/* * Seven Kingdoms: Ancient Adversaries * * Copyright 1997,1998 Enlight Software Ltd. * * 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. If not, see . * */ //Filename : OTOWNRES.H //Description : Town town resource #ifndef __OTOWNRES_H #define __OTOWNRES_H #ifndef __ALL_H #include #endif #ifndef __ORESDB_H #include #endif #ifndef __OTOWNREC_H #include #endif //--------- define game constants --------// #define MAX_TOWN_LAYOUT_SLOT 25 #define POPULATION_PER_HOUSE 6 // no. of people per building #define EFFECTIVE_TOWN_TOWN_DISTANCE 8 // The minimum distance between 2 towns #define EFFECTIVE_FIRM_TOWN_DISTANCE 8 // maximum distance between the town and the base until it's no longer considered as command base of the town #define EFFECTIVE_FIRM_FIRM_DISTANCE 8 // maximum distance between the town and the base until it's no longer considered as command base of the town #define EFFECTIVE_POWER_DISTANCE 3 // population range of each building levels: // level 1 building: 1-3, level 2 building: 4-6, level 3 building: 7-9 //------- values of TownSlot::build_type -------// enum { TOWN_OBJECT_HOUSE=1, TOWN_OBJECT_PLANT, TOWN_OBJECT_FARM, TOWN_OBJECT_FLAG, }; //------ define struct TownLayout --------// struct TownLayout { char build_count; // no. of building in this layout short first_slot_recno; char slot_count; char* ground_bitmap_ptr; }; //------ define struct TownSlot --------// struct TownSlot { short base_x, base_y; char build_type; // id. of the building type char build_code; // building direction }; //------ define struct TownBuildType --------// struct TownBuildType { short first_build_recno; int build_count; }; //------ define struct TownName --------// struct TownName { enum { NAME_LEN=15 }; char name[NAME_LEN+1]; }; //------ define struct TownBuild --------// struct TownBuild { public: char build_type; // building type. e.g. house, wind mill, church char race_id; char build_code; char* bitmap_ptr; short bitmap_width; short bitmap_height; public: void draw(int townRecno, int absBaseX, int absBaseY); }; //--------- Define class TownRes ----------// class TownRes { public: char init_flag; int town_layout_count, town_slot_count; int town_build_type_count, town_build_count, town_name_count; TownLayout* town_layout_array; TownSlot* town_slot_array; TownBuildType* town_build_type_array; TownBuild* town_build_array; TownName* town_name_array; char* town_name_used_array; // store the used_count separately from town_name_array to faciliate file saving ResourceDb res_bitmap; public: TownRes(); void init(); void deinit(); int scan_build(int slotId, int raceId); char* get_name(int recNo); int get_new_name_id(int raceId); void free_name_id(int townNameId); int write_file(File*); int read_file(File*); #ifdef DEBUG TownLayout* get_layout(int recNo); TownSlot* get_slot(int recNo); TownBuildType* get_build_type(int recNo); TownBuild* get_build(int recNo); #else TownLayout* get_layout(int recNo) { return town_layout_array +recNo-1; }; TownSlot* get_slot(int recNo) { return town_slot_array +recNo-1; }; TownBuildType* get_build_type(int recNo) { return town_build_type_array+recNo-1; }; TownBuild* get_build(int recNo) { return town_build_array +recNo-1; }; #endif private: void load_town_layout(); void load_town_slot(); void load_town_build_type(); void load_town_build(); void load_town_name(); }; extern TownRes town_res; //------------------------------------------// #endif