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orders.cpp
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177 lines (152 loc) · 3.24 KB
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#include "orders.h"
#include "unit.h"
#include "gamedata.h"
const std::vector<std::string> OrderStrs = {
"#atlantis",
"#end",
"unit",
"address",
"advance",
"annihilate",
"armor",
"assassinate",
"attack",
"autotax",
"avoid",
"behind",
"build",
"buy",
"cast",
"claim",
"combat",
"consume",
"declare",
"describe",
"destroy",
"distribute",
"end",
"endturn",
"enter",
"entertain",
"evict",
"exchange",
"faction",
"find",
"forget",
"form",
"give",
"guard",
"hold",
"idle",
"join",
"leave",
"move",
"name",
"noaid",
"nocross",
"nospoils",
"option",
"password",
"pillage",
"prepare",
"produce",
"promote",
"quit",
"restart",
"reveal",
"sacrifice",
"sail",
"sell",
"share",
"show",
"spoils",
"steal",
"study",
"take",
"tax",
"teach",
"transport",
"turn",
"weapon",
"withdraw",
"work",
};
int Parse1Order(const parser::token& token)
{
for (int i = 0; i < NORDERS; i++)
if (token == OrderStrs[i]) return i;
return -1;
}
Order::Order(int type, int quiet)
: type(type), quiet(quiet)
{
}
ExchangeOrder::~ExchangeOrder()
{
if (target) delete target;
}
MoveOrder::~MoveOrder() {
std::for_each(dirs.begin(), dirs.end(), [](MoveDir *dir) { delete dir; });
}
GiveOrder::~GiveOrder()
{
if (target) delete target;
}
TeachOrder::~TeachOrder() {
std::for_each(targets.begin(), targets.end(), [](UnitId *id) { delete id; });
}
AttackOrder::~AttackOrder() {
std::for_each(targets.begin(), targets.end(), [](UnitId *id) { delete id; });
}
BuildOrder::~BuildOrder()
{
if (target) delete target;
}
SailOrder::~SailOrder() {
std::for_each(dirs.begin(), dirs.end(), [](MoveDir *dir) { delete dir; });
}
StealthOrder::StealthOrder(int type, UnitId *target)
: Order(type), target(target)
{
}
StealthOrder::~StealthOrder() {
if (target) delete target;
}
CastMindOrder::CastMindOrder(int level, UnitId *id)
: CastOrder(S_MIND_READING, level), id(id) {
}
CastMindOrder::~CastMindOrder() {
if (id) delete id;
}
TeleportOrder::TeleportOrder(int spell, int level, int x, int y, int z)
: CastRegionOrder(spell, level, x, y, z), gate(0) {
}
TeleportOrder::~TeleportOrder() {
std::for_each(units.begin(), units.end(), [](UnitId *id) { delete id; });
}
CastUnitsOrder::CastUnitsOrder(int level)
: CastOrder(S_INVISIBILITY, level) {
}
CastUnitsOrder::~CastUnitsOrder() {
std::for_each(units.begin(), units.end(), [](UnitId *id) { delete id; });
}
EvictOrder::~EvictOrder() {
std::for_each(targets.begin(), targets.end(), [](UnitId *id) { delete id; });
}
TransportOrder::~TransportOrder()
{
if (target) delete target;
}
JoinOrder::~JoinOrder()
{
if (target) delete target;
}
CastTransmuteOrder::CastTransmuteOrder(int level, int item, int number)
: CastOrder(S_TRANSMUTATION, level), item(item), number(number) {
}
CastRegionOrder::CastRegionOrder(int spell, int level, int x, int y, int z)
: CastOrder(spell, level), xloc(x), yloc(y), zloc(z) {
}
CastIntOrder::CastIntOrder(int spell, int level, int target)
: CastOrder(spell, level), target(target) {
}