コード例 #1
0
ファイル: OF_BASE.cpp プロジェクト: LibreGames/7kaa
//--------- Begin of function FirmBase::next_day ---------//
//
void FirmBase::next_day()
{
	//----- call next_day() of the base class -----//

	Firm::next_day();

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

	calc_productivity();

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

	if( info.game_date%15 == firm_recno%15 )			// once a week
	{
		train_unit();
		recover_hit_point();
	}

	//------- increase pray points --------//

	if( overseer_recno && pray_points < MAX_PRAY_POINTS )
	{
		// ###### patch begin Gilbert 21/1 #######//
		if( config.fast_build )
			pray_points += productivity/10;
		else
			pray_points += productivity/100;
		// ###### patch end Gilbert 21/1 #######//

		if( pray_points > MAX_PRAY_POINTS )
			pray_points = (float) MAX_PRAY_POINTS;
	}

	//------ validate god_unit_recno ------//

	if( god_unit_recno )
	{
		if( unit_array.is_deleted(god_unit_recno) )
			god_unit_recno = 0;

	#ifdef DEBUG
		if( god_unit_recno )
		{
			err_when( !unit_array[god_unit_recno]->is_visible() );
			err_when( unit_array[god_unit_recno]->nation_recno != nation_recno );
		}
	#endif
	}
}
コード例 #2
0
ファイル: OF_CAMP.cpp プロジェクト: spippolatore/7kaa
//--------- Begin of function FirmCamp::next_day ---------//
//
void FirmCamp::next_day()
{
	//----- call next_day() of the base class -----//

	Firm::next_day();

	//----- update the patrol_unit_array -----//

	validate_patrol_unit();

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

	if( info.game_date%15 == firm_recno%15 )			// once a week
	{
		train_unit();
		recover_hit_point();
	}

	//--- if there are weapons in the firm, pay for their expenses ---//

	pay_weapon_expense();
}
コード例 #3
0
ファイル: OAI_SPY.cpp プロジェクト: spippolatore/7kaa
//--------- Begin of function Nation::ai_assign_spy --------//
//
// Try to locate an existing spy for use.
//
// <int> targetXLoc, targetYLoc - the target location
// [int] spyRaceId			  - if specified, only spies of this race
//											 will be located. (default:0)
// [int] mobileOnly 				  - get mobile spies only. (default:0)
//
int Nation::ai_assign_spy(int targetXLoc, int targetYLoc, int spyRaceId, int mobileOnly)
{
	int unitRecno=0;

	//---- try to find an existing spy ----//

	Spy* spyPtr = ai_find_spy( targetXLoc, targetYLoc, spyRaceId, mobileOnly );

	if( spyPtr )
		unitRecno = spyPtr->mobilize_spy();

	//--- if not successful, then try to hire one ---//

	if( !unitRecno )
		unitRecno = hire_unit(SKILL_SPYING, spyRaceId, targetXLoc, targetYLoc);

	//--- if cannot hire one, try to train one ----//

	int trainTownRecno=0;

	if( !unitRecno )
		unitRecno = train_unit(SKILL_SPYING, spyRaceId, targetXLoc, targetYLoc, trainTownRecno);

	if( !unitRecno )
		return 0;

	//------ get the spy object of the unit ------//

	Unit* unitPtr = unit_array[unitRecno];

	err_when( !unitPtr->spy_recno );

	spyPtr = spy_array[unitPtr->spy_recno];

	//------- get the nation of the assign destination -----//

	Location* locPtr = world.get_loc(targetXLoc, targetYLoc);
	int 		 cloakedNationRecno;

	if( locPtr->is_firm() )
	{
		Firm* firmPtr = firm_array[locPtr->firm_recno()];

		err_when( firmPtr->nation_recno==0 );		// cannot assign to a monster firm

		cloakedNationRecno = firmPtr->nation_recno;
	}
	else if( locPtr->is_town() )
	{
		Town* townPtr = town_array[locPtr->town_recno()];

		cloakedNationRecno = townPtr->nation_recno;
	}
	else
	{
		return 0;		// the original firm or town has been destroyed or sold
	}

	//------- Add the assign spy action --------//

	int actionRecno = add_action( targetXLoc, targetYLoc,
							-1, -1, ACTION_AI_ASSIGN_SPY, cloakedNationRecno, 1, unitRecno );

	if( !actionRecno )
		return 0;

	//------ if the unit is under training ------//

	if( trainTownRecno )
		town_array[trainTownRecno]->train_unit_action_id = get_action(actionRecno)->action_id;

	return 1;
}