Example #1
0
void ResetAutofire(int party)
{
    int i, j, k, m;
    TUnit *u;
    
    AF_Reseted = TRUE;
    if (party == GOODLIFE) AF_from = BADLIFE, AF_to = UNITS_TOP;
    else AF_from = GOODLIFE, AF_to = GOODLIFE_TOP;
    for (i = 0; i < UNITS_TOP; i++) AF_Units[i] = FALSE;
    for (i = 0; i < MapSizeX * MapSizeY; i++)   AF_Map[i] = 0;
    
    for (i = AF_from; i < AF_to; i++)   {
        if ((Units[i] != NULL) && (Units[i]->Type % BADLIFE <= unSatan))
            AF_Units[i] = (Units[i]->X != -1) && UnitCanShoot((TUnit*)Units[i]);
    }   

    // vytvoreni tabulky strelby:
    for (m = 0, k = AF_from; k < AF_to; k++) if (AF_Units[k]) m++;
    if (m) ProgressLimit(m); else ProgressLimit(1);
    ProgressNull();
    for (k = AF_from; k < AF_to; k++) {
        if (!AF_Units[k]) continue;
        u = (TUnit*)Units[k];
        AF_AddUnit(u);
        ProgressInc();
        ProcessMapAnim();
    }
    ProgressNull();
}
Example #2
0
int TTowers::MakeTurn ()
{
        int i, st;

        if (MusicOn && (!IsMusicPlaying())) JukeboxNext();

        if (nofBadLife == 0) return TRUE;

        if (DeleteKilled () == FALSE) return FALSE;

        for (i = 0; i < nofBadLife; i++) {
                do {
                        st = ProblemJednotky (BL[i]);
                        if (st == FALSE) {
                                ProgressNull ();
                                return FALSE;
                        }
                } while (st == -1);
                ProgressInc ();
        }

        return TRUE;

}
Example #3
0
int ArtificialIntelligence8 ()
{
    int i, j, k, r, st, x, y, id, h, hmax;
    TPoint p;
    char buf [40];
    TBase *Base;
    TField *f;

    Message (SigText[TXT_AI_ANALYSE]);

    // Prepocitame viditelnost
    AllowBadlife (TRUE);
    ComputeVisib ();
    RedrawMap ();
    
    LockDraw ();
    
    // Aktualizujeme specialni objekty
    Docks1 = GetField (D1X, D1Y) -> Unit;
    if (Docks1 == NO_UNIT || Units [Docks1] -> Type % BADLIFE != unDocks) 
        Docks1 = NO_UNIT;
    Docks2 = GetField (D2X, D2Y) -> Unit;
    if (Docks2 == NO_UNIT || Units [Docks2] -> Type % BADLIFE != unDocks) 
        Docks2 = NO_UNIT;
    Factory1 = GetField (F1X, F1Y) -> Unit;
    if (Factory1 == NO_UNIT || Units [Factory1] -> Type % BADLIFE != unFactory) 
        Factory1 = NO_UNIT;
    Factory2 = GetField (F2X, F2Y) -> Unit;
    if (Factory2 == NO_UNIT || Units [Factory2] -> Type % BADLIFE != unFactory) 
        Factory2 = NO_UNIT;
    Factory3 = GetField (F3X, F3Y) -> Unit;
    if (Factory3 == NO_UNIT || Units [Factory3] -> Type % BADLIFE != unFactory) 
        Factory3 = NO_UNIT;

    // Vyradime znicene jednotky z armad    
    Towers -> DeleteKilled2 (); Towers -> DeleteKilled ();
    Army1 -> DeleteKilled2 (); Army1 -> DeleteKilled ();
    Army2 -> DeleteKilled2 (); Army2 -> DeleteKilled ();
    Army3 -> DeleteKilled2 (); Army3 -> DeleteKilled ();
    AirArmy3 -> DeleteKilled2 (); AirArmy3 -> DeleteKilled ();
    Army4 -> DeleteKilled2 (); Army4 -> DeleteKilled ();
    Army5 -> DeleteKilled2 (); Army5 -> DeleteKilled ();
    Army6 -> DeleteKilled2 (); Army6 -> DeleteKilled ();
    Army7 -> DeleteKilled2 (); Army7 -> DeleteKilled ();
    Army8 -> DeleteKilled2 (); Army8 -> DeleteKilled ();
    AirArmy8 -> DeleteKilled2 (); AirArmy8 -> DeleteKilled ();
    Marine1 -> DeleteKilled2 (); Marine1 -> DeleteKilled ();
    Marine8 -> DeleteKilled2 (); Marine8 -> DeleteKilled ();
    DUPos = 0;
    
    // Testneme konec hry   
    st = AssignResult ();
    if (st != 0) {
        UnlockDraw ();  
        AllowBadlife (FALSE);       
        return st;  
    }

    // Zpracujeme seznam poli, na ktere se utocilo
    Army1 -> DoAttackedFields ();
    Army2 -> DoAttackedFields ();
    Army3 -> DoAttackedFields ();
    AirArmy3 -> DoAttackedFields ();
    Army4 -> DoAttackedFields ();
    Army5 -> DoAttackedFields ();
    Army6 -> DoAttackedFields ();
    Army7 -> DoAttackedFields ();
    Army8 -> DoAttackedFields ();
    AirArmy8 -> DoAttackedFields ();
    Marine1 -> DoAttackedFields ();
    Marine8 -> DoAttackedFields ();
    AttackFieldPos = 0;
    
    AnalyseLandscape ();    
    
    Message (SigText[TXT_AI_ARMY]);



//////////////////////////////// AKTIVACE ARMAD

    // Test zaktivovani armady 1
    if (Army1 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army1 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army1 -> Status = asActive;
            }
        }
    }
    // Test zaktivovani armady 2
    if (Army2 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army2 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army2 -> Status = asActive;
            }
        }
    }
    // Test zaktivovani armady 3
    if (Army3 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army3 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army3 -> Status = asActive;
            }
        }
    }
    // Test zaktivovani armady 4
    if (Army4 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army4 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army4 -> Status = asActive;
            }
        }
    }
    // Test zaktivovani armady 5
    if (Army5 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army5 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army5 -> Status = asActive;
            }
        }
    }
    // Test zaktivovani armady 6
    if (Army6 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army6 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army6 -> Status = asActive;
            }
        }
    }
    // Test zaktivovani armady 7
    if (Army7 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army7 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army7 -> Status = asActive;
            }
        }
    }
    // Test zaktivovani armady 8
    if (Army8 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army8 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army8 -> Status = asActive;
            }
        }
    }
    // Test zaktivovani marine 1
    if (Marine1 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Marine1 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Marine1 -> Status = asActive;
            }
        }
    }
    // Test zaktivovani marine 8
    if (Marine8 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Marine8 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Marine8 -> Status = asActive;
            }
        }
    }
    

///////////////////////////// AKCE ARMAD

    // Nastavime ProgressBar
    st = 0;
    st += Towers -> nofBadLife;
    if (Army1 -> Status == asActive || Army1 -> Status == asSuicide) st += Army1 -> nofBadLife;
    if (Army2 -> Status == asActive || Army2 -> Status == asSuicide) st += Army2 -> nofBadLife;
    if (Army3 -> Status == asActive || Army3 -> Status == asSuicide) st += Army3 -> nofBadLife;
    if (AirArmy3 -> Status == asActive || AirArmy3 -> Status == asSuicide) st += AirArmy3 -> nofBadLife;
    if (Army4 -> Status == asActive || Army4 -> Status == asSuicide) st += Army4 -> nofBadLife;
    if (Army5 -> Status == asActive || Army5 -> Status == asSuicide) st += Army5 -> nofBadLife;
    if (Army6 -> Status == asActive || Army6 -> Status == asSuicide) st += Army6 -> nofBadLife;
    if (Army7 -> Status == asActive || Army7 -> Status == asSuicide) st += Army7 -> nofBadLife;
    if (Army8 -> Status == asActive || Army8 -> Status == asSuicide) st += Army8 -> nofBadLife;
    if (AirArmy8 -> Status == asActive || AirArmy8 -> Status == asSuicide) st += AirArmy8 -> nofBadLife;
    if (Marine1 -> Status == asActive || Marine1 -> Status == asSuicide) st += Marine1 -> nofBadLife;
    if (Marine8 -> Status == asActive || Marine8 -> Status == asSuicide) st += Marine8 -> nofBadLife;
    if (st == 0) st = 5; // Magic number
    ProgressNull ();
    ProgressLimit (st);     

