BattleState.cpp 61 KB

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  1. #define VCMI_DLL
  2. #include "BattleState.h"
  3. #include <fstream>
  4. #include <queue>
  5. #include <algorithm>
  6. #include <numeric>
  7. #include <sstream>
  8. #include <boost/foreach.hpp>
  9. #include <boost/assign/list_of.hpp>
  10. #include "VCMI_Lib.h"
  11. #include "CObjectHandler.h"
  12. #include "CHeroHandler.h"
  13. #include "CCreatureHandler.h"
  14. #include "CSpellHandler.h"
  15. #include "CTownHandler.h"
  16. #include "NetPacks.h"
  17. /*
  18. * BattleState.h, part of VCMI engine
  19. *
  20. * Authors: listed in file AUTHORS in main folder
  21. *
  22. * License: GNU General Public License v2.0 or later
  23. * Full text of license available in license.txt file, in main folder
  24. *
  25. */
  26. const CStack * BattleInfo::getNextStack() const
  27. {
  28. std::vector<const CStack *> hlp;
  29. getStackQueue(hlp, 1, -1);
  30. if(hlp.size())
  31. return hlp[0];
  32. else
  33. return NULL;
  34. }
  35. static const CStack *takeStack(std::vector<const CStack *> &st, int &curside, int turn)
  36. {
  37. const CStack *ret = NULL;
  38. unsigned i, //fastest stack
  39. j; //fastest stack of the other side
  40. for(i = 0; i < st.size(); i++)
  41. if(st[i])
  42. break;
  43. //no stacks left
  44. if(i == st.size())
  45. return NULL;
  46. const CStack *fastest = st[i], *other = NULL;
  47. int bestSpeed = fastest->Speed(turn);
  48. if(fastest->attackerOwned != curside)
  49. {
  50. ret = fastest;
  51. }
  52. else
  53. {
  54. for(j = i + 1; j < st.size(); j++)
  55. {
  56. if(!st[j]) continue;
  57. if(st[j]->attackerOwned != curside || st[j]->Speed(turn) != bestSpeed)
  58. break;
  59. }
  60. if(j >= st.size())
  61. {
  62. ret = fastest;
  63. }
  64. else
  65. {
  66. other = st[j];
  67. if(other->Speed(turn) != bestSpeed)
  68. ret = fastest;
  69. else
  70. ret = other;
  71. }
  72. }
  73. assert(ret);
  74. if(ret == fastest)
  75. st[i] = NULL;
  76. else
  77. st[j] = NULL;
  78. curside = ret->attackerOwned;
  79. return ret;
  80. }
  81. CStack * BattleInfo::getStack(int stackID, bool onlyAlive)
  82. {
  83. for(unsigned int g=0; g<stacks.size(); ++g)
  84. {
  85. if(stacks[g]->ID == stackID && (!onlyAlive || stacks[g]->alive()))
  86. return stacks[g];
  87. }
  88. return NULL;
  89. }
  90. const CStack * BattleInfo::getStack(int stackID, bool onlyAlive) const
  91. {
  92. return const_cast<BattleInfo * const>(this)->getStack(stackID, onlyAlive);
  93. }
  94. CStack * BattleInfo::getStackT(THex tileID, bool onlyAlive)
  95. {
  96. for(unsigned int g=0; g<stacks.size(); ++g)
  97. {
  98. if(stacks[g]->position == tileID
  99. || (stacks[g]->doubleWide() && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
  100. || (stacks[g]->doubleWide() && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))
  101. {
  102. if(!onlyAlive || stacks[g]->alive())
  103. {
  104. return stacks[g];
  105. }
  106. }
  107. }
  108. return NULL;
  109. }
  110. const CStack * BattleInfo::getStackT(THex tileID, bool onlyAlive) const
  111. {
  112. return const_cast<BattleInfo * const>(this)->getStackT(tileID, onlyAlive);
  113. }
  114. void BattleInfo::getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<THex> & occupyable, bool flying, const CStack * stackToOmmit) const
  115. {
  116. memset(accessibility, 1, BFIELD_SIZE); //initialize array with trues
  117. //removing accessibility for side columns of hexes
  118. for(int v = 0; v < BFIELD_SIZE; ++v)
  119. {
  120. if( v % BFIELD_WIDTH == 0 || v % BFIELD_WIDTH == (BFIELD_WIDTH - 1) )
  121. accessibility[v] = false;
  122. }
  123. for(unsigned int g=0; g<stacks.size(); ++g)
  124. {
  125. if(!stacks[g]->alive() || stacks[g]->ID==stackToOmmit->ID || stacks[g]->position < 0) //we don't want to lock position of this stack (eg. if it's a turret)
  126. continue;
  127. accessibility[stacks[g]->position] = false;
  128. if(stacks[g]->doubleWide()) //if it's a double hex creature
  129. {
  130. if(stacks[g]->attackerOwned)
  131. accessibility[stacks[g]->position-1] = false;
  132. else
  133. accessibility[stacks[g]->position+1] = false;
  134. }
  135. }
  136. //obstacles
  137. for(unsigned int b=0; b<obstacles.size(); ++b)
  138. {
  139. std::vector<int> blocked = VLC->heroh->obstacles[obstacles[b].ID].getBlocked(obstacles[b].pos);
  140. for(unsigned int c=0; c<blocked.size(); ++c)
  141. {
  142. if(blocked[c] >=0 && blocked[c] < BFIELD_SIZE)
  143. accessibility[blocked[c]] = false;
  144. }
  145. }
  146. //walls
  147. if(siege > 0)
  148. {
  149. static const int permanentlyLocked[] = {12, 45, 78, 112, 147, 165};
  150. for(int b=0; b<ARRAY_COUNT(permanentlyLocked); ++b)
  151. {
  152. accessibility[permanentlyLocked[b]] = false;
  153. }
  154. static const std::pair<int, THex> lockedIfNotDestroyed[] = //(which part of wall, which hex is blocked if this part of wall is not destroyed
  155. {std::make_pair(2, THex(182)), std::make_pair(3, THex(130)),
  156. std::make_pair(4, THex(62)), std::make_pair(5, THex(29))};
  157. for(int b=0; b<ARRAY_COUNT(lockedIfNotDestroyed); ++b)
  158. {
  159. if(si.wallState[lockedIfNotDestroyed[b].first] < 3)
  160. {
  161. accessibility[lockedIfNotDestroyed[b].second] = false;
  162. }
  163. }
  164. //gate
  165. if(attackerOwned && si.wallState[7] < 3) //if it attacker's unit and gate is not destroyed
  166. {
  167. accessibility[95] = accessibility[96] = false; //block gate's hexes
  168. }
  169. }
  170. //occupyability
  171. if(addOccupiable && twoHex)
  172. {
  173. std::set<THex> rem; //tiles to unlock
  174. for(int h=0; h<BFIELD_HEIGHT; ++h)
  175. {
  176. for(int w=1; w<BFIELD_WIDTH-1; ++w)
  177. {
  178. THex hex(w, h);
  179. if(!isAccessible(hex, accessibility, twoHex, attackerOwned, flying, true)
  180. && (attackerOwned ? isAccessible(hex+1, accessibility, twoHex, attackerOwned, flying, true) : isAccessible(hex-1, accessibility, twoHex, attackerOwned, flying, true) )
  181. )
  182. rem.insert(hex);
  183. }
  184. }
  185. occupyable = rem;
  186. /*for(std::set<int>::const_iterator it = rem.begin(); it != rem.end(); ++it)
  187. {
  188. accessibility[*it] = true;
  189. }*/
  190. }
  191. }
  192. bool BattleInfo::isAccessible(THex hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos)
  193. {
  194. if(flying && !lastPos)
  195. return true;
  196. if(twoHex)
  197. {
  198. //if given hex is accessible and appropriate adjacent one is free too
  199. return accessibility[hex] && accessibility[hex + (attackerOwned ? -1 : 1 )];
  200. }
  201. else
  202. {
  203. return accessibility[hex];
  204. }
  205. }
  206. void BattleInfo::makeBFS(THex start, bool *accessibility, THex *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const //both pointers must point to the at least 187-elements int arrays
  207. {
  208. //inits
  209. for(int b=0; b<BFIELD_SIZE; ++b)
  210. predecessor[b] = -1;
  211. for(int g=0; g<BFIELD_SIZE; ++g)
  212. dists[g] = 100000000;
  213. std::queue< std::pair<THex, bool> > hexq; //bfs queue <hex, accessible> (second filed used only if fillPredecessors is true)
  214. hexq.push(std::make_pair(start, true));
  215. dists[hexq.front().first] = 0;
  216. int curNext = -1; //for bfs loop only (helper var)
  217. while(!hexq.empty()) //bfs loop
  218. {
  219. std::pair<THex, bool> curHex = hexq.front();
  220. std::vector<THex> neighbours = curHex.first.neighbouringTiles();
  221. hexq.pop();
  222. for(unsigned int nr=0; nr<neighbours.size(); nr++)
  223. {
  224. curNext = neighbours[nr]; //if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
  225. bool accessible = isAccessible(curNext, accessibility, twoHex, attackerOwned, flying, dists[curHex.first]+1 == dists[curNext]);
  226. if( dists[curHex.first]+1 >= dists[curNext] )
  227. continue;
  228. if(accessible && curHex.second)
  229. {
  230. hexq.push(std::make_pair(curNext, true));
  231. dists[curNext] = dists[curHex.first] + 1;
  232. }
  233. else if(fillPredecessors && !(accessible && !curHex.second))
  234. {
  235. hexq.push(std::make_pair(curNext, false));
  236. dists[curNext] = dists[curHex.first] + 1;
  237. }
  238. predecessor[curNext] = curHex.first;
  239. }
  240. }
  241. };
  242. std::vector<THex> BattleInfo::getAccessibility(const CStack * stack, bool addOccupiable) const
  243. {
  244. std::vector<THex> ret;
  245. bool ac[BFIELD_SIZE];
