void DoAutofire(TUnit *unit) { int cyc, i, ca, oldcw, oldtu, oldtu2; TPoint poz; TUnit *u; int su, uu; ConAF_used = FALSE; if (ConAF_unit != unit) memset(ConAF_table, 0, sizeof(ConAF_table)); if (!AF_Reseted) return; for (i = 0; i < UNITS_TOP; i++) if (AF_Units[i]) AF_Units[i] = (Units[i] != NULL) && (Units[i]->X != -1); DAF_found_units = 0; for (cyc = 0; cyc < 1680 /*snek pro r=20*/; cyc++) { poz = CartezianSnail(cyc); poz.x += unit->X, poz.y += unit->Y; if ((poz.x < 0) || (poz.y < 0) || (poz.x >= MapSizeX) || (poz.y >= MapSizeY)) continue; uu = GetField(poz.x, poz.y)->Unit; if ((uu != NO_UNIT) && (AF_Units[uu])) DAF_founds[DAF_found_units++] = uu; if (GetAircraftAt(poz.x, poz.y) != NULL) DAF_founds[DAF_found_units++] = GetAircraftAt(poz.x, poz.y)->ID; } StopSample(SampleMoving); SampleMoving = INVALID_SAMPLE_HANDLE; for (cyc = 0; cyc < DAF_found_units; cyc++) { i = DAF_founds[cyc]; if (AF_Units[i]) { u = (TUnit*)Units[i]; uu = unit->ID; ca = ChooseAttack(u, unit); if (ca != -1) { oldcw = u->CurWpn; oldtu = u->TimeUnits; u->CurWpn = ca; su = SelectedUnit->ID; u->Select(); poz = GetRozptyl(unit->X, unit->Y, u); if ((u->ID >= BADLIFE) || (ConfirmAF(u, unit))) u->Attack(unit->X + poz.x, unit->Y + poz.y); u->CurWpn = oldcw; if (Units[su]) Units[su]->Select(); else { int aID = su, oldID = su; if (su < BADLIFE) { while (++aID != oldID) { if (aID >= BADLIFE) aID = 0; if ((Units[aID] != NULL) && (Units[aID]->HitPoints > 0) && (Units[aID]->X != -1)) break; } } else { while (++aID != oldID) { if (aID >= UNITS_TOP) aID = BADLIFE; if ((Units[aID] != NULL) && (Units[aID]->HitPoints > 0) && (Units[aID]->X != -1)) break; } } SelectedUnit = NULL; if (oldID != aID) Units[aID]->Select(); } if (!Units[i]) AF_Units[i] = FALSE; else { AF_Units[i] = UnitCanShoot(u); if (!AF_Units[i]) { oldtu2 = u->TimeUnits; u->TimeUnits = oldtu; AF_RemoveUnit(u); u->TimeUnits = oldtu2; } } if (!Units[uu]) break; } } } }
int ArtificialIntelligence8 () { int i, j, k, r, st, x, y, id, h, hmax; TPoint p; char buf [40]; TBase *Base; TField *f; Message (SigText[TXT_AI_ANALYSE]); // Prepocitame viditelnost AllowBadlife (TRUE); ComputeVisib (); RedrawMap (); LockDraw (); // Aktualizujeme specialni objekty Docks1 = GetField (D1X, D1Y) -> Unit; if (Docks1 == NO_UNIT || Units [Docks1] -> Type % BADLIFE != unDocks) Docks1 = NO_UNIT; Docks2 = GetField (D2X, D2Y) -> Unit; if (Docks2 == NO_UNIT || Units [Docks2] -> Type % BADLIFE != unDocks) Docks2 = NO_UNIT; Factory1 = GetField (F1X, F1Y) -> Unit; if (Factory1 == NO_UNIT || Units [Factory1] -> Type % BADLIFE != unFactory) Factory1 = NO_UNIT; Factory2 = GetField (F2X, F2Y) -> Unit; if (Factory2 == NO_UNIT || Units [Factory2] -> Type % BADLIFE != unFactory) Factory2 = NO_UNIT; Factory3 = GetField (F3X, F3Y) -> Unit; if (Factory3 == NO_UNIT || Units [Factory3] -> Type % BADLIFE != unFactory) Factory3 = NO_UNIT; // Vyradime znicene jednotky z armad Towers -> DeleteKilled2 (); Towers -> DeleteKilled (); Army1 -> DeleteKilled2 (); Army1 -> DeleteKilled (); Army2 -> DeleteKilled2 (); Army2 -> DeleteKilled (); Army3 -> DeleteKilled2 (); Army3 -> DeleteKilled (); AirArmy3 -> DeleteKilled2 (); AirArmy3 -> DeleteKilled (); Army4 -> DeleteKilled2 (); Army4 -> DeleteKilled (); Army5 -> DeleteKilled2 (); Army5 -> DeleteKilled (); Army6 -> DeleteKilled2 (); Army6 -> DeleteKilled (); Army7 -> DeleteKilled2 (); Army7 -> DeleteKilled (); Army8 -> DeleteKilled2 (); Army8 -> DeleteKilled (); AirArmy8 -> DeleteKilled2 (); AirArmy8 -> DeleteKilled (); Marine1 -> DeleteKilled2 (); Marine1 -> DeleteKilled (); Marine8 -> DeleteKilled2 (); Marine8 -> DeleteKilled (); DUPos = 0; // Testneme konec hry st = AssignResult (); if (st != 0) { UnlockDraw (); AllowBadlife (FALSE); return st; } // Zpracujeme seznam poli, na ktere se utocilo Army1 -> DoAttackedFields (); Army2 -> DoAttackedFields (); Army3 -> DoAttackedFields (); AirArmy3 -> DoAttackedFields (); Army4 -> DoAttackedFields (); Army5 -> DoAttackedFields (); Army6 -> DoAttackedFields (); Army7 -> DoAttackedFields (); Army8 -> DoAttackedFields (); AirArmy8 -> DoAttackedFields (); Marine1 -> DoAttackedFields (); Marine8 -> DoAttackedFields (); AttackFieldPos = 0; AnalyseLandscape (); Message (SigText[TXT_AI_ARMY]); //////////////////////////////// AKTIVACE ARMAD // Test zaktivovani armady 1 if (Army1 -> Status == asSleeping) { for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army1 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army1 -> Status = asActive; } } } // Test zaktivovani armady 2 if (Army2 -> Status == asSleeping) { for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army2 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army2 -> Status = asActive; } } } // Test zaktivovani armady 3 if (Army3 -> Status == asSleeping) { for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army3 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army3 -> Status = asActive; } } } // Test zaktivovani armady 4 if (Army4 -> Status == asSleeping) { for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army4 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army4 -> Status = asActive; } } } // Test zaktivovani armady 5 if (Army5 -> Status == asSleeping) { for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army5 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army5 -> Status = asActive; } } } // Test zaktivovani armady 6 if (Army6 -> Status == asSleeping) { for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army6 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army6 -> Status = asActive; } } } // Test zaktivovani armady 7 if (Army7 -> Status == asSleeping) { for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army7 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army7 -> Status = asActive; } } } // Test zaktivovani armady 8 if (Army8 -> Status == asSleeping) { for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army8 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army8 -> Status = asActive; } } } // Test zaktivovani marine 1 if (Marine1 -> Status == asSleeping) { for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Marine1 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Marine1 -> Status = asActive; } } } // Test zaktivovani marine 8 if (Marine8 -> Status == asSleeping) { for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Marine8 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Marine8 -> Status = asActive; } } } ///////////////////////////// AKCE ARMAD // Nastavime ProgressBar st = 0; st += Towers -> nofBadLife; if (Army1 -> Status == asActive || Army1 -> Status == asSuicide) st += Army1 -> nofBadLife; if (Army2 -> Status == asActive || Army2 -> Status == asSuicide) st += Army2 -> nofBadLife; if (Army3 -> Status == asActive || Army3 -> Status == asSuicide) st += Army3 -> nofBadLife; if (AirArmy3 -> Status == asActive || AirArmy3 -> Status == asSuicide) st += AirArmy3 -> nofBadLife; if (Army4 -> Status == asActive || Army4 -> Status == asSuicide) st += Army4 -> nofBadLife; if (Army5 -> Status == asActive || Army5 -> Status == asSuicide) st += Army5 -> nofBadLife; if (Army6 -> Status == asActive || Army6 -> Status == asSuicide) st += Army6 -> nofBadLife; if (Army7 -> Status == asActive || Army7 -> Status == asSuicide) st += Army7 -> nofBadLife; if (Army8 -> Status == asActive || Army8 -> Status == asSuicide) st += Army8 -> nofBadLife; if (AirArmy8 -> Status == asActive || AirArmy8 -> Status == asSuicide) st += AirArmy8 -> nofBadLife; if (Marine1 -> Status == asActive || Marine1 -> Status == asSuicide) st += Marine1 -> nofBadLife; if (Marine8 -> Status == asActive || Marine8 -> Status == asSuicide) st += Marine8 -> nofBadLife; if (st == 0) st = 5; // Magic number ProgressNull (); ProgressLimit (st); // Vylozime letiste UnlockDraw (); for (i = BADLIFE; i < UNITS_TOP; i++){ // Airport if (Units [i] != NULL && Units [i] -> Type - BADLIFE == unAirport) { for (j = 0; j < ((TAirport *) Units [i]) -> LoadedUnits; j++) { id = ((TAirport *)Units [i]) -> Inventory [j]; if (Units [id] -> AI_Info.State == aistFuel) { st = ((TAirport *)Units [i]) -> UnloadUnit ((TUnit *)Units [id]); if (st == 1) { j--; Units [id] -> AI_Info.State = aistNought; for (k = 120; k > 1; k--) { p = CartezianSnail (k); p.x += Units [id] -> X; p.y += Units [id] -> Y; if (p.x >= 0 && p.x < MapSizeX && p.y >= 0 && p.y < MapSizeY && GetAircraftAt (p.x, p.y) == NULL) { Units [id] -> Select (); st = Units [id] -> MoveFar (p.x, p.y); if (st == 1) break; } } } } } } // Heliport if (Units [i] != NULL && Units [i] -> Type - BADLIFE == unHeliport) { for (j = 0; j < ((THeliport *) Units [i]) -> LoadedUnits; j++) { id = ((THeliport *)Units [i]) -> Inventory [j]; if (Units [id] -> AI_Info.State == aistFuel) { st = ((THeliport *)Units [i]) -> UnloadUnit ((TUnit *)Units [id]); if (st == 1) { j--; Units [id] -> AI_Info.State = aistNought; for (k = 120; k > 1; k--) { p = CartezianSnail (k); p.x += Units [id] -> X; p.y += Units [id] -> Y; if (p.x >= 0 && p.x < MapSizeX && p.y >= 0 && p.y < MapSizeY && GetAircraftAt (p.x, p.y) == NULL) { Units [id] -> Select (); st = Units [id] -> MoveFar (p.x, p.y); if (st == 1) break; } } } } } } // Laguna if (Units [i] != NULL && Units [i] -> Type - BADLIFE == unLaguna) { for (j = 0; j < ((TLaguna *) Units [i]) -> LoadedUnits; j++) { id = ((TLaguna *)Units [i]) -> Inventory [j]; if (Units [id] -> AI_Info.State == aistFuel) { st = ((TLaguna *)Units [i]) -> UnloadUnit ((TUnit *)Units [id]); if (st == 1) { j--; Units [id] -> AI_Info.State = aistNought; for (k = 120; k > 1; k--) { p = CartezianSnail (k); p.x += Units [id] -> X; p.y += Units [id] -> Y; if (p.x >= 0 && p.x < MapSizeX && p.y >= 0 && p.y < MapSizeY && GetAircraftAt (p.x, p.y) == NULL) { Units [id] -> Select (); st = Units [id] -> MoveFar (p.x, p.y); if (st == 1) break; } } } } } } } LockDraw (); // Veze if (Towers -> MakeTurn () == FALSE) { st = AssignResult (); if (st != 0) { UnlockDraw (); AllowBadlife (FALSE); return st; } } // ARMY 1 if (Army1 -> Status == asActive || Army1 -> Status == asSuicide) { Army1 -> DeleteKilled (); // Zarazeni novych nepratel (GL) for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army1 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army1 -> Insert (i); } } // Pokyn k sebevrazde Army1 -> CountDangerous (); if (Army1 -> Dangerous <= CSuicide1) { Army1 -> Status = asSuicide; } // Provedeme akce if (Army1 -> MakeTurn () == FALSE) { st = AssignResult (); if (st != 0) { UnlockDraw (); AllowBadlife (FALSE); return st; } } // Likvidace armady 1 Army1 -> CountDangerous (); if (Army1 -> Dangerous <= CMinDang1) { Army1 -> Status = asDestroyed; } } // ARMY 2 if (Army2 -> Status == asActive || Army2 -> Status == asSuicide) { Army2 -> DeleteKilled (); // Zarazeni novych nepratel (GL) for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army2 