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- /*
- * 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 : OAI_MAR2.CPP
- //Description: AI functions for processing AI marine actions
- #include <OTOWN.h>
- #include <OREGIONS.h>
- #include <OU_MARI.h>
- #include <OF_HARB.h>
- #include <ONATION.h>
- //-------- Begin of function Nation::ai_sea_travel -------//
- //
- // action_x_loc, action_y_loc - location of the destination
- //
- // group_unit_array - array of units that will do the sea travel
- // instance_count - no. of units in the array
- //
- // action_para - the action of units after they have arrived the region,
- // it is one of the following:
- //
- // SEA_ACTION_SETTLE - settle into a town
- // SEA_ACTION_BUILD_CAMP - build and assign to a firm
- // SEA_ACTION_ASSIGN_TO_FIRM - assign to a firm
- // SEA_ACTION_MOVE - just move to the destination
- // (this include moving to the location of a battle field.)
- //
- //---------------------------------------------//
- //
- // Procedures:
- // * 1. Locate a ship, build one if cannot locate any.
- // * 2. Assign the units to the ship.
- // 3. Move the ship to the destination region.
- // 4. Units disembark on the coast.
- // 5. Units move to the destination.
- //
- // This function deal with the 1st and 2nd procedures,
- // when they are finished, action ACTION_AI_SEA_TRAVEL2
- // will be added.
- //
- //---------------------------------------------//
- //
- int Nation::ai_sea_travel(ActionNode* actionNode)
- {
- err_when( actionNode->instance_count < 1 ||
- actionNode->instance_count > ActionNode::MAX_ACTION_GROUP_UNIT );
- Unit* unitPtr = unit_array[actionNode->group_unit_array[0]];
- err_when( unitPtr->nation_recno != nation_recno );
- err_when( !unitPtr->is_visible() );
- //---- figure out the sea region id which the ship should appear ----//
- int unitRegionId = world.get_region_id(unitPtr->next_x_loc(), unitPtr->next_y_loc());
- int destRegionId = world.get_region_id(actionNode->action_x_loc, actionNode->action_y_loc);
- int seaRegionId = region_array.get_sea_path_region_id(unitRegionId, destRegionId);
- //------- 1. try to locate a ship --------//
- int shipUnitRecno = ai_find_transport_ship(seaRegionId, unitPtr->next_x_loc(), unitPtr->next_y_loc());
- if( !shipUnitRecno )
- return -1; // must return -1 instead of 0 as the action must be executed immediately otherwise the units will be assigned with other action and the unit list may no longer be valid
- //---- if this ship is in the harbor, sail it out ----//
- UnitMarine* unitMarine = (UnitMarine*) unit_array[shipUnitRecno];
- if( unitMarine->unit_mode == UNIT_MODE_IN_HARBOR )
- {
- FirmHarbor* firmHarbor = (FirmHarbor*) firm_array[unitMarine->unit_mode_para];
- firmHarbor->sail_ship(unitMarine->sprite_recno, COMMAND_AI);
- }
- if( !unitMarine->is_visible() ) // no space in the sea for placing the ship
- return -1;
- //------ 2. Assign the units to the ship -------//
- unitMarine->ai_action_id = actionNode->action_id;
- err_when( unit_res[unitMarine->unit_id]->unit_class != UNIT_CLASS_SHIP );
- // ##### patch begin Gilbert 5/8 #######//
- unit_array.assign_to_ship(unitMarine->next_x_loc(), unitMarine->next_y_loc(), 0, actionNode->group_unit_array, actionNode->instance_count, COMMAND_AI, unitMarine->sprite_recno );
- // ##### patch end Gilbert 5/8 #######//
- for( int i=0 ; i<actionNode->instance_count ; i++ )
- unit_array[ actionNode->group_unit_array[i] ]->ai_action_id = actionNode->action_id;
- actionNode->instance_count++; // +1 for the ship
- actionNode->processing_instance_count = actionNode->instance_count-1; // -1 because when we return 1, it will be increased by 1 automatically
- actionNode->action_para2 = 0; // reset it, it is set in Nation::action_finished()
- return 1;
- }
- //-------- End of function Nation::ai_sea_travel -------//
- //-------- Begin of function Nation::ai_sea_travel2 -------//
- //
- // action_x_loc, action_y_loc - location of the destination
- // action_para2 - the recno of the ship
- // (this is set when the ship has moved to the beach,
- // the function responsible for setting this is Nation::action_finished() )
- //
- //---------------------------------------------//
- //
- // Procedures:
- // 1. Locate a ship, build one if cannot locate any.
- // 2. Assign the units to the ship.
- // * 3. Move the ship to the destination region.
- // 4. Units disembark on the coast.
- // 5. Units move to the destination.
- //
- //---------------------------------------------//
- //
- int Nation::ai_sea_travel2(ActionNode* actionNode)
- {
- if( unit_array.is_deleted(actionNode->action_para2) )
- return -1;
- UnitMarine* unitMarine = (UnitMarine*) unit_array[actionNode->action_para2];
- if( unit_res[unitMarine->unit_id]->unit_class != UNIT_CLASS_SHIP )
- return -1;
- if( unitMarine->nation_recno != nation_recno )
- return -1;
- //--------------------------------------------------------//
- int realDestXLoc, realDestYLoc; // reference vars for returning vars.
