Exemple #1
0
// --------- Begin of function Unit::teleport --------//
// return 1 on success
int Unit::teleport(int targetXLoc, int targetYLoc )
{
	// ###### begin Gilbert 21/3 ########//
	if( !is_visible() )
		return 0;
	// ###### end Gilbert 21/3 ########//

	if( world.check_unit_space( targetXLoc, targetYLoc, 
		targetXLoc+loc_width-1, targetYLoc+loc_height-1, mobile_type) )
	{
		stop_order();

		int dx, dy;
		for( dy = 0; dy < loc_width; ++dy )
			for( dx = 0; dx < loc_height; ++dx )
				world.get_loc(next_x_loc()+dx, next_y_loc()+dy)->remove_unit( mobile_type );
		
		cur_x = go_x = next_x = targetXLoc * LOCATE_WIDTH;
		cur_y = go_y = next_y = targetYLoc * LOCATE_HEIGHT;

		for( dy = 0; dy < loc_width; ++dy )
			for( dx = 0; dx < loc_height; ++dx )
				world.get_loc( next_x_loc()+dx, next_y_loc()+dy)->set_unit( sprite_recno, mobile_type );

		explore_area();

		return 1;
	}

	return 0;
}
Exemple #2
0
//--------- Begin of function Unit::resign ---------//
//
// Resign the unit.
//
void Unit::resign(int remoteAction)
{
   if( !remoteAction && remote.is_enable() )
   {
      // packet structure : <unit recno> <nation recno>
      short *shortPtr = (short *)remote.new_send_queue_msg(MSG_UNIT_RESIGN, 2*sizeof(short));
      *shortPtr = sprite_recno;
		shortPtr[1] = nation_array.player_recno;

      return;
   }

   //---- increase the wandering count when a unit is disbanded ----//

   if( is_human() )
		town_array.race_wander_pop_array[race_id-1] += 2;     // disbanding one resulted in two wandering units to make the effect more significant

	//--- if the unit is visible, stop the current order ----//

	if( is_visible() )
		stop_order();

	//--- if the spy is resigned by an enemy, display a message ---//

	if( spy_recno && true_nation_recno() != nation_recno )		// the spy is cloaked in an enemy nation when it is resigned
	{
		//------ decrease reputation ------//

		nation_array[true_nation_recno()]->change_reputation((float)-SPY_KILLED_REPUTATION_DECREASE);

		//------- add news message -------//
		// #### begin Gilbert 24/12 ######//
//		if( nation_recno == nation_array.player_recno )		// display when the player has revealed an enemy spy
//			info.spy_execute = 1;
		// #### end Gilbert 24/12 ######//


		if( true_nation_recno() == nation_array.player_recno ||		// display when the player's spy is revealed or the player has revealed an enemy spy
			 nation_recno == nation_array.player_recno )
		{
			//--- If a spy is caught, the spy's nation's reputation wil decrease ---//

			news_array.spy_killed(spy_recno);
		}
	}

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

	if( rank_id == RANK_GENERAL )			// if this is a general, news_array.general_die() will be called, set news_add_flag to 0 to suppress the display of thew news
		news_array.news_add_flag=0;

	unit_array.del( sprite_recno );

	news_array.news_add_flag=1;
}
Exemple #3
0
//--------- Begin of function Unit::ai_handle_seek_path_fail --------//
//
// This function is used for handling cases when AI units are not
// able to seek a path successfully.
//
int Unit::ai_handle_seek_path_fail()
{
	if( seek_path_fail_count < 5*SEEK_PATH_FAIL_INCREMENT )		// wait unit it has failed many times
		return 0;

	//----- try to move to a new location -----//

	if( seek_path_fail_count==5*SEEK_PATH_FAIL_INCREMENT )
	{
		stop_order();		// stop the unit and think for new action
		return 0;
	}

	//--- if the seek path has failed too many times, resign the unit ---//

	int resignFlag = 0;

	if( rank_id == RANK_SOLDIER && !leader_unit_recno )
	{
		if( seek_path_fail_count>=7*SEEK_PATH_FAIL_INCREMENT )
			resignFlag = 1;
	}
	else if( rank_id == RANK_GENERAL )
	{
		if( seek_path_fail_count >= (7+skill_level()/10)*SEEK_PATH_FAIL_INCREMENT )
			resignFlag = 1;
	}
	else
	{
		if( seek_path_fail_count >= 7*SEEK_PATH_FAIL_INCREMENT )
			resignFlag = 1;
	}

	if( resignFlag && is_visible() )
	{
		resign(COMMAND_AI);
		return 1;
	}
	else
		return 0;
}
Exemple #4
0
//------------- Begin of function Unit::set_die --------------//
//
// set parameters for unit die
//
void Unit::set_die()
{
	if( cur_action == SPRITE_DIE )
		return;

	stop_order();

	err_when(hit_points>0);

	cur_action  = SPRITE_DIE;
	cur_frame   = 1;

