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object.cpp
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object.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
// 13/06/04 changed Object class to handle fleets (ravanrooke)
#include "object.h"
#include "items.h"
#include "skills.h"
#include "gamedata.h"
#include "unit.h"
int LookupObject(AString *token)
{
for (int i = 0; i < NOBJECTS; i++) {
if (*token == ObjectDefs[i].name) return i;
}
return -1;
}
/* ParseObject checks for matching Object types AND
* for matching ship-type items (which are also
* produced using the build order) if the ships
* argument is given.
*/
int ParseObject(AString *token, int ships)
{
// Check for ship-type items:
if (ships > 0) {
for (int i=0; i<NITEMS; i++) {
if (ItemDefs[i].type & IT_SHIP) {
if ((*token == ItemDefs[i].name) ||
(*token == ItemDefs[i].abr)) {
if (ItemDefs[i].flags & ItemType::DISABLED) continue;
return -(i+1);
}
}
}
}
for (int i=O_DUMMY+1; i<NOBJECTS; i++) {
if (*token == ObjectDefs[i].name) {
if (ObjectDefs[i].flags & ObjectType::DISABLED) return -1;
return i;
}
}
return -1;
}
int ObjectIsShip(int ot)
{
if (ObjectDefs[ot].capacity) return 1;
return 0;
}
Object::Object(ARegion *reg)
{
num = 0;
type = O_DUMMY;
name = new AString("Dummy");
incomplete = 0;
describe = 0;
capacity = 0;
mages = 0;
inner = -1;
runes = 0;
region = reg;
prevdir = -1;
flying = 0;
movepoints = Globals->PHASED_MOVE_OFFSET % Globals->MAX_SPEED;
ships.Empty();
}
Object::~Object()
{
if (name) delete name;
if (describe) delete describe;
region = (ARegion *)NULL;
}
void Object::Writeout(Aoutfile *f)
{
f->PutInt(num);
if (IsFleet()) f->PutStr(ObjectDefs[O_FLEET].name);
else if (type != -1) f->PutStr(ObjectDefs[type].name);
else f->PutStr("NO_OBJECT");
f->PutInt(incomplete);
f->PutStr(*name);
if (describe) {
f->PutStr(*describe);
} else {
f->PutStr("none");
}
f->PutInt(inner);
if (Globals->PREVENT_SAIL_THROUGH && !Globals->ALLOW_TRIVIAL_PORTAGE)
f->PutInt(prevdir);
else
f->PutInt(-1);
f->PutInt(runes);
f->PutInt(units.Num());
forlist ((&units))
((Unit *) elem)->Writeout(f);
WriteoutFleet(f);
}
void Object::Readin(Ainfile *f, AList *facs, ATL_VER v)
{
AString *temp;
num = f->GetInt();
temp = f->GetStr();
type = LookupObject(temp);
delete temp;
incomplete = f->GetInt();
if (name) delete name;
name = f->GetStr();
describe = f->GetStr();
if (*describe == "none") {
delete describe;
describe = 0;
}
inner = f->GetInt();
prevdir = f->GetInt();
runes = f->GetInt();
// Now, fix up a save file if ALLOW_TRIVIAL_PORTAGE is allowed, just
// in case it wasn't when the save file was made.
