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https://github.com/vcmi/vcmi.git
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Moving/dividing classes from BattleState to separate files.
This commit is contained in:
parent
692041a20e
commit
3de891b4b4
@ -8,7 +8,7 @@
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*
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*/
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#pragma once
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#include "../../lib/BattleState.h"
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#include "../../lib/CStack.h"
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#include "../../CCallback.h"
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#include "common.h"
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@ -8,7 +8,8 @@
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*
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*/
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#pragma once
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#include "../../lib/BattleState.h"
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#include "../../lib/BattleHex.h"
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class CStack;
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@ -9,7 +9,8 @@
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*/
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#include "StdInc.h"
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#include "StackWithBonuses.h"
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#include "../../lib/BattleState.h"
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#include "../../lib/CStack.h"
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const TBonusListPtr StackWithBonuses::getAllBonuses(const CSelector &selector, const CSelector &limit,
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const CBonusSystemNode *root /*= nullptr*/, const std::string &cachingStr /*= ""*/) const
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@ -11,7 +11,6 @@
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#pragma once
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#include "common.h"
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#include "../../lib/BattleState.h"
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#include "CCallback.h"
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/*
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class ThreatMap
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@ -1,7 +1,7 @@
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#include "StdInc.h"
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#include "../../lib/AI_Base.h"
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#include "StupidAI.h"
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#include "../../lib/BattleState.h"
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#include "../../lib/CStack.h"
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#include "../../CCallback.h"
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#include "../../lib/CCreatureHandler.h"
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@ -4,7 +4,6 @@
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#include "lib/CCreatureHandler.h"
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#include "client/CGameInfo.h"
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#include "lib/CGameState.h"
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#include "lib/BattleState.h"
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#include "client/CPlayerInterface.h"
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#include "client/Client.h"
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#include "lib/mapping/CMap.h"
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@ -62,7 +62,7 @@ set(client_SRCS
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set(client_HEADERS
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gui/SDL_Pixels.h
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gui/SDL_Compat.h
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gui/SDL_Compat.h
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)
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if(APPLE)
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@ -28,7 +28,7 @@
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#include "../lib/spells/CSpellHandler.h"
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#include "../lib/CTownHandler.h"
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#include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects
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#include "../lib/BattleState.h"
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#include "../lib/CStack.h"
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#include "../lib/JsonNode.h"
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#include "CMusicHandler.h"
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#include "../lib/CondSh.h"
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@ -11,7 +11,7 @@
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#include "../lib/CGameState.h"
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#include "CPlayerInterface.h"
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#include "../lib/StartInfo.h"
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#include "../lib/BattleState.h"
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#include "../lib/BattleInfo.h"
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#include "../lib/CModHandler.h"
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#include "../lib/CArtHandler.h"
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#include "../lib/CGeneralTextHandler.h"
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@ -24,7 +24,8 @@
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#include "battle/CBattleInterface.h"
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#include "../lib/mapping/CCampaignHandler.h"
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#include "../lib/CGameState.h"
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#include "../lib/BattleState.h"
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#include "../lib/CStack.h"
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#include "../lib/BattleInfo.h"
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#include "../lib/GameConstants.h"
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#include "../lib/CPlayerState.h"
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#include "gui/CGuiHandler.h"
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@ -17,7 +17,7 @@
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#include "../gui/SDL_Extensions.h"
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#include "../../CCallback.h"
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#include "../../lib/BattleState.h"
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#include "../../lib/CStack.h"
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#include "../../lib/CTownHandler.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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#include "../../lib/spells/CSpellHandler.h"
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@ -22,7 +22,7 @@
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#include "../windows/CSpellWindow.h"
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#include "../../CCallback.h"
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#include "../../lib/BattleState.h"
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#include "../../lib/CStack.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/CGeneralTextHandler.h"
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#include "../../lib/CHeroHandler.h"
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@ -20,7 +20,7 @@
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#include "../windows/CSpellWindow.h"
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#include "../../CCallback.h"
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#include "../../lib/BattleState.h"
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#include "../../lib/CStack.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/CCreatureHandler.h"
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#include "../../lib/CGameState.h"
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@ -12,7 +12,7 @@
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#include "../gui/CGuiHandler.h"
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#include "../../CCallback.h"
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#include "../../lib/BattleState.h"
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#include "../../lib/CStack.h"
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#include "../../lib/CBonusTypeHandler.h"
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#include "../../lib/CGeneralTextHandler.h"
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#include "../../lib/CModHandler.h"
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@ -25,7 +25,7 @@
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#include "../../CCallback.h"
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#include "../../lib/BattleState.h"
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#include "../../lib/CStack.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/CGeneralTextHandler.h"
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#include "../../lib/CHeroHandler.h"
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@ -30,7 +30,7 @@
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#include "../../CCallback.h"
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#include "../lib/BattleState.h"
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#include "../lib/mapObjects/CGHeroInstance.h"
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#include "../lib/CArtHandler.h"
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#include "../lib/CBuildingHandler.h"
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#include "../lib/CConfigHandler.h"
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@ -1,7 +1,8 @@
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#include "StdInc.h"
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#include "BattleAction.h"
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#include "BattleState.h"
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#include "CStack.h"
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/*
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* BattleAction.cpp, part of VCMI engine
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@ -1,5 +1,5 @@
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/*
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* BattleState.cpp, part of VCMI engine
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* BattleInfo.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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@ -7,31 +7,14 @@
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "BattleState.h"
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#include <numeric>
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#include "VCMI_Lib.h"
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#include "mapObjects/CObjectHandler.h"
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#include "BattleInfo.h"
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#include "CStack.h"
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#include "CHeroHandler.h"
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#include "spells/CSpellHandler.h"
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#include "CTownHandler.h"
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#include "NetPacks.h"
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#include "JsonNode.h"
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#include "filesystem/Filesystem.h"
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#include "CRandomGenerator.h"
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#include "mapObjects/CGTownInstance.h"
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SiegeInfo::SiegeInfo()
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{
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for (int i = 0; i < wallState.size(); ++i)
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{
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wallState[i] = EWallState::NONE;
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}
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gateState = EGateState::NONE;
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}
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const CStack * BattleInfo::getNextStack() const
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{
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std::vector<const CStack *> hlp;
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@ -743,523 +726,6 @@ CGHeroInstance * BattleInfo::battleGetFightingHero(ui8 side) const
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return const_cast<CGHeroInstance*>(CBattleInfoEssentials::battleGetFightingHero(side));
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}
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CStack::CStack(const CStackInstance *Base, PlayerColor O, int I, bool AO, SlotID S)
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: base(Base), ID(I), owner(O), slot(S), attackerOwned(AO),
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counterAttacksPerformed(0),counterAttacksTotalCache(0), cloneID(-1),
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firstHPleft(-1), position(), shots(0), casts(0), resurrected(0)
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{
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assert(base);
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type = base->type;
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count = baseAmount = base->count;
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setNodeType(STACK_BATTLE);
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}
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CStack::CStack()
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{
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init();
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setNodeType(STACK_BATTLE);
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}
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CStack::CStack(const CStackBasicDescriptor *stack, PlayerColor O, int I, bool AO, SlotID S)
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: base(nullptr), ID(I), owner(O), slot(S), attackerOwned(AO),
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counterAttacksPerformed(0), counterAttacksTotalCache(0), cloneID(-1),
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firstHPleft(-1), position(), shots(0), casts(0), resurrected(0)
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{
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type = stack->type;
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count = baseAmount = stack->count;
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setNodeType(STACK_BATTLE);
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}
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void CStack::init()
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{
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base = nullptr;
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type = nullptr;
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ID = -1;
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count = baseAmount = -1;
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firstHPleft = -1;
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owner = PlayerColor::NEUTRAL;
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slot = SlotID(255);
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attackerOwned = false;
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position = BattleHex();
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counterAttacksPerformed = 0;
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counterAttacksTotalCache = 0;
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cloneID = -1;
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shots = 0;
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casts = 0;
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resurrected = 0;
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}
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void CStack::postInit()
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{
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assert(type);
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assert(getParentNodes().size());
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firstHPleft = MaxHealth();
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shots = getCreature()->valOfBonuses(Bonus::SHOTS);
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counterAttacksPerformed = 0;
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counterAttacksTotalCache = 0;
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casts = valOfBonuses(Bonus::CASTS);
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resurrected = 0;
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cloneID = -1;