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army2 -> Insert (i); } } // Pokyn k sebevrazde Army2 -> CountDangerous (); if (Army2 -> Dangerous <= CSuicide2) { Army2 -> Status = asSuicide; } // Provedeme akce if (Army2 -> MakeTurn () == FALSE) { st = AssignResult (); if (st != 0) { UnlockDraw (); AllowBadlife (FALSE); return st; } } // Likvidace armady 2 if (Army2 -> Dangerous <= CMinDang2) { Army2 -> Status = asDestroyed; } } // ARMY 3 if (Army3 -> Status == asActive || Army3 -> Status == asSuicide) { Army3 -> DeleteKilled (); // Zarazeni novych nepratel (GL) for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army3 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army3 -> Insert (i); } } // Pokyn k sebevrazde Army3 -> CountDangerous (); if (Army3 -> Dangerous <= CSuicide3) { Army3 -> Status = asSuicide; } // Provedeme akce if (Army3 -> MakeTurn () == FALSE) { st = AssignResult (); if (st != 0) { UnlockDraw (); AllowBadlife (FALSE); return st; } } // Likvidace armady 3 if (Army3 -> Dangerous <= CMinDang3) { Army3 -> Status = asDestroyed; } } // AIR ARMY 3 if (AirArmy3 -> Status == asActive || AirArmy3 -> Status == asSuicide) { AirArmy3 -> DeleteKilled (); // Zarazeni novych nepratel (GL) for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (AirArmy3 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { AirArmy3 -> Insert (i); } } // Pokyn k sebevrazde AirArmy3 -> CountDangerous (); if (AirArmy3 -> Dangerous <= CSuicideA3) { AirArmy3 -> Status = asSuicide; } // Provedeme akce if (AirArmy3 -> MakeTurn () == FALSE) { st = AssignResult (); if (st != 0) { UnlockDraw (); AllowBadlife (FALSE); return st; } } // Likvidace armady 3 if (AirArmy3 -> Dangerous <= CMinDangA3) { AirArmy3 -> Status = asDestroyed; } } // ARMY 4 if (Army4 -> Status == asActive || Army4 -> Status == asSuicide) { Army4 -> DeleteKilled (); // Zarazeni novych nepratel (GL) for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army4 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army4 -> Insert (i); } } // Pokyn k sebevrazde Army4 -> CountDangerous (); if (Army4 -> Dangerous <= CSuicide4) { Army4 -> Status = asSuicide; } // Provedeme akce if (Army4 -> MakeTurn () == FALSE) { st = AssignResult (); if (st != 0) { UnlockDraw (); AllowBadlife (FALSE); return st; } } // Likvidace armady 4 if (Army4 -> Dangerous <= CMinDang4) { Army4 -> Status = asDestroyed; } } // ARMY 5 if (Army5 -> Status == asActive || Army5 -> Status == asSuicide) { Army5 -> DeleteKilled (); // Zarazeni novych nepratel (GL) for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army5 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army5 -> Insert (i); } } // Pokyn k sebevrazde Army5 -> CountDangerous (); if (Army5 -> Dangerous <= CSuicide5) { Army5 -> Status = asSuicide; } // Provedeme akce if (Army5 -> MakeTurn () == FALSE) { st = AssignResult (); if (st != 0) { UnlockDraw (); AllowBadlife (FALSE); return st; } } // Likvidace armady 5 if (Army5 -> Dangerous <= CMinDang5) { Army5 -> Status = asDestroyed; } } // ARMY 6 if (Army6 -> Status == asActive || Army6 -> Status == asSuicide) { Army6 -> DeleteKilled (); // Zarazeni novych nepratel (GL) for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army6 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army6 -> Insert (i); } } // Pokyn k sebevrazde Army6 -> CountDangerous (); if (Army6 -> Dangerous <= CSuicide6) { Army6 -> Status = asSuicide; } // Provedeme akce if (Army6 -> MakeTurn () == FALSE) { st = AssignResult (); if (st != 0) { UnlockDraw (); AllowBadlife (FALSE); return st; } } // Likvidace armady 6 if (Army6 -> Dangerous <= CMinDang6) { Army6 -> Status = asDestroyed; } } // ARMY 7 if (Army7 -> Status == asActive || Army7 -> Status == asSuicide) { Army7 -> DeleteKilled (); // Zarazeni novych nepratel (GL) for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army7 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army7 -> Insert (i); } } // Pokyn k sebevrazde Army7 -> CountDangerous (); if (Army7 -> Dangerous <= CSuicide7) { Army7 -> Status = asSuicide; } // Provedeme akce if (Army7 -> MakeTurn () == FALSE) { st = AssignResult (); if (st != 0) { UnlockDraw (); AllowBadlife (FALSE); return st; } } // Likvidace armady 7 if (Army7 -> Dangerous <= CMinDang7) { Army7 -> Status = asDestroyed; } } // ARMY 8 if (Army8 -> Status == asActive || Army8 -> Status == asSuicide) { Army8 -> DeleteKilled (); // Zarazeni novych nepratel (GL) for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army8 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army8 -> Insert (i); } } // Pokyn k sebevrazde Army8 -> CountDangerous (); if (Army8 -> Dangerous <= CSuicide8) { Army8 -> Status = asSuicide; } // Provedeme akce if (Army8 -> MakeTurn () == FALSE) { st = AssignResult (); if (st != 0) { UnlockDraw (); AllowBadlife (FALSE); return st; } } // Likvidace armady 6 if (Army8 -> Dangerous <= CMinDang8) { Army8 -> Status = asDestroyed; } } // AIR ARMY 8 if (AirArmy8 -> Status == asActive || AirArmy8 -> Status == asSuicide) { AirArmy8 -> DeleteKilled (); // Zarazeni novych nepratel (GL) for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (AirArmy8 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { AirArmy8 -> Insert (i); } } // Pokyn k sebevrazde AirArmy8 -> CountDangerous (); if (AirArmy8 -> Dangerous <= CSuicideA8) { AirArmy8 -> Status = asSuicide; } // Provedeme akce if (AirArmy8 -> MakeTurn () == FALSE) { st = AssignResult (); if (st != 0) { UnlockDraw (); AllowBadlife (FALSE); return st; } } // Likvidace armady 6 if (AirArmy8 -> Dangerous <= CMinDangA8) { AirArmy8 -> Status = asDestroyed; } } // MARINE 1 if (Marine1 -> Status == asActive || Marine1 -> Status == asSuicide) { Marine1 -> DeleteKilled (); // Zarazeni novych nepratel (GL) for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Marine1 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Marine1 -> Insert (i); } } // Pokyn k sebevrazde Marine1 -> CountDangerous (); if (Marine1 -> Dangerous <= CSuicideM1) { Marine1 -> Status = asSuicide; } // Provedeme akce if (Marine1 -> MakeTurn () == FALSE) { st = AssignResult (); if (st != 0) { UnlockDraw (); AllowBadlife (FALSE); return st; } } // Likvidace armady 1 if (Marine1 -> Dangerous <= CMinDangM1) { Marine1 -> Status = asDestroyed; } } // MARINE 8 if (Marine8 -> Status == asActive || Marine8 -> Status == asSuicide) { Marine8 -> DeleteKilled (); // Zarazeni novych nepratel (GL) for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Marine8 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Marine8 -> Insert (i); } } // Pokyn k sebevrazde Marine8 -> CountDangerous (); if (Marine8 -> Dangerous <= CSuicideM8) { Marine8 -> Status = asSuicide; } // Provedeme akce if (Marine8 -> MakeTurn () == FALSE) { st = AssignResult (); if (st != 0) { UnlockDraw (); AllowBadlife (FALSE); return st; } } // Likvidace armady 8 if (Marine8 -> Dangerous <= CMinDangM8) { Marine8 -> Status = asDestroyed; } } AttackFieldPos = 0; UnlockDraw (); AllowBadlife (FALSE); return AssignResult (); }
int ArtificialIntelligence5 () { int i, j, k, r, st, x, y, id; TPoint p; char buf [40]; TBase *Base; TField *f; Message (SigText[TXT_AI_ANALYSE]); // Prepocitame viditelnost AllowBadlife (TRUE); ComputeVisib (); RedrawMap (); LockDraw (); // Aktualizujeme specialni objekty Base1 = GetField (B1X, B1Y) -> Unit; if (Base1 == NO_UNIT || Units [Base1] -> Type % BADLIFE != unBase) Base1 = NO_UNIT; Base8 = GetField (B8X, B8Y) -> Unit; if (Base8 == NO_UNIT || Units [Base8] -> Type % BADLIFE != unBase) Base8 = NO_UNIT; Radar1 = GetField (R1X, R1Y) -> Unit; if (Radar1 == NO_UNIT || Units [Radar1] -> Type % BADLIFE != unRadar) Radar1 = NO_UNIT; Radar2 = GetField (R2X, R2Y) -> Unit; if (Radar2 == NO_UNIT || Units [Radar2] -> Type % BADLIFE != unRadar) Radar2 = NO_UNIT; Radar4 = GetField (R4X, R4Y) -> Unit; if (Radar4 == NO_UNIT || Units [Radar4] -> Type % BADLIFE != unRadar) Radar4 = NO_UNIT; Radar5 = GetField (R5X, R5Y) -> Unit; if (Radar5 == NO_UNIT || Units [Radar5] -> Type % BADLIFE != unRadar) Radar5 = NO_UNIT; Radar8 = GetField (R8X, R8Y) -> Unit; if (Radar8 == NO_UNIT || Units [Radar8] -> Type % BADLIFE != unRadar) Radar8 = NO_UNIT; Factory8 = GetField (F8X, F8Y) -> Unit; if (Factory8 == NO_UNIT || Units [Factory8] -> Type % BADLIFE != unFactory) Factory8 = NO_UNIT; Airport1 = GetField (A1X, A1Y) -> Unit; if (Airport1 == NO_UNIT || Units [Airport1] -> Type % BADLIFE != unAirport) Airport1 = NO_UNIT; Airport8 = GetField (A8X, A8Y) -> Unit; if (Airport8 == NO_UNIT || Units [Airport8] -> Type % BADLIFE != unAirport) Airport8 = NO_UNIT; // Vyradime znicene jednotky z armad Towers -> DeleteKilled2 (); Towers -> DeleteKilled (); Army1 -> DeleteKilled2 (); Army1 -> DeleteKilled (); AirArmy1 -> DeleteKilled2 (); AirArmy1 -> DeleteKilled (); Army2 -> DeleteKilled2 (); Army2 -> DeleteKilled (); Army3 -> DeleteKilled2 (); Army3 -> DeleteKilled (); Army4 -> DeleteKilled2 (); Army4 -> DeleteKilled (); Army5 -> DeleteKilled2 (); Army5 -> DeleteKilled (); Army6 -> DeleteKilled2 (); Army6 -> DeleteKilled (); Army7 -> DeleteKilled2 (); Army7 -> DeleteKilled (); Army8 -> DeleteKilled2 (); Army8 -> DeleteKilled (); AirArmy8 -> DeleteKilled2 (); AirArmy8 -> DeleteKilled (); DUPos = 0; // Testneme konec hry st = AssignResult (); if (st != 0) { UnlockDraw (); AllowBadlife (FALSE); return st; } // Zpracujeme seznam poli, na ktere se utocilo Army1 -> DoAttackedFields (); AirArmy1 -> DoAttackedFields (); Army2 -> DoAttackedFields (); Army3 -> DoAttackedFields (); Army4 -> DoAttackedFields (); Army5 -> DoAttackedFields (); Army6 -> DoAttackedFields (); Army7 -> DoAttackedFields (); Army8 -> DoAttackedFields (); AirArmy8 -> DoAttackedFields (); AttackFieldPos = 0; AnalyseLandscape (); Message (SigText[TXT_AI_ARMY]); //////////////////////////////// AKTIVACE ARMAD // Test zaktivovani armady 1 if (Army1 -> Status == asSleeping) { for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army1 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army1 -> Status = asActive; } } } // Test zaktivovani armady 2 if (Army2 -> Status == asSleeping) { for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army2 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army2 -> Status = asActive; Army2 -> SetAIConst (2); // AGRESIVE ARMY } } } if (Army2 -> Status == asActive) { if (Army2 -> Dangerous <= A2Escape && Army2 -> WayPoint.x == -1) { Army2 -> SetAIConst (3); // MOVING ARMY Army2 -> WayPoint.x = A2WP1X; Army2 -> WayPoint.y = A2WP1Y; } if (Army2 -> IsAtWP () && Army2 -> WayPoint.x == A2WP1X && Army2 -> WayPoint.y == A2WP1Y) { Army2 -> WayPoint.x = A2WP2X; Army2 -> WayPoint.y = A2WP2Y; } if (Army2 -> IsAtWP () && Army2 -> WayPoint.x == A2WP2X && Army2 -> WayPoint.y == A2WP2Y) { Army2 -> SetAIConst (1); Xenon3ActivationTurn = ActualTurn; } } // Test