forked from Atlantis-PBEM/Atlantis
-
Notifications
You must be signed in to change notification settings - Fork 3
/
battle.h
116 lines (101 loc) · 2.98 KB
/
battle.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
#ifndef BATTLE_CLASS
#define BATTLE_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 "astring.h"
#include "alist.h"
#include <map>
class ARegion;
class ARegionList;
class Areport;
class Army;
class AString;
class Faction;
class ItemList;
class JsonReport;
class Soldier;
class Unit;
//----------------------------------------------------------------------------
/// Result of assassination attempt
enum
{
ASS_NONE,
ASS_SUCC,
ASS_FAIL
};
/// Result of battle
enum
{
BATTLE_IMPOSSIBLE,
BATTLE_LOST,
BATTLE_WON,
BATTLE_DRAW
};
//----------------------------------------------------------------------------
/// Handles battle mechanics and reporting
class Battle : public AListElem
{
public:
Battle();
~Battle();
/// Send this battle report to 'f' for 'fac'
void Report(Areport *f, Faction *fac);
void creport(JsonReport &f, Faction *fac);
/// Add 's' to this battle report
void AddLine(const AString &s);
int Run(ARegion *region, Unit *att, AList *atts, Unit *tar, AList *defs, int ass, ARegionList *pRegs);
void WriteSides(ARegion *r, Unit *att, Unit *tar, AList *atts, AList *defs, int ass, ARegionList *pRegs);
private: // methods
struct CombinedMsg
{
int special_index;
int count;
CombinedMsg(int si, int ct)
: special_index(si)
, count(ct)
{
}
};
void collectCombinedCount(std::map<Unit*, CombinedMsg> &combined_count);
void FreeRound(Army *att, Army *def, int ass = 0);
void NormalRound(int round, Army *a, Army *b);
void DoAttack(int round, Soldier *a, Army *attackers, Army *def,
int behind, std::map<Unit*, CombinedMsg> *combined_count, bool ass = false);
void GetSpoils(AList *losers, ItemList *spoils, int ass);
// These functions should be implemented in specials.cpp
void UpdateShields(Army *);
void DoSpecialAttack(int round, Soldier *a, Army *attackers, Army *def, int behind, std::map<Unit*, CombinedMsg> *combined_count);
public: // data
int assassination;
Faction *attacker; ///< Only matters in the case of an assassination
AString *asstext;
AList text;
};
class BattlePtr : public AListElem
{
public:
Battle *ptr;
};
#endif