コード例 #1
0
ファイル: ospya.cpp プロジェクト: mecirt/7k2
//-------- Begin of function SpyArray::catch_spy ------//
//
// <int> spyPlace - either SPY_TOWN or SPY_FIRM
// <int> spyPlacePara - town_recno or firm_recno
//
int SpyArray::catch_spy(int spyPlace, int spyPlacePara)
{
	int nationRecno, totalPop;

	if( spyPlace == SPY_TOWN )
	{
		Town* townPtr = town_array[spyPlacePara];

		nationRecno = townPtr->nation_recno;
		totalPop    = townPtr->population;
	}
	else if( spyPlace == SPY_FIRM )
	{
		Firm* firmPtr = firm_array[spyPlacePara];

		nationRecno = firmPtr->nation_recno;
		if( firmPtr->cast_to_FirmCamp() )
		{
			FirmCamp *firmCamp = firmPtr->cast_to_FirmCamp();
			totalPop    = firmCamp->soldier_count + (firmCamp->overseer_recno>0);
		}
		else if( firmPtr->cast_to_FirmWork() )
		{
			FirmWork *firmWork = firmPtr->cast_to_FirmWork();
			totalPop    = firmWork->worker_count;
		}
		else if( firmPtr->cast_to_FirmTrain() )
		{
			totalPop = firmPtr->cast_to_FirmTrain()->trainee_count;
			return 0;		// don't catch spy
		}
		else if( firmPtr->cast_to_FirmInn() )
		{
			totalPop = firmPtr->cast_to_FirmInn()->inn_unit_count;
			return 0;		// don't catch spy
		}
		else if( firmPtr->cast_to_FirmMarket() )
		{
			totalPop = 0;
			return 0;
		}
		else if( firmPtr->cast_to_FirmMonsterTrain() )
		{
			totalPop = firmPtr->cast_to_FirmMonsterTrain()->trainee_count;
			return 0;		// don't catch spy
		}
		else if( firmPtr->cast_to_FirmMonsterAlchemy() )
		{
			totalPop = 0;
			return 0;
		}
		else if( firmPtr->cast_to_FirmLishorr() )
		{
			totalPop = 0;
			return 0;
		}
		else if( firmPtr->cast_to_FirmMonsterFortress() )
		{
			FirmMonsterFortress *firmMonsterFortress = firmPtr->cast_to_FirmMonsterFortress();
			totalPop = firmMonsterFortress->archer_count + firmMonsterFortress->extra_builder_count;
		}
		else if( firmPtr->cast_to_FirmAnimal() )
		{
			totalPop = 0;
			return 0;
		}
		else if( firmPtr->cast_to_FirmIncubator() )
		{
			totalPop = 0;
			return 0;
		}
		else if( firmPtr->cast_to_FirmMagic() )
		{
			totalPop = 0;
			return 0;
		}
		else if( firmPtr->cast_to_FirmOffensive() )
		{
			totalPop = 0;
			return 0;
		}
		else if( firmPtr->cast_to_FirmOffensive2() )
		{
			totalPop = 0;
			return 0;
		}
		else
		{
			err_here();
			totalPop = 0;
		}
	}
	else
		err_here();

	//--- calculate the total of anti-spy skill in this town ----//

	int enemySpyCount=0, counterSpySkill=0;
	Spy* spyPtr;

	int techLevel = 0;
	if( nationRecno )
		techLevel = tech_res[TECH_COUNTER_SPY]->get_nation_tech_level(nationRecno);

	int i;
	for( i=size() ; i>0 ; i-- )
	{
		if( is_deleted(i) )
			continue;

		spyPtr = spy_array[i];

		if( spyPtr->spy_place == spyPlace &&
			 spyPtr->spy_place_para == spyPlacePara )
		{
			if( spyPtr->true_nation_recno == nationRecno )
				counterSpySkill += spyPtr->spy_skill + spyPtr->spy_skill * techLevel / 2;
			else
				enemySpyCount++;
		}
	}

	//----- if all citizens are enemy spies ----//

	if( enemySpyCount == totalPop )
		return 0;

	err_when( enemySpyCount > totalPop );

	//-------- try to catch enemy spies now ------//

	for( i=spy_array.size() ; i>0 ; i-- )
	{
		if( spy_array.is_deleted(i) )
			continue;

		spyPtr = spy_array[i];

		if( spyPtr->action_mode == SPY_IDLE )		// it is very hard to get caught in sleep mode
			continue;

		if( spyPtr->spy_place == spyPlace &&
			 spyPtr->spy_place_para == spyPlacePara &&
			 spyPtr->true_nation_recno != nationRecno )	// doesn't get caught in sleep mode
		{
			int escapeChance = 100 + spyPtr->spy_skill - counterSpySkill;

			escapeChance = max( spyPtr->spy_skill/10, escapeChance );

			if( m.random(escapeChance) == 0 )
			{
				spyPtr->get_killed(); 		// only catch one spy per calling
				return 1;
			}
		}
	}

	return 0;
}
コード例 #2
0
ファイル: OFIRMIF3.cpp プロジェクト: LibreGames/7kaa
//--------- Begin of function Firm::spy_bribe ---------//
//
// The money the spy offers to bribe the unit.
//
// <int>   bribeAmount	  - the amount offered
// <short> birberSpyRecno - spy recno of the briber
// <short> workerId		  - if 0, then bribe the overseer,
//									 if >0, then bribe a worker.
//
// return: <int> >0 - bribing succeeded, return the spy recno of the bribed unit (as it has been turned into a spy)
//					  0 - bribing failed
//
int Firm::spy_bribe(int bribeAmount, short briberSpyRecno, short workerId)
{
	if( !can_spy_bribe(workerId, spy_array[briberSpyRecno]->true_nation_recno) )		// this can happen in multiplayer as there is a one frame delay when the message is sent and when it is processed
		return 0;

