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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"
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# include "NetPacks.h"
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/*
* 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 ) ;
}
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void BattleInfo : : getAccessibilityMap ( bool * accessibility , bool twoHex , bool attackerOwned , bool addOccupiable , std : : set < THex > & occupyable , bool flying , const CStack * stackToOmmit ) const
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{
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 )
{
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if ( ! stacks [ g ] - > alive ( ) | | ( stackToOmmit & & stacks [ g ] - > ID = = stackToOmmit - > ID ) | | stacks [ g ] - > position < 0 ) //we don't want to lock position of this stack (eg. if it's a turret)
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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 )
{
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std : : vector < THex > blocked = VLC - > heroh - > obstacles [ obstacles [ b ] . ID ] . getBlocked ( obstacles [ b ] . pos ) ;
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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 ;
}
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static const std : : pair < int , THex > lockedIfNotDestroyed [ ] = //(which part of wall, which hex is blocked if this part of wall is not destroyed
{ std : : make_pair ( 2 , THex ( 182 ) ) , std : : make_pair ( 3 , THex ( 130 ) ) ,
std : : make_pair ( 4 , THex ( 62 ) ) , std : : make_pair ( 5 , THex ( 29 ) ) } ;
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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 )
{
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std : : set < THex > rem ; //tiles to unlock
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for ( int h = 0 ; h < BFIELD_HEIGHT ; + + h )
{
for ( int w = 1 ; w < BFIELD_WIDTH - 1 ; + + w )
{
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THex hex ( w , h ) ;
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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 ;
} */
}
}
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bool BattleInfo : : isAccessible ( THex hex , bool * accessibility , bool twoHex , bool attackerOwned , bool flying , bool lastPos )
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{
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 ] ;
}
}
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void BattleInfo : : makeBFS ( THex start , bool * accessibility , THex * predecessor , int * dists , bool twoHex , bool attackerOwned , bool flying , bool fillPredecessors ) const //both pointers must point to the at least 187-elements int arrays
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{
//inits
for ( int b = 0 ; b < BFIELD_SIZE ; + + b )
predecessor [ b ] = - 1 ;
for ( int g = 0 ; g < BFIELD_SIZE ; + + g )
dists [ g ] = 100000000 ;
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std : : queue < std : : pair < THex , bool > > hexq ; //bfs queue <hex, accessible> (second filed used only if fillPredecessors is true)
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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
{
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std : : pair < THex , bool > curHex = hexq . front ( ) ;
std : : vector < THex > neighbours = curHex . first . neighbouringTiles ( ) ;
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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 ;
}
}
} ;
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std : : vector < THex > BattleInfo : : getAccessibility ( const CStack * stack , bool addOccupiable , std : : vector < THex > * attackable ) const
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{
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std : : vector < THex > ret ;
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bool ac [ BFIELD_SIZE ] ;
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if ( stack - > position < 0 ) //turrets
return std : : vector < THex > ( ) ;
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std : : set < THex > occupyable ;
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getAccessibilityMap ( ac , stack - > doubleWide ( ) , stack - > attackerOwned , addOccupiable , occupyable , stack - > hasBonusOfType ( Bonus : : FLYING ) , stack ) ;
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THex pr [ BFIELD_SIZE ] ;
int dist [ BFIELD_SIZE ] ;
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makeBFS ( stack - > position , ac , pr , dist , stack - > doubleWide ( ) , stack - > attackerOwned , stack - > hasBonusOfType ( Bonus : : FLYING ) , false ) ;
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if ( stack - > doubleWide ( ) )
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{
if ( ! addOccupiable )
{
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std : : vector < THex > rem ;
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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 ;
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if ( ac [ b ] & & ! ( stack - > attackerOwned ? ac [ b - 1 ] : ac [ b + 1 ] ) )
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{
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 )
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if ( stack - > attackerOwned ? ( v % BFIELD_WIDTH ) = = 1 : ( v % BFIELD_WIDTH ) = = ( BFIELD_WIDTH - 2 ) )
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ac [ v ] = false ;
}
}
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for ( int i = 0 ; i < BFIELD_SIZE ; + + i )
{
bool rangeFits = tacticDistance
? isInTacticRange ( i )
: dist [ i ] < = stack - > Speed ( ) ;
if ( ( ! addOccupiable & & rangeFits & & ac [ i ] )
| | ( addOccupiable & & rangeFits & & isAccessible ( i , ac , stack - > doubleWide ( ) , stack - > attackerOwned , stack - > hasBonusOfType ( Bonus : : FLYING ) , true ) ) //we can reach it
| | ( vstd : : contains ( occupyable , i ) & & ( ! tacticDistance & & dist [ i + ( stack - > attackerOwned ? 1 : - 1 ) ] < = stack - > Speed ( ) ) & & ac [ i + ( stack - > attackerOwned ? 1 : - 1 ) ] ) //it's occupyable and we can reach adjacent hex
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)
{
ret . push_back ( i ) ;
}
}
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if ( attackable )
{
struct HLP
{
static bool meleeAttackable ( THex hex , const std : : vector < THex > & baseRng )
{
BOOST_FOREACH ( THex h , baseRng )
{
if ( THex : : mutualPosition ( h , hex ) > 0 )
return true ;
}
return false ;
}
} ;
BOOST_FOREACH ( const CStack * otherSt , stacks )
{
if ( otherSt - > owner = = stack - > owner )
continue ;
std : : vector < THex > occupiedBySecond ;
occupiedBySecond . push_back ( otherSt - > position ) ;
if ( otherSt - > doubleWide ( ) )
occupiedBySecond . push_back ( otherSt - > occupiedHex ( ) ) ;