  246. if(stack->position < 0) //turrets
  247. return std::vector<THex>();
  248. std::set<THex> occupyable;
  249. getAccessibilityMap(ac, stack->doubleWide(), stack->attackerOwned, addOccupiable, occupyable, stack->hasBonusOfType(Bonus::FLYING), stack);
  250. THex pr[BFIELD_SIZE];
  251. int dist[BFIELD_SIZE];
  252. makeBFS(stack->position, ac, pr, dist, stack->doubleWide(), stack->attackerOwned, stack->hasBonusOfType(Bonus::FLYING), false);
  253. if(stack->doubleWide())
  254. {
  255. if(!addOccupiable)
  256. {
  257. std::vector<THex> rem;
  258. for(int b=0; b<BFIELD_SIZE; ++b)
  259. {
  260. //don't take into account most left and most right columns of hexes
  261. if( b % BFIELD_WIDTH == 0 || b % BFIELD_WIDTH == BFIELD_WIDTH - 1 )
  262. continue;
  263. if( ac[b] && !(stack->attackerOwned ? ac[b-1] : ac[b+1]) )
  264. {
  265. rem.push_back(b);
  266. }
  267. }
  268. for(unsigned int g=0; g<rem.size(); ++g)
  269. {
  270. ac[rem[g]] = false;
  271. }
  272. //removing accessibility for side hexes
  273. for(int v=0; v<BFIELD_SIZE; ++v)
  274. if(stack->attackerOwned ? (v%BFIELD_WIDTH)==1 : (v%BFIELD_WIDTH)==(BFIELD_WIDTH - 2))
  275. ac[v] = false;
  276. }
  277. }
  278. for (int i=0; i < BFIELD_SIZE ; ++i) {
  279. if(
  280. ( ( !addOccupiable && dist[i] <= stack->Speed() && ac[i] ) || ( addOccupiable && dist[i] <= stack->Speed() && isAccessible(i, ac, stack->doubleWide(), stack->attackerOwned, stack->hasBonusOfType(Bonus::FLYING), true) ) )//we can reach it
  281. || (vstd::contains(occupyable, i) && ( dist[ i + (stack->attackerOwned ? 1 : -1 ) ] <= stack->Speed() ) &&
  282. ac[i + (stack->attackerOwned ? 1 : -1 )] ) //it's occupyable and we can reach adjacent hex
  283. )
  284. {
  285. ret.push_back(i);
  286. }
  287. }
  288. return ret;
  289. }
  290. bool BattleInfo::isStackBlocked(const CStack * stack) const
  291. {
  292. if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON)) //siege weapons cannot be blocked
  293. return false;
  294. for(unsigned int i=0; i<stacks.size();i++)
  295. {
  296. if( !stacks[i]->alive()
  297. || stacks[i]->owner==stack->owner
  298. )
  299. continue; //we omit dead and allied stacks
  300. if(stacks[i]->doubleWide())
  301. {
  302. if( THex::mutualPosition(stacks[i]->position, stack->position) >= 0
  303. || THex::mutualPosition(stacks[i]->position + (stacks[i]->attackerOwned ? -1 : 1), stack->position) >= 0)
  304. return true;
  305. }
  306. else
  307. {
  308. if( THex::mutualPosition(stacks[i]->position, stack->position) >= 0 )
  309. return true;
  310. }
  311. }
  312. return false;
  313. }
  314. std::pair< std::vector<THex>, int > BattleInfo::getPath(THex start, THex dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned)
  315. {
  316. THex predecessor[BFIELD_SIZE]; //for getting the Path
  317. int dist[BFIELD_SIZE]; //calculated distances
  318. makeBFS(start, accessibility, predecessor, dist, twoHex, attackerOwned, flyingCreature, false);
  319. if(predecessor[dest] == -1) //cannot reach destination
  320. {
  321. return std::make_pair(std::vector<THex>(), 0);
  322. }
  323. //making the Path
  324. std::vector<THex> path;
  325. THex curElem = dest;
  326. while(curElem != start)
  327. {
  328. path.push_back(curElem);
  329. curElem = predecessor[curElem];
  330. }
  331. return std::make_pair(path, dist[dest]);
  332. }
  333. TDmgRange BattleInfo::calculateDmgRange( const CStack* attacker, const CStack* defender, TQuantity attackerCount, TQuantity defenderCount, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky ) const
  334. {
  335. float additiveBonus=1.0f, multBonus=1.0f,
  336. minDmg = attacker->getMinDamage() * attackerCount,
  337. maxDmg = attacker->getMaxDamage() * attackerCount;
  338. if(attacker->getCreature()->idNumber == 149) //arrow turret
  339. {
  340. switch(attacker->position)
  341. {
  342. case -2: //keep
  343. minDmg = 15;
  344. maxDmg = 15;
  345. break;
  346. case -3: case -4: //turrets
  347. minDmg = 7.5f;
  348. maxDmg = 7.5f;
  349. break;
  350. }
  351. }
  352. if(attacker->hasBonusOfType(Bonus::SIEGE_WEAPON) && attacker->getCreature()->idNumber != 149) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
  353. { //minDmg and maxDmg are multiplied by hero attack + 1
  354. minDmg *= attackerHero->getPrimSkillLevel(0) + 1;
  355. maxDmg *= attackerHero->getPrimSkillLevel(0) + 1;
  356. }
  357. int attackDefenceDifference = 0;
  358. if(attacker->hasBonusOfType(Bonus::GENERAL_ATTACK_REDUCTION))
  359. {
  360. float multAttackReduction = attacker->valOfBonuses(Bonus::GENERAL_ATTACK_REDUCTION, -1024) / 100.0f;
  361. attackDefenceDifference = attacker->Attack() * multAttackReduction;
  362. }
  363. else
  364. {
  365. attackDefenceDifference = attacker->Attack();
  366. }
  367. if(attacker->hasBonusOfType(Bonus::ENEMY_DEFENCE_REDUCTION))
  368. {
  369. float multDefenceReduction = (100.0f - attacker->valOfBonuses(Bonus::ENEMY_DEFENCE_REDUCTION, -1024)) / 100.0f;
  370. attackDefenceDifference -= defender->Defense() * multDefenceReduction;
  371. }
  372. else
  373. {
  374. attackDefenceDifference -= defender->Defense();
  375. }
  376. //calculating total attack/defense skills modifier
  377. if(shooting) //precision handling (etc.)
  378. attackDefenceDifference += attacker->getBonuses(Selector::typeSybtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT)).totalValue();
  379. else //bloodlust handling (etc.)
  380. attackDefenceDifference += attacker->getBonuses(Selector::typeSybtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_MELEE_FIGHT)).totalValue();
  381. if(attacker->getEffect(55)) //slayer handling
  382. {
  383. std::vector<int> affectedIds;
  384. int spLevel = attacker->getEffect(55)->val;
  385. for(int g = 0; g < VLC->creh->creatures.size(); ++g)
  386. {
  387. BOOST_FOREACH(const Bonus *b, VLC->creh->creatures[g]->bonuses)
  388. {
  389. if ( (b->type == Bonus::KING3 && spLevel >= 3) || //expert
  390. (b->type == Bonus::KING2 && spLevel >= 2) || //adv +
  391. (b->type == Bonus::KING1 && spLevel >= 0) ) //none or basic +
  392. {
  393. affectedIds.push_back(g);
  394. break;
  395. }
  396. }
  397. }
  398. for(unsigned int g=0; g<affectedIds.size(); ++g)
  399. {
  400. if(defender->getCreature()->idNumber == affectedIds[g])
  401. {
  402. attackDefenceDifference += VLC->spellh->spells[55]->powers[attacker->getEffect(55)->val];
  403. break;
  404. }
  405. }
  406. }
  407. //bonus from attack/defense skills
  408. if(attackDefenceDifference < 0) //decreasing dmg
  409. {
  410. float dec = 0.025f * (-attackDefenceDifference);
  411. if(dec > 0.7f)
  412. {
  413. multBonus *= 0.3f; //1.0 - 0.7
  414. }
  415. else
  416. {
  417. multBonus *= 1.0f - dec;
  418. }
  419. }
  420. else //increasing dmg
  421. {
  422. float inc = 0.05f * attackDefenceDifference;
  423. if(inc > 4.0f)
  424. {
  425. additiveBonus += 4.0f;
  426. }
  427. else
  428. {
  429. additiveBonus += inc;
  430. }
  431. }
  432. //applying jousting bonus
  433. if( attacker->hasBonusOfType(Bonus::JOUSTING) && !defender->hasBonusOfType(Bonus::CHARGE_IMMUNITY) )
  434. additiveBonus += charge * 0.05f;
  435. //handling secondary abilities and artifacts giving premies to them
  436. if(attackerHero)
  437. {
  438. if(shooting)
  439. {
  440. additiveBonus += attackerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 1) / 100.0f;
  441. }
  442. else
  443. {
  444. additiveBonus += attackerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 22) / 100.0f;
  445. }
  446. }
  447. if(defendingHero)
  448. {
  449. multBonus *= (std::max(0, 100-defendingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 23))) / 100.0f;
  450. }
  451. //handling hate effect
  452. if( attacker->hasBonusOfType(Bonus::HATE, defender->getCreature()->idNumber) )
  453. additiveBonus += 0.5f;
  454. //luck bonus
  455. if (lucky)
  456. {
  457. additiveBonus += 1.0f;
  458. }
  459. //handling spell effects
  460. if(!shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) //eg. shield
  461. {
  462. multBonus *= float(defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) / 100.0f;
  463. }
  464. else if(shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) //eg. air shield
  465. {
  466. multBonus *= float(defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) / 100.0f;
  467. }
  468. if(attacker->getEffect(42)) //curse handling (partial, the rest is below)
  469. {