- unitMarine->ship_to_beach( actionNode->action_x_loc, actionNode->action_y_loc, realDestXLoc, realDestYLoc ); // the real destination the ship is moving towards.
- unitMarine->ai_action_id = actionNode->action_id;
- return 1;
- }
- //-------- End of function Nation::ai_sea_travel2 -------//
- //-------- Begin of function Nation::ai_sea_travel3 -------//
- //
- // action_x_loc, action_y_loc - location of the destination
- // action_para2 - the recno of the ship
- //
- //---------------------------------------------//
- //
- // Procedures:
- // 1. Locate a ship, build one if cannot locate any.
- // 2. Assign the units to the ship.
- // 3. Move the ship to the destination region.
- // * 4. Units disembark on the coast.
- // * 5. Units move to the destination.
- //
- //---------------------------------------------//
- //
- int Nation::ai_sea_travel3(ActionNode* actionNode)
- {
- if( unit_array.is_deleted(actionNode->action_para2) )
- return -1;
- UnitMarine* unitMarine = (UnitMarine*) unit_array[actionNode->action_para2];
- if( unit_res[unitMarine->unit_id]->unit_class != UNIT_CLASS_SHIP )
- return -1;
- if( unitMarine->nation_recno != nation_recno )
- return -1;
- //-------- 4. Units disembark on the coast. -------//
- if( !unitMarine->can_unload_unit() )
- return 0;
- //--- make a copy of the recnos of the unit on the ship ---//
- short unitRecnoArray[MAX_UNIT_IN_SHIP];
- short unitCount;
- memcpy( unitRecnoArray, unitMarine->unit_recno_array, sizeof(unitRecnoArray) );
- unitCount = unitMarine->unit_count;
- unitMarine->unload_all_units(COMMAND_AI); // unload all units now
- return 1; // finish the action.
- /*
- //---------- 5. Validate all units ----------//
- for( int i=unitCount-1 ; i>=0 ; i-- )
- {
- if( unit_array.is_deleted( unitRecnoArray[i] ) ||
- unit_array[ unitRecnoArray[i] ]->nation_recno != nation_recno )
- {
- err_when( unitCount > MAX_UNIT_IN_SHIP );
- m.del_array_rec( unitRecnoArray, unitCount, sizeof(unitRecnoArray[0]), i+1 );
- unitCount--;
- }
- }
- if( unitCount==0 )
- return -1;
- err_when( unitCount < 0 );
- //--- 6. Unit actions after they have arrived the destination region ----//
- int destXLoc = actionNode->action_x_loc;
- int destYLoc = actionNode->action_y_loc;
- Location* locPtr = world.get_loc(destXLoc, destYLoc);
- switch(actionNode->action_para)
- {
- case SEA_ACTION_SETTLE:
- if( locPtr->is_town() && town_array[locPtr->town_recno()]->nation_recno == nation_recno )
- {
- Town *townPtr = town_array[locPtr->town_recno()];
- unit_array.assign(townPtr->loc_x1, townPtr->loc_y1, 0, COMMAND_AI, unitRecnoArray, unitCount); // assign to an existing town
- }
- else //-- if there is no town there, the unit will try to settle, if there is no space for settle, settle() will just have the units move to the destination
- {
- unit_array.settle(destXLoc, destYLoc, 0, COMMAND_AI, unitRecnoArray, unitCount); // settle as a new town
- }
- break;
- case SEA_ACTION_BUILD_CAMP:
- {
- Unit* unitPtr = unit_array[ unitRecnoArray[0] ];
- unitPtr->build_firm(destXLoc, destYLoc, FIRM_CAMP, COMMAND_AI );
- unitPtr->ai_action_id = actionNode->action_id;
- actionNode->processing_instance_count++;
- break;
- }
- case SEA_ACTION_ASSIGN_TO_FIRM:
- if( check_firm_ready(destXLoc, destYLoc) )
- unit_array.assign(destXLoc, destYLoc, 0, COMMAND_AI, unitRecnoArray, unitCount);
- break;
- case SEA_ACTION_MOVE:
- unit_array.move_to(destXLoc, destYLoc, 0, unitRecnoArray, unitCount, COMMAND_AI);
- break;
- case SEA_ACTION_NONE: // just transport them to the specific region and disemark and wait for their own actions
- break;
- }
- //---------- set the action id. of the units ---------//
- if( actionNode->action_para != SEA_ACTION_BUILD_CAMP ) // with the exception of SEA_ACTION_BUILD_CAMP, units in all other actions are immediately executed
- {
- for( int i=unitCount-1 ; i>=0 ; i-- )
- {
- unit_array[ unitRecnoArray[i] ]->ai_action_id = actionNode->action_id;
- actionNode->processing_instance_count++;
- }
- }
- //---------------------------------------------//
- actionNode->processing_instance_count--; // decrease it by one as it will be increased in process_action()
- actionNode->instance_count = actionNode->processing_instance_count+1; // set the instance count so process_action() won't cause error.