	//---- if this unit is led by a leader, only mobile units has leader_unit_recno assigned to a leader -----//

	// ###### patch begin Gilbert 3/9 #######//
	if( leader_unit_recno )
	{
		// the leader unit may have been killed at the same time
		if( !unit_array.is_deleted(leader_unit_recno) )
		{
			if( unit_array[leader_unit_recno]->team_info )
			{
				unit_array[leader_unit_recno]->team_info->del_member(sprite_recno);
			}
			else
			{
				err_here();
				int b = 0;	 // set break point here
			}
		}
		leader_unit_recno = 0;
	}
//	if( team_info )
//	{
//		team_info->reset();
//	}
	// ###### patch end Gilbert 3/9 #######//
}
Exemple #5
0
//--------- Begin of function Unit::change_nation ---------//
//
// This function is called when a unit change nation.
// It is not necessarily a result of betray, when a spy
// hands over his new nation to his parent nation, this
// function will also be called.
//
// <int> newNationRecno - change the nation of the unit.
//
void Unit::change_nation(int newNationRecno)
{
	err_when( newNationRecno && nation_array.is_deleted(newNationRecno) );
	err_when( unit_mode == UNIT_MODE_REBEL );		// rebels do not change nation

	//--- special case: units in Monster Fortress cannot change nation ---//

	if( unit_mode == UNIT_MODE_OVERSEE &&
		 firm_array[unit_mode_para]->firm_id == FIRM_FORTRESS )
	{
		return;
	}

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

	int oldAiUnit = is_ai;
	int oldNationRecno = nation_recno;

	//-- if the player is giving a command to this unit, cancel the command --//

   if( nation_recno == nation_array.player_recno &&
		 sprite_recno == unit_array.selected_recno &&
		 power.command_id )
   {
		power.command_id = 0;
   }

	//---------- stop all action to attack this unit ------------//

	unit_array.stop_attack_obj(base_obj_recno);

	//---- update nation_unit_count_array[] ----//

	unit_res[unit_id]->unit_change_nation(newNationRecno, nation_recno, rank_id);

	//------- if the nation has an AI action -------//

	stop_order();       // clear the existing order

	//---------------- update vars ----------------//

//	unit_group_id = unit_array.cur_group_id++;      // separate from the current group
	nation_recno  = newNationRecno;

	home_camp_firm_recno  = 0;					// reset it

	if( race_id )
	{
		nation_contribution = 0;            // contribution to the nation
		total_reward        = 0;
	}
	
	// #### begin Gilbert 24/12 #######//

	// -------- reset royal -------//

	is_royal = 0;

	// #### end Gilbert 24/12 #######//

	//-------- if change to one of the existing nations ------//

	is_ai = nation_recno && nation_array[nation_recno]->is_ai();

	//------------ update AI info --------------//

	if( oldNationRecno )
	{
		Nation* nationPtr = nation_array[oldNationRecno];

		if( rank_id == RANK_GENERAL || rank_id == RANK_KING )
			nationPtr->del_general_info(sprite_recno);

		else if( unit_res[unit_id]->unit_class == UNIT_CLASS_CARAVAN )
			nationPtr->del_caravan_info(sprite_recno);

		else if( unit_res[unit_id]->unit_class == UNIT_CLASS_SHIP )
			nationPtr->del_ship_info(sprite_recno);
	}

	if( nation_recno )
	{
		Nation* nationPtr = nation_array[nation_recno];

		if( rank_id == RANK_GENERAL || rank_id == RANK_KING )
			nationPtr->add_general_info(sprite_recno);

		else if( unit_res[unit_id]->unit_class == UNIT_CLASS_CARAVAN )
			nationPtr->add_caravan_info(sprite_recno);

		else if( unit_res[unit_id]->unit_class == UNIT_CLASS_SHIP )
			nationPtr->add_ship_info(sprite_recno);
	}

	//------ if this unit oversees a firm -----//

	if( unit_mode==UNIT_MODE_OVERSEE )
		firm_array[unit_mode_para]->change_nation(newNationRecno);