    // Vylozime letiste
    UnlockDraw ();
    for (i = BADLIFE; i < UNITS_TOP; i++){
        // Airport
        if (Units [i] != NULL && Units [i] -> Type - BADLIFE == unAirport) {            
            for (j = 0; j < ((TAirport *) Units [i]) -> LoadedUnits; j++) {
                id = ((TAirport *)Units [i]) -> Inventory [j];
                if (Units [id] -> AI_Info.State == aistFuel) {
                    st = ((TAirport *)Units [i]) -> UnloadUnit ((TUnit *)Units [id]);
                    if (st == 1) {
                        j--;
                        Units [id] -> AI_Info.State = aistNought;
                        for (k = 120; k > 1; k--) {
                            p = CartezianSnail (k);
                            p.x += Units [id] -> X; p.y += Units [id] -> Y;
                            if (p.x >= 0 && p.x < MapSizeX && p.y >= 0 && p.y < MapSizeY
                            && GetAircraftAt (p.x, p.y) == NULL) {
                                Units [id] -> Select ();
                                st = Units [id] -> MoveFar (p.x, p.y);
                                if (st == 1) break;
                                
                            }
                        }
                    }
                }
            }
        }
        // Heliport
        if (Units [i] != NULL && Units [i] -> Type - BADLIFE == unHeliport) {           
            for (j = 0; j < ((THeliport *) Units [i]) -> LoadedUnits; j++) {
                id = ((THeliport *)Units [i]) -> Inventory [j];
                if (Units [id] -> AI_Info.State == aistFuel) {
                    st = ((THeliport *)Units [i]) -> UnloadUnit ((TUnit *)Units [id]);
                    if (st == 1) {
                        j--;
                        Units [id] -> AI_Info.State = aistNought;
                        for (k = 120; k > 1; k--) {
                            p = CartezianSnail (k);
                            p.x += Units [id] -> X; p.y += Units [id] -> Y;
                            if (p.x >= 0 && p.x < MapSizeX && p.y >= 0 && p.y < MapSizeY
                            && GetAircraftAt (p.x, p.y) == NULL) {
                                Units [id] -> Select ();
                                st = Units [id] -> MoveFar (p.x, p.y);
                                if (st == 1) break;
                            }
                        }
                    }
                }
            }
        }
        // Laguna
        if (Units [i] != NULL && Units [i] -> Type - BADLIFE == unLaguna) {         
            for (j = 0; j < ((TLaguna *) Units [i]) -> LoadedUnits; j++) {
                id = ((TLaguna *)Units [i]) -> Inventory [j];
                if (Units [id] -> AI_Info.State == aistFuel) {
                    st = ((TLaguna *)Units [i]) -> UnloadUnit ((TUnit *)Units [id]);
                    if (st == 1) {
                        j--;
                        Units [id] -> AI_Info.State = aistNought;
                        for (k = 120; k > 1; k--) {
                            p = CartezianSnail (k);
                            p.x += Units [id] -> X; p.y += Units [id] -> Y;
                            if (p.x >= 0 && p.x < MapSizeX && p.y >= 0 && p.y < MapSizeY
                            && GetAircraftAt (p.x, p.y) == NULL) {
                                Units [id] -> Select ();
                                st = Units [id] -> MoveFar (p.x, p.y);
                                if (st == 1) break;
                            }
                        }
                    }
                }
            }
        }
        
    }
    LockDraw ();

    // Veze
    if (Towers -> MakeTurn () == FALSE) {
        st = AssignResult ();
        if (st != 0) {
            UnlockDraw ();  
            AllowBadlife (FALSE);       
            return st;  
        }
    }

    
    // ARMY 1
    if (Army1 -> Status == asActive || Army1 -> Status == asSuicide) {
        Army1 -> DeleteKilled ();
        
        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army1 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army1 -> Insert (i);
            }
        }

        // Pokyn k sebevrazde       
        Army1 -> CountDangerous ();
        if (Army1 -> Dangerous <= CSuicide1) {
            Army1 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army1 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }

        // Likvidace armady 1
        Army1 -> CountDangerous ();     
        if (Army1 -> Dangerous <= CMinDang1) {
            Army1 -> Status = asDestroyed;          
        }
        
        
    }
    
    // ARMY 2
    if (Army2 -> Status == asActive || Army2 -> Status == asSuicide) {
        Army2 -> DeleteKilled ();
        
        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army2 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army2 -> Insert (i);
            }
        }

        // Pokyn k sebevrazde       
        Army2 -> CountDangerous ();
        if (Army2 -> Dangerous <= CSuicide2) {
            Army2 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army2 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }

        // Likvidace armady 2
        if (Army2 -> Dangerous <= CMinDang2) {
            Army2 -> Status = asDestroyed;
        }
        
    }

    // ARMY 3
    if (Army3 -> Status == asActive || Army3 -> Status == asSuicide) {
        Army3 -> DeleteKilled ();
        
        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army3 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army3 -> Insert (i);
            }
        }

        // Pokyn k sebevrazde       
        Army3 -> CountDangerous ();
        if (Army3 -> Dangerous <= CSuicide3) {
            Army3 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army3 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 3
        if (Army3 -> Dangerous <= CMinDang3) {
            Army3 -> Status = asDestroyed;
        }
                
    }
    // AIR ARMY 3
    if (AirArmy3 -> Status == asActive || AirArmy3 -> Status == asSuicide) {
        AirArmy3 -> DeleteKilled ();
        
        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (AirArmy3 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                AirArmy3 -> Insert (i);
            }
        }

        // Pokyn k sebevrazde       
        AirArmy3 -> CountDangerous ();
        if (AirArmy3 -> Dangerous <= CSuicideA3) {
            AirArmy3 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (AirArmy3 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 3
        if (AirArmy3 -> Dangerous <= CMinDangA3) {
            AirArmy3 -> Status = asDestroyed;
        }
                
    }


                    
    // ARMY 4
    if (Army4 -> Status == asActive || Army4 -> Status == asSuicide) {
        Army4 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army4 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army4 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        Army4 -> CountDangerous ();
        if (Army4 -> Dangerous <= CSuicide4) {
            Army4 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army4 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 4
        if (Army4 -> Dangerous <= CMinDang4) {
            Army4 -> Status = asDestroyed;
        }               
    }
    

    // ARMY 5
    if (Army5 -> Status == asActive || Army5 -> Status == asSuicide) {
        Army5 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army5 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army5 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        Army5 -> CountDangerous ();
        if (Army5 -> Dangerous <= CSuicide5) {
            Army5 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army5 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 5
        if (Army5 -> Dangerous <= CMinDang5) {
            Army5 -> Status = asDestroyed;
        }               
    }


    // ARMY 6
    if (Army6 -> Status == asActive || Army6 -> Status == asSuicide) {
        Army6 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army6 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army6 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        Army6 -> CountDangerous ();
        if (Army6 -> Dangerous <= CSuicide6) {
            Army6 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army6 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 6
        if (Army6 -> Dangerous <= CMinDang6) {
            Army6 -> Status = asDestroyed;
        }               
    }

    // ARMY 7
    if (Army7 -> Status == asActive || Army7 -> Status == asSuicide) {
        Army7 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army7 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army7 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        Army7 -> CountDangerous ();
        if (Army7 -> Dangerous <= CSuicide7) {
            Army7 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army7 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 7
        if (Army7 -> Dangerous <= CMinDang7) {
            Army7 -> Status = asDestroyed;
        }               
    }

