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# pragma once
# include "BattleHex.h"
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/*
* CBattleCallback . 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
*
*/
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class CGameState ;
class CGTownInstance ;
class CGHeroInstance ;
class CStack ;
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class ISpellCaster ;
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class CSpell ;
struct BattleInfo ;
struct CObstacleInstance ;
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class IBonusBearer ;
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struct InfoAboutHero ;
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class CArmedInstance ;
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class CRandomGenerator ;
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namespace boost
{ class shared_mutex ; }
namespace BattleSide
{
enum { ATTACKER = 0 , DEFENDER = 1 } ;
}
typedef std : : vector < const CStack * > TStacks ;
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typedef std : : function < bool ( const CStack * ) > TStackFilter ;
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class CBattleInfoEssentials ;
//Basic class for various callbacks (interfaces called by players to get info about game and so forth)
class DLL_LINKAGE CCallbackBase
{
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const BattleInfo * battle ; //battle to which the player is engaged, nullptr if none or not applicable
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const BattleInfo * getBattle ( ) const
{
return battle ;
}
protected :
CGameState * gs ;
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boost : : optional < PlayerColor > player ; // not set gives access to all information, otherwise callback provides only information "visible" for player
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CCallbackBase ( CGameState * GS , boost : : optional < PlayerColor > Player )
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: battle ( nullptr ) , gs ( GS ) , player ( Player )
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{ }
CCallbackBase ( )
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: battle ( nullptr ) , gs ( nullptr )
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{ }
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void setBattle ( const BattleInfo * B ) ;
bool duringBattle ( ) const ;
public :
boost : : shared_mutex & getGsMutex ( ) ; //just return a reference to mutex, does not lock nor anything
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boost : : optional < PlayerColor > getPlayerID ( ) const ;
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friend class CBattleInfoEssentials ;
} ;
struct DLL_LINKAGE AttackableTiles
{
std : : set < BattleHex > hostileCreaturePositions ;
std : : set < BattleHex > friendlyCreaturePositions ; //for Dragon Breath
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & hostileCreaturePositions & friendlyCreaturePositions ;
}
} ;
//Accessibility is property of hex in battle. It doesn't depend on stack, side's perspective and so on.
namespace EAccessibility
{
enum EAccessibility
{
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ACCESSIBLE ,
ALIVE_STACK ,
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OBSTACLE ,
DESTRUCTIBLE_WALL ,
GATE , //sieges -> gate opens only for defender stacks
UNAVAILABLE , //indestructible wall parts, special battlefields (like boat-to-boat)
SIDE_COLUMN //used for first and last columns of hexes that are unavailable but wat machines can stand there
} ;
}
typedef std : : array < EAccessibility : : EAccessibility , GameConstants : : BFIELD_SIZE > TAccessibilityArray ;
struct DLL_LINKAGE AccessibilityInfo : TAccessibilityArray
{
bool occupiable ( const CStack * stack , BattleHex tile ) const ;
bool accessible ( BattleHex tile , const CStack * stack ) const ; //checks for both tiles if stack is double wide
bool accessible ( BattleHex tile , bool doubleWide , bool attackerOwned ) const ; //checks for both tiles if stack is double wide
} ;
namespace BattlePerspective
{
enum BattlePerspective
{
INVALID = - 2 ,
ALL_KNOWING = - 1 ,
LEFT_SIDE ,
RIGHT_SIDE
} ;
}
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// Reachability info is result of BFS calculation. It's dependent on stack (it's owner, whether it's flying),
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// startPosition and perpective.
