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- #define VCMI_DLL
- #include "BattleState.h"
- #include <fstream>
- #include <queue>
- #include <algorithm>
- #include <numeric>
- #include <sstream>
- #include <boost/foreach.hpp>
- #include <boost/assign/list_of.hpp>
- #include "VCMI_Lib.h"
- #include "CObjectHandler.h"
- #include "CHeroHandler.h"
- #include "CCreatureHandler.h"
- #include "CSpellHandler.h"
- #include "CTownHandler.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
- *
- */
- const CStack * BattleInfo::getNextStack() const
- {
- std::vector<const CStack *> hlp;
- getStackQueue(hlp, 1, -1);
- if(hlp.size())
- return hlp[0];
- else
- return NULL;
- }
- static const CStack *takeStack(std::vector<const CStack *> &st, int &curside, int turn)
- {
- const CStack *ret = NULL;
- unsigned i, //fastest stack
- j; //fastest stack of the other side
- for(i = 0; i < st.size(); i++)
- if(st[i])
- break;
- //no stacks left
- if(i == st.size())
- return NULL;
- const CStack *fastest = st[i], *other = NULL;
- int bestSpeed = fastest->Speed(turn);
- if(fastest->attackerOwned != curside)
- {
- ret = fastest;
- }
- else
- {
- for(j = i + 1; j < st.size(); j++)
- {
- if(!st[j]) continue;
- if(st[j]->attackerOwned != curside || st[j]->Speed(turn) != bestSpeed)
- break;
- }
- if(j >= st.size())
- {
- ret = fastest;
- }
- else
- {
- other = st[j];
- if(other->Speed(turn) != bestSpeed)
- ret = fastest;
- else
- ret = other;
- }
- }
- assert(ret);
- if(ret == fastest)
- st[i] = NULL;
- else
- st[j] = NULL;
- curside = ret->attackerOwned;
- return ret;
- }
- CStack * BattleInfo::getStack(int stackID, bool onlyAlive)
- {
- for(unsigned int g=0; g<stacks.size(); ++g)
- {
- if(stacks[g]->ID == stackID && (!onlyAlive || stacks[g]->alive()))
- return stacks[g];
- }
- return NULL;
- }
- const CStack * BattleInfo::getStack(int stackID, bool onlyAlive) const
- {
- return const_cast<BattleInfo * const>(this)->getStack(stackID, onlyAlive);
- }
- CStack * BattleInfo::getStackT(THex tileID, bool onlyAlive)
- {
- for(unsigned int g=0; g<stacks.size(); ++g)
- {
- if(stacks[g]->position == tileID
- || (stacks[g]->doubleWide() && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
- || (stacks[g]->doubleWide() && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))
- {
- if(!onlyAlive || stacks[g]->alive())
- {
- return stacks[g];
- }
- }
- }
- return NULL;
- }
- const CStack * BattleInfo::getStackT(THex tileID, bool onlyAlive) const
- {
- return const_cast<BattleInfo * const>(this)->getStackT(tileID, onlyAlive);
- }
- void BattleInfo::getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<int> & occupyable, bool flying, int stackToOmmit) const
- {
- memset(accessibility, 1, BFIELD_SIZE); //initialize array with trues
- //removing accessibility for side columns of hexes
- for(int v = 0; v < BFIELD_SIZE; ++v)
- {
- if( v % BFIELD_WIDTH == 0 || v % BFIELD_WIDTH == (BFIELD_WIDTH - 1) )
- accessibility[v] = false;
- }
- for(unsigned int g=0; g<stacks.size(); ++g)
- {
- if(!stacks[g]->alive() || stacks[g]->ID==stackToOmmit || stacks[g]->position < 0) //we don't want to lock position of this stack (eg. if it's a turret)
- continue;
- accessibility[stacks[g]->position] = false;
- if(stacks[g]->doubleWide()) //if it's a double hex creature
- {
- if(stacks[g]->attackerOwned)
- accessibility[stacks[g]->position-1] = false;
- else
- accessibility[stacks[g]->position+1] = false;
- }
- }
- //obstacles
- for(unsigned int b=0; b<obstacles.size(); ++b)
- {
- std::vector<int> blocked = VLC->heroh->obstacles[obstacles[b].ID].getBlocked(obstacles[b].pos);
- for(unsigned int c=0; c<blocked.size(); ++c)
- {
- if(blocked[c] >=0 && blocked[c] < BFIELD_SIZE)
- accessibility[blocked[c]] = false;
- }
- }
- //walls
- if(siege > 0)
- {
- static const int permanentlyLocked[] = {12, 45, 78, 112, 147, 165};
- for(int b=0; b<ARRAY_COUNT(permanentlyLocked); ++b)
- {
- accessibility[permanentlyLocked[b]] = false;
- }
- static const std::pair<int, int> lockedIfNotDestroyed[] = //(which part of wall, which hex is blocked if this part of wall is not destroyed
- {std::make_pair(2, 182), std::make_pair(3, 130), std::make_pair(4, 62), std::make_pair(5, 29)};
- for(int b=0; b<ARRAY_COUNT(lockedIfNotDestroyed); ++b)
- {
- if(si.wallState[lockedIfNotDestroyed[b].first] < 3)
- {
- accessibility[lockedIfNotDestroyed[b].second] = false;
- }
- }
- //gate
- if(attackerOwned && si.wallState[7] < 3) //if it attacker's unit and gate is not destroyed
- {
- accessibility[95] = accessibility[96] = false; //block gate's hexes
- }
- }
- //occupyability
- if(addOccupiable && twoHex)
- {
- std::set<int> rem; //tiles to unlock
- for(int h=0; h<BFIELD_HEIGHT; ++h)
- {
- for(int w=1; w<BFIELD_WIDTH-1; ++w)
- {
- int hex = h * BFIELD_WIDTH + w;
- if(!isAccessible(hex, accessibility, twoHex, attackerOwned, flying, true)
- && (attackerOwned ? isAccessible(hex+1, accessibility, twoHex, attackerOwned, flying, true) : isAccessible(hex-1, accessibility, twoHex, attackerOwned, flying, true) )
- )
- rem.insert(hex);
- }
- }
- occupyable = rem;
- /*for(std::set<int>::const_iterator it = rem.begin(); it != rem.end(); ++it)
- {
- accessibility[*it] = true;
- }*/
- }
- }
- bool BattleInfo::isAccessible(int hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos)
- {
- if(flying && !lastPos)
- return true;
- if(twoHex)
- {
- //if given hex is accessible and appropriate adjacent one is free too
- return accessibility[hex] && accessibility[hex + (attackerOwned ? -1 : 1 )];
- }
- else
- {
- return accessibility[hex];
- }
- }
- void BattleInfo::makeBFS(int start, bool *accessibility, int *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const //both pointers must point to the at least 187-elements int arrays
- {
- //inits
- for(int b=0; b<BFIELD_SIZE; ++b)
- predecessor[b] = -1;
- for(int g=0; g<BFIELD_SIZE; ++g)
- dists[g] = 100000000;
-
- std::queue< std::pair<int, bool> > hexq; //bfs queue <hex, accessible> (second filed used only if fillPredecessors is true)
- hexq.push(std::make_pair(start, true));
- dists[hexq.front().first] = 0;
- int curNext = -1; //for bfs loop only (helper var)
- while(!hexq.empty()) //bfs loop
- {
- std::pair<int, bool> curHex = hexq.front();
- std::vector<int> neighbours = neighbouringTiles(curHex.first);
- hexq.pop();
- for(unsigned int nr=0; nr<neighbours.size(); nr++)
- {
- curNext = neighbours[nr]; //if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
