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- /*
- * 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;
- struct BattleInfo;
- class CStack;
- class CHealthInfo;
- template <typename Quantity>
- class DLL_LINKAGE CStackResource
- {
- public:
- CStackResource(const CStack * Owner):
- owner(Owner)
- {
- reset();
- }
- virtual void reset()
- {
- used = 0;
- };
- protected:
- const CStack * owner;
- Quantity used;
- };
- class DLL_LINKAGE CAmmo : public CStackResource<int32_t>
- {
- public:
- CAmmo(const CStack * Owner, CSelector totalSelector);
- int32_t available() const;
- bool canUse(int32_t amount = 1) const;
- virtual void reset() override;
- virtual int32_t total() const;
- virtual void use(int32_t amount = 1);
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- if(!h.saving)
- reset();
- h & used;
- }
- protected:
- CBonusProxy totalProxy;
- };
- class DLL_LINKAGE CShots : public CAmmo
- {
- public:
- CShots(const CStack * Owner);
- void use(int32_t amount = 1) override;
- };
- class DLL_LINKAGE CCasts : public CAmmo
- {
- public:
- CCasts(const CStack * Owner);
- };
- class DLL_LINKAGE CRetaliations : public CAmmo
- {
- public:
- CRetaliations(const CStack * Owner);
- int32_t total() const override;
- void reset() override;
- private:
- mutable int32_t totalCache;
- };
- class DLL_LINKAGE CHealth
- {
- public:
- CHealth(const CStack * Owner);
- CHealth(const CHealth & other);
- void init(const int32_t baseAmount);
- void reset();
- void damage(int32_t & amount);
- void heal(int32_t & amount, EHealLevel level, EHealPower power);
- int32_t getCount() const;
- int32_t getFirstHPleft() const;
- int32_t getResurrected() const;
- int64_t available() const;
- int64_t total() const;
- void toInfo(CHealthInfo & info) const;
- void fromInfo(const CHealthInfo & info);
- void takeResurrected();
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- if(!h.saving)
- reset();
- h & firstHPleft & fullUnits & resurrected;
- }
- private:
- void addResurrected(int32_t amount);
- void setFromTotal(const int64_t totalHealth);
- const CStack * owner;
- int32_t firstHPleft;
- int32_t fullUnits;
- int32_t resurrected;
- };
- class DLL_LINKAGE CStack : public CBonusSystemNode, 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;
- const CCreature * type;
- PlayerColor owner; //owner - player color (255 for neutrals)
- SlotID slot; //slot - position in garrison (may be 255 for neutrals/called creatures)
- ui8 side;
- BattleHex position; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower
- CRetaliations counterAttacks;
- CShots shots;
- CCasts casts;
- CHealth health;
- ///id of alive clone of this stack clone if any
- si32 cloneID;
- std::set<EBattleStackState::EBattleStackState> state;
- CStack(const CStackInstance * base, PlayerColor O, int I, ui8 Side, SlotID S); //c-tor
- CStack(const CStackBasicDescriptor * stack, PlayerColor O, int I, ui8 Side, SlotID S = SlotID(255)); //c-tor
- CStack(); //c-tor
- ~CStack();
- int32_t getKilled() const;
- int32_t getCount() const;
- int32_t getFirstHPleft() const;
- const CCreature * getCreature() const;
- std::string nodeName() const override;
- void init(); //set initial (invalid) values
- void localInit(BattleInfo * battleInfo);
- 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 canCast() const;
- bool isCaster() const;
- bool canMove(int turn = 0) const; //if stack can move
- bool canShoot() const;
- bool isShooter() const;
- bool canBeHealed() const; //for first aid tent - only harmed stacks that are not war machines
- 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, ui8 side); //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
- BattleHex::EDir destShiftDir() const;
- CHealth healthAfterAttacked(int32_t & damage) const;
- CHealth healthAfterHealed(int32_t & toHeal, EHealLevel level, EHealPower power) const;
- void prepareAttacked(BattleStackAttacked & bsa, CRandomGenerator & rand) const; //requires bsa.damageAmout filled
- void prepareAttacked(BattleStackAttacked & bsa, CRandomGenerator & rand, const CHealth & customHealth) 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;
- ///MetaStrings
- void addText(MetaString & text, ui8 type, int32_t serial, const boost::logic::tribool & plural = boost::logic::indeterminate) const;
- void addNameReplacement(MetaString & text, const boost::logic::tribool & plural = boost::logic::indeterminate) const;
- std::string formatGeneralMessage(const int32_t baseTextId) const;
- ///Non const API for NetPacks
- ///stack will be ghost in next battle state update
- void makeGhost();
- void setHealth(const CHealthInfo & value);
- void setHealth(const CHealth & value);
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- assert(isIndependentNode());
- h & static_cast<CBonusSystemNode&>(*this);
- h & type;
- h & ID & baseAmount & owner & slot & side & position & state
- & shots & casts & counterAttacks & health;
- 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 isClone() 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;
- friend class CShots; //for BattleInfo access
- private:
- const BattleInfo * battle; //do not serialize
- };
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