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- /*
- * 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 <http://www.gnu.org/licenses/>.
- *
- */
- //Filename : ONEWS3.CPP
- //Description : Object news msg generating routines
- #if( !defined(GERMAN) && !defined(FRENCH) && !defined(SPANISH) )
- #include <OSTR.h>
- #include <OTOWN.h>
- #include <OFIRMRES.h>
- #include <ONATION.h>
- #include <OUNIT.h>
- #include <OSPY.h>
- #include <OFONT.h>
- #include <OTECHRES.h>
- #include <OMONSRES.h>
- #include <OREMOTE.h>
- #include <OGODRES.h>
- #include <ORACERES.h>
- #include <OTALKRES.h>
- #include <ONEWS.h>
- //--------- Define variable type ----------//
- typedef void (News::*NewsFP)();
- //-------- Define struct NewsInfo -------//
- struct NewsInfo
- {
- NewsFP news_function_ptr;
- char is_major; // whether this is a major news or not
- };
- //------ Define function pointers array ------//
- static NewsInfo news_info_array[] =
- {
- { &News::diplomacy, 1 },
- { &News::town_rebel, 1 },
- { &News::migrate, 0 },
- { &News::new_nation, 1 },
- { &News::nation_destroyed, 1 },
- { &News::nation_surrender, 1 },
- { &News::king_die, 1 },
- { &News::new_king, 1 },
- { &News::firm_destroyed, 0 },
- { &News::firm_captured, 0 },
- { &News::town_destroyed, 0 },
- { &News::town_abandoned, 0 },
- { &News::town_surrendered, 0 },
- { &News::monster_king_killed, 0 },
- { &News::monster_firm_destroyed, 0 },
- { &News::scroll_acquired, 1 },
- { &News::monster_gold_acquired, 0 },
- { &News::your_spy_killed, 1 },
- { &News::enemy_spy_killed, 1 },
- { &News::unit_betray, 1 },
- { &News::unit_assassinated, 1 },
- { &News::assassinator_caught, 1 },
- { &News::general_die, 1 },
- { &News::raw_exhaust, 1 },
- { &News::tech_researched, 1 },
- { &News::lightning_damage, 1 },
- { &News::earthquake_damage, 1 },
- { &News::goal_deadline, 1 },
- { &News::weapon_ship_worn_out, 0 },
- { &News::firm_worn_out, 0 },
- { &News::chat_msg, 1 },
- { &News::multi_retire, 1 },
- { &News::multi_quit_game, 1 },
- { &News::multi_save_game, 1 },
- { &News::multi_connection_lost, 1 },
- };
- //------- Define static variables --------//
- static String str;
- //------ Begin of function News::msg -----//
- //
- // Return the msg string of current news.
- //
- char* News::msg()
- {
- NewsFP newsFP = news_info_array[id-1].news_function_ptr;
- (this->*newsFP)(); // call the corrsponding function to return the news msg
- return str;
- }
- //------- End of function News::msg -----//
- //------ Begin of function News::is_major -----//
- //
- // Whether this is a major news or not.
- //
- int News::is_major()
- {
- if( id==NEWS_TOWN_REBEL )
- {
- //-- only rebellions happening in the player's village are considered as major news --//
- return nation_array.player_recno &&
- nation_name_id1 == (~nation_array)->nation_name_id;
- }
- else
- {
- return news_info_array[id-1].is_major;
- }
- }
- //------- End of function News::is_major -----//
- //------ Begin of function News::diplomacy -----//
- //
- // Diplomatic messages from other nations.
- //
- // short_para1 = the recno of TalkMsg in talk_res.talk_msg_array.
- //
- void News::diplomacy()
- {
- err_when( talk_res.is_talk_msg_deleted(short_para1) );
- TalkMsg* talkMsgPtr = talk_res.get_talk_msg(short_para1);
- str = talkMsgPtr->msg_str(nation_array.player_recno);
- }
- //------- End of function News::diplomacy -----//
- //------ Begin of function News::town_rebel -----//
- //
- // Generate a news that a firm is built
- //
- // nation_name1() - the name of the nation the rebel took place.
- //
- // short_para1 = the town name id.
- // short_para2 = no. of rebels
- //
- void News::town_rebel()
- {
- //---------------- Text Format -----------------//
- //
- // <no. of rebel> Peasants in <town name> in
- // <nation name> is/are rebelling.