- bool accessible = isAccessible(curNext, accessibility, twoHex, attackerOwned, flying, dists[curHex.first]+1 == dists[curNext]);
- if( dists[curHex.first]+1 >= dists[curNext] )
- continue;
- if(accessible && curHex.second)
- {
- hexq.push(std::make_pair(curNext, true));
- dists[curNext] = dists[curHex.first] + 1;
- }
- else if(fillPredecessors && !(accessible && !curHex.second))
- {
- hexq.push(std::make_pair(curNext, false));
- dists[curNext] = dists[curHex.first] + 1;
- }
- predecessor[curNext] = curHex.first;
- }
- }
- };
- std::vector<int> BattleInfo::getAccessibility(int stackID, bool addOccupiable) const
- {
- std::vector<int> ret;
- bool ac[BFIELD_SIZE];
- const CStack *s = getStack(stackID, false); //this function is called from healedOrResurrected, so our stack can be dead
- if(s->position < 0) //turrets
- return std::vector<int>();
- std::set<int> occupyable;
- getAccessibilityMap(ac, s->doubleWide(), s->attackerOwned, addOccupiable, occupyable, s->hasBonusOfType(Bonus::FLYING), stackID);
- int pr[BFIELD_SIZE], dist[BFIELD_SIZE];
- makeBFS(s->position, ac, pr, dist, s->doubleWide(), s->attackerOwned, s->hasBonusOfType(Bonus::FLYING), false);
- if(s->doubleWide())
- {
- if(!addOccupiable)
- {
- std::vector<int> rem;
- for(int b=0; b<BFIELD_SIZE; ++b)
- {
- //don't take into account most left and most right columns of hexes
- if( b % BFIELD_WIDTH == 0 || b % BFIELD_WIDTH == BFIELD_WIDTH - 1 )
- continue;
- if( ac[b] && !(s->attackerOwned ? ac[b-1] : ac[b+1]) )
- {
- rem.push_back(b);
- }
- }
- for(unsigned int g=0; g<rem.size(); ++g)
- {
- ac[rem[g]] = false;
- }
- //removing accessibility for side hexes
- for(int v=0; v<BFIELD_SIZE; ++v)
- if(s->attackerOwned ? (v%BFIELD_WIDTH)==1 : (v%BFIELD_WIDTH)==(BFIELD_WIDTH - 2))
- ac[v] = false;
- }
- }
-
- for (int i=0; i < BFIELD_SIZE ; ++i) {
- if(
- ( ( !addOccupiable && dist[i] <= s->Speed() && ac[i] ) || ( addOccupiable && dist[i] <= s->Speed() && isAccessible(i, ac, s->doubleWide(), s->attackerOwned, s->hasBonusOfType(Bonus::FLYING), true) ) )//we can reach it
- || (vstd::contains(occupyable, i) && ( dist[ i + (s->attackerOwned ? 1 : -1 ) ] <= s->Speed() ) &&
- ac[i + (s->attackerOwned ? 1 : -1 )] ) //it's occupyable and we can reach adjacent hex
- )
- {
- ret.push_back(i);
- }
- }
- return ret;
- }
- bool BattleInfo::isStackBlocked(int ID)
- {
- CStack *our = getStack(ID);
- if(our->hasBonusOfType(Bonus::SIEGE_WEAPON)) //siege weapons cannot be blocked
- return false;
- for(unsigned int i=0; i<stacks.size();i++)
- {
- if( !stacks[i]->alive()
- || stacks[i]->owner==our->owner
- )
- continue; //we omit dead and allied stacks
- if(stacks[i]->doubleWide())
- {
- if( mutualPosition(stacks[i]->position, our->position) >= 0
- || mutualPosition(stacks[i]->position + (stacks[i]->attackerOwned ? -1 : 1), our->position) >= 0)
- return true;
- }
- else
- {
- if( mutualPosition(stacks[i]->position, our->position) >= 0 )
- return true;
- }
- }
- return false;
- }
- signed char BattleInfo::mutualPosition(THex hex1, THex hex2)
- {
- if(hex2 == hex1 - ( (hex1/17)%2 ? 18 : 17 )) //top left
- return 0;
- if(hex2 == hex1 - ( (hex1/17)%2 ? 17 : 16 )) //top right
- return 1;
- if(hex2 == hex1 - 1 && hex1%17 != 0) //left
- return 5;
- if(hex2 == hex1 + 1 && hex1%17 != 16) //right
- return 2;
- if(hex2 == hex1 + ( (hex1/17)%2 ? 16 : 17 )) //bottom left
- return 4;
- if(hex2 == hex1 + ( (hex1/17)%2 ? 17 : 18 )) //bottom right
- return 3;
- return -1;
- }
- std::vector<int> BattleInfo::neighbouringTiles(int hex)
- {
- #define CHECK_AND_PUSH(tile) {int hlp = (tile); if(hlp>=0 && hlp<BFIELD_SIZE && (hlp%BFIELD_WIDTH!=16) && hlp%BFIELD_WIDTH) ret.push_back(hlp);}
- std::vector<int> ret;
- CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 18 : 17 ));
- CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 17 : 16 ));
- CHECK_AND_PUSH(hex - 1);
- CHECK_AND_PUSH(hex + 1);
- CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 16 : 17 ));
- CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 17 : 18 ));
- #undef CHECK_AND_PUSH
- return ret;
- }
- std::pair< std::vector<int>, int > BattleInfo::getPath(int start, int dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned)
- {
- int predecessor[BFIELD_SIZE]; //for getting the Path
- int dist[BFIELD_SIZE]; //calculated distances
- makeBFS(start, accessibility, predecessor, dist, twoHex, attackerOwned, flyingCreature, false);
-
- if(predecessor[dest] == -1) //cannot reach destination
- {
- return std::make_pair(std::vector<int>(), 0);
- }
- //making the Path
- std::vector<int> path;
- int curElem = dest;
- while(curElem != start)
- {
- path.push_back(curElem);
- curElem = predecessor[curElem];
- }
- return std::make_pair(path, dist[dest]);
- }
- std::pair<ui32, ui32> BattleInfo::calculateDmgRange( const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky )
- {
- float additiveBonus=1.0f, multBonus=1.0f,
- minDmg = attacker->getMinDamage() * attacker->count,
- maxDmg = attacker->getMaxDamage() * attacker->count;
- if(attacker->getCreature()->idNumber == 149) //arrow turret
- {
- switch(attacker->position)
- {
- case -2: //keep
- minDmg = 15;
- maxDmg = 15;
- break;
- case -3: case -4: //turrets
- minDmg = 7.5f;
- maxDmg = 7.5f;
- break;
- }
- }
- if(attacker->hasBonusOfType(Bonus::SIEGE_WEAPON) && attacker->getCreature()->idNumber != 149) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
- { //minDmg and maxDmg are multiplied by hero attack + 1
- minDmg *= attackerHero->getPrimSkillLevel(0) + 1;
- maxDmg *= attackerHero->getPrimSkillLevel(0) + 1;
- }
- int attackDefenceDifference = 0;
- if(attacker->hasBonusOfType(Bonus::GENERAL_ATTACK_REDUCTION))
- {
- float multAttackReduction = attacker->valOfBonuses(Bonus::GENERAL_ATTACK_REDUCTION, -1024) / 100.0f;
- attackDefenceDifference = attacker->Attack() * multAttackReduction;
- }
- else
- {
- attackDefenceDifference = attacker->Attack();
- }
- if(attacker->hasBonusOfType(Bonus::ENEMY_DEFENCE_REDUCTION))
- {
- float multDefenceReduction = (100.0f - attacker->valOfBonuses(Bonus::ENEMY_DEFENCE_REDUCTION, -1024)) / 100.0f;
- attackDefenceDifference -= defender->Defense() * multDefenceReduction;
- }
- else
- {
- attackDefenceDifference -= defender->Defense();
- }
- //calculating total attack/defense skills modifier
- if(shooting) //precision handling (etc.)
- attackDefenceDifference += attacker->getBonuses(Selector::typeSybtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT)).totalValue();
- else //bloodlust handling (etc.)
