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- /*
- * BattleInfo.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 "SiegeInfo.h"
- #include "SideInBattle.h"
- #include "../HeroBonus.h"
- #include "CBattleInfoCallback.h"
- #include "../int3.h"
- class CStack;
- class CStackInstance;
- class CStackBasicDescriptor;
- struct DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallback
- {
- std::array<SideInBattle, 2> sides; //sides[0] - attacker, sides[1] - defender
- si32 round, activeStack, selectedStack;
- const CGTownInstance * town; //used during town siege, nullptr if this is not a siege (note that fortless town IS also a siege)
- int3 tile; //for background and bonuses
- std::vector<CStack*> stacks;
- std::vector<std::shared_ptr<CObstacleInstance> > obstacles;
- SiegeInfo si;
- BFieldType battlefieldType; //like !!BA:B
- ETerrainType terrainType; //used for some stack nativity checks (not the bonus limiters though that have their own copy)
- ui8 tacticsSide; //which side is requested to play tactics phase
- ui8 tacticDistance; //how many hexes we can go forward (1 = only hexes adjacent to margin line)
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & sides;
- h & round;
- h & activeStack;
- h & selectedStack;
- h & town;
- h & tile;
- h & stacks;
- h & obstacles;
- h & si;
- h & battlefieldType;
- h & terrainType;
- h & tacticsSide;
- h & tacticDistance;
- h & static_cast<CBonusSystemNode&>(*this);
- }
- //////////////////////////////////////////////////////////////////////////
- BattleInfo();
- ~BattleInfo(){};
- //////////////////////////////////////////////////////////////////////////
- CStack * getStack(int stackID, bool onlyAlive = true);
- using CBattleInfoEssentials::battleGetArmyObject;
- CArmedInstance * battleGetArmyObject(ui8 side) const;
- using CBattleInfoEssentials::battleGetFightingHero;
- CGHeroInstance * battleGetFightingHero(ui8 side) const;
- const CStack * getNextStack() const; //which stack will have turn after current one
- int getAvaliableHex(CreatureID creID, ui8 side, int initialPos = -1) const; //find place for summon / clone effects
- std::pair< std::vector<BattleHex>, int > getPath(BattleHex start, BattleHex dest, const CStack * stack); //returned value: pair<path, length>; length may be different than number of elements in path since flying vreatures jump between distant hexes
- std::shared_ptr<CObstacleInstance> getObstacleOnTile(BattleHex tile) const;
- std::set<BattleHex> getStoppers(bool whichSidePerspective) const;
- ui32 calculateDmg(const CStack * attacker, const CStack * defender, bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg, CRandomGenerator & rand); //charge - number of hexes travelled before attack (for champion's jousting)
- void calculateCasualties(std::map<ui32,si32> * casualties) const; //casualties are array of maps size 2 (attacker, defeneder), maps are (crid => amount)
- CStack * generateNewStack(const CStackInstance &base, ui8 side, SlotID slot, BattleHex position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
- CStack * generateNewStack(const CStackBasicDescriptor &base, ui8 side, SlotID slot, BattleHex position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
- int getIdForNewStack() const; //suggest a currently unused ID that'd suitable for generating a new stack
- const CGHeroInstance * getHero(PlayerColor player) const; //returns fighting hero that belongs to given player
- void localInit();
- static BattleInfo * setupBattle(int3 tile, ETerrainType terrain, BFieldType battlefieldType, const CArmedInstance * armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance * town);
- //bool hasNativeStack(ui8 side) const;
- PlayerColor theOtherPlayer(PlayerColor player) const;
- ui8 whatSide(PlayerColor player) const;
- static BattlefieldBI::BattlefieldBI battlefieldTypeToBI(BFieldType bfieldType); //converts above to ERM BI format
- static int battlefieldTypeToTerrain(int bfieldType); //converts above to ERM BI format
- };
- class DLL_LINKAGE 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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