if ( battleCanShoot ( stack , otherSt - > position ) )
{
attackable - > insert ( attackable - > end ( ) , occupiedBySecond . begin ( ) , occupiedBySecond . end ( ) ) ;
continue ;
}
BOOST_FOREACH ( THex he , occupiedBySecond )
{
if ( HLP : : meleeAttackable ( he , ret ) )
attackable - > push_back ( he ) ;
}
}
}
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return ret ;
}
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bool BattleInfo : : isStackBlocked ( const CStack * stack ) const
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{
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if ( stack - > hasBonusOfType ( Bonus : : SIEGE_WEAPON ) ) //siege weapons cannot be blocked
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return false ;
for ( unsigned int i = 0 ; i < stacks . size ( ) ; i + + )
{
if ( ! stacks [ i ] - > alive ( )
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| | stacks [ i ] - > owner = = stack - > owner
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)
continue ; //we omit dead and allied stacks
if ( stacks [ i ] - > doubleWide ( ) )
{
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if ( THex : : mutualPosition ( stacks [ i ] - > position , stack - > position ) > = 0
| | THex : : mutualPosition ( stacks [ i ] - > position + ( stacks [ i ] - > attackerOwned ? - 1 : 1 ) , stack - > position ) > = 0 )
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return true ;
}
else
{
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if ( THex : : mutualPosition ( stacks [ i ] - > position , stack - > position ) > = 0 )
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return true ;
}
}
return false ;
}
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std : : pair < std : : vector < THex > , int > BattleInfo : : getPath ( THex start , THex dest , bool * accessibility , bool flyingCreature , bool twoHex , bool attackerOwned )
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{
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THex predecessor [ BFIELD_SIZE ] ; //for getting the Path
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int dist [ BFIELD_SIZE ] ; //calculated distances
makeBFS ( start , accessibility , predecessor , dist , twoHex , attackerOwned , flyingCreature , false ) ;
if ( predecessor [ dest ] = = - 1 ) //cannot reach destination
{
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return std : : make_pair ( std : : vector < THex > ( ) , 0 ) ;
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}
//making the Path
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std : : vector < THex > path ;
THex curElem = dest ;
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while ( curElem ! = start )
{
path . push_back ( curElem ) ;
curElem = predecessor [ curElem ] ;
}
return std : : make_pair ( path , dist [ dest ] ) ;
}
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TDmgRange BattleInfo : : calculateDmgRange ( const CStack * attacker , const CStack * defender , TQuantity attackerCount , TQuantity defenderCount , const CGHeroInstance * attackerHero , const CGHeroInstance * defendingHero , bool shooting , ui8 charge , bool lucky , bool ballistaDoubleDmg ) const
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{
float additiveBonus = 1.0f , multBonus = 1.0f ,
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minDmg = attacker - > getMinDamage ( ) * attackerCount ,
maxDmg = attacker - > getMaxDamage ( ) * attackerCount ;
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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 )
{
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additiveBonus + = attackerHero - > valOfBonuses ( Bonus : : SECONDARY_SKILL_PREMY , CGHeroInstance : : ARCHERY ) / 100.0f ;
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}
else
{
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additiveBonus + = attackerHero - > valOfBonuses ( Bonus : : SECONDARY_SKILL_PREMY , CGHeroInstance : : OFFENCE ) / 100.0f ;
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}
}
if ( defendingHero )
{
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multBonus * = ( std : : max ( 0 , 100 - defendingHero - > valOfBonuses ( Bonus : : SECONDARY_SKILL_PREMY , CGHeroInstance : : ARMORER ) ) ) / 100.0f ;
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}
//handling hate effect
if ( attacker - > hasBonusOfType ( Bonus : : HATE , defender - > getCreature ( ) - > idNumber ) )
additiveBonus + = 0.5f ;
//luck bonus
if ( lucky )
{
additiveBonus + = 1.0f ;
}
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//ballista double dmg
if ( ballistaDoubleDmg )
{
additiveBonus + = 1.0f ;
}
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//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 )
{
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if ( it - > source = = Bonus : : SPELL_EFFECT & & it - > sid = = 28 & & it - > val > = 2 )
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{
return true ;
}
}
return false ;
}
} ;
//wall / distance penalty + advanced air shield
if ( shooting & & ! NBonus : : hasOfType ( attackerHero , Bonus : : NO_SHOTING_PENALTY ) & & (
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hasDistancePenalty ( attacker , defender - > position ) | | hasWallPenalty ( attacker , defender - > position ) | |
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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 ;
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TDmgRange returnedVal ;
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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 ;
}
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TDmgRange BattleInfo : : calculateDmgRange ( const CStack * attacker , const CStack * defender , const CGHeroInstance * attackerHero , const CGHeroInstance * defendingHero , bool shooting , ui8 charge , bool lucky , bool ballistaDoubleDmg ) const
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{
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return calculateDmgRange ( attacker , defender , attacker - > count , defender - > count , attackerHero , defendingHero , shooting , charge , lucky , ballistaDoubleDmg ) ;
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}
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ui32 BattleInfo : : calculateDmg ( const CStack * attacker , const CStack * defender , const CGHeroInstance * attackerHero , const CGHeroInstance * defendingHero , bool shooting , ui8 charge , bool lucky , bool ballistaDoubleDmg )
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{
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TDmgRange range = calculateDmgRange ( attacker , defender , attackerHero , defendingHero , shooting , charge , lucky , ballistaDoubleDmg ) ;
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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 ;
}
}