- attackDefenceDifference += attacker->getBonuses(Selector::typeSybtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_MELEE_FIGHT)).totalValue();
- if(attacker->getEffect(55)) //slayer handling
- {
- std::vector<int> affectedIds;
- int spLevel = attacker->getEffect(55)->val;
- for(int g = 0; g < VLC->creh->creatures.size(); ++g)
- {
- BOOST_FOREACH(const Bonus *b, VLC->creh->creatures[g]->bonuses)
- {
- if ( (b->type == Bonus::KING3 && spLevel >= 3) || //expert
- (b->type == Bonus::KING2 && spLevel >= 2) || //adv +
- (b->type == Bonus::KING1 && spLevel >= 0) ) //none or basic +
- {
- affectedIds.push_back(g);
- break;
- }
- }
- }
- for(unsigned int g=0; g<affectedIds.size(); ++g)
- {
- if(defender->getCreature()->idNumber == affectedIds[g])
- {
- attackDefenceDifference += VLC->spellh->spells[55]->powers[attacker->getEffect(55)->val];
- break;
- }
- }
- }
- //bonus from attack/defense skills
- if(attackDefenceDifference < 0) //decreasing dmg
- {
- float dec = 0.025f * (-attackDefenceDifference);
- if(dec > 0.7f)
- {
- multBonus *= 0.3f; //1.0 - 0.7
- }
- else
- {
- multBonus *= 1.0f - dec;
- }
- }
- else //increasing dmg
- {
- float inc = 0.05f * attackDefenceDifference;
- if(inc > 4.0f)
- {
- additiveBonus += 4.0f;
- }
- else
- {
- additiveBonus += inc;
- }
- }
- //applying jousting bonus
- if( attacker->hasBonusOfType(Bonus::JOUSTING) && !defender->hasBonusOfType(Bonus::CHARGE_IMMUNITY) )
- additiveBonus += charge * 0.05f;
- //handling secondary abilities and artifacts giving premies to them
- if(attackerHero)
- {
- if(shooting)
- {
- additiveBonus += attackerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 1) / 100.0f;
- }
- else
- {
- additiveBonus += attackerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 22) / 100.0f;
- }
- }
- if(defendingHero)
- {
- multBonus *= (std::max(0, 100-defendingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 23))) / 100.0f;
- }
- //handling hate effect
- if( attacker->hasBonusOfType(Bonus::HATE, defender->getCreature()->idNumber) )
- additiveBonus += 0.5f;
- //luck bonus
- if (lucky)
- {
- additiveBonus += 1.0f;
- }
- //handling spell effects
- if(!shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) //eg. shield
- {
- multBonus *= float(defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) / 100.0f;
- }
- else if(shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) //eg. air shield
- {
- multBonus *= float(defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) / 100.0f;
- }
- if(attacker->getEffect(42)) //curse handling (partial, the rest is below)
- {
- multBonus *= 0.8f * float(VLC->spellh->spells[42]->powers[attacker->getEffect(42)->val]); //the second factor is 1 or 0
- }
- class HLP
- {
- public:
- static bool hasAdvancedAirShield(const CStack * stack)
- {
- BOOST_FOREACH(const Bonus *it, stack->bonuses)
- {
- if (it->source == Bonus::SPELL_EFFECT && it->id == 28 && it->val >= 2)
- {
- return true;
- }
- }
- return false;
- }
- };
- //wall / distance penalty + advanced air shield
- if (shooting && !NBonus::hasOfType(attackerHero, Bonus::NO_SHOTING_PENALTY) && (
- hasDistancePenalty(attacker->ID, defender->position) || hasWallPenalty(attacker->ID, defender->position) ||
- HLP::hasAdvancedAirShield(defender) )
- )
- {
- multBonus *= 0.5;
- }
- if (!shooting && attacker->hasBonusOfType(Bonus::SHOOTER) && !attacker->hasBonusOfType(Bonus::NO_MELEE_PENALTY))
- {
- multBonus *= 0.5;
- }
- minDmg *= additiveBonus * multBonus;
- maxDmg *= additiveBonus * multBonus;
- std::pair<ui32, ui32> returnedVal;
- if(attacker->getEffect(42)) //curse handling (rest)
- {
- minDmg -= VLC->spellh->spells[42]->powers[attacker->getEffect(42)->val];
- returnedVal = std::make_pair(int(minDmg), int(minDmg));
- }
- else if(attacker->getEffect(41)) //bless handling
- {
- maxDmg += VLC->spellh->spells[41]->powers[attacker->getEffect(41)->val];
- returnedVal = std::make_pair(int(maxDmg), int(maxDmg));
- }
- else
- {
- returnedVal = std::make_pair(int(minDmg), int(maxDmg));
- }
- //damage cannot be less than 1
- amax(returnedVal.first, 1);
- amax(returnedVal.second, 1);
- return returnedVal;
- }
- ui32 BattleInfo::calculateDmg( const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky )
- {
- std::pair<ui32, ui32> range = calculateDmgRange(attacker, defender, attackerHero, defendingHero, shooting, charge, lucky);
- if(range.first != range.second)
- {
- int valuesToAverage[10];
- int howManyToAv = std::min<ui32>(10, attacker->count);
- for (int g=0; g<howManyToAv; ++g)
- {
- valuesToAverage[g] = range.first + rand() % (range.second - range.first + 1);
- }
- return std::accumulate(valuesToAverage, valuesToAverage + howManyToAv, 0) / howManyToAv;
- }
- else
- return range.first;
- }
- void BattleInfo::calculateCasualties( std::map<ui32,si32> *casualties ) const
- {
- for(unsigned int i=0; i<stacks.size();i++)//setting casualties
- {
- const CStack * const st = stacks[i];
- si32 killed = (st->alive() ? st->baseAmount - st->count : st->baseAmount);
- amax(killed, 0);
- if(killed)
- casualties[!st->attackerOwned][st->getCreature()->idNumber] += killed;
- }
- }
- std::set<CStack*> BattleInfo::getAttackedCreatures( const CSpell * s, int skillLevel, ui8 attackerOwner, int destinationTile )
- {
- std::set<ui16> attackedHexes = s->rangeInHexes(destinationTile, skillLevel);
- std::set<CStack*> attackedCres; /*std::set to exclude multiple occurrences of two hex creatures*/
- bool onlyAlive = s->id != 38 && s->id != 39; //when casting resurrection or animate dead we should be allow to select dead stack
- if(s->id == 24 || s->id == 25 || s->id == 26) //death ripple, destroy undead and Armageddon
- {
- for(int it=0; it<stacks.size(); ++it)
- {
- if((s->id == 24 && !stacks[it]->getCreature()->isUndead()) //death ripple
- || (s->id == 25 && stacks[it]->getCreature()->isUndead()) //destroy undead
- || (s->id == 26) //Armageddon
- )
- {
- if(stacks[it]->alive())
- attackedCres.insert(stacks[it]);
- }
- }
- }
- else if (s->range[skillLevel].size() > 1) //custom many-hex range
- {
- for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
- {
- CStack * st = getStackT(*it, onlyAlive);
- if(st)
- attackedCres.insert(st);
- }
- }
- else if(VLC->spellh->spells[s->id]->attributes.find("CREATURE_TARGET_1") != std::string::npos
- || 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
- {
- if(skillLevel < 3) /*not expert */
- {
- CStack * st = getStackT(destinationTile, onlyAlive);
- if(st)
- attackedCres.insert(st);
- }
- else
- {
- for(int it=0; it<stacks.size(); ++it)
- {
- /*if it's non negative spell and our unit or non positive spell and hostile unit */
- if((VLC->spellh->spells[s->id]->positiveness >= 0 && stacks[it]->owner == attackerOwner)
- ||(VLC->spellh->spells[s->id]->positiveness <= 0 && stacks[it]->owner != attackerOwner )
- )
- {
- if(!onlyAlive || stacks[it]->alive())
- attackedCres.insert(stacks[it]);
- }
- }
- } //if(caster->getSpellSchoolLevel(s) < 3)
- }
- else if(VLC->spellh->spells[s->id]->attributes.find("CREATURE_TARGET") != std::string::npos) //spell to be cast on one specific creature
- {
- CStack * st = getStackT(destinationTile, onlyAlive);
- if(st)
- attackedCres.insert(st);
- }
- else //custom range from attackedHexes
- {
- for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
- {
- CStack * st = getStackT(*it, onlyAlive);
- if(st)
- attackedCres.insert(st);
- }
- }
- return attackedCres;
- }
- int BattleInfo::calculateSpellDuration( const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower )
- {
- if(!caster) //TODO: something better
- return std::max(5, usedSpellPower);
- switch(spell->id)
- {
- case 56: //frenzy
- return 1;
- default: //other spells
- return caster->getPrimSkillLevel(2) + caster->valOfBonuses(Bonus::SPELL_DURATION);
- }
- }
- CStack * BattleInfo::generateNewStack(const CStackInstance &base, int stackID, bool attackerOwned, int slot, int position) const
- {
- int owner = attackerOwned ? side1 : side2;
- assert(owner >= PLAYER_LIMIT || base.armyObj && base.armyObj->tempOwner == owner);
- CStack * ret = new CStack(&base, owner, stackID, attackerOwned, slot);
- ret->position = position;
- return ret;
- }
- CStack * BattleInfo::generateNewStack(const CStackBasicDescriptor &base, int stackID, bool attackerOwned, int slot, int position) const
- {
- int owner = attackerOwned ? side1 : side2;
- CStack * ret = new CStack(&base, owner, stackID, attackerOwned, slot);
- ret->position = position;
- return ret;
- }
- ui32 BattleInfo::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
- {
- ui32 ret = caster->getSpellCost(sp);
- //checking for friendly stacks reducing cost of the spell and
- //enemy stacks increasing it
- si32 manaReduction = 0;
- si32 manaIncrease = 0;
- for(int g=0; g<stacks.size(); ++g)
- {
- if( stacks[g]->owner == caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ALLY) )
- {
- amin(manaReduction, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ALLY));
- }
- if( stacks[g]->owner != caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ENEMY) )
- {
- amax(manaIncrease, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ENEMY));
- }
- }
- return ret + manaReduction + manaIncrease;
- }
- int BattleInfo::hexToWallPart(int hex) const
- {
- if(siege == 0) //there is no battle!