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}
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ui32 CStack::level() const
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{
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if (base)
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return base->getLevel(); //creatture or commander
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else
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return std::max(1, (int)getCreature()->level); //war machine, clone etc
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}
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si32 CStack::magicResistance() const
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{
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si32 magicResistance;
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if (base) //TODO: make war machines receive aura of magic resistance
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{
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magicResistance = base->magicResistance();
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int auraBonus = 0;
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for (const CStack * stack : base->armyObj->battle-> batteAdjacentCreatures(this))
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{
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if (stack->owner == owner)
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{
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vstd::amax(auraBonus, stack->valOfBonuses(Bonus::SPELL_RESISTANCE_AURA)); //max value
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}
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}
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magicResistance += auraBonus;
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vstd::amin (magicResistance, 100);
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}
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else
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magicResistance = type->magicResistance();
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return magicResistance;
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}
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void CStack::stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse)
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{
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const CSpell * sp = SpellID(sse.sid).toSpell();
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std::vector<Bonus> tmp;
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sp->getEffects(tmp, sse.val);
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for(Bonus& b : tmp)
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{
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if(b.turnsRemain == 0)
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b.turnsRemain = sse.turnsRemain;
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sf.push_back(b);
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}
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}
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bool CStack::willMove(int turn /*= 0*/) const
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{
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return ( turn ? true : !vstd::contains(state, EBattleStackState::DEFENDING) )
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&& !moved(turn)
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&& canMove(turn);
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}
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bool CStack::canMove( int turn /*= 0*/ ) const
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{
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return alive()
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&& !hasBonus(Selector::type(Bonus::NOT_ACTIVE).And(Selector::turns(turn))); //eg. Ammo Cart or blinded creature
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}
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bool CStack::moved( int turn /*= 0*/ ) const
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{
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if(!turn)
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return vstd::contains(state, EBattleStackState::MOVED);
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else
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return false;
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}
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bool CStack::waited(int turn /*= 0*/) const
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{
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if(!turn)
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return vstd::contains(state, EBattleStackState::WAITING);
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else
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return false;
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}
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bool CStack::doubleWide() const
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{
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return getCreature()->doubleWide;
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}
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BattleHex CStack::occupiedHex() const
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{
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return occupiedHex(position);
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}
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BattleHex CStack::occupiedHex(BattleHex assumedPos) const
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{
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if (doubleWide())
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{
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if (attackerOwned)
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return assumedPos - 1;
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else
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return assumedPos + 1;
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}
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else
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{
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return BattleHex::INVALID;
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}
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}
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std::vector<BattleHex> CStack::getHexes() const
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{
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return getHexes(position);
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}
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std::vector<BattleHex> CStack::getHexes(BattleHex assumedPos) const
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{
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return getHexes(assumedPos, doubleWide(), attackerOwned);
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}
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std::vector<BattleHex> CStack::getHexes(BattleHex assumedPos, bool twoHex, bool AttackerOwned)
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{
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std::vector<BattleHex> hexes;
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hexes.push_back(assumedPos);
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if (twoHex)
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{
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if (AttackerOwned)
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hexes.push_back(assumedPos - 1);
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else
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hexes.push_back(assumedPos + 1);
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}
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return hexes;
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}
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bool CStack::coversPos(BattleHex pos) const
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{
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return vstd::contains(getHexes(), pos);
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}
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std::vector<BattleHex> CStack::getSurroundingHexes(BattleHex attackerPos) const
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{
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BattleHex hex = (attackerPos != BattleHex::INVALID) ? attackerPos : position; //use hypothetical position
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std::vector<BattleHex> hexes;
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if (doubleWide())
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{
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const int WN = GameConstants::BFIELD_WIDTH;
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if(attackerOwned)
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{ //position is equal to front hex
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BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+2 : WN+1 ), hexes);
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BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
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BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
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BattleHex::checkAndPush(hex - 2, hexes);
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BattleHex::checkAndPush(hex + 1, hexes);
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BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-2 : WN-1 ), hexes);
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BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
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BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
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}
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else
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{
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BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
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BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
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BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN-1 : WN-2 ), hexes);
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BattleHex::checkAndPush(hex + 2, hexes);
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BattleHex::checkAndPush(hex - 1, hexes);
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BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
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BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
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BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN+1 : WN+2 ), hexes);
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}
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return hexes;
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}
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else
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{
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return hex.neighbouringTiles();
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}
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}
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std::vector<si32> CStack::activeSpells() const
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{
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std::vector<si32> ret;
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std::stringstream cachingStr;
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cachingStr << "!type_" << Bonus::NONE << "source_" << Bonus::SPELL_EFFECT;
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CSelector selector = Selector::sourceType(Bonus::SPELL_EFFECT)
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.And(CSelector([](const Bonus *b)->bool
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{
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return b->type != Bonus::NONE;
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}));
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TBonusListPtr spellEffects = getBonuses(selector, Selector::all, cachingStr.str());
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for(const std::shared_ptr<Bonus> it : *spellEffects)
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{
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if (!vstd::contains(ret, it->sid)) //do not duplicate spells with multiple effects
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ret.push_back(it->sid);
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}
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return ret;
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}
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CStack::~CStack()
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{
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detachFromAll();
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}
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const CGHeroInstance * CStack::getMyHero() const
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{
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if(base)
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return dynamic_cast<const CGHeroInstance *>(base->armyObj);
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else //we are attached directly?
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for(const CBonusSystemNode *n : getParentNodes())
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if(n->getNodeType() == HERO)
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return dynamic_cast<const CGHeroInstance *>(n);
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return nullptr;
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}
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ui32 CStack::totalHealth() const
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{
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return ((count > 0) ? MaxHealth() * (count-1) : 0) + firstHPleft;//do not hide possible invalid firstHPleft for dead stack
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}
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std::string CStack::nodeName() const
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{
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std::ostringstream oss;
|
||||
oss << "Battle stack [" << ID << "]: " << count << " creatures of ";
|
||||
if(type)
|
||||
oss << type->namePl;
|
||||
else
|
||||
oss << "[UNDEFINED TYPE]";
|
||||
|
||||
oss << " from slot " << slot;
|
||||
if(base && base->armyObj)
|
||||
oss << " of armyobj=" << base->armyObj->id.getNum();
|
||||
return oss.str();
|
||||
}
|
||||
|
||||
std::pair<int,int> CStack::countKilledByAttack(int damageReceived) const
|
||||
{
|
||||
int newRemainingHP = 0;
|
||||
int killedCount = damageReceived / MaxHealth();
|
||||
unsigned damageFirst = damageReceived % MaxHealth();
|
||||
|
||||
if (damageReceived && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage)
|
||||
{
|
||||
killedCount = count;
|
||||
}
|
||||
else
|
||||
{
|
||||
if( firstHPleft <= damageFirst )
|
||||
{
|
||||
killedCount++;
|
||||
newRemainingHP = firstHPleft + MaxHealth() - damageFirst;
|
||||
}
|
||||
else
|
||||
{
|
||||
newRemainingHP = firstHPleft - damageFirst;
|
||||
}
|
||||
}
|
||||
|
||||
if(killedCount == count)
|
||||
newRemainingHP = 0;
|
||||
|
||||
return std::make_pair(killedCount, newRemainingHP);
|
||||
}
|
||||
|
||||
void CStack::prepareAttacked(BattleStackAttacked &bsa, CRandomGenerator & rand, boost::optional<int> customCount /*= boost::none*/) const
|
||||
{
|
||||
auto afterAttack = countKilledByAttack(bsa.damageAmount);
|
||||
|
||||
bsa.killedAmount = afterAttack.first;
|
||||
bsa.newHP = afterAttack.second;
|
||||
|
||||
|
||||
if(bsa.damageAmount && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage)
|
||||
{
|
||||
bsa.flags |= BattleStackAttacked::CLONE_KILLED;
|
||||
return; // no rebirth I believe
|
||||
}
|
||||
|
||||
const int countToUse = customCount ? *customCount : count;
|
||||
|
||||
if(countToUse <= bsa.killedAmount) //stack killed
|
||||
{
|
||||
bsa.newAmount = 0;
|
||||
bsa.flags |= BattleStackAttacked::KILLED;
|
||||
bsa.killedAmount = countToUse; //we cannot kill more creatures than we have
|
||||
|
||||
int resurrectFactor = valOfBonuses(Bonus::REBIRTH);
|
||||
if(resurrectFactor > 0 && casts) //there must be casts left
|
||||
{
|
||||
int resurrectedStackCount = base->count * resurrectFactor / 100;
|
||||
|
||||
// last stack has proportional chance to rebirth
|
||||
auto diff = base->count * resurrectFactor / 100.0 - resurrectedStackCount;
|
||||
if (diff > rand.nextDouble(0, 0.99))
|
||||
{
|
||||
resurrectedStackCount += 1;
|
||||
}
|
||||
|
||||
if(hasBonusOfType(Bonus::REBIRTH, 1))
|
||||
{
|
||||
// resurrect at least one Sacred Phoenix
|
||||
vstd::amax(resurrectedStackCount, 1);
|
||||
}
|
||||
|
||||
if(resurrectedStackCount > 0)
|
||||
{
|
||||
bsa.flags |= BattleStackAttacked::REBIRTH;
|
||||
bsa.newAmount = resurrectedStackCount; //risky?
