BattleState.h 15 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 BattleInfo : public CBonusSystemNode
  34. {
  35. ui8 sides[2]; //sides[0] - attacker, sides[1] - defender
  36. si32 round, activeStack;
  37. ui8 siege; // = 0 ordinary battle = 1 a siege with a Fort = 2 a siege with a Citadel = 3 a siege with a Castle
  38. const CGTownInstance * town; //used during town siege - id of attacked town; -1 if not town defence
  39. int3 tile; //for background and bonuses
  40. CGHeroInstance *heroes[2];
  41. CArmedInstance *belligerents[2]; //may be same as heroes
  42. std::vector<CStack*> stacks;
  43. std::vector<CObstacleInstance> obstacles;
  44. ui8 castSpells[2]; //how many spells each side has cast this turn [0] - attacker, [1] - defender
  45. std::vector<const CSpell *> usedSpellsHistory[2]; //each time hero casts spell, it's inserted here -> eagle eye skill
  46. SiegeInfo si;
  47. si32 battlefieldType;
  48. ui8 tacticsSide; //which side is requested to play tactics phase
  49. ui8 tacticDistance; //how many hexes we can go forward (1 = only hexes adjacent to margin line)
  50. template <typename Handler> void serialize(Handler &h, const int version)
  51. {
  52. h & sides & round & activeStack & siege & town & tile & stacks & belligerents & obstacles
  53. & castSpells & si & battlefieldType;
  54. h & heroes;
  55. h & usedSpellsHistory;
  56. h & tacticsSide & tacticDistance;
  57. h & static_cast<CBonusSystemNode&>(*this);
  58. }
  59. //////////////////////////////////////////////////////////////////////////
  60. //void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  61. //////////////////////////////////////////////////////////////////////////
  62. const CStack * getNextStack() const; //which stack will have turn after current one
  63. void getStackQueue(std::vector<const CStack *> &out, int howMany, int turn = 0, int lastMoved = -1) const; //returns stack in order of their movement action
  64. CStack * getStack(int stackID, bool onlyAlive = true);
  65. const CStack * getStack(int stackID, bool onlyAlive = true) const;
  66. CStack * getStackT(THex tileID, bool onlyAlive = true);
  67. const CStack * getStackT(THex tileID, bool onlyAlive = true) const;
  68. 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
  69. static bool isAccessible(THex hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos); //helper for makeBFS
  70. 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
  71. 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
  72. 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)
  73. bool isStackBlocked(const CStack * stack) const; //returns true if there is neighboring enemy stack
  74. 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)
  75. 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>
  76. 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>
  77. void calculateCasualties(std::map<ui32,si32> *casualties) const; //casualties are array of maps size 2 (attacker, defeneder), maps are (crid => amount)
  78. std::set<CStack*> getAttackedCreatures(const CSpell * s, int skillLevel, ui8 attackerOwner, THex destinationTile); //calculates stack affected by given spell
  79. std::set<CStack*> getAttackedCreatures(const CStack* attacker, THex destinationTile); //calculates range of multi-hex attacks
  80. static int calculateSpellDuration(const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower);
  81. 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
  82. 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
  83. ui32 getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //returns cost of given spell
  84. int hexToWallPart(THex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
  85. int lineToWallHex(int line) const; //returns hex with wall in given line
  86. 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)
  87. ui32 calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const;
  88. ui32 calculateSpellDmg(const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower) const; //calculates damage inflicted by spell
  89. ui32 calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack) const;
  90. ui32 calculateHealedHP(int healedHealth, const CSpell * spell, const CStack * stack) const; //for Archangel
  91. ui32 calculateHealedHP(const CSpell * spell, int usedSpellPower, int spellSchoolLevel, const CStack * stack) const; //unused
  92. bool resurrects(TSpell spellid) const; //TODO: move it to spellHandler?
  93. si8 hasDistancePenalty(const CStack * stackID, THex destHex) const; //determines if given stack has distance penalty shooting given pos
  94. si8 sameSideOfWall(int pos1, int pos2) const; //determines if given positions are on the same side of wall
  95. si8 hasWallPenalty(const CStack * stack, THex destHex) const; //determines if given stack has wall penalty shooting given pos
  96. si8 canTeleportTo(const CStack * stack, THex destHex, int telportLevel) const; //determines if given stack can teleport to given place
  97. bool battleCanShoot(const CStack * stack, THex dest) const; //determines if stack with given ID shoot at the selected destination
  98. const CGHeroInstance * getHero(int player) const; //returns fighting hero that belongs to given player
  99. SpellCasting::ESpellCastProblem battleCanCastSpell(int player, SpellCasting::ECastingMode mode) const; //returns true if there are no general issues preventing from casting a spell
  100. SpellCasting::ESpellCastProblem battleCanCastThisSpell(int player, const CSpell * spell, SpellCasting::ECastingMode mode) const; //checks if given player can cast given spell
  101. 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.
