltered)) && team->House == Class->House) {
|
|
for (int subindex = 0; subindex < team->ClassCount; subindex++) {
|
|
//TechnoTypeClass const * memtype = team->Members[subindex].Class;
|
|
TechnoTypeClass const * memtype = team->Class[subindex];
|
|
if (memtype->What_Am_I() == RTTI_UNITTYPE) {
|
|
counter[((UnitTypeClass const *)memtype)->Type] = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Team types that are flagged as prebuilt, will always try to produce enough
|
|
** to fill one team of this type regardless of whether there is a team active
|
|
** of that type.
|
|
*/
|
|
for (index = 0; index < TeamTypes.Count(); index++) {
|
|
TeamTypeClass const * team = TeamTypes.Ptr(index);
|
|
if (team != NULL && team->House == Class->House && team->IsPrebuilt && (!team->IsAutocreate || IsAlerted)) {
|
|
for (int subindex = 0; subindex < team->ClassCount; subindex++) {
|
|
//TechnoTypeClass const * memtype = team->Members[subindex].Class;
|
|
TechnoTypeClass const * memtype = team->Class[subindex];
|
|
|
|
if (memtype->What_Am_I() == RTTI_UNITTYPE) {
|
|
int subtype = ((UnitTypeClass const *)memtype)->Type;
|
|
//counter[subtype] = max(counter[subtype], team->Members[subindex].Quantity);
|
|
counter[subtype] = max(counter[subtype], 1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Reduce the theoretical maximum by the actual number of objects currently
|
|
** in play.
|
|
*/
|
|
for (int uindex = 0; uindex < Units.Count(); uindex++) {
|
|
UnitClass * unit = Units.Ptr(uindex);
|
|
//if (unit != NULL && unit->Is_Recruitable(this) && counter[unit->Class->Type] > 0) {
|
|
if (unit != NULL && counter[unit->Class->Type] > 0) {
|
|
counter[unit->Class->Type]--;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Pick to build the most needed object but don't consider those objects that
|
|
** can't be built because of scenario restrictions or insufficient cash.
|
|
*/
|
|
int bestval = -1;
|
|
int bestcount = 0;
|
|
UnitType bestlist[UNIT_COUNT];
|
|
for (UnitType utype = UNIT_FIRST; utype < UNIT_COUNT; utype++) {
|
|
if (counter[utype] > 0 && Can_Build(&UnitTypeClass::As_Reference(utype), Class->House) && UnitTypeClass::As_Reference(utype).Cost_Of() <= Available_Money()) {
|
|
if (bestval == -1 || bestval < counter[utype]) {
|
|
bestval = counter[utype];
|
|
bestcount = 0;
|
|
}
|
|
bestlist[bestcount++] = utype;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** The unit type to build is now known. Fetch a pointer to the techno type class.
|
|
*/
|
|
if (bestcount) {
|
|
BuildUnit = bestlist[Random_Pick(0, bestcount-1)];
|
|
}
|
|
//}
|
|
|
|
if (IsBaseBuilding) {
|
|
|
|
int counter[UNIT_COUNT];
|
|
int total = 0;
|
|
UnitType index;
|
|
for (index = UNIT_FIRST; index < UNIT_COUNT; index++) {
|
|
UnitTypeClass const * utype = &UnitTypeClass::As_Reference(index);
|
|
if (Can_Build(utype, ActLike) && utype->Type != UNIT_HARVESTER) {
|
|
//if (utype->PrimaryWeapon != NULL) {
|
|
if (utype->Primary != WEAPON_NONE) {
|
|
counter[index] = 20;
|
|
} else {
|
|
counter[index] = 1;
|
|
}
|
|
} else {
|
|
counter[index] = 0;
|
|
}
|
|
total += counter[index];
|
|
}
|
|
|
|
if (total > 0) {
|
|
int choice = Random_Pick(0, total-1);
|
|
for (index = UNIT_FIRST; index < UNIT_COUNT; index++) {
|
|
if (choice < counter[index]) {
|
|
BuildUnit = index;
|
|
break;
|
|
}
|
|
choice -= counter[index];
|
|
}
|
|
}
|
|
}
|
|
|
|
return(TICKS_PER_SECOND);
|
|
}
|
|
|
|
|
|
int HouseClass::AI_Vessel(void)
|
|
{
|
|
#if (0)
|
|
//assert(Houses.ID(this) == ID);
|
|
if (BuildVessel != VESSEL_NONE) return(TICKS_PER_SECOND);
|
|
|
|
if (CurVessels >= Control.MaxVessel) {
|
|
return(TICKS_PER_SECOND);
|
|
}
|
|
|
|
if (Session.Type == GAME_NORMAL) {
|
|
|
|
int counter[VESSEL_COUNT];
|
|
if (Session.Type == GAME_NORMAL) {
|
|
memset(counter, 0x00, sizeof(counter));
|
|
} else {
|
|
for (VesselType index = VESSEL_FIRST; index < VESSEL_COUNT; index++) {
|
|
//if (Can_Build(&VesselTypeClass::As_Reference(index), Class->House) && VesselTypeClass::As_Reference(index).Level <= (unsigned)Control.TechLevel) {
|
|
if (Can_Build(&VesselTypeClass::As_Reference(index), Class->House) && VesselTypeClass::As_Reference(index).Level <= (unsigned)BuildLevel) {
|
|
counter[index] = 16;
|
|
} else {
|
|
counter[index] = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Build a list of the maximum of each type we wish to produce. This will be
|
|
** twice the number required to fill all teams.
|
|
*/
|
|
int index;
|
|
for (index = 0; index < Teams.Count(); index++) {
|
|
TeamClass * tptr = Teams.Ptr(index);
|
|
if (tptr) {
|
|
TeamTypeClass const * team = tptr->Class;
|
|
|
|
//if (((team->IsReinforcable && !tptr->IsFullStrength) || (!tptr->IsForcedActive && !tptr->IsHasBeen && !tptr->JustAltered)) && team->House == Class->House) {
|
|
if (((team->IsReinforcable && !tptr->IsFullStrength) || (!tptr->IsForcedActive && !tptr->IsHasBeen && !tptr->IsAltered)) && team->House == Class->House) {
|
|
for (int subindex = 0; subindex < team->ClassCount; subindex++) {
|
|
if (team->Members[subindex].Class->What_Am_I() == RTTI_VESSELTYPE) {
|
|
counter[((VesselTypeClass const *)(team->Members[subindex].Class))->Type] = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Team types that are flagged as prebuilt, will always try to produce enough
|
|
** to fill one team of this type regardless of whether there is a team active
|
|
** of that type.
|
|
*/
|
|
for (index = 0; index < TeamTypes.Count(); index++) {
|
|
TeamTypeClass const * team = TeamTypes.Ptr(index);
|
|
if (team) {
|
|
if (team->House == Class->House && team->IsPrebuilt && (!team->IsAutocreate || IsAlerted)) {
|
|
for (int subindex = 0; subindex < team->ClassCount; subindex++) {
|
|
if (team->Members[subindex].Class->What_Am_I() == RTTI_VESSELTYPE) {
|
|
int subtype = ((VesselTypeClass const *)(team->Members[subindex].Class))->Type;
|
|
//counter[subtype] = max(counter[subtype], team->Members[subindex].Quantity);
|
|
counter[subtype] = max(counter[subtype], 1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Reduce the theoretical maximum by the actual number of objects currently
|
|
** in play.
|
|
*/
|
|
for (int vindex = 0; vindex < Vessels.Count(); vindex++) {
|
|
VesselClass * unit = Vessels.Ptr(vindex);
|
|
//if (unit != NULL && unit->Is_Recruitable(this) && counter[unit->Class->Type] > 0) {
|
|
if (unit != NULL && counter[unit->Class->Type] > 0) {
|
|
counter[unit->Class->Type]--;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Pick to build the most needed object but don't consider those object that
|
|
** can't be built because of scenario restrictions or insufficient cash.
|
|
*/
|
|
int bestval = -1;
|
|
int bestcount = 0;
|
|
VesselType bestlist[VESSEL_COUNT];
|
|
for (VesselType utype = VESSEL_FIRST; utype < VESSEL_COUNT; utype++) {
|
|
if (counter[utype] > 0 && Can_Build(&VesselTypeClass::As_Reference(utype), Class->House) && VesselTypeClass::As_Reference(utype).Cost_Of() <= Available_Money()) {
|
|
if (bestval == -1 || bestval < counter[utype]) {
|
|
bestval = counter[utype];
|
|
bestcount = 0;
|
|
}
|
|
bestlist[bestcount++] = utype;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** The unit type to build is now known. Fetch a pointer to the techno type class.