|
||||
bsa.newHP = MaxHealth(); //resore full health
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
bsa.newAmount = countToUse - bsa.killedAmount;
|
||||
}
|
||||
}
|
||||
|
||||
bool CStack::isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos /*= BattleHex::INVALID*/, BattleHex defenderPos /*= BattleHex::INVALID*/)
|
||||
{
|
||||
if (!attackerPos.isValid())
|
||||
{
|
||||
attackerPos = attacker->position;
|
||||
}
|
||||
if (!defenderPos.isValid())
|
||||
{
|
||||
defenderPos = defender->position;
|
||||
}
|
||||
|
||||
return
|
||||
(BattleHex::mutualPosition(attackerPos, defenderPos) >= 0) //front <=> front
|
||||
|| (attacker->doubleWide() //back <=> front
|
||||
&& BattleHex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos) >= 0)
|
||||
|| (defender->doubleWide() //front <=> back
|
||||
&& BattleHex::mutualPosition(attackerPos, defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0)
|
||||
|| (defender->doubleWide() && attacker->doubleWide()//back <=> back
|
||||
&& BattleHex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0);
|
||||
|
||||
}
|
||||
|
||||
bool CStack::ableToRetaliate() const //FIXME: crash after clone is killed
|
||||
{
|
||||
return alive()
|
||||
&& (counterAttacksPerformed < counterAttacksTotal() || hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS))
|
||||
&& !hasBonusOfType(Bonus::SIEGE_WEAPON)
|
||||
&& !hasBonusOfType(Bonus::HYPNOTIZED)
|
||||
&& !hasBonusOfType(Bonus::NO_RETALIATION);
|
||||
}
|
||||
|
||||
ui8 CStack::counterAttacksTotal() const
|
||||
{
|
||||
//after dispell bonus should remain during current round
|
||||
ui8 val = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
|
||||
vstd::amax(counterAttacksTotalCache, val);
|
||||
return counterAttacksTotalCache;
|
||||
}
|
||||
|
||||
si8 CStack::counterAttacksRemaining() const
|
||||
{
|
||||
return counterAttacksTotal() - counterAttacksPerformed;
|
||||
}
|
||||
|
||||
std::string CStack::getName() const
|
||||
{
|
||||
return (count > 1) ? type->namePl : type->nameSing; //War machines can't use base
|
||||
}
|
||||
|
||||
bool CStack::isValidTarget(bool allowDead/* = false*/) const
|
||||
{
|
||||
return (alive() || (allowDead && isDead())) && position.isValid() && !isTurret();
|
||||
}
|
||||
|
||||
bool CStack::isDead() const
|
||||
{
|
||||
return !alive() && !isGhost();
|
||||
}
|
||||
|
||||
bool CStack::isGhost() const
|
||||
{
|
||||
return vstd::contains(state,EBattleStackState::GHOST);
|
||||
}
|
||||
|
||||
bool CStack::isTurret() const
|
||||
{
|
||||
return type->idNumber == CreatureID::ARROW_TOWERS;
|
||||
}
|
||||
|
||||
bool CStack::canBeHealed() const
|
||||
{
|
||||
return firstHPleft < MaxHealth()
|
||||
&& isValidTarget()
|
||||
&& !hasBonusOfType(Bonus::SIEGE_WEAPON);
|
||||
}
|
||||
|
||||
void CStack::makeGhost()
|
||||
{
|
||||
state.erase(EBattleStackState::ALIVE);
|
||||
state.insert(EBattleStackState::GHOST_PENDING);
|
||||
}
|
||||
|
||||
ui32 CStack::calculateHealedHealthPoints(ui32 toHeal, const bool resurrect) const
|
||||
{
|
||||
if(!resurrect && !alive())
|
||||
{
|
||||
logGlobal->warnStream() <<"Attempt to heal corpse detected.";
|
||||
return 0;
|
||||
}
|
||||
|
||||
return std::min<ui32>(toHeal, MaxHealth() - firstHPleft + (resurrect ? (baseAmount - count) * MaxHealth() : 0));
|
||||
}
|
||||
|
||||
ui8 CStack::getSpellSchoolLevel(const CSpell * spell, int * outSelectedSchool) const
|
||||
{
|
||||
int skill = valOfBonuses(Selector::typeSubtype(Bonus::SPELLCASTER, spell->id));
|
||||
|
||||
vstd::abetween(skill, 0, 3);
|
||||
|
||||
return skill;
|
||||
}
|
||||
|
||||
ui32 CStack::getSpellBonus(const CSpell * spell, ui32 base, const CStack * affectedStack) const
|
||||
{
|
||||
//stacks does not have sorcery-like bonuses (yet?)
|
||||
return base;
|
||||
}
|
||||
|
||||
int CStack::getEffectLevel(const CSpell * spell) const
|
||||
{
|
||||
return getSpellSchoolLevel(spell);
|
||||
}
|
||||
|
||||
int CStack::getEffectPower(const CSpell * spell) const
|
||||
{
|
||||
return valOfBonuses(Bonus::CREATURE_SPELL_POWER) * count / 100;
|
||||
}
|
||||
|
||||
int CStack::getEnchantPower(const CSpell * spell) const
|
||||
{
|
||||
int res = valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
|
||||
if(res<=0)
|
||||
res = 3;//default for creatures
|
||||
return res;
|
||||
}
|
||||
|
||||
int CStack::getEffectValue(const CSpell * spell) const
|
||||
{
|
||||
return valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spell->id.toEnum()) * count;
|
||||
}
|
||||
|
||||
const PlayerColor CStack::getOwner() const
|
||||
{
|
||||
return owner;
|
||||
}
|
||||
|
||||
void CStack::getCasterName(MetaString & text) const
|
||||
{
|
||||
//always plural name in case of spell cast.
