/*
 * Seven Kingdoms: Ancient Adversaries
 *
 * Copyright 1997,1998 Enlight Software Ltd.
 *
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program.  If not, see <http://www.gnu.org/licenses/>.
 *
 */

//Filename    : OSPY.CPP
//Description : Object Spy

#include <OPOWER.h>
#include <OGAME.h>
#include <ODATE.h>
#include <ONEWS.h>
#include <OFONT.h>
#include <OUNIT.h>
#include <OWORLD.h>
#include <OBUTTON.h>
#include <OFIRM.h>
#include <OTOWN.h>
#include <ONATION.h>
#include <ORACERES.h>
#include <OSYS.h>
#include <OSPY.h>
#include <OREMOTE.h>
// ###### begin Gilbert 10/10 #######//
#include <OSE.h>
// ###### end Gilbert 10/10 #######//


//--------- Begin of function Spy::Spy ----------//
//
Spy::Spy()
{
	memset( this, 0, sizeof(Spy) );
}
//---------- End of function Spy::Spy ----------//


//--------- Begin of function Spy::deinit ----------//
//
void Spy::deinit()
{
	set_place(SPY_UNDEFINED, 0);		// reset spy place vars

	race_res[race_id]->free_name_id(name_id);

	spy_recno = 0;
}
//---------- End of function Spy::deinit ----------//


//--------- Begin of function Spy::set_action_mode ----------//
//
void Spy::set_action_mode(int actionMode)
{
	action_mode = actionMode;
}
//---------- End of function Spy::set_action_mode ----------//


//--------- Begin of function Spy::set_place ----------//
//
// Meaning of spy_place_para:
//
// SPY_MOBILE - unit recno of the spy
// SPY_TOWN   - town recno
// SPY_FIRM   - firm recno
// SPY_SHIP	  - unit recno of the ship
//
void Spy::set_place(int spyPlace, int spyPlacePara)
{
	//----- reset spy counter of the current place ----//

	if( spy_place == SPY_FIRM )
	{
		if( true_nation_recno == nation_array.player_recno )
		{
			if( !firm_array.is_deleted(spy_place_para) )
			{
				firm_array[spy_place_para]->player_spy_count--;
				err_when( firm_array[spy_place_para]->player_spy_count<0 );
			}
		}
	}

	else if( spy_place == SPY_TOWN )
	{
		if( !town_array.is_deleted(spy_place_para) )
		{
			town_array[spy_place_para]->race_spy_count_array[race_id-1]--;
			err_when( town_array[spy_place_para]->race_spy_count_array[race_id-1]<0 );
		}
	}

	//------- set the spy place now ---------//

	spy_place = spyPlace;
	spy_place_para = spyPlacePara;

	action_mode = SPY_IDLE;		// reset the spy mode

	//------- set the spy counter of the new place ------//

	if( spy_place == SPY_FIRM )
	{
		if( true_nation_recno == nation_array.player_recno )
			firm_array[spy_place_para]->player_spy_count++;

		cloaked_nation_recno = (char) firm_array[spy_place_para]->nation_recno;

		if( firm_array[spy_place_para]->nation_recno != true_nation_recno )
			notify_cloaked_nation_flag = 1;	// when a spy has been assigned to a firm, its notification flag should be set to 1, so the nation can control it as it is one of its own units
	}
	else if( spy_place == SPY_TOWN )
	{
		town_array[spy_place_para]->race_spy_count_array[race_id-1]++;

		//-----------------------------------------------------------//
		// We need to update it here as this spy may have resigned from
		// a foreign firm and go back to its home village. And the
		// nation recno of the foreign firm and the home village are
		// different.
		//-----------------------------------------------------------//

		cloaked_nation_recno = (char) town_array[spy_place_para]->nation_recno;

		if( town_array[spy_place_para]->nation_recno != true_nation_recno )		// if it's our own town, don't change notify_cloaked_nation_flag
			notify_cloaked_nation_flag = 1;
	}
}
//---------- End of function Spy::set_place ----------//


//--------- Begin of function Spy::get_loc ----------//
//
// Return the location of the spy.
//
// <int&> xLoc, yLoc - vars for returning the locatin.
//
int Spy::get_loc(int& xLoc, int& yLoc)
{
	switch( spy_place )
	{
		case SPY_FIRM:
			if( !firm_array.is_deleted(spy_place_para) )
			{
				xLoc = firm_array[spy_place_para]->center_x;
				yLoc = firm_array[spy_place_para]->center_y;
				return 1;
			}
			break;

		case SPY_TOWN:
			if( !town_array.is_deleted(spy_place_para) )
			{
				xLoc = town_array[spy_place_para]->center_x;
				yLoc = town_array[spy_place_para]->center_y;
				return 1;
			}
			break;

		case SPY_MOBILE:
			if( !unit_array.is_deleted(spy_place_para) )
			{
				xLoc = unit_array[spy_place_para]->next_x_loc();
				yLoc = unit_array[spy_place_para]->next_y_loc();
				return 1;
			}
			break;
	}

	return 0;
}
//---------- End of function Spy::get_loc ----------//


//------ Begin of function Spy::spy_place_nation_recno -------//
//
// Return the nation recno of the place where the spy stays.
//
int Spy::spy_place_nation_recno()
{
	if( spy_place == SPY_TOWN )
		return town_array[spy_place_para]->nation_recno;

	else if( spy_place == SPY_FIRM )
		return firm_array[spy_place_para]->nation_recno;

	else
		return 0;
}
//-------- End of function Spy::spy_place_nation_recno --------//


