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faction.h
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#ifndef FACTION_CLASS
#define FACTION_CLASS
// 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 "items.h"
#include "skills.h"
#include "helper.h"
#include "alist.h"
#include <list>
#include <vector>
class Ainfile;
class Aoutfile;
class ARegion;
class ARegionList;
class Areport;
class AString;
class Faction;
class Game;
class IEvent;
class JsonReport;
class Unit;
/// Relations between factions
enum Attitudes
{
A_HOSTILE,
A_UNFRIENDLY,
A_NEUTRAL,
A_FRIENDLY,
A_ALLY,
NATTITUDES
};
extern const char* *AttitudeStrs; ///< string for enum
int ParseAttitude(AString *); ///< enum from string
/// Places to spend faction points
enum FactionPointTypes
{
F_WAR,
F_TRADE,
F_MAGIC,
NFACTYPES
};
extern const char* *FactionStrs; ///< string for enum
/// Player report format
enum ReportFormat
{
TEMPLATE_OFF,
TEMPLATE_SHORT,
TEMPLATE_LONG,
TEMPLATE_MAP
};
/// Ways to quit
enum QuitCommand
{
QUIT_NONE,
QUIT_BY_ORDER,
QUIT_BY_GM,
QUIT_AND_RESTART,
QUIT_WON_GAME,
QUIT_GAME_OVER,
};
/// a list of factions
class FactionVector
{
public:
explicit FactionVector(int);
~FactionVector();
void ClearVector();
void SetFaction(int, Faction *);
Faction* GetFaction(int);
public: // data
Faction **vector;
int vectorsize;
};
/// wrapper of faction
class FactionPtr : public AListElem
{
public:
Faction *ptr;
};
/// toplevel container for one player to control
class Faction : public AListElem
{
public:
/// Track good and evil
enum Alignments
{
ALL_NEUTRAL,
SOME_EVIL,
SOME_GOOD,
ALIGN_ERROR
};
public:
/// simplest constructor
explicit Faction(Game &g);
/// construct with faction number
Faction(Game &g, int);
/// destructor
~Faction();
/// read from game file
void Readin(Ainfile *, ATL_VER version);
/// write to game file
void Writeout(Aoutfile *);
/// write short faction string
void View();
void SetName(AString *);
AString name() const;
void SetNameNoChange(AString *str);
void SetAddress(const AString &strNewAddress);
void CheckExist(ARegionList *);
void Error(const AString &);
void logEvent(IEvent *e);
AString FactionTypeStr();
void WriteReport(JsonReport &f, Game *pGame);
void WriteFacInfo(Aoutfile *);
void writeGlobalJson();
void SetAttitude(int num, int 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 practise = 0);
void DefaultOrders();
void TimesReward();
void SetNPC();
int IsNPC();
void DiscoverItem(int item, int force, int full);
protected: // data
AString *name_;
public: // data
Game &game_; ///< back pointer to game
int num;
int type[NFACTYPES]; ///< current placement of faction points
int lastchange;
int lastorders;
int unclaimed;
AString *address;
AString *password;
int times;
int temformat;
char exists;
int quit;
int numshows;
int nummages;
int numapprentices;
AList war_regions;
AList trade_regions;
// Used when writing reports
AList present_regions;
int defaultattitude;
AList attitudes;
SkillList skills;
ItemList items;
std::list<AString*> extraPlayers_;
std::vector<AString*> errors_;
std::vector<IEvent*> events_;
AList battles;
AList shows;
AList itemshows;
AList objectshows;
// used for 'granting' units to a faction via the players.in file
ARegion *pReg;
int noStartLeader;
Alignments alignments_;
};
Faction* GetFaction(AList *fac_list, int fac_num);
Faction* GetFaction2(AList *fac_ptr_list, int fac_num); // This AList is a list of FactionPtr
#endif