|
|
*/
|
|
if (bestcount) {
|
|
BuildVessel = bestlist[Random_Pick(0, bestcount-1)];
|
|
}
|
|
}
|
|
|
|
if (IsBaseBuilding) {
|
|
BuildVessel = VESSEL_NONE;
|
|
}
|
|
#endif
|
|
return(TICKS_PER_SECOND);
|
|
}
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::AI_Infantry -- Determines the infantry unit to build. *
|
|
* *
|
|
* This routine handles the general case of determining what infantry unit to build *
|
|
* next. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: Returns with the number of game frames to delay before being called again. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 09/29/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
int HouseClass::AI_Infantry(void)
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
if (BuildInfantry != INFANTRY_NONE) return(TICKS_PER_SECOND);
|
|
if (CurInfantry >= Control.MaxInfantry) return(TICKS_PER_SECOND);
|
|
|
|
//if (Session.Type == GAME_NORMAL) {
|
|
if (GameToPlay == GAME_NORMAL) { // Not used for skirmish? ST - 7/24/2019 2:59PM
|
|
#if (0)
|
|
TechnoTypeClass const * techno = 0;
|
|
int counter[INFANTRY_COUNT];
|
|
memset(counter, 0x00, sizeof(counter));
|
|
|
|
/*
|
|
** Build a list of the maximum of each type we wish to produce. This will be
|
|
** twice the number required to fill all teams.
|
|
*/
|
|
int index;
|
|
for (index = 0; index < Teams.Count(); index++) {
|
|
TeamClass * tptr = Teams.Ptr(index);
|
|
if (tptr != NULL) {
|
|
TeamTypeClass const * team = tptr->Class;
|
|
|
|
//if (((team->IsReinforcable && !tptr->IsFullStrength) || (!tptr->IsForcedActive && !tptr->IsHasBeen && !tptr->JustAltered)) && team->House == Class->House) {
|
|
if (((team->IsReinforcable && !tptr->IsFullStrength) || (!tptr->IsForcedActive && !tptr->IsHasBeen && !tptr->IsAltered)) && team->House == Class->House) {
|
|
for (int subindex = 0; subindex < team->ClassCount; subindex++) {
|
|
if (team->Members[subindex].Class->What_Am_I() == RTTI_INFANTRYTYPE) {
|
|
//counter[((InfantryTypeClass const *)(team->Members[subindex].Class))->Type] += team->Members[subindex].Quantity + (team->IsReinforcable ? 1 : 0);
|
|
counter[((InfantryTypeClass const *)(team->Members[subindex].Class))->Type] += 1 + (team->IsReinforcable ? 1 : 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Team types that are flagged as prebuilt, will always try to produce enough
|
|
** to fill one team of this type regardless of whether there is a team active
|
|
** of that type.
|
|
*/
|
|
for (index = 0; index < TeamTypes.Count(); index++) {
|
|
TeamTypeClass const * team = TeamTypes.Ptr(index);
|
|
if (team != NULL) {
|
|
if (team->House == Class->House && team->IsPrebuilt && (!team->IsAutocreate || IsAlerted)) {
|
|
for (int subindex = 0; subindex < team->ClassCount; subindex++) {
|
|
if (team->Members[subindex].Class->What_Am_I() == RTTI_INFANTRYTYPE) {
|
|
int subtype = ((InfantryTypeClass const *)(team->Members[subindex].Class))->Type;
|
|
// counter[subtype] = 1;
|
|
//counter[subtype] = max(counter[subtype], team->Members[subindex].Quantity);
|
|
counter[subtype] = max(counter[subtype], 1);
|
|
counter[subtype] = min(counter[subtype], 5);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Reduce the theoretical maximum by the actual number of objects currently
|
|
** in play.
|
|
*/
|
|
for (int uindex = 0; uindex < Infantry.Count(); uindex++) {
|
|
InfantryClass * infantry = Infantry.Ptr(uindex);
|
|
//if (infantry != NULL && infantry->Is_Recruitable(this) && counter[infantry->Class->Type] > 0) {
|
|
if (infantry != NULL && counter[infantry->Class->Type] > 0) {
|
|
counter[infantry->Class->Type]--;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Pick to build the most needed object but don't consider those object that
|
|
** can't be built because of scenario restrictions or insufficient cash.
|
|
*/
|
|
int bestval = -1;
|
|
int bestcount = 0;
|
|
InfantryType bestlist[INFANTRY_COUNT];
|
|
for (InfantryType utype = INFANTRY_FIRST; utype < INFANTRY_COUNT; utype++) {
|
|
|
|
if (utype != INFANTRY_DOG || !(IScan & INFANTRYF_DOG)) {
|
|
if (counter[utype] > 0 && Can_Build(&InfantryTypeClass::As_Reference(utype), Class->House) && InfantryTypeClass::As_Reference(utype).Cost_Of() <= Available_Money()) {
|
|
if (bestval == -1 || bestval < counter[utype]) {
|
|
bestval = counter[utype];
|
|
bestcount = 0;
|
|
}
|
|
bestlist[bestcount++] = utype;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** The infantry type to build is now known. Fetch a pointer to the techno type class.
|
|
*/
|
|
if (bestcount) {
|
|
int pick = Random_Pick(0, bestcount-1);
|
|
BuildInfantry = bestlist[pick];
|
|
}
|
|
#endif
|
|
}
|
|
|
|
if (IsBaseBuilding) {
|
|
HouseClass const * enemy = NULL;
|
|
if (Enemy != HOUSE_NONE) {
|
|
enemy = HouseClass::As_Pointer(Enemy);
|
|
}
|
|
|
|
/*
|
|
** This structure is used to keep track of the list of infantry types that should be
|
|
** built. The infantry type and the value assigned to it is recorded.
|
|
*/
|
|
struct {
|
|
InfantryType Type; // Infantry type.
|
|
int Value; // Relative value assigned.
|
|
} typetrack[INFANTRY_COUNT];
|
|
int count = 0;
|
|
int total = 0;
|
|
for (InfantryType index = INFANTRY_FIRST; index < INFANTRY_COUNT; index++) {
|
|
//if (Can_Build(&InfantryTypeClass::As_Reference(index), ActLike) && InfantryTypeClass::As_Reference(index).Level <= (unsigned)Control.TechLevel) {
|
|
if (Can_Build(&InfantryTypeClass::As_Reference(index), ActLike) && InfantryTypeClass::As_Reference(index).Level <= (unsigned)BuildLevel) {
|
|
typetrack[count].Value = 0;
|
|
#ifdef FIXIT_CSII // checked - ajw 9/28/98 This looks like a potential bug. It is prob. for save game format compatibility.
|
|
int clipindex = index;
|
|
if (clipindex >= INFANTRY_RA_COUNT) clipindex -= INFANTRY_RA_COUNT;
|
|
if ((enemy != NULL && enemy->IQuantity[clipindex] > IQuantity[clipindex]) || Available_Money() > Rule.InfantryReserve || CurInfantry < CurBuildings * Rule.InfantryBaseMult) {
|
|
#else
|
|
if ((enemy != NULL && enemy->IQuantity[index] > IQuantity[index]) || Available_Money() > Rule.InfantryReserve || CurInfantry < CurBuildings * Rule.InfantryBaseMult) {
|
|
#endif
|
|
|
|
switch (index) {
|
|
case INFANTRY_E1:
|
|
typetrack[count].Value = 3;
|
|
break;
|
|
|
|
case INFANTRY_E2:
|
|
typetrack[count].Value = 5;
|
|
break;
|
|
|
|
case INFANTRY_E3:
|
|
typetrack[count].Value = 2;
|
|
break;
|
|
|
|
case INFANTRY_E4:
|
|
typetrack[count].Value = 5;
|
|
break;
|
|
|
|
//case INFANTRY_RENOVATOR:
|
|
case INFANTRY_E7:
|
|
if (CurInfantry > 5) {
|
|
typetrack[count].Value = 1 - max(IQuantity[index], 0);
|
|
}
|
|
break;
|
|
|
|
//case INFANTRY_TANYA:
|
|
// typetrack[count].Value = 1 - max(IQuantity[index], 0);
|
|
// break;
|
|
|
|
default:
|
|
typetrack[count].Value = 0;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (typetrack[count].Value > 0) {
|
|
typetrack[count].Type = index;
|
|
total += typetrack[count].Value;
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** If there is at least one choice, then pick it. The object picked