//--------- Begin of function Spy::next_day ----------//
//
void Spy::next_day()
{
	//------- pay expenses --------//

	pay_expense();

	//------ when the spy has been exposed -------//

	if( exposed_flag )
	{
		//-- he will be killed immediately unless he is back in his original nation color ---//

		if( true_nation_recno != cloaked_nation_recno )
		{
			get_killed();
			return;
		}
		else
			exposed_flag = 0;		// reset exposed_flag.
	}

	//------ process actions ---------//

	if( info.game_date%30 == spy_recno%30 )
	{
		if( spy_place == SPY_TOWN )
			process_town_action();

		else if( spy_place == SPY_FIRM )
			process_firm_action();
	}

	//------ increase skill --------//

	int rc;

	if( action_mode==SPY_IDLE )		// increase slower when in sleep mode
		rc = info.game_date%80 == spy_recno%80;
	else
		rc = info.game_date%40 == spy_recno%40;

	if( rc && spy_skill < 100 )
		spy_skill++;

	//----- update loyalty & think betray -------//

	if( info.game_date%60 == spy_recno%60 )
	{
		update_loyalty();

		if( think_betray() )
			return;
	}

	//----------- visit map (for fog of war) ----------//

	if( true_nation_recno == nation_array.player_recno )
	{
		if( spy_place == SPY_TOWN )
		{
			Town* townPtr = town_array[spy_place_para];
			world.visit( townPtr->loc_x1, townPtr->loc_y1, townPtr->loc_x2, townPtr->loc_y2, EXPLORE_RANGE-1 );
		}
		else if( spy_place == SPY_FIRM )
		{
			Firm* firmPtr = firm_array[spy_place_para];
			world.visit( firmPtr->loc_x1, firmPtr->loc_y1, firmPtr->loc_x2, firmPtr->loc_y2, EXPLORE_RANGE-1 );
		}
	}

	//---------- debug code -----------//

#ifdef DEBUG

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

	switch( spy_place )
	{
		case SPY_MOBILE:
		{
			Unit* unitPtr = unit_array[spy_place_para];

			err_when( unitPtr->rank_id == RANK_KING );
			err_when( unitPtr->spy_recno != spy_recno );
			err_when( unitPtr->skill.skill_id == SKILL_SPYING );
			break;
		}

		case SPY_TOWN:
			err_when( town_array[spy_place_para]->nation_recno != cloaked_nation_recno );
			break;

		case SPY_FIRM:
			err_when( firm_array.is_deleted(spy_place_para) );
			{
				Firm* firmPtr = firm_array[spy_place_para];

				int i;
				for( i=0 ; i<firmPtr->worker_count ; i++ )
				{
					if( firmPtr->worker_array[i].spy_recno==spy_recno )
						break;
				}

				if( i==firmPtr->worker_count )		// not found in worker_array
				{
					err_when( !firmPtr->overseer_recno ||
								 unit_array[firmPtr->overseer_recno]->spy_recno != spy_recno );
				}
			}
			break;
	}
#endif
}
//---------- End of function Spy::next_day ----------//


//--------- Begin of function Spy::process_town_action ----------//
//
void Spy::process_town_action()
{
	Town* townPtr = town_array[spy_place_para];

	if( action_mode == SPY_SOW_DISSENT )
	{
		if( townPtr->race_pop_array[race_id-1] > townPtr->race_spy_count_array[race_id-1] )	// only when there are non-spy people
		{
			float decValue = (float)spy_skill / 5 / townPtr->race_pop_array[race_id-1];		// the more people there, the longer it takes to decrease the loyalty

			//----- if this is an independent town -----//

			if( townPtr->nation_recno==0 )
			{
				townPtr->race_resistance_array[race_id-1][true_nation_recno-1] -= decValue;

				if( townPtr->race_resistance_array[race_id-1][true_nation_recno-1] < 0 )
					townPtr->race_resistance_array[race_id-1][true_nation_recno-1] = (float) 0;
			}

			//--- if this is an enemy town, decrease the town people's loyalty ---//

			else
			{
				townPtr->race_loyalty_array[race_id-1] -= decValue;

				if( townPtr->race_loyalty_array[race_id-1] < (float) 0 )
					townPtr->race_loyalty_array[race_id-1] = (float) 0;
			}
		}
	}
}
//---------- End of function Spy::process_town_action ----------//


//--------- Begin of function Spy::process_firm_action ----------//
//
void Spy::process_firm_action()
{
	Firm* firmPtr = firm_array[spy_place_para];

