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CnC_Tiberian_Dawn/HOUSE.CPP

4349 lines
184 KiB
C++

/*
** Command & Conquer(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/* $Header: F:\projects\c&c\vcs\code\house.cpv 2.13 02 Aug 1995 17:03:50 JOE_BOSTIC $ */
/***********************************************************************************************
*** 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 ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : HOUSE.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : May 21, 1994 *
* *
* Last Update : August 12, 1995 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* HouseClass::AI -- Process house logic. *
* HouseClass::Abandon_Production -- Abandons production of item type specified. *
* HouseClass::Add_Nuke_Piece -- Add a nuclear piece to the collection. *
* HouseClass::Adjust_Capacity -- Adjusts the house Tiberium storage capacity. *
* HouseClass::Adjust_Threat -- Adjust threat for the region specified. *
* HouseClass::As_Pointer -- Converts a house number into a house object pointer. *
* HouseClass::Attacked -- Lets player know if base is under attack. *
* HouseClass::Available_Money -- Fetches the total credit worth of the house. *
* HouseClass::Begin_Production -- Starts production of the specified object type. *
* HouseClass::Blowup_All -- blows up everything *
* HouseClass::Can_Build -- Determines if the aircraft type can be built. *
* HouseClass::Can_Build -- Determines if the building type can be built. *
* HouseClass::Can_Build -- Determines if the infantry unit can be built by this house. *
* HouseClass::Can_Build -- Determines if the unit can be built by this house. *
* HouseClass::Can_Build -- General purpose build legality checker. *
* HouseClass::Clobber_All -- removes house & all its objects *
* HouseClass::Debug_Dump -- Dumps the house status data to the mono screen. *
* HouseClass::Detach -- Removes specified object from house tracking systems. *
* HouseClass::Does_Enemy_Building_Exist -- Checks for enemy building of specified type. *
* HouseClass::Flag_Attach -- Attach flag to specified cell (or thereabouts). *
* HouseClass::Flag_Attach -- Attaches the house flag the specified unit. *
* HouseClass::Flag_Remove -- Removes the flag from the specified target. *
* HouseClass::Flag_To_Die -- Flags the house to blow up soon. *
* HouseClass::Flag_To_Lose -- Flags the house to die soon. *
* HouseClass::Flag_To_Win -- Flags the house to win soon. *
* HouseClass::Harvested -- Adds Tiberium to the harvest storage. *
* HouseClass::Has_Nuke_Device -- Deteremines if the house has a nuclear device. *
* HouseClass::HouseClass -- Constructor for a house object. *
* HouseClass::Init -- init's in preparation for new scenario *
* HouseClass::Init_Air_Strike -- Add (or reset) the air strike sidebar button. *
* HouseClass::Init_Data -- Initializes the multiplayer color data. *
* HouseClass::Init_Ion_Cannon -- Initialize the ion cannon countdown. *
* HouseClass::Init_Nuke_Bomb -- Adds (if necessary) the atom bomb to the sidebar. *
* HouseClass::Is_Ally -- Checks to see if the object is an ally. *
* HouseClass::Is_Ally -- Determines if the specified house is an ally. *
* HouseClass::Is_Ally -- Determines if the specified house is an ally. *
* HouseClass::MPlayer_Defeated -- multiplayer; house is defeated *
* HouseClass::Make_Air_Strike_Available -- Make the airstrike available. *
* HouseClass::Make_Ally -- Make the specified house an ally. *
* HouseClass::Make_Enemy -- Make an enemy of the house specified. *
* HouseClass::Manual_Place -- Inform display system of building placement mode. *
* HouseClass::One_Time -- Handles one time initialization of the house array. *
* HouseClass::Place_Object -- Places the object (building) at location specified. *
* HouseClass::Place_Special_Blast -- Place a special blast effect at location specified. *
* HouseClass::Power_Fraction -- Fetches the current power output rating. *
* HouseClass::Read_INI -- Reads house specific data from INI. *
* HouseClass::Refund_Money -- Refunds money to back to the house. *
* HouseClass::Remap_Table -- Fetches the remap table for this house object. *
* HouseClass::Remove_Air_Strike -- Removes the air strike button from the sidebar. *
* HouseClass::Remove_Ion_Cannon -- Disables the ion cannon. *
* HouseClass::Remove_Nuke_Bomb -- Removes the nuclear bomb from the sidebar. *
* HouseClass::Sell_Wall -- Tries to sell the wall at the specified location. *
* HouseClass::Silo_Redraw_Check -- Flags silos to be redrawn if necessary. *
* HouseClass::Special_Weapon_AI -- Fires special weapon. *
* HouseClass::Spend_Money -- Removes money from the house. *
* HouseClass::Suggest_New_Object -- Determine what would the next buildable object be. *
* HouseClass::Suggested_New_Team -- Determine what team should be created. *
* HouseClass::Suspend_Production -- Temporarily puts production on hold. *
* HouseClass::Validate -- validates house pointer *
* HouseClass::Write_INI -- Writes house specific data into INI file. *
* HouseClass::delete -- Deallocator function for a house object. *
* HouseClass::new -- Allocator for a house class. *
* HouseClass::operator HousesType -- Conversion to HousesType operator. *
* HouseClass::~HouseClass -- Default destructor for a house object. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
/***********************************************************************************************
* HouseClass::Validate -- validates house pointer *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* 1 = ok, 0 = error *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 08/09/1995 BRR : Created. *
*=============================================================================================*/
#ifdef CHEAT_KEYS
int HouseClass::Validate(void) const
{
int num;
num = Houses.ID(this);
if (num < 0 || num >= HOUSE_MAX) {
