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CPatchFramework.cpp
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152 lines (137 loc) · 4.47 KB
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#include "StdAfx.h"
#include "CPatchFramework.h"
void CPatchFramework::PreInit()
{
memset(m_szFileName, 0x00, 255);
Read_Parameters();
Log.WriteLine(std::string("Patch framework is started"));
}
CPatchFramework::~CPatchFramework()
{
Log.WriteLine(std::string("Patch framework is finished"));
}
void CPatchFramework::Init()
{
}
int CPatchFramework::CorrectScienceAgeBulbs(class_Leader * Civ, int Total_Bulbs)
{
float * p_Science_Age_Ratio = (float *)0x0066905C;
int D_Bulbs = (int)((float)Total_Bulbs * (*p_Science_Age_Ratio - 1.00));
Civ->Research_Bulbs += D_Bulbs;
return Civ->Research_Bulbs;
}
typedef char * (class_BIC::*BIC_Find_Resource)(char *, char);
char * CPatchFramework::Find_Resource(char * Resource_Name)
{
memset(m_szFileName, 0x00, 255);
memcpy(m_szFileName, Resource_Name, strlen(Resource_Name));
BIC_Find_Resource p_Find_Resource = NULL;
*(int *)(void *)&p_Find_Resource = 0x005982A0;
class_BIC * BIC = D.Get_BIC();
return (BIC->* p_Find_Resource)(m_szFileName, 0);
}
void CPatchFramework::Log_Unit_State(class_Unit * Unit, int State)
{
if(!_b_Log) return;
if(Unit->Body.UnitState == State)
return;
Unit_Log.Set_State(Unit, State);
}
void CPatchFramework::Log_Unit_Action(class_Unit * Unit, int Action)
{
if(!_b_Log) return;
log_string_format(&this->Log, "Unit #%04d at 0x%08X (Civ: %02d; Location: [%03d, %03d]; Type: %03d) action: %02d",
Unit->Body.ID, (int)(void *)Unit, Unit->Body.CivID,
Unit->Body.X, Unit->Body.Y, Unit->Body.UnitTypeID, Action);
}
void CPatchFramework::Log_Unit_Action_1(class_Unit * Unit, int Action, int Param1)
{
if(!_b_Log) return;
Unit_Log.ActionMethod(Unit, Param1, Action);
}
void CPatchFramework::Log_City_Action(class_City * City, int Action)
{
if(!_b_Log) return;
log_string_format(&this->Log, "City #%04d (%s) at 0x%08X (Civ: %02d; Location: [%03d, %03d]; Status: %03d) action: %02d",
City->Body.ID, City->Body.CityName, (int)(void *)City, City->Body.CivID,
City->Body.X, City->Body.Y, City->Body.Status, Action);
}
void CPatchFramework::Log_City_Action_1(class_City * City, int Action, int Param1)
{
if(!_b_Log) return;
log_string_format(&this->Log, "City #%04d (%s) at 0x%08X (Civ: %02d; Location: [%03d, %03d]; Status: %03d) action: %02d; param1: %d",
City->Body.ID, City->Body.CityName, (int)(void *)City, City->Body.CivID,
City->Body.X, City->Body.Y, City->Body.Status, Action, Param1);
}
void CPatchFramework::Log_Civ_Action(class_Leader * Civ, int Action)
{
if(!_b_Log) return;
log_string_format(&this->Log, "Civ #%02d (Race: #%02d) at 0x%08X (Status: %d) action: %02d",
Civ->ID, Civ->RaceID, (int)(void *)Civ, Civ->Status, Action);
}
void CPatchFramework::Log_Civ_Action_1(class_Leader * Civ, int Action, int Param1)
{
if(!_b_Log) return;
log_string_format(&this->Log, "Civ #%02d (Race: #%02d) at 0x%08X (Status: %d) action: %02d; param1: %d",
Civ->ID, Civ->RaceID, (int)(void *)Civ, Civ->Status, Action, Param1);
}
void CPatchFramework::Process_Unit_AI_Strategies(class_Unit * Unit, int AI_Strategies)
{
for(int i=0;i<Unit_AI_Type_Count;i++)
{
if(!( (AI_Strategies >> i) & 1) ) continue;
Log_Unit_Action_1(Unit, i + 3, 0);
if(i == UnitTypeAIValues::UTAIV_Flag_Unit)
{
F.Unit.f52(Unit, -1);
F.Unit.Set_Unit_State(Unit, 1);
}
else
F.Unit.AI_Method(Unit, i);
return;
}
F.Unit.Skip_Turn(Unit);
}
bool CPatchFramework::Process_Unit_AI_Strategies(class_Unit * Unit)
{
if(!F.Unit.f51(Unit))
{
class_Leader * _Unit_Civ = D.Get_Civ(Unit->Body.CivID);
if ( (1 << _Unit_Civ->ID) & D.Get_Game()->Civ_Flags_2 || !F.Unit.Check_Sacrifice(Unit, 0) )
{
if(Unit->Body.CivID)
{
int _AI_Strategy = D.Get_BIC()->UnitTypes[Unit->Body.UnitTypeID].AI_Strategy;
Process_Unit_AI_Strategies(Unit, _AI_Strategy);
}
else
{
F.Unit.f53(Unit);
}
}
else
{
if ( !F.Unit.Check_Sacrifice(Unit, 0) )
F.Unit.Skip_Turn(Unit);
if ( F.Common.Get_City_by_XY(Unit->Body.X, Unit->Body.Y) )
F.Unit.Sacrifice(Unit);
else
F.Unit.f55(Unit, 0x1D);
}
}
int Health = F.Unit.Get_Default_Hit_Points(Unit) - Unit->Body.Damage;
return Health < 0 || Health <= 9999 && !Health;
}
CFileLogger * CPatchFramework::Get_Log()
{
return &Log;
}
Game_Data * CPatchFramework::Get_Data()
{
return &D;
}
void CPatchFramework::Read_Parameters()
{
_b_Log = Ini.ReadBoolean("main", "log", false);
Log.Set_Log_Time(Ini.ReadBoolean("main", "log_time", false));
}