    // ARMY 8
    if (Army8 -> Status == asActive || Army8 -> Status == asSuicide) {
        Army8 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army8 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army8 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        Army8 -> CountDangerous ();
        if (Army8 -> Dangerous <= CSuicide8) {
            Army8 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army8 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 6
        if (Army8 -> Dangerous <= CMinDang8) {
            Army8 -> Status = asDestroyed;
        }               
    }

    // AIR ARMY 8
    if (AirArmy8 -> Status == asActive || AirArmy8 -> Status == asSuicide) {
        AirArmy8 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (AirArmy8 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                AirArmy8 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        AirArmy8 -> CountDangerous ();
        if (AirArmy8 -> Dangerous <= CSuicideA8) {
            AirArmy8 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (AirArmy8 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 6
        if (AirArmy8 -> Dangerous <= CMinDangA8) {
            AirArmy8 -> Status = asDestroyed;
        }               
    }

    // MARINE 1
    if (Marine1 -> Status == asActive || Marine1 -> Status == asSuicide) {
        Marine1 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Marine1 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Marine1 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        Marine1 -> CountDangerous ();
        if (Marine1 -> Dangerous <= CSuicideM1) {
            Marine1 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Marine1 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 1
        if (Marine1 -> Dangerous <= CMinDangM1) {
            Marine1 -> Status = asDestroyed;
        }               
    }

    // MARINE 8
    if (Marine8 -> Status == asActive || Marine8 -> Status == asSuicide) {
        Marine8 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Marine8 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Marine8 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        Marine8 -> CountDangerous ();
        if (Marine8 -> Dangerous <= CSuicideM8) {
            Marine8 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Marine8 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 8
        if (Marine8 -> Dangerous <= CMinDangM8) {
            Marine8 -> Status = asDestroyed;
        }               
    }



    AttackFieldPos = 0;
    
    UnlockDraw ();  
    AllowBadlife (FALSE);
    return AssignResult ();

    
}
Example #4
0
int ArtificialIntelligence7 ()
{
    int i, j, r, st, x, y, id;
    char buf [40];
    TBase *Base;
    TField *f;

    Message (SigText[TXT_AI_ANALYSE]);
    
    // Prepocitame viditelnost
    AllowBadlife (TRUE);
    ComputeVisib ();
    RedrawMap ();
    
    LockDraw ();
    
    // Aktualizujeme specialni objekty
    Base6 = GetField (B6X, B6Y) -> Unit;
    if (Base6 == NO_UNIT || Units [Base6] -> Type % BADLIFE != unBase) 
        Base6 = NO_UNIT;
    Factory2 = GetField (F2X, F2Y) -> Unit;
    if (Factory2 == NO_UNIT || Units [Factory2] -> Type % BADLIFE != unFactory) 
        Factory2 = NO_UNIT;
    Radar2 = GetField (R2X, R2Y) -> Unit;
    if (Radar2 == NO_UNIT || Units [Radar2] -> Type % BADLIFE != unRadar) 
        Radar2 = NO_UNIT;
    Radar3 = GetField (R3X, R3Y) -> Unit;
    if (Radar2 == NO_UNIT || Units [Radar3] -> Type % BADLIFE != unRadar) 
        Radar3 = NO_UNIT;
    Radar4 = GetField (R4X, R4Y) -> Unit;
    if (Radar4 == NO_UNIT || Units [Radar4] -> Type % BADLIFE != unRadar) 
        Radar4 = NO_UNIT;
    Radar5 = GetField (R5X, R5Y) -> Unit;
    if (Radar5 == NO_UNIT || Units [Radar5] -> Type % BADLIFE != unRadar) 
        Radar5 = NO_UNIT;
    Radar6 = GetField (R6X, R6Y) -> Unit;
    if (Radar6 == NO_UNIT || Units [Radar6] -> Type % BADLIFE != unRadar) 
        Radar6 = NO_UNIT;

    // Vyradime znicene jednotky z armad        
    Towers -> DeleteKilled2 (); Towers -> DeleteKilled ();
    Army1 -> DeleteKilled2 (); Army1 -> DeleteKilled ();
    Army2 -> DeleteKilled2 (); Army2 -> DeleteKilled ();
    Army3 -> DeleteKilled2 (); Army3 -> DeleteKilled ();
    Army4 -> DeleteKilled2 (); Army4 -> DeleteKilled ();
    Army5 -> DeleteKilled2 (); Army5 -> DeleteKilled ();
    Army6 -> DeleteKilled2 (); Army6 -> DeleteKilled ();
    Army7 -> DeleteKilled2 (); Army7 -> DeleteKilled ();
    Army8 -> DeleteKilled2 (); Army8 -> DeleteKilled ();
    DUPos = 0;

    // Testneme konec hry   
    st = AssignResult ();
    if (st != 0) {
        UnlockDraw ();  
        AllowBadlife (FALSE);       
        return st;  
    }

    // Zpracujeme seznam poli, na ktere se utocilo
    Army1 -> DoAttackedFields ();
    Army2 -> DoAttackedFields ();
    Army3 -> DoAttackedFields ();
    Army4 -> DoAttackedFields ();
    Army5 -> DoAttackedFields ();
    Army6 -> DoAttackedFields ();
    Army7 -> DoAttackedFields ();
    Army8 -> DoAttackedFields ();
    AttackFieldPos = 0;

    AnalyseLandscape ();    
    
    Message (SigText[TXT_AI_ARMY]);
  
    Army1 -> Status = asActive;
        

  // Likvidace FACTORY II
    if ((Factory2 != NO_UNIT) && (Units[Factory2] != NULL) && ( (GetField(P1X,P1Y) -> Visib == 1) || (GetField(P2X,P2Y) -> Visib == 2) ) ) { 
      UnlockDraw ();
    if ((Pagoda1 != NO_UNIT) && (Units[Pagoda1] != NULL)) {
        Units[Pagoda1] -> Attack(75, 25);
        Units[Pagoda1] -> Attack(75, 25);
    }
    if ((Pagoda2 != NO_UNIT) && (Units[Pagoda2] != NULL)) {
        Units[Pagoda2] -> Attack(75, 28);
        Units[Pagoda2] -> Attack(75, 28);
    }
    LockDraw ();
  }


    // Test zaktivovani armady 2
    if (Army2 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army2 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army2 -> Status = asActive;
                Army2 -> SetAIConst (1);
            }
        }
    }

    // Test zaktivovani armady 3
    if (Army3 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army3 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army3 -> Status = asActive;
                Army3 -> SetAIConst (1);
            }
        }
    }

    // Test zaktivovani armady 4
    if (Army4 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army4 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army4 -> Status = asActive;
                Army4 -> SetAIConst (1);
            }
        }
    }

    // Test zaktivovani armady 5
    if (Army5 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army5 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army5 -> Status = asActive;
                Army5 -> SetAIConst (2);
            }
        }
    }

    // Test zaktivovani armady 6
    if (Army6 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army6 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army6 -> Status = asActive;
                Army6 -> SetAIConst (1);
            }
        }
    }

    // Test zaktivovani armady 7
    if (Army7 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army7 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army7 -> Status = asActive;
                Army7 -> SetAIConst (4);
            }
        }
    }

    // Test zaktivovani armady 8
    if (Army8 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army8 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army8 -> Status = asActive;
                Army8 -> SetAIConst (1);
            }
        }
    }