- //
- //----------------------------------------------//
- err_when( short_para2 < 1 );
- str = short_para2;
- if( short_para2 == 1 )
- str += " Peasant in ";
- else
- str += " Peasants in ";
- str += town_res.get_name(short_para1);
- str += " in ";
- str += nation_name1();
- if( short_para2 > 1 )
- str += " are rebelling.";
- else
- str += " is rebelling.";
- }
- //------- End of function News::town_rebel -----//
- //------ Begin of function News::migrate -------//
- //
- // nation_name1() - from nation
- // nation_name2() - to nation
- //
- // short_para1 = the town name id. that the worker migrates from
- // short_para2 = the town name id. that the worker migrates to
- // short_para3 = race id. of the migrated worker/peasant
- // short_para4 = no. of people migrated
- // short_para5 = the firm id. that the worker works for
- //
- void News::migrate()
- {
- //---------------- Text Format -----------------//
- //
- // A <racial> <worker name>/Peasant has emigrated from your
- // village of <town name> to <town name> in <nation name>.
- //
- // A <racial> <worker name>/Peasant has immigrated from
- // <town name> in <nation name> to your village of <town name>.
- //
- //----------------------------------------------//
- if( short_para4 == 1 )
- str = "A";
- else
- str = m.format(short_para4);
- str += " ";
- str += race_res[short_para3]->name;
- str += " ";
- if( short_para5 )
- str += firm_res[short_para5]->worker_title;
- else
- str += "Peasant";
- if( short_para4 == 1 )
- str += " has";
- else
- str += "s have";
- //------------------------------------//
- if( nation_array.player_recno && nation_name_id1 == (~nation_array)->nation_name_id ) // from player nation to another nation
- {
- str += " emigrated from your village of ";
- str += town_res.get_name(short_para1);
- str += " to ";
- str += town_res.get_name(short_para2);
- if( nation_name_id2 ) // only if it is not an independent town
- {
- str += " in ";
- str += nation_name2();
- }
- str += ".";
- }
- else
- {
- str += " immigrated from ";
- str += town_res.get_name(short_para1);
- if( nation_name_id1 )
- {
- str += " in ";
- str += nation_name1();
- }
- str += " to your village of ";
- str += town_res.get_name(short_para2);
- str += ".";
- }
- }
- //------- End of function News::migrate --------//
- //------ Begin of function News::new_nation -----//
- //
- // king_name1() - name of the king of the new kingdom.
- //
- void News::new_nation()
- {
- //---------------- Text Format -----------------//
- //
- // A new Kingdom has emerged under the leadership of <king Name>.
- //
- //----------------------------------------------//
- str = "A new Kingdom has emerged under the leadership of ";
- str += king_name1(1);
- str += ".";
- }
- //------- End of function News::new_nation -----//
- //------ Begin of function News::nation_destroyed -----//
- //
- // nation_name1() - name of the destroyed nation.
- //
- void News::nation_destroyed()
- {
- //---------------- Text Format -----------------//
- //
- // <King>'s Kingdom has been destroyed.
- //
- //----------------------------------------------//
- str = nation_name1();
- str += " has been destroyed.";
- }
- //------- End of function News::nation_destroyed -----//
- //------ Begin of function News::nation_surrender -----//
- //
- // nation_name1() - name of the surrendering nation.
- // nation_name2() - name of the nation to surrender.
- //
- void News::nation_surrender()
- {
- //---------------- Text Format -----------------//
- //
- // <King>'s Kingdom has surrendered to <King B>'s Kingdom.
- //
- // <King>'s Kingdom has surrendered to you.
- //
- //----------------------------------------------//
- str = nation_name1();
- str += " has surrendered to ";
- if( nation_array.player_recno && nation_name_id2 == (~nation_array)->nation_name_id )
- {
- str += "you.";
- }
- else
- {
- str += nation_name2();
- str += ".";
- }
- }
- //------- End of function News::nation_surrender -----//
- //------ Begin of function News::king_die -----//
- //
- // king_name1() - the nation whose king has died.
- //
- void News::king_die()
- {
- //---------------- Text Format -----------------//
- //
- // Your King, <king name>, has been slain.
- //
- // OR
- //
- // King <king name> of <nation name> has been slain.
- //
- //----------------------------------------------//
- if( nation_array.player_recno && nation_name_id1 == (~nation_array)->nation_name_id )
- {
- str = "Your King, ";
- str += king_name1();
- str += ", has been slain.";
- }
- else
- {
- str = "King ";
- str += king_name1();
- str += " of ";
- str += nation_name1();
- str += " has been slain.";
- }
- }
- //------- End of function News::king_die -----//
- //------ Begin of function News::new_king -----//
- //
- // nation_name1() - name of the nation where there is a new king.