	//---------- Sow Dissent ----------//

	if( action_mode == SPY_SOW_DISSENT )
	{
		//---- decrease the loyalty of the overseer if there is any -----//

		if( firmPtr->overseer_recno )
		{
			Unit* unitPtr = unit_array[firmPtr->overseer_recno];

			if( unitPtr->race_id == race_id )
			{
				if( m.random(10 - spy_skill/10 + unitPtr->skill.skill_level/10)==0  // a commander with a higher leadership skill will be less influenced by the spy's dissents
					 && unitPtr->loyalty>0 )
				{
					unitPtr->change_loyalty( -1 );
				}
			}
		}

		//----- decrease the loyalty of the workers in the firm -----//

		Worker* workerPtr = firmPtr->worker_array;

		for( int i=0 ; i<firmPtr->worker_count ; i++, workerPtr++ )
		{
			if( workerPtr->race_id != race_id )
				continue;

			//---- if the worker lives in a town ----//

			if( workerPtr->town_recno )
			{
				Town* townPtr = town_array[workerPtr->town_recno];
				int   raceId  = workerPtr->race_id;

				if( townPtr->race_pop_array[raceId-1] > townPtr->race_spy_count_array[raceId-1] )	// only when there are non-spy people
				{
					townPtr->change_loyalty( raceId, (float) -spy_skill / 5 / townPtr->race_pop_array[raceId-1] );		// the more people there, the longer it takes to decrease the loyalty
				}
			}
			else //---- if the worker does not live in a town ----//
			{
				if( !workerPtr->spy_recno )		// the loyalty of the spy himself does not change
				{
					if( m.random(10-spy_skill/10)==0 && workerPtr->worker_loyalty>0 )
						workerPtr->worker_loyalty--;
				}
			}
		}
	}
}
//---------- End of function Spy::process_firm_action ----------//


//--------- Begin of function Spy::set_next_action_mode ----------//
//
void Spy::set_next_action_mode()
{
	if( spy_place==SPY_TOWN )
	{
		if( action_mode == SPY_IDLE )
			set_action_mode(SPY_SOW_DISSENT);
		else
			set_action_mode(SPY_IDLE);
	}
	else if( spy_place==SPY_FIRM )
	{
		switch( action_mode )
		{
			case SPY_IDLE:
				if( can_sabotage() )
				{
					set_action_mode(SPY_SABOTAGE);
					break;
				}

			case SPY_SABOTAGE:
				set_action_mode(SPY_SOW_DISSENT);
				break;

			case SPY_SOW_DISSENT:
				set_action_mode(SPY_IDLE);
				break;
		}
	}
	else
		err_here();
}
//---------- End of function Spy::set_next_action_mode ----------//


//--------- Begin of function Spy::can_sabotage ----------//
//
int Spy::can_sabotage()
{
	return spy_place == SPY_FIRM &&
			 firm_array[spy_place_para]->firm_id != FIRM_CAMP; 	// no sabotage actino for military camp
}
//---------- End of function Spy::can_sabotage ----------//


//--------- Begin of function Spy::get_killed ----------//
//
// [int] dispNews - whether display a news message or not
//						  (default: 1)
//
void Spy::get_killed(int dispNews)
{
	//-------- add news --------//

	if( true_nation_recno == nation_array.player_recno ||		// the player's spy is killed
		 cloaked_nation_recno == nation_array.player_recno )				// a spy cloaked as the player's people is killed in the player's firm or firm
	{
		news_array.spy_killed(spy_recno);
		// ####### begin Gilbert 10/10 #######//
		se_ctrl.immediate_sound("SPY_DIE");
		// ####### end Gilbert 10/10 #######//
	}

	//--- If a spy is caught, the spy's nation's reputation wil decrease ---//

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

	//------- if the spy is in a town -------//

	int hostNationRecno=0;
	//### begin alex 31/3 ###//
	int mobileUnit = 0;
	//#### end alex 31/3 ####//

	if( spy_place==SPY_TOWN )
	{
		Town* townPtr = town_array[spy_place_para];

		hostNationRecno = townPtr->nation_recno;

		townPtr->dec_pop(race_id, 0);
	}

	//------- if the spy is in a firm -------//

	else if( spy_place==SPY_FIRM )
	{
		Firm* firmPtr = firm_array[spy_place_para];

		hostNationRecno = firmPtr->nation_recno;

		//------- check if the overseer is the spy -------//

		if( firmPtr->overseer_recno )
		{
			Unit* unitPtr = unit_array[firmPtr->overseer_recno];

			if( unitPtr->spy_recno == spy_recno )
			{
				firmPtr->kill_overseer();
				return;
			}
		}

		//---- check if any of the workers is the spy ----//

		for( int i=0 ; i<firmPtr->worker_count ; i++ )
		{
			if( firmPtr->worker_array[i].spy_recno == spy_recno )
			{
				firmPtr->kill_worker(i+1);
				return;
			}
		}

		err_here();		// the spy is not found here
	}
	else if( spy_place == SPY_MOBILE )
	{
		//### begin alex 31/3 ###//
		//err_here();		// only spies in towns and firms will get killed instantly
		unit_array.del(spy_place_para);
		mobileUnit = 1;
		//#### end alex 31/3 ####//
	}
	else
	{
		err_here();
	}

