forked from github/server
261 lines
9.5 KiB
C
261 lines
9.5 KiB
C
#ifndef H_KRNL_BATTLE
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#define H_KRNL_BATTLE
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#include <kernel/types.h>
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#include <stdbool.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct message;
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struct selist;
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union variant;
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/** more defines **/
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#define FS_ENEMY 1
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#define FS_HELP 2
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/***** Verteidigungslinien.
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* Eressea hat 4 Verteidigungslinien. 1 ist vorn, 5. enthaelt Summen
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*/
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#define NUMROWS 5
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#define SUM_ROW 0
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#define FIGHT_ROW 1
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#define BEHIND_ROW 2
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#define AVOID_ROW 3
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#define FLEE_ROW 4
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#define FIRST_ROW FIGHT_ROW
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#define LAST_ROW FLEE_ROW
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#define MAXSIDES 192 /* if there are ever more than this, we're fucked. */
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typedef struct bfaction {
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struct bfaction *next;
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struct side *sides;
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struct faction *faction;
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bool attacker;
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} bfaction;
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typedef struct tactics {
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struct selist *fighters;
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int value;
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} tactics;
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#define SIDE_STEALTH 1<<0
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#define SIDE_HASGUARDS 1<<1
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typedef struct side {
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struct side *nextF; /* next army of same faction */
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struct battle *battle;
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struct bfaction *bf; /* battle info that goes with the faction */
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struct faction *faction; /* cache optimization for bf->faction */
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const struct group *group;
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struct tactics leader; /* this army's best tactician */
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# define E_ENEMY 1
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# define E_FRIEND 2
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# define E_ATTACKING 4
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unsigned char relations[MAXSIDES];
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struct side *enemies[MAXSIDES];
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struct fighter *fighters;
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unsigned int index; /* Eintrag der Fraktion in b->matrix/b->enemies */
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int size[NUMROWS]; /* Anzahl Personen in Reihe X. 0 = Summe */
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int nonblockers[NUMROWS]; /* Anzahl nichtblockierender Kaempfer, z.B. Schattenritter. */
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int alive; /* Die Partei hat den Kampf verlassen */
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int removed; /* stoned */
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int flee;
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int dead;
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int casualties; /* those dead that were real people, not undead! */
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int healed;
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unsigned int flags;
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const struct faction *stealthfaction;
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} side;
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typedef struct battle {
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struct selist *leaders;
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struct region *region;
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struct plane *plane;
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bfaction *factions;
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int nfactions;
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int nfighters;
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side sides[MAXSIDES];
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int nsides;
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struct selist *meffects;
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int max_tactics;
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unsigned char turn;
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signed char keeploot; /* keep (50 + keeploot) percent of items as loot */
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bool has_tactics_turn;
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bool reelarrow;
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int alive;
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struct {
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const struct side *as;
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const struct side *vs;
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int alive;
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int row;
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int result;
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} rowcache;
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struct {
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struct side *side;
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int status;
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int alive;
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int minrow, maxrow;
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int enemies[8];
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} fast;
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} battle;
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typedef struct weapon {
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const struct weapon_type *type;
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int attackskill;
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int defenseskill;
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} weapon;
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/*** fighter::person::flags ***/
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#define FL_TIRED 1
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#define FL_DAZZLED 2 /* durch Untote oder Daemonen eingeschuechtert */
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#define FL_PANICED 4
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#define FL_COURAGE 8 /* Helden fliehen nie */
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#define FL_SLEEPING 16
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#define FL_STUNNED 32 /* eine Runde keinen Angriff */
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#define FL_HIT 64 /* the person at attacked */
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#define FL_HEALING_USED 128 /* has used a healing potion */
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typedef struct troop {
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struct fighter *fighter;
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int index;
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} troop;
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typedef struct armor {
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struct armor *next; /* TODO: make this an array, not a list, like weapon */
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const struct armor_type *atype;
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int count;
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} armor;
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/*** fighter::flags ***/
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#define FIG_ATTACKER 1<<0
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#define FIG_NOLOOT 1<<1
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typedef struct fighter {
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struct fighter *next;
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struct side *side;
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struct unit *unit; /* Die Einheit, die hier kaempft */
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struct building *building; /* Gebaeude, in dem die Einheit evtl. steht */
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status_t status; /* Kampfstatus */
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struct weapon *weapons;
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struct armor *armors; /* Anzahl Ruestungen jeden Typs */