- //
- // short_para1 - race id. of the new king.
- // short_para2 - name id. of the new king.
- //
- void News::new_king()
- {
- //---------------- Text Format -----------------//
- //
- // <unit name> has ascended the throne as your new King.
- //
- // OR
- //
- // <unit name> has ascended the throne as the new King of
- // <nation name>.
- //
- //----------------------------------------------//
- str = race_res[short_para1]->get_name(short_para2);
- if( nation_array.player_recno && nation_name_id1 == (~nation_array)->nation_name_id )
- {
- str += " has ascended the throne as your new King.";
- }
- else
- {
- str += " has ascended the throne as the new King of ";
- str += nation_name1();
- str += ".";
- }
- }
- //------- End of function News::new_king -----//
- //------ Begin of function News::firm_destroyed -----//
- //
- // short_para1 - name id. of the firm destroyed.
- // short_para2 - id of the town where the firm is located.
- // short_para3 - destroyer type: 1 - a nation, 2 - rebels, 3 - Fryhtans.
- //
- void News::firm_destroyed()
- {
- //---------------- Text Format -----------------//
- //
- // Your <firm type> near <town name> has been destroyed by <kingdom name>.
- // Your <firm type> near <town name> has been destroyed by Rebels.
- // Your <firm type> near <town name> has been destroyed by Fryhtans.
- //
- //----------------------------------------------//
- str = "Your ";
- str += firm_res[short_para1]->name;
- str += " near ";
- str += town_res.get_name(short_para2);
- str += " has been destroyed";
- // ##### patch begin Gilbert 10/2 ######//
- switch( short_para3 )
- // ##### patch end Gilbert 10/2 ######//
- {
- case DESTROYER_NATION:
- str += " by ";
- str += nation_name2();
- str += ".";
- break;
- case DESTROYER_REBEL:
- str += " by Rebels.";
- break;
- case DESTROYER_MONSTER:
- str += " by Fryhtans.";
- break;
- case DESTROYER_UNKNOWN:
- str += ".";
- break;
- }
- }
- //------- End of function News::firm_destroyed -----//
- //------ Begin of function News::firm_captured -----//
- //
- // nation_name2() - name of the nation that took over your firm.
- //
- // short_para1 - id. of the firm took over
- // short_para2 - id of the town where the firm is located.
- // short_para3 - whether the capturer of the firm is a spy.
- //
- void News::firm_captured()
- {
- //---------------- Text Format -----------------//
- //
- // Your <firm type> near <town name> has been
- // captured by <kingdom name>.
- //
- // If the capturer is a spy:
- //
- // Your <firm type> near <town name> has been
- // captured by a spy from <kingdom name>.
- //
- //----------------------------------------------//
- str = "Your ";
- str += firm_res[short_para1]->name;
- str += " near ";
- str += town_res.get_name(short_para2);
- str += " has been captured by ";
- if( short_para3 )
- str += "a spy from ";
- str += nation_name2();
- str += ".";
- }
- //------- End of function News::firm_captured -----//
- //------ Begin of function News::town_destroyed -----//
- //
- // short_para1 - name id. of the town
- // short_para2 - destroyer type
- //
- void News::town_destroyed()
- {
- //---------------- Text Format -----------------//
- //
- // Your village of <name name> has been destroyed by <kingdom name>.
- // Your village of <name name> has been destroyed by Rebels.
- // Your village of <name name> has been destroyed by Fryhtans.
- //
- //----------------------------------------------//
- str = "Your village of ";
- str += town_res.get_name(short_para1);
- str += " has been destroyed";
- switch( short_para2 )
- {
- case DESTROYER_NATION:
- str += " by ";
- str += nation_name2();
- str += ".";
- break;
- case DESTROYER_REBEL:
- str += " by Rebels.";
- break;
- case DESTROYER_MONSTER:
- str += " by Fryhtans.";
- break;
- case DESTROYER_UNKNOWN:
- str += ".";
- break;
- }
- }
- //------- End of function News::town_destroyed -----//
- //------ Begin of function News::town_abandoned -----//
- //
- // short_para1 - name id of the town
- //
- void News::town_abandoned()
- {
- //---------------- Text Format -----------------//
- //
- // Your village of <village name> has been abandoned by
- // its people.
