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|
{$INCLUDE Switches.inc}
unit UnitProcessing;
interface
uses
Protocol, Database;
type
TMoveType = (mtInvalid, mtMove, mtCapture, mtSpyMission, mtAttack,
mtBombard, mtExpel);
TMoveInfo = record
MoveType: TMoveType;
Cost, ToMaster, EndHealth, Defender, Dcix, Duix, EndHealthDef: integer;
MountainDelay: boolean;
end;
var
uixSelectedTransport: integer;
Worked: array [0 .. nPl - 1] of integer; { settler work statistics }
// Moving/Combat
function HostileDamage(p, mix, Loc, MP: integer): integer;
function CalculateMove(p, uix, ToLoc, MoveLength: integer; TestOnly: boolean;
var MoveInfo: TMoveInfo): integer;
function GetBattleForecast(Loc: integer; var BattleForecast: TBattleForecast;
var Duix, Dcix, AStr, DStr, ABaseDamage, DBaseDamage: integer): integer;
function LoadUnit(p, uix: integer; TestOnly: boolean): integer;
function UnloadUnit(p, uix: integer; TestOnly: boolean): integer;
procedure Recover(p, uix: integer);
function GetMoveAdvice(p, uix: integer; var a: TMoveAdviceData): integer;
function CanPlaneReturn(p, uix: integer;
PlaneReturnData: TPlaneReturnData): boolean;
// Terrain Improvement
function StartJob(p, uix, NewJob: integer; TestOnly: boolean): integer;
function Work(p, uix: integer): boolean;
function GetJobProgress(p, Loc: integer;
var JobProgressData: TJobProgressData): integer;
// Start/End Game
procedure InitGame;
procedure ReleaseGame;
implementation
uses
IPQ;
const
eMountains = $6000FFFF; // additional return code for server internal use
// tile control flags
coKnown = $02;
coTrue = $04;
ContraJobs: array [0 .. nJob - 1] of Set of 0 .. nJob - 1 = ([], // jNone
[jCity], // jRoad
[jCity], // jRR
[jCity, jTrans], // jClear
[jCity, jFarm, jAfforest, jMine, jBase, jFort], // jIrr
[jCity, jIrr, jAfforest, jMine, jBase, jFort], // jFarm
[jCity, jIrr, jFarm, jTrans], // jAfforest
[jCity, jTrans, jIrr, jFarm, jBase, jFort], // jMine
[jCity, jTrans], // jCanal
[jCity, jClear, jAfforest, jMine, jCanal], // jTrans
[jCity, jIrr, jFarm, jMine, jBase], // jFort
[jCity], // jPoll
[jCity, jIrr, jFarm, jMine, jFort], // jBase
[jCity], // jPillage
[jRoad .. jPillage]); // jCity
type
TToWorkList = array [0 .. INFIN, 0 .. nJob - 1] of word;
var
ToWork: ^TToWorkList; { work left for each tile and job }
{
Moving/Combat
____________________________________________________________________
}
function HostileDamage(p, mix, Loc, MP: integer): integer;
var
Tile: integer;
begin
Tile := RealMap[Loc];
if (RW[p].Model[mix].Domain >= dSea) or (RW[p].Model[mix].Kind = mkSettler)
and (RW[p].Model[mix].Speed >= 200) or
(Tile and (fCity or fRiver or fCanal) <> 0) or (Tile and fTerImp = tiBase)
or (GWonder[woGardens].EffectiveOwner = p) then
result := 0
else if (Tile and fTerrain = fDesert) and
(Tile and fSpecial <> fSpecial1 { Oasis } ) then
begin
assert((Tile and fTerImp <> tiIrrigation) and (Tile and fTerImp <> tiFarm));
result := (DesertThurst * MP - 1) div RW[p].Model[mix].Speed + 1
end
else if Tile and fTerrain = fArctic then
begin
assert((Tile and fTerImp <> tiIrrigation) and (Tile and fTerImp <> tiFarm));
result := (ArcticThurst * MP - 1) div RW[p].Model[mix].Speed + 1
end
else
result := 0
end;
function Controlled(p, Loc: integer; IsDest: boolean): integer;
{ whether tile at Loc is in control zone of enemy unit
returns combination of tile control flags }
var
Loc1, V8: integer;
Adjacent: TVicinity8Loc;
begin
result := 0;
if IsDest and (Occupant[Loc] = p) and (ZoCMap[Loc] > 0) then
exit;
// destination tile, not controlled if already occupied
if (RealMap[Loc] and fCity = 0) or (integer(RealMap[Loc] shr 27) <> p) and
(ServerVersion[p] >= $000EF0) then
begin // not own city
V8_to_Loc(Loc, Adjacent);
for V8 := 0 to 7 do
begin
Loc1 := Adjacent[V8];
if (Loc1 >= 0) and (Loc1 < MapSize) and (ZoCMap[Loc1] > 0) and
(Occupant[Loc1] >= 0) and (Occupant[Loc1] <> p) and
(RW[p].Treaty[Occupant[Loc1]] < trAlliance) then
if ObserveLevel[Loc1] and (3 shl (p * 2)) > 0 then
begin // p observes tile
result := coKnown or coTrue;
exit
end
else
result := coTrue; // p does not observe tile
end;
end
end;
function GetMoveCost(p, mix, FromLoc, ToLoc, MoveLength: integer;
var MoveCost: integer): integer;
// MoveLength - 2 for short move, 3 for long move
var
FromTile, ToTile: integer;
begin
result := eOK;
FromTile := RealMap[FromLoc];
ToTile := RealMap[ToLoc];
with RW[p].Model[mix] do
begin
case Domain of
dGround:
if (ToTile and fTerrain >= fGrass) then { domain ok }
// if (Flags and mdCivil<>0) and (ToTile and fDeadLands<>0) then result:=eEerie
// else
begin { valid move }
if (FromTile and (fRR or fCity) <> 0) and
(ToTile and (fRR or fCity) <> 0) then
if GWonder[woShinkansen].EffectiveOwner = p then
MoveCost := 0
else
MoveCost := Speed * (4 * 1311) shr 17 // move along railroad
else if (FromTile and (fRoad or fRR or fCity) <> 0) and