- return -1;
- static const std::pair<int, int> attackable[] = //potentially attackable parts of wall
- {std::make_pair(50, 0), std::make_pair(183, 1), std::make_pair(182, 2), std::make_pair(130, 3),
- 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)};
- for(int g = 0; g < ARRAY_COUNT(attackable); ++g)
- {
- if(attackable[g].first == hex)
- return attackable[g].second;
- }
- return -1; //not found!
- }
- int BattleInfo::lineToWallHex( int line ) const
- {
- static const int lineToHex[] = {12, 29, 45, 62, 78, 95, 112, 130, 147, 165, 182};
- return lineToHex[line];
- }
- std::pair<const CStack *, int> BattleInfo::getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const
- {
- bool ac[BFIELD_SIZE];
- std::set<int> occupyable;
- getAccessibilityMap(ac, closest->doubleWide(), closest->attackerOwned, false, occupyable, closest->hasBonusOfType(Bonus::FLYING), closest->ID);
- int predecessor[BFIELD_SIZE], dist[BFIELD_SIZE];
- makeBFS(closest->position, ac, predecessor, dist, closest->doubleWide(), closest->attackerOwned, closest->hasBonusOfType(Bonus::FLYING), true);
- std::vector< std::pair< std::pair<int, int>, const CStack *> > stackPairs; //pairs <<distance, hex>, stack>
- for(int g=0; g<BFIELD_SIZE; ++g)
- {
- const CStack * atG = getStackT(g);
- if(!atG || atG->ID == closest->ID) //if there is not stack or we are the closest one
- continue;
- if(boost::logic::indeterminate(attackerOwned) || atG->attackerOwned == attackerOwned)
- {
- if(predecessor[g] == -1) //TODO: is it really the best solution?
- continue;
- stackPairs.push_back( std::make_pair( std::make_pair(dist[predecessor[g]], g), atG) );
- }
- }
- if(stackPairs.size() > 0)
- {
- std::vector< std::pair< std::pair<int, int>, const CStack *> > minimalPairs;
- minimalPairs.push_back(stackPairs[0]);
- for(int b=1; b<stackPairs.size(); ++b)
- {
- if(stackPairs[b].first.first < minimalPairs[0].first.first)
- {
- minimalPairs.clear();
- minimalPairs.push_back(stackPairs[b]);
- }
- else if(stackPairs[b].first.first == minimalPairs[0].first.first)
- {
- minimalPairs.push_back(stackPairs[b]);
- }
- }
- std::pair< std::pair<int, int>, const CStack *> minPair = minimalPairs[minimalPairs.size()/2];
- return std::make_pair(minPair.second, predecessor[minPair.first.second]);
- }
- return std::make_pair<const CStack * , int>(NULL, -1);
- }
- ui32 BattleInfo::calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const
- {
- ui32 ret = baseDamage;
- //applying sorcery secondary skill
- if(caster)
- {
- ret *= (100.f + caster->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 25)) / 100.0f; //sorcery
- ret *= (100.f + caster->valOfBonuses(Bonus::SPELL_DAMAGE) + caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, sp->id)) / 100.0f;
- if(sp->air)
- ret *= (100.0f + caster->valOfBonuses(Bonus::AIR_SPELL_DMG_PREMY)) / 100.0f;
- else if(sp->fire) //only one type of bonus for Magic Arrow
- ret *= (100.0f + caster->valOfBonuses(Bonus::FIRE_SPELL_DMG_PREMY)) / 100.0f;
- else if(sp->water)
- ret *= (100.0f + caster->valOfBonuses(Bonus::WATER_SPELL_DMG_PREMY)) / 100.0f;
- else if(sp->earth)
- ret *= (100.0f + caster->valOfBonuses(Bonus::EARTH_SPELL_DMG_PREMY)) / 100.0f;
- if (affectedCreature) //Hero specials like Solmyr, Deemer
- ret *= (100.f + ((caster->valOfBonuses(Bonus::SPECIAL_SPELL_LEV, sp->id) * caster->level) / affectedCreature->getCreature()->level)) / 100.0f;
- }
- return ret;
- }
- ui32 BattleInfo::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower ) const
- {
- ui32 ret = 0; //value to return
- //15 - magic arrows, 16 - ice bolt, 17 - lightning bolt, 18 - implosion, 20 - frost ring, 21 - fireball, 22 - inferno, 23 - meteor shower,
- //24 - death ripple, 25 - destroy undead, 26 - armageddon, 77 - thunderbolt
- 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);
- //check if spell really does damage - if not, return 0
- if(dmgMultipliers.find(sp->id) == dmgMultipliers.end())
- return 0;
- ret = usedSpellPower * dmgMultipliers[sp->id];
- ret += sp->powers[spellSchoolLevel];
- //affected creature-specific part
- if(affectedCreature)
- {
- //applying protections - when spell has more then one elements, only one protection should be applied (I think)
- if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 0)) //air spell & protection from air
- {
- ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 0);
- ret /= 100;
- }
- else if(sp->fire && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 1)) //fire spell & protection from fire
- {
- ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 1);
- ret /= 100;
- }
- else if(sp->water && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 2)) //water spell & protection from water
- {
- ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 2);
- ret /= 100;
- }
- else if (sp->earth && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 3)) //earth spell & protection from earth
- {
- ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 3);
- ret /= 100;
- }
- //general spell dmg reduction
- if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, -1)) //air spell & protection from air
- {
- ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, -1);
- ret /= 100;
- }
- //dmg increasing
- if( affectedCreature->hasBonusOfType(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id) )
- {
- ret *= 100 + affectedCreature->valOfBonuses(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id);
- ret /= 100;
- }
- }
- ret = calculateSpellBonus(ret, sp, caster, affectedCreature);
- return ret;
- }
- ui32 BattleInfo::calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack) const
- {
- int powerPerLevel;
- bool resurrect;
- switch(spell->id)
- {
- case 37: //cure
- {
- powerPerLevel = 5;
- resurrect = false;
- break;
- }
- case 38: //resurrection
- case 39: //animate dead
- {
- powerPerLevel = 50;
- resurrect = true;
- break;
- }
- }
- int healedHealth = caster->getPrimSkillLevel(2) * powerPerLevel + spell->powers[caster->getSpellSchoolLevel(spell)];
- healedHealth = calculateSpellBonus(healedHealth, spell, caster, stack);
- return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
- }
- void BattleInfo::getStackQueue( std::vector<const CStack *> &out, int howMany, int turn /*= 0*/, int lastMoved /*= -1*/ ) const
- {
- //we'll split creatures with remaining movement to 4 parts
- 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
- int toMove = 0; //how many stacks still has move
- const CStack *active = getStack(activeStack);
- //active stack hasn't taken any action yet - must be placed at the beginning of queue, no matter what
- if(!turn && active && active->willMove() && !vstd::contains(active->state, WAITING))
- {
- out.push_back(active);
- if(out.size() == howMany)
- return;
- }
- for(unsigned int i=0; i<stacks.size(); ++i)
- {
- const CStack * const s = stacks[i];
- if(turn <= 0 && !s->willMove() //we are considering current round and stack won't move
- || turn > 0 && !s->canMove(turn) //stack won't be able to move in later rounds
- || turn <= 0 && s == active && out.size() && s == out.front()) //it's active stack already added at the beginning of queue
- {
- continue;
- }
- int p = -1; //in which phase this tack will move?
