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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
 
- {
 
- 	std::array<si8, EWallParts::PARTS_COUNT> wallState;
 
- 	// return EWallState decreased by value of damage points
 
- 	static EWallState::EWallState applyDamage(EWallState::EWallState state, unsigned int value)
 
- 	{
 
- 		if (value == 0)
 
- 			return state;
 
- 		switch (applyDamage(state, value - 1))
 
- 		{
 
- 		case EWallState::INTACT    : return EWallState::DAMAGED;
 
- 		case EWallState::DAMAGED   : return EWallState::DESTROYED;
 
- 		case EWallState::DESTROYED : return EWallState::DESTROYED;
 
- 		default: return EWallState::NONE;
 
- 		}
 
- 	}
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & wallState;
 
- 	}
 
- };
 
- struct DLL_LINKAGE SideInBattle
 
- {
 
- 	PlayerColor color;
 
- 	const CGHeroInstance *hero; //may be NULL if army is not commanded by hero
 
- 	const CArmedInstance *armyObject; //adv. map object with army that participates in battle; may be same as hero
 
- 	ui8 castSpellsCount; //how many spells each side has cast this turn
 
- 	std::vector<const CSpell *> usedSpellsHistory; //every time hero casts spell, it's inserted here -> eagle eye skill
 
- 	si16 enchanterCounter; //tends to pass through 0, so sign is needed
 
- 	SideInBattle();
 
- 	void init(const CGHeroInstance *Hero, const CArmedInstance *Army);
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & color & hero & armyObject;
 
- 		h & castSpellsCount & usedSpellsHistory & enchanterCounter;
 
- 	}
 
- };
 
- struct DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallback
 
- {
 
- 	std::array<SideInBattle, 2> sides; //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
 
- 	std::vector<CStack*> stacks;
 
- 	std::vector<shared_ptr<CObstacleInstance> > obstacles;
 
- 	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;
 
- 		h & round & activeStack & selectedStack & siege & town & tile & stacks & obstacles
 
- 			& si & battlefieldType & terrainType;
 
- 		h & tacticsSide & tacticDistance;
 
- 		h & static_cast<CBonusSystemNode&>(*this);
 
- 	}
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	BattleInfo();
 
- 	~BattleInfo(){};
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	CStack * getStackT(BattleHex tileID, bool onlyAlive = true);
 
- 	CStack * getStack(int stackID, bool onlyAlive = true);
 
- 	using CBattleInfoEssentials::battleGetArmyObject;
 
- 	CArmedInstance * battleGetArmyObject(ui8 side) const; 
 
- 	using CBattleInfoEssentials::battleGetFightingHero;
 
- 	CGHeroInstance * battleGetFightingHero(ui8 side) const; 
 
- 	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 = nullptr) 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 = nullptr, 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 unlucky, 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)
 
- 	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::vector<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; nullptr 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 (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
 
- 	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
 
- 	TQuantity resurrected; // these units will be taken back after battle is over
 
- 	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 level() const;
 
- 	si32 magicResistance() const override; //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, nullptr 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
 
- 	std::pair<int,int> countKilledByAttack(int damageReceived) const; //returns pair<killed count, new left HP>
 
- 	void prepareAttacked(BattleStackAttacked &bsa, boost::optional<int> customCount = boost::none) 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 & resurrected;
 
- 		const CArmedInstance *army = (base ? base->armyObj : nullptr);
 
- 		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 = nullptr;
 
-                 logGlobal->warnStream() << type->nameSing << " doesn't have a base stack!";
 
- 			}
 
- 			else
 
- 			{
 
- 				base = &army->getStack(slot);
 
- 			}
 
- 		}
 
- 	}
 
- 	bool alive() const //determines if stack is alive
 
- 	{
 
- 		return vstd::contains(state,EBattleStackState::ALIVE);
 
- 	}
 
- 	bool idDeadClone() const //determines if stack is alive
 
- 	{
 
- 		return vstd::contains(state,EBattleStackState::DEAD_CLONE);
 
- 	}
 
- 	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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