	//--- If the spy is in an AI town or firm, the AI's relationship towards the spy's owner nation will decrease ---//

	if( hostNationRecno && nation_array[hostNationRecno]->is_ai() )
	{
		nation_array[hostNationRecno]->change_ai_relation_level(true_nation_recno, -5);
	}

	//---- delete the spy from spy_array ----//
	//### begin alex 31/3 ###//
	if(!mobileUnit)
		spy_array.del_spy(spy_recno);
	//else spy_array.del_spy() is called in unit_array.del()
	//#### end alex 31/3 ####//
}
//---------- End of function Spy::get_killed ----------//


//--------- Begin of function Spy::action_str ----------//
//
char* Spy::action_str()
{
	switch( action_mode )
	{
		case SPY_IDLE:
		{
			//---- if the spy is in a firm or town of its own nation ---//

			if( (spy_place==SPY_TOWN &&
				  town_array[spy_place_para]->nation_recno == true_nation_recno) ||
				 (spy_place==SPY_FIRM &&
				  firm_array[spy_place_para]->nation_recno == true_nation_recno) )
			{
				return "Counter-Spy";
			}
			else
				return "Sleep";
		}

		case SPY_SOW_DISSENT:
			return "Sow Dissent";

		case SPY_SABOTAGE:
			return "Sabotage";

		default:
			err_here();
	}

	return "";
}
//---------- End of function Spy::action_str ----------//


//--------- Begin of function Spy::pay_expense ---------//
//
// -Each spy costs $5 dollars to maintain per month.
//
// -If your spies are mobile:
//  >your nation pays them 1 food and $5 dollars per month
//
// -If your spies are in an enemy's town or firm:
//  >the enemy pays them 1 food and the normal salary of their jobs.
//  >your nation pays them $5 dollars per month. (your nation pays them no food)
//
// -If your spies are in your own town or firm:
//  >your nation pays them 1 food and $5 dollars per month
//
void Spy::pay_expense()
{
	Nation* nationPtr = nation_array[true_nation_recno];

	//---------- reduce cash -----------//

	if( nationPtr->cash > 0 )
	{
		nationPtr->add_expense( EXPENSE_SPY, (float) SPY_YEAR_SALARY / 365, 1 );
	}
	else     // decrease loyalty if the nation cannot pay the unit
	{
		change_loyalty(-1);
	}

	//---------- reduce food -----------//

	int inOwnFirm=0;

	if( spy_place == SPY_FIRM )
	{
		Firm* firmPtr = firm_array[spy_place_para];

		if( firmPtr->nation_recno == true_nation_recno &&
			 firmPtr->overseer_recno &&
			 unit_array[firmPtr->overseer_recno]->spy_recno == spy_recno )
		{
			inOwnFirm = 1;
		}
	}

	if( spy_place == SPY_MOBILE || inOwnFirm )
	{
		if( nationPtr->food > 0 )
		{
			nationPtr->consume_food((float) PERSON_FOOD_YEAR_CONSUMPTION / 365);
		}
		else
		{
			if( info.game_date%NO_FOOD_LOYALTY_DECREASE_INTERVAL == 0 )		// decrease 1 loyalty point every 2 days
				change_loyalty(-1);
		}
	}
}
//----------- End of function Spy::pay_expense -----------//


//--------- Begin of function Spy::update_loyalty ----------//
//
void Spy::update_loyalty()
{
	Nation* ownNation = nation_array[true_nation_recno];

	int targetLoyalty = 50 + (int)ownNation->reputation/4 +
							  ownNation->overall_rank_rating()/4;

	if( race_id == ownNation->race_id )
		targetLoyalty += 20;

	targetLoyalty = min( targetLoyalty, 100 );

	if( spy_loyalty > targetLoyalty )		
		spy_loyalty--;

	else if( spy_loyalty < targetLoyalty )
		spy_loyalty++;
}
//---------- End of function Spy::update_loyalty ----------//


//--------- Begin of function Spy::change_loyalty ----------//
//
void Spy::change_loyalty(int changeAmt)
{
	int newLoyalty = spy_loyalty + changeAmt;

	newLoyalty = max(0, newLoyalty);

	spy_loyalty = min(100, newLoyalty);
}
//---------- End of function Spy::change_loyalty ----------//


//--------- Begin of function Spy::think_betray ----------//
//
// Think about turning towards to the current cloaked nation,
// become a normal unit and lose its spy identity.
//
int Spy::think_betray()
{
	if( spy_loyalty >= UNIT_BETRAY_LOYALTY )		// you when unit is
		return 0;

	if( cloaked_nation_recno == true_nation_recno || cloaked_nation_recno==0 )
		return 0;