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std : : set < CStack * > BattleInfo : : getAttackedCreatures ( const CSpell * s , int skillLevel , ui8 attackerOwner , THex destinationTile )
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{
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 ) ;
}
}
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else if ( s - > getTargetType ( ) = = CSpell : : CREATURE_EXPERT_MASSIVE )
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{
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 */
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if ( ( s - > positiveness > = 0 & & stacks [ it ] - > owner = = attackerOwner )
| | ( s - > positiveness < = 0 & & stacks [ it ] - > owner ! = attackerOwner )
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)
{
if ( ! onlyAlive | | stacks [ it ] - > alive ( ) )
attackedCres . insert ( stacks [ it ] ) ;
}
}
} //if(caster->getSpellSchoolLevel(s) < 3)
}
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else if ( s - > getTargetType ( ) = = CSpell : : CREATURE )
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{
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 ) ;
}
}
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CStack * BattleInfo : : generateNewStack ( const CStackInstance & base , int stackID , bool attackerOwned , int slot , THex position ) const
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{
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int owner = attackerOwned ? sides [ 0 ] : sides [ 1 ] ;
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assert ( owner > = PLAYER_LIMIT | | base . armyObj & & base . armyObj - > tempOwner = = owner ) ;
CStack * ret = new CStack ( & base , owner , stackID , attackerOwned , slot ) ;
ret - > position = position ;
return ret ;
}
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CStack * BattleInfo : : generateNewStack ( const CStackBasicDescriptor & base , int stackID , bool attackerOwned , int slot , THex position ) const
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{
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int owner = attackerOwned ? sides [ 0 ] : sides [ 1 ] ;
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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 ;
}
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int BattleInfo : : hexToWallPart ( THex hex ) const
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{
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 ] ;
}
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std : : pair < const CStack * , THex > BattleInfo : : getNearestStack ( const CStack * closest , boost : : logic : : tribool attackerOwned ) const
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{
bool ac [ BFIELD_SIZE ] ;
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std : : set < THex > occupyable ;
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getAccessibilityMap ( ac , closest - > doubleWide ( ) , closest - > attackerOwned , false , occupyable , closest - > hasBonusOfType ( Bonus : : FLYING ) , closest ) ;
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THex predecessor [ BFIELD_SIZE ] ;
int dist [ BFIELD_SIZE ] ;
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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 ] ) ;
}
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return std : : make_pair < const CStack * , THex > ( NULL , THex : : INVALID ) ;
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}
ui32 BattleInfo : : calculateSpellBonus ( ui32 baseDamage , const CSpell * sp , const CGHeroInstance * caster , const CStack * affectedCreature ) const
{
ui32 ret = baseDamage ;
//applying sorcery secondary skill
if ( caster )
{
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ret * = ( 100.f + caster - > valOfBonuses ( Bonus : : SECONDARY_SKILL_PREMY , CGHeroInstance : : SORCERY ) ) / 100.0f ;
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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 ;
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if ( affectedCreature & & affectedCreature - > getCreature ( ) - > level ) //Hero specials like Solmyr, Deemer
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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
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//FIXME: what point of dmgMultipliers map? all damage multipliers are already present in CSpell::power
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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 ) ;
}
}
}
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si8 BattleInfo : : hasDistancePenalty ( const CStack * stack , THex destHex ) const
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{
struct HLP
{
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static bool lowerAnalyze ( const CStack * stack , THex hex )
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{
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int distance = THex : : getDistance ( hex , stack - > position ) ;
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//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 ) ;
}
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si8 BattleInfo : : sameSideOfWall ( int pos1 , int pos2 ) const
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{
int wallInStackLine = lineToWallHex ( pos1 / BFIELD_WIDTH ) ;
int wallInDestLine = lineToWallHex ( pos2 / BFIELD_WIDTH ) ;
bool stackLeft = pos1 < wallInStackLine ;
bool destLeft = pos2 < wallInDestLine ;
return stackLeft ! = destLeft ;
}
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si8 BattleInfo : : hasWallPenalty ( const CStack * stack , THex destHex ) const
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{
if ( siege = = 0 )
{
return false ;
}
if ( stack - > hasBonusOfType ( Bonus : : NO_WALL_PENALTY ) )
{
return false ;
}
return ! sameSideOfWall ( stack - > position , destHex ) ;
}
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si8 BattleInfo : : canTeleportTo ( const CStack * stack , THex destHex , int telportLevel ) const
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{
bool ac [ BFIELD_SIZE ] ;
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std : : set < THex > occupyable ;
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getAccessibilityMap ( ac , stack - > doubleWide ( ) , stack - > attackerOwned , false , occupyable , stack - > hasBonusOfType ( Bonus : : FLYING ) , stack ) ;
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if ( siege & & telportLevel < 2 ) //check for wall
{
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return ac [ destHex ] & & sameSideOfWall ( stack - > position , destHex ) ;
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}
else
{
return ac [ destHex ] ;
}
}
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bool BattleInfo : : battleCanShoot ( const CStack * stack , THex dest ) const
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{
const CStack * dst = getStackT ( dest ) ;
if ( ! stack | | ! dst ) return false ;
