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object.h
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107 lines (91 loc) · 2.56 KB
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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
// MODIFICATIONS
// Date Person Comments
// ---- ------ --------
// 2000/MAR/21 Azthar Septragen Added roads.
#ifndef OBJECT_CLASS
#define OBJECT_CLASS
class Object;
#include "alist.h"
#include "fileio.h"
#include "gamedefs.h"
#include "faction.h"
#define I_WOOD_OR_STONE -2
class ObjectType {
public:
char * name;
int protect;
int capacity;
int item;
int cost;
int level;
int skill;
int sailors;
int canenter;
int monster;
int production;
};
extern ObjectType * ObjectDefs;
int ParseObject(AString *);
int ObjectIsShip(int);
class Object : public AListElem
{
public:
Object( ARegion *region );
~Object();
void Readin( Ainfile *f, AList *, ATL_VER v );
void Writeout( Aoutfile *f );
void Report(Areport *,Faction *,int,int,int);
void SetName(AString *);
void SetDescribe(AString *);
Unit *GetUnit(int);
Unit *GetUnitAlias(int,int); /* alias, faction number */
Unit *GetUnitId(UnitId *,int);
// AS
int IsRoad();
int IsRoadUsable();
int IsRoadDecaying();
AString DoDecayWarning();
AString DoMaintenanceWarning();
int IsBoat();
int IsBuilding();
int CanModify();
int CanEnter(ARegion *,Unit *);
Unit *ForbiddenBy(ARegion *, Unit *);
Unit *GetOwner();
void MoveObject( ARegion *toreg );
AString * name;
AString * describe;
ARegion *region;
int inner;
int num;
int type;
int incomplete;
int capacity;
int runes;
AList units;
};
#endif