BattleState.h 16 KB

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  1. #pragma once
  2. #include "../global.h"
  3. #include "HeroBonus.h"
  4. #include "CCreatureSet.h"
  5. #include "CObjectHandler.h"
  6. #include "CCreatureHandler.h"
  7. #include "CObstacleInstance.h"
  8. #include "ConstTransitivePtr.h"
  9. /*
  10. * BattleState.h, part of VCMI engine
  11. *
  12. * Authors: listed in file AUTHORS in main folder
  13. *
  14. * License: GNU General Public License v2.0 or later
  15. * Full text of license available in license.txt file, in main folder
  16. *
  17. */
  18. class CGHeroInstance;
  19. class CStack;
  20. class CArmedInstance;
  21. class CGTownInstance;
  22. class CStackInstance;
  23. struct BattleStackAttacked;
  24. //only for use in BattleInfo
  25. struct DLL_EXPORT SiegeInfo
  26. {
  27. ui8 wallState[8]; //[0] - keep, [1] - bottom tower, [2] - bottom wall, [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; 1 - intact, 2 - damaged, 3 - destroyed
  28. template <typename Handler> void serialize(Handler &h, const int version)
  29. {
  30. h & wallState;
  31. }
  32. };
  33. struct DLL_EXPORT AttackableTiles
  34. {
  35. std::set<THex> hostileCreaturePositions;
  36. std::set<THex> friendlyCreaturePositions; //for Dragon Breath
  37. template <typename Handler> void serialize(Handler &h, const int version)
  38. {
  39. h & hostileCreaturePositions & friendlyCreaturePositions;
  40. }
  41. };
  42. struct DLL_EXPORT BattleInfo : public CBonusSystemNode
  43. {
  44. ui8 sides[2]; //sides[0] - attacker, sides[1] - defender
  45. si32 round, activeStack;
  46. ui8 siege; // = 0 ordinary battle = 1 a siege with a Fort = 2 a siege with a Citadel = 3 a siege with a Castle
  47. const CGTownInstance * town; //used during town siege - id of attacked town; -1 if not town defence
  48. int3 tile; //for background and bonuses
  49. CGHeroInstance *heroes[2];
  50. CArmedInstance *belligerents[2]; //may be same as heroes
  51. std::vector<CStack*> stacks;
  52. std::vector<CObstacleInstance> obstacles;
  53. ui8 castSpells[2]; //how many spells each side has cast this turn [0] - attacker, [1] - defender
  54. std::vector<const CSpell *> usedSpellsHistory[2]; //each time hero casts spell, it's inserted here -> eagle eye skill
  55. si16 enchanterCounter[2]; //tends to pass through 0, so sign is needed
  56. SiegeInfo si;
  57. si32 battlefieldType;
  58. ui8 tacticsSide; //which side is requested to play tactics phase
  59. ui8 tacticDistance; //how many hexes we can go forward (1 = only hexes adjacent to margin line)
  60. template <typename Handler> void serialize(Handler &h, const int version)
  61. {
  62. h & sides & round & activeStack & siege & town & tile & stacks & belligerents & obstacles
  63. & castSpells & si & battlefieldType;
  64. h & heroes;
  65. h & usedSpellsHistory & enchanterCounter;
  66. h & tacticsSide & tacticDistance;
  67. h & static_cast<CBonusSystemNode&>(*this);
  68. }
  69. //////////////////////////////////////////////////////////////////////////
  70. //void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  71. //////////////////////////////////////////////////////////////////////////
  72. const CStack * getNextStack() const; //which stack will have turn after current one
  73. void getStackQueue(std::vector<const CStack *> &out, int howMany, int turn = 0, int lastMoved = -1) const; //returns stack in order of their movement action
  74. CStack * getStack(int stackID, bool onlyAlive = true);
  75. const CStack * getStack(int stackID, bool onlyAlive = true) const;
  76. CStack * getStackT(THex tileID, bool onlyAlive = true);
  77. const CStack * getStackT(THex tileID, bool onlyAlive = true) const;
  78. void getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<THex> & occupyable, bool flying, const CStack* stackToOmmit = NULL) const; //send pointer to at least 187 allocated bytes
  79. static bool isAccessible(THex hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos); //helper for makeBFS
  80. int getAvaliableHex(TCreature creID, bool attackerOwned, int initialPos = -1) const; //find place for summon / clone effects
  81. void makeBFS(THex start, bool*accessibility, THex *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
  82. std::pair< std::vector<THex>, int > getPath(THex start, THex dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned); //returned value: pair<path, length>; length may be different than number of elements in path since flying vreatures jump between distant hexes