const CGHeroInstance * stackHero = battleGetOwner ( stack ) ;
if ( stack - > hasBonusOfType ( Bonus : : FORGETFULL ) ) //forgetfulness
return false ;
if ( stack - > getCreature ( ) - > idNumber = = 145 & & dst ) //catapult cannot attack creatures
return false ;
if ( stack - > hasBonusOfType ( Bonus : : SHOOTER ) //it's shooter
& & stack - > owner ! = dst - > owner
& & dst - > alive ( )
& & ( ! isStackBlocked ( stack ) | | NBonus : : hasOfType ( stackHero , Bonus : : FREE_SHOOTING ) )
& & stack - > shots
)
return true ;
return false ;
}
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bool BattleInfo : : battleCanFlee ( int player ) const
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{
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if ( player = = sides [ 0 ] )
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{
if ( ! heroes [ 0 ] )
return false ; //current player have no hero
}
else
{
if ( ! heroes [ 1 ] )
return false ;
}
if ( ( heroes [ 0 ] & & heroes [ 0 ] - > hasBonusOfType ( Bonus : : ENEMY_CANT_ESCAPE ) ) //eg. one of heroes is wearing shakles of war
| | ( heroes [ 1 ] & & heroes [ 1 ] - > hasBonusOfType ( Bonus : : ENEMY_CANT_ESCAPE ) ) )
return false ;
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if ( player = = sides [ 1 ] & & siege //defender in siege
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& & ! ( town - > subID = = 6 & & vstd : : contains ( town - > builtBuildings , 17 ) ) ) //without escape tunnel
return false ;
return true ;
}
const CStack * BattleInfo : : battleGetStack ( THex pos , bool onlyAlive )
{
for ( unsigned int g = 0 ; g < stacks . size ( ) ; + + g )
{
if ( ( stacks [ g ] - > position = = pos
| | ( stacks [ g ] - > doubleWide ( )
& & ( ( stacks [ g ] - > attackerOwned & & stacks [ g ] - > position - 1 = = pos )
| | ( ! stacks [ g ] - > attackerOwned & & stacks [ g ] - > position + 1 = = pos ) )
) )
& & ( ! onlyAlive | | stacks [ g ] - > alive ( ) )
)
return stacks [ g ] ;
}
return NULL ;
}
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const CGHeroInstance * BattleInfo : : battleGetOwner ( const CStack * stack ) const
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{
return heroes [ ! stack - > attackerOwned ] ;
}
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si8 BattleInfo : : battleMinSpellLevel ( ) const
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{
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si8 levelLimit = 0 ;
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if ( const CGHeroInstance * h1 = heroes [ 0 ] )
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{
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amax ( levelLimit , h1 - > valOfBonuses ( Bonus : : LEVEL_SPELL_IMMUNITY ) ) ;
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}
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if ( const CGHeroInstance * h2 = heroes [ 1 ] )
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{
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amax ( levelLimit , h2 - > valOfBonuses ( Bonus : : LEVEL_SPELL_IMMUNITY ) ) ;
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}
return levelLimit ;
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}
void BattleInfo : : localInit ( )
{
belligerents [ 0 ] - > battle = belligerents [ 1 ] - > battle = this ;
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BOOST_FOREACH ( CArmedInstance * b , belligerents )
b - > attachTo ( this ) ;
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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 ;
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curB - > sides [ 0 ] = armies [ 0 ] - > tempOwner ;
curB - > sides [ 1 ] = armies [ 1 ] - > tempOwner ;
if ( curB - > sides [ 1 ] = = 254 )
curB - > sides [ 1 ] = 255 ;
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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 )
{
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curB - > town = town ;
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curB - > siege = town - > fortLevel ( ) ;
}
else
{
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curB - > town = NULL ;
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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
{
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//we should do that for creature bank too
if ( stacks [ g ] - > doubleWide ( ) & & stacks [ g ] - > attackerOwned )
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{
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stacks [ g ] - > position + = THex : : RIGHT ;
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}
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else if ( stacks [ g ] - > doubleWide ( ) & & ! stacks [ g ] - > attackerOwned )
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{
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stacks [ g ] - > position + = THex : : LEFT ;
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}
}
//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 ;
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std : : vector < THex > block = VLC - > heroh - > obstacles [ coi . ID ] . getBlocked ( coi . pos ) ;
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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 ( ) ;
}
}
}
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//spell level limiting bonus
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curB - > addNewBonus ( new Bonus ( Bonus : : ONE_BATTLE , Bonus : : LEVEL_SPELL_IMMUNITY , Bonus : : OTHER ,
0 , - 1 , - 1 , Bonus : : INDEPENDENT_MAX ) ) ;
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//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 ) ) ;
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Bonus * b = makeFeature ( Bonus : : LEVEL_SPELL_IMMUNITY , Bonus : : ONE_BATTLE , SPELL_LEVELS , 1 , Bonus : : TERRAIN_OVERLAY ) ;
b - > valType = Bonus : : INDEPENDENT_MAX ;
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curB - > addNewBonus ( b ) ;
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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 ] ;
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boost : : shared_ptr < ILimiter > nativeTerrain ( new CreatureNativeTerrainLimiter ( terrain ) ) ;
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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 ) ) ;
//////////////////////////////////////////////////////////////////////////
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//tactics
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int tacticLvls [ 2 ] = { 0 } ;
for ( int i = 0 ; i < ARRAY_COUNT ( tacticLvls ) ; i + + )
{
if ( heroes [ i ] )
tacticLvls [ i ] + = heroes [ i ] - > getSecSkillLevel ( CGHeroInstance : : TACTICS ) ;
}
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if ( int diff = tacticLvls [ 0 ] - tacticLvls [ 1 ] )
{
curB - > tacticsSide = diff < 0 ;
curB - > tacticDistance = std : : abs ( diff ) * 2 + 1 ;
}
