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object.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
#ifndef OBJECT_CLASS
#define OBJECT_CLASS
class Object;
#include "alist.h"
#include "gamedefs.h"
#include "faction.h"
#include "items.h"
#include <map>
#include "external/nlohmann/json.hpp"
using json = nlohmann::json;
#define I_WOOD_OR_STONE -2
struct SacrificeEffect {
int granted_item;
int granted_amount;
int replace_object;
bool destroyed;
};
class ObjectType {
public:
char const *name;
enum {
DISABLED = 0x001,
NOMONSTERGROWTH = 0x002,
NEVERDECAY = 0x004,
CANENTER = 0x008,
CANMODIFY = 0x020,
TRANSPORT = 0x040,
GROUP = 0x080,
KEYBARRIER = 0x100, // Prevents entry to region except to unit with key
SACRIFICE = 0x200, // This object requires the sacrifice command
GRANTSKILL = 0x400, // This object grants a skill to the owner
NOANNIHILATE = 0x800, // This object cannot be annihilated
};
int flags;
int protect;
int capacity;
int sailors;
int maxMages;
int item;
int cost;
char const *skill;
int level;
int key_item; // item needed to enter region containing this object if it's a key barrier
int sacrifice_item; // item needed to sacrice to this object if it's a sacrifice object
int sacrifice_amount; // amount of item needed to sacrifice to this object if it's a sacrifice object
int granted_skill; // skill granted by this object to the owner
int granted_level; // level of skill granted by this object to the owner
SacrificeEffect sacrifice_effect; // effect of sacrificing to this object
int maxMaintenance;
int maxMonthlyDecay;
int maintFactor;
int monster;
int productionAided;
int defenceArray[NUM_ATTACK_TYPES];
};
extern ObjectType *ObjectDefs;
AString *ObjectDescription(int obj);
int LookupObject(AString *token);
int ParseObject(AString *, int ships);
int ObjectIsShip(int);
struct ShowObject {
int obj;
};
class Object : public AListElem
{
public:
Object(ARegion *region);
~Object();
void Readin(std::istream& f, AList *);
void Writeout(std::ostream& f);
void build_json_report(json& j, Faction *, int, int, int, int, int, int, int);
void SetName(AString *);
void SetDescribe(AString *);
Unit *GetUnit(int);
Unit *GetUnitAlias(int, int); /* alias, faction number */
Unit *get_unit_id(UnitId *unitid, int);
// AS
int IsRoad();
int IsFleet();
int IsBuilding();
int CanModify();
int CanEnter(ARegion *, Unit *);
Unit *ForbiddenBy(ARegion *, Unit *);
Unit *GetOwner();
void SetPrevDir(int);
void MoveObject(ARegion *toreg);
// Fleets
void ReadinFleet(std::istream &f);
void WriteoutFleet(std::ostream &f);
int CheckShip(int);
int GetNumShips(int);
void SetNumShips(int, int);
void AddShip(int);
AString FleetDefinition();
int FleetCapacity();
int FleetLoad();
int SailThroughCheck(int dir);
int FleetSailingSkill(int);
int GetFleetSize();
int GetFleetSpeed(int);
AString *name;
AString *describe;
ARegion *region;
int inner;
int num;
int type;
int incomplete;
int capacity;
int flying;
int load;
int runes;
int prevdir;
int mages;
int shipno;
int movepoints;
int destroyed; // how much points was destroyed so far this turn
std::vector<Unit *> units;
ItemList ships;
};
#endif