- //
- //----------------------------------------------//
- str = "Your village of ";
- str += town_res.get_name(short_para1);
- str += " has been abandoned by its people.";
- }
- //------- End of function News::town_abandoned -----//
- //------ Begin of function News::town_surrendered -----//
- //
- // short_para1 - name id. of the surrendering town.
- //
- // nation_name1() - name of the nation the town surrenders to.
- // nation_name2() - name of the nation of the surrendering town.
- //
- void News::town_surrendered()
- {
- //---------------- Text Format -----------------//
- //
- // The village of <village name> in <King's Kingdom> has
- // surrendered to you.
- //
- // The independent village of <village name> has
- // surrendered to you.
- //
- // Your village of <village name> has surrendered
- // to <King's Kingdom>.
- //
- //----------------------------------------------//
- if( nation_array.player_recno && nation_name_id2 == (~nation_array)->nation_name_id )
- {
- str = "Your village of ";
- str += town_res.get_name(short_para1);
- str += " has surrendered to ";
- str += nation_name1();
- str += ".";
- }
- else if( nation_name_id2 )
- {
- str = "The village of ";
- str += town_res.get_name(short_para1);
- str += " in ";
- str += nation_name2();
- str += " has surrendered to you.";
- }
- else // nation_name_id2 == 0, it's an independent town
- {
- str = "The independent village of ";
- str += town_res.get_name(short_para1);
- str += " has surrendered to you.";
- }
- }
- //------- End of function News::town_surrendered -----//
- //------ Begin of function News::monster_king_killed -----//
- //
- // short_para1 - monster id.
- //
- void News::monster_king_killed()
- {
- //---------------- Text Format -----------------//
- //
- // An All High <monster type name> has been slain.
- //
- //----------------------------------------------//
- str = "An All High ";
- str += monster_res[short_para1]->name;
- str += " has been slain.";
- }
- //------- End of function News::monster_king_killed -----//
- //------ Begin of function News::monster_firm_destroyed -----//
- //
- // short_para1 - monster id.
- //
- void News::monster_firm_destroyed()
- {
- //---------------- Text Format -----------------//
- //
- // A <monster type name> Lair has been destroyed.
- //
- //----------------------------------------------//
- char* nameStr = monster_res[short_para1]->name;
- if( nameStr[0] == 'I' ) // "An Ick Lair"
- str = "An ";
- else
- str = "A ";
- str += nameStr;
- str += " Lair has been destroyed.";
- }
- //------- End of function News::monster_firm_destroyed -----//
- //------ Begin of function News::scroll_acquired -----//
- //
- // nation_name1() - the nation that has acquired the scroll.
- //
- // short_para1 = the race id. of the scroll.
- //
- void News::scroll_acquired()
- {
- //---------------- Text Format -----------------//
- //
- // You have acquired the <race name> Scroll of Power.
- // <nation name> has acquired the <race name> Scroll of Power.
- //
- //----------------------------------------------//
- if( nation_array.player_recno && nation_name_id1 == (~nation_array)->nation_name_id )
- {
- str = "You have acquired the ";
- }
- else
- {
- str = nation_name1();
- str += " has acquired ";
- }
- str += race_res[short_para1]->adjective;
- str += " Scroll of Power.";
- }
- //------- End of function News::scroll_acquired -----//
- //------ Begin of function News::monster_gold_acquired -----//
- //
- // nation_name1() - the nation that has acquired the monster treasure.
- //
- // short_para1 = amount of gold.
- //
- void News::monster_gold_acquired()
- {
- //---------------- Text Format -----------------//
- //
- // Your have recovered <treasure amount> worth of treasure from the Fryhtans.
- //
- //----------------------------------------------//
- str = "You have recovered ";
- str += m.format(short_para1,2);
- str += " worth of treasure from the Fryhtans.";
- }
- //------- End of function News::monster_gold_acquired -----//
- //------ Begin of function News::your_spy_killed -----//
- //
- // nation_name1() - your nation.
- // nation_name2() - the nation that killed your spy.
- //
- // short_para1 - firm id. if it's a firm
- // 0 if it's a town
- // race id if spy place == SPY_MOBILE
- // short_para2 - the town id.
- // name id if spy place == SPY_MOBILE
- // short_para3 - spy place
- //
- void News::your_spy_killed()
- {
- //---------------- Text Format -----------------//
- //
- // Your spy has been exposed and executed on his mission to
- // <village name> [ in <nation name> ]. (no nation name for independent town.)
- //
- // Your spy has been exposed and executed on his mission to
- // a <firm type name> near <village name> in <nation name>.
- //
- // Your spy <spy name> has been exposed and executed on his mission to
- // <nation name>.