Validate_Error("HOUSE");
return (0);
}
else
return (1);
}
#else
#define Validate()
#endif
/***********************************************************************************************
* HouseClass::operator HousesType -- Conversion to HousesType operator. *
* *
* This operator will automatically convert from a houses class object into the HousesType *
* enumerated value. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the object's HousesType value. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/23/1995 JLB : Created. *
*=============================================================================================*/
HouseClass::operator HousesType(void) const
{
Validate();
return(Class->House);
}
/***********************************************************************************************
* HouseClass::As_Pointer -- Converts a house number into a house object pointer. *
* *
* Use this routine to convert a house number into the house pointer that it represents. *
* A simple index into the Houses template array is not sufficient, since the array order *
* is arbitrary. An actual scan through the house object is required in order to find the *
* house object desired. *
* *
* INPUT: house -- The house type number to look up. *
* *
* OUTPUT: Returns with a pointer to the house object that the house number represents. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/23/1995 JLB : Created. *
*=============================================================================================*/
HouseClass * HouseClass::As_Pointer(HousesType house)
{
for (int index = 0; index < Houses.Count(); index++) {
if (Houses.Ptr(index)->Class->House == house) {
return(Houses.Ptr(index));
}
}
return(0);
}
/***********************************************************************************************
* HouseClass::One_Time -- Handles one time initialization of the house array. *
* *
* This basically calls the constructor for each of the houses in the game. All other *
* data specific to the house is initialized when the scenario is loaded. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: Only call this ONCE at the beginning of the game. *
* *
* HISTORY: *
* 12/09/1994 JLB : Created. *
*=============================================================================================*/
void HouseClass::One_Time(void)
{
// for (HousesType index = HOUSE_FIRST; index < HOUSE_COUNT; index++) {
// new(index) HouseClass;
// }
}
#ifdef CHEAT_KEYS
/***********************************************************************************************
* HouseClass::Debug_Dump -- Dumps the house status data to the mono screen. *
* *
* This utility function will output the current status of the house class to the mono *
* screen. Through this information bugs may be fixed or detected. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/31/1994 JLB : Created. *
*=============================================================================================*/
void HouseClass::Debug_Dump(MonoClass *) const
{
Validate();
}
#endif
/***********************************************************************************************
* HouseClass::new -- Allocator for a house class. *
* *
* This is the allocator for a house class. Since there can be only *
* one of each type of house, this is allocator has restricted *
* functionality. Any attempt to allocate a house structure for a *
* house that already exists, just returns a pointer to the previously *
* allocated house. *
* *
* INPUT: house -- The house to allocate a class object for. *
* *
* OUTPUT: Returns with a pointer to the allocated class object. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/22/1994 JLB : Created. *
*=============================================================================================*/
void * HouseClass::operator new(size_t)
{
void * ptr = Houses.Allocate();
if (ptr) {
((HouseClass *)ptr)->IsActive = true;
}
return(ptr);
}
/***********************************************************************************************
* HouseClass::delete -- Deallocator function for a house object. *
* *
* This function marks the house object as "deallocated". Such a *
* house object is available for reallocation later. *
* *
* INPUT: ptr -- Pointer to the house object to deallocate. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/22/1994 JLB : Created. *
*=============================================================================================*/
void HouseClass::operator delete(void *ptr)
{
if (ptr) {
((HouseClass *)ptr)->IsActive = false;
}
Houses.Free((HouseClass *)ptr);
}
/***********************************************************************************************
* HouseClass::HouseClass -- Constructor for a house object. *
* *
* This function is the constructor and it marks the house object *
* as being allocated. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/22/1994 JLB : Created. *
*=============================================================================================*/
HouseClass::HouseClass(HousesType house) :
Class(&HouseTypeClass::As_Reference(house)),
IonCannon(ION_CANNON_GONE_TIME, VOX_ION_READY, VOX_ION_CHARGING, VOX_ION_CHARGING, VOX_NO_POWER),
AirStrike(AIR_CANNON_GONE_TIME, VOX_AIRSTRIKE_READY, VOX_NONE, VOX_NOT_READY, VOX_NOT_READY),
NukeStrike(NUKE_GONE_TIME, VOX_NUKE_AVAILABLE, VOX_NONE, VOX_NOT_READY, VOX_NO_POWER)
{
for (HousesType i = HOUSE_FIRST; i < HOUSE_COUNT; i++) {
UnitsKilled[i] = 0;
BuildingsKilled[i] = 0;
}
WhoLastHurtMe = house; // init this to myself
IsVisionary = false;
IsFreeHarvester = false;
Blockage = 0;
UnitsLost = 0;
BuildingsLost = 0;
NewActiveBScan = 0;
ActiveBScan = 0;
NewActiveUScan = 0;
ActiveUScan = 0;
NewActiveIScan = 0;
ActiveIScan = 0;
NewActiveAScan = 0;
ActiveAScan = 0;
strcpy((char *)Name, "Computer"); // Default computer name.