    
    // Presun Olympu a Mohykanu
    if (ActualTurn == 1) {
    UnlockDraw();
    if ((Mohykan1 != NO_UNIT) && (Units[Mohykan1] != NULL)) {
      Units[Mohykan1] -> Select ();
      Units[Mohykan1] -> Move(M1DX, M1DY);
      if (Units [Mohykan1] != NULL) Army1 -> Insert (Mohykan1);
    }
    if ((Mohykan2 != NO_UNIT) && (Units[Mohykan2] != NULL)) {
      Units[Mohykan2] -> Select ();
      Units[Mohykan2] -> Move(M2DX, M2DY);
      if (Units [Mohykan2] != NULL) Army1 -> Insert (Mohykan2);
    }
    if ((Mohykan3 != NO_UNIT) && (Units[Mohykan3] != NULL)) {
      Units[Mohykan3] -> Select ();
      Units[Mohykan3] -> Move(M3DX, M3DY);
      if (Units [Mohykan3] != NULL) Army1 -> Insert (Mohykan3);
    }
    if ((Mohykan4 != NO_UNIT) && (Units[Mohykan4] != NULL)) {
      Units[Mohykan4] -> Select ();
      Units[Mohykan4] -> Move(M4DX, M4DY);
      if (Units [Mohykan4] != NULL) Army1 -> Insert (Mohykan4);
    }
    if ((Olymp1 != NO_UNIT) && (Units[Olymp1] != NULL)) {
      Units[Olymp1] -> Select ();
      Units[Olymp1] -> Move(O1DX, O1DY);
      if (Units [Olymp1] != NULL) Army1 -> Insert (Olymp1);
    }
    if ((Olymp2 != NO_UNIT) && (Units[Olymp2] != NULL)) {
      Units[Olymp2] -> Select ();
      Units[Olymp2] -> Move(O2DX, O2DY);
      if (Units [Olymp2] != NULL) Army1 -> Insert (Olymp2);
    }
    if ((Olymp3 != NO_UNIT) && (Units[Olymp3] != NULL)) {
      Units[Olymp3] -> Select ();
      Units[Olymp3] -> Move(O3DX, O3DY);
      if (Units [Olymp3] != NULL) Army1 -> Insert (Olymp3);
    }
    if ((Olymp4 != NO_UNIT) && (Units[Olymp4] != NULL)) {
      Units[Olymp4] -> Select ();
      Units[Olymp4] -> Move(O4DX, O4DY);
      if (Units [Olymp4] != NULL) Army1 -> Insert (Olymp4);
    }
    if ((Mesias1 != NO_UNIT) && (Units [Mesias1] != NULL)) Army1 -> Insert (Mesias1);
    if ((Ganymedes1 != NO_UNIT) && (Units [Ganymedes1] != NULL)) Army1 -> Insert (Ganymedes1);
    LockDraw();
  }
    

    // Dojel Olymp1 - vyklada se...
    if ((Olymp1 != NO_UNIT) && (Units [Olymp1] != NULL) && 
        IsInRect (Units [Olymp1] -> X, Units [Olymp1] -> Y, 
      O1DX, O1DY, O1DX, O1DY)) {
        UnlockDraw ();
        do {
            if (((TOlymp *) Units [Olymp1]) -> LoadedUnits > 0) {
                id = ((TOlymp *) Units [Olymp1]) -> Inventory [0];
                st = ((TOlymp *) Units [Olymp1]) -> UnloadUnit ((TUnit *)Units [id]);
            }
            else st = FALSE;
            if (st > 0) Army1 -> Insert (id);
        }
        while (st == TRUE); 
        LockDraw ();
    }
    
    // Dojel Olymp2 - vyklada se...
    if ((Olymp2 != NO_UNIT) && (Units [Olymp2] != NULL) && 
        IsInRect (Units [Olymp2] -> X, Units [Olymp2] -> Y, 
        O2DX, O2DY, O2DX, O2DY)) {
        UnlockDraw ();
        do {
            if (((TOlymp *) Units [Olymp2]) -> LoadedUnits > 0) {
                id = ((TOlymp *) Units [Olymp2]) -> Inventory [0];
                st = ((TOlymp *) Units [Olymp2]) -> UnloadUnit ((TUnit *)Units [id]);
            }
            else st = FALSE;
            if (st > 0) Army1 -> Insert (id);
        }
        while (st == TRUE); 
        LockDraw ();
        UnlockDraw();
    RedrawMap();
    LockDraw();
    }
    // Dojel Olymp3 - vyklada se...
    if ((Olymp3 != NO_UNIT) && (Units [Olymp3] != NULL) && 
        IsInRect (Units [Olymp3] -> X, Units [Olymp3] -> Y, 
        O3DX, O3DY, O3DX, O3DY)) {
        UnlockDraw ();
        do {
            if (((TOlymp *) Units [Olymp3]) -> LoadedUnits > 0) {
                id = ((TOlymp *) Units [Olymp3]) -> Inventory [0];
                st = ((TOlymp *) Units [Olymp3]) -> UnloadUnit ((TUnit *)Units [id]);
            }
            else st = FALSE;
            if (st > 0) Army1 -> Insert (id);
        }
        while (st == TRUE); 
        LockDraw ();
        UnlockDraw();
    RedrawMap();
    LockDraw();
    }
    // Dojel Olymp4 - vyklada se...
    if ((Olymp4 != NO_UNIT) && (Units [Olymp4] != NULL) && 
        IsInRect (Units [Olymp4] -> X, Units [Olymp4] -> Y, 
        O4DX, O4DY, O4DX, O4DY)) {
        UnlockDraw ();
        do {
            if (((TOlymp *) Units [Olymp4]) -> LoadedUnits > 0) {
                id = ((TOlymp *) Units [Olymp4]) -> Inventory [0];
                st = ((TOlymp *) Units [Olymp4]) -> UnloadUnit ((TUnit *)Units [id]);
            }
            else st = FALSE;
            if (st > 0) Army1 -> Insert (id);
        }
        while (st == TRUE); 
        LockDraw ();
        UnlockDraw();
    RedrawMap();
    LockDraw();
    }
    
    ComputeVisib ();


    // Nastavime ProgressBar
    st = 0;
    st += Towers -> nofBadLife;
    if (Army1 -> Status == asActive || Army1 -> Status == asSuicide) st += Army1 -> nofBadLife;
    if (Army2 -> Status == asActive || Army2 -> Status == asSuicide) st += Army2 -> nofBadLife;
    if (Army3 -> Status == asActive || Army3 -> Status == asSuicide) st += Army3 -> nofBadLife;
    if (Army4 -> Status == asActive || Army4 -> Status == asSuicide) st += Army4 -> nofBadLife;
    if (Army5 -> Status == asActive || Army5 -> Status == asSuicide) st += Army5 -> nofBadLife;
    if (Army6 -> Status == asActive || Army6 -> Status == asSuicide) st += Army6 -> nofBadLife;
    if (Army7 -> Status == asActive || Army7 -> Status == asSuicide) st += Army7 -> nofBadLife;
    if (Army8 -> Status == asActive || Army8 -> Status == asSuicide) st += Army8 -> nofBadLife;
    if (st == 0) st = 5; // Magic number
    ProgressNull ();
    ProgressLimit (st);     

    // Veze
    if (Towers -> MakeTurn () == FALSE) {
        st = AssignResult ();
        if (st != 0) {
            UnlockDraw ();  
            AllowBadlife (FALSE);       
            return st;  
        }
    }

    // ARMY 1
    if (Army1 -> Status == asActive || Army1 -> Status == asSuicide) {
        Army1 -> DeleteKilled ();
        
        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army1 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army1 -> Insert (i);
            }
        }

        // Pokyn k sebevrazde       
        Army1 -> CountDangerous ();
        if (Army1 -> Dangerous <= CSuicide1) {
            Army1 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army1 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }

        // Likvidace armady 1
        Army1 -> CountDangerous ();     
        if (Army1 -> Dangerous <= CMinDang1) {
            Army1 -> Status = asDestroyed;          
        }
        
        
    }
    
    
    // ARMY 2
    if (Army2 -> Status == asActive || Army2 -> Status == asSuicide) {
        Army2 -> DeleteKilled ();
        
        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army2 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army2 -> Insert (i);
            }
        }
        // Pokyn k sebevrazde       
        Army2 -> CountDangerous ();
        if (Army2 -> Dangerous <= CSuicide2) {
            Army2 -> Status = asSuicide;
        }       
        // Provedeme akce
        if (Army2 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        // Likvidace armady 2
        if (Army2 -> Dangerous <= CMinDang2) {
            Army2 -> Status = asDestroyed;
        }
    }