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else
curB - > tacticDistance = 0 ;
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// workaround bonuses affecting only enemy
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for ( int i = 0 ; i < 2 ; i + + )
{
TNodes nodes ;
curB - > belligerents [ i ] - > getRedAncestors ( nodes ) ;
BOOST_FOREACH ( CBonusSystemNode * n , nodes )
{
BOOST_FOREACH ( Bonus * b , n - > exportedBonuses )
{
if ( b - > effectRange = = Bonus : : ONLY_ENEMY_ARMY /* && b->propagator && b->propagator->shouldBeAttached(curB)*/ )
{
Bonus * bCopy = new Bonus ( * b ) ;
bCopy - > effectRange = Bonus : : NO_LIMIT ;
bCopy - > propagator . reset ( ) ;
bCopy - > limiter . reset ( new StackOwnerLimiter ( curB - > sides [ ! i ] ) ) ;
curB - > addNewBonus ( bCopy ) ;
}
}
}
}
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return curB ;
}
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bool BattleInfo : : isInTacticRange ( THex dest ) const
{
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2011-02-14 00:46:04 +02:00
return ( ( ! tacticsSide & & dest . getX ( ) > 0 & & dest . getX ( ) < = tacticDistance )
| | ( tacticsSide & & dest . getX ( ) < BFIELD_WIDTH - 1 & & dest . getX ( ) > = BFIELD_WIDTH - tacticDistance - 1 ) ) ;
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}
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SpellCasting : : ESpellCastProblem BattleInfo : : battleCanCastSpell ( int player , SpellCasting : : ECastingMode mode ) const
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{
int side = sides [ 0 ] = = player ? 0 : 1 ;
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switch ( mode )
{
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case SpellCasting : : HERO_CASTING :
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{
if ( castSpells [ side ] > 0 )
return SpellCasting : : ALREADY_CASTED_THIS_TURN ;
if ( ! heroes [ side ] )
return SpellCasting : : NO_HERO_TO_CAST_SPELL ;
if ( ! heroes [ side ] - > getArt ( 17 ) )
return SpellCasting : : NO_SPELLBOOK ;
}
break ;
}
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return SpellCasting : : OK ;
}
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SpellCasting : : ESpellCastProblem BattleInfo : : battleCanCastThisSpell ( int player , const CSpell * spell , SpellCasting : : ECastingMode mode ) const
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{
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SpellCasting : : ESpellCastProblem genProblem = battleCanCastSpell ( player , mode ) ;
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if ( genProblem ! = SpellCasting : : OK )
return genProblem ;
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int cside = sides [ 0 ] = = player ? 0 : 1 ; //caster's side
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switch ( mode )
{
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case SpellCasting : : HERO_CASTING :
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{
const CGHeroInstance * caster = heroes [ cside ] ;
if ( ! caster - > canCastThisSpell ( spell ) )
return SpellCasting : : HERO_DOESNT_KNOW_SPELL ;
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if ( caster - > mana < getSpellCost ( spell , caster ) ) //not enough mana
return SpellCasting : : NOT_ENOUGH_MANA ;
}
break ;
}
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if ( spell - > id < 10 ) //it's adventure spell (not combat))
return SpellCasting : : ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL ;
if ( NBonus : : hasOfType ( heroes [ 1 - cside ] , Bonus : : SPELL_IMMUNITY , spell - > id ) ) //non - casting hero provides immunity for this spell
return SpellCasting : : SECOND_HEROS_SPELL_IMMUNITY ;
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if ( battleMinSpellLevel ( ) > spell - > level ) //non - casting hero stops caster from casting this spell
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return SpellCasting : : SPELL_LEVEL_LIMIT_EXCEEDED ;
int spellIDs [ ] = { 66 , 67 , 68 , 69 } ; //IDs of summon elemental spells (fire, earth, water, air)
int creIDs [ ] = { 114 , 113 , 115 , 112 } ; //(fire, earth, water, air)
int * idp = std : : find ( spellIDs , spellIDs + ARRAY_COUNT ( spellIDs ) , spell - > id ) ;
int arpos = idp - spellIDs ;
if ( arpos < ARRAY_COUNT ( spellIDs ) )
{
//check if there are summoned elementals of other type
BOOST_FOREACH ( const CStack * st , stacks )
{
if ( vstd : : contains ( st - > state , SUMMONED ) & & st - > getCreature ( ) - > idNumber ! = creIDs [ arpos ] )
{
return SpellCasting : : ANOTHER_ELEMENTAL_SUMMONED ;
}
}
}
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//checking if there exists an appropriate target
switch ( spell - > getTargetType ( ) )
{
case CSpell : : CREATURE :
case CSpell : : CREATURE_EXPERT_MASSIVE :
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if ( mode = = SpellCasting : : HERO_CASTING )
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{
const CGHeroInstance * caster = getHero ( player ) ;
bool targetExists = false ;
BOOST_FOREACH ( const CStack * stack , stacks )
{
switch ( spell - > positiveness )
{
case 1 :
if ( stack - > owner = = caster - > getOwner ( ) )
{
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if ( battleIsImmune ( player , spell , mode , stack - > position ) = = SpellCasting : : OK )
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{
targetExists = true ;
break ;
}
}
break ;
case 0 :
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if ( battleIsImmune ( player , spell , mode , stack - > position ) = = SpellCasting : : OK )
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{
targetExists = true ;
break ;
}
break ;
case - 1 :
if ( stack - > owner ! = caster - > getOwner ( ) )
{
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if ( battleIsImmune ( player , spell , mode , stack - > position ) = = SpellCasting : : OK )
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{
targetExists = true ;
break ;
}
}
break ;
}
}
if ( ! targetExists )
{
return SpellCasting : : NO_APPROPRIATE_TARGET ;
}
}
break ;
case CSpell : : OBSTACLE :
break ;
}
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return SpellCasting : : OK ;
}
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SpellCasting : : ESpellCastProblem BattleInfo : : battleCanCastThisSpellHere ( int player , const CSpell * spell , SpellCasting : : ECastingMode mode , THex dest )
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{
SpellCasting : : ESpellCastProblem moreGeneralProblem = battleCanCastThisSpell ( player , spell , mode ) ;
if ( moreGeneralProblem ! = SpellCasting : : OK )
return moreGeneralProblem ;
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return battleIsImmune ( player , spell , mode , dest ) ;
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}
const CGHeroInstance * BattleInfo : : getHero ( int player ) const
{
if ( heroes [ 0 ] & & heroes [ 0 ] - > getOwner ( ) = = player )
return heroes [ 0 ] ;
return heroes [ 1 ] ;
}
