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production.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 "production.h"
#include "gameio.h"
#include "items.h"
Production::Production()
{
itemtype = -1;
amount = 0;
baseamount = 0;
level = 0;
productivity = 0;
skill = -1;
}
Production::Production(int it,int maxamt)
{
itemtype = it;
amount = maxamt;
if( Globals->RANDOM_ECONOMY )
{
amount += getrandom(maxamt);
}
baseamount = amount;
level = 1;
productivity = 1;
skill = ItemDefs[it].skill;
}
void Production::Writeout(Aoutfile * f)
{
f->PutInt(itemtype);
f->PutInt(amount);
f->PutInt(baseamount);
f->PutInt(skill);
f->PutInt(level);
f->PutInt(productivity);
}
void Production::Readin(Ainfile * f)
{
itemtype = f->GetInt();
amount = f->GetInt();
baseamount = f->GetInt();
skill = f->GetInt();
level = f->GetInt();
productivity = f->GetInt();
}
AString Production::WriteReport()
{
AString temp = ItemString(itemtype,amount);
return temp;
}
void ProductionList::Writeout(Aoutfile * f)
{
f->PutInt(Num());
forlist(this) {
((Production *) elem)->Writeout(f);
}
}
void ProductionList::Readin(Ainfile * f)
{
int n = f->GetInt();
for (int i=0; i<n; i++)
{
Production * p = new Production;
p->Readin(f);
Add(p);
}
}
Production * ProductionList::GetProd(int t,int s)
{
forlist(this) {
Production * p = (Production *) elem;
if (p->itemtype == t && p->skill == s) return p;
}
return 0;
}
void ProductionList::AddProd(Production * p)
{
Production * p2 = GetProd(p->itemtype,p->skill);
if (p2)
{
Remove(p2);
delete p2;
}
Add(p);
}