Example #1
0
//--------- Begin of function TownArray::settle --------//
//
// A unit settles on a given location and form a town town.
//
// return: <int> 1 - settled and a town town is formed successfully.
//					  0 - settling failed. too close to a town of another nation.
//
int TownArray::settle(int unitRecno, int xLoc, int yLoc)
{
	if(!world.can_build_town(xLoc, yLoc, unitRecno))
		return 0;

	//--------- get the nearest town town ------------//

	Unit* unitPtr = unit_array[unitRecno];

	char nationRecno = unitPtr->nation_recno;

	//----- it's far enough to form another town --------//

	int townRecno = town_array.add_town( nationRecno, unitPtr->race_id, xLoc, yLoc );

	//---------- init town population ----------//

	Town* townPtr = town_array[townRecno];

	//----------------------------------------------------//
	// if the settle unit is standing in the town area
	// cargo_recno of that location is unchange in town_array.add_town
	// so update the location now
	//----------------------------------------------------//

	short uXLoc = unitPtr->next_x_loc();
	short uYLoc = unitPtr->next_y_loc();
	Location *locPtr = world.get_loc(uXLoc, uYLoc);

	townPtr->assign_unit(unitRecno);

	if( uXLoc>=townPtr->loc_x1 && uXLoc<=townPtr->loc_x2 && uYLoc>=townPtr->loc_y1 && uYLoc<=townPtr->loc_y2 )
		locPtr->set_town(townPtr->town_recno);

#ifdef DEBUG
	// make sure cargo recno is set to town's
	for( uYLoc = townPtr->loc_y1; uYLoc <= townPtr->loc_y2; ++uYLoc)
	{
		for( uXLoc = townPtr->loc_x1; uXLoc <= townPtr->loc_x2; ++uXLoc)
		{
			err_when( world.get_loc(uXLoc, uYLoc)->town_recno() != townPtr->town_recno );
		}
	}
#endif

	townPtr->update_target_loyalty();

	//--------- hide the unit from the map ----------//

	return 1;
}
Example #2
0
//--------- Begin of function FirmCamp::update_influence ---------//
//
// Update this camp's influence on neighbor towns.
//
void FirmCamp::update_influence()
{
	int   i;
	Town* townPtr;

	for( i=0 ; i<linked_town_count ; i++ )
	{
		if(town_array.is_deleted(linked_town_array[i]))
			continue;

		townPtr = town_array[linked_town_array[i]];

		if( linked_town_enable_array[i] == LINK_EE )
		{
			if( townPtr->nation_recno )
				townPtr->update_target_loyalty();
			else
				townPtr->update_target_resistance();
		}
	}
}
Example #3
0
//------- Begin of function Firm::draw_detect_link_line ---------//
//
// [int] actionDetect - 0 - this is a draw action
//								1 - this is a detect action
//                      (default: 0)
//
// return: <int> 1 - detected
//					  0 - not detected
//
int Firm::draw_detect_link_line(int actionDetect)
{
	if( firm_id == FIRM_INN ) 	// FirmInn's link is only for scan for neighbor inns quickly, the link line is not displayed
		return 0;

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

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

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

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

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

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

	int	lineType;
	char* bitmapPtr;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

		if( !can_toggle_town_link() )
			continue;

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

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

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

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

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

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

					townPtr->update_camp_link();
				}

				return 1;
			}

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

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

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

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

	return 0;
}