|
|
** is influenced by the weight (value) assigned to it. This is accomplished
|
|
** by picking a number between 0 and the total weight value. The appropriate
|
|
** infantry object that matches the number picked is then selected to be built.
|
|
*/
|
|
if (count > 0) {
|
|
int pick = Random_Pick(0, total-1);
|
|
for (int index = 0; index < count; index++) {
|
|
if (pick < typetrack[index].Value) {
|
|
BuildInfantry = typetrack[index].Type;
|
|
break;
|
|
}
|
|
pick -= typetrack[index].Value;
|
|
}
|
|
}
|
|
}
|
|
return(TICKS_PER_SECOND);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::AI_Aircraft -- Determines what aircraft to build next. *
|
|
* *
|
|
* This routine is used to determine the general case of what aircraft to build next. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: Returns with the number of frame to delay before calling this routine again. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 09/29/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
int HouseClass::AI_Aircraft(void)
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
if (!IsHuman && IQ >= Rule.IQAircraft) {
|
|
if (BuildAircraft != AIRCRAFT_NONE) return(TICKS_PER_SECOND);
|
|
if (CurAircraft >= Control.MaxAircraft) return(TICKS_PER_SECOND);
|
|
|
|
if (Can_Build(&AircraftTypeClass::As_Reference(AIRCRAFT_HELICOPTER), ActLike) &&
|
|
//AircraftTypeClass::As_Reference(AIRCRAFT_MIG).Level <= (unsigned)Control.TechLevel &&
|
|
AircraftTypeClass::As_Reference(AIRCRAFT_HELICOPTER).Level <= (unsigned)BuildLevel &&
|
|
BQuantity[STRUCT_AIRSTRIP] > AQuantity[AIRCRAFT_HELICOPTER] + AQuantity[AIRCRAFT_ORCA]) {
|
|
BuildAircraft = AIRCRAFT_HELICOPTER;
|
|
return(TICKS_PER_SECOND);
|
|
}
|
|
|
|
if (Can_Build(&AircraftTypeClass::As_Reference(AIRCRAFT_ORCA), ActLike) &&
|
|
//AircraftTypeClass::As_Reference(AIRCRAFT_YAK).Level <= (unsigned)Control.TechLevel &&
|
|
AircraftTypeClass::As_Reference(AIRCRAFT_ORCA).Level <= (unsigned)BuildLevel &&
|
|
BQuantity[STRUCT_AIRSTRIP] > AQuantity[AIRCRAFT_ORCA] + AQuantity[AIRCRAFT_HELICOPTER]) {
|
|
BuildAircraft = AIRCRAFT_ORCA;
|
|
return(TICKS_PER_SECOND);
|
|
}
|
|
|
|
#if (0)
|
|
if (Can_Build(&AircraftTypeClass::As_Reference(AIRCRAFT_LONGBOW), ActLike) &&
|
|
//AircraftTypeClass::As_Reference(AIRCRAFT_LONGBOW).Level <= (unsigned)Control.TechLevel &&
|
|
AircraftTypeClass::As_Reference(AIRCRAFT_LONGBOW).Level <= (unsigned)BuildLevel &&
|
|
BQuantity[STRUCT_HELIPAD] > AQuantity[AIRCRAFT_LONGBOW] + AQuantity[AIRCRAFT_HIND]) {
|
|
BuildAircraft = AIRCRAFT_LONGBOW;
|
|
return(TICKS_PER_SECOND);
|
|
}
|
|
|
|
if (Can_Build(&AircraftTypeClass::As_Reference(AIRCRAFT_HIND), ActLike) &&
|
|
//AircraftTypeClass::As_Reference(AIRCRAFT_HIND).Level <= (unsigned)Control.TechLevel &&
|
|
AircraftTypeClass::As_Reference(AIRCRAFT_HIND).Level <= (unsigned)BuildLevel &&
|
|
BQuantity[STRUCT_HELIPAD] > AQuantity[AIRCRAFT_LONGBOW] + AQuantity[AIRCRAFT_HIND]) {
|
|
BuildAircraft = AIRCRAFT_HIND;
|
|
return(TICKS_PER_SECOND);
|
|
}
|
|
|
|
if (Can_Build(&AircraftTypeClass::As_Reference(AIRCRAFT_MIG), ActLike) &&
|
|
//AircraftTypeClass::As_Reference(AIRCRAFT_MIG).Level <= (unsigned)Control.TechLevel &&
|
|
AircraftTypeClass::As_Reference(AIRCRAFT_MIG).Level <= (unsigned)BuildLevel &&
|
|
BQuantity[STRUCT_AIRSTRIP] > AQuantity[AIRCRAFT_MIG] + AQuantity[AIRCRAFT_YAK]) {
|
|
BuildAircraft = AIRCRAFT_MIG;
|
|
return(TICKS_PER_SECOND);
|
|
}
|
|
|
|
if (Can_Build(&AircraftTypeClass::As_Reference(AIRCRAFT_YAK), ActLike) &&
|
|
//AircraftTypeClass::As_Reference(AIRCRAFT_YAK).Level <= (unsigned)Control.TechLevel &&
|
|
AircraftTypeClass::As_Reference(AIRCRAFT_YAK).Level <= (unsigned)BuildLevel &&
|
|
BQuantity[STRUCT_AIRSTRIP] > AQuantity[AIRCRAFT_MIG] + AQuantity[AIRCRAFT_YAK]) {
|
|
BuildAircraft = AIRCRAFT_YAK;
|
|
return(TICKS_PER_SECOND);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
return(TICKS_PER_SECOND);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Production_Begun -- Records that production has begun. *
|
|
* *
|
|
* This routine is used to inform the Expert System that production of the specified object *
|
|
* has begun. This allows the AI to proceed with picking another object to begin production *
|
|
* on. *
|
|
* *
|
|
* INPUT: product -- Pointer to the object that production has just begun on. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 09/29/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void HouseClass::Production_Begun(TechnoClass const * product)
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
if (product != NULL) {
|
|
switch (product->What_Am_I()) {
|
|
case RTTI_UNIT:
|
|
if (*((UnitClass*)product) == BuildUnit) {
|
|
BuildUnit = UNIT_NONE;
|
|
}
|
|
break;
|
|
#if (0)
|
|
case RTTI_VESSEL:
|
|
if (*((VesselClass*)product) == BuildVessel) {
|
|
BuildVessel = VESSEL_NONE;
|
|
}
|
|
break;
|
|
#endif
|
|
case RTTI_INFANTRY:
|
|
if (*((InfantryClass*)product) == BuildInfantry) {
|
|
BuildInfantry = INFANTRY_NONE;
|
|
}
|
|
break;
|
|
|
|
case RTTI_BUILDING:
|
|
if (*((BuildingClass*)product) == BuildStructure) {
|
|
BuildStructure = STRUCT_NONE;
|
|
}
|
|
break;
|
|
|
|
case RTTI_AIRCRAFT:
|
|
if (*((AircraftClass*)product) == BuildAircraft) {
|
|
BuildAircraft = AIRCRAFT_NONE;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Tracking_Remove -- Remove object from house tracking system. *
|
|
* *
|
|
* This routine informs the Expert System that the specified object is no longer part of *
|
|
* this house's inventory. This occurs when the object is destroyed or captured. *
|
|
* *
|
|
* INPUT: techno -- Pointer to the object to remove from the tracking systems of this *
|
|
* house. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 09/29/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void HouseClass::Tracking_Remove(TechnoClass const * techno)
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
int type;
|
|
|
|
switch (techno->What_Am_I()) {
|
|
case RTTI_BUILDING:
|
|
CurBuildings--;
|
|
BQuantity[((BuildingTypeClass const &)techno->Class_Of()).Type]--;
|
|
break;
|
|
|
|
case RTTI_AIRCRAFT:
|
|
CurAircraft--;
|
|
AQuantity[((AircraftTypeClass const &)techno->Class_Of()).Type]--;
|
|
break;
|
|
|
|
case RTTI_INFANTRY:
|
|
CurInfantry--;
|
|
if (!((InfantryClass *)techno)->IsTechnician) {
|
|
type = ((InfantryTypeClass const &)techno->Class_Of()).Type;
|
|
#ifdef FIXIT_CSII // checked - ajw 9/28/98
|
|
if (type >= INFANTRY_RA_COUNT) type -= INFANTRY_RA_COUNT;
|
|
#endif
|
|
IQuantity[type]--;
|
|
}
|
|
break;
|
|
|
|
case RTTI_UNIT:
|
|
CurUnits--;
|
|
type = ((UnitTypeClass const &)techno->Class_Of()).Type;
|
|
#ifdef FIXIT_CSII // checked - ajw 9/28/98
|
|
if (type >= UNIT_RA_COUNT) type -= UNIT_RA_COUNT;
|
|
#endif
|
|
UQuantity[type]--;
|
|
break;
|
|
|
|
#if (0)
|
|
case RTTI_VESSEL:
|
|
CurVessels--;
|
|
type = ((VesselTypeClass const &)techno->Class_Of()).Type;
|
|
#ifdef FIXIT_CSII // checked - ajw 9/28/98
|
|
if (type >= VESSEL_RA_COUNT) type -= VESSEL_RA_COUNT;
|
|
#endif
|
|
VQuantity[type]--;
|
|
break;
|
|
#endif
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Tracking_Add -- Informs house of new inventory item. *
|
|
* *
|
|
* This function is called when the specified object is now available as part of the house's*
|
|
* inventory. This occurs when the object is newly produced and also when it is captured *
|
|
* by this house. *
|
|
* *
|
|
* INPUT: techno -- Pointer to the object that is now part of the house inventory. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 09/29/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void HouseClass::Tracking_Add(TechnoClass const * techno)
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
StructType building;
|
|
AircraftType aircraft;
|
|
InfantryType infantry;
|
|
UnitType unit;
|
|
//VesselType vessel;
|
|
//int quant;
|
|
|
|
switch (techno->What_Am_I()) {
|
|
case RTTI_BUILDING:
|
|
CurBuildings++;
|
|
building = ((BuildingTypeClass const &)techno->Class_Of()).Type;
|
|
BQuantity[building]++;
|
|
BScan |= (1L << building);
|
|
#if (0) // This is a stats thing. ST - 7/24/2019 3:08PM
|
|
if (Session.Type == GAME_INTERNET) {
|
|
BuildingTotals->Increment_Unit_Total(techno->Class_Of().ID);
|
|
}
|
|
#endif
|
|
break;
|
|
|
|
case RTTI_AIRCRAFT:
|
|
CurAircraft++;
|
|
aircraft = ((AircraftTypeClass const &)techno->Class_Of()).Type;
|
|
AQuantity[aircraft]++;
|
|