	//--- think whether the spy should turn towards the nation ---//

	Nation* nationPtr = nation_array[cloaked_nation_recno];

	int nationScore = (int) nationPtr->reputation;	// reputation can be negative

	if( race_res.is_same_race(nationPtr->race_id, race_id) )
		nationScore += 30;

	if( spy_loyalty < nationScore || spy_loyalty==0 )
	{
		drop_spy_identity();
		return 1;
	}

	return 0;
}
//---------- End of function Spy::think_betray ----------//


//--------- Begin of function Spy::drop_spy_identity ----------//
//
// Drop its spy identity. If it is currently cloaked to another
// nation, it will become units of that nation.
//
void Spy::drop_spy_identity()
{
	if( spy_place == SPY_FIRM )
	{
		Firm* firmPtr = firm_array[spy_place_para];
		int   rc = 0;

		if( firmPtr->overseer_recno )
		{
			Unit* unitPtr = unit_array[firmPtr->overseer_recno];

			if( unitPtr->spy_recno == spy_recno )
			{
				unitPtr->spy_recno = 0;
				rc = 1;
			}
		}

		if( !rc )
		{
			for( int i=0 ; i<firmPtr->worker_count ; i++ )
			{
				if( firmPtr->worker_array[i].spy_recno==spy_recno )
				{
					firmPtr->worker_array[i].spy_recno = 0;
					rc = 1;
					break;
				}
			}

			err_when( !rc );
		}
	}
	else if( spy_place == SPY_MOBILE )
	{
		Unit* unitPtr = unit_array[spy_place_para];

		unitPtr->spy_recno = 0;
	}

	//------ delete this Spy record from spy_array ----//

	spy_array.del_spy(spy_recno);		// Spy::deinit() will take care of the rest of the initialization for the spy
}
//---------- End of function Spy::drop_spy_identity ----------//


//--------- Begin of function Spy::change_true_nation ----------//
//
// Change the spy's true nation recno.
//
void Spy::change_true_nation(int newNationRecno)
{
	err_when( nation_array.is_deleted(newNationRecno) );

	true_nation_recno = newNationRecno;

	//--- update Firm::player_spy_count if the spy is in a firm ---//

	if( spy_place == SPY_FIRM )
	{
		spy_array.update_firm_spy_count(spy_place_para);
	}
}
//---------- End of function Spy::change_true_nation ----------//


//--------- Begin of function Spy::change_cloaked_nation ----------//
//
// Change a spy's cloaked nation. This nation is when the caller
// only have spy_recno as the reference. While Unit::spy_change_nation()
// is called when the caller has unit_recno as the reference. 
//
// <int>  newNationRecno - the new nation the spy changes its cloack to 
//
void Spy::change_cloaked_nation(int newNationRecno)
{
	if( newNationRecno == cloaked_nation_recno )
		return;

	//--- only mobile units and overseers can change nation, spies in firms or towns cannot change nation, their nation recno must be the same as the town or the firm's nation recno

	if( spy_place == SPY_MOBILE )
	{
		unit_array[spy_place_para]->spy_change_nation(newNationRecno, COMMAND_AUTO);
		return;
	}
	else if( spy_place == SPY_FIRM )
	{
		Firm* firmPtr = firm_array[spy_place_para];

		if( firmPtr->overseer_recno &&
			 unit_array[firmPtr->overseer_recno]->spy_recno == spy_recno )
		{
			unit_array[firmPtr->overseer_recno]->spy_change_nation(newNationRecno, COMMAND_AUTO);
			return;
		}
	}

	err_here();		// cannot change a spy's cloaked_nation_recno in a firm and town as the spy's cloaked nation recno must be the same as the firm and town's nation recno
}
//---------- End of function Spy::change_cloaked_nation ----------//


//--------- Begin of function Spy::can_change_cloaked_nation ----------//
//
// Return whether this spy can change its cloaked to the specific
// nation right now.
//
// <int>  newNationRecno - the new nation the spy changes its cloak to
//
int Spy::can_change_cloaked_nation(int newNationRecno)
{
	//---- can always change back to its original nation ----//

	if( newNationRecno == true_nation_recno )
		return 1;

	//--- only mobile units and overseers can change nation, spies in firms or towns cannot change nation, their nation recno must be the same as the town or the firm's nation recno

	if( spy_place == SPY_MOBILE )
	{
		return unit_array[spy_place_para]->can_spy_change_nation();
	}
	else		// can't change in firms or towns.
	{
		return 0;
	}
}
//---------- End of function Spy::can_change_cloaked_nation ----------//


//--------- Begin of function Spy::capture_firm ----------//
//
// Order the spy to capture the firm he currently stays.
//
int Spy::capture_firm()
{
	if( spy_place != SPY_FIRM )
		return 0;

	Firm* firmPtr = firm_array[spy_place_para];

	//------- if the spy is the overseer of the firm --------//

	if( firm_res[firmPtr->firm_id]->need_overseer )
	{
		//-----------------------------------------------------//
		//
		// If the firm needs an overseer, the firm can only be
		// captured if the spy is the overseer of the firm.
		//
		//-----------------------------------------------------//

		if( !firmPtr->overseer_recno ||
			 unit_array[firmPtr->overseer_recno]->spy_recno != spy_recno )
		{
			return 0;
		}

		//---------------------------------------------------//
		//
		// For those soldiers who disagree with the spy general will
		// leave the command base and attack it. Soldiers who are not
		// racially homogenous to the spy general tend to disagree. Also
		// if the spy has a higher leadership, there will be a higher
		// chance for the soldiers to follow the general.
		//
		//---------------------------------------------------//

