1 // Copyright (C) 2000, 2001, 2003 Michael Bartl
2 // Copyright (C) 2001, 2002, 2003, 2004, 2005, 2006 Ulf Lorenz
3 // Copyright (C) 2004, 2005 Andrea Paternesi
4 // Copyright (C) 2007, 2008, 2009, 2014 Ben Asselstine
5 // Copyright (C) 2007, 2008 Ole Laursen
6 //
7 //  This program is free software; you can redistribute it and/or modify
8 //  it under the terms of the GNU General Public License as published by
9 //  the Free Software Foundation; either version 3 of the License, or
10 //  (at your option) any later version.
11 //
12 //  This program is distributed in the hope that it will be useful,
13 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
14 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 //  GNU Library General Public License for more details.
16 //
17 //  You should have received a copy of the GNU General Public License
18 //  along with this program; if not, write to the Free Software
19 //  Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
20 //  02110-1301, USA.
21 
22 #pragma once
23 #ifndef ARMY_PROTO_BASE_H
24 #define ARMY_PROTO_BASE_H
25 
26 #include <gtkmm.h>
27 #include "defs.h"
28 
29 class XML_Helper;
30 
31 #include "armybase.h"
32 
33 //! A basic set of properties belonging to an army prototype.
34 class ArmyProtoBase : public ArmyBase
35 {
36     public:
37 
38 	//! Copy constructor.
39         ArmyProtoBase(const ArmyProtoBase& armyprotobase);
40 
41 	//! Loading constructor.
42         ArmyProtoBase(XML_Helper* helper);
43 
44 	//! Default constructor.  Create an empty army prototype base.
45 	ArmyProtoBase();
46 
47 	//! Destructor.
~ArmyProtoBase()48         ~ArmyProtoBase() {};
49 
50         // Set Methods
51 
52         //! Sets the descriptive text for this Army.
setDescription(Glib::ustring text)53         void setDescription(Glib::ustring text) {d_description = text;};
54 
55         //! Set the gold pieces needed to make an Army unit of this kind.
setProductionCost(guint32 production_cost)56         void setProductionCost(guint32 production_cost)
57 	  {d_production_cost = production_cost;}
58 
59         //! Set the gold pieces needed to add this Army to a city's production.
setNewProductionCost(guint32 new_production_cost)60         void setNewProductionCost(guint32 new_production_cost)
61 	  {d_new_production_cost = new_production_cost;}
62 
63 	//! Sets the armyset id for this army.
setArmyset(guint32 id)64 	void setArmyset(guint32 id) {d_armyset = id;};
65 
66         //! Set the army bonus of the army prototype.
setArmyBonus(guint32 bonus)67         void setArmyBonus(guint32 bonus) {d_army_bonus = bonus;};
68 
69         //! Set the move bonus.
setMoveBonus(guint32 bonus)70         void setMoveBonus(guint32 bonus) {d_move_bonus = bonus;};
71 
72         //! Set the movement points of the army.
setMaxMoves(guint32 moves)73         void setMaxMoves(guint32 moves) {d_max_moves = moves;};
74 
75         //! Set the sight of the army.
setSight(guint32 sight)76         void setSight(guint32 sight) {d_sight = sight;};
77 
78         //! Set the name of the Army.
setName(Glib::ustring name)79         void setName(Glib::ustring name){d_name = name;}
80 
81         //! Set how many turns this unit type needs to be produced.
setProduction(guint32 production)82         void setProduction(guint32 production){d_production = production;};
83 
84 
85         // Get Methods
86 
87         //! Returns the descriptive text of this Army.
getDescription()88         Glib::ustring getDescription() const {return _(d_description.c_str());}
89 
90 	//! Returns how much gold making one of these army units costs.
getProductionCost()91         guint32 getProductionCost() const {return d_production_cost;}
92 
93         //! Returns how much gold setting up the production costs
94 	/**
95 	 * @return The amount of gold pieces required to add this Army
96 	 *         into the City's suite of 4 production slots.
97 	 */
getNewProductionCost()98         guint32 getNewProductionCost() const {return d_new_production_cost;}
99 
100 	//! Returns the armyset id for this army.
getArmyset()101 	guint32 getArmyset() const {return d_armyset;};
102 
103         //! Returns the name of the Army.
getName()104         Glib::ustring getName() const {return _(d_name.c_str());};
105 
106         //! Returns how many turns this Army needs to be produced.
getProduction()107         guint32 getProduction() const {return d_production;};
108 
109     protected:
110 	//! Callback method for loading this object from an opened file.
111 	bool saveData(XML_Helper* helper) const;
112 
113 	//! The name of the Army unit.  e.g. Scouts.
114         Glib::ustring d_name;
115 
116 	//! The description of the Army unit.
117         Glib::ustring d_description;
118 
119 	//! How many gold pieces needed to create an army of this kind.
120 	/**
121 	 * Every time an army unit is created of this kind, it costs the
122 	 * player this many gold pieces.
123 	 */
124         guint32 d_production_cost;
125 
126         //! How many gold pieces needed to add this Army to a city's production.
127 	/**
128 	 * If d_production_cost is over zero, then the Army can be purchased.
129 	 * If not, then the Army unit cannot be incorporated into a
130 	 * City's production at any price.
131 	 *
132 	 * This value does not change during gameplay.
133 	 */
134         guint32 d_new_production_cost;
135 
136 	//! How many turns the Army unit takes to be produced in a City.
137 	/**
138 	 * This value must be above 0.  Normal values for d_production are
139 	 * 1 through 4.
140 	 * This value does not change during gameplay.
141 	 */
142         guint32 d_production;
143 
144 	//! The armyset to which this army prototype belongs.
145 	guint32 d_armyset;
146 
147 };
148 
149 #endif // ARMY_PROTO_BASE_H
150