AScan |= (1L << aircraft);
|
|
#if (0) // This is a stats thing. ST - 7/24/2019 3:08PM
|
|
if (Session.Type == GAME_INTERNET) {
|
|
AircraftTotals->Increment_Unit_Total(techno->Class_Of().ID);
|
|
}
|
|
#endif
|
|
break;
|
|
|
|
case RTTI_INFANTRY:
|
|
CurInfantry++;
|
|
infantry = ((InfantryTypeClass const &)techno->Class_Of()).Type;
|
|
if (!((InfantryClass *)techno)->IsTechnician) {
|
|
#ifdef FIXIT_CSII // checked - ajw 9/28/98
|
|
quant = infantry;
|
|
if (quant >= INFANTRY_RA_COUNT) quant -= INFANTRY_RA_COUNT;
|
|
IQuantity[quant]++;
|
|
#else
|
|
IQuantity[infantry]++;
|
|
#endif
|
|
|
|
#if (0) // This is a stats thing. ST - 7/24/2019 3:08PM
|
|
if (!((InfantryTypeClass const &)techno->Class_Of()).IsCivilian && Session.Type == GAME_INTERNET) {
|
|
InfantryTotals->Increment_Unit_Total(techno->Class_Of().ID);
|
|
}
|
|
#endif
|
|
IScan |= (1L << infantry);
|
|
}
|
|
break;
|
|
|
|
case RTTI_UNIT:
|
|
CurUnits++;
|
|
unit = ((UnitTypeClass const &)techno->Class_Of()).Type;
|
|
#ifdef FIXIT_CSII // checked - ajw 9/28/98
|
|
quant = unit;
|
|
if (quant >= UNIT_RA_COUNT) quant -= UNIT_RA_COUNT;
|
|
UQuantity[quant]++;
|
|
#else
|
|
UQuantity[unit]++;
|
|
#endif
|
|
UScan |= (1L << unit);
|
|
#if (0) // This is a stats thing. ST - 7/24/2019 3:08PM
|
|
if (Session.Type == GAME_INTERNET) {
|
|
UnitTotals->Increment_Unit_Total(techno->Class_Of().ID);
|
|
}
|
|
#endif
|
|
break;
|
|
|
|
|
|
#if (0)
|
|
case RTTI_VESSEL:
|
|
CurVessels++;
|
|
vessel = ((VesselTypeClass const &)techno->Class_Of()).Type;
|
|
#ifdef FIXIT_CSII // checked - ajw 9/28/98
|
|
quant = vessel;
|
|
if (quant >= VESSEL_RA_COUNT) quant -= VESSEL_RA_COUNT;
|
|
VQuantity[quant]++;
|
|
#else
|
|
VQuantity[vessel]++;
|
|
#endif
|
|
VScan |= (1L << vessel);
|
|
if (Session.Type == GAME_INTERNET) {
|
|
VesselTotals->Increment_Unit_Total(techno->Class_Of().ID);
|
|
}
|
|
break;
|
|
#endif
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Factory_Counter -- Fetches a pointer to the factory counter value. *
|
|
* *
|
|
* Use this routine to fetch a pointer to the variable that holds the number of factories *
|
|
* that can produce the specified object type. This is a helper routine used when *
|
|
* examining the number of factories as well as adjusting their number. *
|
|
* *
|
|
* INPUT: rtti -- The RTTI of the object that could be produced. *
|
|
* *
|
|
* OUTPUT: Returns with the number of factories owned by this house that could produce the *
|
|
* object of the type specified. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 07/30/1996 JLB : Created. *
|
|
*=============================================================================================*/
|
|
int * HouseClass::Factory_Counter(RTTIType rtti)
|
|
{
|
|
switch (rtti) {
|
|
case RTTI_UNITTYPE:
|
|
case RTTI_UNIT:
|
|
return(&UnitFactories);
|
|
#if (0)
|
|
case RTTI_VESSELTYPE:
|
|
case RTTI_VESSEL:
|
|
return(&VesselFactories);
|
|
#endif
|
|
case RTTI_AIRCRAFTTYPE:
|
|
case RTTI_AIRCRAFT:
|
|
return(&AircraftFactories);
|
|
|
|
case RTTI_INFANTRYTYPE:
|
|
case RTTI_INFANTRY:
|
|
return(&InfantryFactories);
|
|
|
|
case RTTI_BUILDINGTYPE:
|
|
case RTTI_BUILDING:
|
|
return(&BuildingFactories);
|
|
|
|
default:
|
|
break;
|
|
}
|
|
return(NULL);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Active_Remove -- Remove this object from active duty for this house. *
|
|
* *
|
|
* This routine will recognize the specified object as having been removed from active *
|
|
* duty. *
|
|
* *
|
|
* INPUT: techno -- Pointer to the object to remove from active duty. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 07/16/1996 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void HouseClass::Active_Remove(TechnoClass const * techno)
|
|
{
|
|
if (techno == NULL) return;
|
|
|
|
if (techno->What_Am_I() == RTTI_BUILDING) {
|
|
int * fptr = Factory_Counter(((BuildingClass *)techno)->Class->ToBuild);
|
|
if (fptr != NULL) {
|
|
*fptr = *fptr - 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Active_Add -- Add an object to active duty for this house. *
|
|
* *
|
|
* This routine will recognize the specified object as having entered active duty. Any *
|
|
* abilities granted to the house by that object are now available. *
|
|
* *
|
|
* INPUT: techno -- Pointer to the object that is entering active duty. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 07/16/1996 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void HouseClass::Active_Add(TechnoClass const * techno)
|
|
{
|
|
if (techno == NULL) return;
|
|
|
|
if (techno->What_Am_I() == RTTI_BUILDING) {
|
|
int * fptr = Factory_Counter(((BuildingClass *)techno)->Class->ToBuild);
|
|
if (fptr != NULL) {
|
|
*fptr = *fptr + 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Which_Zone -- Determines what zone a coordinate lies in. *
|
|
* *
|
|
* This routine will determine what zone the specified coordinate lies in with respect to *
|
|
* this house's base. A location that is too distant from the base, even though it might *
|
|
* be a building, is not considered part of the base and returns ZONE_NONE. *
|
|
* *
|
|
* INPUT: coord -- The coordinate to examine. *
|
|
* *
|
|
* OUTPUT: Returns with the base zone that the specified coordinate lies in. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 10/02/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
ZoneType HouseClass::Which_Zone(COORDINATE coord) const
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
if (coord == 0) return(ZONE_NONE);
|
|
|
|
int distance = Distance(Center, coord);
|
|
if (distance <= Radius) return(ZONE_CORE);
|
|
if (distance > Radius*4) return(ZONE_NONE);
|
|
|
|
DirType facing = Direction(Center, coord);
|
|
if (facing < DIR_NE || facing > DIR_NW) return(ZONE_NORTH);
|
|
if (facing >= DIR_NE && facing < DIR_SE) return(ZONE_EAST);
|
|
if (facing >= DIR_SE && facing < DIR_SW) return(ZONE_SOUTH);
|
|
return(ZONE_WEST);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Which_Zone -- Determines which base zone the specified object lies in. *
|
|
* *
|
|
* Use this routine to determine what zone the specified object lies in. *
|
|
* *
|
|
* INPUT: object -- Pointer to the object that will be checked for zone occupation. *
|
|
* *
|
|
* OUTPUT: Returns with the base zone that the object lies in. For objects that are too *
|
|
* distant from the center of the base, ZONE_NONE is returned. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 10/02/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
ZoneType HouseClass::Which_Zone(ObjectClass const * object) const
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
if (!object) return(ZONE_NONE);
|
|
return(Which_Zone(object->Center_Coord()));
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Which_Zone -- Determines which base zone the specified cell lies in. *
|
|
* *
|
|
* This routine is used to determine what base zone the specified cell is in. *
|
|
* *
|
|
* INPUT: cell -- The cell to examine. *
|
|
* *
|
|
* OUTPUT: Returns the base zone that the cell lies in or ZONE_NONE if the cell is too far *
|
|
* away. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 10/02/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
ZoneType HouseClass::Which_Zone(CELL cell) const
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
return(Which_Zone(Cell_Coord(cell)));
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Recalc_Attributes -- Recalcs all houses existence bits. *
|
|
* *
|
|
* This routine will go through all game objects and reset the existence bits for the *
|
|
* owning house. This method ensures that if the object exists, then the corresponding *
|
|
* existence bit is also set. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 10/02/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void HouseClass::Recalc_Attributes(void)
|
|
{
|
|
/*
|
|
** Clear out all tracking values that will be filled in by this
|
|
** routine. This allows the filling in process to not worry about
|
|
** old existing values.
|
|
*/
|
|
int index;
|
|
for (index = 0; index < Houses.Count(); index++) {
|
|
HouseClass * house = Houses.Ptr(index);
|
|
|
|
if (house != NULL) {
|
|
house->BScan = 0;
|
|
house->ActiveBScan = 0;
|
|
house->IScan = 0;
|
|
house->ActiveIScan = 0;
|
|
house->UScan = 0;
|
|
house->ActiveUScan = 0;
|
|
house->AScan = 0;
|
|
house->ActiveAScan = 0;
|
|
#if (0)
|
|
house->VScan = 0;