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bool NegateRemover ( const Bonus * b )
{
return b - > source = = Bonus : : CREATURE_ABILITY ;
}
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SpellCasting : : ESpellCastProblem BattleInfo : : battleIsImmune ( int player , const CSpell * spell , SpellCasting : : ECastingMode mode , THex dest ) const
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{
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const CStack * subject = getStackT ( dest , false ) ;
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const CGHeroInstance * caster = mode = = SpellCasting : : HERO_CASTING ? getHero ( player ) : NULL ;
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if ( subject )
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{
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BonusList immunities = subject - > getBonuses ( Selector : : type ( Bonus : : LEVEL_SPELL_IMMUNITY ) ) ;
if ( subject - > hasBonusOfType ( Bonus : : NEGATE_ALL_NATURAL_IMMUNITIES ) )
{
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std : : remove_if ( immunities . begin ( ) , immunities . end ( ) , NegateRemover ) ;
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}
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if ( subject - > hasBonusOfType ( Bonus : : SPELL_IMMUNITY , spell - > id )
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| | ( immunities . size ( ) > 0 & & immunities . totalValue ( ) > = spell - > level ) )
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{
return SpellCasting : : STACK_IMMUNE_TO_SPELL ;
}
//dispel helpful spells
if ( spell - > id = = 78 )
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{
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BonusList spellBon = subject - > getSpellBonuses ( ) ;
bool hasPositiveSpell = false ;
BOOST_FOREACH ( const Bonus * b , spellBon )
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{
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if ( VLC - > spellh - > spells [ b - > sid ] - > positiveness > 0 )
{
hasPositiveSpell = true ;
break ;
}
}
if ( ! hasPositiveSpell )
{
return SpellCasting : : NO_SPELLS_TO_DISPEL ;
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}
}
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}
else
{
if ( spell - > getTargetType ( ) = = CSpell : : CREATURE | |
( spell - > getTargetType ( ) = = CSpell : : CREATURE_EXPERT_MASSIVE & & caster & & caster - > getSpellSchoolLevel ( spell ) < 3 ) )
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{
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return SpellCasting : : WRONG_SPELL_TARGET ;
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}
}
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return SpellCasting : : OK ;
}
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std : : vector < ui32 > BattleInfo : : calculateResistedStacks ( const CSpell * sp , const CGHeroInstance * caster , const CGHeroInstance * hero2 , const std : : set < CStack * > affectedCreatures , int casterSideOwner , SpellCasting : : ECastingMode mode ) const
{
std : : vector < ui32 > ret ;
for ( std : : set < CStack * > : : const_iterator it = affectedCreatures . begin ( ) ; it ! = affectedCreatures . end ( ) ; + + it )
{
if ( battleIsImmune ( caster - > getOwner ( ) , sp , mode , ( * it ) - > position ) ! = SpellCasting : : OK )
{
ret . push_back ( ( * it ) - > ID ) ;
continue ;
}
//non-negative spells on friendly stacks should always succeed, unless immune
if ( sp - > positiveness > = 0 & & ( * it ) - > owner = = casterSideOwner )
continue ;
const CGHeroInstance * bonusHero ; //hero we should take bonuses from
if ( ( * it ) - > owner = = casterSideOwner )
bonusHero = caster ;
else
bonusHero = hero2 ;
int prob = ( * it ) - > valOfBonuses ( Bonus : : MAGIC_RESISTANCE ) ; //probability of resistance in %
if ( bonusHero )
{
//bonusHero's resistance support (secondary skils and artifacts)
prob + = bonusHero - > valOfBonuses ( Bonus : : MAGIC_RESISTANCE ) ;
//resistance skill
prob + = bonusHero - > valOfBonuses ( Bonus : : SECONDARY_SKILL_PREMY , 26 ) / 100.0f ;
}
if ( prob > 100 ) prob = 100 ;
if ( rand ( ) % 100 < prob ) //immunity from resistance
ret . push_back ( ( * it ) - > ID ) ;
}
if ( sp - > id = = 60 ) //hypnotize
{
for ( std : : set < CStack * > : : const_iterator it = affectedCreatures . begin ( ) ; it ! = affectedCreatures . end ( ) ; + + it )
{
if ( ( * it ) - > hasBonusOfType ( Bonus : : SPELL_IMMUNITY , sp - > id ) //100% sure spell immunity
| | ( ( * it ) - > count - 1 ) * ( * it ) - > MaxHealth ( ) + ( * it ) - > firstHPleft
>
caster - > getPrimSkillLevel ( 2 ) * 25 + sp - > powers [ caster - > getSpellSchoolLevel ( sp ) ]
)
{
ret . push_back ( ( * it ) - > ID ) ;
}
}
}
return ret ;
}
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CStack : : CStack ( const CStackInstance * Base , int O , int I , bool AO , int S )
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: base ( Base ) , ID ( I ) , owner ( O ) , slot ( S ) , attackerOwned ( AO ) ,
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counterAttacks ( 1 )
{
assert ( base ) ;
type = base - > type ;
count = baseAmount = base - > count ;
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nodeType = STACK_BATTLE ;
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}
CStack : : CStack ( )
{
init ( ) ;
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nodeType = STACK_BATTLE ;
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}
CStack : : CStack ( const CStackBasicDescriptor * stack , int O , int I , bool AO , int S )
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: base ( NULL ) , ID ( I ) , owner ( O ) , slot ( S ) , attackerOwned ( AO ) , counterAttacks ( 1 )
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{
type = stack - > type ;
count = baseAmount = stack - > count ;
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nodeType = STACK_BATTLE ;
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}
void CStack : : init ( )
{
base = NULL ;
type = NULL ;
ID = - 1 ;
count = baseAmount = - 1 ;
firstHPleft = - 1 ;
owner = 255 ;
slot = 255 ;
attackerOwned = false ;
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position = THex ( ) ;
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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 )
{
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if ( it - > source = = Bonus : : SPELL_EFFECT & & it - > sid = = id )
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{
if ( ! turn | | it - > turnsRemain > turn )
return & ( * it ) ;
}
}
return NULL ;
}
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void CStack : : stackEffectToFeature ( std : : vector < Bonus > & sf , const Bonus & sse )
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{
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si32 power = VLC - > spellh - > spells [ sse . sid ] - > powers [ sse . val ] ;
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//why, why, WHY this code is here?!?