|
||||
text.addReplacement(MetaString::CRE_PL_NAMES, type->idNumber.num);
|
||||
}
|
||||
|
||||
void CStack::getCastDescription(const CSpell * spell, const std::vector<const CStack*> & attacked, MetaString & text) const
|
||||
{
|
||||
text.addTxt(MetaString::GENERAL_TXT, 565);//The %s casts %s
|
||||
//todo: use text 566 for single creature
|
||||
getCasterName(text);
|
||||
text.addReplacement(MetaString::SPELL_NAME, spell->id.toEnum());
|
||||
}
|
||||
|
||||
bool CMP_stack::operator()( const CStack* a, const CStack* b )
|
||||
{
|
||||
@ -1297,23 +763,3 @@ CMP_stack::CMP_stack( int Phase /*= 1*/, int Turn )
|
||||
phase = Phase;
|
||||
turn = Turn;
|
||||
}
|
||||
|
||||
|
||||
SideInBattle::SideInBattle()
|
||||
{
|
||||
color = PlayerColor::CANNOT_DETERMINE;
|
||||
hero = nullptr;
|
||||
armyObject = nullptr;
|
||||
castSpellsCount = 0;
|
||||
enchanterCounter = 0;
|
||||
}
|
||||
|
||||
void SideInBattle::init(const CGHeroInstance *Hero, const CArmedInstance *Army)
|
||||
{
|
||||
hero = Hero;
|
||||
armyObject = Army;
|
||||
color = armyObject->getOwner();
|
||||
|
||||
if(color == PlayerColor::UNFLAGGABLE)
|
||||
color = PlayerColor::NEUTRAL;
|
||||
}
|
106
lib/BattleInfo.h
Normal file
106
lib/BattleInfo.h
Normal file
@ -0,0 +1,106 @@
|
||||
/*
|
||||
* BattleInfo.h, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
#pragma once
|
||||
#include "SiegeInfo.h"
|
||||
#include "SideInBattle.h"
|
||||
#include "HeroBonus.h"
|
||||
#include "CBattleCallback.h"
|
||||
#include "int3.h"
|
||||
|
||||
class CStack;
|
||||
class CStackInstance;
|
||||
class CStackBasicDescriptor;
|
||||
|
||||
struct DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallback
|
||||
{
|
||||
std::array<SideInBattle, 2> sides; //sides[0] - attacker, sides[1] - defender
|
||||
si32 round, activeStack, selectedStack;
|
||||
const CGTownInstance * town; //used during town siege, nullptr if this is not a siege (note that fortless town IS also a siege)
|
||||
int3 tile; //for background and bonuses
|
||||
std::vector<CStack*> stacks;
|
||||
std::vector<std::shared_ptr<CObstacleInstance> > obstacles;
|
||||
SiegeInfo si;
|
||||
|
||||
BFieldType battlefieldType; //like !!BA:B
|
||||
ETerrainType terrainType; //used for some stack nativity checks (not the bonus limiters though that have their own copy)
|
||||
|
||||
ui8 tacticsSide; //which side is requested to play tactics phase
|
||||
ui8 tacticDistance; //how many hexes we can go forward (1 = only hexes adjacent to margin line)
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & sides;
|
||||
h & round & activeStack & selectedStack & town & tile & stacks & obstacles
|
||||
& si & battlefieldType & terrainType;
|
||||
h & tacticsSide & tacticDistance;
|
||||
h & static_cast<CBonusSystemNode&>(*this);
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
BattleInfo();
|
||||
~BattleInfo(){};
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
CStack * getStack(int stackID, bool onlyAlive = true);
|
||||
using CBattleInfoEssentials::battleGetArmyObject;
|
||||
CArmedInstance * battleGetArmyObject(ui8 side) const;
|
||||
using CBattleInfoEssentials::battleGetFightingHero;
|
||||
CGHeroInstance * battleGetFightingHero(ui8 side) const;
|
||||
|
||||
const CStack * getNextStack() const; //which stack will have turn after current one
|
||||
//void getStackQueue(std::vector<const CStack *> &out, int howMany, int turn = 0, int lastMoved = -1) const; //returns stack in order of their movement action
|
||||
|
||||
//void getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<BattleHex> & occupyable, bool flying, const CStack* stackToOmmit = nullptr) const; //send pointer to at least 187 allocated bytes
|
||||
//static bool isAccessible(BattleHex hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos); //helper for makeBFS
|
||||
int getAvaliableHex(CreatureID creID, bool attackerOwned, int initialPos = -1) const; //find place for summon / clone effects
|
||||
//void makeBFS(BattleHex start, bool*accessibility, BattleHex *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const; //*accessibility must be prepared bool[187] array; last two pointers must point to the at least 187-elements int arrays - there is written result
|
||||
std::pair< std::vector<BattleHex>, int > getPath(BattleHex start, BattleHex dest, const CStack *stack); //returned value: pair<path, length>; length may be different than number of elements in path since flying vreatures jump between distant hexes
|
||||
//std::vector<BattleHex> getAccessibility(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable = nullptr, bool forPassingBy = false) const; //returns vector of accessible tiles (taking into account the creature range)
|
||||
|
||||
//bool isObstacleVisibleForSide(const CObstacleInstance &obstacle, ui8 side) const;
|
||||
std::shared_ptr<CObstacleInstance> getObstacleOnTile(BattleHex tile) const;
|
||||
std::set<BattleHex> getStoppers(bool whichSidePerspective) const;
|
||||
|
||||
ui32 calculateDmg(const CStack * attacker, const CStack * defender, bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg, CRandomGenerator & rand); //charge - number of hexes travelled before attack (for champion's jousting)
|
||||
void calculateCasualties(std::map<ui32,si32> *casualties) const; //casualties are array of maps size 2 (attacker, defeneder), maps are (crid => amount)
|
||||
|
||||
//void getPotentiallyAttackableHexes(AttackableTiles &at, const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos); //hexes around target that could be attacked in melee
|
||||
//std::set<CStack*> getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID); //calculates range of multi-hex attacks
|
||||
//std::set<BattleHex> getAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID); //calculates range of multi-hex attacks
|
||||
|
||||
CStack * generateNewStack(const CStackInstance &base, bool attackerOwned, SlotID slot, BattleHex position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
|
||||
CStack * generateNewStack(const CStackBasicDescriptor &base, bool attackerOwned, SlotID slot, BattleHex position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
|
||||
int getIdForNewStack() const; //suggest a currently unused ID that'd suitable for generating a new stack
|
||||
|
||||
const CGHeroInstance * getHero(PlayerColor player) const; //returns fighting hero that belongs to given player
|
||||
|
||||
void localInit();
|
||||
|
||||
void localInitStack(CStack * s);
|
||||
static BattleInfo * setupBattle( int3 tile, ETerrainType terrain, BFieldType battlefieldType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town );
|
||||
//bool hasNativeStack(ui8 side) const;
|
||||
|
||||
PlayerColor theOtherPlayer(PlayerColor player) const;
|
||||
ui8 whatSide(PlayerColor player) const;
|
||||
|
||||
static BattlefieldBI::BattlefieldBI battlefieldTypeToBI(BFieldType bfieldType); //converts above to ERM BI format
|
||||
static int battlefieldTypeToTerrain(int bfieldType); //converts above to ERM BI format
|
||||
};
|
||||
|
||||
|
||||
class DLL_LINKAGE CMP_stack
|
||||
{
|
||||
int phase; //rules of which phase will be used
|
||||