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int alive; /* Anzahl der noch nicht Toten in der Einheit */
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int fighting; /* Anzahl der Kaempfer in der aktuellen Runde */
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int removed; /* Anzahl Kaempfer, die nicht tot sind, aber
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aus dem Kampf raus sind (zB weil sie
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versteinert wurden). Diese werden auch
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in alive noch mitgezaehlt! */
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int magic; /* Magietalent der Einheit */
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int horses; /* Anzahl brauchbarer Pferde der Einheit */
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int elvenhorses; /* Anzahl brauchbarer Elfenpferde der Einheit */
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struct item *loot;
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int catmsg; /* Merkt sich, ob Katapultmessage schon generiert. */
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struct person {
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int hp; /* Trefferpunkte der Personen */
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int flags;
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int attack; /* weapon skill bonus for attacker */
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int defense; /* weapon skill bonus for defender */
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char damage; /* bonus damage for melee attacks (e.g. troll belt) */
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unsigned char speed;
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unsigned char reload;
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unsigned char last_action;
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struct weapon *missile; /* missile weapon */
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struct weapon *melee; /* melee weapon */
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} *person;
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unsigned int flags;
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struct {
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int number; /* number of people who fled */
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int hp; /* accumulated hp of fleeing people */
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} run;
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int kills;
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int hits;
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} fighter;
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/* schilde */
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enum {
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SHIELD_REDUCE,
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SHIELD_ARMOR,
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SHIELD_WIND,
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SHIELD_BLOCK,
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SHIELD_MAX
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};
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typedef struct meffect {
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fighter *magician; /* Der Zauberer, der den Schild gezaubert hat */
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int typ; /* Wirkungsweise des Schilds */
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int effect;
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int duration;
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} meffect;
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extern const troop no_troop;
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/* BEGIN battle interface */
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side * find_side(battle * b, const struct faction * f, const struct group * g, unsigned int flags, const struct faction * stealthfaction);
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side * get_side(battle * b, const struct unit * u);
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/* END battle interface */
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void do_battles(void);
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/* for combat spells and special attacks */
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enum { SELECT_ADVANCE = 0x1, SELECT_DISTANCE = 0x2, SELECT_FIND = 0x4 };
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enum { ALLY_SELF, ALLY_ANY };
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int get_unitrow(const fighter * af, const side * vs);
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troop select_enemy(struct fighter *af, int minrow, int maxrow,
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int select);
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troop select_ally(struct fighter *af, int minrow, int maxrow,
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int allytype);
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int count_enemies(struct battle *b, const struct fighter *af,
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int minrow, int maxrow, int select);
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int natural_armor(struct unit * u);
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const struct armor_type *select_armor(struct troop t, bool shield);
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struct weapon *select_weapon(const struct troop t, bool attacking, bool ismissile);
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int calculate_armor(troop dt, const struct weapon_type *dwtype, const struct weapon_type *awtype, const struct armor_type *armor, const struct armor_type *shield, bool magic);
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int apply_resistance(int damage, struct troop dt, const struct weapon_type *dwtype, const struct armor_type *armor, const struct armor_type *shield, bool magic);
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bool terminate(troop dt, troop at, int type, const char *damage,
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bool missile);
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void message_all(battle * b, struct message *m);
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int hits(troop at, troop dt, weapon * awp);
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void damage_building(struct battle *b, struct building *bldg,
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int damage_abs);
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typedef bool(*select_fun)(const struct side *vs, const struct fighter *fig, void *cbdata);
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struct selist *select_fighters(struct battle *b, const struct side *vs, int mask, select_fun cb, void *cbdata);
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struct selist *fighters(struct battle *b, const struct side *vs,
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int minrow, int maxrow, int mask);
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int count_allies(const struct side *as, int minrow, int maxrow,
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int select, int allytype);
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bool helping(const struct side *as, const struct side *ds);
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void rmfighter(fighter * df, int i);
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struct fighter *select_corpse(struct battle *b, struct fighter *af);
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int statusrow(int status);
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void drain_exp(struct unit *u, int d);
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void kill_troop(troop dt);
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void remove_troop(troop dt); /* not the same as the badly named rmtroop */
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bool is_attacker(const fighter * fig);
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struct battle *make_battle(struct region * r);
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void free_battle(struct battle * b);
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struct fighter *make_fighter(struct battle *b, struct unit *u,
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struct side * s, bool attack);
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int join_battle(struct battle * b, struct unit * u, bool attack, struct fighter ** cp);
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struct side *make_side(struct battle * b, const struct faction * f,
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const struct group * g, unsigned int flags,
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const struct faction * stealthfaction);
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int skilldiff(troop at, troop dt, int dist);
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void force_leave(struct region *r, struct battle *b);
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bool seematrix(const struct faction * f, const struct side * s);
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const char *sidename(const struct side * s);
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void battle_message_faction(struct battle * b, struct faction * f, struct message *m);
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double tactics_chance(const struct unit *u, int skilldiff);
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#ifdef __cplusplus
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}
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#endif
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#endif
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