- return 1;
- */
- }
- //-------- End of function Nation::ai_sea_travel3 -------//
- //-------- Begin of function Nation::ai_find_transport_ship -------//
- //
- // Locate a ship for transporting units.
- //
- // <int> seaRegionId - region id. of the sea which the ship should appear in.
- // <int> unitXLoc, unitYLoc - the location of the units to be picked up,
- // try to select a harbor close to this location.
- // [int] findBest - whether need to find the best ship or just return
- // one if there is one found. (default: 1)
- //
- // return: <int> the recno of the ship located.
- //
- int Nation::ai_find_transport_ship(int seaRegionId, int unitXLoc, int unitYLoc, int findBest)
- {
- //------- locate a suitable ship --------//
- UnitMarine* unitMarine;
- int curRating, bestRating=0, bestUnitRecno=0;
- for( int i=0 ; i<ai_ship_count ; i++ )
- {
- unitMarine = (UnitMarine*) unit_array[ ai_ship_array[i] ];
- err_when( unit_res[unitMarine->unit_id]->unit_class != UNIT_CLASS_SHIP );
- if( unitMarine->unit_count > 0 || // if there are already units in the ship
- unit_res[unitMarine->unit_id]->carry_unit_capacity==0 ) // if the ship does not carry units
- {
- continue;
- }
- //------- if this ship is in the harbor ---------//
- if( unitMarine->unit_mode == UNIT_MODE_IN_HARBOR )
- {
- FirmHarbor* firmHarbor = (FirmHarbor*) firm_array[unitMarine->unit_mode_para];
- err_when( firmHarbor->firm_id != FIRM_HARBOR );
- if( firmHarbor->sea_region_id != seaRegionId )
- continue;
- }
- //--------- if this ship is on the sea ----------//
- else
- {
- if( !unitMarine->is_ai_all_stop() )
- continue;
- if( unitMarine->region_id() != seaRegionId )
- continue;
- err_when( !unitMarine->is_visible() );
- if( !unitMarine->is_visible() )
- continue;
- }
- //--------- check if the sea region is matched ---------//
- if( !findBest ) // return immediately when a suitable one is found
- return unitMarine->sprite_recno;
- curRating = world.distance_rating( unitXLoc, unitYLoc,
- unitMarine->next_x_loc(), unitMarine->next_y_loc() );
- curRating += (int)unitMarine->hit_points/10 // damage
- + (int)unitMarine->max_hit_points/10; // ship class
- if( curRating > bestRating )
- {
- bestRating = curRating;
- bestUnitRecno = unitMarine->sprite_recno;
- }
- }
- return bestUnitRecno;
- }
- //-------- End of function Nation::ai_find_transport_ship -------//
- //-------- Begin of function Nation::ai_build_ship -------//
- //
- // <int> seaRegionId - region id. of the sea the ship will sail on.
- //
- // <int> preferXLoc, preferYLoc - prefer selecting a harbor that
- // is close to this location.
- //
- // <int> needTransportUnit - 1 if need to transport units
- // 0 if the ship is for trading
- //
- // return: <int> the recno of the ship that the harbor has building.
- //
- int Nation::ai_build_ship(int seaRegionId, int preferXLoc, int preferYLoc, int needTransportUnit)
- {
- //------ select the harbor for building ship -----//
- FirmHarbor *firmHarbor, *bestHarbor=NULL;
- int curRating, bestRating=0;
- for( int i=0 ; i<ai_harbor_count ; i++ )
- {
- firmHarbor = (FirmHarbor*) firm_array[ ai_harbor_array[i] ];
- err_when( firmHarbor->nation_recno != nation_recno );
- if( !firmHarbor->can_build_ship() )
- continue;
- if( firmHarbor->sea_region_id != seaRegionId )
- continue;
- curRating = world.distance_rating( preferXLoc, preferYLoc,
- firmHarbor->center_x, firmHarbor->center_y );
- if( curRating > bestRating )
- {
- bestRating = curRating;
- bestHarbor = firmHarbor;
- }
- }
- if( !bestHarbor )
- return 0;
- //------ think about the type of ship to build -----//
- int unitId;
- if( needTransportUnit )
- {
- if( unit_res[UNIT_GALLEON]->get_nation_tech_level(nation_recno) > 0 )
- unitId = UNIT_GALLEON;
- else if( unit_res[UNIT_CARAVEL]->get_nation_tech_level(nation_recno) > 0 )
- unitId = UNIT_GALLEON;
- else
- unitId = UNIT_VESSEL;
- }
- else
- {
- if( unit_res[UNIT_GALLEON]->get_nation_tech_level(nation_recno) > 0 )
- unitId = UNIT_GALLEON;
- else // don't use Caravel as it can only transport 5 units at a time
- unitId = UNIT_TRANSPORT;
- }
- bestHarbor->build_ship( unitId, COMMAND_AI );
- return 1;
- }
- //-------- End of function Nation::ai_build_ship -------//
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