int turn;
|
||||
public:
|
||||
|
||||
bool operator ()(const CStack* a, const CStack* b);
|
||||
CMP_stack(int Phase = 1, int Turn = 0);
|
||||
};
|
@ -1,310 +0,0 @@
|
||||
/*
|
||||
* 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
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "BattleHex.h"
|
||||
#include "mapObjects/CArmedInstance.h" // for army serialization
|
||||
#include "mapObjects/CGHeroInstance.h" // for commander serialization
|
||||
#include "CCreatureHandler.h"
|
||||
#include "ConstTransitivePtr.h"
|
||||
#include "GameConstants.h"
|
||||
#include "CBattleCallback.h"
|
||||
#include "int3.h"
|
||||
#include "spells/Magic.h"
|
||||
|
||||
class CGHeroInstance;
|
||||
class CStack;
|
||||
class CArmedInstance;
|
||||
class CGTownInstance;
|
||||
class CStackInstance;
|
||||
struct BattleStackAttacked;
|
||||
class CRandomGenerator;
|
||||
|
||||
|
||||
//only for use in BattleInfo
|
||||
struct DLL_LINKAGE SiegeInfo
|
||||
{
|
||||
std::array<si8, EWallPart::PARTS_COUNT> wallState;
|
||||
EGateState gateState;
|
||||
|
||||
SiegeInfo();
|
||||
|
||||
// return EWallState decreased by value of damage points
|
||||
static EWallState::EWallState applyDamage(EWallState::EWallState state, unsigned int value)
|
||||
{
|
||||
if (value == 0)
|
||||
return state;
|
||||
|
||||
switch (applyDamage(state, value - 1))
|
||||
{
|
||||
case EWallState::INTACT : return EWallState::DAMAGED;
|
||||
case EWallState::DAMAGED : return EWallState::DESTROYED;
|
||||
case EWallState::DESTROYED : return EWallState::DESTROYED;
|
||||
default: return EWallState::NONE;
|
||||
}
|
||||
}
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & wallState & gateState;
|
||||
}
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE SideInBattle
|
||||
{
|
||||
PlayerColor color;
|
||||
const CGHeroInstance *hero; //may be NULL if army is not commanded by hero
|
||||
const CArmedInstance *armyObject; //adv. map object with army that participates in battle; may be same as hero
|
||||
|
||||
ui8 castSpellsCount; //how many spells each side has cast this turn
|
||||
std::vector<const CSpell *> usedSpellsHistory; //every time hero casts spell, it's inserted here -> eagle eye skill
|
||||
si16 enchanterCounter; //tends to pass through 0, so sign is needed
|
||||
|
||||
SideInBattle();
|
||||
void init(const CGHeroInstance *Hero, const CArmedInstance *Army);
|
||||
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & color & hero & armyObject;
|
||||
h & castSpellsCount & usedSpellsHistory & enchanterCounter;
|
||||
}
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallback
|
||||
{
|
||||
std::array<SideInBattle, 2> sides; //sides[0] - attacker, sides[1] - defender
|
||||
si32 round, activeStack, selectedStack;
|
||||
const CGTownInstance * town; //used during town siege, nullptr if this is not a siege (note that fortless town IS also a siege)
|
||||
int3 tile; //for background and bonuses
|
||||
std::vector<CStack*> stacks;
|
||||
std::vector<std::shared_ptr<CObstacleInstance> > obstacles;
|
||||
SiegeInfo si;
|
||||
|
||||
BFieldType battlefieldType; //like !!BA:B
|
||||
ETerrainType terrainType; //used for some stack nativity checks (not the bonus limiters though that have their own copy)
|
||||
|
||||
ui8 tacticsSide; //which side is requested to play tactics phase
|
||||
ui8 tacticDistance; //how many hexes we can go forward (1 = only hexes adjacent to margin line)
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & sides;
|
||||
h & round & activeStack & selectedStack & town & tile & stacks & obstacles
|
||||
& si & battlefieldType & terrainType;
|
||||
h & tacticsSide & tacticDistance;
|
||||
h & static_cast<CBonusSystemNode&>(*this);
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
BattleInfo();
|
||||
~BattleInfo(){};
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
CStack * getStack(int stackID, bool onlyAlive = true);
|
||||
using CBattleInfoEssentials::battleGetArmyObject;
|
||||
CArmedInstance * battleGetArmyObject(ui8 side) const;
|
||||
using CBattleInfoEssentials::battleGetFightingHero;
|
||||
CGHeroInstance * battleGetFightingHero(ui8 side) const;
|
||||
|
||||
const CStack * getNextStack() const; //which stack will have turn after current one
|
||||
//void getStackQueue(std::vector<const CStack *> &out, int howMany, int turn = 0, int lastMoved = -1) const; //returns stack in order of their movement action
|
||||
|
||||
//void getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<BattleHex> & occupyable, bool flying, const CStack* stackToOmmit = nullptr) const; //send pointer to at least 187 allocated bytes
|
||||
//static bool isAccessible(BattleHex hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos); //helper for makeBFS
|
||||
int getAvaliableHex(CreatureID creID, bool attackerOwned, int initialPos = -1) const; //find place for summon / clone effects
|
||||
//void makeBFS(BattleHex start, bool*accessibility, BattleHex *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const; //*accessibility must be prepared bool[187] array; last two pointers must point to the at least 187-elements int arrays - there is written result
|
||||
std::pair< std::vector<BattleHex>, int > getPath(BattleHex start, BattleHex dest, const CStack *stack); //returned value: pair<path, length>; length may be different than number of elements in path since flying vreatures jump between distant hexes
|
||||
//std::vector<BattleHex> getAccessibility(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable = nullptr, bool forPassingBy = false) const; //returns vector of accessible tiles (taking into account the creature range)
|
||||
|
||||
//bool isObstacleVisibleForSide(const CObstacleInstance &obstacle, ui8 side) const;
|
||||
std::shared_ptr<CObstacleInstance> getObstacleOnTile(BattleHex tile) const;
|
||||
std::set<BattleHex> getStoppers(bool whichSidePerspective) const;
|
||||
|
||||
ui32 calculateDmg(const CStack * attacker, const CStack * defender, bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg, CRandomGenerator & rand); //charge - number of hexes travelled before attack (for champion's jousting)
|
||||
void calculateCasualties(std::map<ui32,si32> *casualties) const; //casualties are array of maps size 2 (attacker, defeneder), maps are (crid => amount)
|
||||
|
||||
//void getPotentiallyAttackableHexes(AttackableTiles &at, const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos); //hexes around target that could be attacked in melee
|
||||
//std::set<CStack*> getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID); //calculates range of multi-hex attacks
|
||||
//std::set<BattleHex> getAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID); //calculates range of multi-hex attacks
|
||||
|
||||
CStack * generateNewStack(const CStackInstance &base, bool attackerOwned, SlotID slot, BattleHex position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
|
||||
CStack * generateNewStack(const CStackBasicDescriptor &base, bool attackerOwned, SlotID slot, BattleHex position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
|
||||
int getIdForNewStack() const; //suggest a currently unused ID that'd suitable for generating a new stack