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

	int succeedChance = spy_bribe_succeed_chance(bribeAmount, briberSpyRecno, workerId);

	Spy* spyPtr = spy_array[briberSpyRecno];

	nation_array[spyPtr->true_nation_recno]->add_expense( EXPENSE_BRIBE, (float) bribeAmount, 0 );

	//------ if the bribe succeeds ------//

	if( succeedChance > 0 && misc.random(100) < succeedChance )
	{
		int spyRecno = spy_array.add_spy();		// add a new Spy record

		Spy* newSpy = spy_array[spyRecno];

		newSpy->spy_skill = 10;
		newSpy->action_mode = SPY_IDLE;
		newSpy->spy_loyalty = MIN( 100, MAX(30,succeedChance) );		// within the 30-100 range

		newSpy->true_nation_recno    = spyPtr->true_nation_recno;
		newSpy->cloaked_nation_recno = spyPtr->cloaked_nation_recno;

		if( workerId )
		{
			Worker* workerPtr = worker_array+workerId-1;

			workerPtr->spy_recno = spyRecno;
			newSpy->race_id = workerPtr->race_id;
			newSpy->name_id = workerPtr->name_id;

			err_when( newSpy->race_id < 1 || newSpy->race_id > MAX_RACE );

			if( !newSpy->name_id )		// if this worker does not have a name, give him one now as a spy must reserve a name (see below on use_name_id() for reasons)
				newSpy->name_id = race_res[newSpy->race_id]->get_new_name_id();
		}
		else if( overseer_recno )
		{
			Unit* unitPtr = unit_array[overseer_recno];

			unitPtr->spy_recno = spyRecno;
			newSpy->race_id = unitPtr->race_id;
			newSpy->name_id = unitPtr->name_id;

			err_when( newSpy->race_id < 1 || newSpy->race_id > MAX_RACE );
		}
		else
			err_here();

		newSpy->set_place( SPY_FIRM, firm_recno );

		//-- Spy always registers its name twice as his name will be freed up in deinit(). Keep an additional right because when a spy is assigned to a town, the normal program will free up the name id., so we have to keep an additional copy

		race_res[newSpy->race_id]->use_name_id(newSpy->name_id);

		bribe_result = BRIBE_SUCCEED;

		if( firm_recno == firm_array.selected_recno )
			info.disp();

		return newSpy->spy_recno;
	}
	else //------- if the bribe fails --------//
	{
		spyPtr->get_killed(0);		// the spy gets killed when the action failed.
											// 0 - don't display new message for the spy being killed, so we already display the msg on the interface
		bribe_result = BRIBE_FAIL;

		if( firm_recno == firm_array.selected_recno )
			info.disp();

		return 0;
	}
}
コード例 #3
0
ファイル: OSPYA.cpp プロジェクト: brianV/7kaa
//-------- Begin of function SpyArray::catch_spy ------//
//
// <int> spyPlace - either SPY_TOWN or SPY_FIRM
// <int> spyPlacePara - town_recno or firm_recno
//
int SpyArray::catch_spy(int spyPlace, int spyPlacePara)
{
	int nationRecno, totalPop;

	if( spyPlace == SPY_TOWN )
	{
		Town* townPtr = town_array[spyPlacePara];

		nationRecno = townPtr->nation_recno;
		totalPop    = townPtr->population;
	}
	else if( spyPlace == SPY_FIRM )
	{
		Firm* firmPtr = firm_array[spyPlacePara];

		nationRecno = firmPtr->nation_recno;
		totalPop    = firmPtr->worker_count + (firmPtr->overseer_recno>0);
	}
	else
		err_here();

	//--- calculate the total of anti-spy skill in this town ----//

	int enemySpyCount=0, counterSpySkill=0;
	Spy* spyPtr;

	int i;
	for( i=size() ; i>0 ; i-- )
	{
		if( is_deleted(i) )
			continue;

		spyPtr = spy_array[i];

		if( spyPtr->spy_place == spyPlace &&
			 spyPtr->spy_place_para == spyPlacePara )
		{
			if( spyPtr->true_nation_recno == nationRecno )
				counterSpySkill += spyPtr->spy_skill;
			else
				enemySpyCount++;
		}
	}

	//----- if all villagers are enemy spies ----//

	if( enemySpyCount == totalPop )
		return 0;

	err_when( enemySpyCount > totalPop );

	//-------- try to catch enemy spies now ------//

	for( i=spy_array.size() ; i>0 ; i-- )
	{
		if( spy_array.is_deleted(i) )
			continue;

		spyPtr = spy_array[i];

		if( spyPtr->action_mode == SPY_IDLE )		// it is very hard to get caught in sleep mode
			continue;

		if( spyPtr->spy_place == spyPlace &&
			 spyPtr->spy_place_para == spyPlacePara &&
			 spyPtr->true_nation_recno != nationRecno )	// doesn't get caught in sleep mode
		{
			int escapeChance = 100 + spyPtr->spy_skill - counterSpySkill;

			escapeChance = MAX( spyPtr->spy_skill/10, escapeChance );

			if( m.random(escapeChance) == 0 )
			{
				spyPtr->get_killed(); 		// only catch one spy per calling
				return 1;
			}
		}
	}

	return 0;
}