- if(turn <= 0 && vstd::contains(s->state, WAITING)) //consider waiting state only for ongoing round
- {
- if(vstd::contains(s->state, HAD_MORALE))
- p = 2;
- else
- p = 3;
- }
- else if(s->getCreature()->idNumber == 145 || s->getCreature()->idNumber == 149) //catapult and turrets are first
- {
- p = 0;
- }
- else
- {
- p = 1;
- }
- phase[p].push_back(s);
- toMove++;
- }
- for(int i = 0; i < 4; i++)
- std::sort(phase[i].begin(), phase[i].end(), CMP_stack(i, turn > 0 ? turn : 0));
- for(size_t i = 0; i < phase[0].size() && i < howMany; i++)
- out.push_back(phase[0][i]);
- if(out.size() == howMany)
- return;
- if(lastMoved == -1)
- {
- if(active)
- {
- if(out.size() && out.front() == active)
- lastMoved = active->attackerOwned;
- else
- lastMoved = active->attackerOwned;
- }
- else
- {
- lastMoved = 0;
- }
- }
- int pi = 1;
- while(out.size() < howMany)
- {
- const CStack *hlp = takeStack(phase[pi], lastMoved, turn);
- if(!hlp)
- {
- pi++;
- if(pi > 3)
- {
- //if(turn != 2)
- getStackQueue(out, howMany, turn + 1, lastMoved);
- return;
- }
- }
- else
- {
- out.push_back(hlp);
- }
- }
- }
- si8 BattleInfo::hasDistancePenalty( int stackID, int destHex )
- {
- const CStack * stack = getStack(stackID);
- struct HLP
- {
- static bool lowerAnalyze(const CStack * stack, int hex)
- {
- int distance = BattleInfo::getDistance(hex, stack->position);
- //I hope it's approximately correct
- return distance > 10 && !stack->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY);
- }
- };
- const CStack * dstStack = getStackT(destHex, false);
- if (dstStack->doubleWide())
- return HLP::lowerAnalyze(stack, destHex) && HLP::lowerAnalyze(stack, dstStack->occupiedHex());
- else
- return HLP::lowerAnalyze(stack, destHex);
- }
- si8 BattleInfo::sameSideOfWall(int pos1, int pos2)
- {
- int wallInStackLine = lineToWallHex(pos1/BFIELD_WIDTH);
- int wallInDestLine = lineToWallHex(pos2/BFIELD_WIDTH);
- bool stackLeft = pos1 < wallInStackLine;
- bool destLeft = pos2 < wallInDestLine;
- return stackLeft != destLeft;
- }
- si8 BattleInfo::hasWallPenalty( int stackID, int destHex )
- {
- if (siege == 0)
- {
- return false;
- }
- const CStack * stack = getStack(stackID);
- if (stack->hasBonusOfType(Bonus::NO_WALL_PENALTY))
- {
- return false;
- }
- return !sameSideOfWall(stack->position, destHex);
- }
- si8 BattleInfo::canTeleportTo(int stackID, int destHex, int telportLevel)
- {
- bool ac[BFIELD_SIZE];
- const CStack *s = getStack(stackID, false); //this function is called from healedOrResurrected, so our stack can be dead
- std::set<int> occupyable;
- getAccessibilityMap(ac, s->doubleWide(), s->attackerOwned, false, occupyable, s->hasBonusOfType(Bonus::FLYING), stackID);
- if (siege && telportLevel < 2) //check for wall
- {
- return ac[destHex] && sameSideOfWall(s->position, destHex);
- }
- else
- {
- return ac[destHex];
- }
- }
- // void BattleInfo::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
- // {
- // CBonusSystemNode::getBonuses(out, selector, root);
- //
- // const CStack *dest = dynamic_cast<const CStack*>(root);
- // if (!dest)
- // return;
- //
- // //TODO: make it in clean way
- // if(Selector::matchesType(selector, Bonus::MORALE) || Selector::matchesType(selector, Bonus::LUCK))
- // {
- // BOOST_FOREACH(const CStack *s, stacks)
- // {
- // if(s->owner == dest->owner)
- // s->getBonuses(out, selector, Selector::effectRange(Bonus::ONLY_ALLIED_ARMY), this);
- // else
- // s->getBonuses(out, selector, Selector::effectRange(Bonus::ONLY_ENEMY_ARMY), this);
- // }
- // }
- // }
- si8 BattleInfo::getDistance( THex hex1, THex hex2 )
- {
- int xDst = std::abs(hex1 % BFIELD_WIDTH - hex2 % BFIELD_WIDTH),
- yDst = std::abs(hex1 / BFIELD_WIDTH - hex2 / BFIELD_WIDTH);
- return std::max(xDst, yDst) + std::min(xDst, yDst) - (yDst + 1)/2;
- }
- void BattleInfo::localInit()
- {
- belligerents[0]->battle = belligerents[1]->battle = this;
- //TODO: attach battle to belligerents
- BOOST_FOREACH(CStack *s, stacks)
- {
- if(s->base) //stack originating from "real" stack in garrison -> attach to it
- {
- s->attachTo(const_cast<CStackInstance*>(s->base));
- }
- else //attach directly to obj to which stack belongs and creature type
- {
- CArmedInstance *army = belligerents[!s->attackerOwned];
- s->attachTo(army);
- assert(s->type);
- s->attachTo(const_cast<CCreature*>(s->type));
- }
- s->postInit();
- }
- }
- namespace CGH
- {
- using namespace std;
- static void readItTo(ifstream & input, vector< vector<int> > & dest) //reads 7 lines, i-th one containing i integers, and puts it to dest
- {
- for(int j=0; j<7; ++j)
- {
- std::vector<int> pom;
- for(int g=0; g<j+1; ++g)
- {
- int hlp; input>>hlp;
- pom.push_back(hlp);
- }
- dest.push_back(pom);
- }
- }
- }
- BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int terType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town )
- {
- CMP_stack cmpst;
- BattleInfo *curB = new BattleInfo;
- curB->side1 = armies[0]->tempOwner;
- curB->side2 = armies[1]->tempOwner;
- if(curB->side2 == 254)
- curB->side2 = 255;
- std::vector<CStack*> & stacks = (curB->stacks);
- curB->tile = tile;
- curB->battlefieldType = terType;
- curB->belligerents[0] = const_cast<CArmedInstance*>(armies[0]);
- curB->belligerents[1] = const_cast<CArmedInstance*>(armies[1]);
- curB->heroes[0] = const_cast<CGHeroInstance*>(heroes[0]);
- curB->heroes[1] = const_cast<CGHeroInstance*>(heroes[1]);
- curB->round = -2;
- curB->activeStack = -1;
- if(town)
- {
- curB->tid = town->id;
- curB->siege = town->fortLevel();
- }
- else
- {
- curB->tid = -1;
- curB->siege = 0;
- }
- //reading battleStartpos
- std::ifstream positions;
- positions.open(DATA_DIR "/config/battleStartpos.txt", std::ios_base::in|std::ios_base::binary);
- if(!positions.is_open())
- {
- tlog1<<"Unable to open battleStartpos.txt!"<<std::endl;
- }
- std::string dump;
- positions>>dump; positions>>dump;
- std::vector< std::vector<int> > attackerLoose, defenderLoose, attackerTight, defenderTight, attackerCreBank, defenderCreBank;
- CGH::readItTo(positions, attackerLoose);
- positions>>dump;
- CGH::readItTo(positions, defenderLoose);
- positions>>dump;
- positions>>dump;
- CGH::readItTo(positions, attackerTight);
- positions>>dump;
- CGH::readItTo(positions, defenderTight);
- positions>>dump;
- positions>>dump;
- CGH::readItTo(positions, attackerCreBank);
- positions>>dump;
- CGH::readItTo(positions, defenderCreBank);
- positions.close();
- //battleStartpos read
- int k = 0; //stack serial