  470. multBonus *= 0.8f * float(VLC->spellh->spells[42]->powers[attacker->getEffect(42)->val]); //the second factor is 1 or 0
  471. }
  472. class HLP
  473. {
  474. public:
  475. static bool hasAdvancedAirShield(const CStack * stack)
  476. {
  477. BOOST_FOREACH(const Bonus *it, stack->bonuses)
  478. {
  479. if (it->source == Bonus::SPELL_EFFECT && it->id == 28 && it->val >= 2)
  480. {
  481. return true;
  482. }
  483. }
  484. return false;
  485. }
  486. };
  487. //wall / distance penalty + advanced air shield
  488. if (shooting && !NBonus::hasOfType(attackerHero, Bonus::NO_SHOTING_PENALTY) && (
  489. hasDistancePenalty(attacker, defender->position) || hasWallPenalty(attacker, defender->position) ||
  490. HLP::hasAdvancedAirShield(defender) )
  491. )
  492. {
  493. multBonus *= 0.5;
  494. }
  495. if (!shooting && attacker->hasBonusOfType(Bonus::SHOOTER) && !attacker->hasBonusOfType(Bonus::NO_MELEE_PENALTY))
  496. {
  497. multBonus *= 0.5;
  498. }
  499. minDmg *= additiveBonus * multBonus;
  500. maxDmg *= additiveBonus * multBonus;
  501. TDmgRange returnedVal;
  502. if(attacker->getEffect(42)) //curse handling (rest)
  503. {
  504. minDmg -= VLC->spellh->spells[42]->powers[attacker->getEffect(42)->val];
  505. returnedVal = std::make_pair(int(minDmg), int(minDmg));
  506. }
  507. else if(attacker->getEffect(41)) //bless handling
  508. {
  509. maxDmg += VLC->spellh->spells[41]->powers[attacker->getEffect(41)->val];
  510. returnedVal = std::make_pair(int(maxDmg), int(maxDmg));
  511. }
  512. else
  513. {
  514. returnedVal = std::make_pair(int(minDmg), int(maxDmg));
  515. }
  516. //damage cannot be less than 1
  517. amax(returnedVal.first, 1);
  518. amax(returnedVal.second, 1);
  519. return returnedVal;
  520. }
  521. TDmgRange BattleInfo::calculateDmgRange(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky) const
  522. {
  523. return calculateDmgRange(attacker, defender, attacker->count, defender->count, attackerHero, defendingHero, shooting, charge, lucky);
  524. }
  525. ui32 BattleInfo::calculateDmg( const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky )
  526. {
  527. TDmgRange range = calculateDmgRange(attacker, defender, attackerHero, defendingHero, shooting, charge, lucky);
  528. if(range.first != range.second)
  529. {
  530. int valuesToAverage[10];
  531. int howManyToAv = std::min<ui32>(10, attacker->count);
  532. for (int g=0; g<howManyToAv; ++g)
  533. {
  534. valuesToAverage[g] = range.first + rand() % (range.second - range.first + 1);
  535. }
  536. return std::accumulate(valuesToAverage, valuesToAverage + howManyToAv, 0) / howManyToAv;
  537. }
  538. else
  539. return range.first;
  540. }
  541. void BattleInfo::calculateCasualties( std::map<ui32,si32> *casualties ) const
  542. {
  543. for(unsigned int i=0; i<stacks.size();i++)//setting casualties
  544. {
  545. const CStack * const st = stacks[i];
  546. si32 killed = (st->alive() ? st->baseAmount - st->count : st->baseAmount);
  547. amax(killed, 0);
  548. if(killed)
  549. casualties[!st->attackerOwned][st->getCreature()->idNumber] += killed;
  550. }
  551. }
  552. std::set<CStack*> BattleInfo::getAttackedCreatures( const CSpell * s, int skillLevel, ui8 attackerOwner, THex destinationTile )
  553. {
  554. std::set<ui16> attackedHexes = s->rangeInHexes(destinationTile, skillLevel);
  555. std::set<CStack*> attackedCres; /*std::set to exclude multiple occurrences of two hex creatures*/
  556. bool onlyAlive = s->id != 38 && s->id != 39; //when casting resurrection or animate dead we should be allow to select dead stack
  557. if(s->id == 24 || s->id == 25 || s->id == 26) //death ripple, destroy undead and Armageddon
  558. {
  559. for(int it=0; it<stacks.size(); ++it)
  560. {
  561. if((s->id == 24 && !stacks[it]->getCreature()->isUndead()) //death ripple
  562. || (s->id == 25 && stacks[it]->getCreature()->isUndead()) //destroy undead
  563. || (s->id == 26) //Armageddon
  564. )
  565. {
  566. if(stacks[it]->alive())
  567. attackedCres.insert(stacks[it]);
  568. }
  569. }
  570. }
  571. else if (s->range[skillLevel].size() > 1) //custom many-hex range
  572. {
  573. for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
  574. {
  575. CStack * st = getStackT(*it, onlyAlive);
  576. if(st)
  577. attackedCres.insert(st);
  578. }
  579. }
  580. else if(VLC->spellh->spells[s->id]->attributes.find("CREATURE_TARGET_1") != std::string::npos
  581. || VLC->spellh->spells[s->id]->attributes.find("CREATURE_TARGET_2") != std::string::npos) //spell to be cast on a specific creature but massive on expert
  582. {
  583. if(skillLevel < 3) /*not expert */
  584. {
  585. CStack * st = getStackT(destinationTile, onlyAlive);
  586. if(st)
  587. attackedCres.insert(st);
  588. }
  589. else
  590. {
  591. for(int it=0; it<stacks.size(); ++it)
  592. {
  593. /*if it's non negative spell and our unit or non positive spell and hostile unit */
  594. if((VLC->spellh->spells[s->id]->positiveness >= 0 && stacks[it]->owner == attackerOwner)
  595. ||(VLC->spellh->spells[s->id]->positiveness <= 0 && stacks[it]->owner != attackerOwner )
  596. )
  597. {
  598. if(!onlyAlive || stacks[it]->alive())
  599. attackedCres.insert(stacks[it]);
  600. }
  601. }
  602. } //if(caster->getSpellSchoolLevel(s) < 3)
  603. }
  604. else if(VLC->spellh->spells[s->id]->attributes.find("CREATURE_TARGET") != std::string::npos) //spell to be cast on one specific creature
  605. {
  606. CStack * st = getStackT(destinationTile, onlyAlive);
  607. if(st)
  608. attackedCres.insert(st);
  609. }
  610. else //custom range from attackedHexes
  611. {
  612. for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
  613. {
  614. CStack * st = getStackT(*it, onlyAlive);
  615. if(st)
  616. attackedCres.insert(st);
  617. }
  618. }
  619. return attackedCres;
  620. }
  621. int BattleInfo::calculateSpellDuration( const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower )
  622. {
  623. if(!caster) //TODO: something better
  624. return std::max(5, usedSpellPower);
  625. switch(spell->id)
  626. {
  627. case 56: //frenzy
  628. return 1;
  629. default: //other spells
  630. return caster->getPrimSkillLevel(2) + caster->valOfBonuses(Bonus::SPELL_DURATION);
  631. }
  632. }
  633. CStack * BattleInfo::generateNewStack(const CStackInstance &base, int stackID, bool attackerOwned, int slot, THex position) const
  634. {
  635. int owner = attackerOwned ? sides[0] : sides[1];
  636. assert(owner >= PLAYER_LIMIT || base.armyObj && base.armyObj->tempOwner == owner);
  637. CStack * ret = new CStack(&base, owner, stackID, attackerOwned, slot);
  638. ret->position = position;
  639. return ret;
  640. }
  641. CStack * BattleInfo::generateNewStack(const CStackBasicDescriptor &base, int stackID, bool attackerOwned, int slot, THex position) const
  642. {
  643. int owner = attackerOwned ? sides[0] : sides[1];
  644. CStack * ret = new CStack(&base, owner, stackID, attackerOwned, slot);
  645. ret->position = position;
  646. return ret;
  647. }
  648. ui32 BattleInfo::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
  649. {
  650. ui32 ret = caster->getSpellCost(sp);
  651. //checking for friendly stacks reducing cost of the spell and
  652. //enemy stacks increasing it
  653. si32 manaReduction = 0;
  654. si32 manaIncrease = 0;
  655. for(int g=0; g<stacks.size(); ++g)
  656. {
  657. if( stacks[g]->owner == caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ALLY) )
  658. {
  659. amin(manaReduction, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ALLY));
  660. }
  661. if( stacks[g]->owner != caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ENEMY) )
  662. {
  663. amax(manaIncrease, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ENEMY));
  664. }
  665. }
  666. return ret + manaReduction + manaIncrease;
  667. }
  668. int BattleInfo::hexToWallPart(THex hex) const
  669. {
  670. if(siege == 0) //there is no battle!
  671. return -1;
  672. static const std::pair<int, int> attackable[] = //potentially attackable parts of wall
  673. {std::make_pair(50, 0), std::make_pair(183, 1), std::make_pair(182, 2), std::make_pair(130, 3),
  674. std::make_pair(62, 4), std::make_pair(29, 5), std::make_pair(12, 6), std::make_pair(95, 7), std::make_pair(96, 7)};
  675. for(int g = 0; g < ARRAY_COUNT(attackable); ++g)
  676. {
  677. if(attackable[g].first == hex)
  678. return attackable[g].second;
  679. }
  680. return -1; //not found!