struct DLL_LINKAGE ReachabilityInfo
{
typedef std : : array < int , GameConstants : : BFIELD_SIZE > TDistances ;
typedef std : : array < BattleHex , GameConstants : : BFIELD_SIZE > TPredecessors ;
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enum { INFINITE_DIST = 1000000 } ;
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struct DLL_LINKAGE Parameters
{
const CStack * stack ; //stack for which calculation is mage => not required (kept for debugging mostly), following variables are enough
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bool attackerOwned ;
bool doubleWide ;
bool flying ;
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std : : vector < BattleHex > knownAccessible ; //hexes that will be treated as accessible, even if they're occupied by stack (by default - tiles occupied by stack we do reachability for, so it doesn't block itself)
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BattleHex startPosition ; //assumed position of stack
BattlePerspective : : BattlePerspective perspective ; //some obstacles (eg. quicksands) may be invisible for some side
Parameters ( ) ;
Parameters ( const CStack * Stack ) ;
} ;
Parameters params ;
AccessibilityInfo accessibility ;
TDistances distances ;
TPredecessors predecessors ;
ReachabilityInfo ( )
{
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distances . fill ( INFINITE_DIST ) ;
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predecessors . fill ( BattleHex : : INVALID ) ;
}
bool isReachable ( BattleHex hex ) const
{
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return distances [ hex ] < INFINITE_DIST ;
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}
} ;
class DLL_LINKAGE CBattleInfoEssentials : public virtual CCallbackBase
{
protected :
bool battleDoWeKnowAbout ( ui8 side ) const ;
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const IBonusBearer * getBattleNode ( ) const ;
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public :
enum EStackOwnership
{
ONLY_MINE , ONLY_ENEMY , MINE_AND_ENEMY
} ;
BattlePerspective : : BattlePerspective battleGetMySide ( ) const ;
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ETerrainType battleTerrainType ( ) const ;
BFieldType battleGetBattlefieldType ( ) const ;
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std : : vector < std : : shared_ptr < const CObstacleInstance > > battleGetAllObstacles ( boost : : optional < BattlePerspective : : BattlePerspective > perspective = boost : : none ) const ; //returns all obstacles on the battlefield
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/** @brief Main method for getting battle stacks
*
* @ param predicate Functor that shall return true for desired stack
* @ return filtered stacks
*
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*/
TStacks battleGetStacksIf ( TStackFilter predicate ) const ;
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bool battleHasNativeStack ( ui8 side ) const ;
int battleGetMoatDmg ( ) const ; //what dmg unit will suffer if ending turn in the moat
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const CGTownInstance * battleGetDefendedTown ( ) const ; //returns defended town if current battle is a siege, nullptr instead
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const CStack * battleActiveStack ( ) const ;
si8 battleTacticDist ( ) const ; //returns tactic distance in current tactics phase; 0 if not in tactics phase
si8 battleGetTacticsSide ( ) const ; //returns which side is in tactics phase, undefined if none (?)
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bool battleCanFlee ( PlayerColor player ) const ;
bool battleCanSurrender ( PlayerColor player ) const ;
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si8 playerToSide ( PlayerColor player ) const ;
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bool playerHasAccessToHeroInfo ( PlayerColor player , const CGHeroInstance * h ) const ;
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ui8 battleGetSiegeLevel ( ) const ; //returns 0 when there is no siege, 1 if fort, 2 is citadel, 3 is castle
bool battleHasHero ( ui8 side ) const ;
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int battleCastSpells ( ui8 side ) const ; //how many spells has given side cast
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const CGHeroInstance * battleGetFightingHero ( ui8 side ) const ; //depracated for players callback, easy to get wrong
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const CArmedInstance * battleGetArmyObject ( ui8 side ) const ;
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InfoAboutHero battleGetHeroInfo ( ui8 side ) const ;
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// for determining state of a part of the wall; format: parameter [0] - keep, [1] - bottom tower, [2] - bottom wall,
// [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; returned value: 1 - intact, 2 - damaged, 3 - destroyed; 0 - no battle
si8 battleGetWallState ( int partOfWall ) const ;
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EGateState battleGetGateState ( ) const ;
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//helpers
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///returns all stacks, alive or dead or undead or mechanical :)
TStacks battleGetAllStacks ( bool includeTurrets = false ) const ;
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///returns all alive stacks excluding turrets
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TStacks battleAliveStacks ( ) const ;
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///returns all alive stacks from particular side excluding turrets
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TStacks battleAliveStacks ( ui8 side ) const ;
const CStack * battleGetStackByID ( int ID , bool onlyAlive = true ) const ; //returns stack info by given ID
bool battleIsObstacleVisibleForSide ( const CObstacleInstance & coi , BattlePerspective : : BattlePerspective side ) const ;
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///returns player that controls given stack; mind control included
PlayerColor battleGetOwner ( const CStack * stack ) const ;
///returns hero that controls given stack; nullptr if none; mind control included