- for(TSlots::const_iterator i = armies[0]->Slots().begin(); i!=armies[0]->Slots().end(); i++, k++)
- {
- int pos;
- if(creatureBank)
- pos = attackerCreBank[armies[0]->stacksCount()-1][k];
- else if(armies[0]->formation)
- pos = attackerTight[armies[0]->stacksCount()-1][k];
- else
- pos = attackerLoose[armies[0]->stacksCount()-1][k];
- CStack * stack = curB->generateNewStack(*i->second, stacks.size(), true, i->first, pos);
- stacks.push_back(stack);
- }
- k = 0;
- for(TSlots::const_iterator i = armies[1]->Slots().begin(); i!=armies[1]->Slots().end(); i++, k++)
- {
- int pos;
- if(creatureBank)
- pos = defenderCreBank[armies[1]->stacksCount()-1][k];
- else if(armies[1]->formation)
- pos = defenderTight[armies[1]->stacksCount()-1][k];
- else
- pos = defenderLoose[armies[1]->stacksCount()-1][k];
- CStack * stack = curB->generateNewStack(*i->second, stacks.size(), false, i->first, pos);
- stacks.push_back(stack);
- }
- for(unsigned g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
- {
- if((stacks[g]->position%17)==1 && stacks[g]->doubleWide() && stacks[g]->attackerOwned)
- {
- stacks[g]->position += 1;
- }
- else if((stacks[g]->position%17)==15 && stacks[g]->doubleWide() && !stacks[g]->attackerOwned)
- {
- stacks[g]->position -= 1;
- }
- }
- //adding war machines
- if(heroes[0])
- {
- if(heroes[0]->getArt(13)) //ballista
- {
- CStack * stack = curB->generateNewStack(CStackBasicDescriptor(146, 1), stacks.size(), true, 255, 52);
- stacks.push_back(stack);
- }
- if(heroes[0]->getArt(14)) //ammo cart
- {
- CStack * stack = curB->generateNewStack(CStackBasicDescriptor(148, 1), stacks.size(), true, 255, 18);
- stacks.push_back(stack);
- }
- if(heroes[0]->getArt(15)) //first aid tent
- {
- CStack * stack = curB->generateNewStack(CStackBasicDescriptor(147, 1), stacks.size(), true, 255, 154);
- stacks.push_back(stack);
- }
- }
- if(heroes[1])
- {
- //defending hero shouldn't receive ballista (bug #551)
- if(heroes[1]->getArt(13) && !town) //ballista
- {
- CStack * stack = curB->generateNewStack(CStackBasicDescriptor(146, 1), stacks.size(), false, 255, 66);
- stacks.push_back(stack);
- }
- if(heroes[1]->getArt(14)) //ammo cart
- {
- CStack * stack = curB->generateNewStack(CStackBasicDescriptor(148, 1), stacks.size(), false, 255, 32);
- stacks.push_back(stack);
- }
- if(heroes[1]->getArt(15)) //first aid tent
- {
- CStack * stack = curB->generateNewStack(CStackBasicDescriptor(147, 1), stacks.size(), false, 255, 168);
- stacks.push_back(stack);
- }
- }
- if(town && heroes[0] && town->hasFort()) //catapult
- {
- CStack * stack = curB->generateNewStack(CStackBasicDescriptor(145, 1), stacks.size(), true, 255, 120);
- stacks.push_back(stack);
- }
- //war machines added
- switch(curB->siege) //adding towers
- {
- case 3: //castle
- {//lower tower / upper tower
- CStack * stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), stacks.size(), false, 255, -4);
- stacks.push_back(stack);
- stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), stacks.size(), false, 255, -3);
- stacks.push_back(stack);
- }
- case 2: //citadel
- {//main tower
- CStack * stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), stacks.size(), false, 255, -2);
- stacks.push_back(stack);
- }
- }
- std::stable_sort(stacks.begin(),stacks.end(),cmpst);
- //seting up siege
- if(town && town->hasFort())
- {
- for(int b=0; b<ARRAY_COUNT(curB->si.wallState); ++b)
- {
- curB->si.wallState[b] = 1;
- }
- }
- //randomize obstacles
- if(town == NULL && !creatureBank) //do it only when it's not siege and not creature bank
- {
- bool obAv[BFIELD_SIZE]; //availability of hexes for obstacles;
- std::vector<int> possibleObstacles;
- for(int i=0; i<BFIELD_SIZE; ++i)
- {
- if(i%17 < 4 || i%17 > 12)
- {
- obAv[i] = false;
- }
- else
- {
- obAv[i] = true;
- }
- }
- for(std::map<int, CObstacleInfo>::const_iterator g=VLC->heroh->obstacles.begin(); g!=VLC->heroh->obstacles.end(); ++g)
- {
- 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
- {
- possibleObstacles.push_back(g->first);
- }
- }
- srand(time(NULL));
- if(possibleObstacles.size() > 0) //we cannot place any obstacles when we don't have them
- {
- int toBlock = rand()%6 + 6; //how many hexes should be blocked by obstacles
- while(toBlock>0)
- {
- CObstacleInstance coi;
- coi.uniqueID = curB->obstacles.size();
- coi.ID = possibleObstacles[rand()%possibleObstacles.size()];
- coi.pos = rand()%BFIELD_SIZE;
- std::vector<int> block = VLC->heroh->obstacles[coi.ID].getBlocked(coi.pos);
- bool badObstacle = false;
- for(int b=0; b<block.size(); ++b)
- {
- if(block[b] < 0 || block[b] >= BFIELD_SIZE || !obAv[block[b]])
- {
- badObstacle = true;
- break;
- }
- }
- if(badObstacle) continue;
- //obstacle can be placed
- curB->obstacles.push_back(coi);
- for(int b=0; b<block.size(); ++b)
- {
- if(block[b] >= 0 && block[b] < BFIELD_SIZE)
- obAv[block[b]] = false;
- }
- toBlock -= block.size();
- }
- }
- }
- // //giving building bonuses, if siege and we have harrisoned hero
- // if (town)
- // {
- // if (heroes[1])
- // {
- // for (int i=0; i<4; i++)
- // {
- // int val = town->defenceBonus(i);
- // if (val)
- // {
- // GiveBonus gs;
- // gs.bonus = Bonus(Bonus::ONE_BATTLE, Bonus::PRIMARY_SKILL, Bonus::OBJECT, val, -1, "", i);
- // gs.id = heroes[1]->id;
- // sendAndApply(&gs);
- // }
- // }
- // }
- // else//if we don't have hero - apply separately, if hero present - will be taken from hero bonuses
- // {
- // if(town->subID == 0 && vstd::contains(town->builtBuildings,22)) //castle, brotherhood of sword built
- // for(int g=0; g<stacks.size(); ++g)
- // stacks[g]->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 2, Bonus::TOWN_STRUCTURE));
- //
- // else if(vstd::contains(town->builtBuildings,5)) //tavern is built
- // for(int g=0; g<stacks.size(); ++g)
- // stacks[g]->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 1, Bonus::TOWN_STRUCTURE));
- //
- // if(town->subID == 1 && vstd::contains(town->builtBuildings,21)) //rampart, fountain of fortune is present
- // for(int g=0; g<stacks.size(); ++g)
- // stacks[g]->addNewBonus(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, 2, Bonus::TOWN_STRUCTURE));
- // }
- // }
- //giving terrain overalay premies
- int bonusSubtype = -1;
- switch(terType)
- {
- case 9: //magic plains
- {
- bonusSubtype = 0;
- }
- case 14: //fiery fields
- {
- if(bonusSubtype == -1) bonusSubtype = 1;
- }
- case 15: //rock lands
- {
- if(bonusSubtype == -1) bonusSubtype = 8;
- }
- case 16: //magic clouds
- {
