123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155 |
- /*
- * CStack.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
- *
- */
- #pragma once
- #include "battle/BattleHex.h"
- #include "CCreatureHandler.h"
- #include "mapObjects/CGHeroInstance.h" // for commander serialization
- struct BattleStackAttacked;
- class DLL_LINKAGE CStack : public CBonusSystemNode, public CStackBasicDescriptor, public ISpellCaster
- {
- public:
- const CStackInstance *base; //garrison slot from which stack originates (nullptr 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
- ///how many times this stack has been counterattacked this round
- ui8 counterAttacksPerformed;
- ///cached total count of counterattacks; should be cleared each round;do not serialize
- mutable ui8 counterAttacksTotalCache;
- si16 shots; //how many shots left
- ui8 casts; //how many casts left
- TQuantity resurrected; // these units will be taken back after battle is over
- ///id of alive clone of this stack clone if any
- si32 cloneID;
- 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
- ///how many times this stack can counterattack in one round
- ui8 counterAttacksTotal() const;
- ///how many times this stack can counterattack in one round more
- si8 counterAttacksRemaining() const;
- 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
- ///returns actual heal value based on internal state
- ui32 calculateHealedHealthPoints(ui32 toHeal, const bool resurrect) const;
- ui32 level() const;
- si32 magicResistance() const override; //include aura of resistance
- 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, nullptr otherwise
- ui32 totalHealth() const; // total health for all creatures in stack;
- 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
- std::pair<int,int> countKilledByAttack(int damageReceived) const; //returns pair<killed count, new left HP>
- void prepareAttacked(BattleStackAttacked &bsa, CRandomGenerator & rand, boost::optional<int> customCount = boost::none) const; //requires bsa.damageAmout filled
- ///ISpellCaster
- ui8 getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool = nullptr) const override;
- ui32 getSpellBonus(const CSpell * spell, ui32 base, const CStack * affectedStack) const override;
- ///default spell school level for effect calculation
- int getEffectLevel(const CSpell * spell) const override;
- ///default spell-power for damage/heal calculation
- int getEffectPower(const CSpell * spell) const override;
- ///default spell-power for timed effects duration
- int getEnchantPower(const CSpell * spell) const override;
- ///damage/heal override(ignores spell configuration, effect level and effect power)
- int getEffectValue(const CSpell * spell) const override;
- const PlayerColor getOwner() const override;
- void getCasterName(MetaString & text) const override;
- void getCastDescription(const CSpell * spell, const std::vector<const CStack *> & attacked, MetaString & text) const override;
- ///stack will be ghost in next battle state update
- void makeGhost();
- 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 & counterAttacksPerformed
- & shots & casts & count & resurrected;
- const CArmedInstance *army = (base ? base->armyObj : nullptr);
- SlotID extSlot = (base ? base->armyObj->findStack(base) : SlotID());
- if(h.saving)
- {
- h & army & extSlot;
- }
- else
- {
- h & army & extSlot;
- if(extSlot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
- {
- auto hero = dynamic_cast<const CGHeroInstance *>(army);
- assert (hero);
- base = hero->commander;
- }
- else if(slot == SlotID::SUMMONED_SLOT_PLACEHOLDER || slot == SlotID::ARROW_TOWERS_SLOT || slot == SlotID::WAR_MACHINES_SLOT)
- {
- //no external slot possible, so no base stack
- base = nullptr;
- }
- else if(!army || extSlot == SlotID() || !army->hasStackAtSlot(extSlot))
- {
- base = nullptr;
- logGlobal->warnStream() << type->nameSing << " doesn't have a base stack!";
- }
- else
- {
- base = &army->getStack(extSlot);
- }
- }
- }
- bool alive() const;
- bool isDead() const;
- bool isGhost() const; //determines if stack was removed
- bool isValidTarget(bool allowDead = false) const; //non-turret non-ghost stacks (can be attacked or be object of magic effect)
- bool isTurret() const;
- };
|