const CGHeroInstance * battleGetOwnerHero ( const CStack * stack ) const ;
///check that stacks are controlled by same|other player(s) depending on positiveness
///mind control included
bool battleMatchOwner ( const CStack * attacker , const CStack * defender , const boost : : logic : : tribool positivness = false ) const ;
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} ;
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struct DLL_LINKAGE BattleAttackInfo
{
const IBonusBearer * attackerBonuses , * defenderBonuses ;
const CStack * attacker , * defender ;
BattleHex attackerPosition , defenderPosition ;
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int attackerCount , defenderCount ;
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bool shooting ;
int chargedFields ;
bool luckyHit ;
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bool unluckyHit ;
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bool deathBlow ;
bool ballistaDoubleDamage ;
BattleAttackInfo ( const CStack * Attacker , const CStack * Defender , bool Shooting = false ) ;
BattleAttackInfo reverse ( ) const ;
} ;
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class DLL_LINKAGE CBattleInfoCallback : public virtual CBattleInfoEssentials
{
public :
enum ERandomSpell
{
RANDOM_GENIE , RANDOM_AIMED
} ;
//battle
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boost : : optional < int > battleIsFinished ( ) const ; //return none if battle is ongoing; otherwise the victorious side (0/1) or 2 if it is a draw
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std : : shared_ptr < const CObstacleInstance > battleGetObstacleOnPos ( BattleHex tile , bool onlyBlocking = true ) const ; //blocking obstacles makes tile inaccessible, others cause special effects (like Land Mines, Moat, Quicksands)
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const CStack * battleGetStackByPos ( BattleHex pos , bool onlyAlive = true ) const ; //returns stack info by given pos
void battleGetStackQueue ( std : : vector < const CStack * > & out , const int howMany , const int turn = 0 , int lastMoved = - 1 ) const ;
void battleGetStackCountOutsideHexes ( bool * ac ) const ; // returns hexes which when in front of a stack cause us to move the amount box back
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std : : vector < BattleHex > battleGetAvailableHexes ( const CStack * stack , bool addOccupiable , std : : vector < BattleHex > * attackable = nullptr ) const ; //returns hexes reachable by creature with id ID (valid movement destinations), DOES contain stack current position
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int battleGetSurrenderCost ( PlayerColor Player ) const ; //returns cost of surrendering battle, -1 if surrendering is not possible
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ReachabilityInfo : : TDistances battleGetDistances ( const CStack * stack , BattleHex hex = BattleHex : : INVALID , BattleHex * predecessors = nullptr ) const ; //returns vector of distances to [dest hex number]
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std : : set < BattleHex > battleGetAttackedHexes ( const CStack * attacker , BattleHex destinationTile , BattleHex attackerPos = BattleHex : : INVALID ) const ;
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bool battleCanAttack ( const CStack * stack , const CStack * target , BattleHex dest ) const ; //determines if stack with given ID can attack target at the selected destination
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bool battleCanShoot ( const CStack * stack , BattleHex dest ) const ; //determines if stack with given ID shoot at the selected destination
bool battleIsStackBlocked ( const CStack * stack ) const ; //returns true if there is neighboring enemy stack
std : : set < const CStack * > batteAdjacentCreatures ( const CStack * stack ) const ;
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TDmgRange calculateDmgRange ( const BattleAttackInfo & info ) const ; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
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TDmgRange calculateDmgRange ( const CStack * attacker , const CStack * defender , TQuantity attackerCount , bool shooting , ui8 charge , bool lucky , bool unlucky , bool deathBlow , bool ballistaDoubleDmg ) const ; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
TDmgRange calculateDmgRange ( const CStack * attacker , const CStack * defender , bool shooting , ui8 charge , bool lucky , bool unlucky , bool deathBlow , bool ballistaDoubleDmg ) const ; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
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//hextowallpart //int battleGetWallUnderHex(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
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std : : pair < ui32 , ui32 > battleEstimateDamage ( CRandomGenerator & rand , const BattleAttackInfo & bai , std : : pair < ui32 , ui32 > * retaliationDmg = nullptr ) const ; //estimates damage dealt by attacker to defender; it may be not precise especially when stack has randomly working bonuses; returns pair <min dmg, max dmg>
std : : pair < ui32 , ui32 > battleEstimateDamage ( CRandomGenerator & rand , const CStack * attacker , const CStack * defender , std : : pair < ui32 , ui32 > * retaliationDmg = nullptr ) const ; //estimates damage dealt by attacker to defender; it may be not precise especially when stack has randomly working bonuses; returns pair <min dmg, max dmg>
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si8 battleHasDistancePenalty ( const CStack * stack , BattleHex destHex ) const ;
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si8 battleHasDistancePenalty ( const IBonusBearer * bonusBearer , BattleHex shooterPosition , BattleHex destHex ) const ;
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si8 battleHasWallPenalty ( const CStack * stack , BattleHex destHex ) const ; //checks if given stack has wall penalty
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si8 battleHasWallPenalty ( const IBonusBearer * bonusBearer , BattleHex shooterPosition , BattleHex destHex ) const ; //checks if given stack has wall penalty
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BattleHex wallPartToBattleHex ( EWallPart : : EWallPart part ) const ;