  681. }
  682. int BattleInfo::lineToWallHex( int line ) const
  683. {
  684. static const int lineToHex[] = {12, 29, 45, 62, 78, 95, 112, 130, 147, 165, 182};
  685. return lineToHex[line];
  686. }
  687. std::pair<const CStack *, THex> BattleInfo::getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const
  688. {
  689. bool ac[BFIELD_SIZE];
  690. std::set<THex> occupyable;
  691. getAccessibilityMap(ac, closest->doubleWide(), closest->attackerOwned, false, occupyable, closest->hasBonusOfType(Bonus::FLYING), closest);
  692. THex predecessor[BFIELD_SIZE];
  693. int dist[BFIELD_SIZE];
  694. makeBFS(closest->position, ac, predecessor, dist, closest->doubleWide(), closest->attackerOwned, closest->hasBonusOfType(Bonus::FLYING), true);
  695. std::vector< std::pair< std::pair<int, int>, const CStack *> > stackPairs; //pairs <<distance, hex>, stack>
  696. for(int g=0; g<BFIELD_SIZE; ++g)
  697. {
  698. const CStack * atG = getStackT(g);
  699. if(!atG || atG->ID == closest->ID) //if there is not stack or we are the closest one
  700. continue;
  701. if(boost::logic::indeterminate(attackerOwned) || atG->attackerOwned == attackerOwned)
  702. {
  703. if(predecessor[g] == -1) //TODO: is it really the best solution?
  704. continue;
  705. stackPairs.push_back( std::make_pair( std::make_pair(dist[predecessor[g]], g), atG) );
  706. }
  707. }
  708. if(stackPairs.size() > 0)
  709. {
  710. std::vector< std::pair< std::pair<int, int>, const CStack *> > minimalPairs;
  711. minimalPairs.push_back(stackPairs[0]);
  712. for(int b=1; b<stackPairs.size(); ++b)
  713. {
  714. if(stackPairs[b].first.first < minimalPairs[0].first.first)
  715. {
  716. minimalPairs.clear();
  717. minimalPairs.push_back(stackPairs[b]);
  718. }
  719. else if(stackPairs[b].first.first == minimalPairs[0].first.first)
  720. {
  721. minimalPairs.push_back(stackPairs[b]);
  722. }
  723. }
  724. std::pair< std::pair<int, int>, const CStack *> minPair = minimalPairs[minimalPairs.size()/2];
  725. return std::make_pair(minPair.second, predecessor[minPair.first.second]);
  726. }
  727. return std::make_pair<const CStack * , THex>(NULL, THex::INVALID);
  728. }
  729. ui32 BattleInfo::calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const
  730. {
  731. ui32 ret = baseDamage;
  732. //applying sorcery secondary skill
  733. if(caster)
  734. {
  735. ret *= (100.f + caster->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 25)) / 100.0f; //sorcery
  736. ret *= (100.f + caster->valOfBonuses(Bonus::SPELL_DAMAGE) + caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, sp->id)) / 100.0f;
  737. if(sp->air)
  738. ret *= (100.0f + caster->valOfBonuses(Bonus::AIR_SPELL_DMG_PREMY)) / 100.0f;
  739. else if(sp->fire) //only one type of bonus for Magic Arrow
  740. ret *= (100.0f + caster->valOfBonuses(Bonus::FIRE_SPELL_DMG_PREMY)) / 100.0f;
  741. else if(sp->water)
  742. ret *= (100.0f + caster->valOfBonuses(Bonus::WATER_SPELL_DMG_PREMY)) / 100.0f;
  743. else if(sp->earth)
  744. ret *= (100.0f + caster->valOfBonuses(Bonus::EARTH_SPELL_DMG_PREMY)) / 100.0f;
  745. if (affectedCreature) //Hero specials like Solmyr, Deemer
  746. ret *= (100.f + ((caster->valOfBonuses(Bonus::SPECIAL_SPELL_LEV, sp->id) * caster->level) / affectedCreature->getCreature()->level)) / 100.0f;
  747. }
  748. return ret;
  749. }
  750. ui32 BattleInfo::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower ) const
  751. {
  752. ui32 ret = 0; //value to return
  753. //15 - magic arrows, 16 - ice bolt, 17 - lightning bolt, 18 - implosion, 20 - frost ring, 21 - fireball, 22 - inferno, 23 - meteor shower,
  754. //24 - death ripple, 25 - destroy undead, 26 - armageddon, 77 - thunderbolt
  755. static std::map <int, int> dmgMultipliers = boost::assign::map_list_of(15, 10)(16, 20)(17, 25)(18, 75)(20, 10)(21, 10)(22, 10)(23, 10)(24, 5)(25, 10)(26, 50)(77, 10);
  756. //check if spell really does damage - if not, return 0
  757. if(dmgMultipliers.find(sp->id) == dmgMultipliers.end())
  758. return 0;
  759. ret = usedSpellPower * dmgMultipliers[sp->id];
  760. ret += sp->powers[spellSchoolLevel];
  761. //affected creature-specific part
  762. if(affectedCreature)
  763. {
  764. //applying protections - when spell has more then one elements, only one protection should be applied (I think)
  765. if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 0)) //air spell & protection from air
  766. {
  767. ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 0);
  768. ret /= 100;
  769. }
  770. else if(sp->fire && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 1)) //fire spell & protection from fire
  771. {
  772. ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 1);
  773. ret /= 100;
  774. }
  775. else if(sp->water && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 2)) //water spell & protection from water
  776. {
  777. ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 2);
  778. ret /= 100;
  779. }
  780. else if (sp->earth && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 3)) //earth spell & protection from earth
  781. {
  782. ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 3);
  783. ret /= 100;
  784. }
  785. //general spell dmg reduction
  786. if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, -1)) //air spell & protection from air
  787. {
  788. ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, -1);
  789. ret /= 100;
  790. }
  791. //dmg increasing
  792. if( affectedCreature->hasBonusOfType(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id) )
  793. {
  794. ret *= 100 + affectedCreature->valOfBonuses(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id);
  795. ret /= 100;
  796. }
  797. }
  798. ret = calculateSpellBonus(ret, sp, caster, affectedCreature);
  799. return ret;
  800. }
  801. ui32 BattleInfo::calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack) const
  802. {
  803. int powerPerLevel;
  804. bool resurrect;
  805. switch(spell->id)
  806. {
  807. case 37: //cure
  808. {
  809. powerPerLevel = 5;
  810. resurrect = false;
  811. break;
  812. }
  813. case 38: //resurrection
  814. case 39: //animate dead
  815. {
  816. powerPerLevel = 50;
  817. resurrect = true;
  818. break;
  819. }
  820. }
  821. int healedHealth = caster->getPrimSkillLevel(2) * powerPerLevel + spell->powers[caster->getSpellSchoolLevel(spell)];
  822. healedHealth = calculateSpellBonus(healedHealth, spell, caster, stack);
  823. return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
  824. }
  825. void BattleInfo::getStackQueue( std::vector<const CStack *> &out, int howMany, int turn /*= 0*/, int lastMoved /*= -1*/ ) const
  826. {
  827. //we'll split creatures with remaining movement to 4 parts
  828. std::vector<const CStack *> phase[4]; //0 - turrets/catapult, 1 - normal (unmoved) creatures, other war machines, 2 - waited cres that had morale, 3 - rest of waited cres
  829. int toMove = 0; //how many stacks still has move
  830. const CStack *active = getStack(activeStack);
  831. //active stack hasn't taken any action yet - must be placed at the beginning of queue, no matter what
  832. if(!turn && active && active->willMove() && !vstd::contains(active->state, WAITING))
  833. {
  834. out.push_back(active);
  835. if(out.size() == howMany)
  836. return;
  837. }
  838. for(unsigned int i=0; i<stacks.size(); ++i)
  839. {
  840. const CStack * const s = stacks[i];
  841. if(turn <= 0 && !s->willMove() //we are considering current round and stack won't move
  842. || turn > 0 && !s->canMove(turn) //stack won't be able to move in later rounds
  843. || turn <= 0 && s == active && out.size() && s == out.front()) //it's active stack already added at the beginning of queue
  844. {
  845. continue;
  846. }
  847. int p = -1; //in which phase this tack will move?