JustBuilt = STRUCT_NONE;
AlertTime = 0;
IsAlerted = false;
IsAirstrikePending = false;
AircraftFactory = -1;
AircraftFactories = 0;
ActLike = Class->House;
Allies = 0;
AScan = 0;
NukeDest = 0;
BlitzTime.Clear();
BScan = 0;
BuildingFactories = 0;
BuildingFactory = -1;
Capacity = 0;
Credits = 0;
CreditsSpent = 0;
CurBuildings = 0;
CurUnits = 0;
DamageTime = DAMAGE_DELAY;
Drain = 0;
Edge = SOURCE_NORTH;
FlagHome = 0;
FlagLocation = TARGET_NONE;
HarvestedCredits = 0;
HouseTriggers[house].Clear();
IGaveUp = false;
InfantryFactories = 0;
InfantryFactory = -1;
InitialCredits = 0;
InitialCredits = 0;
IScan = 0;
IsRecalcNeeded = true;
IsCivEvacuated = false;
IsDefeated = false;
IsDiscovered = false;
IsHuman = false;
IsMaxedOut = false;
IsStarted = false;
IsToDie = false;
IsToLose = false;
IsToWin = false;
Make_Ally(house);
MaxBuilding = 0;
MaxUnit = 0;
NewAScan = 0;
NewBScan = 0;
NewIScan = 0;
NewUScan = 0;
NukePieces = 0x07;
Power = 0;
RemapTable = Class->RemapTable;
RemapColor = Class->RemapColor;
Resigned = false;
SpeakAttackDelay = 1;
SpeakMaxedDelay = 1;
SpeakMoneyDelay = 1;
SpeakPowerDelay = 1;
SpecialFactories = 0;
SpecialFactory = -1;
TeamTime = TEAM_DELAY;
Tiberium = 0;
TriggerTime = 0;
UnitFactories = 0;
UnitFactory = -1;
UScan = 0;
memset((void *)&Regions[0], 0x00, sizeof(Regions));
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::~HouseClass (void)
{
delete AircraftTotals;
delete InfantryTotals;
delete UnitTotals;
delete BuildingTotals;
delete DestroyedAircraft;
delete DestroyedInfantry;
delete DestroyedUnits;
delete DestroyedBuildings;
delete CapturedBuildings;
delete TotalCrates;
}
/***********************************************************************************************
* 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.
*/
if (!IsHuman) return(true);
/*
** Perform some equivalency fixups for the building existance flags.
*/
long flags = ActiveBScan;
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)) {
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;
}
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();
}
}
/***********************************************************************************************
* 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. *
*=============================================================================================*/
void HouseClass::AI(void)
{
Validate();
/*
** 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;
/*
** 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();
}
/*
** 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 (Special.IsDifficult) {
AlertTime = (TICKS_PER_MINUTE * Random_Pick(4, 10));
} else {
if (Special.IsEasy) {
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 damage;
int count;
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 they refuse,
** blow them up.
*/
if (FlagHome) {
techno = Map[FlagHome].Cell_Techno();
if (techno) {
moving = false;
techno->Scatter(0,true);
/*
** If the techno doesn't have a valid NavCom, he's not moving,
** so blow him up.
*/
if (techno->What_Am_I() == RTTI_INFANTRY ||
techno->What_Am_I() == RTTI_UNIT) {
if (Target_Legal(((FootClass *)techno)->NavCom)) {
moving = true;
}
}
/*
** If the techno wasn't an infantry or unit (ie he's a building),
** or he refuses to move, blow him up
*/
if (!moving) {
count = 0;
while (!(techno->IsInLimbo) && count++ < 5) {
damage = 0x7fff;
Explosion_Damage(techno->Center_Coord(), damage, NULL, WARHEAD_HE);
}
}
}
}
}
/*
** 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) {
UnitClass *obj = NULL;
CELL cell;
if (Special.IsJurassic && AreThingiesEnabled) {
obj = new UnitClass(Random_Pick(UNIT_TRIC, UNIT_STEG), HOUSE_JP);
} else {
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) {
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 (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));
}
}
}
/*
** 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].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 ((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.