    // ARMY 3
    if (Army3 -> Status == asActive || Army3 -> Status == asSuicide) {
        Army3 -> DeleteKilled ();
        
        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army3 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army3 -> Insert (i);
            }
        }

        // Pokyn k sebevrazde       
        Army3 -> CountDangerous ();
        if (Army3 -> Dangerous <= CSuicide3) {
            Army3 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army3 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }

        // Likvidace armady 3
        if (Army3 -> Dangerous <= CMinDang3) {
            Army3 -> Status = asDestroyed;
        }
        
    }

    // ARMY 4
    if (Army4 -> Status == asActive || Army4 -> Status == asSuicide) {
        Army4 -> DeleteKilled ();
        
        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army4 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army4 -> Insert (i);
            }
        }

        // Pokyn k sebevrazde       
        Army4 -> CountDangerous ();
        if (Army4 -> Dangerous <= CSuicide4) {
            Army4 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army4 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }

        // Likvidace armady 4
        if (Army4 -> Dangerous <= CMinDang4) {
            Army4 -> Status = asDestroyed;
        }
        
    }


    // ARMY 5
    if (Army5 -> Status == asActive || Army5 -> Status == asSuicide) {
        Army5 -> DeleteKilled ();
        
        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army5 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army5 -> Insert (i);
            }
        }
        // Pokyn k sebevrazde       
        Army5 -> CountDangerous ();
        if (Army5 -> Dangerous <= CSuicide5) {
            Army5 -> Status = asSuicide;
        }       
        // Provedeme akce
        if (Army5 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        // Likvidace armady 5
        if (Army5 -> Dangerous <= CMinDang4) {
            Army5 -> Status = asDestroyed;
        }
    }


    // ARMY 6
    if (Army6 -> Status == asActive || Army6 -> Status == asSuicide) {
        Army6 -> DeleteKilled ();
        
        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army6 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army6 -> Insert (i);
            }
        }
        // Pokyn k sebevrazde       
        Army6 -> CountDangerous ();
        if (Army6 -> Dangerous <= CSuicide6) {
            Army6 -> Status = asSuicide;
        }       
        // Provedeme akce
        if (Army6 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        // Likvidace armady 6
        if (Army6 -> Dangerous <= CMinDang6) {
            Army6 -> Status = asDestroyed;
        }
    }



    // ARMY 7
    if (Army7 -> Status == asActive || Army7 -> Status == asSuicide) {
        Army7 -> DeleteKilled ();
        
        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army7 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army7 -> Insert (i);
            }
        }
        // Pokyn k sebevrazde       
        Army7 -> CountDangerous ();
        if (Army7 -> Dangerous <= CSuicide7) {
            Army7 -> Status = asSuicide;
        }       
        // Provedeme akce
        if (Army7 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        // Likvidace armady 7
        if (Army7 -> Dangerous <= CMinDang6) {
            Army7 -> Status = asDestroyed;
        }
    }

    // ARMY 8
    if (Army8 -> Status == asActive || Army8 -> Status == asSuicide) {
        Army8 -> DeleteKilled ();
        
        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army8 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army8 -> Insert (i);
            }
        }
        // Pokyn k sebevrazde       
        Army8 -> CountDangerous ();
        if (Army8 -> Dangerous <= CSuicide8) {
            Army8 -> Status = asSuicide;
        }       
        // Provedeme akce
        if (Army8 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        // Likvidace armady 8
        if (Army8 -> Dangerous <= CMinDang6) {
            Army8 -> Status = asDestroyed;
        }
    }

    AttackFieldPos = 0;
    
    UnlockDraw ();  
    AllowBadlife (FALSE);
//  LockDraw();
    return AssignResult ();

    
}
Example #5
0
int ArtificialIntelligence9 ()
{
    int i, st;

    Message (SigText[TXT_AI_ANALYSE]);

    // Prepocitame viditelnost
    AllowBadlife (TRUE);
    ComputeVisib ();
    RedrawMap ();
    
    LockDraw ();
    
    // Aktualizujeme specialni objekty
    Factory1 = GetField (F1X, F1Y) -> Unit;
    if (Factory1 == NO_UNIT || Units [Factory1] -> Type % BADLIFE != unFactory) 
        Factory1 = NO_UNIT;
    Factory2 = GetField (F2X, F2Y) -> Unit;
    if (Factory2 == NO_UNIT || Units [Factory2] -> Type % BADLIFE != unFactory) 
        Factory2 = NO_UNIT;

    // Vyradime znicene jednotky z armad    
    Towers -> DeleteKilled2 (); Towers -> DeleteKilled ();
    Army1 -> DeleteKilled2 (); Army1 -> DeleteKilled ();
    Army2 -> DeleteKilled2 (); Army2 -> DeleteKilled ();
    Army3 -> DeleteKilled2 (); Army3 -> DeleteKilled ();
    Army4 -> DeleteKilled2 (); Army4 -> DeleteKilled ();
    Army5 -> DeleteKilled2 (); Army5 -> DeleteKilled ();
    Army6 -> DeleteKilled2 (); Army6 -> DeleteKilled ();
    Army7 -> DeleteKilled2 (); Army7 -> DeleteKilled ();
    Army8 -> DeleteKilled2 (); Army8 -> DeleteKilled ();
    Army9 -> DeleteKilled2 (); Army9 -> DeleteKilled ();
    Army10 -> DeleteKilled2 (); Army10 -> DeleteKilled ();
    DUPos = 0;
    
    // Testneme konec hry   
    st = AssignResult ();
    if (st != 0) {
        UnlockDraw ();  
        AllowBadlife (FALSE);       
        return st;  
    }

    // Zpracujeme seznam poli, na ktere se utocilo
    Army1 -> DoAttackedFields ();
    Army2 -> DoAttackedFields ();
    Army3 -> DoAttackedFields ();
    Army4 -> DoAttackedFields ();
    Army5 -> DoAttackedFields ();
    Army6 -> DoAttackedFields ();
    Army7 -> DoAttackedFields ();
    Army8 -> DoAttackedFields ();
    Army9 -> DoAttackedFields ();
    Army10 -> DoAttackedFields ();
    AttackFieldPos = 0;
    
    AnalyseLandscape ();    
    
    Message (SigText[TXT_AI_ARMY]);



//////////////////////////////// AKTIVACE ARMAD

    // Test zaktivovani armady 1
    if (Army1 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army1 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army1 -> Status = asActive;
            }
        }
    }
    // Test zaktivovani armady 2
    if (Army2 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army2 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army2 -> Status = asActive;
            }
        }
    }
    // Test zaktivovani armady 3
    if (Army3 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army3 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army3 -> Status = asActive;
            }
        }
    }
    // Test zaktivovani armady 4
    if (Army4 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army4 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army4 -> Status = asActive;
            }
        }
    }
    // Test zaktivovani armady 5
    if (Army5 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army5 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army5 -> Status = asActive;
            }
        }
    }
    // Test zaktivovani armady 6
    if (Army6 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army6 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army6 -> Status = asActive;
                ActivationTurn9 = ActualTurn + 1;
            }
        }
    }
    // Test zaktivovani armady 7
    if (Army7 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army7 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army7 -> Status = asActive;
            }
        }
    }
    // Test zaktivovani armady 8
    if (Army8 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army8 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army8 -> Status = asActive;
                ActivationTurn9 = ActualTurn + 1;
            }
        }
    }
    
    // Test zaktivovani armady 9
    if (Army8 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] != NULL && Units [i] -> Y > A9AZY) {
                ActivationTurn9 = ActualTurn;
                break;
            }
        }
    }
    
    if (ActivationTurn9 == ActualTurn && Army9 -> Status == asSleeping) {
        Army9 -> Status = asActive;
        Army9 -> Place ();
        Army9 -> SetAIConst (3);
        Army9 -> WayPoint.x = A9WP1X; Army9 -> WayPoint.y = A9WP1Y;
    }
    // Test zaktivovani armady 10
    if (Army10 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army10 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army10 -> Status = asActive;
            }
        }
    }
        