  848. if(turn <= 0 && vstd::contains(s->state, WAITING)) //consider waiting state only for ongoing round
  849. {
  850. if(vstd::contains(s->state, HAD_MORALE))
  851. p = 2;
  852. else
  853. p = 3;
  854. }
  855. else if(s->getCreature()->idNumber == 145 || s->getCreature()->idNumber == 149) //catapult and turrets are first
  856. {
  857. p = 0;
  858. }
  859. else
  860. {
  861. p = 1;
  862. }
  863. phase[p].push_back(s);
  864. toMove++;
  865. }
  866. for(int i = 0; i < 4; i++)
  867. std::sort(phase[i].begin(), phase[i].end(), CMP_stack(i, turn > 0 ? turn : 0));
  868. for(size_t i = 0; i < phase[0].size() && i < howMany; i++)
  869. out.push_back(phase[0][i]);
  870. if(out.size() == howMany)
  871. return;
  872. if(lastMoved == -1)
  873. {
  874. if(active)
  875. {
  876. if(out.size() && out.front() == active)
  877. lastMoved = active->attackerOwned;
  878. else
  879. lastMoved = active->attackerOwned;
  880. }
  881. else
  882. {
  883. lastMoved = 0;
  884. }
  885. }
  886. int pi = 1;
  887. while(out.size() < howMany)
  888. {
  889. const CStack *hlp = takeStack(phase[pi], lastMoved, turn);
  890. if(!hlp)
  891. {
  892. pi++;
  893. if(pi > 3)
  894. {
  895. //if(turn != 2)
  896. getStackQueue(out, howMany, turn + 1, lastMoved);
  897. return;
  898. }
  899. }
  900. else
  901. {
  902. out.push_back(hlp);
  903. }
  904. }
  905. }
  906. si8 BattleInfo::hasDistancePenalty( const CStack * stack, THex destHex ) const
  907. {
  908. struct HLP
  909. {
  910. static bool lowerAnalyze(const CStack * stack, THex hex)
  911. {
  912. int distance = THex::getDistance(hex, stack->position);
  913. //I hope it's approximately correct
  914. return distance > 10 && !stack->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY);
  915. }
  916. };
  917. const CStack * dstStack = getStackT(destHex, false);
  918. if (dstStack->doubleWide())
  919. return HLP::lowerAnalyze(stack, destHex) && HLP::lowerAnalyze(stack, dstStack->occupiedHex());
  920. else
  921. return HLP::lowerAnalyze(stack, destHex);
  922. }
  923. si8 BattleInfo::sameSideOfWall(int pos1, int pos2) const
  924. {
  925. int wallInStackLine = lineToWallHex(pos1/BFIELD_WIDTH);
  926. int wallInDestLine = lineToWallHex(pos2/BFIELD_WIDTH);
  927. bool stackLeft = pos1 < wallInStackLine;
  928. bool destLeft = pos2 < wallInDestLine;
  929. return stackLeft != destLeft;
  930. }
  931. si8 BattleInfo::hasWallPenalty( const CStack* stack, THex destHex ) const
  932. {
  933. if (siege == 0)
  934. {
  935. return false;
  936. }
  937. if (stack->hasBonusOfType(Bonus::NO_WALL_PENALTY))
  938. {
  939. return false;
  940. }
  941. return !sameSideOfWall(stack->position, destHex);
  942. }
  943. si8 BattleInfo::canTeleportTo(const CStack * stack, THex destHex, int telportLevel) const
  944. {
  945. bool ac[BFIELD_SIZE];
  946. std::set<THex> occupyable;
  947. getAccessibilityMap(ac, stack->doubleWide(), stack->attackerOwned, false, occupyable, stack->hasBonusOfType(Bonus::FLYING), stack);
  948. if (siege && telportLevel < 2) //check for wall
  949. {
  950. return ac[destHex] && sameSideOfWall(stack->position, destHex);
  951. }
  952. else
  953. {
  954. return ac[destHex];
  955. }
  956. }
  957. // void BattleInfo::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
  958. // {
  959. // CBonusSystemNode::getBonuses(out, selector, root);
  960. //
  961. // const CStack *dest = dynamic_cast<const CStack*>(root);
  962. // if (!dest)
  963. // return;
  964. //
  965. // //TODO: make it in clean way
  966. // if(Selector::matchesType(selector, Bonus::MORALE) || Selector::matchesType(selector, Bonus::LUCK))
  967. // {
  968. // BOOST_FOREACH(const CStack *s, stacks)
  969. // {
  970. // if(s->owner == dest->owner)
  971. // s->getBonuses(out, selector, Selector::effectRange(Bonus::ONLY_ALLIED_ARMY), this);
  972. // else
  973. // s->getBonuses(out, selector, Selector::effectRange(Bonus::ONLY_ENEMY_ARMY), this);
  974. // }
  975. // }
  976. // }
  977. bool BattleInfo::battleCanShoot(const CStack * stack, THex dest) const
  978. {
  979. const CStack *dst = getStackT(dest);
  980. if(!stack || !dst) return false;
  981. const CGHeroInstance * stackHero = battleGetOwner(stack);
  982. if(stack->hasBonusOfType(Bonus::FORGETFULL)) //forgetfulness
  983. return false;
  984. if(stack->getCreature()->idNumber == 145 && dst) //catapult cannot attack creatures
  985. return false;
  986. if(stack->hasBonusOfType(Bonus::SHOOTER)//it's shooter
  987. && stack->owner != dst->owner
  988. && dst->alive()
  989. && (!isStackBlocked(stack) || NBonus::hasOfType(stackHero, Bonus::FREE_SHOOTING))
  990. && stack->shots
  991. )
  992. return true;
  993. return false;
  994. }
  995. bool BattleInfo::battleCanFlee(int player) const
  996. {
  997. if (player == sides[0])
  998. {
  999. if (!heroes[0])
  1000. return false;//current player have no hero
  1001. }
  1002. else
  1003. {
  1004. if (!heroes[1])
  1005. return false;
  1006. }
  1007. if( ( heroes[0] && heroes[0]->hasBonusOfType(Bonus::ENEMY_CANT_ESCAPE) ) //eg. one of heroes is wearing shakles of war
  1008. || ( heroes[1] && heroes[1]->hasBonusOfType(Bonus::ENEMY_CANT_ESCAPE)))
  1009. return false;
  1010. if (player == sides[1] && siege //defender in siege
  1011. && !(town->subID == 6 && vstd::contains(town->builtBuildings, 17)))//without escape tunnel
  1012. return false;
  1013. return true;
  1014. }
  1015. const CStack * BattleInfo::battleGetStack(THex pos, bool onlyAlive)
  1016. {
  1017. for(unsigned int g=0; g<stacks.size(); ++g)
  1018. {
  1019. if((stacks[g]->position == pos
  1020. || (stacks[g]->doubleWide()
  1021. &&( (stacks[g]->attackerOwned && stacks[g]->position-1 == pos)
  1022. || (!stacks[g]->attackerOwned && stacks[g]->position+1 == pos) )
  1023. ))
  1024. && (!onlyAlive || stacks[g]->alive())
  1025. )
  1026. return stacks[g];
  1027. }
  1028. return NULL;
  1029. }
  1030. const CGHeroInstance * BattleInfo::battleGetOwner(const CStack * stack) const
  1031. {
  1032. return heroes[!stack->attackerOwned];
  1033. }
  1034. si8 BattleInfo::battleMaxSpellLevel() const
  1035. {
  1036. // if(!curB) //there is not battle
  1037. // {
  1038. // tlog1 << "si8 CGameState::maxSpellLevel() call when there is no battle!" << std::endl;
  1039. // throw "si8 CGameState::maxSpellLevel() call when there is no battle!";
  1040. // }
  1041. si8 levelLimit = SPELL_LEVELS;
  1042. const CGHeroInstance *h1 = heroes[0];
  1043. if(h1)
  1044. {
  1045. BOOST_FOREACH(const Bonus *i, h1->bonuses)
  1046. if(i->type == Bonus::BLOCK_SPELLS_ABOVE_LEVEL)
  1047. amin(levelLimit, i->val);
  1048. }
  1049. const CGHeroInstance *h2 = heroes[1];
  1050. if(h2)
  1051. {
  1052. BOOST_FOREACH(const Bonus *i, h2->bonuses)
  1053. if(i->type == Bonus::BLOCK_SPELLS_ABOVE_LEVEL)
  1054. amin(levelLimit, i->val);
  1055. }
  1056. return levelLimit;
  1057. }
  1058. void BattleInfo::localInit()
  1059. {
  1060. belligerents[0]->battle = belligerents[1]->battle = this;
  1061. //TODO: attach battle to belligerents
  1062. BOOST_FOREACH(CStack *s, stacks)
  1063. {
  1064. if(s->base) //stack originating from "real" stack in garrison -> attach to it
  1065. {
  1066. s->attachTo(const_cast<CStackInstance*>(s->base));
  1067. }
  1068. else //attach directly to obj to which stack belongs and creature type
  1069. {
  1070. CArmedInstance *army = belligerents[!s->attackerOwned];
  1071. s->attachTo(army);
  1072. assert(s->type);
  1073. s->attachTo(const_cast<CCreature*>(s->type));
  1074. }
  1075. s->postInit();
  1076. }
  1077. }
  1078. namespace CGH
  1079. {
  1080. using namespace std;
  1081. static void readItTo(ifstream & input, vector< vector<int> > & dest) //reads 7 lines, i-th one containing i integers, and puts it to dest
  1082. {
  1083. for(int j=0; j<7; ++j)
  1084. {
  1085. std::vector<int> pom;
  1086. for(int g=0; g<j+1; ++g)
  1087. {
  1088. int hlp; input>>hlp;
  1089. pom.push_back(hlp);
  1090. }
  1091. dest.push_back(pom);
  1092. }
  1093. }
  1094. }
  1095. BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int terType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town )
  1096. {
  1097. CMP_stack cmpst;
  1098. BattleInfo *curB = new BattleInfo;
  1099. curB->sides[0] = armies[0]->tempOwner;
  1100. curB->sides[1] = armies[1]->tempOwner;
  1101. if(curB->sides[1] == 254)
  1102. curB->sides[1] = 255;
  1103. std::vector<CStack*> & stacks = (curB->stacks);
  1104. curB->tile = tile;
  1105. curB->battlefieldType = terType;
  1106. curB->belligerents[0] = const_cast<CArmedInstance*>(armies[0]);
  1107. curB->belligerents[1] = const_cast<CArmedInstance*>(armies[1]);