		Unit* unitPtr = unit_array[firmPtr->overseer_recno];

		if( !firm_res[firmPtr->firm_id]->live_in_town )		// if the workers of the firm do not live in towns
		{
			Worker* workerPtr = firmPtr->worker_array;
			int	  unitLeadership = unitPtr->skill.skill_level;
			int	  nationReputation = (int) nation_array[true_nation_recno]->reputation;
			int	  obeyChance, obeyFlag;

			for( int i=0 ; i<firmPtr->worker_count ; i++, workerPtr++ )
			{
				//-- if this worker is a spy, it will stay with you --//

				if( workerPtr->spy_recno )
					continue;

				//---- if this is a normal worker -----//

				obeyChance = unitLeadership/2 + nationReputation/2;

				if( race_res.is_same_race(workerPtr->race_id, race_id) )
					obeyChance += 50;

				obeyFlag = m.random(100) < obeyChance; 		// if obeyChance >= 100, all units will object the overseer

				//--- if the worker obey, update its loyalty ---//

				if( obeyFlag )
					workerPtr->worker_loyalty = max(UNIT_BETRAY_LOYALTY, obeyChance/2);

				//--- if the worker does not obey, it is mobilized and attack the base ---//

				else
					firmPtr->mobilize_worker(i+1, COMMAND_AUTO);
			}
		}

		//--------- add news message --------//

		if( firmPtr->nation_recno == nation_array.player_recno )
			news_array.firm_captured(spy_place_para, true_nation_recno, 1);		// 1 - the capturer is a spy

		//-------- if this is an AI firm --------//

		if( firmPtr->firm_ai )
			firmPtr->ai_firm_captured(true_nation_recno);

		//----- the spy change nation and capture the firm -------//

		unitPtr->spy_change_nation(true_nation_recno, COMMAND_AUTO);
	}
	else
	{
		//------ otherwise the spy is a worker of the firm -------//

		//---- check whether it's true that the only units in the firms are our spies ---//

		Worker* workerPtr = firmPtr->worker_array;

		for( int i=0 ; i<firmPtr->worker_count ; i++, workerPtr++ )
		{
			if( !workerPtr->spy_recno )		// this worker is not a spy
				return 0;

			if( spy_array[workerPtr->spy_recno]->true_nation_recno != true_nation_recno )
				return 0;							// this worker is a spy, but not belong to the same nation
		}

		//--------- add news message --------//

		if( firmPtr->nation_recno == nation_array.player_recno )
			news_array.firm_captured(spy_place_para, true_nation_recno, 1);		// 1 - the capturer is a spy

		//-------- if this is an AI firm --------//

		if( firmPtr->firm_ai )
			firmPtr->ai_firm_captured(true_nation_recno);

		//----- change the firm's nation recno -----//

		firmPtr->change_nation(true_nation_recno);		// the firm change nation and the spies inside the firm will have their cloaked nation recno changed
	}

	return 1;
}
//---------- End of function Spy::capture_firm ----------//


//-------- Begin of function Spy::mobilize_spy ------//
//
// return: recno of the mobilized unit.
//
int Spy::mobilize_spy()
{
	switch( spy_place )
	{
		case SPY_TOWN:
			return mobilize_town_spy();

		case SPY_FIRM:
			return mobilize_firm_spy();

		case SPY_MOBILE:
			err_when( !unit_array[spy_place_para]->is_visible() );
			return spy_place_para;

		default:
			return 0;
	}
}
//---------- End of function Spy::mobilize_spy --------//


//-------- Begin of function Spy::mobilize_town_spy ------//
//
// [int] decPop - whether need to decrease the population of town when the spy is mobilized.
//					   should set to no when it's calling from training a unit. (default: 1)
//
// return: recno of the mobilized unit.
//
int Spy::mobilize_town_spy(int decPop)
{
	err_when( spy_place != SPY_TOWN );

	if( spy_place != SPY_TOWN )
		return 0;

	Town* townPtr = town_array[spy_place_para];

	int unitRecno = townPtr->mobilize_town_people(race_id, decPop, 1);		//1-mobilize spies

	if( !unitRecno )
		return 0;

	Unit* unitPtr = unit_array[unitRecno];  // set the spy vars of the mobilized unit

	err_when( !unitPtr->is_visible() );

	unitPtr->spy_recno = spy_recno;
	unitPtr->set_name(name_id);		// set the name id. of this unit

	set_place(SPY_MOBILE, unitRecno);

	return unitRecno;
}
//---------- End of function Spy::mobilize_town_spy --------//


//-------- Begin of function Spy::mobilize_firm_spy ------//
//
// return: <int> unit recno of the spy mobilized.
//
int Spy::mobilize_firm_spy()
{
	err_when( spy_place != SPY_FIRM );

	if( spy_place != SPY_FIRM )
		return 0;

	Firm* firmPtr = firm_array[spy_place_para];
	int 	spyUnitRecno=0;