|
||||
|
||||
const CGHeroInstance * getHero(PlayerColor player) const; //returns fighting hero that belongs to given player
|
||||
|
||||
void localInit();
|
||||
|
||||
void localInitStack(CStack * s);
|
||||
static BattleInfo * setupBattle( int3 tile, ETerrainType terrain, BFieldType battlefieldType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town );
|
||||
//bool hasNativeStack(ui8 side) const;
|
||||
|
||||
PlayerColor theOtherPlayer(PlayerColor player) const;
|
||||
ui8 whatSide(PlayerColor player) const;
|
||||
|
||||
static BattlefieldBI::BattlefieldBI battlefieldTypeToBI(BFieldType bfieldType); //converts above to ERM BI format
|
||||
static int battlefieldTypeToTerrain(int bfieldType); //converts above to ERM BI format
|
||||
};
|
||||
|
||||
class DLL_LINKAGE CStack : public CBonusSystemNode, public CStackBasicDescriptor, public ISpellCaster
|
||||
{
|
||||
public:
|
||||
const CStackInstance *base; //garrison slot from which stack originates (nullptr for war machines, summoned cres, etc)
|
||||
|
||||
ui32 ID; //unique ID of stack
|
||||
ui32 baseAmount;
|
||||
ui32 firstHPleft; //HP of first creature in stack
|
||||
PlayerColor owner; //owner - player colour (255 for neutrals)
|
||||
SlotID slot; //slot - position in garrison (may be 255 for neutrals/called creatures)
|
||||
bool attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
|
||||
BattleHex position; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower
|
||||
///how many times this stack has been counterattacked this round
|
||||
ui8 counterAttacksPerformed;
|
||||
///cached total count of counterattacks; should be cleared each round;do not serialize
|
||||
mutable ui8 counterAttacksTotalCache;
|
||||
si16 shots; //how many shots left
|
||||
ui8 casts; //how many casts left
|
||||
TQuantity resurrected; // these units will be taken back after battle is over
|
||||
///id of alive clone of this stack clone if any
|
||||
si32 cloneID;
|
||||
std::set<EBattleStackState::EBattleStackState> state;
|
||||
//overrides
|
||||
const CCreature* getCreature() const {return type;}
|
||||
|
||||
CStack(const CStackInstance *base, PlayerColor O, int I, bool AO, SlotID S); //c-tor
|
||||
CStack(const CStackBasicDescriptor *stack, PlayerColor O, int I, bool AO, SlotID S = SlotID(255)); //c-tor
|
||||
CStack(); //c-tor
|
||||
~CStack();
|
||||
std::string nodeName() const override;
|
||||
|
||||
void init(); //set initial (invalid) values
|
||||
void postInit(); //used to finish initialization when inheriting creature parameters is working
|
||||
std::string getName() const; //plural or singular
|
||||
bool willMove(int turn = 0) const; //if stack has remaining move this turn
|
||||
bool ableToRetaliate() const; //if stack can retaliate after attacked
|
||||
///how many times this stack can counterattack in one round
|
||||
ui8 counterAttacksTotal() const;
|
||||
///how many times this stack can counterattack in one round more
|
||||
si8 counterAttacksRemaining() const;
|
||||
bool moved(int turn = 0) const; //if stack was already moved this turn
|
||||
bool waited(int turn = 0) const;
|
||||
bool canMove(int turn = 0) const; //if stack can move
|
||||
bool canBeHealed() const; //for first aid tent - only harmed stacks that are not war machines
|
||||
///returns actual heal value based on internal state
|
||||
ui32 calculateHealedHealthPoints(ui32 toHeal, const bool resurrect) const;
|
||||
ui32 level() const;
|
||||
si32 magicResistance() const override; //include aura of resistance
|
||||
static void stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse);
|
||||
std::vector<si32> activeSpells() const; //returns vector of active spell IDs sorted by time of cast
|
||||
const CGHeroInstance *getMyHero() const; //if stack belongs to hero (directly or was by him summoned) returns hero, nullptr otherwise
|
||||
ui32 totalHealth() const; // total health for all creatures in stack;
|
||||
|
||||
static bool isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos = BattleHex::INVALID, BattleHex defenderPos = BattleHex::INVALID);
|
||||
|
||||
bool doubleWide() const;
|
||||
BattleHex occupiedHex() const; //returns number of occupied hex (not the position) if stack is double wide; otherwise -1
|
||||
BattleHex occupiedHex(BattleHex assumedPos) const; //returns number of occupied hex (not the position) if stack is double wide and would stand on assumedPos; otherwise -1
|
||||
std::vector<BattleHex> getHexes() const; //up to two occupied hexes, starting from front
|
||||
std::vector<BattleHex> getHexes(BattleHex assumedPos) const; //up to two occupied hexes, starting from front
|
||||
static std::vector<BattleHex> getHexes(BattleHex assumedPos, bool twoHex, bool AttackerOwned); //up to two occupied hexes, starting from front
|
||||
bool coversPos(BattleHex position) const; //checks also if unit is double-wide
|
||||
std::vector<BattleHex> getSurroundingHexes(BattleHex attackerPos = BattleHex::INVALID) const; // get six or 8 surrounding hexes depending on creature size
|
||||
|
||||
std::pair<int,int> countKilledByAttack(int damageReceived) const; //returns pair<killed count, new left HP>
|
||||
void prepareAttacked(BattleStackAttacked &bsa, CRandomGenerator & rand, boost::optional<int> customCount = boost::none) const; //requires bsa.damageAmout filled
|
||||
|
||||
///ISpellCaster
|
||||
ui8 getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool = nullptr) const override;
|
||||
ui32 getSpellBonus(const CSpell * spell, ui32 base, const CStack * affectedStack) const override;
|
||||
|
||||
///default spell school level for effect calculation
|
||||
int getEffectLevel(const CSpell * spell) const override;
|
||||
|
||||
///default spell-power for damage/heal calculation
|
||||
int getEffectPower(const CSpell * spell) const override;
|
||||
|
||||
///default spell-power for timed effects duration
|
||||
int getEnchantPower(const CSpell * spell) const override;
|
||||
|
||||
///damage/heal override(ignores spell configuration, effect level and effect power)
|
||||
int getEffectValue(const CSpell * spell) const override;
|
||||
|
||||
const PlayerColor getOwner() const override;
|
||||
|
||||
void getCasterName(MetaString & text) const override;
|
||||
|
||||
void getCastDescription(const CSpell * spell, const std::vector<const CStack *> & attacked, MetaString & text) const override;
|
||||
|
||||
///stack will be ghost in next battle state update
|
||||
void makeGhost();
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
assert(isIndependentNode());
|
||||
h & static_cast<CBonusSystemNode&>(*this);
|
||||
h & static_cast<CStackBasicDescriptor&>(*this);
|
||||
h & ID & baseAmount & firstHPleft & owner & slot & attackerOwned & position & state & counterAttacksPerformed
|
||||
& shots & casts & count & resurrected;
|
||||
|
||||
const CArmedInstance *army = (base ? base->armyObj : nullptr);
|
||||
SlotID extSlot = (base ? base->armyObj->findStack(base) : SlotID());
|
||||
|
||||
if(h.saving)
|
||||
{
|
||||
h & army & extSlot;
|
||||
}
|
||||
else
|
||||
{
|
||||
h & army & extSlot;
|
||||