///////////////////////////// AKCE ARMAD

    // Nastavime ProgressBar
    st = 0;
    st += Towers -> nofBadLife;
    if (Army1 -> Status == asActive || Army1 -> Status == asSuicide) st += Army1 -> nofBadLife;
    if (Army2 -> Status == asActive || Army2 -> Status == asSuicide) st += Army2 -> nofBadLife;
    if (Army3 -> Status == asActive || Army3 -> Status == asSuicide) st += Army3 -> nofBadLife;
    if (Army4 -> Status == asActive || Army4 -> Status == asSuicide) st += Army4 -> nofBadLife;
    if (Army5 -> Status == asActive || Army5 -> Status == asSuicide) st += Army5 -> nofBadLife;
    if (Army6 -> Status == asActive || Army6 -> Status == asSuicide) st += Army6 -> nofBadLife;
    if (Army7 -> Status == asActive || Army7 -> Status == asSuicide) st += Army7 -> nofBadLife;
    if (Army8 -> Status == asActive || Army8 -> Status == asSuicide) st += Army8 -> nofBadLife;
    if (Army9 -> Status == asActive || Army9 -> Status == asSuicide) st += Army9 -> nofBadLife;
    if (Army10 -> Status == asActive || Army10 -> Status == asSuicide) st += Army10 -> nofBadLife;
    if (st == 0) st = 5; // Magic number
    ProgressNull ();
    ProgressLimit (st);     

    // Veze
    if (Towers -> MakeTurn () == FALSE) {
        st = AssignResult ();
        if (st != 0) {
            UnlockDraw ();  
            AllowBadlife (FALSE);       
            return st;  
        }
    }

    
    // ARMY 1
    if (Army1 -> Status == asActive || Army1 -> Status == asSuicide) {
        Army1 -> DeleteKilled ();
        
        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army1 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army1 -> Insert (i);
            }
        }

        // Pokyn k sebevrazde       
        Army1 -> CountDangerous ();
        if (Army1 -> Dangerous <= CSuicide1) {
            Army1 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army1 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }

        // Likvidace armady 1
        Army1 -> CountDangerous ();     
        if (Army1 -> Dangerous <= CMinDang1) {
            Army1 -> Status = asDestroyed;          
        }
        
        
    }
    
    // ARMY 2
    if (Army2 -> Status == asActive || Army2 -> Status == asSuicide) {
        Army2 -> DeleteKilled ();
        
        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army2 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army2 -> Insert (i);
            }
        }

        // Pokyn k sebevrazde       
        Army2 -> CountDangerous ();
        if (Army2 -> Dangerous <= CSuicide2) {
            Army2 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army2 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }

        // Likvidace armady 2
        if (Army2 -> Dangerous <= CMinDang2) {
            Army2 -> Status = asDestroyed;
        }
        
    }

    // ARMY 3
    if (Army3 -> Status == asActive || Army3 -> Status == asSuicide) {
        Army3 -> DeleteKilled ();
        
        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army3 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army3 -> Insert (i);
            }
        }

        // Pokyn k sebevrazde       
        Army3 -> CountDangerous ();
        if (Army3 -> Dangerous <= CSuicide3) {
            Army3 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army3 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 3
        if (Army3 -> Dangerous <= CMinDang3) {
            Army3 -> Status = asDestroyed;
        }
                
    }

                    
    // ARMY 4
    if (Army4 -> Status == asActive || Army4 -> Status == asSuicide) {
        Army4 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army4 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army4 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        Army4 -> CountDangerous ();
        if (Army4 -> Dangerous <= CSuicide4) {
            Army4 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army4 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 4
        if (Army4 -> Dangerous <= CMinDang4) {
            Army4 -> Status = asDestroyed;
        }               
    }
    

    // ARMY 5
    if (Army5 -> Status == asActive || Army5 -> Status == asSuicide) {
        Army5 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army5 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army5 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        Army5 -> CountDangerous ();
        if (Army5 -> Dangerous <= CSuicide5) {
            Army5 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army5 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 5
        if (Army5 -> Dangerous <= CMinDang5) {
            Army5 -> Status = asDestroyed;
        }               
    }


    // ARMY 6
    if (Army6 -> Status == asActive || Army6 -> Status == asSuicide) {
        Army6 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army6 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army6 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        Army6 -> CountDangerous ();
        if (Army6 -> Dangerous <= CSuicide6) {
            Army6 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army6 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 6
        if (Army6 -> Dangerous <= CMinDang6) {
            Army6 -> Status = asDestroyed;
        }               
    }

    // ARMY 7
    if (Army7 -> Status == asActive || Army7 -> Status == asSuicide) {
        Army7 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army7 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army7 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        Army7 -> CountDangerous ();
        if (Army7 -> Dangerous <= CSuicide7) {
            Army7 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army7 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 7
        if (Army7 -> Dangerous <= CMinDang7) {
            Army7 -> Status = asDestroyed;
        }               
    }

    // ARMY 8
    if (Army8 -> Status == asActive || Army8 -> Status == asSuicide) {
        Army8 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army8 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army8 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        Army8 -> CountDangerous ();
        if (Army8 -> Dangerous <= CSuicide8) {
            Army8 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army8 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 8
        if (Army8 -> Dangerous <= CMinDang8) {
            Army8 -> Status = asDestroyed;
        }               
    }

    // ARMY 9
    if (Army9 -> Status == asActive || Army9 -> Status == asSuicide) {
        Army9 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army9 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army9 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        Army9 -> CountDangerous ();
        if (Army9 -> Dangerous <= CSuicide9) {
            Army9 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army9 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 9
        if (Army9 -> Dangerous <= CMinDang9) {
            Army9 -> Status = asDestroyed;
        }               
    }
    // ARMY 10
    if (Army10 -> Status == asActive || Army10 -> Status == asSuicide) {
        Army10 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army10 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army10 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        Army10 -> CountDangerous ();
        if (Army10 -> Dangerous <= CSuicide10) {
            Army10 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army10 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 10
        if (Army10 -> Dangerous <= CMinDang10) {
            Army10 -> Status = asDestroyed;
        }               
    }

    AttackFieldPos = 0;
    
    UnlockDraw ();  
    AllowBadlife (FALSE);
    return AssignResult ();

    
}
Example #6
0
int ArtificialIntelligence5 ()
{
    int i, j, k, r, st, x, y, id;
    TPoint p;
    char buf [40];
    TBase *Base;
    TField *f;

    Message (SigText[TXT_AI_ANALYSE]);

    // Prepocitame viditelnost
    AllowBadlife (TRUE);
    ComputeVisib ();
    RedrawMap ();
    
    LockDraw ();
    
    // Aktualizujeme specialni objekty
    Base1 = GetField (B1X, B1Y) -> Unit;
    if (Base1 == NO_UNIT || Units [Base1] -> Type % BADLIFE != unBase) 
        Base1 = NO_UNIT;
    Base8 = GetField (B8X, B8Y) -> Unit;
    if (Base8 == NO_UNIT || Units [Base8] -> Type % BADLIFE != unBase) 
        Base8 = NO_UNIT;
    Radar1 = GetField (R1X, R1Y) -> Unit;
    if (Radar1 == NO_UNIT || Units [Radar1] -> Type % BADLIFE != unRadar) 
        Radar1 = NO_UNIT;
    Radar2 = GetField (R2X, R2Y) -> Unit;
    if (Radar2 == NO_UNIT || Units [Radar2] -> Type % BADLIFE != unRadar) 
        Radar2 = NO_UNIT;
    Radar4 = GetField (R4X, R4Y) -> Unit;
    if (Radar4 == NO_UNIT || Units [Radar4] -> Type % BADLIFE != unRadar) 
        Radar4 = NO_UNIT;
    Radar5 = GetField (R5X, R5Y) -> Unit;
    if (Radar5 == NO_UNIT || Units [Radar5] -> Type % BADLIFE != unRadar) 
        Radar5 = NO_UNIT;
    Radar8 = GetField (R8X, R8Y) -> Unit;
    if (Radar8 == NO_UNIT || Units [Radar8] -> Type % BADLIFE != unRadar) 
        Radar8 = NO_UNIT;       
    Factory8 = GetField (F8X, F8Y) -> Unit;
    if (Factory8 == NO_UNIT || Units [Factory8] -> Type % BADLIFE != unFactory) 
        Factory8 = NO_UNIT;
    Airport1 = GetField (A1X, A1Y) -> Unit;
    if (Airport1 == NO_UNIT || Units [Airport1] -> Type % BADLIFE != unAirport) 
        Airport1 = NO_UNIT;
    Airport8 = GetField (A8X, A8Y) -> Unit;
    if (Airport8 == NO_UNIT || Units [Airport8] -> Type % BADLIFE != unAirport) 
        Airport8 = NO_UNIT;