if (Globals->ALLOW_TRIVIAL_PORTAGE) prevdir = -1;
int i = f->GetInt();
for (int j=0; j<i; j++) {
Unit *temp = new Unit;
temp->Readin(f, facs, v);
if (!temp->faction)
continue;
temp->MoveUnit(this);
if (!(temp->faction->IsNPC())) region->visited = 1;
}
mages = ObjectDefs[type].maxMages;
ReadinFleet(f);
}
void Object::SetName(AString *s)
{
if (s && (CanModify())) {
AString *newname = s->getlegal();
if (!newname) {
delete s;
return;
}
delete s;
delete name;
*newname += AString(" [") + num + "]";
name = newname;
}
}
void Object::SetDescribe(AString *s)
{
if (CanModify()) {
if (describe) delete describe;
if (s) {
AString *newname = s->getlegal();
delete s;
describe = newname;
} else describe = 0;
}
}
int Object::IsFleet()
{
if (type == O_FLEET) return 1;
if (ObjectDefs[type].sailors > 0) return 1;
if (ships.Num() > 0) return 1;
return 0;
}
int Object::IsBuilding()
{
if (ObjectDefs[type].protect)
return 1;
return 0;
}
int Object::CanModify()
{
return (ObjectDefs[type].flags & ObjectType::CANMODIFY);
}
Unit *Object::GetUnit(int num)
{
forlist((&units))
if (((Unit *) elem)->num == num)
return ((Unit *) elem);
return 0;
}
Unit *Object::GetUnitAlias(int alias, int faction)
{
// First search for units with the 'formfaction'
forlist((&units)) {
if (((Unit *)elem)->alias == alias &&
((Unit *)elem)->formfaction->num == faction)
return ((Unit *)elem);
}
// Now search against their current faction
{
forlist((&units)) {
if (((Unit *) elem)->alias == alias &&
((Unit *) elem)->faction->num == faction)
return ((Unit *) elem);
}
}
return 0;
}
Unit *Object::GetUnitId(UnitId *id, int faction)
{
if (id == 0) return 0;
if (id->unitnum) {
return GetUnit(id->unitnum);
} else {
if (id->faction) {
return GetUnitAlias(id->alias, id->faction);
} else {
return GetUnitAlias(id->alias, faction);
}
}
}
int Object::CanEnter(ARegion *reg, Unit *u)
{
if (!(ObjectDefs[type].flags & ObjectType::CANENTER) &&
(u->type == U_MAGE || u->type == U_NORMAL ||
u->type == U_APPRENTICE)) {
return 0;
}
return 1;
}
Unit *Object::ForbiddenBy(ARegion *reg, Unit *u)
{
Unit *owner = GetOwner();
if (!owner || type == O_GATEWAY) {
return(0);
}
if (owner->GetAttitude(reg, u) < A_FRIENDLY) {
return owner;
}
return 0;
}
Unit *Object::GetOwner()
{
Unit *owner = (Unit *) units.First();
return(owner);
}
void Object::Report(Areport *f, Faction *fac, int obs, int truesight,
int detfac, int passobs, int passtrue, int passdetfac, int present)
{
ObjectType *ob = &ObjectDefs[type];
if ((type != O_DUMMY) && !present) {
if (IsFleet() &&
!(Globals->TRANSIT_REPORT & GameDefs::REPORT_SHOW_SHIPS)) {
// This is a ship and we don't see ships in transit
return;
}
if (IsBuilding() &&
!(Globals->TRANSIT_REPORT & GameDefs::REPORT_SHOW_BUILDINGS)) {
// This is a building and we don't see buildings in transit
return;
}
if (IsRoad() &&
!(Globals->TRANSIT_REPORT & GameDefs::REPORT_SHOW_ROADS)) {
// This is a road and we don't see roads in transit
return;
}
}
/* Fleet Report */
if (IsFleet()) {
AString temp = AString("+ ") + *name + " : " + FleetDefinition();
/* report ships:
for (int item=0; item<NITEMS; item++) {
int num = GetNumShips(item);
if (num > 0) {
if (num > 1) {
temp += AString(", ") + num + " " + ItemDefs[item].names;
} else {
temp += AString(", ") + num + " " +ItemDefs[item].name;
}
}
}
*/
if ((GetOwner() && fac == GetOwner()->faction) || (obs > 9)){
temp += ";";
if (incomplete > 0) {
temp += AString(" ") + incomplete + "% damaged;";
}
temp += AString(" Load: ") + FleetLoad() + "/" + FleetCapacity() + ";";
temp += AString(" Sailors: ") + FleetSailingSkill(1) + "/" + GetFleetSize() + ";";
temp += AString(" MaxSpeed: ") + GetFleetSpeed(1);
}