- //
- //----------------------------------------------//
- if( short_para3 == SPY_FIRM )
- {
- str = "Your spy has been exposed and executed on his mission to a ";
- str += firm_res[short_para1]->name;
- str += " near ";
- str += town_res.get_name(short_para2);
- if( nation_name_id2 ) // not for independent town.
- {
- str += " in ";
- str += nation_name2();
- }
- }
- else if( short_para3 == SPY_TOWN )
- {
- str = "Your spy has been exposed and executed on his mission to ";
- str += town_res.get_name(short_para2);
- if( nation_name_id2 ) // not for independent town.
- {
- str += " in ";
- str += nation_name2();
- }
- }
- else if( short_para3 == SPY_MOBILE )
- {
- str = "Your spy ";
- str += race_res[short_para1]->get_name(short_para2);
- str += " has been exposed and executed on his mission";
- if( nation_name_id2 ) // not for independent town.
- {
- str += " to ";
- str += nation_name2();
- }
- }
- str += ".";
- }
- //------- End of function News::your_spy_killed -----//
- //------ Begin of function News::enemy_spy_killed -----//
- //
- // nation_name1() - your nation.
- // nation_name2() - the nation that the spy belongs to.
- //
- // short_para1 - firm id. if it's a firm
- // 0 if it's a town
- // short_para2 - town name id. if it's a town
- // 0 if it's a firm
- // short_para3 - id of the town where the firm is located.
- //
- void News::enemy_spy_killed()
- {
- //---------------- Text Format -----------------//
- //
- // A spy from <kingdom> has been uncovered and executed in your
- // <firm type> near <town name>.
- //
- // A spy from <kingdom> has been uncovered and executed in your
- // village of <town name>.
- //
- // Spy <spy name> from <kingdom> has been uncovered and executed.
- //
- //----------------------------------------------//
- if( short_para3==SPY_FIRM || short_para3==SPY_TOWN )
- {
- str = "A spy from ";
- str += nation_name2();
- str += " has been uncovered and executed in your ";
- if( short_para3==SPY_FIRM )
- {
- str += firm_res[short_para1]->name;
- str += " near ";
- str += town_res.get_name(short_para2);
- str += ".";
- }
- else
- {
- str += "village of ";
- str += town_res.get_name(short_para2);
- str += ".";
- }
- }
- else
- {
- err_when( short_para3 != SPY_MOBILE );
- str = "Spy ";
- str += race_res[short_para1]->get_name(short_para2);
- str += " from ";
- str += nation_name2();
- str += " has been uncovered and executed.";
- }
- }
- //------- End of function News::enemy_spy_killed -----//
- //------ Begin of function News::unit_betray -----//
- //
- // Only for mobile units or generals in command base.
- //
- // nation_name1() - the nation that the unit originally belongs to.
- // nation_name2() - the nation that the unit has turned towards.
- //
- // short_para1 - race id. of the unit
- // short_para2 - name id. of the unit
- // short_para3 - rank id. of the unit
- //
- void News::unit_betray()
- {
- //---------------- Text Format -----------------//
- //
- // [General] <unit name> has betrayed you and turned towards
- // <nation name>.
- //
- // [General] <unit name> has renounced you and become independent.
- //
- // [General] <unit name> of <nation name> has defected to your
- // forces.
- //
- // Independent unit <unit name> has joined your forces.
- //
- //----------------------------------------------//
- if( nation_name_id1 == 0 ) // independent unit joining your force
- {
- str = "Independent unit ";
- str += race_res[short_para1]->get_name(short_para2);
- str += " has joined your force.";
- return;
- }
- //------------------------------------//
- if( short_para3==RANK_GENERAL )
- str = "General ";
- else
- str = "";
- str += race_res[short_para1]->get_name(short_para2);
- //---------------------------------//
- if( nation_name_id2 == 0 ) // became an independent unit
- {
- str += " has renounced you and become independent.";
- }
- else
- {
- if( nation_array.player_recno && nation_name_id1 == (~nation_array)->nation_name_id )
- {
- str += " has betrayed you and turned towards ";
- str += nation_name2();
- str += ".";
- }
- else
- {
- str += " of ";
- str += nation_name1();
- str += " has defected to your forces.";
- }
- }
- }
- //------- End of function News::unit_betray -----//
- //------ Begin of function News::general_die -----//
- //
- // short_para1 - race id. of your general
- // short_para2 - name id. of your general
- //
- void News::general_die()
- {
- //---------------- Text Format -----------------//
- //
- // Your general, <general name>, has been slain.