  83. std::vector<THex> getAccessibility(const CStack * stack, bool addOccupiable, std::vector<THex> * attackable = NULL) const; //returns vector of accessible tiles (taking into account the creature range)
  84. bool isStackBlocked(const CStack * stack) const; //returns true if there is neighboring enemy stack
  85. 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)
  86. TDmgRange calculateDmgRange(const CStack* attacker, const CStack* defender, TQuantity attackerCount, TQuantity defenderCount, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
  87. TDmgRange calculateDmgRange(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
  88. void calculateCasualties(std::map<ui32,si32> *casualties) const; //casualties are array of maps size 2 (attacker, defeneder), maps are (crid => amount)
  89. std::set<CStack*> getAttackedCreatures(const CSpell * s, int skillLevel, ui8 attackerOwner, THex destinationTile); //calculates stack affected by given spell
  90. void getPotentiallyAttackableHexes(AttackableTiles &at, const CStack* attacker, THex destinationTile, THex attackerPos); //hexes around target that could be attacked in melee
  91. std::set<CStack*> getAttackedCreatures(const CStack* attacker, THex destinationTile, THex attackerPos = THex::INVALID); //calculates range of multi-hex attacks
  92. std::set<THex> getAttackedHexes(const CStack* attacker, THex destinationTile, THex attackerPos = THex::INVALID); //calculates range of multi-hex attacks
  93. static int calculateSpellDuration(const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower);
  94. CStack * generateNewStack(const CStackInstance &base, int stackID, bool attackerOwned, int slot, THex position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
  95. CStack * generateNewStack(const CStackBasicDescriptor &base, int stackID, bool attackerOwned, int slot, THex position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
  96. ui32 getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //returns cost of given spell
  97. int hexToWallPart(THex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
  98. int lineToWallHex(int line) const; //returns hex with wall in given line
  99. std::pair<const CStack *, THex> 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)
  100. ui32 calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const;
  101. ui32 calculateSpellDmg(const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower) const; //calculates damage inflicted by spell
  102. ui32 calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack) const;
  103. ui32 calculateHealedHP(int healedHealth, const CSpell * spell, const CStack * stack) const; //for Archangel
  104. ui32 calculateHealedHP(const CSpell * spell, int usedSpellPower, int spellSchoolLevel, const CStack * stack) const; //unused
  105. bool resurrects(TSpell spellid) const; //TODO: move it to spellHandler?
  106. si8 hasDistancePenalty(const CStack * stackID, THex destHex) const; //determines if given stack has distance penalty shooting given pos
  107. si8 sameSideOfWall(int pos1, int pos2) const; //determines if given positions are on the same side of wall
  108. si8 hasWallPenalty(const CStack * stack, THex destHex) const; //determines if given stack has wall penalty shooting given pos
  109. si8 canTeleportTo(const CStack * stack, THex destHex, int telportLevel) const; //determines if given stack can teleport to given place
  110. bool battleCanShoot(const CStack * stack, THex dest) const; //determines if stack with given ID shoot at the selected destination
  111. const CGHeroInstance * getHero(int player) const; //returns fighting hero that belongs to given player
  112. SpellCasting::ESpellCastProblem battleCanCastSpell(int player, SpellCasting::ECastingMode mode) const; //returns true if there are no general issues preventing from casting a spell
  113. SpellCasting::ESpellCastProblem battleCanCastThisSpell(int player, const CSpell * spell, SpellCasting::ECastingMode mode) const; //checks if given player can cast given spell
  114. SpellCasting::ESpellCastProblem battleIsImmune(const CGHeroInstance * caster, const CSpell * spell, SpellCasting::ECastingMode mode, THex dest) const; //checks for creature immunity / anything that prevent casting *at given hex* - doesn't take into acount general problems such as not having spellbook or mana points etc.
