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- #pragma once
- #include "BattleHex.h"
- #include "HeroBonus.h"
- #include "CCreatureSet.h"
- #include "CObjectHandler.h"
- #include "CCreatureHandler.h"
- #include "CObstacleInstance.h"
- #include "ConstTransitivePtr.h"
- #include "GameConstants.h"
- #include "CBattleCallback.h"
- /*
- * BattleState.h, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- class CGHeroInstance;
- class CStack;
- class CArmedInstance;
- class CGTownInstance;
- class CStackInstance;
- struct BattleStackAttacked;
- //only for use in BattleInfo
- struct DLL_LINKAGE SiegeInfo
- {
- ui8 wallState[EWallParts::PARTS_COUNT];
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & wallState;
- }
- };
- struct DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallback
- {
- PlayerColor sides[2]; //sides[0] - attacker, sides[1] - defender
- si32 round, activeStack, selectedStack;
- CGTownInstance::EFortLevel siege;
- const CGTownInstance * town; //used during town siege - id of attacked town; -1 if not town defence
- int3 tile; //for background and bonuses
- CGHeroInstance* heroes[2];
- CArmedInstance *belligerents[2]; //may be same as heroes
- std::vector<CStack*> stacks;
- std::vector<shared_ptr<CObstacleInstance> > obstacles;
- ui8 castSpells[2]; //how many spells each side has cast this turn [0] - attacker, [1] - defender
- std::vector<const CSpell *> usedSpellsHistory[2]; //each time hero casts spell, it's inserted here -> eagle eye skill
- si16 enchanterCounter[2]; //tends to pass through 0, so sign is needed
- SiegeInfo si;
- BFieldType battlefieldType; //like !!BA:B
- ETerrainType terrainType; //used for some stack nativity checks (not the bonus limiters though that have their own copy)
- ui8 tacticsSide; //which side is requested to play tactics phase
- ui8 tacticDistance; //how many hexes we can go forward (1 = only hexes adjacent to margin line)
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & sides & round & activeStack & selectedStack & siege & town & tile & stacks & belligerents & obstacles
- & castSpells & si & battlefieldType & terrainType;
- h & heroes;
- h & usedSpellsHistory & enchanterCounter;
- h & tacticsSide & tacticDistance;
- h & static_cast<CBonusSystemNode&>(*this);
- }
- //////////////////////////////////////////////////////////////////////////
- BattleInfo();
- ~BattleInfo(){};
- //////////////////////////////////////////////////////////////////////////
- CStack * getStackT(BattleHex tileID, bool onlyAlive = true);
- CStack * getStack(int stackID, bool onlyAlive = true);
- const CStack * getNextStack() const; //which stack will have turn after current one
- //void getStackQueue(std::vector<const CStack *> &out, int howMany, int turn = 0, int lastMoved = -1) const; //returns stack in order of their movement action
- //void getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<BattleHex> & occupyable, bool flying, const CStack* stackToOmmit = NULL) const; //send pointer to at least 187 allocated bytes
- //static bool isAccessible(BattleHex hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos); //helper for makeBFS
- int getAvaliableHex(CreatureID creID, bool attackerOwned, int initialPos = -1) const; //find place for summon / clone effects
- //void makeBFS(BattleHex start, bool*accessibility, BattleHex *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const; //*accessibility must be prepared bool[187] array; last two pointers must point to the at least 187-elements int arrays - there is written result
- std::pair< std::vector<BattleHex>, int > getPath(BattleHex start, BattleHex dest, const CStack *stack); //returned value: pair<path, length>; length may be different than number of elements in path since flying vreatures jump between distant hexes
- //std::vector<BattleHex> getAccessibility(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable = NULL, bool forPassingBy = false) const; //returns vector of accessible tiles (taking into account the creature range)
- //bool isObstacleVisibleForSide(const CObstacleInstance &obstacle, ui8 side) const;
- shared_ptr<CObstacleInstance> getObstacleOnTile(BattleHex tile) const;