|
|
house->ActiveVScan = 0;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
/*
|
|
** A second pass through the sentient objects is required so that the appropriate scan
|
|
** bits will be set for the owner house.
|
|
*/
|
|
for (index = 0; index < Units.Count(); index++) {
|
|
UnitClass const * unit = Units.Ptr(index);
|
|
unit->House->UScan |= (1L << unit->Class->Type);
|
|
//if (unit->IsLocked && (Session.Type != GAME_NORMAL || !unit->House->IsHuman || unit->IsDiscoveredByPlayer)) {
|
|
if (unit->IsLocked) {
|
|
if (!unit->IsInLimbo) {
|
|
unit->House->ActiveUScan |= (1L << unit->Class->Type);
|
|
}
|
|
}
|
|
}
|
|
for (index = 0; index < Infantry.Count(); index++) {
|
|
InfantryClass const * infantry = Infantry.Ptr(index);
|
|
infantry->House->IScan |= (1L << infantry->Class->Type);
|
|
//if (infantry->IsLocked && (Session.Type != GAME_NORMAL || !infantry->House->IsHuman || infantry->IsDiscoveredByPlayer)) {
|
|
if (infantry->IsLocked) {
|
|
if (!infantry->IsInLimbo) {
|
|
infantry->House->ActiveIScan |= (1L << infantry->Class->Type);
|
|
//infantry->House->OldIScan |= (1L << infantry->Class->Type);
|
|
}
|
|
}
|
|
}
|
|
for (index = 0; index < Aircraft.Count(); index++) {
|
|
AircraftClass const * aircraft = Aircraft.Ptr(index);
|
|
aircraft->House->AScan |= (1L << aircraft->Class->Type);
|
|
//if (aircraft->IsLocked && (Session.Type != GAME_NORMAL || !aircraft->House->IsHuman || aircraft->IsDiscoveredByPlayer)) {
|
|
if (aircraft->IsLocked) {
|
|
if (!aircraft->IsInLimbo) {
|
|
aircraft->House->ActiveAScan |= (1L << aircraft->Class->Type);
|
|
//aircraft->House->OldAScan |= (1L << aircraft->Class->Type);
|
|
}
|
|
}
|
|
}
|
|
for (index = 0; index < Buildings.Count(); index++) {
|
|
BuildingClass const * building = Buildings.Ptr(index);
|
|
if (building->Class->Type < 32) {
|
|
building->House->BScan |= (1L << building->Class->Type);
|
|
//if (building->IsLocked && (Session.Type != GAME_NORMAL || !building->House->IsHuman || building->IsDiscoveredByPlayer)) {
|
|
if (building->IsLocked) {
|
|
if (!building->IsInLimbo) {
|
|
building->House->ActiveBScan |= (1L << building->Class->Type);
|
|
building->House->OldBScan |= (1L << building->Class->Type);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#if (0)
|
|
for (index = 0; index < Vessels.Count(); index++) {
|
|
VesselClass const * vessel = Vessels.Ptr(index);
|
|
vessel->House->VScan |= (1L << vessel->Class->Type);
|
|
if (vessel->IsLocked && (Session.Type != GAME_NORMAL || !vessel->House->IsHuman || vessel->IsDiscoveredByPlayer)) {
|
|
if (!vessel->IsInLimbo) {
|
|
vessel->House->ActiveVScan |= (1L << vessel->Class->Type);
|
|
vessel->House->OldVScan |= (1L << vessel->Class->Type);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Zone_Cell -- Finds the cell closest to the center of the zone. *
|
|
* *
|
|
* This routine is used to find the cell that is closest to the center point of the *
|
|
* zone specified. Typical use of this routine is for building and unit placement so that *
|
|
* they can "cover" the specified zone. *
|
|
* *
|
|
* INPUT: zone -- The zone that the center point is to be returned. *
|
|
* *
|
|
* OUTPUT: Returns with the cell that is closest to the center point of the zone specified. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 10/02/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
CELL HouseClass::Zone_Cell(ZoneType zone) const
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
switch (zone) {
|
|
case ZONE_CORE:
|
|
return(Coord_Cell(Center));
|
|
|
|
case ZONE_NORTH:
|
|
return(Coord_Cell(Coord_Move(Center, DIR_N, Radius*3)));
|
|
|
|
case ZONE_EAST:
|
|
return(Coord_Cell(Coord_Move(Center, DIR_E, Radius*3)));
|
|
|
|
case ZONE_WEST:
|
|
return(Coord_Cell(Coord_Move(Center, DIR_W, Radius*3)));
|
|
|
|
case ZONE_SOUTH:
|
|
return(Coord_Cell(Coord_Move(Center, DIR_S, Radius*3)));
|
|
|
|
default:
|
|
break;
|
|
}
|
|
return(0);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Where_To_Go -- Determines where the object should go and wait. *
|
|
* *
|
|
* This function is called for every new unit produced or delivered in order to determine *
|
|
* where the unit should "hang out" to await further orders. The best area for the *
|
|
* unit to loiter is returned as a cell location. *
|
|
* *
|
|
* INPUT: object -- Pointer to the object that needs to know where to go. *
|
|
* *
|
|
* OUTPUT: Returns with the cell that the unit should move to. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 10/02/1995 JLB : Created. *
|
|
* 11/04/1996 JLB : Simplified to use helper functions *
|
|
*=============================================================================================*/
|
|
CELL HouseClass::Where_To_Go(FootClass const * object) const
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
//assert(object != NULL);
|
|
|
|
ZoneType zone; // The zone that the object should go to.
|
|
if (object->Anti_Air() + object->Anti_Armor() + object->Anti_Infantry() == 0) {
|
|
zone = ZONE_CORE;
|
|
} else {
|
|
zone = Random_Pick(ZONE_NORTH, ZONE_WEST);
|
|
}
|
|
|
|
CELL cell = Random_Cell_In_Zone(zone);
|
|
//assert(cell != 0);
|
|
|
|
return(Map.Nearby_Location(cell)); //, SPEED_TRACK, Map[cell].Zones[MZONE_NORMAL], MZONE_NORMAL));
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Find_Juicy_Target -- Finds a suitable field target. *
|
|
* *
|
|
* This routine is used to find targets out in the field and away from base defense. *
|
|
* Typical of this would be the attack helicopters and the roving attack bands of *
|
|
* hunter killers. *
|
|
* *
|
|
* INPUT: coord -- The coordinate of the attacker. Closer targets are given preference. *
|
|
* *
|
|
* OUTPUT: Returns with a suitable target to attack. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 10/12/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
TARGET HouseClass::Find_Juicy_Target(COORDINATE coord) const
|
|
{
|
|
//assert(Houses.ID(this) == ID);
|
|
|
|
UnitClass * best = 0;
|
|
int value = 0;
|
|
|
|
for (int index = 0; index < Units.Count(); index++) {
|
|
UnitClass * unit = Units.Ptr(index);
|
|
|
|
if (unit && !unit->IsInLimbo && !Is_Ally(unit) && unit->House->Which_Zone(unit) == ZONE_NONE) {
|
|
int val = Distance(coord, unit->Center_Coord());
|
|
|
|
if (unit->Anti_Air()) val *= 2;
|
|
|
|
if (*unit == UNIT_HARVESTER) val /= 2;
|
|
|
|
if (value == 0 || val < value) {
|
|
value = val;
|
|
best = unit;
|
|
}
|
|
}
|
|
}
|
|
if (best) {
|
|
return(best->As_Target());
|
|
}
|
|
return(TARGET_NONE);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Get_Quantity -- Fetches the total number of aircraft of the specified type. *
|
|
* *
|
|
* Call this routine to fetch the total quantity of aircraft of the type specified that is *
|
|
* owned by this house. *
|
|
* *
|
|
* INPUT: aircraft -- The aircraft type to check the quantity of. *
|
|
* *
|
|
* OUTPUT: Returns with the total quantity of all aircraft of that type that is owned by this *
|
|
* house. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 07/09/1996 JLB : Created. *
|
|
*=============================================================================================*/
|
|
int HouseClass::Get_Quantity(AircraftType aircraft)
|
|
{
|
|
return(AQuantity[aircraft]);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Fetch_Factory -- Finds the factory associated with the object type specified. *
|
|
* *
|
|
* This is the counterpart to the Set_Factory function. It will return with a factory *
|
|
* pointer that is associated with the object type specified. *
|
|
* *
|
|
* INPUT: rtti -- The RTTI of the object type to find the factory for. *
|
|
* *
|
|
* OUTPUT: Returns with a pointer to the factory (if present) that can manufacture the *
|
|
* object type specified. *
|
|
* *
|
|
* WARNINGS: If this returns a non-NULL pointer, then the factory is probably already busy *
|
|
* producing another unit of that category. *
|
|
* *
|
|
* HISTORY: *
|
|
* 07/09/1996 JLB : Created. *
|
|
*=============================================================================================*/
|
|
FactoryClass * HouseClass::Fetch_Factory(RTTIType rtti) const
|
|
{
|
|
int factory_index = -1;
|
|
|
|
switch (rtti) {
|
|
case RTTI_INFANTRY:
|
|
case RTTI_INFANTRYTYPE:
|
|
factory_index = InfantryFactory;
|
|
break;
|
|
|
|
case RTTI_UNIT:
|
|
case RTTI_UNITTYPE:
|
|
factory_index = UnitFactory;
|
|
break;
|
|
|
|
case RTTI_BUILDING:
|
|
case RTTI_BUILDINGTYPE:
|
|
factory_index = BuildingFactory;
|
|
break;
|
|
|
|
case RTTI_AIRCRAFT:
|
|
case RTTI_AIRCRAFTTYPE:
|
|
factory_index = AircraftFactory;
|
|
break;
|
|
#if (0)
|
|
case RTTI_VESSEL:
|
|
case RTTI_VESSELTYPE:
|
|
factory_index = VesselFactory;
|
|
break;
|
|
#endif
|
|
default:
|
|
factory_index = -1;
|
|
break;