if ((Globals->PREVENT_SAIL_THROUGH) &&
(!Globals->ALLOW_TRIVIAL_PORTAGE)) {
if ((flying < 1) &&
(TerrainDefs[region->type].similar_type != R_OCEAN)) {
int dir = 0;
int first = 1;
temp += AString("; Sail directions: ");
for (dir = 0; dir < NDIRS; dir++) {
if (SailThroughCheck(dir) == 1) {
if (first == 1) first = 0;
else temp += AString(", ");
temp += DirectionAbrs[dir];
}
}
}
}
if (describe) {
temp += AString("; ") + *describe;
}
temp += ".";
f->PutStr(temp);
f->AddTab();
} else if (type != O_DUMMY) {
AString temp = AString("+ ") + *name + " : " + ob->name;
if (incomplete > 0) {
temp += AString(", needs ") + incomplete;
} else if (Globals->DECAY &&
!(ob->flags & ObjectType::NEVERDECAY) && incomplete < 1) {
if (incomplete > (0 - ob->maxMonthlyDecay)) {
temp += ", about to decay";
} else if (incomplete > (0 - ob->maxMaintenance/2)) {
temp += ", needs maintenance";
}
}
if (inner != -1) {
temp += ", contains an inner location";
}
if (runes) {
temp += ", engraved with Runes of Warding";
}
if (describe) {
temp += AString("; ") + *describe;
}
if (!(ob->flags & ObjectType::CANENTER)) {
temp += ", closed to player units";
}
temp += ".";
f->PutStr(temp);
f->AddTab();
}
forlist ((&units)) {
Unit *u = (Unit *) elem;
int attitude = fac->GetAttitude(u->faction->num);
if (u->faction == fac) {
u->WriteReport(f, -1, 1, 1, 1, attitude, fac->showunitattitudes);
} else {
if (present) {
u->WriteReport(f, obs, truesight, detfac, type != O_DUMMY, attitude, fac->showunitattitudes);
} else {
if (((type == O_DUMMY) &&
(Globals->TRANSIT_REPORT &
GameDefs::REPORT_SHOW_OUTDOOR_UNITS)) ||
((type != O_DUMMY) &&
(Globals->TRANSIT_REPORT &
GameDefs::REPORT_SHOW_INDOOR_UNITS)) ||
((u->guard == GUARD_GUARD) &&
(Globals->TRANSIT_REPORT &
GameDefs::REPORT_SHOW_GUARDS))) {
u->WriteReport(f, passobs, passtrue, passdetfac,
type != O_DUMMY, attitude, fac->showunitattitudes);
}
}
}
}
f->EndLine();
if (type != O_DUMMY) {
f->DropTab();
}
}
void Object::SetPrevDir(int newdir)
{
prevdir = newdir;
}
void Object::MoveObject(ARegion *toreg)
{
region->objects.Remove(this);
region = toreg;
toreg->objects.Add(this);
}
int Object::IsRoad()
{
if (type >= O_ROADN && type <= O_ROADS) return 1;
return 0;
}
/* Performs a basic check on items for ship-types.
* (note: always fails for non-Fleet Objects.)
*/
int Object::CheckShip(int item)
{
if (item < 0) return 0;
if (!IsFleet()) return 0;
if (ItemDefs[item].type & IT_SHIP) return 1;
return 0;
}
void Object::WriteoutFleet(Aoutfile *f)
{
if (!IsFleet()) return;
int nships = (int) ships.Num();
f->PutInt(nships);
forlist(&ships)
((Item *) elem)->Writeout(f);
}
void Object::ReadinFleet(Ainfile *f)
{
if (type != O_FLEET) return;
int nships = f->GetInt();
for (int i=0; i<nships; i++) {
Item *ship = new Item;
ship->Readin(f);
if (ship->type >= 0)
SetNumShips(ship->type, ship->num);
delete ship;
}
}
/* Returns the number of component ships of a given
* type.
*/
int Object::GetNumShips(int type)
{
if (CheckShip(type) != 0) {
forlist(&ships) {
Item *ship = (Item *) elem;
if (ship->type == type) {
return ship->num;
}
}
}
return 0;
}
/* Erases possible previous entries for ship type
* and resets the number of ships.
*/
void Object::SetNumShips(int type, int num)
{
if (CheckShip(type) != 0) {
if (num > 0) {
forlist(&ships) {
Item *ship = (Item *) elem;
if (ship->type == type) {
ship->num = num;
FleetCapacity();
return;
}
}
Item *ship = new Item;
ship->type = type;
ship->num = num;
ships.Add(ship);
FleetCapacity();
} else {
forlist(&ships) {
Item *ship = (Item *) elem;
if (ship->type == type) {
ships.Remove(ship);
delete ship;
FleetCapacity();
return;
}
}
}
}
}
/* Adds one ship of the given type.