- std::set<BattleHex> getStoppers(bool whichSidePerspective) const;
- ui32 calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg); //charge - number of hexes travelled before attack (for champion's jousting)
- void calculateCasualties(std::map<ui32,si32> *casualties) const; //casualties are array of maps size 2 (attacker, defeneder), maps are (crid => amount)
- //void getPotentiallyAttackableHexes(AttackableTiles &at, const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos); //hexes around target that could be attacked in melee
- //std::set<CStack*> getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID); //calculates range of multi-hex attacks
- //std::set<BattleHex> getAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID); //calculates range of multi-hex attacks
- static int calculateSpellDuration(const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower);
- CStack * generateNewStack(const CStackInstance &base, bool attackerOwned, SlotID slot, BattleHex position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
- CStack * generateNewStack(const CStackBasicDescriptor &base, bool attackerOwned, SlotID slot, BattleHex position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
- int getIdForNewStack() const; //suggest a currently unused ID that'd suitable for generating a new stack
- //std::pair<const CStack *, BattleHex> getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const; //if attackerOwned is indetermnate, returened stack is of any owner; hex is the number of hex we should be looking from; returns (nerarest creature, predecessorHex)
- ui32 calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack, const CStack * sacrificedStack = NULL) const; //Sacrifice
- ui32 calculateHealedHP(int healedHealth, const CSpell * spell, const CStack * stack) const; //for Archangel
- ui32 calculateHealedHP(const CSpell * spell, int usedSpellPower, int spellSchoolLevel, const CStack * stack) const; //healing spells casted by stacks
- bool resurrects(SpellID spellid) const; //TODO: move it to spellHandler?
- const CGHeroInstance * getHero(PlayerColor player) const; //returns fighting hero that belongs to given player
- std::vector<ui32> calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::set<const CStack*> affectedCreatures, PlayerColor casterSideOwner, ECastingMode::ECastingMode mode, int usedSpellPower, int spellLevel) const;
- const CStack * battleGetStack(BattleHex pos, bool onlyAlive); //returns stack at given tile
- const CGHeroInstance * battleGetOwner(const CStack * stack) const; //returns hero that owns given stack; NULL if none
- void localInit();
- void localInitStack(CStack * s);
- static BattleInfo * setupBattle( int3 tile, ETerrainType terrain, BFieldType battlefieldType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town );
- //bool hasNativeStack(ui8 side) const;
- PlayerColor theOtherPlayer(PlayerColor player) const;
- ui8 whatSide(PlayerColor player) const;
- static BattlefieldBI::BattlefieldBI battlefieldTypeToBI(BFieldType bfieldType); //converts above to ERM BI format
- static int battlefieldTypeToTerrain(int bfieldType); //converts above to ERM BI format
- };
- class DLL_LINKAGE CStack : public CBonusSystemNode, public CStackBasicDescriptor
- {
- public:
- const CStackInstance *base; //garrison slot from which stack originates (NULL for war machines, summoned cres, etc)
- ui32 ID; //unique ID of stack
- ui32 baseAmount;
- ui32 firstHPleft; //HP of first creature in stack
- PlayerColor owner; //owner - player colour (255 for neutrals)
- SlotID slot; //slot - position in garrison (may be 255 for neutrals/called creatures)
- bool attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
- BattleHex position; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower
- ui8 counterAttacks; //how many counter attacks can be performed more in this turn (by default set at the beginning of the round to 1)
- si16 shots; //how many shots left
- ui8 casts; //how many casts left
- std::set<EBattleStackState::EBattleStackState> state;
- //overrides
- const CCreature* getCreature() const {return type;}
