// add before delete the firm void FirmDie::init(Firm *firmPtr, short dieFlag, int random) { int x, y; firm_id = firmPtr->firm_id; firm_build_id = firmPtr->firm_build_id; nation_recno = firmPtr->nation_recno; loc_x1 = firmPtr->loc_x1; loc_y1 = firmPtr->loc_y1; loc_x2 = firmPtr->loc_x2; loc_y2 = firmPtr->loc_y2; parent_loc_x1 = firmPtr->loc_x1; parent_loc_y1 = firmPtr->loc_y1; parent_loc_x2 = firmPtr->loc_x2; parent_loc_y2 = firmPtr->loc_y2; altitude = firmPtr->altitude; // frame = 1; frame_delay_count = 0; die_flag = dieFlag; start_frame = 0; end_frame = 0; frame_looping = 0; if (die_flag == 6) se_res.sound(firmPtr->center_x, firmPtr->center_y, 1, 'F', 0, "DIE" ); else se_res.sound(firmPtr->center_x, firmPtr->center_y, 1, 'F', 0, "A1" ); FirmBuild *firmBuild = firm_die_res.get_build(firm_build_id); firmBuild->load_bitmap_res(); int bitmapCount; int firstBitmap; FirmBitmap* firmBitmap; int frameCount = firmBuild->frame_count; for ( int k=1; k <= frameCount; k++ ) { firstBitmap = firmBuild->first_bitmap(k); bitmapCount = firmBuild->bitmap_count(k); for ( int j=0; j <bitmapCount; j++ ) { firmBitmap = firm_die_res.get_bitmap(firstBitmap + j); if( firmBitmap ) { if (firmBitmap->ani_part == die_flag) { if (start_frame == 0) { start_frame = k; end_frame = k; frame_delay_count = firmBitmap->delay; if (firmBitmap->random_flag == 'R' || (firmBitmap->random_flag >'0' && firmBitmap->random_flag <='9')) { x = (loc_x2 - loc_x1 + 1)/firmBitmap->loc_width; y = (loc_y2 - loc_y1 + 1)/firmBitmap->loc_height; random = random % (x * y); loc_x1 = loc_x1 + random % x; loc_y1 = loc_y1 + random / x; loc_x2 = loc_x1 + firmBitmap->loc_width - 1; loc_y2 = loc_y1 + firmBitmap->loc_height - 1; // altitude = world.get_corner( loc_x1, loc_y1 )->get_altitude(); if (firmBitmap->random_flag != 'R') frame_looping = firmBitmap->random_flag - '0'; } } else end_frame = k; break; } } } } err_when(end_frame < start_frame || end_frame == 0); frame = start_frame; }
//--------- Begin of function Firm::init --------// // // It will initialize vars, and set the world matrix. // Before calling init(), firm_recno should be set // // Note : it will set world matrix regardless the existing location content, // so you must ensure that the location is clean by calling // world.zoom_matrix->add_firm_test() // // <int> xLoc, yLoc = the location of firm in the world map // <int> nationRecno = the recno of nation which build this firm // <int> firmId = id(type) of the firm // [char*] buildCode = the build code of the firm, no need to give if the firm just have one build type // [short] builderRecno = recno of the builder unit // void Firm::init(int xLoc, int yLoc, int nationRecno, int firmId, char* buildCode, short builderRecno) { FirmInfo* firmInfo = firm_res[firmId]; firm_id = firmId; if( buildCode ) firm_build_id = firmInfo->get_build_id(buildCode); if( !buildCode || !firm_build_id ) // some buildings like human offensive structures do not have different buildings for different nationality, so firm_build_id will be 0 firm_build_id = firmInfo->first_build_id; //----------- set vars -------------// nation_recno = nationRecno; setup_date = info.game_date; //----- set the firm's absolute positions on the map -----// FirmBuild* firmBuild = firm_res.get_build(firm_build_id); FirmBitmap* firmBitmap; race_id = firmInfo->get_race_id(buildCode); if( !race_id ) // some firms like human offensive structures do not have race_id. race_id = nation_array[nation_recno]->race_id; err_when( is_human() == (firmId >= FIRM_LAIR && firmId <= FIRM_MAGIC) ); // error when a human attempts to build a monster firm or a mosnter attempts to build a human firm loc_x1 = xLoc; loc_y1 = yLoc; loc_x2 = loc_x1 + firmBuild->loc_width - 1; loc_y2 = loc_y1 + firmBuild->loc_height - 1; center_x = (loc_x1 + loc_x2) / 2; center_y = (loc_y1 + loc_y2) / 2; region_id = world.get_region_id( center_x, center_y ); // get the height of the top left