Ejemplo n.º 1
0
//------ Begin of function FirmMarket::ai_update_link_status ------//
//
void FirmMarket::ai_update_link_status()
{
	//---- consider enabling/disabling links to firms ----//

	Nation* nationPtr = nation_array[nation_recno];
	Firm*   firmPtr;
	int 	  rc;

	int i;
	for(i=0; i<linked_firm_count; i++)
	{
		err_when(!linked_firm_array[i] || firm_array.is_deleted(linked_firm_array[i]));

		firmPtr = firm_array[linked_firm_array[i]];

		//-------- check product type ----------//

		rc = firmPtr->firm_id == FIRM_MINE || firmPtr->firm_id == FIRM_FACTORY;		// for output raw materials to the factory to manufacture

		toggle_firm_link( i+1, rc, COMMAND_AI );		// enable the link
	}

	//----- always enable links to towns as there is no downsides for selling goods to the villagers ----//

	for(i=0; i<linked_town_count; i++)
	{
		err_when(!linked_town_array[i] || town_array.is_deleted(linked_town_array[i]));

		toggle_town_link( i+1, 1, COMMAND_AI );		// enable the link
	}
}
Ejemplo n.º 2
0
//----- Begin of function FirmMarket::update_trade_link -----//
//
// Update the status of links to harbors and towns based
// on the current trade treaty status. 
//
void FirmMarket::update_trade_link()
{
	Nation* ownNation = nation_array[nation_recno];
	int tradeTreaty;

	//------ update links to towns -----//

	Town* townPtr;

	for( int i=0 ; i<linked_town_count ; i++ )
	{
		 townPtr = town_array[linked_town_array[i]];

		 if( !townPtr->nation_recno )
			 continue;

		 if( townPtr->nation_recno )
		 {
			 tradeTreaty = ownNation->get_relation(townPtr->nation_recno)->trade_treaty
								|| townPtr->nation_recno==nation_recno;
		 }
		 else		// if this is an independent town, it buys goods from the market if its resistance towards the nation is < 30
		 {
			 tradeTreaty = townPtr->resistance(nation_recno) <= INDEPENDENT_LINK_RESISTANCE;
		 }

		 if( linked_town_enable_array[i] != (tradeTreaty ? LINK_EE : LINK_DD) )
			 toggle_town_link( i+1, tradeTreaty, COMMAND_AUTO, 1 );					// 1-toggle both side
	}
}
Ejemplo n.º 3
0
//--------- Begin of function Firm::ai_update_link_status ---------//
//
// Updating link status of this firm with towns. 
//
void Firm::ai_update_link_status()
{
	err_when( firm_id == FIRM_CAMP );		// FirmCamp has its own ai_update_link_status(), this version shouldn't be called.

	if( !worker_array )		// if this firm does not need any workers. 
		return;

	if( is_worker_full() )	// if this firm already has all the workers it needs. 
		return;

	//------------------------------------------------//

	Nation* ownNation = nation_array[nation_recno];
	int	  i, rc;

	for( i=0 ; i<linked_town_count ; i++ )
	{
		Town* townPtr = town_array[linked_town_array[i]];

		//--- enable link to hire people from the town ---//

		rc = townPtr->nation_recno==0 ||		// either it's an independent town or it's friendly or allied to our nation
			  ownNation->get_relation_status(townPtr->nation_recno) >= NATION_FRIENDLY;

		toggle_town_link( i+1, rc, COMMAND_AI );
	}
}
Ejemplo n.º 4
0
//------- Begin of function Firm::draw_detect_link_line ---------//
//
// [int] actionDetect - 0 - this is a draw action
//								1 - this is a detect action
//                      (default: 0)
//
// return: <int> 1 - detected
//					  0 - not detected
//
int Firm::draw_detect_link_line(int actionDetect)
{
	if( firm_id == FIRM_INN ) 	// FirmInn's link is only for scan for neighbor inns quickly, the link line is not displayed
		return 0;

	//--------------------------------------//

	int 	i, firmX, firmY, townX, townY;
	Firm* firmPtr;
	Town* townPtr;
	FirmInfo* firmInfo = firm_res[firm_id];

	//-------- set source points ----------//

	int srcX = ( ZOOM_X1 + (loc_x1-world.zoom_matrix->top_x_loc) * ZOOM_LOC_WIDTH
				  + ZOOM_X1 + (loc_x2-world.zoom_matrix->top_x_loc+1) * ZOOM_LOC_WIDTH ) / 2;

	int srcY = ( ZOOM_Y1 + (loc_y1-world.zoom_matrix->top_y_loc) * ZOOM_LOC_HEIGHT
				  + ZOOM_Y1 + (loc_y2-world.zoom_matrix->top_y_loc+1) * ZOOM_LOC_HEIGHT ) / 2;

