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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 : OF_HARB.H
- //Description : Header of Firm Harbor
- #ifndef __OF_HARB_H
- #define __OF_HARB_H
- #ifndef __OFIRM_H
- #include <OFIRM.h>
- #endif
- //----------- Define constant --------------//
- #define MAX_SHIP_IN_HARBOR 4 // maximum no. of ships in a harbor
- #define MAX_BUILD_SHIP_QUEUE 10
- //------- Define class FirmHarbor --------//
- class UnitMarine;
- #pragma pack(1)
- class FirmHarbor : public Firm
- {
- public:
- short ship_recno_array[MAX_SHIP_IN_HARBOR];
- short ship_count;
- short build_unit_id; // race id. of the unit the town is currently building, 0-if currently not building any
- DWORD start_build_frame_no;
- char build_queue_array[MAX_BUILD_SHIP_QUEUE]; // it stores the unit id.
- char build_queue_count;
- UCHAR land_region_id;
- UCHAR sea_region_id;
- //----------- for harbor trading ------------//
- char link_checked; // similar to ai_link_checked, but this parameter can be used for players' nation
- char linked_mine_num;
- char linked_factory_num;
- char linked_market_num;
- short linked_mine_array[MAX_LINKED_FIRM_FIRM];
- short linked_factory_array[MAX_LINKED_FIRM_FIRM];
- short linked_market_array[MAX_LINKED_FIRM_FIRM];
- int total_linked_trade_firm()
- { return linked_mine_num + linked_factory_num + linked_market_num; }
- public:
- FirmHarbor();
- void init(int xLoc, int yLoc, int nationRecno, int firmId, char* buildCode=NULL, short builderRecno=0);
- void deinit_derived();
- void put_info(int refreshFlag);
- void detect_info();
- void assign_unit(int unitRecno);
- void next_day();
- int is_operating() { return 1; }
- int can_build_ship() { return !build_unit_id; }
- void build_ship(int unitId, char remoteAction);
- void sail_ship(int unitRecno, char remoteAction);
- void del_hosted_ship(int delUnitRecno);
- //-------- for harbor trading ----------//
- char get_linked_mine_num() { return linked_mine_num; }
- char get_linked_factory_num() { return linked_factory_num; }
- char get_linked_market_num() { return linked_market_num; }
- void update_linked_firm_info();
- //----------- AI functions -------------//
- void process_ai();
- void think_build_ship();
- void think_build_firm();
- int ai_build_firm(int firmId);
- int think_trade();
- UnitMarine* ai_get_free_trade_ship();
- //--------------------------------------//
- virtual FirmHarbor* cast_to_FirmHarbor() { return this; };
- void add_queue(int unitId);
- void remove_queue(int unitId);
- void cancel_build_unit();
- //-------------- multiplayer checking codes ---------------//
- virtual UCHAR crc8();
- virtual void clear_ptr();
- private:
- int should_show_harbor_info();
- void disp_main_menu(int refreshFlag);
- void detect_main_menu();
- void disp_build_menu(int refreshFlag);
- void disp_build_button(int y, int unitId, int buttonUp);
- void disp_queue_button(int y, int unitId, int buttonUp);
- void detect_build_menu();
- void put_det(int refreshFlag);
- int detect_det();
- void disp_ship_goods(UnitMarine* shipUnit, int dispY1, int refreshFlag);
- void disp_ship_units(UnitMarine* shipUnit, int dispY1, int refreshFlag);
- void disp_build_info(int refreshFlag);
- void add_hosted_ship(int shipRecno);
- void process_build();
- void process_queue();
- void repair_ship();
- };
- #pragma pack()
- //--------------------------------------//
- #endif
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