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- #pragma once
- #include "../global.h"
- #include "HeroBonus.h"
- #include "CCreatureSet.h"
- #include "ConstTransitivePtr.h"
- /*
- * BattleState.h, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- class CGHeroInstance;
- class CStack;
- class CArmedInstance;
- class CGTownInstance;
- class CStackInstance;
- struct DLL_EXPORT CObstacleInstance
- {
- int uniqueID;
- int ID; //ID of obstacle (defines type of it)
- int pos; //position on battlefield
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & ID & pos & uniqueID;
- }
- };
- //only for use in BattleInfo
- struct DLL_EXPORT SiegeInfo
- {
- ui8 wallState[8]; //[0] - keep, [1] - bottom tower, [2] - bottom wall, [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; 1 - intact, 2 - damaged, 3 - destroyed
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & wallState;
- }
- };
- struct DLL_EXPORT BattleInfo : public CBonusSystemNode
- {
- ui8 side1, side2; //side1 - attacker, side2 - defender
- si32 round, activeStack;
- ui8 siege; // = 0 ordinary battle = 1 a siege with a Fort = 2 a siege with a Citadel = 3 a siege with a Castle
- si32 tid; //used during town siege - id of attacked town; -1 if not town defence
- int3 tile; //for background and bonuses
- CGHeroInstance *heroes[2];
- CArmedInstance *belligerents[2]; //may be same as heroes
- std::vector<CStack*> stacks;
- std::vector<CObstacleInstance> obstacles;
- ui8 castSpells[2]; //[0] - attacker, [1] - defender
- SiegeInfo si;
- si32 battlefieldType;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & side1 & side2 & round & activeStack & siege & tid & tile & stacks & belligerents & obstacles
- & castSpells & si & battlefieldType;
- h & heroes;
- h & static_cast<CBonusSystemNode&>(*this);
- }
- //////////////////////////////////////////////////////////////////////////
- //void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
- //////////////////////////////////////////////////////////////////////////
- const CStack * getNextStack() const; //which stack will have turn after current one
- void getStackQueue(std::vector<const CStack *> &out, int howMany, int turn = 0, int lastMoved = -1) const; //returns stack in order of their movement action
- CStack * getStack(int stackID, bool onlyAlive = true);
- const CStack * getStack(int stackID, bool onlyAlive = true) const;
- CStack * getStackT(THex tileID, bool onlyAlive = true);
- const CStack * getStackT(THex tileID, bool onlyAlive = true) const;
- void getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<int> & occupyable, bool flying, int stackToOmmit=-1) const; //send pointer to at least 187 allocated bytes
- static bool isAccessible(int hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos); //helper for makeBFS
- void makeBFS(int start, bool*accessibility, int *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const; //*accessibility must be prepared bool[187] array; last two pointers must point to the at least 187-elements int arrays - there is written result
- std::pair< std::vector<int>, int > getPath(int start, int dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned); //returned value: pair<path, length>; length may be different than number of elements in path since flying vreatures jump between distant hexes
- std::vector<int> getAccessibility(int stackID, bool addOccupiable) const; //returns vector of accessible tiles (taking into account the creature range)
- bool isStackBlocked(int ID); //returns true if there is neighboring enemy stack
- static signed char mutualPosition(THex hex1, THex hex2); //returns info about mutual position of given hexes (-1 - they're distant, 0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left)
- static std::vector<int> neighbouringTiles(int hex);
- static si8 getDistance(THex hex1, THex hex2); //returns distance between given hexes
- ui32 calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky); //charge - number of hexes travelled before attack (for champion's jousting)
- std::pair<ui32, ui32> calculateDmgRange(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky); //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
- void calculateCasualties(std::map<ui32,si32> *casualties) const; //casualties are array of maps size 2 (attacker, defeneder), maps are (crid => amount)
- std::set<CStack*> getAttackedCreatures(const CSpell * s, int skillLevel, ui8 attackerOwner, int destinationTile); //calculates stack affected by given spell
- static int calculateSpellDuration(const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower);
- CStack * generateNewStack(const CStackInstance &base, int stackID, bool attackerOwned, int slot, int position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
- CStack * generateNewStack(const CStackBasicDescriptor &base, int stackID, bool attackerOwned, int slot, int position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
- ui32 getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //returns cost of given spell