(ToTile and (fRoad or fRR or fCity) <> 0) or
(FromTile and ToTile and (fRiver or fCanal) <> 0) or
(Cap[mcAlpine] > 0) then
// move along road, river or canal
if Cap[mcOver] > 0 then
MoveCost := 40
else
MoveCost := 20
else if Cap[mcOver] > 0 then
result := eNoRoad
else
case Terrain[ToTile and fTerrain].MoveCost of
1:
MoveCost := 50; // plain terrain
2:
begin
assert(Speed - 150 <= 600);
MoveCost := 50 + (Speed - 150) * 13 shr 7; // heavy terrain
end;
3:
begin
MoveCost := Speed;
result := eMountains;
exit
end;
end;
MoveCost := MoveCost * MoveLength;
end
else
result := eDomainMismatch;
dSea:
if (ToTile and (fCity or fCanal) <> 0) or (ToTile and fTerrain < fGrass)
then { domain ok }
if (ToTile and fTerrain <> fOcean) or (Cap[mcNav] > 0) then
MoveCost := 50 * MoveLength { valid move }
else
result := eNoNav { navigation required for open sea }
else
result := eDomainMismatch;
dAir:
MoveCost := 50 * MoveLength; { always valid move }
end
end
end;
function CalculateMove(p, uix, ToLoc, MoveLength: integer; TestOnly: boolean;
var MoveInfo: TMoveInfo): integer;
var
uix1, p1, FromLoc, DestControlled, AStr, DStr, ABaseDamage,
DBaseDamage: integer;
PModel: ^TModel;
BattleForecast: TBattleForecast;
begin
with RW[p], Un[uix] do
begin
PModel := @Model[mix];
FromLoc := Loc;
BattleForecast.pAtt := p;
BattleForecast.mixAtt := mix;
BattleForecast.HealthAtt := Health;
BattleForecast.ExpAtt := Exp;
BattleForecast.FlagsAtt := Flags;
BattleForecast.Movement := Movement;
result := GetBattleForecast(ToLoc, BattleForecast, MoveInfo.Duix,
MoveInfo.Dcix, AStr, DStr, ABaseDamage, DBaseDamage);
if result = eHiddenUnit then
if TestOnly then
result := eOK // behave just like unit was moving
else if Mode > moLoading_Fast then
Map[ToLoc] := Map[ToLoc] or fHiddenUnit;
if result = eStealthUnit then
if TestOnly then
result := eOK // behave just like unit was moving
else if Mode > moLoading_Fast then
Map[ToLoc] := Map[ToLoc] or fStealthUnit;
if result < rExecuted then
exit;
case result of
eOK:
MoveInfo.MoveType := mtMove;
eExpelled:
MoveInfo.MoveType := mtExpel;
else
MoveInfo.MoveType := mtAttack;
end;
if MoveInfo.MoveType = mtMove then
begin
if Mode = moPlaying then
begin
p1 := RealMap[ToLoc] shr 27;
if (p1 < nPl) and (p1 <> p) and
((RealMap[Loc] shr 27 <> Cardinal(p1)) and (PModel.Kind <> mkDiplomat)
and (Treaty[p1] >= trPeace) and (Treaty[p1] < trAlliance) or
(RealMap[ToLoc] and fCity <> 0) and (Treaty[p1] >= trPeace)) then
begin
result := eTreaty;
exit
end; // keep peace treaty!
end;
if (RealMap[ToLoc] and fCity <> 0) and
(RealMap[ToLoc] shr 27 <> Cardinal(p)) then // empty enemy city
if PModel.Kind = mkDiplomat then
begin
MoveInfo.MoveType := mtSpyMission;
end
else if PModel.Domain = dGround then
begin
if PModel.Flags and mdCivil <> 0 then
begin
result := eNoCapturer;
exit
end;
MoveInfo.MoveType := mtCapture;
end
else
begin
if (PModel.Domain = dSea) and (PModel.Cap[mcArtillery] = 0) then
begin
result := eDomainMismatch;
exit
end
else if (PModel.Attack = 0) and
not((PModel.Cap[mcBombs] > 0) and (Flags and unBombsLoaded <> 0))
then
begin
result := eNoBombarder;
exit
end
else if Movement < 100 then
begin
result := eNoTime_Bombard;
exit
end;
MoveInfo.MoveType := mtBombard;
result := eBombarded;
end
end;
MoveInfo.MountainDelay := false;
if MoveInfo.MoveType in [mtAttack, mtBombard, mtExpel] then
begin
if (Master >= 0) or (PModel.Domain = dSea) and
(RealMap[Loc] and fTerrain >= fGrass) or (PModel.Domain = dAir) and
((RealMap[Loc] and fCity <> 0) or (RealMap[Loc] and fTerImp = tiBase))
then
begin
result := eViolation;
exit
end;
if MoveInfo.MoveType = mtBombard then
begin
MoveInfo.EndHealth := Health;
MoveInfo.EndHealthDef := -1;
end
else
begin
MoveInfo.EndHealth := BattleForecast.EndHealthAtt;
MoveInfo.EndHealthDef := BattleForecast.EndHealthDef;
end
end
else // if MoveInfo.MoveType in [mtMove,mtCapture,mtSpyMission] then
begin
if (Master >= 0) and (PModel.Domain < dSea) then
begin // transport unload
MoveInfo.Cost := PModel.Speed;
if RealMap[ToLoc] and fTerrain < fGrass then
result := eDomainMismatch;
end
else
begin
result := GetMoveCost(p, mix, FromLoc, ToLoc, MoveLength,
MoveInfo.Cost);
if result = eMountains then
begin
result := eOK;
MoveInfo.MountainDelay := true
end;
end;
if (result >= rExecuted) and (MoveInfo.MoveType = mtSpyMission) then
result := eMissionDone;
MoveInfo.ToMaster := -1;
if (result = eDomainMismatch) and (PModel.Domain < dSea) and
(PModel.Cap[mcOver] = 0) then
begin
for uix1 := 0 to nUn - 1 do
with Un[uix1] do // check load to transport
if (Loc = ToLoc) and
(TroopLoad < Model[mix].MTrans * Model[mix].Cap[mcSeaTrans]) then
begin
result := eLoaded;
MoveInfo.Cost := PModel.Speed;
MoveInfo.ToMaster := uix1;
if (uixSelectedTransport >= 0) and (uix1 = uixSelectedTransport)
then
Break;
end;
end
else if (PModel.Domain = dAir) and (PModel.Cap[mcAirTrans] = 0) and