  115. SpellCasting::ESpellCastProblem battleCanCastThisSpellHere(int player, const CSpell * spell, SpellCasting::ECastingMode mode, THex dest) const; //checks if given player can cast given spell at given tile in given mode
  116. bool battleTestElementalImmunity(const CStack * subject, const CSpell * spell, Bonus::BonusType element, bool damageSpell) const;
  117. TSpell getRandomBeneficialSpell(const CStack * subject) const;
  118. TSpell getRandomCastedSpell(const CStack * caster) const; //called at the beginning of turn for Faerie Dragon
  119. std::vector<ui32> calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::set<CStack*> affectedCreatures, int casterSideOwner, SpellCasting::ECastingMode mode) const;
  120. bool battleCanFlee(int player) const; //returns true if player can flee from the battle
  121. const CStack * battleGetStack(THex pos, bool onlyAlive); //returns stack at given tile
  122. const CGHeroInstance * battleGetOwner(const CStack * stack) const; //returns hero that owns given stack; NULL if none
  123. si8 battleMinSpellLevel() const; //calculates minimum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, 0 is returned
  124. void localInit();
  125. static BattleInfo * setupBattle( int3 tile, int terrain, int terType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town );
  126. bool isInTacticRange( THex dest ) const;
  127. int getSurrenderingCost(int player) const;
  128. int theOtherPlayer(int player) const;
  129. ui8 whatSide(int player) const;
  130. };
  131. class DLL_EXPORT CStack : public CBonusSystemNode, public CStackBasicDescriptor
  132. {
  133. public:
  134. const CStackInstance *base;
  135. ui32 ID; //unique ID of stack
  136. ui32 baseAmount;
  137. ui32 firstHPleft; //HP of first creature in stack
  138. ui8 owner, slot; //owner - player colour (255 for neutrals), slot - position in garrison (may be 255 for neutrals/called creatures)
  139. ui8 attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
  140. THex position; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower
  141. ui8 counterAttacks; //how many counter attacks can be performed more in this turn (by default set at the beginning of the round to 1)
  142. si16 shots; //how many shots left
  143. ui8 casts; //how many casts left
  144. std::set<ECombatInfo> state;
  145. //overrides
  146. const CCreature* getCreature() const {return type;}
  147. CStack(const CStackInstance *base, int O, int I, bool AO, int S); //c-tor
  148. CStack(const CStackBasicDescriptor *stack, int O, int I, bool AO, int S = 255); //c-tor
  149. CStack(); //c-tor
  150. ~CStack();
  151. std::string nodeName() const OVERRIDE;
  152. void init(); //set initial (invalid) values
  153. void postInit(); //used to finish initialization when inheriting creature parameters is working
  154. const Bonus * getEffect(ui16 id, int turn = 0) const; //effect id (SP)
  155. ui8 howManyEffectsSet(ui16 id) const; //returns amount of effects with given id set for this stack
  156. bool willMove(int turn = 0) const; //if stack has remaining move this turn
  157. bool ableToRetaliate() const; //if stack can retaliate after attacked
  158. bool moved(int turn = 0) const; //if stack was already moved this turn
  159. bool canMove(int turn = 0) const; //if stack can move
  160. ui32 Speed(int turn = 0) const; //get speed of creature with all modificators
  161. static void stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse);
  162. std::vector<si32> activeSpells() const; //returns vector of active spell IDs sorted by time of cast
  163. const CGHeroInstance *getMyHero() const; //if stack belongs to hero (directly or was by him summoned) returns hero, NULL otherwise
  164. static inline Bonus featureGenerator(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, si32 additionalInfo = 0, si32 limit = Bonus::NO_LIMIT)
  165. {
  166. Bonus hb = makeFeatureVal(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain, additionalInfo);
  167. hb.effectRange = limit;
  168. hb.source = Bonus::SPELL_EFFECT;
  169. return hb;
  170. }
  171. static inline Bonus featureGeneratorVT(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, ui8 valType)
  172. {
  173. Bonus ret = makeFeatureVal(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain);
  174. ret.valType = valType;
  175. ret.source = Bonus::SPELL_EFFECT;
  176. return ret;
  177. }
  178. static bool isMeleeAttackPossible(const CStack * attacker, const CStack * defender, THex attackerPos = THex::INVALID, THex defenderPos = THex::INVALID);
  179. bool doubleWide() const;
  180. THex occupiedHex() const; //returns number of occupied hex (not the position) if stack is double wide; otherwise -1
  181. std::vector<THex> getHexes() const; //up to two occupied hexes, starting from front
  182. bool coversPos(THex position) const; //checks also if unit is double-wide
  183. std::vector<THex> getSurroundingHexes(THex attackerPos = THex::INVALID) const; // get six or 8 surrounding hexes depending on creature size
  184. void prepareAttacked(BattleStackAttacked &bsa) const; //requires bsa.damageAmout filled
  185. template <typename Handler> void serialize(Handler &h, const int version)
  186. {
  187. assert(isIndependentNode());
  188. h & static_cast<CBonusSystemNode&>(*this);
  189. h & static_cast<CStackBasicDescriptor&>(*this);
  190. h & ID & baseAmount & firstHPleft & owner & slot & attackerOwned & position & state & counterAttacks
  191. & shots & casts & count;
  192. TSlot slot = (base ? base->armyObj->findStack(base) : -1);
  193. const CArmedInstance *army = (base ? base->armyObj : NULL);
  194. if(h.saving)
  195. {
  196. h & army & slot;
  197. }
  198. else
  199. {
  200. h & army & slot;
  201. if(!army || slot == -1 || !army->hasStackAtSlot(slot))
  202. {
  203. base = NULL;
  204. tlog3 << type->nameSing << " doesn't have a base stack!\n";
  205. }
  206. else
  207. {
  208. base = &army->getStack(slot);
  209. }
  210. }
  211. }
  212. bool alive() const //determines if stack is alive
  213. {
  214. return vstd::contains(state,ALIVE);
  215. }
  216. };
  217. class DLL_EXPORT CMP_stack
  218. {
  219. int phase; //rules of which phase will be used
  220. int turn;
  221. public:
  222. bool operator ()(const CStack* a, const CStack* b);
  223. CMP_stack(int Phase = 1, int Turn = 0);
  224. };