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/***************************************************************************
resourcenet.cpp - description
-------------------
begin : Tue Jan 28 2001
copyright : (C) 2001 by Martin Bickel
email : bickel@asc-hq.org
***************************************************************************/
/*! \file resourcenet.h
\brief Handling the connection of buildings by pipelines, powerlines etc.
*/
/***************************************************************************
* *
* 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. *
* *
***************************************************************************/
#ifndef resourcenetH
#define resourcenetH
#include "gamemap.h"
//! Base class for the management of resource networks and globally stored resources
class MapNetwork {
static int instancesrunning;
protected:
GameMap* actmap;
int pass;
MapCoordinate startposition;
virtual int fieldavail ( int x, int y ) = 0;
virtual int searchfinished ( void ) = 0;
virtual void checkvehicle ( Vehicle* v ) = 0;
virtual void checkbuilding ( Building* b ) = 0;
virtual int globalsearch ( void ) = 0;
virtual void searchbuilding ( int x, int y );
virtual void searchvehicle ( int x, int y );
virtual void searchfield ( int x, int y, int dir );
void searchAllVehiclesNextToBuildings ( int player );
public:
enum Scope { singleField, net, wholeMap, globalPool };
virtual void start ( int x, int y );
MapNetwork ( GameMap* gamemap, int checkInstances = 1 );
virtual ~MapNetwork();
};
class ResourceNet : public MapNetwork {
public:
ResourceNet ( GameMap* gamemap, int _scope = -1 ) : MapNetwork ( gamemap, _scope != 0 ), resourcetype(-1), scope(_scope) {};
protected:
int resourcetype;
int scope;
virtual int fieldavail ( int x, int y );
virtual int globalsearch ( void ) { return scope; };
};
class GetConnectedBuildings : public ResourceNet {
protected:
void checkvehicle ( Vehicle* v ) {};
void checkbuilding ( Building* b ) { buildingContainer.push_back ( b ); };
int searchfinished ( void ) { return false; };
public:
typedef vector<Building*> BuildingContainer;
BuildingContainer& buildingContainer;
GetConnectedBuildings ( BuildingContainer& buildingContainer_, GameMap* gamemap, int resourceType ) : ResourceNet ( gamemap, gamemap->isResourceGlobal(resourceType)?2:1), buildingContainer ( buildingContainer_) { resourcetype = 0; };
};
class StaticResourceNet : public ResourceNet {
protected:
int need;
int got;
int queryonly;
int player;
virtual int searchfinished ( void );
public:
StaticResourceNet ( GameMap* gamemap, int scope = -1 ) : ResourceNet ( gamemap, scope ) {};
int getresource ( int x, int y, int resource, int _need, int _queryonly, int _player, int _scope );
/* _scope: 0 : only this field
1 : net
2 : global
*/
};
class GetResource : public StaticResourceNet {
protected:
int tributegot[3][8];
virtual void checkvehicle ( Vehicle* v );
virtual void checkbuilding ( Building* b );
virtual void start ( int x, int y );
public:
GetResource ( GameMap* gamemap, int scope = -1 );
};
class PutResource : public StaticResourceNet {
protected:
virtual void checkbuilding ( Building* b );
virtual void checkvehicle ( Vehicle* v ) {};
virtual void start ( int x, int y );
public:
PutResource ( GameMap* gamemap, int scope = -1 ) : StaticResourceNet ( gamemap, scope ) {};
};
class PutTribute : public StaticResourceNet {
protected:
int targplayer;
Building* startbuilding;
virtual void checkbuilding ( Building* b );
virtual void checkvehicle ( Vehicle* v ) {};
virtual void start ( int x, int y );
public:
PutTribute ( GameMap* gamemap ) : StaticResourceNet( gamemap ) {};
int puttribute ( Building* start, int resource, int _queryonly, int _forplayer, int _fromplayer, int _scope );
};
class GetResourceCapacity : public StaticResourceNet {
protected:
virtual void checkbuilding ( Building* b );
virtual void checkvehicle ( Vehicle* v ) {};
virtual void start ( int x, int y );
virtual int searchfinished ( void ) { return 0; };
public:
GetResourceCapacity( GameMap* gamemap ) : StaticResourceNet ( gamemap ) {};
};
class ResourceChangeNet : public ResourceNet {
protected:
int got;
int player;
virtual int searchfinished ( void ) { return 0; };
public:
int getresource ( int x, int y, int resource, int _player, int _scope );
/* _scope: 0 : only this field
1 : net
2 : global
*/
ResourceChangeNet ( GameMap* gamemap ) : ResourceNet ( gamemap ) {};
};
class GetResourcePlus : public ResourceChangeNet {
protected:
virtual void checkbuilding ( Building* b );
virtual void checkvehicle ( Vehicle* v );
public:
GetResourcePlus ( GameMap* gamemap ) : ResourceChangeNet ( gamemap ) {};
};
class GetResourceUsage : public ResourceChangeNet {
protected:
virtual void checkbuilding ( Building* b );
virtual void checkvehicle ( Vehicle* v ) {};
public:
GetResourceUsage ( GameMap* gamemap ) : ResourceChangeNet ( gamemap ) {};
};
extern void transfer_all_outstanding_tribute( Player& player );
extern sigc::signal<void> tributeTransferred;
extern bool compareMapResources( GameMap* currentMap, GameMap* replaymap, int player, ASCString* log );
#endif
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