/* * 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 --------//