	//---- check if the spy is the overseer of the firm -----//

	if( firmPtr->overseer_recno )
	{
		Unit* unitPtr = unit_array[firmPtr->overseer_recno];

		if( unitPtr->spy_recno == spy_recno )
			spyUnitRecno = firmPtr->mobilize_overseer();
	}

	//---- check if the spy is one of the workers of the firm ----//

	if( !spyUnitRecno )
	{
		int i;
		for( i=0 ; i<firmPtr->worker_count ; i++ )
		{
			if( firmPtr->worker_array[i].spy_recno == spy_recno )
				break;
		}

		err_when( i==firmPtr->worker_count );

		//---------- create a mobile unit ---------//

		spyUnitRecno = firmPtr->mobilize_worker(i+1, COMMAND_AUTO);		// note: mobilize_woker() will decrease Firm::player_spy_count
	}

	return spyUnitRecno;
}
//---------- End of function Spy::mobilize_firm_spy --------//


//-------- Begin of function Spy::think_become_king ------//
//
// If a nation has picked your spy to succeed to the died king,
// you spy will either:
//
// >he captures the entire nation for you.
// >he betrays you and rule his new empire.
//
void Spy::think_become_king()
{
	err_when( spy_place != SPY_MOBILE );		// it must be mobile

	int hisNationPower = nation_array[cloaked_nation_recno]->overall_rating;
	int parentNationPower = nation_array[true_nation_recno]->overall_rating;

	//--- if his nation is more power than the player's nation, the chance of handing his nation over to his parent nation will be low unless the loyalty is very high ---//

	int acceptLoyalty = 90 + hisNationPower - parentNationPower;

	if( spy_loyalty >= acceptLoyalty &&
		 nation_array[cloaked_nation_recno]->is_ai() )	// never will a spy take over the player's nation
	{
		//------ hand his nation over to his parent nation ------//

		nation_array[cloaked_nation_recno]->surrender(true_nation_recno);
	}
	else //--- betray his parent nation and rule the nation himself ---//
	{
		drop_spy_identity();
	}
}
//---------- End of function Spy::think_become_king --------//


//-------- Begin of function Spy::cloaked_rank_id ------//
//
// Return the cloaked rank id. of this spy.
//
int Spy::cloaked_rank_id()
{
	switch( spy_place )
	{
		case SPY_TOWN:
			return RANK_SOLDIER;

		case SPY_FIRM:
		{
			Firm* firmPtr = firm_array[spy_place_para];

			if( firmPtr->overseer_recno &&
				 unit_array[firmPtr->overseer_recno]->spy_recno == spy_recno )
			{
				return RANK_GENERAL;
			}
			else
			{
				return RANK_SOLDIER;
			}
		}

		case SPY_MOBILE:
			return unit_array[spy_place_para]->rank_id;

		default:
			return RANK_SOLDIER;
	}
}
//---------- End of function Spy::cloaked_rank_id --------//


//-------- Begin of function Spy::cloaked_skill_id ------//
//
// Return the cloaked skill id. of this spy.
//
int Spy::cloaked_skill_id()
{
	switch( spy_place )
	{
		case SPY_TOWN:
			return 0;

		case SPY_FIRM:
			return firm_array[spy_place_para]->firm_skill_id;

		case SPY_MOBILE:
			return unit_array[spy_place_para]->skill.skill_id;

		default:
			return 0;
	}
}
//---------- End of function Spy::cloaked_skill_id --------//


//-------- Begin of function Spy::reward ------//
//
// The owner nation of the spy rewards him.
//
void Spy::reward(int remoteAction)
{
	if( !remoteAction && remote.is_enable() )
	{
		// packet structure <spy recno>
		short *shortPtr = (short *)remote.new_send_queue_msg(MSG_SPY_REWARD, sizeof(short));
		shortPtr[0] = spy_recno;
		return;
	}

	change_loyalty(REWARD_LOYALTY_INCREASE);

	nation_array[true_nation_recno]->add_expense(EXPENSE_REWARD_UNIT, (float)REWARD_COST);
}
//---------- End of function Spy::reward --------//


//-------- Begin of function Spy::set_exposed ------//
//
// Enable the exposed_flag of the spy. The spy will get killed
// should when he has been exposed.
//
void Spy::set_exposed(int remoteAction)
{
	// ##### begin Gilbert 26/9 #######//
	if( !remoteAction && remote.is_enable() )
	{
		// packet structure <spy recno>
		short *shortPtr = (short *)remote.new_send_queue_msg(MSG_SPY_EXPOSED, sizeof(short));
		shortPtr[0] = spy_recno;
		return;
	}
	// ##### end Gilbert 26/9 #######//
	exposed_flag = 1;
}
//---------- End of function Spy::set_exposed --------//


//-------- Begin of function Spy::assassinate ------//
//
// <int> targetUnitRecno - the recno of the unit to assassinate.
// <int> remoteAction 	 - remote action type.
//
// If this is a player's spy, the result of the assassination
// will be set to Firm::assassinate_result.
//
int Spy::assassinate(int targetUnitRecno, int remoteAction)
{
	if( !remoteAction && remote.is_enable() )
	{
		// packet structure <spy recno>
		short *shortPtr = (short *)remote.new_send_queue_msg(MSG_SPY_ASSASSINATE, sizeof(short)*2);
		shortPtr[0] = spy_recno;
		shortPtr[1] = targetUnitRecno;
		return 0;
	}