	//----- this unit was defending the town before it gets killed ----//

	else if( unit_mode==UNIT_MODE_TOWN_DEFENDER )
	{
		if( !town_array.is_deleted(unit_mode_para) )
			town_array[unit_mode_para]->reduce_defender_count();

		set_mode(0);   // reset unit mode
	}

	//---- if the unit is no longer the same nation as the leader ----//

	if( leader_unit_recno )
	{
		Unit* leaderUnit = unit_array[leader_unit_recno];

		if( leaderUnit->nation_recno != nation_recno )
		{
			err_when( !leaderUnit->team_info );
			leaderUnit->team_info->del_member(sprite_recno);
			leader_unit_recno = 0;
//			team_id = 0;
		}
	}

	// ##### begin Gilbert 9/2 #######//
	explore_area();
	// ##### end Gilbert 9/2 #######//

	//------ if it is currently selected -------//

	if( selected_flag )
		info.disp();

	err_when( spy_recno && spy_array[spy_recno]->cloaked_nation_recno != nation_recno );

	if( spy_recno && spy_array[spy_recno]->cloaked_nation_recno != nation_recno )		// BUGHERE - fix bug on-fly
		spy_array[spy_recno]->cloaked_nation_recno = nation_recno;
}
Exemple #6
0
//--------- Begin of function Unit::process_ai --------//
//
// [int] forceExecute - whether force execute all AI functions
//								without checking day interavals.
//							   (default: 0)
//
void Unit::process_ai()
{
	if( unit_mode )		// let functions in OUN_MODE.CPP process units in specific modes 
		return;

	err_when( !nation_recno );

	//------ the behavior_mode of AI units is aggressive ------//

	behavior_mode = UNIT_AGGRESSIVE;

	//------- handle Seek Path failures ------//

	if( ai_handle_seek_path_fail() )
		return;

	//--- if it's a spy from other nation, don't control it ---//

	if( spy_recno && true_nation_recno() != nation_recno )
	{
		//--- a random chance of the AI catching the spy and resign it ---//

		if( is_visible() && misc.random(365 * FRAMES_PER_DAY)==0 )		// if the unit stay outside for one year, it will get caught
		{
			resign(COMMAND_AI);
			return;
		}

		if( !spy_array[spy_recno]->notify_cloaked_nation_flag )		// if notify_cloaked_nation_flag is 1, the nation will take it as its own spies
			return;
	}

	//----- think about rewarding this unit -----//

	if( race_id && rank_id != RANK_KING &&
		 info.game_date%5 == sprite_recno%5 )
	{
		think_reward();
	}

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

	if( !is_visible() )
		return;

	//----- think about using items -------//

	if( think_use_item() )
		return;

	//---- King flees under attack or surrounded by enemy ---//

	if( race_id && rank_id==RANK_KING )
	{
		if( think_king_flee() )
			return;
	}

	//---- General flees under attack or surrounded by enemy ---//

	if( race_id && rank_id==RANK_GENERAL &&
		 info.game_date%7 == sprite_recno%7 )
	{
		if( think_general_flee() )
			return;
	}

	//---- stop attacking a town with zero resistance ----//

	if( cur_order.mode==UNIT_ATTACK && nation_recno)
	{
		if( !base_obj_array.is_deleted(cur_order.para) )
		{
			BaseObj* baseObj = base_obj_array[cur_order.para];

			if( baseObj->cast_to_Town() && baseObj->cast_to_Town()->nation_recno==0
				 &&  baseObj->cast_to_Town()->resistance(nation_recno) < 1 )
			{
				stop_order();
				return;
			}
		}
	}

	//------ if the unit is not stop right now ------//

	if( !is_all_stop() )
	{
		think_stop_chase();
		return;
	}

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

	if( mobile_type==UNIT_LAND )
	{
		if( ai_escape_fire() )
			return;
	}

	//---------- if this is your spy --------//

	if( spy_recno && true_nation_recno()==nation_recno )
		think_spy_action();

	//----- if this unit is on a attack mission ----//

	if( is_all_stop() && in_ai_attack_mission )
	{
		if( ai_attack_next_target() )
			return;
	}

	//------ if this unit is from a camp --------//

	if( home_camp_firm_recno )
	{
		FirmCamp* firmCamp;
		FirmMonsterFortress* firmMonsterFortress;

		int   rc = 0;

		if( firm_array.is_deleted(home_camp_firm_recno) )
		{
			rc = 0;
		}
		if( (firmCamp = firm_array[home_camp_firm_recno]->cast_to_FirmCamp()) )
		{
			if( rank_id == RANK_SOLDIER )
				rc = firmCamp->soldier_count < MAX_SOLDIER;
			else
				rc = !firmCamp->overseer_recno;
		}
		else if( (firmMonsterFortress = firm_array[home_camp_firm_recno]->cast_to_FirmMonsterFortress()) )
		{
			rc = (unit_id == firmMonsterFortress->support_unit_id 
				&& !firmMonsterFortress->is_extra_builder_full()) 
				|| !firmMonsterFortress->is_soldier_full();		
		}
		else
		{
			err_here();
		}

		if( rc )
		{
			if( return_camp() )
				return;
		}

		home_camp_firm_recno = 0;		// the camp is already occupied by somebody
	}

	//------- if the unit is idle ------------//

	if( is_all_stop() )
	{
		if( race_id && rank_id==RANK_KING )
		{
			if( is_human() )
				think_king_action();
			else
				think_normal_monster_action();
		}
		else if( race_id && rank_id==RANK_GENERAL )
		{
			think_general_action();
		}
		else
		{
			int unitClass = unit_res[unit_id]->unit_class;