|
|
}
|
|
|
|
/*
|
|
** Fetch the actual pointer to the factory object. If there is
|
|
** no object factory that matches the specified rtti type, then
|
|
** null is returned.
|
|
*/
|
|
if (factory_index != -1) {
|
|
return(Factories.Raw_Ptr(factory_index));
|
|
}
|
|
return(NULL);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Set_Factory -- Assign specified factory to house tracking. *
|
|
* *
|
|
* Call this routine when a factory has been created and it now must be passed on to the *
|
|
* house for tracking purposes. The house maintains several factory pointers and this *
|
|
* routine will ensure that the factory pointer gets stored correctly. *
|
|
* *
|
|
* INPUT: rtti -- The RTTI of the object the factory it to manufacture. *
|
|
* *
|
|
* factory -- The factory object pointer. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 07/09/1996 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void HouseClass::Set_Factory(RTTIType rtti, FactoryClass * factory)
|
|
{
|
|
int * factory_index = 0;
|
|
|
|
//assert(rtti != RTTI_NONE);
|
|
|
|
switch (rtti) {
|
|
case RTTI_UNIT:
|
|
case RTTI_UNITTYPE:
|
|
factory_index = &UnitFactory;
|
|
break;
|
|
|
|
case RTTI_INFANTRY:
|
|
case RTTI_INFANTRYTYPE:
|
|
factory_index = &InfantryFactory;
|
|
break;
|
|
#if (0)
|
|
case RTTI_VESSEL:
|
|
case RTTI_VESSELTYPE:
|
|
factory_index = &VesselFactory;
|
|
break;
|
|
#endif
|
|
case RTTI_BUILDING:
|
|
case RTTI_BUILDINGTYPE:
|
|
factory_index = &BuildingFactory;
|
|
break;
|
|
|
|
case RTTI_AIRCRAFT:
|
|
case RTTI_AIRCRAFTTYPE:
|
|
factory_index = &AircraftFactory;
|
|
break;
|
|
}
|
|
|
|
//assert(factory_index != NULL);
|
|
|
|
/*
|
|
** Assign the factory to the appropriate slot. For the case of clearing
|
|
** the factory out, then -1 is assigned.
|
|
*/
|
|
if (factory != NULL) {
|
|
//*factory_index = factory->ID;
|
|
*factory_index = Factories.ID(factory);
|
|
} else {
|
|
*factory_index = -1;
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Factory_Count -- Fetches the number of factories for specified type. *
|
|
* *
|
|
* This routine will count the number of factories owned by this house that can build *
|
|
* objects of the specified type. *
|
|
* *
|
|
* INPUT: rtti -- The type of object (RTTI) that the factories are to be counted for. *
|
|
* *
|
|
* OUTPUT: Returns with the number of factories that can build the object type specified. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 07/30/1996 JLB : Created. *
|
|
*=============================================================================================*/
|
|
int HouseClass::Factory_Count(RTTIType rtti) const
|
|
{
|
|
int const * ptr = ((HouseClass *)this)->Factory_Counter(rtti);
|
|
if (ptr != NULL) {
|
|
return(*ptr);
|
|
}
|
|
return(0);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Get_Quantity -- Gets the quantity of the building type specified. *
|
|
* *
|
|
* This will return the total number of buildings of that type owned by this house. *
|
|
* *
|
|
* INPUT: building -- The building type to check. *
|
|
* *
|
|
* OUTPUT: Returns with the number of buildings of that type owned by this house. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 07/09/1996 JLB : Created. *
|
|
*=============================================================================================*/
|
|
int HouseClass::Get_Quantity(StructType building)
|
|
{
|
|
return(BQuantity[building]);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Read_INI -- Reads house specific data from INI. *
|
|
* *
|
|
* This routine reads the house specific data for a particular *
|
|
* scenario from the scenario INI file. Typical data includes starting *
|
|
* credits, maximum unit count, etc. *
|
|
* *
|
|
* INPUT: buffer -- Pointer to loaded scenario INI file. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/24/1994 JLB : Created. *
|
|
* 05/18/1995 JLB : Creates all houses. *
|
|
*=============================================================================================*/
|
|
#if (0) // ST 7/17/2019
|
|
void HouseClass::Read_INI(CCINIClass & ini)
|
|
{
|
|
HouseClass * p; // Pointer to current player data.
|
|
char const * hname; // Pointer to house name.
|
|
|
|
for (HousesType index = HOUSE_FIRST; index < HOUSE_COUNT; index++) {
|
|
hname = HouseTypeClass::As_Reference(index).IniName;
|
|
|
|
p = new HouseClass(index);
|
|
p->Control.TechLevel = ini.Get_Int(hname, "TechLevel", Scen.Scenario);
|
|
p->Control.MaxBuilding = ini.Get_Int(hname, "MaxBuilding", p->Control.MaxBuilding);
|
|
p->Control.MaxUnit = ini.Get_Int(hname, "MaxUnit", p->Control.MaxUnit);
|
|
p->Control.MaxInfantry = ini.Get_Int(hname, "MaxInfantry", p->Control.MaxInfantry);
|
|
p->Control.MaxVessel = ini.Get_Int(hname, "MaxVessel", p->Control.MaxVessel);
|
|
if (p->Control.MaxVessel == 0) p->Control.MaxVessel = p->Control.MaxUnit;
|
|
p->Control.InitialCredits = ini.Get_Int(hname, "Credits", 0) * 100;
|
|
p->Credits = p->Control.InitialCredits;
|
|
|
|
int iq = ini.Get_Int(hname, "IQ", 0);
|
|
if (iq > Rule.MaxIQ) iq = 1;
|
|
p->IQ = p->Control.IQ = iq;
|
|
|
|
p->Control.Edge = ini.Get_SourceType(hname, "Edge", SOURCE_NORTH);
|
|
p->IsPlayerControl = ini.Get_Bool(hname, "PlayerControl", false);
|
|
|
|
int owners = ini.Get_Owners(hname, "Allies", (1 << HOUSE_NEUTRAL));
|
|
p->Make_Ally(index);
|
|
p->Make_Ally(HOUSE_NEUTRAL);
|
|
for (HousesType h = HOUSE_FIRST; h < HOUSE_COUNT; h++) {
|
|
if ((owners & (1 << h)) != 0) {
|
|
p->Make_Ally(h);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Write_INI -- Writes the house data to the INI database. *
|
|
* *
|
|
* This routine will write out all data necessary to recreate it in anticipation of a *
|
|
* new scenario. All houses (that are active) will have their scenario type data written *
|
|
* out. *
|
|
* *
|
|
* INPUT: ini -- Reference to the INI database to write the data to. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 07/09/1996 JLB : Created. *
|
|
*=============================================================================================*/
|
|
#if (0) // ST 7/17/2019
|
|
void HouseClass::Write_INI(CCINIClass & ini)
|
|
{
|
|
/*
|
|
** The identity house control object. Only if the house value differs from the
|
|
** identity, will the data be written out.
|
|
*/
|
|
HouseStaticClass control;
|
|
|
|
for (HousesType i = HOUSE_FIRST; i < HOUSE_COUNT; i++) {
|
|
HouseClass * p = As_Pointer(i);
|
|
|
|
if (p != NULL) {
|
|
char const * name = p->Class->IniName;
|
|
|
|
ini.Clear(name);
|
|
if (i >= HOUSE_MULTI1) continue;
|
|
|
|
if (p->Control.InitialCredits != control.InitialCredits) {
|
|
ini.Put_Int(name, "Credits", (int)(p->Control.InitialCredits / 100));
|
|
}
|
|
|
|
if (p->Control.Edge != control.Edge) {
|
|
ini.Put_SourceType(name, "Edge", p->Control.Edge);
|
|
}
|
|
|
|
if (p->Control.MaxUnit > 0 && p->Control.MaxUnit != control.MaxUnit) {
|
|
ini.Put_Int(name, "MaxUnit", p->Control.MaxUnit);
|
|
}
|
|
|
|
if (p->Control.MaxInfantry > 0 && p->Control.MaxInfantry != control.MaxInfantry) {
|
|
ini.Put_Int(name, "MaxInfantry", p->Control.MaxInfantry);
|
|
}
|
|
|
|
if (p->Control.MaxBuilding > 0 && p->Control.MaxBuilding != control.MaxBuilding) {
|
|
ini.Put_Int(name, "MaxBuilding", p->Control.MaxBuilding);
|
|
}
|
|
|
|
if (p->Control.MaxVessel > 0 && p->Control.MaxVessel != control.MaxVessel) {
|
|
ini.Put_Int(name, "MaxVessel", p->Control.MaxVessel);
|
|
}
|
|
|
|
if (p->Control.TechLevel != control.TechLevel) {
|
|
ini.Put_Int(name, "TechLevel", p->Control.TechLevel);
|
|
}
|
|
|
|
if (p->Control.IQ != control.IQ) {
|
|
ini.Put_Int(name, "IQ", p->Control.IQ);
|
|
}
|
|
|
|
if (p->IsPlayerControl != false && p != PlayerPtr) {
|
|
ini.Put_Bool(name, "PlayerControl", p->IsPlayerControl);
|
|
}
|
|
|
|
ini.Put_Owners(name, "Allies", p->Control.Allies & ~((1 << p->Class->House) | (1 << HOUSE_NEUTRAL)));
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
#if (0)
|
|
/***********************************************************************************************
|
|
* HouseClass::Is_No_YakMig -- Determines if no more yaks or migs should be allowed. *
|
|
* *
|
|
* This routine will examine the current yak and mig situation verses airfields. If there *
|
|
* are equal aircraft to airfields, then this routine will return TRUE. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: bool; Are all airfields full and thus no more yaks or migs are allowed? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 09/23/1996 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool HouseClass::Is_No_YakMig(void) const
|
|
{
|
|
int quantity = AQuantity[AIRCRAFT_YAK] + AQuantity[AIRCRAFT_MIG];