- int hexToWallPart(int hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
- int lineToWallHex(int line) const; //returns hex with wall in given line
- std::pair<const CStack *, int> getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const; //if attackerOwned is indetermnate, returened stack is of any owner; hex is the number of hex we should be looking from; returns (nerarest creature, predecessorHex)
- ui32 calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const;
- ui32 calculateSpellDmg(const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower) const; //calculates damage inflicted by spell
- ui32 calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack) const;
- si8 hasDistancePenalty(int stackID, int destHex); //determines if given stack has distance penalty shooting given pos
- si8 sameSideOfWall(int pos1, int pos2); //determines if given positions are on the same side of wall
- si8 hasWallPenalty(int stackID, int destHex); //determines if given stack has wall penalty shooting given pos
- si8 canTeleportTo(int stackID, int destHex, int telportLevel); //determines if given stack can teleport to given place
- void localInit();
- static BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int terType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town );
- };
- class DLL_EXPORT CStack : public CBonusSystemNode, public CStackBasicDescriptor
- {
- public:
- const CStackInstance *base;
- ui32 ID; //unique ID of stack
- ui32 baseAmount;
- ui32 firstHPleft; //HP of first creature in stack
- ui8 owner, slot; //owner - player colour (255 for neutrals), slot - position in garrison (may be 255 for neutrals/called creatures)
- ui8 attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
- THex position; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower
- ui8 counterAttacks; //how many counter attacks can be performed more in this turn (by default set at the beginning of the round to 1)
- si16 shots; //how many shots left
- std::set<ECombatInfo> state;
- //overrides
- const CCreature* getCreature() const {return type;}
- CStack(const CStackInstance *base, int O, int I, bool AO, int S); //c-tor
- CStack(const CStackBasicDescriptor *stack, int O, int I, bool AO, int S = 255); //c-tor
- CStack(); //c-tor
- ~CStack();
- std::string nodeName() const OVERRIDE;
- void init(); //set initial (invalid) values
- void postInit(); //used to finish initialization when inheriting creature parameters is working
- const Bonus * getEffect(ui16 id, int turn = 0) const; //effect id (SP)
- ui8 howManyEffectsSet(ui16 id) const; //returns amount of effects with given id set for this stack
- bool willMove(int turn = 0) const; //if stack has remaining move this turn
- bool moved(int turn = 0) const; //if stack was already moved this turn
- bool canMove(int turn = 0) const; //if stack can move
- ui32 Speed(int turn = 0) const; //get speed of creature with all modificators
- BonusList getSpellBonuses() const;
- void stackEffectToFeature(BonusList & sf, const Bonus & sse);
- std::vector<si32> activeSpells() const; //returns vector of active spell IDs sorted by time of cast
- const CGHeroInstance *getMyHero() const; //if stack belongs to hero (directly or was by him summoned) returns hero, NULL otherwise
- static inline Bonus *featureGenerator(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, si32 additionalInfo = 0, si32 limit = Bonus::NO_LIMIT)
- {
- Bonus *hb = makeFeature(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain, additionalInfo);
- hb->effectRange = limit;
- hb->source = Bonus::CASTED_SPELL; //right?
- return hb;
- }
- static inline Bonus *featureGeneratorVT(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, ui8 valType)
- {
- Bonus *ret(makeFeature(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain));
- ret->valType = valType;
- ret->source = Bonus::CASTED_SPELL; //right?
- return ret;
- }
- bool doubleWide() const;
- int occupiedHex() const; //returns number of occupied hex (not the position) if stack is double wide; otherwise -1
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- assert(isIndependentNode());
- h & static_cast<CBonusSystemNode&>(*this);
- h & static_cast<CStackBasicDescriptor&>(*this);
- h & ID & baseAmount & firstHPleft & owner & slot & attackerOwned & position & state & counterAttacks
- & shots & count;
- TSlot slot = (base ? base->armyObj->findStack(base) : -1);
- const CArmedInstance *army = (base ? base->armyObj : NULL);
- if(h.saving)
- {
- h & army & slot;
- }
- else
- {
- h & army & slot;
- if(!army || slot == -1 || !army->hasStackAtSlot(slot))
- {
- base = NULL;
- tlog3 << type->nameSing << " don't have a base stack!\n";
- }
- else
- {
- base = &army->getStack(slot);
- }
- }
- }
- bool alive() const //determines if stack is alive
- {
- return vstd::contains(state,ALIVE);
- }
- };
- class DLL_EXPORT CMP_stack
- {
- int phase; //rules of which phase will be used
- int turn;
- public:
- bool operator ()(const CStack* a, const CStack* b);
- CMP_stack(int Phase = 1, int Turn = 0);
- };
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