*/
void Object::AddShip(int type)
{
if (CheckShip(type) == 0) return;
int num = GetNumShips(type);
num++;
SetNumShips(type, num);
}
/* Returns the String 'Fleet' for multi-ship fleets
* and the name of the ship for single ship fleets
*/
AString Object::FleetDefinition()
{
AString fleet;
int shiptype = -1;
int num = 0;
for (int i=0; i<NITEMS; i++) {
if (ItemDefs[i].type & IT_SHIP) {
int sn = GetNumShips(i);
if (sn > 0) {
num += sn;
shiptype = i;
}
}
}
if (num == 1) fleet = ItemDefs[shiptype].name;
else {
fleet = ObjectDefs[type].name;
// report ships:
for (int item=0; item<NITEMS; item++) {
num = GetNumShips(item);
if (num > 0) {
if (num > 1) {
fleet += AString(", ") + num + " " + ItemDefs[item].names;
} else {
fleet += AString(", ") + num + " " +ItemDefs[item].name;
}
}
}
}
return fleet;
}
/* Sets a fleet's sailing capacity.
*/
int Object::FleetCapacity()
{
AString *oname;
int ot;
capacity = 0;
// Calculate the maximum number of mages while we're at it
mages = 0;
if (!IsFleet()) return 0;
// Fleets are assumed to be flying, at least until we find any
// non-flying vessels in them
flying = 1;
for (int item=0; item < NITEMS; item++) {
int num = GetNumShips(item);
if (num < 1) continue;
if (ItemDefs[item].fly > 0) {
capacity += num * ItemDefs[item].fly;
} else {
capacity += num * ItemDefs[item].swim;
flying = 0;
}
oname = new AString(ItemDefs[item].name);
ot = LookupObject(oname);
delete oname;
if (ot > 0) {
mages += num * ObjectDefs[ot].maxMages;
}
}
return capacity;
}
/* Returns a fleet's load or -1 for non-fleet objects.
*/
int Object::FleetLoad()
{
int load = -1;
int wgt = 0;
if (IsFleet()) {
forlist(&units) {
Unit * unit = (Unit *) elem;
wgt += unit->Weight();
}
load = wgt;
}
return load;
}
/* Return 1 if fleet can sail to a direction without sailing through land, or
* 0 if it cannot
*/
int Object::SailThroughCheck(int dir)
{
if (IsFleet()) {
// if target region doesn't exist, cannot be sailed into
if (!region->neighbors[dir]) {
return 0;
}
// flying fleets always can sail through
if (flying == 1) {
return 1;
}
// from ocean sailing is always possible
if (TerrainDefs[region->type].similar_type == R_OCEAN) {
return 1;
}
// fleet is not flying and it is in a land region. Check that it
// doesn's sail inland
if (TerrainDefs[region->neighbors[dir]->type].similar_type != R_OCEAN) {
return 0;
}
// sailing from land into ocean. If sail through is allowed, allow it
if (!Globals->PREVENT_SAIL_THROUGH) {
return 1;
}
// if the fleet hadn't sailed before, it can go in any direction
if (prevdir == -1) {
return 1;
}
// fleet can always sail backward
if (prevdir == dir) {
return 1;
}
// Now we have to check that fleet is not sailing through land
{
// Fleet is on land, it is not flying and comes from another region
// so check that the fleet goes not through land
int blocked1 = 0;
int blocked2 = 0;
int d1 = prevdir;
int d2 = dir;
if (d1 > d2) {
int tmp = d1;
d1 = d2;
d2 = tmp;
}
for (int k = d1+1; k < d2; k++) {
ARegion *land1 = region->neighbors[k];
if ((!land1) ||
(TerrainDefs[land1->type].similar_type !=
R_OCEAN))
blocked1 = 1;
}
int sides = NDIRS - 2 - (d2 - d1 - 1);
for (int l = d2+1; l <= d2 + sides; l++) {
int dl = l;
if (dl >= NDIRS) dl -= NDIRS;
ARegion *land2 = region->neighbors[dl];
if ((!land2) ||
(TerrainDefs[land2->type].similar_type !=
R_OCEAN))
blocked2 = 1;
}
if ((blocked1) && (blocked2)) {
return 0;
}
else {
return 1;
}
}
}
return 0;
}
/* Returns the total skill level of all sailors.