(RealMap[ToLoc] and fCity = 0) and (RealMap[ToLoc] and fTerImp <> tiBase)
then
begin
for uix1 := 0 to nUn - 1 do
with Un[uix1] do
if (Loc = ToLoc) and
(AirLoad < Model[mix].MTrans * Model[mix].Cap[mcCarrier]) then
begin // load plane to ship
result := eLoaded;
MoveInfo.ToMaster := uix1;
if (uixSelectedTransport >= 0) and (uix1 = uixSelectedTransport)
then
Break;
end
end;
if result < rExecuted then
exit;
if (Master < 0) and (MoveInfo.ToMaster < 0) then
MoveInfo.EndHealth := Health - HostileDamage(p, mix, ToLoc,
MoveInfo.Cost)
else
MoveInfo.EndHealth := Health;
if (Mode = moPlaying) and (PModel.Flags and mdZOC <> 0) and (Master < 0)
and (MoveInfo.ToMaster < 0) and (Controlled(p, FromLoc, false) >= coTrue)
then
begin
DestControlled := Controlled(p, ToLoc, true);
if DestControlled >= coTrue + coKnown then
begin
result := eZOC;
exit
end
else if not TestOnly and (DestControlled >= coTrue) then
begin
result := eZOC_EnemySpotted;
exit
end
end;
if (Movement = 0) and (ServerVersion[p] >= $0100F1) or
(MoveInfo.Cost > Movement) then
if (Master >= 0) or (MoveInfo.ToMaster >= 0) then
begin
result := eNoTime_Load;
exit
end
else
begin
result := eNoTime_Move;
exit
end;
if (MoveInfo.EndHealth <= 0) or (MoveInfo.MoveType = mtSpyMission) then
result := result or rUnitRemoved;
// spy mission or victim of HostileDamage
end; // if MoveInfo.MoveType in [mtMove,mtCapture,mtSpyMission]
if MoveInfo.MoveType in [mtAttack, mtExpel] then
MoveInfo.Defender := Occupant[ToLoc]
else if RealMap[ToLoc] and fCity <> 0 then
begin // MoveInfo.Dcix not set yet
MoveInfo.Defender := RealMap[ToLoc] shr 27;
SearchCity(ToLoc, MoveInfo.Defender, MoveInfo.Dcix);
end
end
end; // CalculateMove
function GetBattleForecast(Loc: integer; var BattleForecast: TBattleForecast;
var Duix, Dcix, AStr, DStr, ABaseDamage, DBaseDamage: integer): integer;
var
Time, Defender, ABon, DBon, DCnt, MultiDamage: integer;
PModel, DModel: ^TModel;
begin
with BattleForecast do
begin
Defender := Occupant[Loc];
if (Defender < 0) or (Defender = pAtt) then
begin
result := eOK;
exit
end; // no attack, simple move
PModel := @RW[pAtt].Model[mixAtt];
Strongest(Loc, Duix, DStr, DBon, DCnt); { get defense strength and bonus }
if (PModel.Kind = mkDiplomat) and (RealMap[Loc] and fCity <> 0) then
begin // spy mission -- return as if move was possible
EndHealthAtt := HealthAtt;
EndHealthDef := RW[Defender].Un[Duix].Health;
result := eOK;
exit
end;
DModel := @RW[Defender].Model[RW[Defender].Un[Duix].mix];
if (RealMap[Loc] and fCity = 0) and (RealMap[Loc] and fTerImp <> tiBase)
then
begin
if (DModel.Cap[mcSub] > 0) and (RealMap[Loc] and fTerrain < fGrass) and
(ObserveLevel[Loc] shr (2 * pAtt) and 3 < lObserveAll) then
begin
result := eHiddenUnit;
exit;
end; // attacking submarine not allowed
if (DModel.Cap[mcStealth] > 0) and
(ObserveLevel[Loc] shr (2 * pAtt) and 3 <> lObserveSuper) then
begin
result := eStealthUnit;
exit;
end; // attacking stealth aircraft not allowed
if (DModel.Domain = dAir) and (DModel.Kind <> mkSpecial_Glider) and
(PModel.Domain <> dAir) then
begin
result := eDomainMismatch;
exit
end; // can't attack plane
end;
if ((PModel.Cap[mcArtillery] = 0) or ((ServerVersion[pAtt] >= $010200) and
(RealMap[Loc] and fTerrain < fGrass) and (DModel.Cap[mcSub] > 0)))
// ground units can't attack submarines
and ((PModel.Domain = dGround) and (RealMap[Loc] and fTerrain < fGrass) or
(PModel.Domain = dSea) and (RealMap[Loc] and fTerrain >= fGrass)) then
begin
result := eDomainMismatch;
exit
end;
if (PModel.Attack = 0) and not((PModel.Cap[mcBombs] > 0) and
(FlagsAtt and unBombsLoaded <> 0) and (DModel.Domain < dAir)) then
begin
result := eInvalid;
exit
end;
if Movement = 0 then
begin
result := eNoTime_Attack;
exit
end;
{$IFOPT O-}assert(InvalidTreatyMap = 0); {$ENDIF}
if RW[pAtt].Treaty[Defender] >= trPeace then
begin
if (PModel.Domain <> dAir) and (PModel.Attack > 0) and
(integer(RealMap[Loc] shr 27) = pAtt) then
if Movement >= 100 then
begin // expel friendly unit
EndHealthDef := RW[Defender].Un[Duix].Health;
EndHealthAtt := HealthAtt;
result := eExpelled
end
else
result := eNoTime_Expel
else
result := eTreaty;
exit;
end;
// calculate defender strength
if RealMap[Loc] and fCity <> 0 then
begin // consider city improvements
SearchCity(Loc, Defender, Dcix);
if (PModel.Domain < dSea) and (PModel.Cap[mcArtillery] = 0) and
((RW[Defender].City[Dcix].Built[imWalls] = 1) or
(Continent[RW[Defender].City[Dcix].Loc] = GrWallContinent[Defender]))
then
inc(DBon, 8)
else if (PModel.Domain = dSea) and
(RW[Defender].City[Dcix].Built[imCoastalFort] = 1) then
inc(DBon, 4)
else if (PModel.Domain = dAir) and
(RW[Defender].City[Dcix].Built[imMissileBat] = 1) then
inc(DBon, 4);
if RW[Defender].City[Dcix].Built[imBunker] = 1 then
inc(DBon, 4)
end;
if (PModel.Domain = dAir) and (DModel.Cap[mcAirDef] > 0) then