|
|
|
|
/*
|
|
** Adjust the quantity down one if there is an aircraft in production. This will
|
|
** allow production to resume after being held.
|
|
*/
|
|
FactoryClass const * factory = Fetch_Factory(RTTI_AIRCRAFT);
|
|
if (factory != NULL && factory->Get_Object() != NULL) {
|
|
AircraftClass const * air = (AircraftClass const *)factory->Get_Object();
|
|
if (*air == AIRCRAFT_MIG || *air == AIRCRAFT_YAK) {
|
|
quantity -= 1;
|
|
}
|
|
}
|
|
|
|
if (quantity >= BQuantity[STRUCT_AIRSTRIP]) {
|
|
return(true);
|
|
}
|
|
return(false);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Is_Hack_Prevented -- Is production of the specified type and id prohibted? *
|
|
* *
|
|
* This is a special hack check routine to see if the object type and id specified is *
|
|
* prevented from being produced. The Yak and the Mig are so prevented if there would be *
|
|
* insufficient airfields for them to land upon. *
|
|
* *
|
|
* INPUT: rtti -- The RTTI type of the value specified. *
|
|
* *
|
|
* value -- The type number (according to the RTTI type specified). *
|
|
* *
|
|
* OUTPUT: bool; Is production of this object prohibited? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 09/23/1996 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool HouseClass::Is_Hack_Prevented(RTTIType rtti, int value) const
|
|
{
|
|
if (rtti == RTTI_AIRCRAFTTYPE && (value == AIRCRAFT_MIG || value == AIRCRAFT_YAK)) {
|
|
return(Is_No_YakMig());
|
|
}
|
|
return(false);
|
|
}
|
|
#endif
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Fire_Sale -- Cause all buildings to be sold. *
|
|
* *
|
|
* This routine will sell back all buildings owned by this house. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: bool; Was a fire sale performed? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 09/23/1996 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool HouseClass::Fire_Sale(void)
|
|
{
|
|
if (CurBuildings > 0) {
|
|
for (int index = 0; index < Buildings.Count(); index++) {
|
|
BuildingClass * b = Buildings.Ptr(index);
|
|
|
|
if (b != NULL && !b->IsInLimbo && b->House == this && b->Strength > 0) {
|
|
b->Sell_Back(1);
|
|
}
|
|
}
|
|
return(true);
|
|
}
|
|
return(false);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Do_All_To_Hunt -- Send all units to hunt. *
|
|
* *
|
|
* This routine will cause all combatants of this house to go into hunt mode. The effect of *
|
|
* this is to throw everything this house has to muster at the enemies of this house. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 09/23/1996 JLB : Created. *
|
|
* 10/02/1996 JLB : Handles aircraft too. *
|
|
*=============================================================================================*/
|
|
void HouseClass::Do_All_To_Hunt(void) const
|
|
{
|
|
int index;
|
|
|
|
for (index = 0; index < Units.Count(); index++) {
|
|
UnitClass * unit = Units.Ptr(index);
|
|
|
|
if (unit->House == this && unit->IsDown && !unit->IsInLimbo) {
|
|
if (unit->Team) unit->Team->Remove(unit);
|
|
unit->Assign_Mission(MISSION_HUNT);
|
|
}
|
|
}
|
|
|
|
for (index = 0; index < Infantry.Count(); index++) {
|
|
InfantryClass * infantry = Infantry.Ptr(index);
|
|
|
|
if (infantry->House == this && infantry->IsDown && !infantry->IsInLimbo) {
|
|
if (infantry->Team) infantry->Team->Remove(infantry);
|
|
infantry->Assign_Mission(MISSION_HUNT);
|
|
}
|
|
}
|
|
|
|
#if (0)
|
|
for (index = 0; index < Vessels.Count(); index++) {
|
|
VesselClass * vessel = Vessels.Ptr(index);
|
|
|
|
if (vessel->House == this && vessel->IsDown && !vessel->IsInLimbo) {
|
|
if (vessel->Team) vessel->Team->Remove(vessel);
|
|
vessel->Assign_Mission(MISSION_HUNT);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
for (index = 0; index < Aircraft.Count(); index++) {
|
|
AircraftClass * aircraft = Aircraft.Ptr(index);
|
|
|
|
if (aircraft->House == this && aircraft->IsDown && !aircraft->IsInLimbo) {
|
|
if (aircraft->Team) aircraft->Team->Remove(aircraft);
|
|
aircraft->Assign_Mission(MISSION_HUNT);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Is_Allowed_To_Ally -- Determines if this house is allied to make allies. *
|
|
* *
|
|
* Use this routine to determine if this house is legally allowed to ally with the *
|
|
* house specified. There are many reason why an alliance is not allowed. Typically, this *
|
|
* is when there would be no more opponents left to fight or if this house has been *
|
|
* defeated. *
|
|
* *
|
|
* INPUT: house -- The house that alliance with is desired. *
|
|
* *
|
|
* OUTPUT: bool; Is alliance with the house specified prohibited? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 09/23/1996 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool HouseClass::Is_Allowed_To_Ally(HousesType house) const
|
|
{
|
|
/*
|
|
** Is not allowed to ally with a house that is patently invalid, such
|
|
** as one that is illegally defined.
|
|
*/
|
|
if (house == HOUSE_NONE) {
|
|
return(false);
|
|
}
|
|
|
|
/*
|
|
** One cannot ally twice with the same house.
|
|
*/
|
|
if (Is_Ally(house)) {
|
|
return(false);
|
|
}
|
|
|
|
/*
|
|
** If the scenario is being set up, then alliances are always
|
|
** allowed. No further checking is required.
|
|
*/
|
|
if (ScenarioInit) {
|
|
return(true);
|
|
}
|
|
|
|
/*
|
|
** Alliances (outside of scneario init time) are allowed only if
|
|
** this is a multiplayer game. Otherwise, they are prohibited.
|
|
*/
|
|
//if (Session.Type == GAME_NORMAL) {
|
|
if (GameToPlay == GAME_NORMAL) {
|
|
return(false);
|
|
}
|
|
|
|
/*
|
|
** When the house is defeated, it can no longer make alliances.
|
|
*/
|
|
if (IsDefeated) {
|
|
return(false);
|
|
}
|
|
|
|
#ifdef FIXIT_VERSION_3
|
|
// Fix to prevent ally with computer.
|
|
if ( !HouseClass::As_Pointer(house)->IsHuman) {
|
|
return(false);
|
|
}
|
|
#else // FIXIT_VERSION_3
|
|
#ifdef FIXIT_NO_COMP_ALLY
|
|
// Fix to prevent ally with computer.
|
|
if (PlayingAgainstVersion > VERSION_RED_ALERT_104 && !HouseClass::As_Pointer(house)->IsHuman) {
|
|
return(false);
|
|
}
|
|
#endif
|
|
#endif // FIXIT_VERSION_3
|
|
|
|
/*
|
|
** Count the number of active houses in the game as well as the
|
|
** number of existing allies with this house.
|
|
*/
|
|
int housecount = 0;
|
|
int allycount = 0;
|
|
for (HousesType house2 = HOUSE_MULTI1; house2 < HOUSE_COUNT; house2++) {
|
|
HouseClass * hptr = HouseClass::As_Pointer(house2);
|
|
if (hptr != NULL && hptr->IsActive && !hptr->IsDefeated) {
|
|
housecount++;
|
|
if (Is_Ally(hptr)) {
|
|
allycount++;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Alliance is not allowed if there wouldn't be any enemies left to
|
|
** fight.
|
|
*/
|
|
if (housecount == allycount+1) {
|
|
return(false);
|
|
}
|
|
|
|
return(true);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Computer_Paranoid -- Cause the computer players to becom paranoid. *
|
|
* *
|
|
* This routine will cause the computer players to become suspicious of the human *
|
|
* players and thus the computer players will band together in order to defeat the *
|
|
* human players. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 09/23/1996 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void HouseClass::Computer_Paranoid(void)
|
|
{
|
|
if (GameToPlay != GAME_GLYPHX_MULTIPLAYER) { // Re-enable this for multiplayer if we support classic team/ally mode. ST - 10/29/2019
