/*
* 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 .
*
*/
//Filename : OAI_QUER.CPP
//Description: AI - query functions
#include
#include
#include
#include
//--------- Begin of function Nation::check_firm_ready --------//
//
// xLoc, yLoc - locatino of the firm.
// [int] firmId - id. of the firm. If not given, don't
// verify the firm id. (default: 0)
//
// return 1 means firm exists and belongs to our nation
// return 0 otherwise
//
int Nation::check_firm_ready(short xLoc, short yLoc, int firmId)
{
Location *locPtr = world.get_loc(xLoc, yLoc);
if(!locPtr->is_firm())
return 0; // no firm there
short firmRecno = locPtr->firm_recno();
if(firm_array.is_deleted(firmRecno))
return 0; // firm deleted
Firm *firmPtr = firm_array[firmRecno];
if(firmPtr->nation_recno!=nation_recno)
return 0; // firm changed nation
if( firmId && firmPtr->firm_id!=firmId )
return 0;
return 1;
}
//---------- End of function Nation::check_firm_ready --------//
//--------- Begin of function Nation::check_town_ready --------//
//
// return 1 means town exists and belongs to our nation
// return 0 otherwise
//
int Nation::check_town_ready(short xLoc, short yLoc)
{
Location *locPtr = world.get_loc(xLoc, yLoc);
if(!locPtr->is_town())
return 0; // no town there
short townRecno = locPtr->town_recno();
if(town_array.is_deleted(townRecno))
return 0; // town deleted
Town *townPtr = town_array[townRecno];
if(townPtr->nation_recno!=nation_recno)
return 0; // town changed nation
return 1;
}
//---------- End of function Nation::check_town_ready --------//
//--------- Begin of function Nation::can_ai_build --------//
//
// Whether the AI can build the specific firm type next to
// the current firm.
//
int Nation::can_ai_build(int firmId)
{
//------- check whether the AI has enough cash -----//
if( cash < firm_res[firmId]->setup_cost )
return 0;
return 1;
}
//--------- End of function Nation::can_ai_build --------//