if(extSlot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
|
||||
{
|
||||
auto hero = dynamic_cast<const CGHeroInstance *>(army);
|
||||
assert (hero);
|
||||
base = hero->commander;
|
||||
}
|
||||
else if(slot == SlotID::SUMMONED_SLOT_PLACEHOLDER || slot == SlotID::ARROW_TOWERS_SLOT || slot == SlotID::WAR_MACHINES_SLOT)
|
||||
{
|
||||
//no external slot possible, so no base stack
|
||||
base = nullptr;
|
||||
}
|
||||
else if(!army || extSlot == SlotID() || !army->hasStackAtSlot(extSlot))
|
||||
{
|
||||
base = nullptr;
|
||||
logGlobal->warnStream() << type->nameSing << " doesn't have a base stack!";
|
||||
}
|
||||
else
|
||||
{
|
||||
base = &army->getStack(extSlot);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
bool alive() const //determines if stack is alive
|
||||
{
|
||||
return vstd::contains(state,EBattleStackState::ALIVE);
|
||||
}
|
||||
|
||||
bool isDead() const;
|
||||
bool isGhost() const; //determines if stack was removed
|
||||
bool isValidTarget(bool allowDead = false) const; //non-turret non-ghost stacks (can be attacked or be object of magic effect)
|
||||
bool isTurret() const;
|
||||
};
|
||||
|
||||
class DLL_LINKAGE CMP_stack
|
||||
{
|
||||
int phase; //rules of which phase will be used
|
||||
int turn;
|
||||
public:
|
||||
|
||||
bool operator ()(const CStack* a, const CStack* b);
|
||||
CMP_stack(int Phase = 1, int Turn = 0);
|
||||
};
|
@ -1,6 +1,7 @@
|
||||
#include "StdInc.h"
|
||||
#include "CBattleCallback.h"
|
||||
#include "BattleState.h"
|
||||
#include "CStack.h"
|
||||
#include "BattleInfo.h"
|
||||
#include "CGameState.h"
|
||||
#include "NetPacks.h"
|
||||
#include "spells/CSpellHandler.h"
|
||||
|
@ -15,7 +15,7 @@
|
||||
#include "CGeneralTextHandler.h"
|
||||
#include "mapObjects/CObjectHandler.h" // for CGObjectInstance
|
||||
#include "StartInfo.h" // for StartInfo
|
||||
#include "BattleState.h" // for BattleInfo
|
||||
#include "BattleInfo.h" // for BattleInfo
|
||||
#include "NetPacks.h" // for InfoWindow
|
||||
#include "CModHandler.h"
|
||||
#include "spells/CSpellHandler.h"
|
||||
|
@ -1,7 +1,7 @@
|
||||
#include "StdInc.h"
|
||||
#include "CGameInterface.h"
|
||||
|
||||
#include "BattleState.h"
|
||||
#include "CStack.h"
|
||||
#include "VCMIDirs.h"
|
||||
|
||||
#ifdef VCMI_WINDOWS
|
||||
|
@ -17,7 +17,7 @@
|
||||
#include "NetPacks.h"
|
||||
#include "registerTypes/RegisterTypes.h"
|
||||
#include "mapping/CMapInfo.h"
|
||||
#include "BattleState.h"
|
||||
#include "BattleInfo.h"
|
||||
#include "JsonNode.h"
|
||||
#include "filesystem/Filesystem.h"
|
||||
#include "GameConstants.h"
|
||||
|
@ -78,7 +78,10 @@ set(lib_SRCS
|
||||
|
||||
BattleAction.cpp
|
||||
BattleHex.cpp
|
||||
BattleState.cpp
|
||||
BattleInfo.cpp
|
||||
SiegeInfo.cpp
|
||||
SideInBattle.cpp
|
||||
CStack.cpp
|
||||
CArtHandler.cpp
|
||||
CBattleCallback.cpp
|
||||
CBonusTypeHandler.cpp
|
||||
|
539
lib/CStack.cpp
Normal file
539
lib/CStack.cpp
Normal file
@ -0,0 +1,539 @@
|
||||
/*
|
||||
* CStack.cpp, 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
|
||||
*
|
||||
*/
|
||||
#include "StdInc.h"
|
||||
#include "CStack.h"
|
||||
#include "BattleInfo.h"
|
||||
#include "spells/CSpellHandler.h"
|
||||
#include "CRandomGenerator.h"
|
||||
#include "NetPacks.h"
|
||||
|
||||
|
||||
CStack::CStack(const CStackInstance *Base, PlayerColor O, int I, bool AO, SlotID S)
|
||||
: base(Base), ID(I), owner(O), slot(S), attackerOwned(AO),
|
||||
counterAttacksPerformed(0),counterAttacksTotalCache(0), cloneID(-1),
|
||||
firstHPleft(-1), position(), shots(0), casts(0), resurrected(0)
|
||||
{
|
||||
assert(base);
|
||||
type = base->type;
|
||||
count = baseAmount = base->count;
|
||||
setNodeType(STACK_BATTLE);
|
||||
}
|
||||
CStack::CStack()
|
||||
{
|
||||
init();
|
||||
setNodeType(STACK_BATTLE);
|
||||
}
|
||||
CStack::CStack(const CStackBasicDescriptor *stack, PlayerColor O, int I, bool AO, SlotID S)
|
||||
: base(nullptr), ID(I), owner(O), slot(S), attackerOwned(AO),
|
||||
counterAttacksPerformed(0), counterAttacksTotalCache(0), cloneID(-1),
|
||||
firstHPleft(-1), position(), shots(0), casts(0), resurrected(0)
|
||||
{
|
||||
type = stack->type;
|
||||
count = baseAmount = stack->count;
|
||||
setNodeType(STACK_BATTLE);
|
||||
}
|
||||
|
||||
void CStack::init()
|
||||
{
|
||||
base = nullptr;
|
||||
type = nullptr;
|
||||
ID = -1;
|
||||
count = baseAmount = -1;
|
||||
firstHPleft = -1;
|
||||
owner = PlayerColor::NEUTRAL;
|
||||
slot = SlotID(255);
|
||||
attackerOwned = false;
|
||||
position = BattleHex();
|
||||
counterAttacksPerformed = 0;
|
||||
counterAttacksTotalCache = 0;
|
||||
cloneID = -1;
|
||||
|
||||
shots = 0;
|
||||
casts = 0;
|
||||
resurrected = 0;
|
||||
}
|
||||
|
||||
void CStack::postInit()
|
||||
{
|
||||
assert(type);
|
||||
assert(getParentNodes().size());
|
||||
|
||||
firstHPleft = MaxHealth();
|
||||
shots = getCreature()->valOfBonuses(Bonus::SHOTS);
|
||||
counterAttacksPerformed = 0;
|
||||
counterAttacksTotalCache = 0;
|
||||
casts = valOfBonuses(Bonus::CASTS);
|
||||
resurrected = 0;
|
||||
cloneID = -1;
|
||||
}
|
||||
|
||||
ui32 CStack::level() const
|
||||
{
|
||||
if (base)
|
||||
return base->getLevel(); //creatture or commander
|
||||
else
|
||||
return std::max(1, (int)getCreature()->level); //war machine, clone etc
|
||||
}
|
||||
|
||||
si32 CStack::magicResistance() const
|
||||
{
|
||||
si32 magicResistance;
|
||||
if (base) //TODO: make war machines receive aura of magic resistance
|
||||
{
|
||||
magicResistance = base->magicResistance();
|
||||
int auraBonus = 0;
|
||||
for (const CStack * stack : base->armyObj->battle-> batteAdjacentCreatures(this))
|
||||
{
|
||||
if (stack->owner == owner)
|
||||
{
|
||||
vstd::amax(auraBonus, stack->valOfBonuses(Bonus::SPELL_RESISTANCE_AURA)); //max value
|
||||
}
|
||||
}
|
||||
magicResistance += auraBonus;
|
||||
vstd::amin (magicResistance, 100);
|
||||
}
|
||||
else
|
||||
magicResistance = type->magicResistance();
|
||||
return magicResistance;
|
||||
}
|
||||
|
||||
void CStack::stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse)
|
||||
{
|
||||
const CSpell * sp = SpellID(sse.sid).toSpell();
|
||||
|
||||
std::vector<Bonus> tmp;
|
||||
sp->getEffects(tmp, sse.val);
|
||||
|
||||
for(Bonus& b : tmp)
|
||||
{
|
||||
if(b.turnsRemain == 0)
|
||||
b.turnsRemain = sse.turnsRemain;
|
||||
sf.push_back(b);
|
||||
}
|
||||
}
|
||||
|
||||
bool CStack::willMove(int turn /*= 0*/) const
|
||||
{
|
||||
return ( turn ? true : !vstd::contains(state, EBattleStackState::DEFENDING) )
|
||||
&& !moved(turn)
|
||||
&& canMove(turn);
|
||||
}
|
||||
|
||||
bool CStack::canMove( int turn /*= 0*/ ) const
|
||||
{
|
||||
return alive()
|
||||
&& !hasBonus(Selector::type(Bonus::NOT_ACTIVE).And(Selector::turns(turn))); //eg. Ammo Cart or blinded creature
|
||||
}
|
||||
|
||||
bool CStack::moved( int turn /*= 0*/ ) const
|
||||
{
|
||||
if(!turn)
|
||||
return vstd::contains(state, EBattleStackState::MOVED);
|
||||
else
|
||||
return false;
|
||||
}
|
||||
|
||||
bool CStack::waited(int turn /*= 0*/) const
|
||||
{
|
||||
if(!turn)
|
||||
return vstd::contains(state, EBattleStackState::WAITING);
|
||||
else
|
||||
return false;
|
||||