- CStack(const CStackInstance *base, PlayerColor O, int I, bool AO, SlotID S); //c-tor
- CStack(const CStackBasicDescriptor *stack, PlayerColor O, int I, bool AO, SlotID S = SlotID(255)); //c-tor
- CStack(); //c-tor
- ~CStack();
- std::string nodeName() const OVERRIDE;
- void init(); //set initial (invalid) values
- void postInit(); //used to finish initialization when inheriting creature parameters is working
- std::string getName() const; //plural or singular
- bool willMove(int turn = 0) const; //if stack has remaining move this turn
- bool ableToRetaliate() const; //if stack can retaliate after attacked
- bool moved(int turn = 0) const; //if stack was already moved this turn
- bool waited(int turn = 0) const;
- bool canMove(int turn = 0) const; //if stack can move
- bool canBeHealed() const; //for first aid tent - only harmed stacks that are not war machines
- ui32 Speed(int turn = 0, bool useBind = false) const; //get speed of creature with all modificators
- si32 magicResistance() const; //include aura of resistance
- static void stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse);
- std::vector<si32> activeSpells() const; //returns vector of active spell IDs sorted by time of cast
- const CGHeroInstance *getMyHero() const; //if stack belongs to hero (directly or was by him summoned) returns hero, NULL otherwise
- static inline Bonus featureGenerator(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, si32 additionalInfo = 0, Bonus::LimitEffect limit = Bonus::NO_LIMIT)
- {
- Bonus hb = makeFeatureVal(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain, additionalInfo);
- hb.effectRange = limit;
- return hb;
- }
- static bool isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos = BattleHex::INVALID, BattleHex defenderPos = BattleHex::INVALID);
- bool doubleWide() const;
- BattleHex occupiedHex() const; //returns number of occupied hex (not the position) if stack is double wide; otherwise -1
- BattleHex occupiedHex(BattleHex assumedPos) const; //returns number of occupied hex (not the position) if stack is double wide and would stand on assumedPos; otherwise -1
- std::vector<BattleHex> getHexes() const; //up to two occupied hexes, starting from front
- std::vector<BattleHex> getHexes(BattleHex assumedPos) const; //up to two occupied hexes, starting from front
- static std::vector<BattleHex> getHexes(BattleHex assumedPos, bool twoHex, bool AttackerOwned); //up to two occupied hexes, starting from front
- bool coversPos(BattleHex position) const; //checks also if unit is double-wide
- std::vector<BattleHex> getSurroundingHexes(BattleHex attackerPos = BattleHex::INVALID) const; // get six or 8 surrounding hexes depending on creature size
- void prepareAttacked(BattleStackAttacked &bsa) const; //requires bsa.damageAmout filled
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- assert(isIndependentNode());
- h & static_cast<CBonusSystemNode&>(*this);
- h & static_cast<CStackBasicDescriptor&>(*this);
- h & ID & baseAmount & firstHPleft & owner & slot & attackerOwned & position & state & counterAttacks
- & shots & casts & count;
- const CArmedInstance *army = (base ? base->armyObj : NULL);
- SlotID slot = (base ? base->armyObj->findStack(base) : SlotID());
- if(h.saving)
- {
- h & army & slot;
- }
- else
- {
- h & army & slot;
- if (slot == SlotID::COMMANDER_SLOT_PLACEHOLDER) //TODO
- {
- auto hero = dynamic_cast<const CGHeroInstance *>(army);
- assert (hero);
- base = hero->commander;
- }
- else if(!army || slot == SlotID() || !army->hasStackAtSlot(slot))
- {
- base = NULL;
- tlog3 << type->nameSing << " doesn't have a base stack!\n";
- }
- else
- {
- base = &army->getStack(slot);
- }
- }
- }
- bool alive() const //determines if stack is alive
- {
- return vstd::contains(state,EBattleStackState::ALIVE);
- }
- bool isValidTarget(bool allowDead = false) const; //alive non-turret stacks (can be attacked or be object of magic effect)
- };
- class DLL_LINKAGE CMP_stack
- {
- int phase; //rules of which phase will be used
- int turn;
- public:
- bool operator ()(const CStack* a, const CStack* b);
- CMP_stack(int Phase = 1, int Turn = 0);
- };
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