* If report is not 0, returns the total skill level of all
* units regardless if they have sail orders (for report
* purposes).
*/
int Object::FleetSailingSkill(int report)
{
int skill = -1;
int slvl = 0;
if (IsFleet()) {
forlist(&units) {
Unit * unit = (Unit *) elem;
if ((report != 0) ||
(unit->monthorders && unit->monthorders->type == O_SAIL)) {
slvl += unit->GetSkill(S_SAILING) * unit->GetMen();
}
}
skill = slvl;
}
return skill;
}
/* Returns fleet size - which is the total of
* sailors needed to move the fleet.
*/
int Object::GetFleetSize()
{
if (!IsFleet()) return 0;
int inertia = 0;
for (int item=0; item<NITEMS; item++) {
int num = GetNumShips(item);
if (num > 0) inertia += num * ItemDefs[item].weight;
}
return (inertia / 50);
}
/* Returns the fleet speed - theoretical if report
* argument is greater than zero (which means all
* potential sailors issued a SAIL command). The
* latter is mainly for report purposes. Game
* functions for moving the fleet provide a zero
* argument.
*/
int Object::GetFleetSpeed(int report)
{
int tskill = FleetSailingSkill(report);
int speed = Globals->MAX_SPEED;
int weight = 0;
int capacity = 0;
int bonus;
int windbonus = 0;
if (!IsFleet()) return 0;
for (int item = 0; item < NITEMS; item++) {
int num = GetNumShips(item);
if (num > 0) {
weight += num * ItemDefs[item].weight;
if (ItemDefs[item].fly > 0) {
capacity += num * ItemDefs[item].fly;
} else {
capacity += num * ItemDefs[item].swim;
flying = 0;
}
// Fleets travel as fast as their slowest ship
if (ItemDefs[item].speed < speed)
speed = ItemDefs[item].speed;
}
}
// no ships no speed
if (weight < 1) return 0;
// check for sufficient sailing skill!
if (tskill < (weight / 50)) return 0;
// count wind mages
forlist(&units) {
Unit * unit = (Unit *) elem;
int wb = unit->GetAttribute("wind");
if (wb > 0) {
windbonus += wb * 12 * Globals->FLEET_WIND_BOOST;
}
}
// speed gain through wind:
bonus = windbonus / (weight / 50);
if (bonus > Globals->FLEET_WIND_BOOST)
bonus = Globals->FLEET_WIND_BOOST;
speed += bonus;
// speed bonus due to more / better skilled sailors:
bonus = 0;
while (tskill >= (weight / 25)) {
bonus++;
tskill /= 2;
}
if (bonus > Globals->FLEET_CREW_BOOST)
bonus = Globals->FLEET_CREW_BOOST;
speed += bonus;
// check for being overloaded
if (FleetLoad() > capacity) return 0;
// speed bonus due to low load:
int loadfactor = (capacity / FleetLoad());
bonus = 0;
while (loadfactor >= 2) {
bonus++;
loadfactor /= 2;
}
if (bonus > Globals->FLEET_LOAD_BOOST)
bonus = Globals->FLEET_LOAD_BOOST;
speed += bonus;
// Cap everything at max speed
if (speed > Globals->MAX_SPEED) speed = Globals->MAX_SPEED;
return speed;
}
AString *ObjectDescription(int obj)
{
if (ObjectDefs[obj].flags & ObjectType::DISABLED)
return NULL;
ObjectType *o = &ObjectDefs[obj];
AString *temp = new AString;
*temp += AString(o->name) + ": ";
if (ObjectDefs[obj].flags & ObjectType::GROUP) {
*temp += "This is a group of ships.";
} else if (o->capacity) {
*temp += "This is a ship.";
} else {
*temp += "This is a building.";
}
if (Globals->LAIR_MONSTERS_EXIST && (o->monster != -1)) {
*temp += " Monsters can potentially lair in this structure.";
if (o->flags & ObjectType::NOMONSTERGROWTH) {
*temp += " Monsters in this structures will never regenerate.";
}
}
if (o->flags & ObjectType::CANENTER) {
*temp += " Units may enter this structure.";
}
if (o->protect) {
*temp += AString(" This structure provides defense to the first ") +
o->protect + " men inside it.";
// Now do the defences. First, figure out how many to do.