	//---------- validate first -----------//

	if( spy_place != SPY_FIRM )
		return 0;

	Unit* targetUnit = unit_array[targetUnitRecno];

	if( targetUnit->unit_mode != UNIT_MODE_OVERSEE )
		return 0;

	Firm* firmPtr = firm_array[ targetUnit->unit_mode_para ];

	if( firmPtr->firm_recno != spy_place_para )
		return 0;

	//---- get the attack and defense rating ----//

	int attackRating, defenseRating, otherDefenderCount;

	if( !get_assassinate_rating(targetUnitRecno, attackRating, defenseRating, otherDefenderCount) )
		return 0;

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

	int rc;
	int trueNationRecno = true_nation_recno;		// need to save it first as the spy may be killed later

	if( attackRating >= defenseRating )
	{
		//--- whether the spy will be get caught and killed in the mission ---//

		int spyKillFlag = otherDefenderCount > 0 && attackRating - defenseRating < 80;

		//--- if the unit assassinated is the player's unit ---//

		if( targetUnit->nation_recno == nation_array.player_recno )
			news_array.unit_assassinated(targetUnit->sprite_recno, spyKillFlag);

		firmPtr->kill_overseer();

		//-----------------------------------------------------//
		// If there are other defenders in the firm and
		// the difference between the attack rating and defense rating
		// is small, then then spy will be caught and executed.
		//-----------------------------------------------------//

		if( spyKillFlag )
		{
			get_killed(0);		// 0 - don't display new message for the spy being killed

			rc = ASSASSINATE_SUCCEED_KILLED;
		}
		else
		{
			rc = ASSASSINATE_SUCCEED_AT_LARGE;
		}
	}
	else //----- if the assassination fails --------//
	{
		//-- if the spy is attempting to assassinate the player's general or king --//

		// don't display the below news message as the killing of the spy will already be displayed in news_array.spy_killed()

//		if( targetUnit->nation_recno == nation_array.player_recno )
//			news_array.assassinator_caught(spy_recno, targetUnit->rank_id);

		get_killed(0);		// 0 - don't display new message for the spy being killed

		rc = ASSASSINATE_FAIL;
	}

	//--- if this firm is the selected firm and the spy is the player's spy ---//

	if( trueNationRecno == nation_array.player_recno &&
		 firmPtr->firm_recno == firm_array.selected_recno )
	{
		firmPtr->assassinate_result = rc;
		firmPtr->firm_menu_mode = FIRM_MENU_ASSASSINATE_RESULT;
		info.disp();
	}

	return rc;
}
//---------- End of function Spy::assassinate --------//


//-------- Begin of function Spy::get_assassinate_rating ------//
//
int Spy::get_assassinate_rating(int targetUnitRecno, int& attackRating, int& defenseRating, int& otherDefenderCount)
{
	//---------- validate first -----------//

	if( spy_place != SPY_FIRM )
		return 0;

	Unit* targetUnit = unit_array[targetUnitRecno];

	if( targetUnit->unit_mode != UNIT_MODE_OVERSEE )
		return 0;

	Firm* firmPtr = firm_array[ targetUnit->unit_mode_para ];

	if( firmPtr->firm_recno != spy_place_para )
		return 0;

	//------ get the hit points of the spy ----//

	int spyHitPoints;

	int i;
	for( i=0 ; i<firmPtr->worker_count ; i++ )
	{
		if( firmPtr->worker_array[i].spy_recno == spy_recno )
		{
			spyHitPoints = firmPtr->worker_array[i].hit_points;
			break;
		}
	}

	err_when( i==firmPtr->worker_count );

	//------ calculate success chance ------//

	attackRating  = spy_skill + spyHitPoints/2;
	defenseRating = (int) targetUnit->hit_points/2;
	otherDefenderCount=0;

	if( targetUnit->spy_recno )
		defenseRating += spy_array[targetUnit->spy_recno]->spy_skill;

	if( targetUnit->rank_id == RANK_KING )
		defenseRating += 50;

	for( i=0 ; i<firmPtr->worker_count ; i++ )
	{
		int spyRecno = firmPtr->worker_array[i].spy_recno;

		//------ if this worker is a spy ------//

		if( spyRecno )
		{
			Spy* spyPtr = spy_array[spyRecno];

			if( spyPtr->true_nation_recno == true_nation_recno )	// our spy
			{
				attackRating += spyPtr->spy_skill/4;
			}
			else if( spyPtr->true_nation_recno == firmPtr->nation_recno ) // enemy spy
			{
				defenseRating += spyPtr->spy_skill/2;
				otherDefenderCount++;
			}
		}
		else //----- if this worker is not a spy ------//
		{
			defenseRating += 4 + firmPtr->worker_array[i].hit_points/30;
			otherDefenderCount++;
		}
	}

	//-------- if the assassination succeeds -------//

	defenseRating += 30 + m.random(30);

	return 1;
}
//---------- End of function Spy::get_assassinate_rating --------//
