CStack.h 4.9 KB

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  1. /*
  2. * CStack.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "JsonNode.h"
  12. #include "bonuses/Bonus.h"
  13. #include "bonuses/CBonusSystemNode.h"
  14. #include "CCreatureHandler.h" //todo: remove
  15. #include "battle/BattleHex.h"
  16. #include "mapObjects/CGHeroInstance.h" // for commander serialization
  17. #include "battle/CUnitState.h"
  18. VCMI_LIB_NAMESPACE_BEGIN
  19. struct BattleStackAttacked;
  20. class BattleInfo;
  21. //Represents STACK_BATTLE nodes
  22. class DLL_LINKAGE CStack : public CBonusSystemNode, public battle::CUnitState, public battle::IUnitEnvironment
  23. {
  24. private:
  25. ui32 ID = -1; //unique ID of stack
  26. const CCreature * type = nullptr;
  27. TerrainId nativeTerrain; //tmp variable to save native terrain value on battle init
  28. ui32 baseAmount = -1;
  29. PlayerColor owner; //owner - player color (255 for neutrals)
  30. ui8 side = 1;
  31. SlotID slot; //slot - position in garrison (may be 255 for neutrals/called creatures)
  32. public:
  33. const CStackInstance * base = nullptr; //garrison slot from which stack originates (nullptr for war machines, summoned cres, etc)
  34. BattleHex initialPosition; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower
  35. CStack(const CStackInstance * base, const PlayerColor & O, int I, ui8 Side, const SlotID & S);
  36. CStack(const CStackBasicDescriptor * stack, const PlayerColor & O, int I, ui8 Side, const SlotID & S = SlotID(255));
  37. CStack();
  38. ~CStack();
  39. std::string nodeName() const override;
  40. void localInit(BattleInfo * battleInfo);
  41. std::string getName() const; //plural or singular
  42. bool canBeHealed() const; //for first aid tent - only harmed stacks that are not war machines
  43. bool isOnNativeTerrain() const;
  44. bool isOnTerrain(TerrainId terrain) const;
  45. ui32 level() const;
  46. si32 magicResistance() const override; //include aura of resistance
  47. std::vector<si32> activeSpells() const; //returns vector of active spell IDs sorted by time of cast
  48. const CGHeroInstance * getMyHero() const; //if stack belongs to hero (directly or was by him summoned) returns hero, nullptr otherwise
  49. static std::vector<BattleHex> meleeAttackHexes(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos = BattleHex::INVALID, BattleHex defenderPos = BattleHex::INVALID);
  50. static bool isMeleeAttackPossible(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos = BattleHex::INVALID, BattleHex defenderPos = BattleHex::INVALID);
  51. BattleHex::EDir destShiftDir() const;
  52. void prepareAttacked(BattleStackAttacked & bsa, vstd::RNG & rand) const; //requires bsa.damageAmout filled
  53. static void prepareAttacked(BattleStackAttacked & bsa,
  54. vstd::RNG & rand,
  55. const std::shared_ptr<battle::CUnitState> & customState); //requires bsa.damageAmout filled
  56. const CCreature * unitType() const override;
  57. int32_t unitBaseAmount() const override;
  58. uint32_t unitId() const override;
  59. ui8 unitSide() const override;
  60. PlayerColor unitOwner() const override;
  61. SlotID unitSlot() const override;
  62. std::string getDescription() const override;
  63. bool unitHasAmmoCart(const battle::Unit * unit) const override;
  64. PlayerColor unitEffectiveOwner(const battle::Unit * unit) const override;
  65. void spendMana(ServerCallback * server, const int spellCost) const override;
  66. const IBonusBearer* getBonusBearer() const override;
  67. PlayerColor getOwner() const override
  68. {
  69. return this->owner;
  70. }
  71. template <typename Handler> void serialize(Handler & h, const int version)
  72. {
  73. //this assumes that stack objects is newly created
  74. //stackState is not serialized here
  75. assert(isIndependentNode());
  76. h & static_cast<CBonusSystemNode&>(*this);
  77. h & type;
  78. h & ID;
  79. h & baseAmount;
  80. h & owner;
  81. h & slot;
  82. h & side;
  83. h & initialPosition;
  84. const CArmedInstance * army = (base ? base->armyObj : nullptr);
  85. SlotID extSlot = (base ? base->armyObj->findStack(base) : SlotID());
  86. if(h.saving)
  87. {
  88. h & army;
  89. h & extSlot;
  90. }
  91. else
  92. {
  93. h & army;
  94. h & extSlot;
  95. if(extSlot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  96. {
  97. const auto * hero = dynamic_cast<const CGHeroInstance *>(army);
  98. assert(hero);
  99. base = hero->commander;
  100. }
  101. else if(slot == SlotID::SUMMONED_SLOT_PLACEHOLDER || slot == SlotID::ARROW_TOWERS_SLOT || slot == SlotID::WAR_MACHINES_SLOT)
  102. {
  103. //no external slot possible, so no base stack
  104. base = nullptr;
  105. }
  106. else if(!army || extSlot == SlotID() || !army->hasStackAtSlot(extSlot))
  107. {
  108. base = nullptr;
  109. logGlobal->warn("%s doesn't have a base stack!", type->getNameSingularTranslated());
  110. }
  111. else
  112. {
  113. base = &army->getStack(extSlot);
  114. }
  115. }
  116. }
  117. private:
  118. const BattleInfo * battle; //do not serialize
  119. };
  120. VCMI_LIB_NAMESPACE_END