EWallPart : : EWallPart battleHexToWallPart ( BattleHex hex ) const ; //returns part of destructible wall / gate / keep under given hex or -1 if not found
bool isWallPartPotentiallyAttackable ( EWallPart : : EWallPart wallPart ) const ; // returns true if the wall part is potentially attackable (independent of wall state), false if not
std : : vector < BattleHex > getAttackableBattleHexes ( ) const ;
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//*** MAGIC
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si8 battleMaxSpellLevel ( ui8 side ) const ; //calculates minimum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, 0 is returned
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ui32 battleGetSpellCost ( const CSpell * sp , const CGHeroInstance * caster ) const ; //returns cost of given spell
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ESpellCastProblem : : ESpellCastProblem battleCanCastSpell ( const ISpellCaster * caster , ECastingMode : : ECastingMode mode ) const ; //returns true if there are no general issues preventing from casting a spell
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ESpellCastProblem : : ESpellCastProblem battleCanCastThisSpell ( const ISpellCaster * caster , const CSpell * spell , ECastingMode : : ECastingMode mode ) const ; //checks if given player can cast given spell
ESpellCastProblem : : ESpellCastProblem battleCanCastThisSpellHere ( const ISpellCaster * caster , const CSpell * spell , ECastingMode : : ECastingMode mode , BattleHex dest ) const ; //checks if given player can cast given spell at given tile in given mode
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SpellID battleGetRandomStackSpell ( CRandomGenerator & rand , const CStack * stack , ERandomSpell mode ) const ;
SpellID getRandomBeneficialSpell ( CRandomGenerator & rand , const CStack * subject ) const ;
SpellID getRandomCastedSpell ( CRandomGenerator & rand , const CStack * caster ) const ; //called at the beginning of turn for Faerie Dragon
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const CStack * getStackIf ( std : : function < bool ( const CStack * ) > pred ) const ;
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si8 battleHasShootingPenalty ( const CStack * stack , BattleHex destHex )
{
return battleHasDistancePenalty ( stack , destHex ) | | battleHasWallPenalty ( stack , destHex ) ;
}
si8 battleCanTeleportTo ( const CStack * stack , BattleHex destHex , int telportLevel ) const ; //checks if teleportation of given stack to given position can take place
//convenience methods using the ones above
bool isInTacticRange ( BattleHex dest ) const ;
si8 battleGetTacticDist ( ) const ; //returns tactic distance for calling player or 0 if this player is not in tactic phase (for ALL_KNOWING actual distance for tactic side)
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AttackableTiles getPotentiallyAttackableHexes ( const CStack * attacker , BattleHex destinationTile , BattleHex attackerPos ) const ; //TODO: apply rotation to two-hex attacker
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std : : set < const CStack * > getAttackedCreatures ( const CStack * attacker , BattleHex destinationTile , BattleHex attackerPos = BattleHex : : INVALID ) const ; //calculates range of multi-hex attacks
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bool isToReverse ( BattleHex hexFrom , BattleHex hexTo , bool curDir /*if true, creature is in attacker's direction*/ , bool toDoubleWide , bool toDir ) const ; //determines if creature should be reversed (it stands on hexFrom and should 'see' hexTo)
bool isToReverseHlp ( BattleHex hexFrom , BattleHex hexTo , bool curDir ) const ; //helper for isToReverse
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ReachabilityInfo getReachability ( const CStack * stack ) const ;
ReachabilityInfo getReachability ( const ReachabilityInfo : : Parameters & params ) const ;
AccessibilityInfo getAccesibility ( ) const ;
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AccessibilityInfo getAccesibility ( const CStack * stack ) const ; //Hexes ocupied by stack will be marked as accessible.
AccessibilityInfo getAccesibility ( const std : : vector < BattleHex > & accessibleHexes ) const ; //given hexes will be marked as accessible
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std : : pair < const CStack * , BattleHex > getNearestStack ( const CStack * closest , boost : : logic : : tribool attackerOwned ) const ;
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protected :
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ReachabilityInfo getFlyingReachability ( const ReachabilityInfo : : Parameters & params ) const ;
ReachabilityInfo makeBFS ( const AccessibilityInfo & accessibility , const ReachabilityInfo : : Parameters & params ) const ;
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ReachabilityInfo makeBFS ( const CStack * stack ) const ; //uses default parameters -> stack position and owner's perspective
std : : set < BattleHex > getStoppers ( BattlePerspective : : BattlePerspective whichSidePerspective ) const ; //get hexes with stopping obstacles (quicksands)
} ;
class DLL_LINKAGE CPlayerBattleCallback : public CBattleInfoCallback
{
public :
bool battleCanFlee ( ) const ; //returns true if caller can flee from the battle
TStacks battleGetStacks ( EStackOwnership whose = MINE_AND_ENEMY , bool onlyAlive = true ) const ; //returns stacks on battlefield
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ESpellCastProblem : : ESpellCastProblem battleCanCastThisSpell ( const CSpell * spell ) const ; //determines if given spell can be cast (and returns problem description)
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int battleGetSurrenderCost ( ) const ; //returns cost of surrendering battle, -1 if surrendering is not possible
bool battleCanCastSpell ( ESpellCastProblem : : ESpellCastProblem * outProblem = nullptr ) const ; //returns true, if caller can cast a spell. If not, if pointer is given via arg, the reason will be written.
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const CGHeroInstance * battleGetMyHero ( ) const ;
InfoAboutHero battleGetEnemyHero ( ) const ;
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} ;