zaktivovani armady 3 if (Army3 -> Status == asSleeping) { for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army3 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army3 -> Status = asActive; } } } // Test zaktivovani armady 4 if (Army4 -> Status == asSleeping) { for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army4 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army4 -> Status = asActive; } } } // Test zaktivovani armady 5 if (Army5 -> Status == asSleeping) { for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army5 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army5 -> Status = asActive; } } } // Test zaktivovani armady 6 if (Army6 -> Status == asSleeping) { for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army6 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army6 -> Status = asActive; } } } // Test zaktivovani armady 7 if (Army7 -> Status == asSleeping) { for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army7 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army7 -> Status = asActive; } } } // Test zaktivovani armady 8 if (Army8 -> Status == asSleeping) { for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army8 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army8 -> Status = asActive; } } } ///////////////////////////// AKCE ARMAD // Nastavime ProgressBar st = 0; st += Towers -> nofBadLife; if (Army1 -> Status == asActive || Army1 -> Status == asSuicide) st += Army1 -> nofBadLife; if (AirArmy1 -> Status == asActive || AirArmy1 -> Status == asSuicide) st += AirArmy1 -> nofBadLife; if (Army2 -> Status == asActive || Army2 -> Status == asSuicide) st += Army2 -> nofBadLife; if (Army3 -> Status == asActive || Army3 -> Status == asSuicide) st += Army3 -> nofBadLife; if (Army4 -> Status == asActive || Army4 -> Status == asSuicide) st += Army4 -> nofBadLife; if (Army5 -> Status == asActive || Army5 -> Status == asSuicide) st += Army5 -> nofBadLife; if (Army6 -> Status == asActive || Army6 -> Status == asSuicide) st += Army6 -> nofBadLife; if (Army7 -> Status == asActive || Army7 -> Status == asSuicide) st += Army7 -> nofBadLife; if (Army8 -> Status == asActive || Army8 -> Status == asSuicide) st += Army8 -> nofBadLife; if (AirArmy8 -> Status == asActive || AirArmy8 -> Status == asSuicide) st += AirArmy8 -> nofBadLife; if (st == 0) st = 5; // Magic number ProgressNull (); ProgressLimit (st); // Vylozime letiste UnlockDraw (); for (i = BADLIFE; i < UNITS_TOP; i++){ // Airport if (Units [i] != NULL && Units [i] -> Type - BADLIFE == unAirport) { for (j = 0; j < ((TAirport *) Units [i]) -> LoadedUnits; j++) { id = ((TAirport *)Units [i]) -> Inventory [j]; if (Units [id] -> AI_Info.State == aistFuel) { st = ((TAirport *)Units [i]) -> UnloadUnit ((TUnit *)Units [id]); if (st == 1) { j--; Units [id] -> AI_Info.State = aistNought; for (k = 120; k > 1; k--) { p = CartezianSnail (k); p.x += Units [id] -> X; p.y += Units [id] -> Y; if (p.x >= 0 && p.x < MapSizeX && p.y >= 0 && p.y < MapSizeY && GetAircraftAt (p.x, p.y) == NULL) { Units [id] -> Select (); st = Units [id] -> MoveFar (p.x, p.y); if (st == 1) break; } } } } } } // Heliport if (Units [i] != NULL && Units [i] -> Type - BADLIFE == unHeliport) { for (j = 0; j < ((THeliport *) Units [i]) -> LoadedUnits; j++) { id = ((THeliport *)Units [i]) -> Inventory [j]; if (Units [id] -> AI_Info.State == aistFuel) { st = ((THeliport *)Units [i]) -> UnloadUnit ((TUnit *)Units [id]); if (st == 1) { j--; Units [id] -> AI_Info.State = aistNought; for (k = 120; k > 1; k--) { p = CartezianSnail (k); p.x += Units [id] -> X; p.y += Units [id] -> Y; if (p.x >= 0 && p.x < MapSizeX && p.y >= 0 && p.y < MapSizeY && GetAircraftAt (p.x, p.y) == NULL) { Units [id] -> Select (); st = Units [id] -> MoveFar (p.x, p.y); if (st == 1) break; } } } } } } // Laguna if (Units [i] != NULL && Units [i] -> Type - BADLIFE == unLaguna) { for (j = 0; j < ((TLaguna *) Units [i]) -> LoadedUnits; j++) { id = ((TLaguna *)Units [i]) -> Inventory [j]; if (Units [id] -> AI_Info.State == aistFuel) { st = ((TLaguna *)Units [i]) -> UnloadUnit ((TUnit *)Units [id]); if (st == 1) { j--; Units [id] -> AI_Info.State = aistNought; for (k = 120; k > 1; k--) { p = CartezianSnail (k); p.x += Units [id] -> X; p.y += Units [id] -> Y; if (p.x >= 0 && p.x < MapSizeX && p.y >= 0 && p.y < MapSizeY && GetAircraftAt (p.x, p.y) == NULL) { Units [id] -> Select (); st = Units [id] -> MoveFar (p.x, p.y); if (st == 1) break; } } } } } } } LockDraw (); // Veze if (Towers -> MakeTurn () == FALSE) { st = AssignResult (); if (st != 0) { UnlockDraw (); AllowBadlife (FALSE); return st; } } // ARMY 1 if (Army1 -> Status == asActive || Army1 -> Status == asSuicide) { Army1 -> DeleteKilled (); // Zarazeni novych nepratel (GL) for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army1 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army1 -> Insert (i); } } // Pokyn k sebevrazde Army1 -> CountDangerous (); if (Army1 -> Dangerous <= CSuicide1) { Army1 -> Status = asSuicide; } // Provedeme akce if (Army1 -> MakeTurn () == FALSE) { st = AssignResult (); if (st != 0) { UnlockDraw (); AllowBadlife (FALSE); return st; } } // Likvidace armady 1 Army1 -> CountDangerous (); if (Army1 -> Dangerous <= CMinDang1) { Army1 -> Status = asDestroyed; } } if (AirArmy1 -> Status == asActive || AirArmy1 -> Status == asSuicide) { AirArmy1 -> DeleteKilled (); // Zarazeni novych nepratel (GL) for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (AirArmy1 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { AirArmy1 -> Insert (i); } } // Pokyn k sebevrazde AirArmy1 -> CountDangerous (); if (AirArmy1 -> Dangerous <= CSuicideA1) { AirArmy1 -> Status = asSuicide; } // Provedeme akce if (AirArmy1 -> MakeTurn () == FALSE) { st = AssignResult (); if (st != 0) { UnlockDraw (); AllowBadlife (FALSE); return st; } } // Likvidace armady 1 AirArmy1 -> CountDangerous (); if (AirArmy1 -> Dangerous <= CMinDangA1) { AirArmy1 -> Status = asDestroyed; } } // ARMY 2 if (Army2 -> Status == asActive || Army2 -> Status == asSuicide) { Army2 -> DeleteKilled (); // Zarazeni novych nepratel (GL) for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army2 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army2 -> Insert (i); } } // Pokyn k sebevrazde Army2 -> CountDangerous (); if (Army2 -> Dangerous <= CSuicide2) { Army2 -> Status = asSuicide; } // Provedeme akce if (Army2 -> MakeTurn () == FALSE) { st = AssignResult (); if (st != 0) { UnlockDraw (); AllowBadlife (FALSE); return st; } } // Likvidace armady 2 if (Army2 -> Dangerous <= CMinDang2) { Army2 -> Status = asDestroyed; } } // ARMY 3 if (Army3 -> Status == asActive || Army3 -> Status == asSuicide) { Army3 -> DeleteKilled (); // Zarazeni novych nepratel (GL) for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army3 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army3 -> Insert (i); } } // Pokyn k sebevrazde Army3 -> CountDangerous (); if (Army3 -> Dangerous <= CSuicide3) { Army3 -> Status = asSuicide; } // Provedeme akce if (Army3 -> MakeTurn () == FALSE) { st = AssignResult (); if (st != 0) { UnlockDraw (); AllowBadlife (FALSE); return st; } } // Likvidace armady 3 if (Army3 -> Dangerous <= CMinDang3) { Army3 -> Status = asDestroyed; } } // ARMY 4 if (Army4 -> Status == asActive || Army4 -> Status == asSuicide) { Army4 -> DeleteKilled (); // Zarazeni novych nepratel (GL) for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army4 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army4 -> Insert (i); } } // Pokyn k sebevrazde Army4 -> CountDangerous (); if (Army4 -> Dangerous <= CSuicide4) { Army4 -> Status = asSuicide; } // Provedeme akce if (Army4 -> MakeTurn () == FALSE) { st = AssignResult (); if (st != 0) { UnlockDraw (); AllowBadlife (FALSE); return st; } } // Likvidace armady 4 if (Army4 -> Dangerous <= CMinDang4) { Army4 -> Status = asDestroyed; } } // ARMY 5 if (Army5 -> Status == asActive || Army5 -> Status == asSuicide) { Army5 -> DeleteKilled (); // Zarazeni novych nepratel (GL) for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army5 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army5 -> Insert (i); } } // Pokyn k sebevrazde Army5 -> CountDangerous (); if (Army5 -> Dangerous <= CSuicide5) { Army5 -> Status = asSuicide; } // Provedeme akce if (Army5 -> MakeTurn () == FALSE) { st = AssignResult (); if (st != 0) { UnlockDraw (); AllowBadlife (FALSE); return st; } } // Likvidace armady 5 if (Army5 -> Dangerous <= CMinDang5) { Army5 -> Status = asDestroyed; } } // ARMY 6 if (Army6 -> Status == asActive || Army6 -> Status == asSuicide) { Army6 -> DeleteKilled (); // Zarazeni novych nepratel (GL) for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army6 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army6 -> Insert (i); } } // Pokyn k sebevrazde Army6 -> CountDangerous (); if (Army6 -> Dangerous <= CSuicide6) { Army6 -> Status = asSuicide; } // Provedeme akce if (Army6 -> MakeTurn () == FALSE) { st = AssignResult (); if (st != 0) { UnlockDraw (); AllowBadlife (FALSE); return st; } } // Likvidace armady 6 if (Army6 -> Dangerous <= CMinDang6) { Army6 -> Status = asDestroyed; } } // ARMY 7 if (Army7 -> Status == asActive || Army7 -> Status == asSuicide) { Army7 -> DeleteKilled (); // Zarazeni novych nepratel (GL) for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army7 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army7 -> Insert (i); } } // Pokyn k sebevrazde Army7 -> CountDangerous (); if (Army7 -> Dangerous <= CSuicide7) { Army7 -> Status = asSuicide; } // Provedeme akce if (Army7 -> MakeTurn () == FALSE) { st = AssignResult (); if (st != 0) { UnlockDraw (); AllowBadlife (FALSE); return st; } } // Likvidace armady 7 if (Army7 -> Dangerous <= CMinDang7) { Army7 -> Status = asDestroyed; } } // ARMY 8 if (Army8 -> Status == asActive || Army8 -> Status == asSuicide) { Army8 -> DeleteKilled (); // Zarazeni novych nepratel (GL) for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army8 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { Army8 -> Insert (i); } } // Pokyn k sebevrazde Army8 -> CountDangerous (); if (Army8 -> Dangerous <= CSuicide8) { Army8 -> Status = asSuicide; } // Provedeme akce if (Army8 -> MakeTurn () == FALSE) { st = AssignResult (); if (st != 0) { UnlockDraw (); AllowBadlife (FALSE); return st; } } // Likvidace armady 8 if (Army8 -> Dangerous <= CMinDang8) { Army8 -> Status = asDestroyed; } } // AIR ARMY 8 if (AirArmy8 -> Status == asActive || AirArmy8 -> Status == asSuicide) { AirArmy8 -> DeleteKilled (); // Zarazeni novych nepratel (GL) for (i = 0; i < BADLIFE; i++) { if (Units [i] == NULL) continue; if (Army8 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) { AirArmy8 -> Insert (i); } } // Pokyn k sebevrazde AirArmy8 -> CountDangerous (); if (AirArmy8 -> Dangerous <= CSuicide8) { AirArmy8 -> Status = asSuicide; } // Provedeme akce if (AirArmy8 -> MakeTurn () == FALSE) { st = AssignResult (); if (st != 0) { UnlockDraw (); AllowBadlife (FALSE); return st; } } // Likvidace armady 8 if (AirArmy8 -> Dangerous <= CMinDang8) { AirArmy8 -> Status = asDestroyed; } } // Xenon 3 if (Xenon3 != NO_UNIT && Units [Xenon3] != NULL && Units [Xenon3] -> Type - BADLIFE == unXenon && Xenon3ActivationTurn <= ActualTurn && X3MineCnt >= 0) { for (i = X3MineCnt; Xenon3Mines [i].x != -1; i++) { UnlockDraw (); st = ((TXenon *)Units [Xenon3]) -> MoveFar (Xenon3Mines [i].x, Xenon3Mines [i].y); if (Units [Xenon3] == NULL) { LockDraw (); // Jednotka znicena break; } if (st) { st = ((TXenon *)Units [Xenon3]) -> PlaceMine (); if (st) { X3MineCnt++; if (X3MineCnt == 3) ((TXenon *)Units [Xenon3]) -> MoveFar (A2WP2X, A2WP2Y); } } LockDraw (); } } AttackFieldPos = 0; UnlockDraw (); AllowBadlife (FALSE); return AssignResult (); }
void InitAI17 () { int i,j; TField *f; TUnit *u; LockDraw (); AttackFieldPos = 0; DUPos = 0; MoneyGoodlife = 0; MoneyBadlife = 10000; MBPlaces = NULL; DeniedPlaces = NULL; Oasa1 = GetField (O1X, O1Y) -> Unit; Oasa2 = GetField (O2X, O2Y) -> Unit; Oasa3 = GetField (O3X, O3Y) -> Unit; Oasa4 = GetField (O4X, O4Y) -> Unit; Oasa5 = GetField (O5X, O5Y) -> Unit; Oasa6 = GetField (O6X, O6Y) -> Unit; Neptun1 = GetField (N1X, N1Y) -> Unit; Neptun2 = GetField (N2X, N2Y) -> Unit; Laguna1 = GetField (L1X, L1Y) -> Unit; Laguna2 = GetField (L2X, L2Y) -> Unit; Factory1 = GetField (F1X, F1Y) -> Unit; Base1 = GetField (B1X, B1Y) -> Unit; Towers = new TTowers (); for (i = 0; i < UNITS_TOP; i++) { if (Units [i] == NULL) continue; // vsechny veze a GL if ((((TUnit *) Units [i]) -> Type >= (unHorizont + BADLIFE) && ((TUnit *) Units [i]) -> Type <= (unSpektrum + BADLIFE)) || (((TUnit *) Units[i]) -> Type < BADLIFE)) Towers -> Insert (i); } Army1 = new TGroundArmy(); Army1 -> SetAR (A1X1, A1Y1, A1X2, A1Y2); Army1 -> SetRadar (-1, -1); Army1 -> InsertUnits (); Army2 = new TGroundArmy(); Army2 -> SetAR (A2X1, A2Y1, A2X2, A2Y2); Army2 -> SetRadar (-1, -1); Army2 -> InsertUnits (); Army3 = new TGroundArmy(); Army3 -> SetAR (A3X1, A3Y1, A3X2, A3Y2); Army3 -> SetRadar (-1, -1); Army3 -> InsertUnits (); Army4 = new TGroundArmy(); Army4 -> SetAR (A4X1, A4Y1, A4X2, A4Y2); Army4 -> SetRadar (-1, -1); Army4 -> InsertUnits (); Army5 = new TGroundArmy(); Army5 -> SetAR (A5X1, A5Y1, A5X2, A5Y2); Army5 -> SetRadar (R5X, R5Y); Army5 -> InsertUnits (); Army6 = new TGroundArmy(); Army6 -> SetAR (A6X1, A6Y1, A6X2, A6Y2); Army6 -> SetRadar (R6X, R6Y); Army6 -> InsertUnits (); Army7 = new TGroundArmy(); Army7 -> SetAR (A7X1, A7Y1, A7X2, A7Y2); Army7 -> SetRadar (R7X, R7Y); Army7 -> InsertUnits (); Marine1 = new TMarine (); Marine1 -> SetAR (M1X1, M1Y1, M1X2, M1Y2); Marine1 -> SetRadar (-1, -1); Marine1 -> InsertUnits (); Marine1 -> Status = asActive; Marine1 -> SetAIConst (2); Marine1 -> Insert (Oasa5); Marine2 = new TMarine (); Marine2 -> SetAR (M2X1, M2Y1, M2X2, M2Y2); Marine2 -> SetRadar (-1, -1); Marine2 -> InsertUnits (); Marine2 -> Status = asActive; Marine2 -> SetAIConst (2); Marine2 -> Insert (Oasa5); AirArmy1 = new TAirArmy(); AirArmy1 -> SetAR (AA1X1, AA1Y1, AA1X2, AA1Y2); AirArmy1 -> SetRadar (-1, -1); AirArmy1 -> InsertUnits (); AirArmy1 -> Status = asActive; AirArmy1 -> Insert (Oasa5); AirArmy2 = new TAirArmy(); AirArmy2 -> SetAR (AA2X1, AA2Y1, AA2X2, AA2Y2); AirArmy2 -> SetRadar (R2X, R2Y); AirArmy2 -> InsertUnits (); AirArmy2 -> Status = asActive; AirArmy3 = new TAirArmy(); AirArmy3 -> SetAR (AA3X1, AA3Y1, AA3X2, AA3Y2); AirArmy3 -> SetRadar (-1, -1); AirArmy3 -> InsertUnits (); AirArmy3 -> Status = asActive; // Naplnime Oasy for (i = TO1X1; i <= TO1X2; i++) { for (j = TO1Y1; j <= TO1Y2; j++) { f = GetField (i, j); if (f -> Unit != NO_UNIT ) { u = (TUnit *)Units [f -> Unit]; u -> PlaceGround (FALSE); ((TOasa*)Units [Oasa1]) -> Inventory [((TOasa*)Units [Oasa1]) -> LoadedUnits++] = u -> ID; u -> X = u -> Y = -1; } } } for (i = TO2X1; i <= TO2X2; i++) { for (j = TO2Y1; j <= TO2Y2; j++) { f = GetField (i, j); if (f -> Unit != NO_UNIT ) { u = (TUnit *)Units [f -> Unit]; u -> PlaceGround (FALSE); ((TOasa*)Units [Oasa2]) -> Inventory [((TOasa*)Units [Oasa2]) -> LoadedUnits++] = u -> ID; u -> X = u -> Y = -1; } } } for (i = TO3X1; i <= TO3X2; i++) { for (j = TO3Y1; j <= TO3Y2; j++) { f = GetField (i, j); if (f -> Unit != NO_UNIT ) { u = (TUnit *)Units [f -> Unit]; u -> PlaceGround (FALSE); ((TOasa*)Units [Oasa3]) -> Inventory [((TOasa*)Units [Oasa3]) -> LoadedUnits++] = u -> ID; u -> X = u -> Y = -1; } } } for (i = TO4X1; i <= TO4X2; i++) { for (j = TO4Y1; j <= TO4Y2; j++) { f = GetField (i, j); if (f -> Unit != NO_UNIT ) { u = (TUnit *)Units [f -> Unit]; u -> PlaceGround (FALSE); ((TOasa*)Units [Oasa4]) -> Inventory [((TOasa*)Units [Oasa4]) -> LoadedUnits++] = u -> ID; u -> X = u -> Y = -1; } } } for (i = TO5X1; i <= TO5X2; i++) { for (j = TO5Y1; j <= TO5Y2; j++) { f = GetField (i, j); if (f -> Unit != NO_UNIT ) { u = (TUnit *)Units [f -> Unit]; u -> PlaceGround (FALSE); ((TOasa*)Units [Oasa5]) -> Inventory [((TOasa*)Units [Oasa5]) -> LoadedUnits++] = u -> ID; u -> X = u -> Y = -1; } } } for (i = TO6X1; i <= TO6X2; i++) { for (j = TO6Y1; j <= TO6Y2; j++) { f = GetField (i, j); if (f -> Unit != NO_UNIT ) { u = (TUnit *)Units [f -> Unit]; u -> PlaceGround (FALSE); ((TOasa*)Units [Oasa6]) -> Inventory [((TOasa*)Units [Oasa6]) -> LoadedUnits++] = u -> ID; u -> X = u -> Y = -1; } } } // Naplnime Neptuny for (i = TN1X1; i <= TN1X2; i++) { for (j = TN1Y1; j <= TN1Y2; j++) { f = GetField (i, j); if (f -> Unit != NO_UNIT ) { u = (TUnit *)Units [f -> Unit]; u -> PlaceGround (FALSE); ((TNeptun*)Units [Neptun1]) -> Inventory [((TNeptun*)Units [Neptun1]) -> LoadedUnits++] = u -> ID; u -> X = u -> Y = -1; } } } for (i = TN2X1; i <= TN2X2; i++) { for (j = TN2Y1; j <= TN2Y2; j++) { f = GetField (i, j); if (f -> Unit != NO_UNIT ) { u = (TUnit *)Units [f -> Unit]; u -> PlaceGround (FALSE); ((TNeptun*)Units [Neptun2]) -> Inventory [((TNeptun*)Units [Neptun2]) -> LoadedUnits++] = u -> ID; u -> X = u -> Y = -1; } } } // Naplnime Laguny for (i = TL1X1; i <= TL1X2; i++) { for (j = TL1Y1; j <= TL1Y2; j++) { u = GetAircraftAt (i, j); if (u != NULL) { u -> PlaceGround (FALSE); ((TLaguna*)Units [Laguna1]) -> Inventory [((TLaguna*)Units [Laguna1]) -> LoadedUnits++] = u -> ID; u -> X = u -> Y = -1; } } } for (i = TL2X1; i <= TL2X2; i++) { for (j = TL2Y1; j <= TL2Y2; j++) { u = GetAircraftAt (i, j); if (u != NULL) { u -> PlaceGround (FALSE); ((TLaguna*)Units [Laguna2]) -> Inventory [((TLaguna*)Units [Laguna2]) -> LoadedUnits++] = u -> ID; u -> X = u -> Y = -1; } } } // Polozime miny for (i = 0; MinePlaces17 [i].x != -1; i++) { MinePlace (MinePlaces17 [i].x, MinePlaces17 [i].y, BADLIFE); } // zamerime jednotku i = GetField (SelX, SelY) -> Unit; Units [i] -> Select (); UnlockDraw (); RedrawMap (); }
void InitAI5 () { int i,j; TBase *Base; THeliport *Heliport; TAirport *Airport; TField *f; TUnit *u; LockDraw (); AttackFieldPos = 0; DUPos = 0; MoneyGoodlife = 0; MoneyBadlife = 5000; MBPlaces = NULL; DeniedPlaces = NULL; ActivationTurn1 = MaxInt; ActivationTurn2 = MaxInt; ActivationTurn3 = MaxInt; ActivationTurn4 = MaxInt; ActivationTurn5 = MaxInt; ActivationTurn6 = MaxInt; ActivationTurn7 = MaxInt; ActivationTurn8 = MaxInt; Xenon3ActivationTurn = MaxInt; X3MineCnt = 0; Base1 = GetField (B1X, B1Y) -> Unit; Base8 = GetField (B8X, B8Y) -> Unit; Radar1 = GetField (R1X, R1Y) -> Unit; Radar2 = GetField (R2X, R2Y) -> Unit; Radar4 = GetField (R4X, R4Y) -> Unit; Radar5 = GetField (R5X, R5Y) -> Unit; Radar8 = GetField (R8X, R8Y) -> Unit; Factory8 = GetField (F8X, F8Y) -> Unit; Airport1 = GetField (A1X, A1Y) -> Unit; Airport8 = GetField (A8X, A8Y) -> Unit; Heliport4 = GetField (H4X, H4Y) -> Unit; Xenon3 = GetField (X3X, X3Y) -> Unit; for (i = BADLIFE; i < UNITS_TOP; i++) { if (Units [i] != NULL && Units [i] -> X == K1X && Units [i] -> Y == K1Y) { Kobra1 = i; break; } } Towers = new TTowers (); for (i = 0; i < UNITS_TOP; i++) { if (Units [i] == NULL) continue; // vsechny veze a GL if ((((TUnit *) Units [i]) -> Type >= (unHorizont + BADLIFE) && ((TUnit *) Units [i]) -> Type <= (unSpektrum + BADLIFE)) || (((TUnit *) Units[i]) -> Type < BADLIFE)) Towers -> Insert (i); } Army1 = new TGroundArmy(); Army1 -> SetAR (A1X1, A1Y1, A1X2, A1Y2); Army1 -> SetRadar (R1X, R1Y); Army1 -> WayPoint.x = A1WPX; Army1 -> WayPoint.y = A1WPY; Army1 -> InsertUnits (); AirArmy1 = new TAirArmy (); AirArmy1 -> SetAR (AA1X1, AA1Y1, AA1X2, AA1Y2); AirArmy1 -> WayPoint.x = A1WPX; AirArmy1 -> WayPoint.y = A1WPY; AirArmy1 -> SetAIConst (2); // AGRESIVE ARMY AirArmy1 -> Status = asActive; AirArmy1 -> InsertUnits (); Army2 = new TGroundArmy(); Army2 -> SetAR (A2X1, A2Y1, A2X2, A2Y2); Army2 -> SetRadar (R2X, R2Y); Army2 -> InsertUnits (); Army3 = new TGroundArmy(); Army3 -> SetAR (A3X1, A3Y1, A3X2, A3Y2); Army3 -> SetRadar (-1, -1); Army3 -> InsertUnits (); Army4 = new TGroundArmy(); Army4 -> SetAR (A4X1, A4Y1, A4X2, A4Y2); Army4 -> SetRadar (R4X, R4Y); Army4 -> InsertUnits (); Army5 = new TGroundArmy(); Army5 -> SetAR (A5X1, A5Y1, A5X2, A5Y2); Army5 -> SetRadar (R5X, R5Y); Army5 -> InsertUnits (); Army6 = new TGroundArmy(); Army6 -> SetAR (A6X1, A6Y1, A6X2, A6Y2); Army6 -> SetRadar (-1, -1); Army6 -> InsertUnits (); Army7 = new TGroundArmy(); Army7 -> SetAR (A7X1, A7Y1, A7X2, A7Y2); Army7 -> SetRadar (-1, -1); Army7 -> InsertUnits (); Army8 = new TGroundArmy(); Army8 -> SetAR (A8X1, A8Y1, A8X2, A8Y2); Army8 -> SetRadar (R8X, R8Y); Army8 -> InsertUnits (); AirArmy8 = new TAirArmy (); AirArmy8 -> SetAR (AA8X1, AA8Y1, AA8X2, AA8Y2); AirArmy8 -> SetRadar (R8X, R8Y); AirArmy8 -> Status = asActive; AirArmy8 -> InsertUnits (); // Jednotky do zakladny Base = (TBase*)Units [Base1]; for (i = TB1X1; i <= TB1X2; i++) { for (j = TB1Y1; j <= TB1Y2; j++) { f = GetField (i, j); if ((f -> Unit != NO_UNIT) && (f -> Unit >= BADLIFE)) { u = (TUnit *)Units [f -> Unit]; u -> PlaceGround (FALSE); Base -> Inventory [Base -> LoadedUnits++] = u -> ID; u -> X = u -> Y = -1; } } } // Kobra 1 do Airportu Airport = (TAirport*)Units [Airport1]; Units [Kobra1] -> PlaceGround (FALSE); Airport -> Inventory [Airport -> LoadedUnits++] = Kobra1; Units [Kobra1] -> X = Units [Kobra1] -> Y = -1; // Rexove do Heliportu 4 Heliport = (THeliport *)Units [Heliport4]; for (i = TH4X1; i <= TH4X2; i++) { for (j = TH4Y1; j <= TH4Y2; j++) { u = GetAircraftAt (i, j); if ((u != NULL) && (u -> Type >= BADLIFE)) { u -> PlaceGround (FALSE); Heliport -> Inventory [Heliport -> LoadedUnits++] = u -> ID; u -> X = u -> Y = -1; } } } // Polozime miny for (i = 0; MinePlaces5 [i].x != -1; i++) { MinePlace (MinePlaces5 [i].x, MinePlaces5 [i].y, BADLIFE); } UnlockDraw (); /////////////////////////////////////////////////////////////////// }