inc(DBon, 4);
DStr := DModel.Defense * DBon * 100;
if (DModel.Domain = dAir) and ((RealMap[Loc] and fCity <> 0) or
(RealMap[Loc] and fTerImp = tiBase)) then
DStr := 0;
if (DModel.Domain = dSea) and (RealMap[Loc] and fTerrain >= fGrass) then
DStr := DStr shr 1;
// calculate attacker strength
if PModel.Cap[mcWill] > 0 then
Time := 100
else
begin
Time := Movement;
if Time > 100 then
Time := 100;
end;
ABon := 4 + ExpAtt div ExpCost;
AStr := PModel.Attack;
if (FlagsAtt and unBombsLoaded <> 0) and (DModel.Domain < dAir) then
// use bombs
AStr := AStr + PModel.Cap[mcBombs] * PModel.MStrength * 2;
AStr := Time * AStr * ABon;
// calculate base damage for defender
if DStr = 0 then
DBaseDamage := RW[Defender].Un[Duix].Health
else
begin
DBaseDamage := HealthAtt * AStr div DStr;
if DBaseDamage = 0 then
DBaseDamage := 1;
if DBaseDamage > RW[Defender].Un[Duix].Health then
DBaseDamage := RW[Defender].Un[Duix].Health
end;
// calculate base damage for attacker
if AStr = 0 then
ABaseDamage := HealthAtt
else
begin
ABaseDamage := RW[Defender].Un[Duix].Health * DStr div AStr;
if ABaseDamage = 0 then
ABaseDamage := 1;
if ABaseDamage > HealthAtt then
ABaseDamage := HealthAtt
end;
// calculate final damage for defender
MultiDamage := 2;
if (ABaseDamage = HealthAtt) and (PModel.Cap[mcFanatic] > 0) and
not(RW[pAtt].Government in [gRepublic, gDemocracy, gFuture]) then
MultiDamage := MultiDamage * 2; // fanatic attacker died
EndHealthDef := RW[Defender].Un[Duix].Health - MultiDamage *
DBaseDamage div 2;
if EndHealthDef < 0 then
EndHealthDef := 0;
// calculate final damage for attacker
MultiDamage := 2;
if DBaseDamage = RW[Defender].Un[Duix].Health then
begin
if (DModel.Cap[mcFanatic] > 0) and
not(RW[Defender].Government in [gRepublic, gDemocracy, gFuture]) then
MultiDamage := MultiDamage * 2; // fanatic defender died
if PModel.Cap[mcFirst] > 0 then
MultiDamage := MultiDamage shr 1; // first strike unit wins
end;
Time := Movement;
if Time > 100 then
Time := 100;
EndHealthAtt := HealthAtt - MultiDamage * ABaseDamage div 2 -
HostileDamage(pAtt, mixAtt, Loc, Time);
if EndHealthAtt < 0 then
EndHealthAtt := 0;
if EndHealthDef > 0 then
result := eLost
else if EndHealthAtt > 0 then
result := eWon
else
result := eBloody
end
end; // GetBattleForecast
function LoadUnit(p, uix: integer; TestOnly: boolean): integer;
var
uix1, d, Cost, ToMaster: integer;
begin
result := eOK;
with RW[p].Un[uix] do
begin
d := RW[p].Model[mix].Domain;
if (Master >= 0) or (d = dSea) or
(RW[p].Model[mix].Cap[mcAirTrans] + RW[p].Model[mix].Cap[mcOver] > 0) then
result := eViolation
else
begin
ToMaster := -1;
for uix1 := 0 to RW[p].nUn - 1 do
if RW[p].Un[uix1].Loc = Loc then
with RW[p].Un[uix1], RW[p].Model[mix] do
if (d < dSea) and
(TroopLoad < MTrans * (Cap[mcSeaTrans] + Cap[mcAirTrans])) or
(d = dAir) and (AirLoad < MTrans * Cap[mcCarrier]) then
begin { load onto unit uix1 }
if (uixSelectedTransport < 0) or (uix1 = uixSelectedTransport)
then
begin
ToMaster := uix1;
Break
end
else if ToMaster < 0 then
ToMaster := uix1;
end;
if ToMaster < 0 then
result := eNoLoadCapacity
else
begin
if d = dAir then
Cost := 100
else
Cost := RW[p].Model[mix].Speed;
if Movement < Cost then
result := eNoTime_Load
else if not TestOnly then
begin
FreeUnit(p, uix);
dec(Movement, Cost);
if d = dAir then
inc(RW[p].Un[ToMaster].AirLoad)
else
inc(RW[p].Un[ToMaster].TroopLoad);
Master := ToMaster;
UpdateUnitMap(Loc);
end
end
end
end
end;
function UnloadUnit(p, uix: integer; TestOnly: boolean): integer;
var
Cost: integer;
begin
result := eOK;
with RW[p].Un[uix] do
if Master < 0 then
result := eNotChanged
else if (RW[p].Model[mix].Domain < dSea) and
(RealMap[Loc] and fTerrain < fGrass) then
result := eDomainMismatch
// else if (RW[p].Model[mix].Domain<dSea)
// and (RW[p].Model[mix].Flags and mdCivil<>0)
// and (RealMap[Loc] and fDeadLands<>0) then result:=eEerie
else
begin
if RW[p].Model[mix].Domain = dAir then
Cost := 100
else
Cost := RW[p].Model[mix].Speed;
if Movement < Cost then
result := eNoTime_Load
else if not TestOnly then
begin
dec(Movement, Cost);
if RW[p].Model[mix].Domain = dAir then
dec(RW[p].Un[Master].AirLoad)
else
begin
dec(RW[p].Un[Master].TroopLoad);
// Movement:=0 // no more movement after unload
end;
Master := -1;
PlaceUnit(p, uix);
UpdateUnitMap(Loc);
end;
end
end;
procedure Recover(p, uix: integer);
var
cix, Recovery: integer;
begin
with RW[p], Un[uix] do
begin
if (Master >= 0) and (Model[Un[Master].mix].Cap[mcSupplyShip] > 0) then
Recovery := FastRecovery { hospital ship }
else if RealMap[Loc] and fTerImp = tiBase then
Recovery := CityRecovery
else if RealMap[Loc] and fCity <> 0 then
begin { unit in city }
cix := nCity - 1;
while (cix >= 0) and (City[cix].Loc <> Loc) do
dec(cix);
if City[cix].Flags and chDisorder <> 0 then
Recovery := NoCityRecovery
else if (Model[mix].Domain = dGround) and