  1108. curB->heroes[0] = const_cast<CGHeroInstance*>(heroes[0]);
  1109. curB->heroes[1] = const_cast<CGHeroInstance*>(heroes[1]);
  1110. curB->round = -2;
  1111. curB->activeStack = -1;
  1112. if(town)
  1113. {
  1114. curB->town = town;
  1115. curB->siege = town->fortLevel();
  1116. }
  1117. else
  1118. {
  1119. curB->town = NULL;
  1120. curB->siege = 0;
  1121. }
  1122. //reading battleStartpos
  1123. std::ifstream positions;
  1124. positions.open(DATA_DIR "/config/battleStartpos.txt", std::ios_base::in|std::ios_base::binary);
  1125. if(!positions.is_open())
  1126. {
  1127. tlog1<<"Unable to open battleStartpos.txt!"<<std::endl;
  1128. }
  1129. std::string dump;
  1130. positions>>dump; positions>>dump;
  1131. std::vector< std::vector<int> > attackerLoose, defenderLoose, attackerTight, defenderTight, attackerCreBank, defenderCreBank;
  1132. CGH::readItTo(positions, attackerLoose);
  1133. positions>>dump;
  1134. CGH::readItTo(positions, defenderLoose);
  1135. positions>>dump;
  1136. positions>>dump;
  1137. CGH::readItTo(positions, attackerTight);
  1138. positions>>dump;
  1139. CGH::readItTo(positions, defenderTight);
  1140. positions>>dump;
  1141. positions>>dump;
  1142. CGH::readItTo(positions, attackerCreBank);
  1143. positions>>dump;
  1144. CGH::readItTo(positions, defenderCreBank);
  1145. positions.close();
  1146. //battleStartpos read
  1147. int k = 0; //stack serial
  1148. for(TSlots::const_iterator i = armies[0]->Slots().begin(); i!=armies[0]->Slots().end(); i++, k++)
  1149. {
  1150. int pos;
  1151. if(creatureBank)
  1152. pos = attackerCreBank[armies[0]->stacksCount()-1][k];
  1153. else if(armies[0]->formation)
  1154. pos = attackerTight[armies[0]->stacksCount()-1][k];
  1155. else
  1156. pos = attackerLoose[armies[0]->stacksCount()-1][k];
  1157. CStack * stack = curB->generateNewStack(*i->second, stacks.size(), true, i->first, pos);
  1158. stacks.push_back(stack);
  1159. }
  1160. k = 0;
  1161. for(TSlots::const_iterator i = armies[1]->Slots().begin(); i!=armies[1]->Slots().end(); i++, k++)
  1162. {
  1163. int pos;
  1164. if(creatureBank)
  1165. pos = defenderCreBank[armies[1]->stacksCount()-1][k];
  1166. else if(armies[1]->formation)
  1167. pos = defenderTight[armies[1]->stacksCount()-1][k];
  1168. else
  1169. pos = defenderLoose[armies[1]->stacksCount()-1][k];
  1170. CStack * stack = curB->generateNewStack(*i->second, stacks.size(), false, i->first, pos);
  1171. stacks.push_back(stack);
  1172. }
  1173. for(unsigned g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
  1174. {
  1175. if((stacks[g]->position%17)==1 && stacks[g]->doubleWide() && stacks[g]->attackerOwned)
  1176. {
  1177. stacks[g]->position += THex::RIGHT;
  1178. }
  1179. else if((stacks[g]->position%17)==15 && stacks[g]->doubleWide() && !stacks[g]->attackerOwned)
  1180. {
  1181. stacks[g]->position += THex::LEFT;
  1182. }
  1183. }
  1184. //adding war machines
  1185. if(heroes[0])
  1186. {
  1187. if(heroes[0]->getArt(13)) //ballista
  1188. {
  1189. CStack * stack = curB->generateNewStack(CStackBasicDescriptor(146, 1), stacks.size(), true, 255, 52);
  1190. stacks.push_back(stack);
  1191. }
  1192. if(heroes[0]->getArt(14)) //ammo cart
  1193. {
  1194. CStack * stack = curB->generateNewStack(CStackBasicDescriptor(148, 1), stacks.size(), true, 255, 18);
  1195. stacks.push_back(stack);
  1196. }
  1197. if(heroes[0]->getArt(15)) //first aid tent
  1198. {
  1199. CStack * stack = curB->generateNewStack(CStackBasicDescriptor(147, 1), stacks.size(), true, 255, 154);
  1200. stacks.push_back(stack);
  1201. }
  1202. }
  1203. if(heroes[1])
  1204. {
  1205. //defending hero shouldn't receive ballista (bug #551)
  1206. if(heroes[1]->getArt(13) && !town) //ballista
  1207. {
  1208. CStack * stack = curB->generateNewStack(CStackBasicDescriptor(146, 1), stacks.size(), false, 255, 66);
  1209. stacks.push_back(stack);
  1210. }
  1211. if(heroes[1]->getArt(14)) //ammo cart
  1212. {
  1213. CStack * stack = curB->generateNewStack(CStackBasicDescriptor(148, 1), stacks.size(), false, 255, 32);
  1214. stacks.push_back(stack);
  1215. }
  1216. if(heroes[1]->getArt(15)) //first aid tent
  1217. {
  1218. CStack * stack = curB->generateNewStack(CStackBasicDescriptor(147, 1), stacks.size(), false, 255, 168);
  1219. stacks.push_back(stack);
  1220. }
  1221. }
  1222. if(town && heroes[0] && town->hasFort()) //catapult
  1223. {
  1224. CStack * stack = curB->generateNewStack(CStackBasicDescriptor(145, 1), stacks.size(), true, 255, 120);
  1225. stacks.push_back(stack);
  1226. }
  1227. //war machines added
  1228. switch(curB->siege) //adding towers
  1229. {
  1230. case 3: //castle
  1231. {//lower tower / upper tower
  1232. CStack * stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), stacks.size(), false, 255, -4);
  1233. stacks.push_back(stack);
  1234. stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), stacks.size(), false, 255, -3);
  1235. stacks.push_back(stack);
  1236. }
  1237. case 2: //citadel
  1238. {//main tower
  1239. CStack * stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), stacks.size(), false, 255, -2);
  1240. stacks.push_back(stack);
  1241. }
  1242. }
  1243. std::stable_sort(stacks.begin(),stacks.end(),cmpst);
  1244. //seting up siege
  1245. if(town && town->hasFort())
  1246. {
  1247. for(int b=0; b<ARRAY_COUNT(curB->si.wallState); ++b)
  1248. {
  1249. curB->si.wallState[b] = 1;
  1250. }
  1251. }
  1252. //randomize obstacles
  1253. if(town == NULL && !creatureBank) //do it only when it's not siege and not creature bank
  1254. {
  1255. bool obAv[BFIELD_SIZE]; //availability of hexes for obstacles;
  1256. std::vector<int> possibleObstacles;
  1257. for(int i=0; i<BFIELD_SIZE; ++i)
  1258. {
  1259. if(i%17 < 4 || i%17 > 12)
  1260. {
  1261. obAv[i] = false;
  1262. }
  1263. else
  1264. {
  1265. obAv[i] = true;
  1266. }
  1267. }
  1268. for(std::map<int, CObstacleInfo>::const_iterator g=VLC->heroh->obstacles.begin(); g!=VLC->heroh->obstacles.end(); ++g)
  1269. {
  1270. if(g->second.allowedTerrains[terType-1] == '1') //we need to take terType with -1 because terrain ids start from 1 and allowedTerrains array is indexed from 0
  1271. {
  1272. possibleObstacles.push_back(g->first);
  1273. }
  1274. }
  1275. srand(time(NULL));
  1276. if(possibleObstacles.size() > 0) //we cannot place any obstacles when we don't have them
  1277. {
  1278. int toBlock = rand()%6 + 6; //how many hexes should be blocked by obstacles
  1279. while(toBlock>0)
  1280. {
  1281. CObstacleInstance coi;
  1282. coi.uniqueID = curB->obstacles.size();
  1283. coi.ID = possibleObstacles[rand()%possibleObstacles.size()];
  1284. coi.pos = rand()%BFIELD_SIZE;
  1285. std::vector<int> block = VLC->heroh->obstacles[coi.ID].getBlocked(coi.pos);
  1286. bool badObstacle = false;
  1287. for(int b=0; b<block.size(); ++b)
  1288. {
  1289. if(block[b] < 0 || block[b] >= BFIELD_SIZE || !obAv[block[b]])
  1290. {
  1291. badObstacle = true;
  1292. break;
  1293. }
  1294. }
  1295. if(badObstacle) continue;
  1296. //obstacle can be placed
  1297. curB->obstacles.push_back(coi);
  1298. for(int b=0; b<block.size(); ++b)
  1299. {
  1300. if(block[b] >= 0 && block[b] < BFIELD_SIZE)
  1301. obAv[block[b]] = false;
  1302. }
  1303. toBlock -= block.size();
  1304. }
  1305. }
  1306. }
  1307. // //giving building bonuses, if siege and we have harrisoned hero
  1308. // if (town)
  1309. // {
  1310. // if (heroes[1])
  1311. // {
  1312. // for (int i=0; i<4; i++)
  1313. // {
  1314. // int val = town->defenceBonus(i);
  1315. // if (val)
  1316. // {
  1317. // GiveBonus gs;
  1318. // gs.bonus = Bonus(Bonus::ONE_BATTLE, Bonus::PRIMARY_SKILL, Bonus::OBJECT, val, -1, "", i);
  1319. // gs.id = heroes[1]->id;
  1320. // sendAndApply(&gs);
  1321. // }
  1322. // }
  1323. // }
  1324. // else//if we don't have hero - apply separately, if hero present - will be taken from hero bonuses
  1325. // {
  1326. // if(town->subID == 0 && vstd::contains(town->builtBuildings,22)) //castle, brotherhood of sword built
  1327. // for(int g=0; g<stacks.size(); ++g)
  1328. // stacks[g]->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 2, Bonus::TOWN_STRUCTURE));
  1329. //
  1330. // else if(vstd::contains(town->builtBuildings,5)) //tavern is built
  1331. // for(int g=0; g<stacks.size(); ++g)
  1332. // stacks[g]->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 1, Bonus::TOWN_STRUCTURE));
  1333. //
  1334. // if(town->subID == 1 && vstd::contains(town->builtBuildings,21)) //rampart, fountain of fortune is present
  1335. // for(int g=0; g<stacks.size(); ++g)
