forked from FireEmblemUniverse/fireemblem8u
/
cp_order.c
236 lines (171 loc) · 4.94 KB
/
cp_order.c
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#include "global.h"
#include "proc.h"
#include "bmitem.h"
#include "bmunit.h"
#include "cp_common.h"
static void CpOrderMain(ProcPtr proc);
static void CpOrderBerserkInit(ProcPtr proc);
static void CpOrderFunc_BeginDecide(ProcPtr proc);
static int GetUnitBattleAiPriority(struct Unit* unit);
static int GetUnitAiPriority(struct Unit* unit);
static int BuildAiUnitList(void);
static void SortAiUnitList(int count);
static void CpOrderFunc_End(ProcPtr proc);
static
u32* CONST_DATA sUnitPriorityArray = (void*) gGenericBuffer;
struct ProcCmd CONST_DATA gProcScr_CpOrder[] =
{
PROC_NAME("E_CPORDER"),
PROC_REPEAT(CpOrderMain),
PROC_END,
};
struct ProcCmd CONST_DATA gProcScr_BerserkCpOrder[] =
{
PROC_NAME("E_BSKORDER"),
PROC_CALL(CpOrderBerserkInit),
PROC_REPEAT(CpOrderFunc_End),
PROC_END,
};
static
ProcFunc CONST_DATA sCpOrderFuncList[] =
{
CpOrderFunc_BeginDecide,
CpOrderFunc_End,
};
void CpOrderMain(ProcPtr proc)
{
sCpOrderFuncList[gAiState.orderState++](proc);
}
void CpOrderBerserkInit(ProcPtr proc)
{
int i, aiNum = 0;
u32 faction = gPlaySt.faction;
int factionUnitCountLut[3] = { 62, 20, 50 }; // TODO: named constant for those
for (i = 0; i < factionUnitCountLut[faction >> 6]; ++i)
{
struct Unit* unit = GetUnit(faction + i + 1);
if (!unit->pCharacterData)
continue;
if (unit->statusIndex != UNIT_STATUS_BERSERK)
continue;
if (unit->state & (US_HIDDEN | US_UNSELECTABLE | US_DEAD | US_RESCUED | US_HAS_MOVED_AI))
continue;
gAiState.units[aiNum++] = faction + i + 1;
}
if (aiNum != 0)
{
gAiState.units[aiNum] = 0;
gAiState.unitIt = gAiState.units;
AiDecideMainFunc = AiDecideMain;
Proc_StartBlocking(gProcScr_CpDecide, proc);
}
}
void CpOrderFunc_BeginDecide(ProcPtr proc)
{
int unitAmt = BuildAiUnitList();
if (unitAmt != 0)
{
SortAiUnitList(unitAmt);
gAiState.units[unitAmt] = 0;
gAiState.unitIt = gAiState.units;
AiDecideMainFunc = AiDecideMain;
Proc_StartBlocking(gProcScr_CpDecide, proc);
}
}
int GetUnitBattleAiPriority(struct Unit* unit)
{
int i, item;
u8 rangedAmt = 0;
u8 meleeAmt = 0;
for (i = 0; (i < UNIT_ITEM_COUNT) && !!(item = unit->items[i]); ++i)
{
if (!CanUnitUseWeapon(unit, item) && !CanUnitUseStaff(unit, item))
continue;
if (GetItemAttributes(item) & IA_STAFF)
{
return 72;
}
if (GetItemAttributes(item) & IA_WEAPON)
{
int range = GetItemMaxRange(item);
if (range > 1)
rangedAmt++;
else
meleeAmt++;
}
}
if (rangedAmt != 0)
return 40;
if (meleeAmt != 0)
return 20;
return 87;
}
int GetUnitAiPriority(struct Unit* unit)
{
int priority = UNIT_MOV(unit);
u16 lead = GetUnitLeaderCharId(unit);
if (UNIT_CATTRIBUTES(unit) & (CA_DANCE | CA_PLAY))
return priority - 149;
if (!(unit->aiFlags & AI_UNIT_FLAG_0))
{
priority += lead << 8;
if (UNIT_CATTRIBUTES(unit) & CA_STEAL)
return priority + 60;
if ((unit->pCharacterData->number == lead) || (UNIT_CATTRIBUTES(unit) & CA_LORD))
return priority + 87;
priority = priority + GetUnitBattleAiPriority(unit);
}
return priority;
}
int BuildAiUnitList(void)
{
int i, aiNum = 0;
u32 faction = gPlaySt.faction;
u32* prioIt = sUnitPriorityArray;
int factionUnitCountLut[3] = { 62, 20, 50 }; // TODO: named constant for those
for (i = 0; i < factionUnitCountLut[faction >> 6]; ++i)
{
struct Unit* unit = GetUnit(faction + i + 1);
if (!unit->pCharacterData)
continue;
if (unit->statusIndex == UNIT_STATUS_SLEEP)
continue;
if (unit->statusIndex == UNIT_STATUS_BERSERK)
continue;
if (unit->state & (US_HIDDEN | US_UNSELECTABLE | US_DEAD | US_RESCUED | US_HAS_MOVED_AI))
continue;
gAiState.units[aiNum] = faction + i + 1;
*prioIt++ = GetUnitAiPriority(unit);
aiNum++;
}
return aiNum;
}
void SortAiUnitList(int count)
{
int i, j;
if (count <= 1) // Redundant check
return;
++count; --count;
// this is a bubble sort, I think
for (i = 0; i <= count - 2; ++i)
{
for (j = count - 2; j >= i; --j)
{
if (sUnitPriorityArray[j] > sUnitPriorityArray[j+1])
{
// swap
int tmp;
tmp = sUnitPriorityArray[j];
sUnitPriorityArray[j] = sUnitPriorityArray[j+1];
sUnitPriorityArray[j+1] = tmp;
tmp = gAiState.units[j];
gAiState.units[j] = gAiState.units[j+1];
gAiState.units[j+1] = tmp;
}
}
}
}
void CpOrderFunc_End(ProcPtr proc)
{
Proc_Break(proc);
}