- //
- //----------------------------------------------//
- str = "Your general, ";
- str += race_res[short_para1]->get_single_name( (WORD)short_para2 );
- str += ", has been slain.";
- }
- //------- End of function News::general_die -----//
- //------ Begin of function News::unit_assassinated -----//
- //
- // short_para1 - race id. of assassinated unit
- // short_para2 - name id. of assassinated unit
- // short_para3 - rank id. of assassinated unit
- // short_para4 - whether the enemy spy has been killed or not.
- //
- void News::unit_assassinated()
- {
- //---------------- Text Format -----------------//
- //
- // Your King, <king name>, has been assassinated by an enemy spy.
- // Your general, <general name>, has been assassinated by an enemy spy.
- //
- // [The enemy spy has been killed.]
- //
- //----------------------------------------------//
- if( short_para3 == RANK_KING )
- {
- str = "Your King, ";
- str += race_res[short_para1]->get_single_name( (WORD)short_para2 );
- }
- else
- {
- str = "Your general, ";
- str += race_res[short_para1]->get_single_name( (WORD)short_para2 );
- }
- str += ", has been assassinated by an enemy spy.";
- if( short_para4 )
- str += " The enemy spy has been killed.";
- }
- //------- End of function News::unit_assassinated -----//
- //------ Begin of function News::assassinator_caught -----//
- //
- // short_para1 - rank id. of the assassinating target.
- //
- void News::assassinator_caught()
- {
- //---------------- Text Format -----------------//
- //
- // An enemy spy has been killed while attempting
- // to assassinate your King/General.
- //
- //----------------------------------------------//
- str = "An enemy spy has been killed while attempting to assassinate your ";
- if( short_para1 == RANK_KING )
- str += "King.";
- else
- str += "General.";
- }
- //------- End of function News::assassinator_caught -----//
- //------ Begin of function News::raw_exhaust -----//
- //
- // short_para1 - raw id.
- //
- void News::raw_exhaust()
- {
- //---------------- Text Format -----------------//
- //
- // Your <raw type> Mine has exhausted its <raw type> deposit.
- //
- //----------------------------------------------//
- str = "Your ";
- str += raw_res[short_para1]->name;
- str += " Mine has exhausted its ";
- str += raw_res[short_para1]->name;
- str += " deposit.";
- }
- //------- End of function News::raw_exhaust -----//
- //------ Begin of function News::tech_researched -----//
- //
- // short_para1 - tech id.
- // short_para2 - tech version.
- //
- void News::tech_researched()
- {
- //---------------- Text Format -----------------//
- //
- // Your scientists have finished their <technology>
- // [Mark <version>] research.
- //
- //----------------------------------------------//
- str = "Your scientists have finished their ";
- str += tech_res[short_para1]->tech_des();
- if( tech_res[short_para1]->max_tech_level > 1 ) // if the tech has more than one level
- {
- str += " Mark ";
- str += m.roman_number(short_para2);
- }
- str += " research.";
- }
- //------- End of function News::tech_researched -----//
- //------ Begin of function News::lightning_damage -----//
- //
- void News::lightning_damage()
- {
- //---------------- Text Format -----------------//
- //
- // Your <unit name> has been struck and injured/killed by lightning.
- //
- // Your <firm name> near <village name> has been struck/destroyed by lightning.
- //
- // Your village <village name> has been struck/destroyed by lightning.
- //
- //----------------------------------------------//
- str = "Your ";
- switch( short_para1 )
- {
- case NEWS_LOC_UNIT:
- if( short_para4 == RANK_GENERAL )
- str += "General ";
- else if( short_para4 == RANK_KING )
- str += "King ";
- else
- str += "unit ";
- if( short_para2 > 0 )
- str += race_res[short_para2]->get_name((WORD) short_para3);
- else
- str += unit_res[short_para3]->name;
- break;
- case NEWS_LOC_FIRM:
- str += firm_res[short_para2]->name;
- if( short_para3 )
- {
- str += " near ";
- str += town_res.get_name(short_para3);
- }
- break;
- case NEWS_LOC_TOWN:
- str += "village ";
- str += town_res.get_name(short_para3);
- break;
- default:
- err_here();
- }
- //----------------------------------//
- str += " has been ";
- if( short_para1==NEWS_LOC_UNIT )
- {
- if( short_para5 )
- str += "struck and killed ";
- else
- str += "struck and injured ";
- }
- else
- {
- if( short_para5 )
- str += "destroyed ";
- else
- str += "struck ";
- }
- str += "by lightning.";
- }
- //------- End of function News::lightning_damage -----//
- //------ Begin of function News::earthquake_damage -----//
- //
- void News::earthquake_damage()
- {
- //---------------- Text Format -----------------//
- //
- // <number> of your units has/have been injured and <number> killed
- // in an earthquake.
