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faction.h
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// START A3HEADER
//
// This source file is part of the Atlantis PBM game program.
// Copyright (C) 1995-1999 Geoff Dunbar
//
// 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, in the file license.txt. If not, write
// to the Free Software Foundation, Inc., 59 Temple Place - Suite 330,
// Boston, MA 02111-1307, USA.
//
// See the Atlantis Project web page for details:
// http://www.prankster.com/project
//
// END A3HEADER
// MODIFICATIONS
// Date Person Comments
// ---- ------ --------
// 2000/MAR/14 Davis Kulis Added a new reporting Template.
// 2001/Feb/18 Joseph Traub Added Apprentices from Lacandon Conquest
#ifndef FACTION_CLASS
#define FACTION_CLASS
class Faction;
class Game;
#include "gameio.h"
#include "aregion.h"
#include "fileio.h"
#include "unit.h"
#include "battle.h"
#include "skills.h"
#include "items.h"
#include "alist.h"
#include "astring.h"
#include <unordered_map>
#include <unordered_set>
#include <vector>
enum {
A_HOSTILE,
A_UNFRIENDLY,
A_NEUTRAL,
A_FRIENDLY,
A_ALLY,
NATTITUDES
};
extern const std::string F_WAR;
extern const std::string F_TRADE;
extern const std::string F_MAGIC;
extern const std::string F_MARTIAL;
// DK
// LLS - make templates cleaner for save/restore
enum {
TEMPLATE_OFF,
TEMPLATE_SHORT,
TEMPLATE_LONG,
TEMPLATE_MAP,
NTEMPLATES
};
enum {
QUIT_NONE,
QUIT_BY_ORDER,
QUIT_BY_GM,
QUIT_AND_RESTART,
QUIT_WON_GAME,
QUIT_GAME_OVER,
};
extern char const ** AttitudeStrs;
extern std::vector<std::string> *FactionTypes;
// LLS - include strings for the template enum
extern char const **TemplateStrs;
int ParseTemplate(AString *);
int ParseAttitude(AString *);
int MagesByFacType(int);
class FactionVector {
public:
FactionVector(int);
~FactionVector();
void ClearVector();
void SetFaction(int, Faction *);
Faction *GetFaction(int);
Faction **vector;
int vectorsize;
};
class Attitude : public AListElem {
public:
Attitude();
~Attitude();
void Writeout(Aoutfile * );
void Readin( Ainfile *, ATL_VER version );
int factionnum;
int attitude;
};
enum FactionActivity {
TAX = 1,
TRADE = 2
};
class FactionPtr : public AListElem {
public:
Faction * ptr;
};
class Faction : public AListElem
{
public:
Faction();
Faction(int);
~Faction();
void Readin( Ainfile *, ATL_VER version );
void Writeout( Aoutfile * );
void View();
void SetName(AString *);
void SetNameNoChange( AString *str );
void SetAddress( AString &strNewAddress );
void CheckExist(ARegionList *);
void Error(const AString &);
void Event(const AString &);
AString FactionTypeStr();
void WriteReport( Areport *f, Game *pGame, int ** citems);
// LLS - write order template
void WriteTemplate(Areport *f, Game *pGame);
void WriteFacInfo(Aoutfile *);
void SetAttitude(int,int); /* faction num, attitude */
/* if attitude == -1, clear it */
int GetAttitude(int);
void RemoveAttitude(int);
int CanCatch(ARegion *,Unit *);
/* Return 1 if can see, 2 if can see faction */
int CanSee(ARegion *,Unit *, int practice = 0);
void DefaultOrders();
void TimesReward();
void SetNPC();
int IsNPC();
void DiscoverItem(int item, int force, int full);
int num;
//
// The type is only used if Globals->FACTION_LIMIT_TYPE ==
// FACLIM_FACTION_TYPES
//
std::unordered_map<std::string, int> type;
int lastchange;
int lastorders;
int unclaimed;
int bankaccount;
int interest; // not written to game.out
AString * name;
AString * address;
AString * password;
int times;
int showunitattitudes;
int temformat;
int battleLogFormat;
char exists;
int quit;
int numshows;
int nummages;
int numapprentices;
int numqms;
int numtacts;
// AList war_regions;
// AList trade_regions;
std::unordered_map<ARegion *, std::unordered_set<FactionActivity, std::hash<int>>> activity;
int GetActivityCost(FactionActivity type);
void RecordActivity(ARegion *region, FactionActivity type);
bool IsActivityRecorded(ARegion *region, FactionActivity type);
/* Used when writing reports */
AList present_regions;
int defaultattitude;
AList attitudes;
SkillList skills;
ItemList items;
//
// Both are lists of AStrings
//
AList extraPlayers;
AList errors;
AList events;
AList battles;
AList shows;
AList itemshows;
AList objectshows;
// These are used for 'granting' units to a faction via the players.in
// file
ARegion *pReg;
ARegion *pStartLoc;
int noStartLeader;
int startturn;
void WriteFactionStats(Areport *f, Game *pGame, int ** citems);
};
Faction * GetFaction(AList *,int);
Faction * GetFaction2(AList *,int); /*This AList is a list of FactionPtr*/
#endif