1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100
|
/*
* 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_WAR.H
//Description : Header of FirmWar war factory.
#ifndef __OF_WAR_H
#define __OF_WAR_H
#ifndef __OFIRM_H
#include <OFIRM.h>
#endif
//-------- Define constant ---------//
#define MAX_BUILD_QUEUE 20
struct FirmWarCrc;
//------- Define class FirmWar --------//
#pragma pack(1)
class FirmWar : public Firm
{
public:
short build_unit_id;
uint32_t last_process_build_frame_no;
float build_progress_days;
char build_queue_array[MAX_BUILD_QUEUE]; // it stores the unit id.
char build_queue_count;
int is_operating() { return productivity > 0 && build_unit_id; }
public:
FirmWar();
~FirmWar();
void put_info(int refreshFlag);
int detect_info();
void disp_main_menu(int refreshFlag);
int detect_main_menu();
void disp_build_menu(int refreshFlag);
int detect_build_menu();
void change_nation(int newNationRecno);
void next_day();
void process_ai();
virtual FirmWar* cast_to_FirmWar() { return this; };
void add_queue(int unitId, int amount = 1);
void remove_queue(int unitId, int amount = 1);
void cancel_build_unit();
//-------------- multiplayer checking codes ---------------//
virtual uint8_t crc8();
virtual void clear_ptr();
virtual void init_crc(FirmWarCrc *c);
enum {FIRMWAR_BUILD_BATCH_COUNT = 10}; // Number of units enqueued when holding shift - ensure this is less than MAX_BUILD_QUEUE
private:
void disp_war_info(int dispY1, int refreshFlag);
void disp_build_button(int y, int unitId, int buttonUp);
void disp_queue_button(int y, int unitId, int buttonUp);
void process_build();
void process_queue();
//-------- AI actions ---------//
void think_new_production();
int should_build_new_weapon();
int think_del();
};
#pragma pack()
//--------------------------------------//
#endif
|