- //
- // <number> of your villagers has/have been killed in an earthquake.
- //
- // <number> of your buildings has/have been damaged and <number> destroyed
- // in an earthquake.
- //
- //----------------------------------------------//
- int conjunction = 0;
- str = "";
- // ###### begin Gilbert 12/9 ##########//
- if( short_para1 == 1)
- {
- str += short_para2;
- str += " of your unit";
- if( short_para2 == 1)
- str += " has";
- else
- str += "s have";
- str += " been injured";
- if( short_para3 > 0)
- {
- str += " and ";
- str += short_para3;
- str += " killed";
- }
- str += " in an earthquake";
- }
- else if( short_para1 == 2 )
- {
- if( short_para2 > 0)
- {
- str += short_para2;
- str += " of your villager";
- if( short_para2 == 1)
- str += " has";
- else
- str += "s have";
- str += " been killed in an earthquake";
- }
- }
- else if( short_para1 == 3)
- {
- str += short_para2;
- str += " of your building";
- if( short_para2 == 1)
- str += " has";
- else
- str += "s have";
- str += " been damaged";
- if( short_para3 > 0)
- {
- str += " and ";
- str += short_para3;
- str += " destroyed";
- }
- str += " in an earthquake.";
- }
- else
- err_here();
- // ###### end Gilbert 12/9 ##########//
- }
- //------- End of function News::earthquake_damage -----//
- //------ Begin of function News::goal_deadline -----//
- //
- // Display a warning message as the deadline of the goals approaches.
- //
- // short_para1 - years left before the deadline.
- // short_para2 - months left before the deadline.
- //
- void News::goal_deadline()
- {
- //---------------- Text Format -----------------//
- //
- // Make haste! You have only <year> year[s] and <month> month[s]
- // left to achieve your goal.
- //
- //----------------------------------------------//
- str = "Make haste! You have only ";
- if( short_para1 )
- {
- str += short_para1;
- if( short_para1 > 1 )
- str += " years ";
- else
- str += " year ";
- }
- if( short_para1 && short_para2 )
- str += "and ";
- if( short_para2 )
- {
- str += short_para2;
- if( short_para2 > 1 )
- str += " months ";
- else
- str += " month ";
- }
- str += "left to achieve your goal.";
- }
- //------- End of function News::goal_deadline -----//
- //------ Begin of function News::weapon_ship_worn_out -----//
- //
- // Your weapon or ship worn out and destroyed due to lack of money for
- // maintenance.
- //
- // short_para1 - unit id. of the weapon
- // short_para2 - level of the weapon
- //
- void News::weapon_ship_worn_out()
- {
- //---------------- Text Format -----------------//
- //
- // A <weapon name> <weapon level> of yours has broken
- // down due to the lack of maintenance funds.
- //
- //----------------------------------------------//
- str = "A ";
- str += unit_res[short_para1]->name;
- if( short_para2 )
- {
- str += " ";
- str += m.roman_number(short_para2);
- }
- str += " of yours has broken down due to the lack of maintenance funds.";
- }
- //------- End of function News::weapon_ship_worn_out -----//
- //------ Begin of function News::firm_worn_out -----//
- //
- // short_para1 - id. of the firm destroyed.
- // short_para2 - id of the town where the firm is located.
- //
- void News::firm_worn_out()
- {
- //---------------- Text Format -----------------//
- //
- // Your <firm type> near <town name> has fallen into
- // disrepair due to the lack of maintenance funds.
- //
- //----------------------------------------------//
- str = "Your ";
- str += firm_res[short_para1]->name;
- str += " near ";
- str += town_res.get_name(short_para2);
- str += " has fallen into disrepair due to the lack of maintenance funds.";
- }
- //------- End of function News::firm_worn_out -----//
- //------ Begin of function News::chat_msg -----//
- //
- // short_para1 - id. of the chat msg in Info::remote_chat_str_array[]
- //
- // nation_name1() - the nation from which this chat message is sent.
- //
- void News::chat_msg()
- {
- str = info.remote_chat_array[short_para1-1].chat_str;
- }
- //------- End of function News::chat_msg -----//
- //------ Begin of function News::multi_retire -----//
- //
- // This function is called when a human player retires.
