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events.h
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// START A3HEADER
//
// This source file is part of the Atlantis PBM game program.
// Copyright (C) 2020 Valdis Zobēla
//
// 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
#ifndef EVENTS_CLASS
#define EVENTS_CLASS
class Events;
class FactBase;
class BattleFact;
class AssassinationFact;
#include "unit.h"
#include <string>
#include <list>
#include <vector>
const std::string oneOf(const std::vector<std::string> &list);
const std::string oneOf(const std::string &a, const std::string &b);
std::string townType(const int type);
enum EventCategory {
EVENT_BATTLE,
EVENT_CITY_CAPTURE,
EVENT_MONSTER_HUNT,
EVENT_MONSTER_AGGRESSION,
EVENT_ASSASSINATION,
EVENT_ANNIHILATION,
EVENT_ANOMALY,
};
struct Event {
EventCategory category;
int score;
std::string text;
};
class FactBase {
public:
virtual ~FactBase() = 0;
virtual void GetEvents(std::list<Event> &events) = 0;
};
class Events {
public:
Events();
~Events();
std::string Write(std::string worldName, std::string month, int year);
void AddFact(FactBase *fact);
private:
std::list<FactBase *> facts;
};
struct BattleSide {
int factionNum;
std::string factionName;
int unitNum;
std::string unitName;
int total;
int mages;
int monsters;
int undead;
int fmi;
int lost;
int magesLost;
int fmiLost;
int undeadLost;
int monstersLost;
void AssignUnit(Unit* unit);
void AssignArmy(Army* army);
};
namespace events {
enum LandmarkType {
UNKNOWN,
SETTLEMENT,
FORTIFICATION,
MOUNTAIN,
FOREST,
VOLCANO,
RIVER,
FORD,
OCEAN
};
}
struct Landmark {
events::LandmarkType type;
std::string name;
std::string title;
int distance;
int weight;
int x;
int y;
int z;
};
bool compareLandmarks(const Landmark &a, const Landmark &b);
struct EventLocation {
int x;
int y;
int z;
int terrainType;
std::string province;
std::string settlement;
int settlementType;
std::vector<Landmark> landmarks;
const std::string GetTerrainName(const bool plural);
const Landmark* GetSignificantLandmark();
static const EventLocation Create(ARegion* region);
};
class BattleFact : public FactBase {
public:
BattleFact();
~BattleFact();
void GetEvents(std::list<Event> &events);
EventLocation location;
BattleSide attacker;
BattleSide defender;
std::string fortification;
int fortificationType;
int outcome; // BATTLE_LOST, BATTLE_WON, BATTLE_DRAW
};
class AssassinationFact : public FactBase {
public:
AssassinationFact();
~AssassinationFact();
void GetEvents(std::list<Event> &events);
EventLocation location;
// BattleSide victim;
int outcome; // BATTLE_LOST, BATTLE_WON, BATTLE_DRAW
};
class AnnihilationFact : public FactBase {
public:
AnnihilationFact();
~AnnihilationFact();
void GetEvents(std::list<Event> &events);
std::string message;
};
class AnomalyFact : public FactBase {
public:
AnomalyFact();
~AnomalyFact();
void GetEvents(std::list<Event> &events);
ARegion *location;
};
#endif