*/
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 ((ActiveBScan & STRUCTF_TEMPLE) && Has_Nuke_Device() && IsHuman) {
NukeStrike.Enable((GameToPlay == GAME_NORMAL), this == PlayerPtr);
/*
** Flag the sidebar to be redrawn if necessary.
*/
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);
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
/*
** 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 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();
}
}
}
}
}
/***********************************************************************************************
* 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(void)
{
Validate();
if (SpeakAttackDelay.Expired() && PlayerPtr->Class->House == Class->House) {
Speak(VOX_BASE_UNDER_ATTACK);
SpeakAttackDelay.Set(Options.Normalize_Delay(SPEAK_DELAY));
/*
** 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 (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);
}
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 (result) {
fptr->Start();
/*
** Link this factory to the sidebar so that proper graphic feedback
** can take place.
*/
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.
*/
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;
int index;
switch (id) {
case SPC_ION_CANNON:
if (IonCannon.Is_Ready()) {
anim = new AnimClass(ANIM_ION_CANNON, Cell_Coord(cell));
if (anim) anim->Owner = Class->House;
if (this == PlayerPtr) {
Map.IsTargettingMode = false;
}
IonCannon.Discharged(PlayerPtr == this);
IsRecalcNeeded = true;
}
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);
Sound_Effect(VOC_NUKE_FIRE, start);
}
}
if (this == PlayerPtr) {
Map.IsTargettingMode = false;
}
NukeStrike.Discharged(this == PlayerPtr);
IsRecalcNeeded = true;
}
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;
}
break;
}
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. *
*=============================================================================================*/
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);
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->Completed();
Abandon_Production(type);
} else {
/*
** The object could not leave under it's own power. Just wait
** until the player tries to place the object again.
*/
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;
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 (!Special.IsEasy && !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.
*/
for (int 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], 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.
*/
for (int 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], 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();
int rc;
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);
}
return(false);
}
/***********************************************************************************************
* 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.
*/
if (rc) {
FlagLocation = As_Target(newcell);
if (set_home || FlagHome == 0) {
Map[newcell].Overlay = OVERLAY_FLAG_SPOT;
FlagHome = newcell;
}
}
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);
}
/***************************************************************************
* 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;
/*------------------------------------------------------------------------
Remove this house's flag & flag home cell
------------------------------------------------------------------------*/
if (Special.IsCaptureTheFlag) {
if (FlagLocation) {
Flag_Remove(FlagLocation,true);
} else {
if (FlagHome) {
Flag_Remove(FlagHome,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;
Debug_Unshroud = true;
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);
} 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;
}
}
/*------------------------------------------------------------------------
Be sure our messages get displayed, even if we're about to exit.
------------------------------------------------------------------------*/
Map.Render();
}
/***************************************************************************
* 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;
ActLike = house;
RemapColor = color;
switch (color) {
case REMAP_YELLOW:
RemapTable = RemapYellow;
((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_AQUA:
RemapTable = RemapBlueGreen;
((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) {
int cost = 0;
switch (overlay) {
case OVERLAY_SANDBAG_WALL:
cost = BuildingTypeClass::As_Reference(STRUCT_SANDBAG_WALL).Cost_Of();
break;
case OVERLAY_CYCLONE_WALL:
cost = BuildingTypeClass::As_Reference(STRUCT_CYCLONE_WALL).Cost_Of();
break;
case OVERLAY_BRICK_WALL:
cost = BuildingTypeClass::As_Reference(STRUCT_BRICK_WALL).Cost_Of();
break;
case OVERLAY_BARBWIRE_WALL:
cost = BuildingTypeClass::As_Reference(STRUCT_BARBWIRE_WALL).Cost_Of();
break;
case OVERLAY_WOOD_WALL:
cost = BuildingTypeClass::As_Reference(STRUCT_WOOD_WALL).Cost_Of();
break;
default:
cost = 0;
break;
}
Refund_Money(cost/2);
Map[cell].Overlay = OVERLAY_NONE;
Map[cell].OverlayData = 0;
Map[cell].Owner = HOUSE_NONE;
Map[cell].Wall_Update();
Map[cell].Recalc_Attributes();
Map[cell].Redraw_Objects();
ObjectClass::Detach_This_From_All(::As_Target(cell), true);
}
}
}
}