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							- /*
 
-  * CStack.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
 
-  *
 
-  */
 
- #pragma once
 
- #include "battle/BattleHex.h"
 
- #include "CCreatureHandler.h"
 
- #include "mapObjects/CGHeroInstance.h" // for commander serialization
 
- struct BattleStackAttacked;
 
- class DLL_LINKAGE CStack : public CBonusSystemNode, public CStackBasicDescriptor, public ISpellCaster
 
- {
 
- public:
 
- 	const CStackInstance *base; //garrison slot from which stack originates (nullptr for war machines, summoned cres, etc)
 
- 	ui32 ID; //unique ID of stack
 
- 	ui32 baseAmount;
 
- 	ui32 firstHPleft; //HP of first creature in stack
 
- 	PlayerColor owner; //owner - player colour (255 for neutrals)
 
- 	SlotID slot;  //slot - position in garrison (may be 255 for neutrals/called creatures)
 
- 	bool attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
 
- 	BattleHex position; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower
 
- 	///how many times this stack has been counterattacked this round
 
- 	ui8 counterAttacksPerformed;
 
- 	///cached total count of counterattacks; should be cleared each round;do not serialize
 
- 	mutable ui8 counterAttacksTotalCache;
 
- 	si16 shots; //how many shots left
 
- 	ui8 casts; //how many casts left
 
- 	TQuantity resurrected; // these units will be taken back after battle is over
 
- 	///id of alive clone of this stack clone if any
 
- 	si32 cloneID;
 
- 	std::set<EBattleStackState::EBattleStackState> state;
 
- 	//overrides
 
- 	const CCreature* getCreature() const {return type;}
 
- 	CStack(const CStackInstance *base, PlayerColor O, int I, bool AO, SlotID S); //c-tor
 
- 	CStack(const CStackBasicDescriptor *stack, PlayerColor O, int I, bool AO, SlotID S = SlotID(255)); //c-tor
 
- 	CStack(); //c-tor
 
- 	~CStack();
 
- 	std::string nodeName() const override;
 
- 	void init(); //set initial (invalid) values
 
- 	void postInit(); //used to finish initialization when inheriting creature parameters is working
 
- 	std::string getName() const; //plural or singular
 
- 	bool willMove(int turn = 0) const; //if stack has remaining move this turn
 
- 	bool ableToRetaliate() const; //if stack can retaliate after attacked
 
- 	///how many times this stack can counterattack in one round
 
- 	ui8 counterAttacksTotal() const;
 
- 	///how many times this stack can counterattack in one round more
 
- 	si8 counterAttacksRemaining() const;
 
- 	bool moved(int turn = 0) const; //if stack was already moved this turn
 
- 	bool waited(int turn = 0) const;
 
- 	bool canMove(int turn = 0) const; //if stack can move
 
- 	bool canBeHealed() const; //for first aid tent - only harmed stacks that are not war machines
 
- 	///returns actual heal value based on internal state
 
- 	ui32 calculateHealedHealthPoints(ui32 toHeal, const bool resurrect) const;
 
- 	ui32 level() const;
 
- 	si32 magicResistance() const override; //include aura of resistance
 
- 	std::vector<si32> activeSpells() const; //returns vector of active spell IDs sorted by time of cast
 
- 	const CGHeroInstance *getMyHero() const; //if stack belongs to hero (directly or was by him summoned) returns hero, nullptr otherwise
 
- 	ui32 totalHealth() const; // total health for all creatures in stack;
 
- 	static bool isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos = BattleHex::INVALID, BattleHex defenderPos = BattleHex::INVALID);
 
- 	bool doubleWide() const;
 
- 	BattleHex occupiedHex() const; //returns number of occupied hex (not the position) if stack is double wide; otherwise -1
 
- 	BattleHex occupiedHex(BattleHex assumedPos) const; //returns number of occupied hex (not the position) if stack is double wide and would stand on assumedPos; otherwise -1
 
- 	std::vector<BattleHex> getHexes() const; //up to two occupied hexes, starting from front
 
- 	std::vector<BattleHex> getHexes(BattleHex assumedPos) const; //up to two occupied hexes, starting from front
 
- 	static std::vector<BattleHex> getHexes(BattleHex assumedPos, bool twoHex, bool AttackerOwned); //up to two occupied hexes, starting from front
 
- 	bool coversPos(BattleHex position) const; //checks also if unit is double-wide
 
- 	std::vector<BattleHex> getSurroundingHexes(BattleHex attackerPos = BattleHex::INVALID) const; // get six or 8 surrounding hexes depending on creature size
 
- 	std::pair<int,int> countKilledByAttack(int damageReceived) const; //returns pair<killed count, new left HP>
 
- 	void prepareAttacked(BattleStackAttacked &bsa, CRandomGenerator & rand, boost::optional<int> customCount = boost::none) const; //requires bsa.damageAmout filled
 
- 	///ISpellCaster
 
- 	ui8 getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool = nullptr) const override;
 
- 	ui32 getSpellBonus(const CSpell * spell, ui32 base, const CStack * affectedStack) const override;
 
- 	///default spell school level for effect calculation
 
- 	int getEffectLevel(const CSpell * spell) const override;
 
- 	///default spell-power for damage/heal calculation
 
- 	int getEffectPower(const CSpell * spell) const override;
 
- 	///default spell-power for timed effects duration
 
- 	int getEnchantPower(const CSpell * spell) const override;
 
- 	///damage/heal override(ignores spell configuration, effect level and effect power)
 
- 	int getEffectValue(const CSpell * spell) const override;
 
- 	const PlayerColor getOwner() const override;
 
- 	void getCasterName(MetaString & text) const override;
 
- 	void getCastDescription(const CSpell * spell, const std::vector<const CStack *> & attacked, MetaString & text) const override;
 
- 	///stack will be ghost in next battle state update
 
- 	void makeGhost();
 
- 	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 & counterAttacksPerformed
 
- 			& shots & casts & count & resurrected;
 
- 		const CArmedInstance *army = (base ? base->armyObj : nullptr);
 
- 		SlotID extSlot = (base ? base->armyObj->findStack(base) : SlotID());
 
- 		if(h.saving)
 
- 		{
 
- 			h & army & extSlot;
 
- 		}
 
- 		else
 
- 		{
 
- 			h & army & extSlot;
 
- 			if(extSlot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
 
- 			{
 
- 				auto hero = dynamic_cast<const CGHeroInstance *>(army);
 
- 				assert (hero);
 
- 				base = hero->commander;
 
- 			}
 
- 			else if(slot == SlotID::SUMMONED_SLOT_PLACEHOLDER || slot == SlotID::ARROW_TOWERS_SLOT || slot == SlotID::WAR_MACHINES_SLOT)
 
- 			{
 
- 				//no external slot possible, so no base stack
 
- 				base = nullptr;
 
- 			}
 
- 			else if(!army || extSlot == SlotID() || !army->hasStackAtSlot(extSlot))
 
- 			{
 
- 				base = nullptr;
 
- 				logGlobal->warnStream() << type->nameSing << " doesn't have a base stack!";
 
- 			}
 
- 			else
 
- 			{
 
- 				base = &army->getStack(extSlot);
 
- 			}
 
- 		}
 
- 	}
 
- 	bool alive() const;
 
- 	bool isDead() const;
 
- 	bool isGhost() const; //determines if stack was removed
 
- 	bool isValidTarget(bool allowDead = false) const; //non-turret non-ghost stacks (can be attacked or be object of magic effect)
 
- 	bool isTurret() const;
 
- };
 
 
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