(City[cix].Built[imBarracks] + City[cix].Built[imElite] > 0) or
(Model[mix].Domain = dSea) and (City[cix].Built[imDockyard] = 1) or
(Model[mix].Domain = dAir) and (City[cix].Built[imAirport] = 1) then
Recovery := FastRecovery { city has baracks/shipyard/airport }
else
Recovery := CityRecovery
end
else if (RealMap[Loc] and fTerrain >= fGrass) and (Model[mix].Domain <> dAir)
then
Recovery := NoCityRecovery
else
Recovery := 0;
Recovery := Recovery * Movement div Model[mix].Speed;
{ recovery depends on movement unused }
if Recovery > Health then
Recovery := Health; // health max. doubled each turn
if Recovery > 100 - Health then
Recovery := 100 - Health;
inc(Health, Recovery);
end;
end;
function GetMoveAdvice(p, uix: integer; var a: TMoveAdviceData): integer;
const
// domains
gmaAir = 0;
gmaSea = 1;
gmaGround_NoZoC = 2;
gmaGround_ZoC = 3;
// flags
gmaNav = 4;
gmaOver = 4;
gmaAlpine = 8;
var
i, FromLoc, EndLoc, T, T1, maxmov, initmov, Loc, Loc1, FromTile, ToTile, V8,
MoveInfo, HeavyCost, RailCost, MoveCost, AddDamage, MaxDamage,
MovementLeft: integer;
Map: ^TTileList;
Q: TIPQ;
Adjacent: TVicinity8Loc;
From: array [0 .. lxmax * lymax - 1] of integer;
Time: array [0 .. lxmax * lymax - 1] of integer;
Damage: array [0 .. lxmax * lymax - 1] of integer;
MountainDelay, Resistant: boolean;
// tt,tt0: int64;
begin
// QueryPerformanceCounter(tt0);
MaxDamage := RW[p].Un[uix].Health - 1;
if MaxDamage > a.MaxHostile_MovementLeft then
if a.MaxHostile_MovementLeft >= 0 then
MaxDamage := a.MaxHostile_MovementLeft
else
MaxDamage := 0;
Map := @(RW[p].Map^);
if (a.ToLoc <> maNextCity) and ((a.ToLoc < 0) or (a.ToLoc >= MapSize)) then
begin
result := eInvalid;
exit
end;
if (a.ToLoc <> maNextCity) and (Map[a.ToLoc] and fTerrain = fUNKNOWN) then
begin
result := eNoWay;
exit
end;
with RW[p].Model[RW[p].Un[uix].mix] do
case Domain of
dGround:
if (a.ToLoc <> maNextCity) and (Map[a.ToLoc] and fTerrain = fOcean) then
begin
result := eDomainMismatch;
exit
end
else
begin
if Flags and mdZOC <> 0 then
MoveInfo := gmaGround_ZoC
else
MoveInfo := gmaGround_NoZoC;
if Cap[mcOver] > 0 then
inc(MoveInfo, gmaOver);
if Cap[mcAlpine] > 0 then
inc(MoveInfo, gmaAlpine);
HeavyCost := 50 + (Speed - 150) * 13 shr 7;
if GWonder[woShinkansen].EffectiveOwner = p then
RailCost := 0
else
RailCost := Speed * (4 * 1311) shr 17;
maxmov := Speed;
initmov := 0;
Resistant := (GWonder[woGardens].EffectiveOwner = p) or
(Kind = mkSettler) and (Speed >= 200);
end;
dSea:
if (a.ToLoc <> maNextCity) and (Map[a.ToLoc] and fTerrain >= fGrass) and
(Map[a.ToLoc] and (fCity or fUnit or fCanal) = 0) then
begin
result := eDomainMismatch;
exit
end
else
begin
MoveInfo := gmaSea;
if Cap[mcNav] > 0 then
inc(MoveInfo, gmaNav);
maxmov := UnitSpeed(p, RW[p].Un[uix].mix, 100);
initmov := maxmov - UnitSpeed(p, RW[p].Un[uix].mix,
RW[p].Un[uix].Health);
end;
dAir:
begin
MoveInfo := gmaAir;
maxmov := Speed;
initmov := 0;
end
end;
FromLoc := RW[p].Un[uix].Loc;
FillChar(Time, SizeOf(Time), 255); { -1 }
Damage[FromLoc] := 0;
Q := TIPQ.Create(MapSize);
Q.Put(FromLoc, (maxmov - RW[p].Un[uix].Movement) shl 8);
while Q.Get(Loc, T) do
begin
Time[Loc] := T;
if T >= (a.MoreTurns + 1) shl 20 then
begin
Loc := -1;
Break
end;
FromTile := Map[Loc];
if (Loc = a.ToLoc) or (a.ToLoc = maNextCity) and (FromTile and fCity <> 0)
then
Break;
if T and $FFF00 = $FFF00 then
inc(T, $100000); // indicates mountain delay
V8_to_Loc(Loc, Adjacent);
for V8 := 0 to 7 do
begin
Loc1 := Adjacent[V8];
if (Loc1 >= 0) and (Loc1 < MapSize) and (Time[Loc1] < 0) then
begin
ToTile := Map[Loc1];
if (Loc1 = a.ToLoc) and (ToTile and (fUnit or fOwned) = fUnit) and
not((MoveInfo and 3 = gmaSea) and (FromTile and fTerrain >= fGrass))
and not((MoveInfo and 3 = gmaAir) and ((FromTile and fCity <> 0) or
(FromTile and fTerImp = tiBase))) then
begin // attack position found
if Q.Put(Loc1, T + 1) then
From[Loc1] := Loc;
end
else if (ToTile and fTerrain <> fUNKNOWN) and
((Loc1 = a.ToLoc) or (ToTile and (fCity or fOwned) <> fCity))
// don't move through enemy cities
and ((Loc1 = a.ToLoc) or (ToTile and (fUnit or fOwned) <> fUnit))
// way is blocked
and (ToTile and not FromTile and fPeace = 0) and
((MoveInfo and 3 < gmaGround_ZoC) or (ToTile and FromTile and
fInEnemyZoc = 0) or (ToTile and fOwnZoCUnit <> 0) or
(FromTile and fCity <> 0) or (ToTile and (fCity or fOwned) = fCity or
fOwned)) then
begin
// calculate move cost, must be identic to GetMoveCost function
AddDamage := 0;
MountainDelay := false;
case MoveInfo of
gmaAir:
MoveCost := 50; { always valid move }
gmaSea:
if (ToTile and (fCity or fCanal) <> 0) or
(ToTile and fTerrain = fShore) then { domain ok }
MoveCost := 50 { valid move }
else
MoveCost := -1;
gmaSea + gmaNav:
if (ToTile and (fCity or fCanal) <> 0) or
(ToTile and fTerrain < fGrass) then { domain ok }
MoveCost := 50 { valid move }
else
MoveCost := -1;
else // ground unit