  1336. // stacks[g]->addNewBonus(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, 2, Bonus::TOWN_STRUCTURE));
  1337. // }
  1338. // }
  1339. //giving terrain overalay premies
  1340. int bonusSubtype = -1;
  1341. switch(terType)
  1342. {
  1343. case 9: //magic plains
  1344. {
  1345. bonusSubtype = 0;
  1346. }
  1347. case 14: //fiery fields
  1348. {
  1349. if(bonusSubtype == -1) bonusSubtype = 1;
  1350. }
  1351. case 15: //rock lands
  1352. {
  1353. if(bonusSubtype == -1) bonusSubtype = 8;
  1354. }
  1355. case 16: //magic clouds
  1356. {
  1357. if(bonusSubtype == -1) bonusSubtype = 2;
  1358. }
  1359. case 17: //lucid pools
  1360. {
  1361. if(bonusSubtype == -1) bonusSubtype = 4;
  1362. }
  1363. { //common part for cases 9, 14, 15, 16, 17
  1364. curB->addNewBonus(new Bonus(Bonus::ONE_BATTLE, Bonus::MAGIC_SCHOOL_SKILL, Bonus::TERRAIN_OVERLAY, 3, -1, "", bonusSubtype));
  1365. break;
  1366. }
  1367. case 18: //holy ground
  1368. {
  1369. curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureAlignmentLimiter(GOOD)));
  1370. curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureAlignmentLimiter(EVIL)));
  1371. break;
  1372. }
  1373. case 19: //clover field
  1374. { //+2 luck bonus for neutral creatures
  1375. curB->addNewBonus(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, +2, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureFactionLimiter(-1)));
  1376. break;
  1377. }
  1378. case 20: //evil fog
  1379. {
  1380. curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureAlignmentLimiter(GOOD)));
  1381. curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureAlignmentLimiter(EVIL)));
  1382. break;
  1383. }
  1384. case 22: //cursed ground
  1385. {
  1386. curB->addNewBonus(makeFeature(Bonus::NO_MORALE, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
  1387. curB->addNewBonus(makeFeature(Bonus::NO_LUCK, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
  1388. curB->addNewBonus(makeFeature(Bonus::BLOCK_SPELLS_ABOVE_LEVEL, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_OVERLAY));
  1389. break;
  1390. }
  1391. }
  1392. //overlay premies given
  1393. //native terrain bonuses
  1394. if(town) //during siege always take premies for native terrain of faction
  1395. terrain = VLC->heroh->nativeTerrains[town->town->typeID];
  1396. ILimiter *nativeTerrain = new CreatureNativeTerrainLimiter(terrain);
  1397. curB->addNewBonus(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
  1398. curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::ATTACK, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
  1399. curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
  1400. //////////////////////////////////////////////////////////////////////////
  1401. return curB;
  1402. }
  1403. CStack::CStack(const CStackInstance *Base, int O, int I, bool AO, int S)
  1404. : base(Base), ID(I), owner(O), slot(S), attackerOwned(AO),
  1405. counterAttacks(1)
  1406. {
  1407. assert(base);
  1408. type = base->type;
  1409. count = baseAmount = base->count;
  1410. }
  1411. CStack::CStack()
  1412. {
  1413. init();
  1414. }
  1415. CStack::CStack(const CStackBasicDescriptor *stack, int O, int I, bool AO, int S)
  1416. : base(NULL), ID(I), owner(O), slot(S), attackerOwned(AO), counterAttacks(1)
  1417. {
  1418. type = stack->type;
  1419. count = baseAmount = stack->count;
  1420. }
  1421. void CStack::init()
  1422. {
  1423. base = NULL;
  1424. type = NULL;
  1425. ID = -1;
  1426. count = baseAmount = -1;
  1427. firstHPleft = -1;
  1428. owner = 255;
  1429. slot = 255;
  1430. attackerOwned = false;
  1431. position = THex();
  1432. counterAttacks = -1;
  1433. }
  1434. void CStack::postInit()
  1435. {
  1436. assert(type);
  1437. assert(parents.size());
  1438. firstHPleft = valOfBonuses(Bonus::STACK_HEALTH);
  1439. shots = getCreature()->shots;
  1440. counterAttacks = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
  1441. state.insert(ALIVE); //alive state indication
  1442. assert(firstHPleft > 0);
  1443. }
  1444. ui32 CStack::Speed( int turn /*= 0*/ ) const
  1445. {
  1446. if(hasBonus(Selector::type(Bonus::SIEGE_WEAPON) && Selector::turns(turn))) //war machines cannot move
  1447. return 0;
  1448. int speed = valOfBonuses(Selector::type(Bonus::STACKS_SPEED) && Selector::turns(turn));
  1449. int percentBonus = 0;
  1450. BOOST_FOREACH(const Bonus *b, bonuses)
  1451. {
  1452. if(b->type == Bonus::STACKS_SPEED)
  1453. {
  1454. percentBonus += b->additionalInfo;
  1455. }
  1456. }
  1457. speed = ((100 + percentBonus) * speed)/100;
  1458. //bind effect check
  1459. if(getEffect(72))
  1460. {
  1461. return 0;
  1462. }
  1463. return speed;
  1464. }
  1465. const Bonus * CStack::getEffect( ui16 id, int turn /*= 0*/ ) const
  1466. {
  1467. BOOST_FOREACH(Bonus *it, bonuses)
  1468. {
  1469. if(it->source == Bonus::SPELL_EFFECT && it->id == id)
  1470. {
  1471. if(!turn || it->turnsRemain > turn)
  1472. return &(*it);
  1473. }
  1474. }
  1475. return NULL;
  1476. }
  1477. void CStack::stackEffectToFeature(BonusList & sf, const Bonus & sse)
  1478. {
  1479. // si32 power = VLC->spellh->spells[sse.id]->powers[sse.val];
  1480. // Bonus * bonus = getBonus(Selector::typeSybtype(Bonus::SPECIAL_PECULIAR_ENCHANT, sse.id));
  1481. // if (bonus)
  1482. // {
  1483. // switch(bonus->additionalInfo)
  1484. // {
  1485. // case 0: //normal
  1486. // switch(type->level)
  1487. // {
  1488. // case 1: case 2:
  1489. // power += 3; //it doesn't necessarily make sense for some spells, use it wisely
  1490. // break;
  1491. // case 3: case 4:
  1492. // power += 2;
  1493. // break;
  1494. // case 5: case 6:
  1495. // power += 1;
  1496. // break;
  1497. // }
  1498. // break;
  1499. // case 1: //only Coronius as yet
  1500. // power = std::max(5 - type->level, 0);
  1501. // break;
  1502. // }
  1503. // }
  1504. //
  1505. // switch(sse.id)
  1506. // {
  1507. // case 27: //shield
  1508. // sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
  1509. // sf.back().id = sse.id;
  1510. // break;
  1511. // case 28: //air shield
  1512. // sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
  1513. // sf.back().id = sse.id;
  1514. // break;
  1515. // case 29: //fire shield
  1516. // sf.push_back(featureGenerator(Bonus::FIRE_SHIELD, 0, power, sse.turnsRemain));
  1517. // sf.back().id = sse.id;
  1518. // break;
  1519. // case 30: //protection from air
  1520. // sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
  1521. // sf.back().id = sse.id;
  1522. // break;
  1523. // case 31: //protection from fire
  1524. // sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
  1525. // sf.back().id = sse.id;
  1526. // break;
  1527. // case 32: //protection from water
  1528. // sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 2, power, sse.turnsRemain));
  1529. // sf.back().id = sse.id;
  1530. // break;
  1531. // case 33: //protection from earth
  1532. // sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 3, power, sse.turnsRemain));
  1533. // sf.back().id = sse.id;
  1534. // break;
  1535. // case 34: //anti-magic
  1536. // sf.push_back(featureGenerator(Bonus::LEVEL_SPELL_IMMUNITY, 0, power - 1, sse.turnsRemain));
  1537. // sf.back().id = sse.id;
  1538. // break;
  1539. // case 41: //bless
  1540. // if (hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, 41)) //TODO: better handling of bonus percentages
  1541. // {
  1542. // int damagePercent = dynamic_cast<const CGHeroInstance*>(armyObj)->level * valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, 41) / type->level;
  1543. // sf.push_back(featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, sse.turnsRemain));
  1544. // sf.back().id = sse.id;
  1545. // sf.back().valType = Bonus::PERCENT_TO_ALL;
  1546. // }
  1547. // sf.push_back(featureGenerator(Bonus::ALWAYS_MAXIMUM_DAMAGE, -1, power, sse.turnsRemain));
  1548. // sf.back().id = sse.id;
  1549. // break;
  1550. // case 42: //curse
  1551. // sf.push_back(featureGenerator(Bonus::ALWAYS_MINIMUM_DAMAGE, -1, -1 * power, sse.turnsRemain, sse.val >= 2 ? 20 : 0));
  1552. // sf.back().id = sse.id;
  1553. // break;
  1554. // case 43: //bloodlust
  1555. // sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_MELEE_FIGHT));
  1556. // sf.back().id = sse.id;
  1557. // break;
  1558. // case 44: //precision
  1559. // sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_DISTANCE_FIGHT));
  1560. // sf.back().id = sse.id;
  1561. // break;
  1562. // case 45: //weakness
  1563. // sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, -1 * power, sse.turnsRemain));
  1564. // sf.back().id = sse.id;
  1565. // break;
  1566. // case 46: //stone skin
