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production.cpp
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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
#include "production.h"
#include "fileio.h"
#include "gamedefs.h"
#include "gameio.h"
#include "items.h"
#include "gamedata.h"
#include "astring.h"
Production::Production()
{
itemtype = -1;
amount = 0;
baseamount = 0;
level = 0;
productivity = 0;
skill = -1;
}
Production::Production(int it, int maxamt)
{
itemtype = it;
amount = maxamt;
if (Globals->RANDOM_ECONOMY)
{
amount += getrandom(maxamt);
}
baseamount = amount;
level = 1;
productivity = 1;
skill = ItemDefs[it].pSkill;
}
void Production::Writeout(Aoutfile *f)
{
f->PutInt(itemtype);
f->PutInt(amount);
f->PutInt(baseamount);
f->PutInt(skill);
f->PutInt(level);
f->PutInt(productivity);
}
void Production::Readin(Ainfile *f)
{
itemtype = f->GetInt();
amount = f->GetInt();
baseamount = f->GetInt();
skill = f->GetInt();
level = f->GetInt();
productivity = f->GetInt();
}
AString Production::WriteReport()
{
return ItemString(itemtype, amount);
}
//----------------------------------------------------------------------------
void ProductionList::Writeout(Aoutfile *f)
{
f->PutInt(Num());
forlist(this)
{
((Production*)elem)->Writeout(f);
}
}
void ProductionList::Readin(Ainfile *f)
{
const int n = f->GetInt();
for (int i = 0; i < n; ++i)
{
Production *p = new Production;
p->Readin(f);
Add(p);
}
}
Production* ProductionList::GetProd(int t, int s)
{
forlist(this)
{
Production *p = (Production*)elem;
if (p->itemtype == t && p->skill == s)
return p;
}
return NULL;
}
void ProductionList::AddProd(Production *p)
{
Production *p2 = GetProd(p->itemtype, p->skill);
if (p2)
{
Remove(p2);
delete p2;
}
Add(p);
}