|
|
|
|
/*
|
|
** Loop through every computer controlled house and make allies with all other computer
|
|
** controlled houses and then make enemies with all other human controlled houses.
|
|
*/
|
|
for (HousesType house = HOUSE_MULTI1; house < HOUSE_COUNT; house++) {
|
|
HouseClass * hptr = HouseClass::As_Pointer(house);
|
|
if (hptr != NULL && hptr->IsActive && !hptr->IsDefeated && !hptr->IsHuman) {
|
|
hptr->IsParanoid = true;
|
|
|
|
/*
|
|
** Break alliance with every human it is allied with and make friends with
|
|
** any other computer players.
|
|
*/
|
|
for (HousesType house2 = HOUSE_MULTI1; house2 < HOUSE_COUNT; house2++) {
|
|
HouseClass * hptr2 = HouseClass::As_Pointer(house2);
|
|
if (hptr2 != NULL && hptr2->IsActive && !hptr2->IsDefeated) {
|
|
if (hptr2->IsHuman) {
|
|
hptr->Make_Enemy(house2);
|
|
} else {
|
|
hptr->Make_Ally(house2);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Adjust_Power -- Adjust the power value of the house. *
|
|
* *
|
|
* This routine will update the power output value of the house. It will cause any buildgins*
|
|
* that need to be redrawn to do so. *
|
|
* *
|
|
* INPUT: adjust -- The amount to adjust the power output value. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 11/01/1996 BWG : Created. *
|
|
*=============================================================================================*/
|
|
void HouseClass::Adjust_Power(int adjust)
|
|
{
|
|
Power += adjust;
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Adjust_Drain -- Adjust the power drain value of the house. *
|
|
* *
|
|
* This routine will update the drain value of the house. It will cause any buildings that *
|
|
* need to be redraw to do so. *
|
|
* *
|
|
* INPUT: adjust -- The amount to adjust the drain (positive means more drain). *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 11/01/1996 BWG : Created. *
|
|
*=============================================================================================*/
|
|
void HouseClass::Adjust_Drain(int adjust)
|
|
{
|
|
Drain += adjust;
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Find_Cell_In_Zone -- Finds a legal placement cell within the zone. *
|
|
* *
|
|
* Use this routine to determine where the specified object should go if it were to go *
|
|
* some random (but legal) location within the zone specified. *
|
|
* *
|
|
* INPUT: techno -- The object that is desirous of going into the zone specified. *
|
|
* *
|
|
* zone -- The zone to find a location within. *
|
|
* *
|
|
* OUTPUT: Returns with the cell that the specified object could be placed in the zone. If *
|
|
* no valid location could be found, then 0 is returned. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 11/01/1996 JLB : Created. *
|
|
* 11/04/1996 JLB : Not so strict on zone requirement. *
|
|
*=============================================================================================*/
|
|
CELL HouseClass::Find_Cell_In_Zone(TechnoClass const * techno, ZoneType zone) const
|
|
{
|
|
if (techno == NULL) return(0);
|
|
|
|
int bestval = -1;
|
|
int bestcell = 0;
|
|
TechnoTypeClass const * ttype = techno->Techno_Type_Class();
|
|
|
|
/*
|
|
** Pick a random location within the zone specified.
|
|
*/
|
|
CELL trycell = Random_Cell_In_Zone(zone);
|
|
|
|
short const * list = NULL;
|
|
if (techno->What_Am_I() == RTTI_BUILDING) {
|
|
list = techno->Occupy_List(true);
|
|
}
|
|
|
|
/*
|
|
** Find a legal placement position as close as possible to the picked location while still
|
|
** remaining within the zone.
|
|
*/
|
|
for (CELL cell = 0; cell < MAP_CELL_TOTAL; cell++) {
|
|
// if (Map.In_Radar(cell)) {
|
|
if (Map.In_Radar(cell) && Which_Zone(cell) != ZONE_NONE) {
|
|
bool ok = ttype->Legal_Placement(cell);
|
|
|
|
/*
|
|
** Another (adjacency) check is required for buildings.
|
|
*/
|
|
if (ok && list != NULL && !Map.Passes_Proximity_Check(ttype, techno->House->Class->House, list, cell)) {
|
|
ok = false;
|
|
}
|
|
|
|
if (ok) {
|
|
int dist = Distance(Cell_Coord(cell), Cell_Coord(trycell));
|
|
if (bestval == -1 || dist < bestval) {
|
|
bestval = dist;
|
|
bestcell = cell;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Return the best location to move to.
|
|
*/
|
|
return(bestcell);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Random_Cell_In_Zone -- Find a (technically) legal cell in the zone specified. *
|
|
* *
|
|
* This routine will pick a random cell within the zone specified. The pick will be *
|
|
* clipped to the map edge when necessary. *
|
|
* *
|
|
* INPUT: zone -- The zone to pick a cell from. *
|
|
* *
|
|
* OUTPUT: Returns with a picked cell within the zone. If the entire zone lies outside of the *
|
|
* map, then a cell in the core zone is returned instead. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 11/04/1996 JLB : Created. *
|
|
*=============================================================================================*/
|
|
CELL HouseClass::Random_Cell_In_Zone(ZoneType zone) const
|
|
{
|
|
COORDINATE coord = 0;
|
|
int maxdist = 0;
|
|
switch (zone) {
|
|
case ZONE_CORE:
|
|
coord = Coord_Scatter(Center, Random_Pick(0, Radius), true);
|
|
break;
|
|
|
|
case ZONE_NORTH:
|
|
maxdist = min(Radius*3, (Coord_Y(Center) - Cell_To_Lepton(Map.MapCellY)) - CELL_LEPTON_H);
|
|
if (maxdist < 0) break;
|
|
coord = Coord_Move(Center, (DirType)(Random_Pick(DIR_N, DIR_E)-((DirType)32)), Random_Pick(min(Radius*2, maxdist), min(Radius*3, maxdist)));
|
|
break;
|
|
|
|
case ZONE_EAST:
|
|
maxdist = min(Radius*3, (Cell_To_Lepton(Map.MapCellX + Map.MapCellWidth) - Coord_X(Center)) - CELL_LEPTON_W);
|
|
if (maxdist < 0) break;
|
|
coord = Coord_Move(Center, Random_Pick(DIR_NE, DIR_SE), Random_Pick(min(Radius*2, maxdist), min(Radius*3, maxdist)));
|
|
break;
|
|
|
|
case ZONE_SOUTH:
|
|
maxdist = min(Radius*3, (Cell_To_Lepton(Map.MapCellY + Map.MapCellHeight) - Coord_Y(Center)) - CELL_LEPTON_H);
|
|
if (maxdist < 0) break;
|
|
coord = Coord_Move(Center, Random_Pick(DIR_SE, DIR_SW), Random_Pick(min(Radius*2, maxdist), min(Radius*3, maxdist)));
|
|
break;
|
|
|
|
case ZONE_WEST:
|
|
maxdist = min(Radius*3, (Coord_X(Center) - Cell_To_Lepton(Map.MapCellX)) - CELL_LEPTON_W);
|
|
if (maxdist < 0) break;
|
|
coord = Coord_Move(Center, Random_Pick(DIR_SW, DIR_NW), Random_Pick(min(Radius*2, maxdist), min(Radius*3, maxdist)));
|
|
break;
|
|
}
|
|
|
|
/*
|
|
** Double check that the location is valid and if so, convert it into a cell
|
|
** number.
|
|
*/
|
|
CELL cell;
|
|
if (coord == 0 || !Map.In_Radar(Coord_Cell(coord))) {
|
|
if (zone == ZONE_CORE) {
|
|
|
|
/*
|
|
** Finding a cell within the core failed, so just pick the center
|
|
** cell. This cell is guaranteed to be valid.
|
|
*/
|
|
cell = Coord_Cell(Center);
|
|
} else {
|
|
|
|
/*
|
|
** If the edge fails, then try to find a cell within the core.
|
|
*/
|
|
cell = Random_Cell_In_Zone(ZONE_CORE);
|
|
}
|
|
} else {
|
|
cell = Coord_Cell(coord);
|
|
}
|
|
|
|
/*
|
|
** If the randomly picked location is not in the legal map area, then clip it to
|
|
** the legal map area.
|
|
*/
|
|
if (!Map.In_Radar(cell)) {
|
|
int x = Cell_X(cell);
|
|
int y = Cell_Y(cell);
|
|
|
|
if (x < Map.MapCellX) x = Map.MapCellX;
|
|
if (y < Map.MapCellY) y = Map.MapCellY;
|
|
if (x >= Map.MapCellX + Map.MapCellWidth) x = Map.MapCellX + Map.MapCellWidth -1;
|
|
if (y >= Map.MapCellY + Map.MapCellHeight) y = Map.MapCellY + Map.MapCellHeight -1;
|
|
cell = XY_Cell(x, y);
|
|
}
|
|
return(cell);
|
|
}
|
|
|
|
/***********************************************************************************************
|
|
* HouseClass::Get_Ally_Flags -- Get the bit flags denoting the allies this house has. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: Returns the bit field storing which houses this house is allied with. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 09/12/2019 JAS : Created. *
|
|
*=============================================================================================*/
|
|
unsigned HouseClass::Get_Ally_Flags()
|
|
{
|
|
return Allies;
|
|
}
|
|
|
|
#endif |