/*
* 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 .
*
*/
//Filename : OF_MONS.H
//Description : Header of Firm Monster
#ifndef __OF_MONS_H
#define __OF_MONS_H
#ifndef __OFIRM_H
#include
#endif
//---------- Define constant ---------//
#define MAX_MONSTER_GENERAL_IN_FIRM 8 // maximum no. of monster generals in a firm
#define MAX_SOLDIER_PER_GENERAL 8 // maximum soldier can be led by a general
#define MAX_MONSTER_IN_FIRM ( 1 + MAX_MONSTER_GENERAL_IN_FIRM * (1+MAX_SOLDIER_PER_GENERAL) )
#define MONSTER_ATTACK_NEIGHBOR_RANGE 6 // it will attack any firms/towns within 3 location away from it
#define MONSTER_EXPAND_RANGE 8 // the new firm built should be within this distance with the current firm
//------ Define struct MonsterGeneral -------//
//
// Monster generals who live in monster firms.
//
#pragma pack(1)
struct MonsterInFirm
{
public:
BYTE monster_id;
BYTE unit_id;
short mobile_unit_recno; // unit recno of this monster when it is a mobile unit
// this is only used as a reference for soldiers to find their leaders
char combat_level;
short hit_points;
short max_hit_points;
BYTE soldier_monster_id; // monster id. of the soldiers led by this monster general
char soldier_count; // no. of soldiers commaned by this monster general/king
public:
void set_combat_level(int combatLevel);
};
#pragma pack()
//------- Define class FirmMonster --------//
#pragma pack(1)
class FirmMonster : public Firm
{
public:
enum { MAX_WAITING_SOLDIER = 30 }; // maximum no. of soldiers queued in the monster firm waiting for their generals
short monster_id; // the monster type id. of the firm.
short monster_general_count;
char monster_aggressiveness; // 0-100
char defending_king_count;
char defending_general_count;
char defending_soldier_count;
int total_defender() { return defending_king_count + defending_general_count + defending_soldier_count; }
MonsterInFirm monster_king;
MonsterInFirm monster_general_array[MAX_MONSTER_GENERAL_IN_FIRM];
char waiting_soldier_count;
short waiting_soldier_array[MAX_WAITING_SOLDIER]; // the unit recno of their generals are kept here
char monster_nation_relation; // each bit n is high representing this independent town will attack nation n.
short defend_target_recno; // used in defend mode, store recno of the latest unit attacking this firm
char patrol_unit_count; // for AI to get the recno of the patrol units
short patrol_unit_array[MAX_SOLDIER_PER_GENERAL+1];
public:
void init_derived();
void deinit_derived();
~FirmMonster();
char* firm_name();
void put_info(int refreshFlag);
void detect_info();
void next_day();
void assign_unit(int unitRecno);
int can_assign_monster(int unitRecno);
void set_king(int monsterId, int combatLevel);
void add_general(int generalUnitRecno);
void add_soldier(int generalUnitRecno);
int recruit_general(int soldierCount= -1);
void recruit_soldier();
int mobilize_king();
int mobilize_general(int generalId, int mobilizeSoldier=1);
int total_combat_level();
void being_attacked(int attackerUnitRecno);
void clear_defense_mode();
void reduce_defender_count(int rankId);
void set_hostile_nation(int nationRecno);
void reset_hostile_nation(int nationRecno);
int is_hostile_nation(int nationRecno);
//-------------- multiplayer checking codes ---------------//
virtual UCHAR crc8();
virtual void clear_ptr();
private:
void disp_monster_info(int dispY1, int refreshFlag);
void validate_patrol_unit();
void recover_hit_points();
int mobilize_monster(int monsterId, int rankId, int combatLevel, int hitPoints=0);
int think_attack_neighbor();
int think_attack_human();
int think_expansion();
};
#pragma pack()
//--------------------------------------//
#endif