if (ToTile and fTerrain >= fGrass) then { domain ok }
begin { valid move }
if (FromTile and (fRR or fCity) <> 0) and
(ToTile and (fRR or fCity) <> 0) then
MoveCost := RailCost // move along railroad
else if (FromTile and (fRoad or fRR or fCity) <> 0) and
(ToTile and (fRoad or fRR or fCity) <> 0) or
(FromTile and ToTile and (fRiver or fCanal) <> 0) or
(MoveInfo and gmaAlpine <> 0) then
// move along road, river or canal
if MoveInfo and gmaOver <> 0 then
MoveCost := 40
else
MoveCost := 20
else if MoveInfo and gmaOver <> 0 then
MoveCost := -1
else
case Terrain[ToTile and fTerrain].MoveCost of
1:
MoveCost := 50; // plain terrain
2:
MoveCost := HeavyCost; // heavy terrain
3:
begin
MoveCost := maxmov;
MountainDelay := true;
end;
end;
// calculate HostileDamage
if not Resistant and (ToTile and fTerImp <> tiBase) then
if ToTile and (fTerrain or fCity or fRiver or fCanal or
fSpecial1 { Oasis } ) = fDesert then
begin
if V8 and 1 <> 0 then
AddDamage := ((DesertThurst * 3) * MoveCost - 1)
div maxmov + 1
else
AddDamage := ((DesertThurst * 2) * MoveCost - 1)
div maxmov + 1
end
else if ToTile and (fTerrain or fCity or fRiver or fCanal) = fArctic
then
begin
if V8 and 1 <> 0 then
AddDamage := ((ArcticThurst * 3) * MoveCost - 1)
div maxmov + 1
else
AddDamage := ((ArcticThurst * 2) * MoveCost - 1)
div maxmov + 1
end;
end
else
MoveCost := -1;
end;
if (MoveCost > 0) and not MountainDelay then
if V8 and 1 <> 0 then
inc(MoveCost, MoveCost * 2)
else
inc(MoveCost, MoveCost);
if (MoveInfo and 2 <> 0) // ground unit, check transport load/unload
and ((MoveCost < 0) and (ToTile and (fUnit or fOwned) = fUnit or
fOwned) // assume ship/airplane is transport -- load!
or (MoveCost >= 0) and (FromTile and fTerrain < fGrass)) then
MoveCost := maxmov; // transport load or unload
if MoveCost >= 0 then
begin { valid move }
MovementLeft := maxmov - T shr 8 and $FFF - MoveCost;
if (MovementLeft < 0) or ((MoveCost = 0) and (MovementLeft = 0))
then
begin // must wait for next turn
// calculate HostileDamage
if (MoveInfo and 2 <> 0) { ground unit }
and not Resistant and (FromTile and fTerImp <> tiBase) then
if FromTile and (fTerrain or fCity or fRiver or fCanal or
fSpecial1 { Oasis } ) = fDesert then
inc(AddDamage, (DesertThurst * (maxmov - T shr 8 and $FFF) -
1) div maxmov + 1)
else if FromTile and (fTerrain or fCity or fRiver or fCanal) = fArctic
then
inc(AddDamage, (ArcticThurst * (maxmov - T shr 8 and $FFF) -
1) div maxmov + 1);
T1 := T and $7FF000FF + $100000 + (initmov + MoveCost) shl 8;
end
else
T1 := T + MoveCost shl 8 + 1;
if MountainDelay then
T1 := T1 or $FFF00;
if (Damage[Loc] + AddDamage <= MaxDamage) and (T1 and $FF < $FF)
then
if Q.Put(Loc1, T1) then
begin
From[Loc1] := Loc;
Damage[Loc1] := Damage[Loc] + AddDamage;
end
end
end
end
end
end;
Q.Free;
if (Loc = a.ToLoc) or (a.ToLoc = maNextCity) and (Loc >= 0) and
(Map[Loc] and fCity <> 0) then
begin
a.MoreTurns := T shr 20;
EndLoc := Loc;
a.nStep := 0;
while Loc <> FromLoc do
begin
if Time[Loc] < $100000 then
inc(a.nStep);
Loc := From[Loc];
end;
Loc := EndLoc;
i := a.nStep;
while Loc <> FromLoc do
begin
if Time[Loc] < $100000 then
begin
dec(i);
if i < 25 then
begin
a.dx[i] := ((Loc mod lx * 2 + Loc div lx and 1) -
(From[Loc] mod lx * 2 + From[Loc] div lx and 1) + 3 * lx)
mod (2 * lx) - lx;
a.dy[i] := Loc div lx - From[Loc] div lx;
end
end;
Loc := From[Loc];
end;
a.MaxHostile_MovementLeft := maxmov - Time[EndLoc] shr 8 and $FFF;
if a.nStep > 25 then
a.nStep := 25;
result := eOK
end
else
result := eNoWay;
// QueryPerformanceCounter(tt);{time in s is: (tt-tt0)/PerfFreq}
end; // GetMoveAdvice
function CanPlaneReturn(p, uix: integer;
PlaneReturnData: TPlaneReturnData): boolean;
const
mfEnd = 1;
mfReached = 2;
var
uix1, T, T1, Loc, Loc1, FromTile, ToTile, V8, MoveCost, maxmov: integer;
Map: ^TTileList;
Q: TIPQ;
Adjacent: TVicinity8Loc;
MapFlags: array [0 .. lxmax * lymax - 1] of byte;
begin
Map := @(RW[p].Map^);
// calculate possible return points
FillChar(MapFlags, SizeOf(MapFlags), 0);
if RW[p].Model[RW[p].Un[uix].mix].Kind = mkSpecial_Glider then
begin
for Loc := 0 to MapSize - 1 do
if Map[Loc] and fTerrain >= fGrass then
MapFlags[Loc] := MapFlags[Loc] or mfEnd;
end
else
begin
for Loc := 0 to MapSize - 1 do
if (Map[Loc] and (fCity or fOwned) = fCity or fOwned) or
(Map[Loc] and fTerImp = tiBase) and (Map[Loc] and fObserved <> 0) and
(Map[Loc] and (fUnit or fOwned) <> fUnit) then
MapFlags[Loc] := MapFlags[Loc] or mfEnd;
if RW[p].Model[RW[p].Un[uix].mix].Cap[mcAirTrans] = 0 then
// plane can land on carriers
for uix1 := 0 to RW[p].nUn - 1 do
with RW[p].Un[uix1], RW[p].Model[mix] do
if AirLoad < MTrans * Cap[mcCarrier] then
MapFlags[Loc] := MapFlags[Loc] or mfEnd;
end;
with RW[p].Un[uix] do
begin
if Master >= 0 then // can return to same carrier, even if full now
MapFlags[Loc] := MapFlags[Loc] or mfEnd;