         //------ if this unit is a weapon ------//

			// ######### begin Gilbert 24/3 ########//
			// BUGHERE : monster weapon was UNIT_CLASS_MONSTER but now UNIT_CLASS_MONS_WEAPON
			if( unitClass == UNIT_CLASS_WEAPON || unitClass == UNIT_CLASS_MONS_WEAPON )
			// ######### end Gilbert 24/3 ########//
			{
				if( info.game_date%15 == sprite_recno%15 )	// don't call too often as the action may fail and it takes a while to call the function each time
				{
					think_weapon_action();	//-- ships AI are called in UnitMarine --//
				}
			}

			//------ if this unit is a monster ------//

			else if( unitClass == UNIT_CLASS_MONSTER ||
					 unitClass == UNIT_CLASS_INSECT ||
					 unitClass == UNIT_CLASS_ANIMAL )
			{
				//--- if previous attempts for new action failed, don't call think_normal_human_action() so frequently then ---//

				if( ai_no_suitable_action )
				{
					if( info.game_date%15 != sprite_recno%15 )	// don't call too often as the action may fail and it takes a while to call the function each time
						return;
				}

				if( !think_normal_monster_action() )
				{
					ai_no_suitable_action = true; 	// set this flag so think_normal_human_action() won't be called continously
					ai_move_to_nearby_firm(FIRM_LAIR);
				}
			}

			//------ if this unit is a human ------//

			else if( unitClass == UNIT_CLASS_HUMAN )
			{
				//--- if previous attempts for new action failed, don't call think_normal_human_action() so frequently then ---//

				if( ai_no_suitable_action )
				{
					if( info.game_date%15 != sprite_recno%15 )	// don't call too often as the action may fail and it takes a while to call the function each time
						return;
				}

				if( !think_normal_human_action() )
				{
					ai_no_suitable_action = true; 	// set this flag so think_normal_human_action() won't be called continously

//					if( !leader_unit_recno )		// only when the unit is not led by a commander
//						resign(COMMAND_AI);
//					else
						ai_move_to_nearby_town();
				}
			}

			//---- if this unit is a wagon -----//

			else if( unitClass == UNIT_CLASS_WAGON )
			{
				think_assign_human_to_town();
			}
		}
	}
}
Exemple #7
0
int Unit::think_stop_chase()
{
	//-----------------------------------------------------//
	//
	// Stop the chase if the target is being far away from
	// its original attacking location.
	//
	//-----------------------------------------------------//

	if( !(cur_order.mode==UNIT_ATTACK && ai_original_target_x_loc>=0) )
		return 0;

	if( base_obj_array.is_deleted(cur_order.para) )
	{
		stop_order();
		return 1;
	}

	Unit* targetUnit = base_obj_array[cur_order.para]->cast_to_Unit();

	if( !targetUnit )		// this function only deal with chasing enemy units
		return 0;

	if( !targetUnit->is_visible() )
	{
		stop_order();
		return 1;
	}

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

	int aiChaseDistance = 10 + nation_array[nation_recno]->pref_military_courage/20;		// chase distance: 10 to 15

	int curDistance = misc.points_distance( targetUnit->next_x_loc(), targetUnit->next_y_loc(),
							ai_original_target_x_loc, ai_original_target_y_loc );

	if( curDistance <= aiChaseDistance )
		return 0;

	//--------- stop the unit ----------------//

	stop_order();

	//--- if this unit leads a troop, stop the action of all troop members as well ---//

	int leaderUnitRecno;

	if( leader_unit_recno )
		leaderUnitRecno = leader_unit_recno;
	else
		leaderUnitRecno = sprite_recno;

	TeamInfo* teamInfo = unit_array[leaderUnitRecno]->team_info;

	if( teamInfo )
	{
		for( int i=teamInfo->member_count-1 ; i>=0 ; i-- )
		{
			int unitRecno = teamInfo->member_unit_array[i];

			if( unit_array.is_deleted(unitRecno) )
				continue;

			unit_array[unitRecno]->stop_order();
		}
	}

	return 1;
}