- //
- // nation_name1() - the nation that has retired.
- //
- void News::multi_retire()
- {
- //---------------- Text Format -----------------//
- //
- // <Kingdom name> has retired and quited the game.
- //
- //----------------------------------------------//
- str = nation_name1();
- str += " has retired and quited the game.";
- }
- //------- End of function News::multi_retire -----//
- //------ Begin of function News::multi_quit_game -----//
- //
- // This function is called when a human player quits the game.
- //
- void News::multi_quit_game()
- {
- //---------------- Text Format -----------------//
- //
- // <Kingdom name> has quited the game.
- //
- //----------------------------------------------//
- str = nation_name1();
- str += " has quited the game.";
- }
- //------- End of function News::multi_quit_game -----//
- //------ Begin of function News::multi_save_game -----//
- //
- // This function is called when a human player calls for saving the game.
- //
- void News::multi_save_game()
- {
- //---------------- Text Format -----------------//
- //
- // The current game has been saved to <file name>.
- //
- //----------------------------------------------//
- str = "The current game has been saved to ";
- str += remote.save_file_name;
- str += ".";
- }
- //------- End of function News::multi_save_game -----//
- //------ Begin of function News::multi_connection_lost -----//
- //
- // This function is called when a human player's connection has been lost.
- //
- void News::multi_connection_lost()
- {
- //---------------- Text Format -----------------//
- //
- // The connectino with <kingdom name> has been lost.
- //
- //----------------------------------------------//
- str = "The connection with ";
- str += nation_name1();
- str += " has been lost.";
- }
- //------- End of function News::multi_connection_lost -----//
- //------ Begin of function News::nation_name1 -----//
- //
- char* News::nation_name1()
- {
- static String str;
- if( nation_name_id1 < 0 ) // human player - custom name
- str = nation_array.get_human_name(nation_name_id1, 1); // 1-first word of the name only
- else
- str = race_res[nation_race_id1]->get_single_name( (WORD)nation_name_id1 );
- str += "'s Kingdom";
- //------ add color bar -------//
- char colorCodeStr[] = " 0";
- colorCodeStr[1] = FIRST_NATION_COLOR_CODE_IN_TEXT + nation_color1;
- str += colorCodeStr;
- return str;
- }
- //------- End of function News::nation_name1 -----//
- //------ Begin of function News::nation_name2 -----//
- //
- char* News::nation_name2()
- {
- static String str;
- if( nation_name_id2 < 0 ) // human player - custom name
- str = nation_array.get_human_name(nation_name_id2, 1); // 1-first word of the name only
- else
- str = race_res[nation_race_id2]->get_single_name( (WORD)nation_name_id2 );
- str += "'s Kingdom";
- //------ add color bar -------//
- char colorCodeStr[] = " 0";
- colorCodeStr[1] = FIRST_NATION_COLOR_CODE_IN_TEXT + nation_color2;
- str += colorCodeStr;
- return str;
- }
- //------- End of function News::nation_name2 -----//
- //------ Begin of function News::king_name1 -----//
- //
- // [int] addColor - add color bar at the end of the king name
- // (default: 0)
- //
- char* News::king_name1(int addColor)
- {
- static String str;
- if( nation_name_id1 < 0 ) // human player - custom name
- str = nation_array.get_human_name(nation_name_id1);
- else
- str = race_res[nation_race_id1]->get_name( (WORD)nation_name_id1 );
- //------ add color bar -------//
- if( addColor )
- {
- char colorCodeStr[] = " 0";
- colorCodeStr[1] = FIRST_NATION_COLOR_CODE_IN_TEXT + nation_color1;
- str += colorCodeStr;
- }
- return str;
- }
- //------- End of function News::king_name1 -----//
- //------ Begin of function News::king_name2 -----//
- //
- // [int] addColor - add color bar at the end of the king name
- // (default: 0)
- //
- char* News::king_name2(int addColor)
- {
- static String str;
- if( nation_name_id2 < 0 ) // human player - custom name
- str = nation_array.get_human_name(nation_name_id2);
- else
- str = race_res[nation_race_id2]->get_name( (WORD)nation_name_id2 );
- //------ add color bar -------//
- if( addColor )
- {
- char colorCodeStr[] = " 0";
- colorCodeStr[1] = FIRST_NATION_COLOR_CODE_IN_TEXT + nation_color2;
- str += colorCodeStr;
- }
- return str;
- }
- //------- End of function News::king_name2 -----//
- #endif
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