- if(bonusSubtype == -1) bonusSubtype = 2;
- }
- case 17: //lucid pools
- {
- if(bonusSubtype == -1) bonusSubtype = 4;
- }
- { //common part for cases 9, 14, 15, 16, 17
- curB->addNewBonus(new Bonus(Bonus::ONE_BATTLE, Bonus::MAGIC_SCHOOL_SKILL, Bonus::TERRAIN_OVERLAY, 3, -1, "", bonusSubtype));
- break;
- }
- case 18: //holy ground
- {
- curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureAlignmentLimiter(GOOD)));
- curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureAlignmentLimiter(EVIL)));
- break;
- }
- case 19: //clover field
- { //+2 luck bonus for neutral creatures
- curB->addNewBonus(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, +2, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureFactionLimiter(-1)));
- break;
- }
- case 20: //evil fog
- {
- curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureAlignmentLimiter(GOOD)));
- curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureAlignmentLimiter(EVIL)));
- break;
- }
- case 22: //cursed ground
- {
- curB->addNewBonus(makeFeature(Bonus::NO_MORALE, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
- curB->addNewBonus(makeFeature(Bonus::NO_LUCK, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
- curB->addNewBonus(makeFeature(Bonus::BLOCK_SPELLS_ABOVE_LEVEL, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_OVERLAY));
- break;
- }
- }
- //overlay premies given
- //native terrain bonuses
- if(town) //during siege always take premies for native terrain of faction
- terrain = VLC->heroh->nativeTerrains[town->town->typeID];
- ILimiter *nativeTerrain = new CreatureNativeTerrainLimiter(terrain);
- curB->addNewBonus(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
- curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::ATTACK, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
- curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
- //////////////////////////////////////////////////////////////////////////
- return curB;
- }
- CStack::CStack(const CStackInstance *Base, int O, int I, bool AO, int S)
- : base(Base), ID(I), owner(O), slot(S), attackerOwned(AO), position(-1),
- counterAttacks(1)
- {
- assert(base);
- type = base->type;
- count = baseAmount = base->count;
- }
- CStack::CStack()
- {
- init();
- }
- CStack::CStack(const CStackBasicDescriptor *stack, int O, int I, bool AO, int S)
- : base(NULL), ID(I), owner(O), slot(S), attackerOwned(AO), position(-1), counterAttacks(1)
- {
- type = stack->type;
- count = baseAmount = stack->count;
- }
- void CStack::init()
- {
- base = NULL;
- type = NULL;
- ID = -1;
- count = baseAmount = -1;
- firstHPleft = -1;
- owner = 255;
- slot = 255;
- attackerOwned = false;
- position = -1;
- counterAttacks = -1;
- }
- void CStack::postInit()
- {
- assert(type);
- assert(parents.size());
- firstHPleft = valOfBonuses(Bonus::STACK_HEALTH);
- shots = getCreature()->shots;
- counterAttacks = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
- state.insert(ALIVE); //alive state indication
- assert(firstHPleft > 0);
- }
- ui32 CStack::Speed( int turn /*= 0*/ ) const
- {
- if(hasBonus(Selector::type(Bonus::SIEGE_WEAPON) && Selector::turns(turn))) //war machines cannot move
- return 0;
- int speed = valOfBonuses(Selector::type(Bonus::STACKS_SPEED) && Selector::turns(turn));
- int percentBonus = 0;
- BOOST_FOREACH(const Bonus *b, bonuses)
- {
- if(b->type == Bonus::STACKS_SPEED)
- {
- percentBonus += b->additionalInfo;
- }
- }
- speed = ((100 + percentBonus) * speed)/100;
- //bind effect check
- if(getEffect(72))
- {
- return 0;
- }
- return speed;
- }
- const Bonus * CStack::getEffect( ui16 id, int turn /*= 0*/ ) const
- {
- BOOST_FOREACH(Bonus *it, bonuses)
- {
- if(it->source == Bonus::SPELL_EFFECT && it->id == id)
- {
- if(!turn || it->turnsRemain > turn)
- return &(*it);
- }
- }
- return NULL;
- }
- void CStack::stackEffectToFeature(BonusList & sf, const Bonus & sse)
- {
- // si32 power = VLC->spellh->spells[sse.id]->powers[sse.val];
- // Bonus * bonus = getBonus(Selector::typeSybtype(Bonus::SPECIAL_PECULIAR_ENCHANT, sse.id));
- // if (bonus)
- // {
- // switch(bonus->additionalInfo)
- // {
- // case 0: //normal
- // switch(type->level)
- // {
- // case 1: case 2:
- // power += 3; //it doesn't necessarily make sense for some spells, use it wisely
- // break;
- // case 3: case 4:
- // power += 2;
- // break;
- // case 5: case 6:
- // power += 1;
- // break;
- // }
- // break;
- // case 1: //only Coronius as yet
- // power = std::max(5 - type->level, 0);
- // break;
- // }
- // }
- //
- // switch(sse.id)
- // {
- // case 27: //shield
- // sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
- // sf.back().id = sse.id;
- // break;
- // case 28: //air shield
- // sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
- // sf.back().id = sse.id;
- // break;
- // case 29: //fire shield
- // sf.push_back(featureGenerator(Bonus::FIRE_SHIELD, 0, power, sse.turnsRemain));
- // sf.back().id = sse.id;
- // break;
- // case 30: //protection from air
- // sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
- // sf.back().id = sse.id;
- // break;
- // case 31: //protection from fire
- // sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
- // sf.back().id = sse.id;
- // break;
- // case 32: //protection from water
- // sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 2, power, sse.turnsRemain));
- // sf.back().id = sse.id;
- // break;
- // case 33: //protection from earth
- // sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 3, power, sse.turnsRemain));
- // sf.back().id = sse.id;
- // break;
- // case 34: //anti-magic
- // sf.push_back(featureGenerator(Bonus::LEVEL_SPELL_IMMUNITY, 0, power - 1, sse.turnsRemain));
- // sf.back().id = sse.id;
- // break;
- // case 41: //bless
- // if (hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, 41)) //TODO: better handling of bonus percentages
- // {
- // int damagePercent = dynamic_cast<const CGHeroInstance*>(armyObj)->level * valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, 41) / type->level;
- // sf.push_back(featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, sse.turnsRemain));
- // sf.back().id = sse.id;
- // sf.back().valType = Bonus::PERCENT_TO_ALL;
- // }
- // sf.push_back(featureGenerator(Bonus::ALWAYS_MAXIMUM_DAMAGE, -1, power, sse.turnsRemain));
- // sf.back().id = sse.id;
- // break;
- // case 42: //curse
- // sf.push_back(featureGenerator(Bonus::ALWAYS_MINIMUM_DAMAGE, -1, -1 * power, sse.turnsRemain, sse.val >= 2 ? 20 : 0));