// 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;
// }
// }
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switch ( sse . sid )
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{
case 27 : //shield
sf . push_back ( featureGenerator ( Bonus : : GENERAL_DAMAGE_REDUCTION , 0 , power , sse . turnsRemain ) ) ;
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sf . back ( ) . sid = sse . sid ;
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break ;
case 28 : //air shield
sf . push_back ( featureGenerator ( Bonus : : GENERAL_DAMAGE_REDUCTION , 1 , power , sse . turnsRemain ) ) ;
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sf . back ( ) . sid = sse . sid ;
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break ;
case 29 : //fire shield
sf . push_back ( featureGenerator ( Bonus : : FIRE_SHIELD , 0 , power , sse . turnsRemain ) ) ;
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sf . back ( ) . sid = sse . sid ;
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break ;
case 30 : //protection from air
sf . push_back ( featureGenerator ( Bonus : : SPELL_DAMAGE_REDUCTION , 0 , power , sse . turnsRemain ) ) ;
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sf . back ( ) . sid = sse . sid ;
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break ;
case 31 : //protection from fire
sf . push_back ( featureGenerator ( Bonus : : SPELL_DAMAGE_REDUCTION , 1 , power , sse . turnsRemain ) ) ;
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sf . back ( ) . sid = sse . sid ;
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break ;
case 32 : //protection from water
sf . push_back ( featureGenerator ( Bonus : : SPELL_DAMAGE_REDUCTION , 2 , power , sse . turnsRemain ) ) ;
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sf . back ( ) . sid = sse . sid ;
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break ;
case 33 : //protection from earth
sf . push_back ( featureGenerator ( Bonus : : SPELL_DAMAGE_REDUCTION , 3 , power , sse . turnsRemain ) ) ;
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sf . back ( ) . sid = sse . sid ;
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break ;
case 34 : //anti-magic
2011-02-21 18:53:23 +02:00
sf . push_back ( featureGenerator ( Bonus : : LEVEL_SPELL_IMMUNITY , SPELL_LEVELS , power - 1 , sse . turnsRemain ) ) ;
sf . back ( ) . valType = Bonus : : INDEPENDENT_MAX ;
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sf . back ( ) . sid = sse . sid ;
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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));
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// sf.back().sid = sse.sid;
2011-01-20 21:57:12 +02:00
// sf.back().valType = Bonus::PERCENT_TO_ALL;
// }
sf . push_back ( featureGenerator ( Bonus : : ALWAYS_MAXIMUM_DAMAGE , - 1 , power , sse . turnsRemain ) ) ;
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sf . back ( ) . sid = sse . sid ;
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break ;
case 42 : //curse
sf . push_back ( featureGenerator ( Bonus : : ALWAYS_MINIMUM_DAMAGE , - 1 , - 1 * power , sse . turnsRemain , sse . val > = 2 ? 20 : 0 ) ) ;
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sf . back ( ) . sid = sse . sid ;
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break ;
case 43 : //bloodlust
sf . push_back ( featureGenerator ( Bonus : : PRIMARY_SKILL , PrimarySkill : : ATTACK , power , sse . turnsRemain , 0 , Bonus : : ONLY_MELEE_FIGHT ) ) ;
2011-02-20 20:32:39 +02:00
sf . back ( ) . sid = sse . sid ;
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break ;
case 44 : //precision
sf . push_back ( featureGenerator ( Bonus : : PRIMARY_SKILL , PrimarySkill : : ATTACK , power , sse . turnsRemain , 0 , Bonus : : ONLY_DISTANCE_FIGHT ) ) ;
2011-02-20 20:32:39 +02:00
sf . back ( ) . sid = sse . sid ;
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break ;
case 45 : //weakness
sf . push_back ( featureGenerator ( Bonus : : PRIMARY_SKILL , PrimarySkill : : ATTACK , - 1 * power , sse . turnsRemain ) ) ;
2011-02-20 20:32:39 +02:00
sf . back ( ) . sid = sse . sid ;
2011-01-20 21:57:12 +02:00
break ;
case 46 : //stone skin
sf . push_back ( featureGenerator ( Bonus : : PRIMARY_SKILL , PrimarySkill : : DEFENSE , power , sse . turnsRemain ) ) ;
2011-02-20 20:32:39 +02:00
sf . back ( ) . sid = sse . sid ;
2011-01-20 21:57:12 +02:00
break ;
case 47 : //disrupting ray
sf . push_back ( featureGenerator ( Bonus : : PRIMARY_SKILL , PrimarySkill : : DEFENSE , - 1 * power , sse . turnsRemain ) ) ;
2011-02-20 20:32:39 +02:00
sf . back ( ) . sid = sse . sid ;
2011-02-10 16:44:21 +02:00
sf . back ( ) . valType = Bonus : : ADDITIVE_VALUE ;
2011-01-20 21:57:12 +02:00
break ;
case 48 : //prayer
sf . push_back ( featureGenerator ( Bonus : : PRIMARY_SKILL , PrimarySkill : : ATTACK , power , sse . turnsRemain ) ) ;
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sf . back ( ) . sid = sse . sid ;
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sf . push_back ( featureGenerator ( Bonus : : PRIMARY_SKILL , PrimarySkill : : DEFENSE , power , sse . turnsRemain ) ) ;
2011-02-20 20:32:39 +02:00
sf . back ( ) . sid = sse . sid ;
2011-01-20 21:57:12 +02:00
sf . push_back ( featureGenerator ( Bonus : : STACKS_SPEED , 0 , power , sse . turnsRemain ) ) ;
2011-02-20 20:32:39 +02:00
sf . back ( ) . sid = sse . sid ;
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break ;
case 49 : //mirth
sf . push_back ( featureGenerator ( Bonus : : MORALE , 0 , power , sse . turnsRemain ) ) ;
2011-02-20 20:32:39 +02:00
sf . back ( ) . sid = sse . sid ;
2011-01-20 21:57:12 +02:00
break ;
case 50 : //sorrow
sf . push_back ( featureGenerator ( Bonus : : MORALE , 0 , - 1 * power , sse . turnsRemain ) ) ;
2011-02-20 20:32:39 +02:00
sf . back ( ) . sid = sse . sid ;
2011-01-20 21:57:12 +02:00
break ;
case 51 : //fortune
sf . push_back ( featureGenerator ( Bonus : : LUCK , 0 , power , sse . turnsRemain ) ) ;
2011-02-20 20:32:39 +02:00
sf . back ( ) . sid = sse . sid ;
2011-01-20 21:57:12 +02:00
break ;
case 52 : //misfortune
sf . push_back ( featureGenerator ( Bonus : : LUCK , 0 , - 1 * power , sse . turnsRemain ) ) ;