maxmov := RW[p].Model[mix].Speed;
end;
result := false;
Q := TIPQ.Create(MapSize);
Q.Put(PlaneReturnData.Loc, (maxmov - PlaneReturnData.Movement) shl 8);
while Q.Get(Loc, T) do
begin
MapFlags[Loc] := MapFlags[Loc] or mfReached;
if T >= (PlaneReturnData.Fuel + 1) shl 20 then
begin
result := false;
Break
end;
if MapFlags[Loc] and mfEnd <> 0 then
begin
result := true;
Break
end;
FromTile := Map[Loc];
V8_to_Loc(Loc, Adjacent);
for V8 := 0 to 7 do
begin
Loc1 := Adjacent[V8];
if (Loc1 >= 0) and (Loc1 < MapSize) and (MapFlags[Loc1] and mfReached = 0)
then
begin
ToTile := Map[Loc1];
if (ToTile and fTerrain <> fUNKNOWN) and
(ToTile and (fCity or fOwned) <> fCity)
// don't move through enemy cities
and (ToTile and (fUnit or fOwned) <> fUnit) // way is blocked
and (ToTile and not FromTile and fPeace = 0) then
begin
if V8 and 1 <> 0 then
MoveCost := 150
else
MoveCost := 100;
if MoveCost + T shr 8 and $FFF > maxmov then
// must wait for next turn
T1 := T and $7FF000FF + $100000 + MoveCost shl 8
else
T1 := T + MoveCost shl 8;
Q.Put(Loc1, T1);
end
end
end
end;
Q.Free;
end; // CanPlaneReturn
{
Terrain Improvement
____________________________________________________________________
}
function CalculateJobWork(p, Loc, Job: integer; var JobWork: integer): integer;
var
TerrType: integer;
begin
result := eOK;
TerrType := RealMap[Loc] and fTerrain;
with Terrain[TerrType] do
case Job of
jCity:
if RealMap[Loc] and fCity <> 0 then
result := eInvalid
else if IrrEff = 0 then
result := eNoCityTerrain
else
JobWork := CityWork;
jRoad:
if RealMap[Loc] and (fRoad or fRR) = 0 then
begin
JobWork := MoveCost * RoadWork;
if RealMap[Loc] and fRiver <> 0 then
if RW[p].Tech[adBridgeBuilding] >= tsApplicable then
inc(JobWork, RoadBridgeWork) { across river }
else
result := eNoBridgeBuilding
end
else
result := eInvalid;
jRR:
if RealMap[Loc] and fRoad = 0 then
result := eNoPreq
else if RealMap[Loc] and fRR <> 0 then
result := eInvalid
else
begin
JobWork := MoveCost * RRWork;
if RealMap[Loc] and fRiver <> 0 then
inc(JobWork, RRBridgeWork); { across river }
end;
jClear:
if (TerrType = fDesert) and (GWonder[woGardens].EffectiveOwner <> p)
then
result := eInvalid
else if ClearTerrain >= 0 then
JobWork := IrrClearWork
else
result := eInvalid;
jIrr:
begin
JobWork := IrrClearWork;
if (IrrEff = 0) or (RealMap[Loc] and fTerImp = tiIrrigation) or
(RealMap[Loc] and fTerImp = tiFarm) then
result := eInvalid
end;
jFarm:
if RealMap[Loc] and fTerImp <> tiIrrigation then
result := eNoPreq
else
begin
JobWork := IrrClearWork * FarmWork;
if (JobWork <= 0) or (RealMap[Loc] and fTerImp = tiFarm) then
result := eInvalid
end;
jAfforest:
if AfforestTerrain >= 0 then
JobWork := MineAfforestWork
else
result := eInvalid;
jMine:
begin
JobWork := MineAfforestWork;
if (MineEff = 0) or (RealMap[Loc] and fTerImp = tiMine) then
result := eInvalid
end;
jFort:
if RealMap[Loc] and fTerImp <> tiFort then
JobWork := MoveCost * FortWork
else
result := eInvalid;
jCanal:
if (RealMap[Loc] and fCanal = 0) and (TerrType in TerrType_Canalable)
then
JobWork := CanalWork
else
result := eInvalid;
jTrans:
begin
JobWork := TransWork;
if JobWork <= 0 then
result := eInvalid
end;
jPoll:
if RealMap[Loc] and fPoll <> 0 then
JobWork := PollWork
else
result := eInvalid;
jBase:
if RealMap[Loc] and fTerImp <> tiBase then
JobWork := MoveCost * BaseWork
else
result := eInvalid;
jPillage:
if RealMap[Loc] and (fRoad or fRR or fCanal or fTerImp) <> 0 then
JobWork := PillageWork
else
result := eInvalid;
end;
end; // CalculateJobWork
function StartJob(p, uix, NewJob: integer; TestOnly: boolean): integer;
var
JobWork, Loc0, p1, uix1, TerrType: integer;
begin
{$IFOPT O-}assert(1 shl p and InvalidTreatyMap = 0); {$ENDIF}
result := eOK;
with RW[p].Un[uix] do
begin
if NewJob = Job then
begin
result := eNotChanged;
exit
end;
if NewJob = jNone then
begin
if not TestOnly then
Job := jNone;
exit
end;
Loc0 := Loc;
if (RealMap[Loc0] and fDeadLands <> 0) and (NewJob <> jRoad) and
(NewJob <> jRR) then
begin
result := eDeadLands;
exit
end;
TerrType := RealMap[Loc0] and fTerrain;
if (RealMap[Loc0] and fCity <> 0) or (TerrType < fGrass) or (Master >= 0) or
not((NewJob = jPillage) and (RW[p].Model[mix].Domain = dGround) or
(RW[p].Model[mix].Kind = mkSettler) or (NewJob <> jCity) and
(RW[p].Model[mix].Kind = mkSlaves) and (GWonder[woPyramids].EffectiveOwner
>= 0)) then
begin
result := eInvalid;
exit
end;
if (JobPreq[NewJob] <> preNone) and
(RW[p].Tech[JobPreq[NewJob]] < tsApplicable) then
begin
result := eNoPreq;
exit
end;
result := CalculateJobWork(p, Loc0, NewJob, JobWork);
if (Mode = moPlaying) and (result = eOK) and (NewJob <> jPoll) then
begin // not allowed in territory of friendly nation
p1 := RealMap[Loc0] shr 27; // owner of territory
if (p1 < nPl) and (p1 <> p) and (RW[p].Treaty[p1] >= trPeace) then
result := eTreaty; // keep peace treaty!