	//------ draw lines to linked firms ---------//

	int	lineType;
	char* bitmapPtr;

	for( i=0 ; i<linked_firm_count ; i++ )
	{
		firmPtr = firm_array[linked_firm_array[i]];

		firmX = ( ZOOM_X1 + (firmPtr->loc_x1-world.zoom_matrix->top_x_loc) * ZOOM_LOC_WIDTH
				  + ZOOM_X1 + (firmPtr->loc_x2-world.zoom_matrix->top_x_loc+1) * ZOOM_LOC_WIDTH ) / 2;

		firmY = ( ZOOM_Y1 + (firmPtr->loc_y1-world.zoom_matrix->top_y_loc) * ZOOM_LOC_HEIGHT
				  + ZOOM_Y1 + (firmPtr->loc_y2-world.zoom_matrix->top_y_loc+1) * ZOOM_LOC_HEIGHT ) / 2;

		anim_line.draw_line(&vga_back, srcX, srcY, firmX, firmY, linked_firm_enable_array[i]==LINK_EE );

		//----- check if this firm can toggle link or not -----//

		if( !can_toggle_firm_link(firmPtr->firm_recno) )
			continue;

		//------ if the link is switchable -------//

		bitmapPtr = power.get_link_icon( linked_firm_enable_array[i], nation_recno==firmPtr->nation_recno );

		if( actionDetect )
		{
			if( own_firm() && world.zoom_matrix->detect_bitmap_clip( firmX-11, firmY-11, bitmapPtr ) )
			{
				if( linked_firm_enable_array[i] & LINK_ED )
				{
					toggle_firm_link( i+1, 0, COMMAND_PLAYER );
					se_ctrl.immediate_sound("TURN_OFF");
				}
				else
				{
					toggle_firm_link( i+1, 1, COMMAND_PLAYER );
					se_ctrl.immediate_sound("TURN_ON");
				}
				return 1;
			}
		}
		else
		{
			if( nation_recno == nation_array.player_recno )
				world.zoom_matrix->put_bitmap_clip( firmX-11, firmY-11, bitmapPtr );
		}
	}

	//------ draw lines to linked towns ---------//

	for( i=0 ; i<linked_town_count ; i++ )
	{
		townPtr = town_array[linked_town_array[i]];

		townX = ( ZOOM_X1 + (townPtr->loc_x1-world.zoom_matrix->top_x_loc) * ZOOM_LOC_WIDTH
				  + ZOOM_X1 + (townPtr->loc_x2-world.zoom_matrix->top_x_loc+1) * ZOOM_LOC_WIDTH ) / 2;

		townY = ( ZOOM_Y1 + (townPtr->loc_y1-world.zoom_matrix->top_y_loc) * ZOOM_LOC_HEIGHT
				  + ZOOM_Y1 + (townPtr->loc_y2-world.zoom_matrix->top_y_loc+1) * ZOOM_LOC_HEIGHT ) / 2;

		if( worker_array && selected_worker_id &&
			 worker_array[selected_worker_id-1].town_recno == townPtr->town_recno )
		{
			lineType = -1;
			anim_line.thick_line(&vga_back, srcX, srcY, townX, townY, linked_town_enable_array[i]==LINK_EE, lineType );
		}
		else
		{
			lineType = 0;
			anim_line.draw_line(&vga_back, srcX, srcY, townX, townY, linked_town_enable_array[i]==LINK_EE, lineType );
		}

		//----- check if this firm can toggle link or not -----//

		if( !can_toggle_town_link() )
			continue;

		//--------- draw link symbol -----------//

		bitmapPtr = power.get_link_icon( linked_town_enable_array[i], nation_recno==townPtr->nation_recno );

		if( actionDetect )
		{
			int rc = world.zoom_matrix->detect_bitmap_clip( townX-11, townY-11, bitmapPtr );

			//------ left clicking to toggle link -------//

			if( rc==1 && own_firm() )
			{
				if( linked_town_enable_array[i] & LINK_ED )
				{
					toggle_town_link( i+1, 0, COMMAND_PLAYER );
					se_ctrl.immediate_sound("TURN_OFF");
				}
				else
				{
					toggle_town_link( i+1, 1, COMMAND_PLAYER );
					se_ctrl.immediate_sound("TURN_ON");
				}

				//
				// update RemoteMsg::firm_toggle_link_town()
				//
				if( firm_id == FIRM_CAMP && !remote.is_enable())
				{
					if( townPtr->nation_recno )
						townPtr->update_target_loyalty();
					else
						townPtr->update_target_resistance();

					townPtr->update_camp_link();
				}

				return 1;
			}

			//------ right clicking to move workers ------//

			else if( rc==2 && selected_worker_id > 0 )
			{
				//--- only when this worker is ours ----//

				if( firm_res[firm_id]->live_in_town &&
					 worker_array[selected_worker_id-1].is_nation(firm_recno, nation_array.player_recno) )
				{
					if(townPtr->population>=MAX_TOWN_POPULATION)
						return 0;

					set_worker_home_town(townPtr->town_recno, COMMAND_PLAYER);
					se_ctrl.immediate_sound("PULL_MAN");
					return 1;
				}
			}
		}
		else
		{
			if( nation_recno == nation_array.player_recno )
				world.zoom_matrix->put_bitmap_clip( townX-11, townY-11, bitmapPtr );
		}
	}

	return 0;
}