    // Vyradime znicene jednotky z armad    
    Towers -> DeleteKilled2 (); Towers -> DeleteKilled ();
    Army1 -> DeleteKilled2 (); Army1 -> DeleteKilled ();
    AirArmy1 -> DeleteKilled2 (); AirArmy1 -> DeleteKilled ();
    Army2 -> DeleteKilled2 (); Army2 -> DeleteKilled ();
    Army3 -> DeleteKilled2 (); Army3 -> DeleteKilled ();
    Army4 -> DeleteKilled2 (); Army4 -> DeleteKilled ();
    Army5 -> DeleteKilled2 (); Army5 -> DeleteKilled ();
    Army6 -> DeleteKilled2 (); Army6 -> DeleteKilled ();
    Army7 -> DeleteKilled2 (); Army7 -> DeleteKilled ();
    Army8 -> DeleteKilled2 (); Army8 -> DeleteKilled ();
    AirArmy8 -> DeleteKilled2 (); AirArmy8 -> DeleteKilled ();
    DUPos = 0;
    
    // Testneme konec hry   
    st = AssignResult ();
    if (st != 0) {
        UnlockDraw ();  
        AllowBadlife (FALSE);       
        return st;  
    }

    // Zpracujeme seznam poli, na ktere se utocilo
    Army1 -> DoAttackedFields ();
    AirArmy1 -> DoAttackedFields ();
    Army2 -> DoAttackedFields ();
    Army3 -> DoAttackedFields ();
    Army4 -> DoAttackedFields ();
    Army5 -> DoAttackedFields ();
    Army6 -> DoAttackedFields ();
    Army7 -> DoAttackedFields ();
    Army8 -> DoAttackedFields ();
    AirArmy8 -> DoAttackedFields ();
    AttackFieldPos = 0;

    AnalyseLandscape ();    
    
    Message (SigText[TXT_AI_ARMY]);     


//////////////////////////////// AKTIVACE ARMAD
    
    // Test zaktivovani armady 1
    if (Army1 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army1 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army1 -> Status = asActive;
            }
        }
    }

    // Test zaktivovani armady 2
    if (Army2 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army2 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army2 -> Status = asActive;
                Army2 -> SetAIConst (2); // AGRESIVE ARMY
            }
        }
    }
    if (Army2 -> Status == asActive) {
        if (Army2 -> Dangerous <= A2Escape && Army2 -> WayPoint.x == -1) {
            Army2 -> SetAIConst (3); // MOVING ARMY
            Army2 -> WayPoint.x = A2WP1X; Army2 -> WayPoint.y = A2WP1Y;         
        }
        if (Army2 -> IsAtWP () 
        && Army2 -> WayPoint.x == A2WP1X && Army2 -> WayPoint.y == A2WP1Y) {
            Army2 -> WayPoint.x = A2WP2X; Army2 -> WayPoint.y = A2WP2Y;
        }
        if (Army2 -> IsAtWP () 
        && Army2 -> WayPoint.x == A2WP2X && Army2 -> WayPoint.y == A2WP2Y) {
            Army2 -> SetAIConst (1);
            Xenon3ActivationTurn = ActualTurn;
        }   
    }
    
    
    // Test zaktivovani armady 3
    if (Army3 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army3 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army3 -> Status = asActive;
            }
        }
    }
    
    // Test zaktivovani armady 4
    if (Army4 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army4 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army4 -> Status = asActive;
            }
        }
    }

    // Test zaktivovani armady 5
    if (Army5 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army5 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army5 -> Status = asActive;
            }
        }
    }
    // Test zaktivovani armady 6
    if (Army6 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army6 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army6 -> Status = asActive;
            }
        }
    }

    // Test zaktivovani armady 7
    if (Army7 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army7 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army7 -> Status = asActive;
            }
        }
    }


    // Test zaktivovani armady 8
    if (Army8 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army8 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army8 -> Status = asActive;
            }
        }
    }
    

///////////////////////////// AKCE ARMAD

    // Nastavime ProgressBar
    st = 0;
    st += Towers -> nofBadLife;
    if (Army1 -> Status == asActive || Army1 -> Status == asSuicide) st += Army1 -> nofBadLife;
    if (AirArmy1 -> Status == asActive || AirArmy1 -> Status == asSuicide) st += AirArmy1 -> nofBadLife;
    if (Army2 -> Status == asActive || Army2 -> Status == asSuicide) st += Army2 -> nofBadLife;
    if (Army3 -> Status == asActive || Army3 -> Status == asSuicide) st += Army3 -> nofBadLife;
    if (Army4 -> Status == asActive || Army4 -> Status == asSuicide) st += Army4 -> nofBadLife;
    if (Army5 -> Status == asActive || Army5 -> Status == asSuicide) st += Army5 -> nofBadLife;
    if (Army6 -> Status == asActive || Army6 -> Status == asSuicide) st += Army6 -> nofBadLife;
    if (Army7 -> Status == asActive || Army7 -> Status == asSuicide) st += Army7 -> nofBadLife;
    if (Army8 -> Status == asActive || Army8 -> Status == asSuicide) st += Army8 -> nofBadLife;
    if (AirArmy8 -> Status == asActive || AirArmy8 -> Status == asSuicide) st += AirArmy8 -> nofBadLife;
    if (st == 0) st = 5; // Magic number
    ProgressNull ();
    ProgressLimit (st);     

    // Vylozime letiste
    UnlockDraw ();
    for (i = BADLIFE; i < UNITS_TOP; i++){
        // Airport
        if (Units [i] != NULL && Units [i] -> Type - BADLIFE == unAirport) {            
            for (j = 0; j < ((TAirport *) Units [i]) -> LoadedUnits; j++) {
                id = ((TAirport *)Units [i]) -> Inventory [j];
                if (Units [id] -> AI_Info.State == aistFuel) {
                    st = ((TAirport *)Units [i]) -> UnloadUnit ((TUnit *)Units [id]);
                    if (st == 1) {
                        j--;
                        Units [id] -> AI_Info.State = aistNought;
                        for (k = 120; k > 1; k--) {
                            p = CartezianSnail (k);
                            p.x += Units [id] -> X; p.y += Units [id] -> Y;
                            if (p.x >= 0 && p.x < MapSizeX && p.y >= 0 && p.y < MapSizeY
                            && GetAircraftAt (p.x, p.y) == NULL) {
                                Units [id] -> Select ();
                                st = Units [id] -> MoveFar (p.x, p.y);
                                if (st == 1) break;
                                
