/* * 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 : OMONSRES.CPP //Description : Monster resource class #include #include #include #include #include #include #include #include #include #include #if(defined(GERMAN) || defined(FRENCH) || defined(SPANISH)) #include #endif //---------- #define constant ------------// #define MONSTER_DB "MONSTER" //------- Begin of function MonsterRes::MonsterRes -----------// MonsterRes::MonsterRes() { init_flag=0; } //--------- End of function MonsterRes::MonsterRes -----------// //---------- Begin of function MonsterRes::init -----------// // // This function must be called after a map is generated. // void MonsterRes::init() { deinit(); //------- load database information --------// load_monster_info(); init_flag=1; } //---------- End of function MonsterRes::init -----------// //---------- Begin of function MonsterRes::deinit -----------// void MonsterRes::deinit() { if( init_flag ) { mem_del(monster_info_array); init_flag=0; } } //---------- End of function MonsterRes::deinit -----------// //------- Begin of function MonsterRes::load_monster_info -------// // // Read in information of MONSTER.DBF into memory array // void MonsterRes::load_monster_info() { MonsterRec *monsterRec; MonsterInfo *monsterInfo; int i; Database *dbMonster = game_set.open_db(MONSTER_DB); monster_count = (short) dbMonster->rec_count(); monster_info_array = (MonsterInfo*) mem_add( sizeof(MonsterInfo)*monster_count ); //------ read in monster information array -------// memset( monster_info_array, 0, sizeof(MonsterInfo) * monster_count ); for( i=0 ; iread(i+1); monsterInfo = monster_info_array+i; monsterInfo->monster_id = i+1; m.rtrim_fld( monsterInfo->name, monsterRec->name, monsterRec->NAME_LEN ); #if(defined(GERMAN) || defined(FRENCH) || defined(SPANISH)) translate.multi_to_win(monsterInfo->name, monsterInfo->NAME_LEN); #endif monsterInfo->unit_id = m.atoi(monsterRec->unit_id , monsterRec->UNIT_ID_LEN); monsterInfo->level = monsterRec->level - '0'; err_when( monsterInfo->level < 1 || monsterInfo->level > MAX_MONSTER_LEVEL ); m.rtrim_fld( monsterInfo->firm_build_code, monsterRec->firm_build_code, monsterRec->FIRM_BUILD_CODE_LEN ); //---- set the monster_id in UnitInfo ----// unit_res[monsterInfo->unit_id]->is_monster = 1; } } //--------- End of function MonsterRes::load_monster_info ---------// //---------- Begin of function MonsterRes::init_active_monster -----------// void MonsterRes::init_active_monster() { int monsterId; int activeCount=0; int loopCount=0; //----- reset the active_monster_array ----// memset( active_monster_array, 0, sizeof(active_monster_array) ); //------- in the demo, the active monsters are fixed -----// #ifdef DEMO active_monster_array[0] = 4; active_monster_array[1] = 11; active_monster_array[2] = 12; #endif //-------- set active monsters -------// while(1) { err_when( ++loopCount > 1000 ); monsterId = m.random(monster_count)+1; //--- check if this monster id. is already in the active monster array ---// int i; for( i=0 ; imonster_count ) err_now( "MonsterRes::operator[]" ); return monster_info_array+monsterId-1; } //------------ End of function MonsterRes::operator[] -----------// //---------- Begin of function MonsterRes::generate -----------// void MonsterRes::generate(int generateCount) { int monsterId; for( int i=0 ; icreate_firm_monster(); } } //---------- End of function MonsterRes::generate -----------// //------- Begin of function MonsterInfo::create_firm_monster --------// // int MonsterInfo::create_firm_monster() { #define MIN_MONSTER_CIVILIAN_DISTANCE 10 // the minimum distance between monster firms and civilian towns & firms if( !firm_build_code[0] ) // this monster does not have a home return 0; //------- locate a home place for the monster group ------// FirmInfo* firmInfo = firm_res[FIRM_MONSTER]; int xLoc=0, yLoc=0; char teraMask = UnitRes::mobile_type_to_mask(UNIT_LAND); if( !world.locate_space_random(xLoc, yLoc, MAX_WORLD_X_LOC-1, MAX_WORLD_Y_LOC-1, firmInfo->loc_width+2, firmInfo->loc_height+2, // leave at least one location space around the building MAX_WORLD_X_LOC*MAX_WORLD_Y_LOC, 0, 1, teraMask) ) { return 0; } //------- don't place it too close to any towns or firms ------// for( int townRecno=town_array.size() ; townRecno>0 ; townRecno-- ) { if( town_array.is_deleted(townRecno) ) continue; Town* townPtr = town_array[townRecno]; if( m.points_distance(xLoc, yLoc, townPtr->center_x, townPtr->center_y) < MIN_MONSTER_CIVILIAN_DISTANCE ) { return 0; } } for( int firmRecno=firm_array.size() ; firmRecno>0 ; firmRecno-- ) { if( firm_array.is_deleted(firmRecno) ) continue; Firm* firmPtr = firm_array[firmRecno]; if( m.points_distance(xLoc, yLoc, firmPtr->center_x, firmPtr->center_y) < MIN_MONSTER_CIVILIAN_DISTANCE ) { return 0; } } return build_firm_monster(xLoc+1, yLoc+1); } //---------- End of function MonsterInfo::create_firm_monster -----------// //------- Begin of function MonsterInfo::build_firm_monster --------// // [int] fullHitPoints - build with full hit points (default = 1) // int MonsterInfo::build_firm_monster(int xLoc, int yLoc, int fullHitPoints) { //----- if this monster has a home building, create it first -----// FirmMonster* firmPtr=NULL; int firmRecno = firm_array.build_firm(xLoc, yLoc, 0, FIRM_MONSTER, firm_build_code); if( !firmRecno ) return 0; firmPtr = (FirmMonster*) firm_array[firmRecno]; if(fullHitPoints) firmPtr->complete_construction(); else { firmPtr->hit_points = (float) 0.1; firmPtr->under_construction = 1; } firmPtr->set_king(monster_id, 100); //-------- create monster generals ---------// int generalCount = m.random(2)+1; // 1 to 3 generals in a monster firm if( m.random(5)==0 ) // 20% chance of having 3 generals. generalCount=3; for( int i=0 ; irecruit_general(); firmPtr->monster_id = monster_id; return firmRecno; } //---------- End of function MonsterInfo::build_firm_monster -----------// //--------- Begin of function MonsterRes::stop_attack_nation -------// void MonsterRes::stop_attack_nation(short nationRecno) { FirmMonster* firmMonster; for(int i=firm_array.size(); i>0; i--) { if( firm_array.is_deleted(i) || firm_array[i]->firm_id != FIRM_MONSTER ) continue; firmMonster = (FirmMonster*) firm_array[i]; firmMonster->reset_hostile_nation(nationRecno); } } //----------- End of function MonsterRes::stop_attack_nation ---------//