コード例 #1
0
ファイル: oc_eas19.cpp プロジェクト: mecirt/7k2
//---- Begin of function CampaignEastWest::stage_19_create_game ----//
//
// Vars defined in event functions before calling this function:
//
// -eastern_nation_recno
// -attack_state_recno
// -target_state_recno
//
int CampaignEastWest::stage_19_create_game()
{
	// ###### begin Gilbert 1/4 ########//
	init_random_plot('C');
	// ###### end Gilbert 1/4 ########//

	if( !stage_19_create_nation() )
		return 0;

	if( !stage_19_create_town() )
		return 0;

	if( !stage_19_create_firm() )
		return 0;

	//----- create offensive structures ---------//

	if( m.random(2)==0 )
		create_offensive_structure( STAGE_19_EASTERN_NATION_RECNO, 1 + campaign_difficulty/2 );		// build 2 structures if the difficulty > 3

	//------ create the player troop -------//

	create_troop(PLAYER_NATION_RECNO, 86-campaign_difficulty*6);

	//------ init stage 1 vars -------//

	stage_19_init_vars();

	//---- generate plants and other objects on the map -----//

	world.gen_rocks();

	world.generate_map2();

	//------- create additional raw sites ----------//

	create_raw_site();

	//------- init relationship -------//

	stage_19_init_relation();

	// ####### begin Gilbert 9/4 ########//
	// ----- create royal units ------//

	create_royal_units(CAMPAIGN_PLAYER_NATION_RECNO);
	// ####### end Gilbert 9/4 ########//

	// ###### begin Gilbert 1/4 ########//
	(this->*plot_create_game_FP)();
	// ###### end Gilbert 1/4 ########//

	return 1;
}
コード例 #2
0
ファイル: oc_eas23.cpp プロジェクト: 7k2/7k2
int CampaignEastWest::stage_23_create_firm()
{
    //----- create firms around established towns -----//

    Nation* nationPtr = nation_array[STAGE_23_EASTERN_NATION_RECNO];

    int townRecno1 = king_oversee_town_recno(STAGE_23_EASTERN_NATION_RECNO);
    int townRecno2 = random_pick_town_with_camp(STAGE_23_EASTERN_NATION_RECNO, 2);		// only pick towns with <= 2 links

    if( townRecno2 && misc.random(2)==0 )		// swap the town in 50% chance
    {
        int t=townRecno1;
        townRecno1 = townRecno2;
        townRecno2 = t;
    }

    //--- while the races of towns are random, the two main towns' race has to be the king's race ---//

    town_array[townRecno1]->set_race(nationPtr->race_id);

    if( townRecno2 )
        town_array[townRecno2]->set_race(nationPtr->race_id);

    create_economic_firm(townRecno1);
    create_offensive_structure(townRecno1);

    if( townRecno2 )
    {
        create_military_firm(townRecno2);
        create_offensive_structure(townRecno2);
    }

    //----- four possible situations -------//

    int eastSituation = misc.random(2)+1;

    //-------------------------------------------------//
    // The target state has an emphasis on weapon
    // development and production. There are a number
    // of war factories and a large number of weapons.
    //-------------------------------------------------//

    if( eastSituation==1 )
    {
        //---- build a war factory next to the town with mostly economic facilities.

        create_work_firm( town_array[townRecno1], FIRM_WAR_FACTORY );

        //-- fill most of the forts with weapons -----//

        for( int i=0 ; i<nationPtr->ai_camp_count ; i++ )
        {
            FirmCamp* firmCamp = firm_array[ nationPtr->ai_camp_array[i] ]->cast_to_FirmCamp();

            int addCount = MAX_SOLDIER - firmCamp->soldier_count - misc.random(3);		// don't always full up, sometimes leave a free slots empty

            for( int j=addCount ; j>0 ; j-- )
                add_weapon_to_camp( firmCamp->firm_recno );
        }

        //---- give it more cash upfront ------//

        nationPtr->cash += 2300 + 1000 * campaign_difficulty;
    }

    //-------------------------------------------------//
    // The target state has an emphasis on economic
    // development, it is vastly rich. And can use money
    // to boost up its military rapidly.
    //-------------------------------------------------//

    if( eastSituation==2 )
    {
        //--- create one more series of economic buildings ---//

        int townRecno2 = random_pick_town_with_camp(STAGE_23_EASTERN_NATION_RECNO, 2);		// only pick towns with <= 2 links

        if( townRecno2 )
            create_economic_firm(townRecno2);

        //---- give it more cash upfront ------//

        nationPtr->cash += 3000 + 2300 * campaign_difficulty;
    }

    //------- add more groups of economy and military structures ---//

    int townRecno;

    if( campaign_difficulty >= 3 )
    {
        townRecno = random_pick_town_with_camp(STAGE_23_EASTERN_NATION_RECNO, 2);		// only pick towns with <= 2 links

        if( townRecno )
        {
            town_array[townRecno]->set_race(nationPtr->race_id);
            create_military_firm(townRecno);
            create_offensive_structure(townRecno);
        }
    }

    if( campaign_difficulty >= 4 )
    {
        townRecno = random_pick_town_with_camp(STAGE_23_EASTERN_NATION_RECNO, 2);		// only pick towns with <= 2 links

        if( townRecno )
        {
            town_array[townRecno]->set_race(nationPtr->race_id);
            create_economic_firm(townRecno);
            create_offensive_structure(townRecno);
        }
    }

    if( campaign_difficulty >= 5 )
    {
        townRecno = random_pick_town_with_camp(STAGE_23_EASTERN_NATION_RECNO, 2);		// only pick towns with <= 2 links

        if( townRecno )
        {
            town_array[townRecno]->set_race(nationPtr->race_id);
            create_military_firm(townRecno);
            create_offensive_structure(townRecno);
        }
    }

    return 1;
}