- // sf.back().id = sse.id;
- // break;
- // case 43: //bloodlust
- // sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_MELEE_FIGHT));
- // sf.back().id = sse.id;
- // break;
- // case 44: //precision
- // sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_DISTANCE_FIGHT));
- // sf.back().id = sse.id;
- // break;
- // case 45: //weakness
- // sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, -1 * power, sse.turnsRemain));
- // sf.back().id = sse.id;
- // break;
- // case 46: //stone skin
- // sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
- // sf.back().id = sse.id;
- // break;
- // case 47: //disrupting ray
- // sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -1 * power, sse.turnsRemain));
- // sf.back().id = sse.id;
- // break;
- // case 48: //prayer
- // sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
- // sf.back().id = sse.id;
- // sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
- // sf.back().id = sse.id;
- // sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
- // sf.back().id = sse.id;
- // break;
- // case 49: //mirth
- // sf.push_back(featureGenerator(Bonus::MORALE, 0, power, sse.turnsRemain));
- // sf.back().id = sse.id;
- // break;
- // case 50: //sorrow
- // sf.push_back(featureGenerator(Bonus::MORALE, 0, -1 * power, sse.turnsRemain));
- // sf.back().id = sse.id;
- // break;
- // case 51: //fortune
- // sf.push_back(featureGenerator(Bonus::LUCK, 0, power, sse.turnsRemain));
- // sf.back().id = sse.id;
- // break;
- // case 52: //misfortune
- // sf.push_back(featureGenerator(Bonus::LUCK, 0, -1 * power, sse.turnsRemain));
- // sf.back().id = sse.id;
- // break;
- // case 53: //haste
- // sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
- // sf.back().id = sse.id;
- // break;
- // case 54: //slow
- // sf.push_back(featureGeneratorVT(Bonus::STACKS_SPEED, 0, -1 * ( 100 - power ), sse.turnsRemain, Bonus::PERCENT_TO_ALL));
- // sf.back().id = sse.id;
- // break;
- // case 55: //slayer
- // if (bonus) //Coronius
- // {
- // sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
- // sf.back().id = sse.id;
- // }
- // sf.push_back(featureGenerator(Bonus::SLAYER, 0, sse.val, sse.turnsRemain));
- // sf.back().id = sse.id;
- // break;
- // case 56: //frenzy
- // sf.push_back(featureGenerator(Bonus::IN_FRENZY, 0, VLC->spellh->spells[56]->powers[sse.val]/100.0, sse.turnsRemain));
- // sf.back().id = sse.id;
- // break;
- // case 58: //counterstrike
- // sf.push_back(featureGenerator(Bonus::ADDITIONAL_RETALIATION, 0, power, sse.turnsRemain));
- // sf.back().id = sse.id;
- // break;
- // case 59: //bersek
- // sf.push_back(featureGenerator(Bonus::ATTACKS_NEAREST_CREATURE, 0, sse.val, sse.turnsRemain));
- // sf.back().id = sse.id;
- // break;
- // case 60: //hypnotize
- // sf.push_back(featureGenerator(Bonus::HYPNOTIZED, 0, sse.val, sse.turnsRemain));
- // sf.back().id = sse.id;
- // break;
- // case 61: //forgetfulness
- // sf.push_back(featureGenerator(Bonus::FORGETFULL, 0, sse.val, sse.turnsRemain));
- // sf.back().id = sse.id;
- // break;
- // case 62: //blind
- // sf.push_back(makeFeature(Bonus::NOT_ACTIVE, Bonus::UNITL_BEING_ATTACKED | Bonus::N_TURNS, 0, 0, Bonus::SPELL_EFFECT, sse.turnsRemain));
- // sf.back().id = sse.id;
- // sf.push_back(makeFeature(Bonus::GENERAL_ATTACK_REDUCTION, Bonus::UNTIL_ATTACK | Bonus::N_TURNS, 0, power, Bonus::SPELL_EFFECT, sse.turnsRemain));
- // sf.back().id = sse.id;
- // break;
- // }
- }
- ui8 CStack::howManyEffectsSet(ui16 id) const
- {
- ui8 ret = 0;
- BOOST_FOREACH(const Bonus *it, bonuses)
- if(it->source == Bonus::SPELL_EFFECT && it->id == id) //effect found
- {
- ++ret;
- }
- return ret;
- }
- bool CStack::willMove(int turn /*= 0*/) const
- {
- return ( turn ? true : !vstd::contains(state, DEFENDING) )
- && !moved(turn)
- && canMove(turn);
- }
- bool CStack::canMove( int turn /*= 0*/ ) const
- {
- return alive()
- && !hasBonus(Selector::type(Bonus::NOT_ACTIVE) && Selector::turns(turn)); //eg. Ammo Cart or blinded creature
- }
- bool CStack::moved( int turn /*= 0*/ ) const
- {
- if(!turn)
- return vstd::contains(state, MOVED);
- else
- return false;
- }
- bool CStack::doubleWide() const
- {
- return getCreature()->doubleWide;
- }
- int CStack::occupiedHex() const
- {
- if (doubleWide())
- {
- if (attackerOwned)
- return position - 1;
- else
- return position + 1;
- }
- else
- {
- return -1;
- }
- }
- BonusList CStack::getSpellBonuses() const
- {
- return getBonuses(Selector::sourceTypeSel(Bonus::CASTED_SPELL));
- }
- std::vector<si32> CStack::activeSpells() const
- {
- std::vector<si32> ret;
- BonusList spellEffects = getSpellBonuses();
- BOOST_FOREACH(const Bonus *it, spellEffects)
- {
- if (!vstd::contains(ret, it->id)) //do not duplicate spells with multiple effects
- ret.push_back(it->id);
- }
- return ret;
- }
- CStack::~CStack()
- {
- detachFromAll();
- if(vstd::contains(state, SUMMONED))
- delNull(base);
- }
- const CGHeroInstance * CStack::getMyHero() const
- {
- if(base)
- return dynamic_cast<const CGHeroInstance *>(base->armyObj);
- else //we are attached directly?
- BOOST_FOREACH(const CBonusSystemNode *n, parents)
- if(n->nodeType == HERO)
- dynamic_cast<const CGHeroInstance *>(n);
- return NULL;
- }
- std::string CStack::nodeName() const
- {
- std::ostringstream oss;
- oss << "Battle stack [" << ID << "]: " << count << " creatures of ";
- if(type)
- oss << type->namePl;
- else
- oss << "[UNDEFINED TYPE]";
- oss << " from slot " << (int)slot;
- if(base && base->armyObj)
- oss << " of armyobj=" << base->armyObj->id;
- return oss.str();
- }
- bool CMP_stack::operator()( const CStack* a, const CStack* b )
- {
- switch(phase)
- {
- case 0: //catapult moves after turrets
- return a->getCreature()->idNumber < b->getCreature()->idNumber; //catapult is 145 and turrets are 149
- //TODO? turrets order
- case 1: //fastest first, upper slot first
- {
- int as = a->Speed(turn), bs = b->Speed(turn);
- if(as != bs)
- return as > bs;
- else
- return a->slot < b->slot;
- }
- case 2: //fastest last, upper slot first
- //TODO: should be replaced with order of receiving morale!
- case 3: //fastest last, upper slot first
- {
- int as = a->Speed(turn), bs = b->Speed(turn);
- if(as != bs)
- return as < bs;
- else
- return a->slot < b->slot;
- }
- default:
- assert(0);
- return false;
- }
- }
- CMP_stack::CMP_stack( int Phase /*= 1*/, int Turn )
- {
- phase = Phase;
- turn = Turn;
- }
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