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army.h
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army.h
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#ifndef ARMY_CLASS
#define ARMY_CLASS
// START A3HEADER
//
// This source file is part of the Atlantis PBM game program.
// Copyright (C) 1995-1999 Geoff Dunbar
//
// 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, in the file license.txt. If not, write
// to the Free Software Foundation, Inc., 59 Temple Place - Suite 330,
// Boston, MA 02111-1307, USA.
//
// See the Atlantis Project web page for details:
// http://www.prankster.com/project
//
// END A3HEADER
#include "items.h" // NUM_ATTACK_TYPES
#include "shields.h"
#include "helper.h" // BITFIELD
#include "astring.h"
class Battle;
class ItemList;
class Object;
class Unit;
//----------------------------------------------------------------------------
/// One soldier in an army (wraps individual in unit)
class Soldier
{
public:
/// construct one man of 'race' from 'unit', in 'object'
/// 'regType' is used for riding
Soldier(Unit *unit, Object *object, int regType, int race, int ass=0);
/// check assigned spell
void SetupSpell();
/// get weapon and armor
void SetupCombatItems();
/// game-specific, and appears in specials.cpp
void SetupHealing();
//---effects
/// check if bit 'eff' is set in effects
int HasEffect(int eff) const;
/// set effect (with side-effects)
void SetEffect(int eff);
/// clear effect (with side-effects)
void ClearEffect(int eff);
/// walk through all effects and clear those marked "one shot"
void ClearOneTimeEffects();
///@return 1 if armor is (randomly) successful
int ArmorProtect(int weaponClass) const;
/// give items back to original unit
void RestoreItems();
/// handle case where we survive (win or lose)
void Alive(int win_state);
/// handle case where we die
void Dead();
public: // data
AString name;
Unit *unit;
int race;
int riding;
int building;
int base_skill = 0;
// Healing information
int healing;
int healtype;
int healitem;
int canbehealed;
int regen;
// Attack info
int weapon;
int attacktype;
int askill;
int attacks;
int special;
int slevel;
// Defense info
int dskill[NUM_ATTACK_TYPES];
int armor;
int hits;
int maxhits;
int damage;
BITFIELD battleItems;
int amuletofi;
int effects;
};
typedef Soldier *SoldierPtr;
//----------------------------------------------------------------------------
/// All of the soldiers on one side
class Army
{
public:
/// construct
Army() = delete;
Army(Unit *ldr, AList *locs, int reg_type, int ass = 0);
~Army();
/// called at end of round (?shuffles front and behind?)
void Reset();
void endRound(Battle *b);
/// deallocate soldiers, append spoils from monsters
void Lose(Battle *b, ItemList *spoils);
/// deallocate soldiers, distribute spoils
void Win(Battle *b, ItemList *spoils);
/// deallocate - no spoil
void Tie(Battle *b);
///@return 1 if anyone can be healed
int CanBeHealed();
/// do normal, then magical healing
void DoHeal(Battle *b);
/// apply hits (and regeneration if available)
void Regenerate(Battle *b);
/// generate spoils from wandering monsters
void GetMonSpoils(ItemList *spoils, int mon_item, int free);
///@return 1 if army is routed
int Broken() const;
///@return number of soldiers alive
int NumAlive() const;
///@return number of men willing to carry spoils
int NumSpoilers() const;
///@return number of men in front ranks? or able to advance to front?
int CanAttack() const;
///@return number of men in front ranks?
int NumFront() const;
/// shuffles attackers forward?
Soldier* GetAttacker(int i, int &behind);
///@return index of soldier with 'effect'
int GetEffectNum(int effect);
///@return index of soldier affected by 'special'
int GetTargetNum(int special = 0);
///@return soldier 'i'
Soldier* GetTarget(int i);
/// try to remove 'effect' from 'num' soldiers, @return actual number removed
int RemoveEffects(int num, int effect);
/// evaluate one attack on us
int DoAnAttack( int special, int numAttacks, int attackType,
int attackLevel, int flags, int weaponClass, int effect,
int mountBonus, int base_skill, int *num_killed, bool riding, Army *attackers);
/// damage soldier 'i'
///@return true if he dies
bool DamageSoldier(int i);
// in specials.cpp
int CheckSpecialTarget(int, int);
public: // data
SoldierPtr *soldiers = nullptr;
Unit *leader = nullptr;
ShieldList shields;
int round = 0;
int tac = 0;
int canfront = 0;
int canbehind = 0;
int notfront = 0;
int notbehind = 0;
int count = 0;
int tactics_bonus = 0; ///< Used for ALTERNATE_TACTICS
int hitsalive = 0; ///< Current number of "living hits"
int hitstotal = 0; ///< Number of hits at start of battle
int kills_from[6] = {0,};
int hits_from[6] = {0,};
private:
void DoHealLevel(Battle *b, int type, int useItems);
void WriteLosses(Battle *b);
};
#endif