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army.h
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army.h
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// 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
#ifndef ARMY_CLASS
#define ARMY_CLASS
#include <functional>
#include <map>
#include <vector>
using namespace std;
class Soldier;
class Army;
#include "unit.h"
#include "alist.h"
#include "items.h"
#include "object.h"
#include "shields.h"
#include "helper.h"
#include "skills.h"
WeaponBonusMalus* GetWeaponBonusMalus(WeaponType *, WeaponType *);
struct AttackStat {
std::string effect;
int weaponIndex;
int attackType;
int weaponClass;
int soldiers;
int attacks;
int failed;
int missed;
int blocked;
int hit;
int damage;
int killed;
};
struct UnitStat {
std::string unitName;
std::vector<AttackStat> attackStats;
};
namespace unit_stat_control {
void Clear(UnitStat& us);
AttackStat* FindStat(UnitStat& us, int weaponIndex, SpecialType* effect);
void TrackSoldier(UnitStat& us, int weaponIndex, SpecialType* effect, int attackType, int weaponClass);
void RecordAttack(UnitStat& us, int weaponIndex, SpecialType* effect);
void RecordAttackFailed(UnitStat& us, int weaponIndex, SpecialType* effect);
void RecordAttackMissed(UnitStat& us, int weaponIndex, SpecialType* effect);
void RecordAttackBlocked(UnitStat& us, int weaponIndex, SpecialType* effect);
void RecordHit(UnitStat& us, int weaponIndex, SpecialType* effect, int damage);
void RecordKill(UnitStat& us, int weaponIndex, SpecialType* effect);
};
class ArmyStats {
public:
// key is unit number
std::map<int, UnitStat> roundStats;
std::map<int, UnitStat> battleStats;
void ClearRound();
void TrackUnit(Unit *unit);
void TrackSoldier(int unitNumber, int weaponIndex, SpecialType* effect, int attackType, int weaponClass);
void RecordAttack(int unitNumber, int weaponIndex, SpecialType* effect);
void RecordAttackFailed(int unitNumber, int weaponIndex, SpecialType* effect);
void RecordAttackMissed(int unitNumber, int weaponIndex, SpecialType* effect);
void RecordAttackBlocked(int unitNumber, int weaponIndex, SpecialType* effect);
void RecordHit(int unitNumber, int weaponIndex, SpecialType* effect, int damage);
void RecordKill(int unitNumber, int weaponIndex, SpecialType* effect);
};
class Soldier {
public:
Soldier(Unit *unit, Object *object, int regType, int race, int ass=0);
void SetupSpell();
void SetupCombatItems();
//
// SetupHealing is actually game-specific, and appears in specials.cpp
//
void SetupHealing();
int HasEffect(char const *);
void SetEffect(char const *);
void ClearEffect(char const *);
void ClearOneTimeEffects(void);
int ArmorProtect(int weaponClass );
void RestoreItems();
void Alive(int);
void Dead();
/* Unit info */
AString name;
Unit * unit;
int race;
int riding;
int building;
/* Healing information */
int healing;
int healtype;
int healitem;
int canbehealed;
int regen;
/* Attack info */
int weapon;
int attacktype;
int askill;
int attacks;
int hitDamage;
char const *special;
int slevel;
/* Defense info */
int dskill[NUM_ATTACK_TYPES];
int protection[NUM_ATTACK_TYPES];
int armor;
int hits;
int maxhits;
int damage;
BITFIELD battleItems;
int amuletofi;
/* Effects */
map< char const *, int > effects;
};
typedef Soldier * SoldierPtr;
class Army
{
public:
Army(Unit *,AList *,int,int = 0);
~Army();
void WriteLosses(Battle *);
void Lose(Battle *,ItemList *);
void Win(Battle *,ItemList *);
void Tie(Battle *);
int CanBeHealed();
void DoHeal(Battle *);
void DoHealLevel(Battle *, int level, int rate, int useItems);
void Regenerate(Battle *);
void GetMonSpoils(ItemList *,int, int);
int Broken();
int NumAlive();
int NumBehind();
int NumSpoilers();
int CanAttack();
int NumFront();
int NumFrontHits();
Soldier *GetAttacker( int, int & );
int GetEffectNum(char const *effect);
int GetTargetNum(char const *special = NULL, bool canAttackBehind = false);
Soldier *GetTarget( int );
int RemoveEffects(int num, char const *effect);
int DoAnAttack(Battle *, char const *special, int numAttacks, int attackType,
int attackLevel, int flags, int weaponClass, char const *effect,
int mountBonus, Soldier *attacker, Army *attackers, bool attackbehind, int attackDamage);
void Kill(int killed, int damage);
void Reset();
//
// These funcs are in specials.cpp
//
int CheckSpecialTarget(char const *,int);
SoldierPtr * soldiers;
Unit * leader;
ShieldList shields;
int round;
int tac;
int canfront;
int canbehind;
int notfront;
int notbehind;
int count;
// Used if set ADVANCED_TACTICS
int tactics_bonus;
int hitsalive; // current number of "living hits"
int hitstotal; // Number of hits at start of battle.
ArmyStats stats; // battle statistics
};
#endif