end;
if TestOnly or (result < rExecuted) then
exit;
if (ToWork[Loc0, NewJob] = 0) or (ToWork[Loc0, NewJob] > JobWork) then
ToWork[Loc0, NewJob] := JobWork;
Job := NewJob;
Flags := Flags and not unFortified;
for uix1 := 0 to RW[p].nUn - 1 do
if (RW[p].Un[uix1].Loc = Loc) and
(RW[p].Un[uix1].Job in ContraJobs[NewJob]) then
RW[p].Un[uix1].Job := jNone; // stop contradictive jobs
if ServerVersion[p] < $000EF0 then
if Work(p, uix) then
result := eJobDone;
if (NewJob = jCity) and (result = eJobDone) then
begin
RemoveUnit_UpdateMap(p, uix);
result := eCity
end
else if Health <= 0 then
begin // victim of HostileDamage
RemoveUnit_UpdateMap(p, uix);
result := result or rUnitRemoved;
end;
if Mode > moLoading_Fast then
begin
if result = eCity then
begin
ObserveLevel[Loc0] := ObserveLevel[Loc0] and not(3 shl (2 * p));
Discover21(Loc0, p, lObserveUnhidden, true, true);
// CheckContact;
end
end
end; // with
end; // StartJob
function Work(p, uix: integer): boolean;
var
uix1, j0: integer;
begin
result := false;
with RW[p].Un[uix] do
if Movement >= 100 then
begin
assert(ToWork[Loc, Job] < $FFFF); // should have been set by StartJob
if Job >= jRoad then
if integer(Movement) >= integer(ToWork[Loc, Job]) then { work complete }
begin
result := true;
if Job <> jIrr then
Health := Health - HostileDamage(p, mix, Loc, ToWork[Loc, Job]);
dec(Movement, ToWork[Loc, Job]);
if not(Job in [jCity, jPillage, jPoll]) then
inc(Worked[p], ToWork[Loc, Job]);
if Job = jCity then
begin // found new city
FoundCity(p, Loc);
inc(Founded[p]);
with RW[p].City[RW[p].nCity - 1] do
begin
ID := p shl 12 + Founded[p] - 1;
Flags := chFounded;
end;
if Mode = moPlaying then
begin
LogCheckBorders(p, RW[p].nCity - 1);
RecalcPeaceMap(p);
end;
{$IFOPT O-} if Mode < moPlaying then
InvalidTreatyMap := not(1 shl p); {$ENDIF}
// territory should not be considered for the rest of the command
// execution, because during loading a game it's incorrect before
// subsequent sIntExpandTerritory is processed
RW[p].Un[uix].Health := 0; // causes unit to be removed later
end
else
CompleteJob(p, Loc, Job);
ToWork[Loc, Job] := 0;
j0 := Job;
for uix1 := 0 to RW[p].nUn - 1 do
if (RW[p].Un[uix1].Loc = Loc) and (RW[p].Un[uix1].Job = j0) then
RW[p].Un[uix1].Job := jNone
end
else
begin
dec(ToWork[Loc, Job], Movement);
if not(Job in [jCity, jPillage, jPoll]) then
inc(Worked[p], Movement);
Health := Health - HostileDamage(p, mix, Loc, Movement);
Movement := 0;
end
end
end; // work
function GetJobProgress(p, Loc: integer;
var JobProgressData: TJobProgressData): integer;
var
Job, JobResult, uix: integer;
begin
for Job := 0 to nJob - 1 do
begin
JobResult := CalculateJobWork(p, Loc, Job, JobProgressData[Job].Required);
if JobResult = eOK then
begin
if ToWork[Loc, Job] = $FFFF then // not calculated yet
JobProgressData[Job].Done := 0
else
JobProgressData[Job].Done := JobProgressData[Job].Required -
ToWork[Loc, Job]
end
else
begin
JobProgressData[Job].Required := 0;
JobProgressData[Job].Done := 0;
end;
JobProgressData[Job].NextTurnPlus := 0;
end;
for uix := 0 to RW[p].nUn - 1 do
if (RW[p].Un[uix].Loc = Loc) and (RW[p].Un[uix].Movement >= 100) then
inc(JobProgressData[RW[p].Un[uix].Job].NextTurnPlus,
RW[p].Un[uix].Movement);
result := eOK;
end;
{
Start/End Game
____________________________________________________________________
}
procedure InitGame;
begin
GetMem(ToWork, 2 * MapSize * nJob);
FillChar(ToWork^, 2 * MapSize * nJob, $FF);
end;
procedure ReleaseGame;
begin
FreeMem(ToWork);
end;
end.
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