-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathunit.h
More file actions
234 lines (206 loc) · 5.3 KB
/
unit.h
File metadata and controls
234 lines (206 loc) · 5.3 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
// 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 UNIT_CLASS
#define UNIT_CLASS
class Unit;
class UnitId;
#include "faction.h"
#include "alist.h"
#include "gameio.h"
#include "orders.h"
#include "fileio.h"
#include "skills.h"
#include "items.h"
#include "object.h"
enum {
GUARD_NONE,
GUARD_GUARD,
GUARD_AVOID,
GUARD_SET,
GUARD_ADVANCE
};
enum {
TAX_NONE,
TAX_TAX,
TAX_PILLAGE
};
enum {
REVEAL_NONE,
REVEAL_UNIT,
REVEAL_FACTION
};
enum {
U_NORMAL,
U_MAGE,
U_GUARD,
U_WMON,
NUNITTYPES
};
#define FLAG_BEHIND 1
#define FLAG_AUTOTAX 4
#define FLAG_HOLDING 8
#define FLAG_NOAID 16
#define FLAG_INVIS 32
#define FLAG_CONSUMING_UNIT 64
#define FLAG_CONSUMING_FACTION 128
#define FLAG_NOSPOILS 0x0100
#define FLAG_FLYSPOILS 0x0200
#define FLAG_WALKSPOILS 0x0400
#define FLAG_RIDESPOILS 0x0800
class UnitId : public AListElem {
public:
UnitId();
~UnitId();
AString Print();
int unitnum; /* if 0, it is a new unit */
int alias;
int faction;
};
class UnitPtr : public AListElem {
public:
Unit * ptr;
};
UnitPtr *GetUnitList(AList *, Unit *);
class Unit : public AListElem
{
public:
Unit();
Unit(int,Faction *,int = 0);
~Unit();
void SetMonFlags();
void MakeWMon(char *,int,int);
void Writeout( Aoutfile *f );
void Readin( Ainfile *f, AList *, ATL_VER v );
void WriteReport(Areport *,int,int,int,int);
AString MageReport();
AString * BattleReport();
AString TemplateReport();
void ClearOrders();
void ClearCastOrders();
void DefaultOrders(Object *);
void SetName(AString *);
void SetDescribe(AString *);
void PostTurn(ARegion *reg);
int IsLeader();
int IsNormal();
int GetMons();
int GetMen();
int GetSoldiers();
int GetMen(int);
void SetMen(int,int);
int GetMoney();
void SetMoney(int);
int IsAlive();
int MaintCost();
void Short(int);
int GetStealth();
int GetTactics();
int GetObservation();
int GetEntertainment();
int GetAttackRiding();
int GetDefenseRiding();
//
// These are rule-set specific, in extra.cpp.
//
int GetStealthBonus();
int GetObservationBonus();
int GetSkill(int);
void SetSkill(int,int);
void SetSkillDays(int,int);
int GetRealSkill(int);
void ForgetSkill(int);
int CheckDepend(int,int,int);
int CanStudy(int);
int Study(int,int); /* Returns 1 if it succeeds */
void AdjustSkills();
// dsnlab
AString SpoilsReport(void);
void CheckMage (void);
int CanGetSpoil(Item *i);
void AdjustSkills(int);
int CanSee(ARegion *,Unit *); /* Return 1 if can see, 2 if can see
faction */
int CanCatch(ARegion *,Unit *);
int GetAttitude(ARegion *,Unit *); /* Get this unit's attitude toward
the Unit parameter */
int Hostile();
int Forbids(ARegion *,Unit *);
int Weight();
int CanFly(int);
int CanFly();
int CanRide(int);
int CanWalk(int);
int CanSwim();
int MoveType();
int CalcMovePoints();
int CanMoveTo(ARegion *,ARegion *);
int GetFlag(int);
void SetFlag(int,int);
void CopyFlags(Unit *);
int GetBattleItem( int batType, int index );
int Taxers();
void MoveUnit( Object *newobj );
void Event(const AString &);
void Error(const AString &);
Faction * faction;
Object *object;
AString * name;
AString * describe;
int num;
int type;
int alias;
int guard; /* Also, avoid- see enum above */
int reveal;
int flags;
int taxing;
int movepoints;
int canattack;
int nomove;
SkillList skills;
ItemList items;
int combat;
AList oldorders;
int needed; /* For assessing maintenance */
int losses;
// dsnlab
int age;
/* Orders */
int destroy;
int enter;
UnitId * promote;
AList findorders;
AList giveorders;
AList buyorders;
AList tradeorders;
AList sellorders;
AList forgetorders;
CastOrder *castorders;
TeleportOrder *teleportorders;
Order * stealorders;
Order * monthorders;
AttackOrder * attackorders;
ARegion * advancefrom;
};
#endif