  1567. // sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
  1568. // sf.back().id = sse.id;
  1569. // break;
  1570. // case 47: //disrupting ray
  1571. // sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -1 * power, sse.turnsRemain));
  1572. // sf.back().id = sse.id;
  1573. // break;
  1574. // case 48: //prayer
  1575. // sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
  1576. // sf.back().id = sse.id;
  1577. // sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
  1578. // sf.back().id = sse.id;
  1579. // sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
  1580. // sf.back().id = sse.id;
  1581. // break;
  1582. // case 49: //mirth
  1583. // sf.push_back(featureGenerator(Bonus::MORALE, 0, power, sse.turnsRemain));
  1584. // sf.back().id = sse.id;
  1585. // break;
  1586. // case 50: //sorrow
  1587. // sf.push_back(featureGenerator(Bonus::MORALE, 0, -1 * power, sse.turnsRemain));
  1588. // sf.back().id = sse.id;
  1589. // break;
  1590. // case 51: //fortune
  1591. // sf.push_back(featureGenerator(Bonus::LUCK, 0, power, sse.turnsRemain));
  1592. // sf.back().id = sse.id;
  1593. // break;
  1594. // case 52: //misfortune
  1595. // sf.push_back(featureGenerator(Bonus::LUCK, 0, -1 * power, sse.turnsRemain));
  1596. // sf.back().id = sse.id;
  1597. // break;
  1598. // case 53: //haste
  1599. // sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
  1600. // sf.back().id = sse.id;
  1601. // break;
  1602. // case 54: //slow
  1603. // sf.push_back(featureGeneratorVT(Bonus::STACKS_SPEED, 0, -1 * ( 100 - power ), sse.turnsRemain, Bonus::PERCENT_TO_ALL));
  1604. // sf.back().id = sse.id;
  1605. // break;
  1606. // case 55: //slayer
  1607. // if (bonus) //Coronius
  1608. // {
  1609. // sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
  1610. // sf.back().id = sse.id;
  1611. // }
  1612. // sf.push_back(featureGenerator(Bonus::SLAYER, 0, sse.val, sse.turnsRemain));
  1613. // sf.back().id = sse.id;
  1614. // break;
  1615. // case 56: //frenzy
  1616. // sf.push_back(featureGenerator(Bonus::IN_FRENZY, 0, VLC->spellh->spells[56]->powers[sse.val]/100.0, sse.turnsRemain));
  1617. // sf.back().id = sse.id;
  1618. // break;
  1619. // case 58: //counterstrike
  1620. // sf.push_back(featureGenerator(Bonus::ADDITIONAL_RETALIATION, 0, power, sse.turnsRemain));
  1621. // sf.back().id = sse.id;
  1622. // break;
  1623. // case 59: //bersek
  1624. // sf.push_back(featureGenerator(Bonus::ATTACKS_NEAREST_CREATURE, 0, sse.val, sse.turnsRemain));
  1625. // sf.back().id = sse.id;
  1626. // break;
  1627. // case 60: //hypnotize
  1628. // sf.push_back(featureGenerator(Bonus::HYPNOTIZED, 0, sse.val, sse.turnsRemain));
  1629. // sf.back().id = sse.id;
  1630. // break;
  1631. // case 61: //forgetfulness
  1632. // sf.push_back(featureGenerator(Bonus::FORGETFULL, 0, sse.val, sse.turnsRemain));
  1633. // sf.back().id = sse.id;
  1634. // break;
  1635. // case 62: //blind
  1636. // sf.push_back(makeFeature(Bonus::NOT_ACTIVE, Bonus::UNITL_BEING_ATTACKED | Bonus::N_TURNS, 0, 0, Bonus::SPELL_EFFECT, sse.turnsRemain));
  1637. // sf.back().id = sse.id;
  1638. // sf.push_back(makeFeature(Bonus::GENERAL_ATTACK_REDUCTION, Bonus::UNTIL_ATTACK | Bonus::N_TURNS, 0, power, Bonus::SPELL_EFFECT, sse.turnsRemain));
  1639. // sf.back().id = sse.id;
  1640. // break;
  1641. // }
  1642. }
  1643. ui8 CStack::howManyEffectsSet(ui16 id) const
  1644. {
  1645. ui8 ret = 0;
  1646. BOOST_FOREACH(const Bonus *it, bonuses)
  1647. if(it->source == Bonus::SPELL_EFFECT && it->id == id) //effect found
  1648. {
  1649. ++ret;
  1650. }
  1651. return ret;
  1652. }
  1653. bool CStack::willMove(int turn /*= 0*/) const
  1654. {
  1655. return ( turn ? true : !vstd::contains(state, DEFENDING) )
  1656. && !moved(turn)
  1657. && canMove(turn);
  1658. }
  1659. bool CStack::canMove( int turn /*= 0*/ ) const
  1660. {
  1661. return alive()
  1662. && !hasBonus(Selector::type(Bonus::NOT_ACTIVE) && Selector::turns(turn)); //eg. Ammo Cart or blinded creature
  1663. }
  1664. bool CStack::moved( int turn /*= 0*/ ) const
  1665. {
  1666. if(!turn)
  1667. return vstd::contains(state, MOVED);
  1668. else
  1669. return false;
  1670. }
  1671. bool CStack::doubleWide() const
  1672. {
  1673. return getCreature()->doubleWide;
  1674. }
  1675. THex CStack::occupiedHex() const
  1676. {
  1677. if (doubleWide())
  1678. {
  1679. if (attackerOwned)
  1680. return position - 1;
  1681. else
  1682. return position + 1;
  1683. }
  1684. else
  1685. {
  1686. return THex::INVALID;
  1687. }
  1688. }
  1689. BonusList CStack::getSpellBonuses() const
  1690. {
  1691. return getBonuses(Selector::sourceTypeSel(Bonus::CASTED_SPELL));
  1692. }
  1693. std::vector<si32> CStack::activeSpells() const
  1694. {
  1695. std::vector<si32> ret;
  1696. BonusList spellEffects = getSpellBonuses();
  1697. BOOST_FOREACH(const Bonus *it, spellEffects)
  1698. {
  1699. if (!vstd::contains(ret, it->id)) //do not duplicate spells with multiple effects
  1700. ret.push_back(it->id);
  1701. }
  1702. return ret;
  1703. }
  1704. CStack::~CStack()
  1705. {
  1706. detachFromAll();
  1707. if(vstd::contains(state, SUMMONED))
  1708. delNull(base);
  1709. }
  1710. const CGHeroInstance * CStack::getMyHero() const
  1711. {
  1712. if(base)
  1713. return dynamic_cast<const CGHeroInstance *>(base->armyObj);
  1714. else //we are attached directly?
  1715. BOOST_FOREACH(const CBonusSystemNode *n, parents)
  1716. if(n->nodeType == HERO)
  1717. dynamic_cast<const CGHeroInstance *>(n);
  1718. return NULL;
  1719. }
  1720. std::string CStack::nodeName() const
  1721. {
  1722. std::ostringstream oss;
  1723. oss << "Battle stack [" << ID << "]: " << count << " creatures of ";
  1724. if(type)
  1725. oss << type->namePl;
  1726. else
  1727. oss << "[UNDEFINED TYPE]";
  1728. oss << " from slot " << (int)slot;
  1729. if(base && base->armyObj)
  1730. oss << " of armyobj=" << base->armyObj->id;
  1731. return oss.str();
  1732. }
  1733. void CStack::prepareAttacked(BattleStackAttacked &bsa) const
  1734. {
  1735. bsa.killedAmount = bsa.damageAmount / MaxHealth();
  1736. unsigned damageFirst = bsa.damageAmount % MaxHealth();
  1737. if( firstHPleft <= damageFirst )
  1738. {
  1739. bsa.killedAmount++;
  1740. bsa.newHP = firstHPleft + MaxHealth() - damageFirst;
  1741. }
  1742. else
  1743. {
  1744. bsa.newHP = firstHPleft - damageFirst;
  1745. }
  1746. if(count <= bsa.killedAmount) //stack killed
  1747. {
  1748. bsa.newAmount = 0;
  1749. bsa.flags |= 1;
  1750. bsa.killedAmount = count; //we cannot kill more creatures than we have
  1751. }
  1752. else
  1753. {
  1754. bsa.newAmount = count - bsa.killedAmount;
  1755. }
  1756. }
  1757. bool CStack::isMeleeAttackPossible(const CStack * attacker, const CStack * defender, THex attackerPos /*= THex::INVALID*/, THex defenderPos /*= THex::INVALID*/)
  1758. {
  1759. if (!attackerPos.isValid())
  1760. {
  1761. attackerPos = attacker->position;
  1762. }
  1763. if (!defenderPos.isValid())
  1764. {
  1765. defenderPos = defender->position;
  1766. }
  1767. return
  1768. (THex::mutualPosition(attackerPos, defenderPos) >= 0) //front <=> front
  1769. || (attacker->doubleWide() //back <=> front
  1770. && THex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos) >= 0)
  1771. || (defender->doubleWide() //front <=> back
  1772. && THex::mutualPosition(attackerPos, defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0)
  1773. || (defender->doubleWide() && attacker->doubleWide()//back <=> back
  1774. && THex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0);
  1775. }
  1776. bool CMP_stack::operator()( const CStack* a, const CStack* b )
  1777. {
  1778. switch(phase)
  1779. {
  1780. case 0: //catapult moves after turrets
  1781. return a->getCreature()->idNumber < b->getCreature()->idNumber; //catapult is 145 and turrets are 149
  1782. //TODO? turrets order
  1783. case 1: //fastest first, upper slot first
  1784. {
  1785. int as = a->Speed(turn), bs = b->Speed(turn);
  1786. if(as != bs)
  1787. return as > bs;
  1788. else
  1789. return a->slot < b->slot;
  1790. }
  1791. case 2: //fastest last, upper slot first
  1792. //TODO: should be replaced with order of receiving morale!
  1793. case 3: //fastest last, upper slot first
  1794. {
  1795. int as = a->Speed(turn), bs = b->Speed(turn);
  1796. if(as != bs)
  1797. return as < bs;
  1798. else
  1799. return a->slot < b->slot;
  1800. }
  1801. default:
  1802. assert(0);
  1803. return false;
  1804. }
  1805. }
  1806. CMP_stack::CMP_stack( int Phase /*= 1*/, int Turn )
  1807. {
  1808. phase = Phase;
  1809. turn = Turn;
  1810. }