corner // altitude = world.get_corner(xLoc, yLoc)->get_altitude(); altitude = world.get_corner(loc_x2+1, loc_y2+1)->get_altitude(); abs_x1 = world.zoom_matrix->calc_abs_x(xLoc * LOCATE_WIDTH, yLoc * LOCATE_HEIGHT, altitude) + firmBuild->min_offset_x; abs_y1 = world.zoom_matrix->calc_abs_y(xLoc * LOCATE_WIDTH, yLoc * LOCATE_HEIGHT, altitude) + firmBuild->min_offset_y; abs_x2 = abs_x1 + firmBuild->max_bitmap_width - 1; abs_y2 = abs_y1 + firmBuild->max_bitmap_height - 1; //--------- set animation frame vars ---------// int bitmapCount; int firstBitmap; int frameCount = firmBuild->frame_count; int aniPartCount = firmBuild->ani_part_count; // ##### begin Gilbert 30/10 ######// err_when( aniPartCount < 0 ); err_when( aniPartCount > MAX_FRAME_COUNTERS ); // firm_cur_frame = (char*) mem_add( sizeof(char) *aniPartCount); // firm_remain_frame_delay = (char*) mem_add( sizeof(char) *aniPartCount); // ##### end Gilbert 30/10 ######// // even not animation_full_size will have aniPartCount = 1 (set in firmres.cpp) for (int i = 0; i < aniPartCount ; i++) { firm_cur_frame[i] = 1; if( firmBuild->animate_full_size ) // animate_full_size only supports animation of looping // it does not support random animation and in fact // it is now only used for no animation buildings firm_remain_frame_delay[i] = (char) firmBuild->frame_delay(1); else { // not animate_full_size supports animation of looping and // random animation and partial animation // unlike the animate_full_size animation, it search starting // from the 2nd frame for bitmaps (since now 1 frame may has more // than 1 bitmap) with same animation part no. of the currently // searching part no., i. Then assign this animation part's delay and // set its current_frame to the first found frame for ( int k=1; k <frameCount; k++ ) { firstBitmap = firmBuild->first_bitmap(k+1); bitmapCount = firmBuild->bitmap_count(k+1); int j; for ( j=0; j <bitmapCount; j++ ) { firmBitmap = firm_res.get_bitmap(firstBitmap + j); if( firmBitmap ) { if (firmBitmap->ani_part == (i + 1)) { firm_remain_frame_delay[i] = firmBitmap->delay; firm_cur_frame[i] = k + 1; break; } } } if (j < bitmapCount) break; } } } //--------- initialize gaming vars ----------// hit_points = (float) 0; place_max_hit_points = firmInfo->max_hit_points; // #### begin Gilbert 6/11 ######// defense_attribute = firmBuild->defense_attribute; // #### end Gilbert 6/11 ######// //------ set construction and builder -------// under_construction = firmInfo->buildable; // whether the firm is under construction, if the firm is not buildable it is completed in the first place if( !under_construction ) // if this firm doesn't been to be constructed, set its hit points to the maximum hit_points = place_max_hit_points; if( builderRecno ) set_builder(builderRecno); else builder_recno = 0; //------ update firm counter -------// firmInfo->total_firm_count++; if( nation_recno ) firmInfo->inc_nation_firm_count(nation_recno); //-------------------------------------------// if( nation_recno > 0 ) { Nation* nationPtr = nation_array[nation_recno]; is_ai = nationPtr->is_ai(); ai_processed = 1; //--------- increase firm counter -----------// nationPtr->nation_firm_count++; //-------- update last build date ------------// nationPtr->last_build_firm_date = info.game_date; } else { is_ai = 0; ai_processed = 0; } ai_status = FIRM_WITHOUT_ACTION; ai_link_checked = 1; // check the connected firms if ai_link_checked = 0; //--------------------------------------------// active_link_town_recno = 0; setup_link(); set_world_matrix(); init_name(); //----------- init AI -----------// if( nation_recno ) nation_array[nation_recno]->add_firm_info(firm_id, firm_recno); //-------- init derived ---------// init_derived(); // init_derived() before set_world_matrix() so that init_derived has access to the original land info. //-------- dynamic loading of firm bitmaps ---------// firmBuild->load_bitmap_res(); }