2011-02-20 20:32:39 +02:00
sf . back ( ) . sid = sse . sid ;
2011-01-20 21:57:12 +02:00
break ;
case 53 : //haste
sf . push_back ( featureGenerator ( Bonus : : STACKS_SPEED , 0 , power , sse . turnsRemain ) ) ;
2011-02-20 20:32:39 +02:00
sf . back ( ) . sid = sse . sid ;
2011-01-20 21:57:12 +02:00
break ;
case 54 : //slow
sf . push_back ( featureGeneratorVT ( Bonus : : STACKS_SPEED , 0 , - 1 * ( 100 - power ) , sse . turnsRemain , Bonus : : PERCENT_TO_ALL ) ) ;
2011-02-20 20:32:39 +02:00
sf . back ( ) . sid = sse . sid ;
2011-01-20 21:57:12 +02:00
break ;
case 55 : //slayer
// if (bonus) //Coronius
// {
// sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
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// sf.back().sid = sse.sid;
2011-01-20 21:57:12 +02:00
// }
sf . push_back ( featureGenerator ( Bonus : : SLAYER , 0 , sse . val , sse . turnsRemain ) ) ;
2011-02-20 20:32:39 +02:00
sf . back ( ) . sid = sse . sid ;
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break ;
case 56 : //frenzy
sf . push_back ( featureGenerator ( Bonus : : IN_FRENZY , 0 , VLC - > spellh - > spells [ 56 ] - > powers [ sse . val ] / 100.0 , sse . turnsRemain ) ) ;
2011-02-20 20:32:39 +02:00
sf . back ( ) . sid = sse . sid ;
2011-01-20 21:57:12 +02:00
break ;
case 58 : //counterstrike
sf . push_back ( featureGenerator ( Bonus : : ADDITIONAL_RETALIATION , 0 , power , sse . turnsRemain ) ) ;
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sf . back ( ) . sid = sse . sid ;
2011-01-20 21:57:12 +02:00
break ;
case 59 : //bersek
sf . push_back ( featureGenerator ( Bonus : : ATTACKS_NEAREST_CREATURE , 0 , sse . val , sse . turnsRemain ) ) ;
2011-02-20 20:32:39 +02:00
sf . back ( ) . sid = sse . sid ;
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break ;
case 60 : //hypnotize
sf . push_back ( featureGenerator ( Bonus : : HYPNOTIZED , 0 , sse . val , sse . turnsRemain ) ) ;
2011-02-20 20:32:39 +02:00
sf . back ( ) . sid = sse . sid ;
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break ;
case 61 : //forgetfulness
sf . push_back ( featureGenerator ( Bonus : : FORGETFULL , 0 , sse . val , sse . turnsRemain ) ) ;
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sf . back ( ) . sid = sse . sid ;
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break ;
case 62 : //blind
sf . push_back ( makeFeatureVal ( Bonus : : NOT_ACTIVE , Bonus : : UNITL_BEING_ATTACKED | Bonus : : N_TURNS , 0 , 0 , Bonus : : SPELL_EFFECT , sse . turnsRemain ) ) ;
2011-02-20 20:32:39 +02:00
sf . back ( ) . sid = sse . sid ;
2011-01-20 21:57:12 +02:00
sf . push_back ( makeFeatureVal ( Bonus : : GENERAL_ATTACK_REDUCTION , Bonus : : UNTIL_ATTACK | Bonus : : N_TURNS , 0 , power , Bonus : : SPELL_EFFECT , sse . turnsRemain ) ) ;
2011-02-20 20:32:39 +02:00
sf . back ( ) . sid = sse . sid ;
2011-01-20 21:57:12 +02:00
break ;
}
2010-12-25 21:23:30 +02:00
}
ui8 CStack : : howManyEffectsSet ( ui16 id ) const
{
ui8 ret = 0 ;
BOOST_FOREACH ( const Bonus * it , bonuses )
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if ( it - > source = = Bonus : : SPELL_EFFECT & & it - > sid = = id ) //effect found
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{
+ + 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 ;
}
2011-01-09 19:41:46 +02:00
THex CStack : : occupiedHex ( ) const
2010-12-25 21:23:30 +02:00
{
if ( doubleWide ( ) )
{
if ( attackerOwned )
return position - 1 ;
else
return position + 1 ;
}
else
{
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return THex : : INVALID ;
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}
}
BonusList CStack : : getSpellBonuses ( ) const
{
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return getBonuses ( Selector : : sourceTypeSel ( Bonus : : SPELL_EFFECT ) ) ;
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}
std : : vector < si32 > CStack : : activeSpells ( ) const
{
std : : vector < si32 > ret ;
BonusList spellEffects = getSpellBonuses ( ) ;
BOOST_FOREACH ( const Bonus * it , spellEffects )
{
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if ( ! vstd : : contains ( ret , it - > sid ) ) //do not duplicate spells with multiple effects
ret . push_back ( it - > sid ) ;
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}
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 ( ) ;
}
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void CStack : : prepareAttacked ( BattleStackAttacked & bsa ) const
{
bsa . killedAmount = bsa . damageAmount / MaxHealth ( ) ;
unsigned damageFirst = bsa . damageAmount % MaxHealth ( ) ;
if ( firstHPleft < = damageFirst )
{
bsa . killedAmount + + ;
bsa . newHP = firstHPleft + MaxHealth ( ) - damageFirst ;
}
else
{
bsa . newHP = firstHPleft - damageFirst ;
}
if ( count < = bsa . killedAmount ) //stack killed
{
bsa . newAmount = 0 ;
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bsa . flags | = BattleStackAttacked : : KILLED ;
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bsa . killedAmount = count ; //we cannot kill more creatures than we have
}
else
{
bsa . newAmount = count - bsa . killedAmount ;
}
}
bool CStack : : isMeleeAttackPossible ( const CStack * attacker , const CStack * defender , THex attackerPos /*= THex::INVALID*/ , THex defenderPos /*= THex::INVALID*/ )
{
if ( ! attackerPos . isValid ( ) )
{
attackerPos = attacker - > position ;
}
if ( ! defenderPos . isValid ( ) )
{
defenderPos = defender - > position ;
}
return
( THex : : mutualPosition ( attackerPos , defenderPos ) > = 0 ) //front <=> front
| | ( attacker - > doubleWide ( ) //back <=> front
& & THex : : mutualPosition ( attackerPos + ( attacker - > attackerOwned ? - 1 : 1 ) , defenderPos ) > = 0 )
| | ( defender - > doubleWide ( ) //front <=> back
& & THex : : mutualPosition ( attackerPos , defenderPos + ( defender - > attackerOwned ? - 1 : 1 ) ) > = 0 )
| | ( defender - > doubleWide ( ) & & attacker - > doubleWide ( ) //back <=> back
& & THex : : mutualPosition ( attackerPos + ( attacker - > attackerOwned ? - 1 : 1 ) , defenderPos + ( defender - > attackerOwned ? - 1 : 1 ) ) > = 0 ) ;
}
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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 ;
}