int totaldef = 0;
for (int i=0; i<NUM_ATTACK_TYPES; i++) {
totaldef += (o->defenceArray[i] != 0);
}
// Now add the description to temp
*temp += AString(" This structure gives a defensive bonus of ");
for (int i=0; i<NUM_ATTACK_TYPES; i++) {
if (o->defenceArray[i]) {
totaldef--;
*temp += AString(o->defenceArray[i]) + " against " +
AttType(i) + AString(" attacks");
if (totaldef >= 2) {
*temp += AString(", ");
} else {
if (totaldef == 1) { // penultimate bonus
*temp += AString(" and ");
} else { // last bonus
*temp += AString(".");
}
} // end if
}
} // end for
// Capacity check prevents showing wrong details for ships
if (Globals->EXTENDED_FORT_DEFENCE && !o->capacity) {
*temp += AString(" This structure also protects in all adjacent regions.");
}
}
/*
* Handle all the specials
*/
for (int i = 0; i < NUMSPECIALS; i++) {
SpecialType *spd = &SpecialDefs[i];
AString effect = "are";
int match = 0;
if (!(spd->targflags & SpecialType::HIT_BUILDINGIF) &&
!(spd->targflags & SpecialType::HIT_BUILDINGEXCEPT)) {
continue;
}
for (int j = 0; j < SPECIAL_BUILDINGS; j++)
if (spd->buildings[j] == obj) match = 1;
if (!match) continue;
if (spd->targflags & SpecialType::HIT_BUILDINGEXCEPT) {
effect += " not";
}
*temp += " Units in this structure ";
*temp += effect + " affected by " + spd->specialname + ".";
}
if (o->sailors) {
*temp += AString(" This ship requires ") + o->sailors +
" total levels of sailing skill to sail.";
}
if (o->maxMages && Globals->LIMITED_MAGES_PER_BUILDING) {
*temp += " This structure will allow ";
if (o->maxMages > 1) {
*temp += "up to ";
*temp += o->maxMages;
*temp += " mages";
} else {
*temp += "one mage";
}
*temp += " to study above level 2.";
}
int buildable = 1;
SkillType *pS = NULL;
if (o->item == -1 || o->skill == NULL) buildable = 0;
if (o->skill != NULL) pS = FindSkill(o->skill);
if (!pS) buildable = 0;
if (pS && (pS->flags & SkillType::DISABLED)) buildable = 0;
if (o->item != I_WOOD_OR_STONE &&
(ItemDefs[o->item].flags & ItemType::DISABLED))
buildable = 0;
if (o->item == I_WOOD_OR_STONE &&
(ItemDefs[I_WOOD].flags & ItemType::DISABLED) &&
(ItemDefs[I_STONE].flags & ItemType::DISABLED))
buildable = 0;
if (!buildable && !(ObjectDefs[obj].flags & ObjectType::GROUP)) {
*temp += " This structure cannot be built by players.";
}
if (o->productionAided != -1 &&
!(ItemDefs[o->productionAided].flags & ItemType::DISABLED)) {
*temp += " This trade structure increases the amount of ";
if (o->productionAided == I_SILVER) {
*temp += "entertainment";
} else {
*temp += ItemDefs[o->productionAided].names;
}
*temp += " available in the region.";
}
if (Globals->DECAY) {
if (o->flags & ObjectType::NEVERDECAY) {
*temp += " This structure will never decay.";
} else {
*temp += AString(" This structure can take ") + o->maxMaintenance +
" units of damage before it begins to decay.";
*temp += AString(" Damage can occur at a maximum rate of ") +
o->maxMonthlyDecay + " units per month.";
if (buildable) {
*temp += AString(" Repair of damage is accomplished at ") +
"a rate of " + o->maintFactor + " damage units per " +
"unit of ";
if (o->item == I_WOOD_OR_STONE) {
*temp += "wood or stone.";
} else {
*temp += ItemDefs[o->item].name;
}
}
}
}
return temp;
}