                            }
                        }
                    }
                }
            }
        }
        // Heliport
        if (Units [i] != NULL && Units [i] -> Type - BADLIFE == unHeliport) {           
            for (j = 0; j < ((THeliport *) Units [i]) -> LoadedUnits; j++) {
                id = ((THeliport *)Units [i]) -> Inventory [j];
                if (Units [id] -> AI_Info.State == aistFuel) {
                    st = ((THeliport *)Units [i]) -> UnloadUnit ((TUnit *)Units [id]);
                    if (st == 1) {
                        j--;
                        Units [id] -> AI_Info.State = aistNought;
                        for (k = 120; k > 1; k--) {
                            p = CartezianSnail (k);
                            p.x += Units [id] -> X; p.y += Units [id] -> Y;
                            if (p.x >= 0 && p.x < MapSizeX && p.y >= 0 && p.y < MapSizeY
                            && GetAircraftAt (p.x, p.y) == NULL) {
                                Units [id] -> Select ();
                                st = Units [id] -> MoveFar (p.x, p.y);
                                if (st == 1) break;
                            }
                        }
                    }
                }
            }
        }
        // Laguna
        if (Units [i] != NULL && Units [i] -> Type - BADLIFE == unLaguna) {         
            for (j = 0; j < ((TLaguna *) Units [i]) -> LoadedUnits; j++) {
                id = ((TLaguna *)Units [i]) -> Inventory [j];
                if (Units [id] -> AI_Info.State == aistFuel) {
                    st = ((TLaguna *)Units [i]) -> UnloadUnit ((TUnit *)Units [id]);
                    if (st == 1) {
                        j--;
                        Units [id] -> AI_Info.State = aistNought;
                        for (k = 120; k > 1; k--) {
                            p = CartezianSnail (k);
                            p.x += Units [id] -> X; p.y += Units [id] -> Y;
                            if (p.x >= 0 && p.x < MapSizeX && p.y >= 0 && p.y < MapSizeY
                            && GetAircraftAt (p.x, p.y) == NULL) {
                                Units [id] -> Select ();
                                st = Units [id] -> MoveFar (p.x, p.y);
                                if (st == 1) break;
                            }
                        }
                    }
                }
            }
        }
        
    }
    LockDraw ();


    // Veze
    if (Towers -> MakeTurn () == FALSE) {
        st = AssignResult ();
        if (st != 0) {
            UnlockDraw ();  
            AllowBadlife (FALSE);       
            return st;  
        }
    }

    
    // ARMY 1
    if (Army1 -> Status == asActive || Army1 -> Status == asSuicide) {
        Army1 -> DeleteKilled ();
        
        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army1 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army1 -> Insert (i);
            }
        }

        // Pokyn k sebevrazde       
        Army1 -> CountDangerous ();
        if (Army1 -> Dangerous <= CSuicide1) {
            Army1 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army1 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }

        // Likvidace armady 1
        Army1 -> CountDangerous ();     
        if (Army1 -> Dangerous <= CMinDang1) {
            Army1 -> Status = asDestroyed;          
        }
        
        
    }
    if (AirArmy1 -> Status == asActive || AirArmy1 -> Status == asSuicide) {
        AirArmy1 -> DeleteKilled ();
        
        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (AirArmy1 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                AirArmy1 -> Insert (i);
            }
        }

        // Pokyn k sebevrazde       
        AirArmy1 -> CountDangerous ();
        if (AirArmy1 -> Dangerous <= CSuicideA1) {
            AirArmy1 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (AirArmy1 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }

        // Likvidace armady 1
        AirArmy1 -> CountDangerous ();      
        if (AirArmy1 -> Dangerous <= CMinDangA1) {
            AirArmy1 -> Status = asDestroyed;           
        }
        
        
    }
    
    // ARMY 2
    if (Army2 -> Status == asActive || Army2 -> Status == asSuicide) {
        Army2 -> DeleteKilled ();
        
        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army2 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army2 -> Insert (i);
            }
        }

        // Pokyn k sebevrazde       
        Army2 -> CountDangerous ();
        if (Army2 -> Dangerous <= CSuicide2) {
            Army2 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army2 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }

        // Likvidace armady 2
        if (Army2 -> Dangerous <= CMinDang2) {
            Army2 -> Status = asDestroyed;
        }
        
    }

    // ARMY 3
    if (Army3 -> Status == asActive || Army3 -> Status == asSuicide) {
        Army3 -> DeleteKilled ();
        
        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army3 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army3 -> Insert (i);
            }
        }

        // Pokyn k sebevrazde       
        Army3 -> CountDangerous ();
        if (Army3 -> Dangerous <= CSuicide3) {
            Army3 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army3 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 3
        if (Army3 -> Dangerous <= CMinDang3) {
            Army3 -> Status = asDestroyed;
        }
                
    }

    // ARMY 4
    if (Army4 -> Status == asActive || Army4 -> Status == asSuicide) {
        Army4 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army4 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army4 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        Army4 -> CountDangerous ();
        if (Army4 -> Dangerous <= CSuicide4) {
            Army4 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army4 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 4
        if (Army4 -> Dangerous <= CMinDang4) {
            Army4 -> Status = asDestroyed;
        }               
    }
    

    // ARMY 5
    if (Army5 -> Status == asActive || Army5 -> Status == asSuicide) {
        Army5 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army5 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army5 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        Army5 -> CountDangerous ();
        if (Army5 -> Dangerous <= CSuicide5) {
            Army5 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army5 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 5
        if (Army5 -> Dangerous <= CMinDang5) {
            Army5 -> Status = asDestroyed;
        }               
    }


    // ARMY 6
    if (Army6 -> Status == asActive || Army6 -> Status == asSuicide) {
        Army6 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army6 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army6 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        Army6 -> CountDangerous ();
        if (Army6 -> Dangerous <= CSuicide6) {
            Army6 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army6 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 6
        if (Army6 -> Dangerous <= CMinDang6) {
            Army6 -> Status = asDestroyed;
        }               
    }

    // ARMY 7
    if (Army7 -> Status == asActive || Army7 -> Status == asSuicide) {
        Army7 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army7 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army7 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        Army7 -> CountDangerous ();
        if (Army7 -> Dangerous <= CSuicide7) {
            Army7 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army7 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 7
        if (Army7 -> Dangerous <= CMinDang7) {
            Army7 -> Status = asDestroyed;
        }               
    }

    // ARMY 8
    if (Army8 -> Status == asActive || Army8 -> Status == asSuicide) {
        Army8 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army8 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army8 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        Army8 -> CountDangerous ();
        if (Army8 -> Dangerous <= CSuicide8) {
            Army8 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army8 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 8
        if (Army8 -> Dangerous <= CMinDang8) {
            Army8 -> Status = asDestroyed;
        }               
    }

    // AIR ARMY 8
    if (AirArmy8 -> Status == asActive || AirArmy8 -> Status == asSuicide) {
        AirArmy8 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army8 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                AirArmy8 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        AirArmy8 -> CountDangerous ();
        if (AirArmy8 -> Dangerous <= CSuicide8) {
            AirArmy8 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (AirArmy8 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 8
        if (AirArmy8 -> Dangerous <= CMinDang8) {
            AirArmy8 -> Status = asDestroyed;
        }               
    }


    // Xenon 3
    if (Xenon3 != NO_UNIT && Units [Xenon3] != NULL && Units [Xenon3] -> Type - BADLIFE == unXenon
    && Xenon3ActivationTurn <= ActualTurn && X3MineCnt >= 0) {
        for (i = X3MineCnt; Xenon3Mines [i].x != -1; i++) {
            UnlockDraw ();
            st = ((TXenon *)Units [Xenon3]) 
            -> MoveFar (Xenon3Mines [i].x, Xenon3Mines [i].y);
            if (Units [Xenon3] == NULL) {
                LockDraw (); // Jednotka znicena
                break;
            }
            if (st) {
                st = ((TXenon *)Units [Xenon3]) -> PlaceMine ();
                if (st) {
                    X3MineCnt++;
                    if (X3MineCnt == 3) ((TXenon *)Units [Xenon3]) 
                        -> MoveFar (A2WP2X, A2WP2Y);
                }
            }
            LockDraw ();            
        }
    }




    AttackFieldPos = 0;
    
    UnlockDraw ();  
    AllowBadlife (FALSE);
    return AssignResult (); 
}