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skills.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 "skills.h"
#include "items.h"
#include "gamedata.h"
#include "gamedefs.h"
#include "fileio.h"
#include "astring.h"
int ParseSkill(const AString *token)
{
for (int i = 0; i < NSKILLS; ++i)
{
if (*token == SkillDefs[i].name ||
*token == SkillDefs[i].abbr)
{
if (SkillDefs[i].flags & SkillType::DISABLED)
return -1;
return i;
}
}
return -1;
}
AString SkillStrs(int i)
{
return AString(SkillDefs[i].name) + " [" + SkillDefs[i].abbr + "]";
}
int SkillCost(int skill)
{
return SkillDefs[skill].cost;
}
int SkillMax(int skill, int race)
{
const bool skill_is_magic = SkillDefs[skill].flags & SkillType::MAGIC;
// if non-leaders can't study magic
if (!Globals->MAGE_NONLEADERS)
{
// if skill requires magic and unit is not leaders
if (skill_is_magic && race != I_LEADERS)
return 0;
}
const int mantype = ItemDefs[race].index;
// use racial magic skill value as priority
if (skill_is_magic)
{
return ManDefs[mantype].magiclevel;
}
// check for racial specialized skill
for (unsigned c = 0; c < sizeof(ManDefs[mantype].skills) / sizeof(ManDefs[mantype].skills[0]); ++c)
{
if (ManDefs[mantype].skills[c] == skill)
return ManDefs[mantype].speciallevel;
}
return ManDefs[mantype].defaultlevel;
}
int GetLevelByDays(int dayspermen)
{
int z = 30;
int i = 0;
while (dayspermen >= z)
{
++i;
dayspermen -= z;
z += 30;
}
return i;
}
int GetDaysByLevel(int level)
{
int days = 0;
for (; level > 0; --level)
{
days += level * 30;
}
return days;
}
//----------------------------------------------------------------------------
Skill::Skill(int t, unsigned d)
: type(t)
, days(d)
{
}
void Skill::Readin(Ainfile *f)
{
type = f->GetInt();
days = f->GetInt();
}
void Skill::Writeout(Aoutfile *f) const
{
f->PutInt(type);
f->PutInt(days);
}
Skill* Skill::Split(int total, int leave)
{
Skill *temp = new Skill(type, (days * leave) / total);
days -= temp->days;
return temp;
}
//----------------------------------------------------------------------------
int SkillList::GetDays(int skill)
{
forlist(this)
{
const Skill *const s = (Skill*)elem;
if (s->type == skill)
return s->days;
}
return 0;
}
void SkillList::SetDays(int skill, int days)
{
//foreach skill known
forlist(this)
{
// look for the given skill
Skill *s = (Skill*)elem;
if (s->type != skill)
continue;
if (days == 0)
{
Remove(s);
delete s;
return;
}
//else
s->days = days;
return;
}
//else new skill
if (days != 0)
Add(new Skill(skill, days));
}
SkillList* SkillList::Split(int total, int leave)
{
SkillList *ret = new SkillList;
forlist(this)
{
Skill *s = (Skill*)elem;
Skill *n = s->Split(total, leave);
if (s->days == 0)
{
Remove(s);
delete s;
}
ret->Add(n);
}
return ret;
}
void SkillList::Combine(SkillList *b)
{
forlist(b)
{
const Skill *const s = (Skill*)elem;
SetDays(s->type, GetDays(s->type) + s->days);
}
}
AString SkillList::Report(int nummen)
{
if (!Num())
return "none";
AString temp;
bool i = false;
forlist(this)
{
const Skill *const s = (Skill*)elem;
if (i)
temp += ", ";
else
i = true;
temp += SkillStrs(s->type);
temp += AString(" ") + GetLevelByDays(s->days/nummen) +
AString(" (") + AString(s->days/nummen) + AString(")");
}
return temp;
}
void SkillList::Readin(Ainfile *f)
{
const int n = f->GetInt();
for (int i = 0; i < n; ++i)
{
Skill *s = new Skill;
s->Readin(f);
if (s->days == 0)
delete s;
else
Add(s);
}
}
void SkillList::Writeout(Aoutfile *f)
{
f->PutInt(Num());
forlist(this)
{
((Skill*)elem)->Writeout(f);
}
}