  102. SpellCasting::ESpellCastProblem battleCanCastThisSpellHere(int player, const CSpell * spell, SpellCasting::ECastingMode mode, THex dest); //checks if given player can cast given spell at given tile in given mode
  103. bool battleTestElementalImmunity(const CStack * subject, const CSpell * spell, Bonus::BonusType element, bool damageSpell) const;
  104. std::vector<ui32> calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::set<CStack*> affectedCreatures, int casterSideOwner, SpellCasting::ECastingMode mode) const;
  105. bool battleCanFlee(int player) const; //returns true if player can flee from the battle
  106. const CStack * battleGetStack(THex pos, bool onlyAlive); //returns stack at given tile
  107. const CGHeroInstance * battleGetOwner(const CStack * stack) const; //returns hero that owns given stack; NULL if none
  108. 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
  109. void localInit();
  110. static BattleInfo * setupBattle( int3 tile, int terrain, int terType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town );
  111. bool isInTacticRange( THex dest ) const;
  112. int getSurrenderingCost(int player) const;
  113. int theOtherPlayer(int player) const;
  114. ui8 whatSide(int player) const;
  115. };
  116. class DLL_EXPORT CStack : public CBonusSystemNode, public CStackBasicDescriptor
  117. {
  118. public:
  119. const CStackInstance *base;
  120. ui32 ID; //unique ID of stack
  121. ui32 baseAmount;
  122. ui32 firstHPleft; //HP of first creature in stack
  123. ui8 owner, slot; //owner - player colour (255 for neutrals), slot - position in garrison (may be 255 for neutrals/called creatures)
  124. ui8 attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
  125. THex position; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower
  126. ui8 counterAttacks; //how many counter attacks can be performed more in this turn (by default set at the beginning of the round to 1)
  127. si16 shots; //how many shots left
  128. ui8 casts; //how many casts left
  129. std::set<ECombatInfo> state;
  130. //overrides
  131. const CCreature* getCreature() const {return type;}
  132. CStack(const CStackInstance *base, int O, int I, bool AO, int S); //c-tor
  133. CStack(const CStackBasicDescriptor *stack, int O, int I, bool AO, int S = 255); //c-tor
  134. CStack(); //c-tor
  135. ~CStack();
  136. std::string nodeName() const OVERRIDE;
  137. void init(); //set initial (invalid) values
  138. void postInit(); //used to finish initialization when inheriting creature parameters is working
  139. const Bonus * getEffect(ui16 id, int turn = 0) const; //effect id (SP)
  140. ui8 howManyEffectsSet(ui16 id) const; //returns amount of effects with given id set for this stack
  141. bool willMove(int turn = 0) const; //if stack has remaining move this turn
  142. bool moved(int turn = 0) const; //if stack was already moved this turn
  143. bool canMove(int turn = 0) const; //if stack can move
  144. ui32 Speed(int turn = 0) const; //get speed of creature with all modificators
  145. static void stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse);
  146. std::vector<si32> activeSpells() const; //returns vector of active spell IDs sorted by time of cast
  147. const CGHeroInstance *getMyHero() const; //if stack belongs to hero (directly or was by him summoned) returns hero, NULL otherwise
  148. static inline Bonus featureGenerator(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, si32 additionalInfo = 0, si32 limit = Bonus::NO_LIMIT)
  149. {
  150. Bonus hb = makeFeatureVal(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain, additionalInfo);
  151. hb.effectRange = limit;
  152. hb.source = Bonus::SPELL_EFFECT;
  153. return hb;
  154. }
  155. static inline Bonus featureGeneratorVT(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, ui8 valType)
  156. {
  157. Bonus ret = makeFeatureVal(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain);
  158. ret.valType = valType;
  159. ret.source = Bonus::SPELL_EFFECT;
  160. return ret;
  161. }
  162. static bool isMeleeAttackPossible(const CStack * attacker, const CStack * defender, THex attackerPos = THex::INVALID, THex defenderPos = THex::INVALID);
  163. bool doubleWide() const;
  164. THex occupiedHex() const; //returns number of occupied hex (not the position) if stack is double wide; otherwise -1
  165. std::vector<THex> getHexes() const; //up to two occupied hexes, starting from front
  166. bool coversPos(THex position) const; //checks also if unit is double-wide
  167. std::vector<THex> getSurroundingHexes() const; // get six or 8 surrounding hexes depending on creature size
  168. void prepareAttacked(BattleStackAttacked &bsa) const; //requires bsa.damageAmout filled
  169. template <typename Handler> void serialize(Handler &h, const int version)
  170. {
  171. assert(isIndependentNode());
  172. h & static_cast<CBonusSystemNode&>(*this);
  173. h & static_cast<CStackBasicDescriptor&>(*this);
  174. h & ID & baseAmount & firstHPleft & owner & slot & attackerOwned & position & state & counterAttacks
  175. & shots & casts & count;
  176. TSlot slot = (base ? base->armyObj->findStack(base) : -1);
  177. const CArmedInstance *army = (base ? base->armyObj : NULL);
  178. if(h.saving)
  179. {
  180. h & army & slot;
  181. }
  182. else
  183. {
  184. h & army & slot;
  185. if(!army || slot == -1 || !army->hasStackAtSlot(slot))
  186. {
  187. base = NULL;
  188. tlog3 << type->nameSing << " doesn't have a base stack!\n";
  189. }
  190. else
  191. {
  192. base = &army->getStack(slot);
  193. }
  194. }
  195. }
  196. bool alive() const //determines if stack is alive
  197. {
  198. return vstd::contains(state,ALIVE);
  199. }
  200. };
  201. class DLL_EXPORT CMP_stack
  202. {
  203. int phase; //rules of which phase will be used
  204. int turn;
  205. public:
  206. bool operator ()(const CStack* a, const CStack* b);
  207. CMP_stack(int Phase = 1, int Turn = 0);
  208. };