}
|
||||
|
||||
bool CStack::doubleWide() const
|
||||
{
|
||||
return getCreature()->doubleWide;
|
||||
}
|
||||
|
||||
BattleHex CStack::occupiedHex() const
|
||||
{
|
||||
return occupiedHex(position);
|
||||
}
|
||||
|
||||
BattleHex CStack::occupiedHex(BattleHex assumedPos) const
|
||||
{
|
||||
if (doubleWide())
|
||||
{
|
||||
if (attackerOwned)
|
||||
return assumedPos - 1;
|
||||
else
|
||||
return assumedPos + 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
return BattleHex::INVALID;
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<BattleHex> CStack::getHexes() const
|
||||
{
|
||||
return getHexes(position);
|
||||
}
|
||||
|
||||
std::vector<BattleHex> CStack::getHexes(BattleHex assumedPos) const
|
||||
{
|
||||
return getHexes(assumedPos, doubleWide(), attackerOwned);
|
||||
}
|
||||
|
||||
std::vector<BattleHex> CStack::getHexes(BattleHex assumedPos, bool twoHex, bool AttackerOwned)
|
||||
{
|
||||
std::vector<BattleHex> hexes;
|
||||
hexes.push_back(assumedPos);
|
||||
|
||||
if (twoHex)
|
||||
{
|
||||
if (AttackerOwned)
|
||||
hexes.push_back(assumedPos - 1);
|
||||
else
|
||||
hexes.push_back(assumedPos + 1);
|
||||
}
|
||||
|
||||
return hexes;
|
||||
}
|
||||
|
||||
bool CStack::coversPos(BattleHex pos) const
|
||||
{
|
||||
return vstd::contains(getHexes(), pos);
|
||||
}
|
||||
|
||||
std::vector<BattleHex> CStack::getSurroundingHexes(BattleHex attackerPos) const
|
||||
{
|
||||
BattleHex hex = (attackerPos != BattleHex::INVALID) ? attackerPos : position; //use hypothetical position
|
||||
std::vector<BattleHex> hexes;
|
||||
if (doubleWide())
|
||||
{
|
||||
const int WN = GameConstants::BFIELD_WIDTH;
|
||||
if(attackerOwned)
|
||||
{ //position is equal to front hex
|
||||
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+2 : WN+1 ), hexes);
|
||||
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
|
||||
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
|
||||
BattleHex::checkAndPush(hex - 2, hexes);
|
||||
BattleHex::checkAndPush(hex + 1, hexes);
|
||||
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-2 : WN-1 ), hexes);
|
||||
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
|
||||
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
|
||||
}
|
||||
else
|
||||
{
|
||||
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
|
||||
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
|
||||
BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN-1 : WN-2 ), hexes);
|
||||
BattleHex::checkAndPush(hex + 2, hexes);
|
||||
BattleHex::checkAndPush(hex - 1, hexes);
|
||||
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
|
||||
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
|
||||
BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN+1 : WN+2 ), hexes);
|
||||
}
|
||||
return hexes;
|
||||
}
|
||||
else
|
||||
{
|
||||
return hex.neighbouringTiles();
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<si32> CStack::activeSpells() const
|
||||
{
|
||||
std::vector<si32> ret;
|
||||
|
||||
std::stringstream cachingStr;
|
||||
cachingStr << "!type_" << Bonus::NONE << "source_" << Bonus::SPELL_EFFECT;
|
||||
CSelector selector = Selector::sourceType(Bonus::SPELL_EFFECT)
|
||||
.And(CSelector([](const Bonus *b)->bool
|
||||
{
|
||||
return b->type != Bonus::NONE;
|
||||
}));
|
||||
|
||||
TBonusListPtr spellEffects = getBonuses(selector, Selector::all, cachingStr.str());
|
||||
for(const std::shared_ptr<Bonus> it : *spellEffects)
|
||||
{
|
||||
if (!vstd::contains(ret, it->sid)) //do not duplicate spells with multiple effects
|
||||
ret.push_back(it->sid);
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
CStack::~CStack()
|
||||
{
|
||||
detachFromAll();
|
||||
}
|
||||
|
||||
const CGHeroInstance * CStack::getMyHero() const
|
||||
{
|
||||
if(base)
|
||||
return dynamic_cast<const CGHeroInstance *>(base->armyObj);
|
||||
else //we are attached directly?
|
||||
for(const CBonusSystemNode *n : getParentNodes())
|
||||
if(n->getNodeType() == HERO)
|
||||
return dynamic_cast<const CGHeroInstance *>(n);
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
ui32 CStack::totalHealth() const
|
||||
{
|
||||
return ((count > 0) ? MaxHealth() * (count-1) : 0) + firstHPleft;//do not hide possible invalid firstHPleft for dead stack
|
||||
}
|
||||
|
||||
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 " << slot;
|
||||
if(base && base->armyObj)
|
||||
oss << " of armyobj=" << base->armyObj->id.getNum();
|
||||
return oss.str();
|
||||
}
|
||||
|
||||
std::pair<int,int> CStack::countKilledByAttack(int damageReceived) const
|
||||
{
|
||||
int newRemainingHP = 0;
|
||||
int killedCount = damageReceived / MaxHealth();
|
||||
unsigned damageFirst = damageReceived % MaxHealth();
|
||||
|
||||
if (damageReceived && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage)
|
||||
{
|
||||
killedCount = count;
|
||||
}
|
||||
else
|
||||
{
|
||||
if( firstHPleft <= damageFirst )
|
||||
{
|
||||
killedCount++;
|
||||
newRemainingHP = firstHPleft + MaxHealth() - damageFirst;
|
||||
}
|
||||
else
|
||||
{
|
||||
newRemainingHP = firstHPleft - damageFirst;
|
||||
}
|
||||
}
|
||||
|
||||
if(killedCount == count)
|
||||
newRemainingHP = 0;
|
||||
|
||||
return std::make_pair(killedCount, newRemainingHP);
|
||||
}
|
||||
|
||||
void CStack::prepareAttacked(BattleStackAttacked &bsa, CRandomGenerator & rand, boost::optional<int> customCount /*= boost::none*/) const
|
||||
{
|
||||
auto afterAttack = countKilledByAttack(bsa.damageAmount);
|
||||
|
||||
bsa.killedAmount = afterAttack.first;
|
||||
bsa.newHP = afterAttack.second;
|
||||
|
||||
|
||||
if(bsa.damageAmount && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage)
|
||||
{
|
||||
bsa.flags |= BattleStackAttacked::CLONE_KILLED;
|
||||
return; // no rebirth I believe
|
||||
}
|
||||
|
||||
const int countToUse = customCount ? *customCount : count;
|
||||
|
||||
if(countToUse <= bsa.killedAmount) //stack killed
|
||||
{
|
||||
bsa.newAmount = 0;
|
||||
bsa.flags |= BattleStackAttacked::KILLED;
|
||||
bsa.killedAmount = countToUse; //we cannot kill more creatures than we have
|
||||
|
||||
int resurrectFactor = valOfBonuses(Bonus::REBIRTH);
|
||||
if(resurrectFactor > 0 && casts) //there must be casts left
|
||||
{
|
||||
int resurrectedStackCount = base->count * resurrectFactor / 100;
|
||||
|
||||
// last stack has proportional chance to rebirth
|
||||
auto diff = base->count * resurrectFactor / 100.0 - resurrectedStackCount;
|
||||
if (diff > rand.nextDouble(0, 0.99))
|
||||
{
|
||||
resurrectedStackCount += 1;
|
||||
}
|
||||
|
||||
if(hasBonusOfType(Bonus::REBIRTH, 1))
|
||||
{
|
||||
// resurrect at least one Sacred Phoenix
|
||||
vstd::amax(resurrectedStackCount, 1);
|
||||
}
|
||||
|
||||
if(resurrectedStackCount > 0)
|
||||
{
|
||||
bsa.flags |= BattleStackAttacked::REBIRTH;
|
||||
bsa.newAmount = resurrectedStackCount; //risky?
|
||||
bsa.newHP = MaxHealth(); //resore full health
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
bsa.newAmount = countToUse - bsa.killedAmount;
|
||||
}
|
||||
}
|
||||
|
||||
bool CStack::isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos /*= BattleHex::INVALID*/, BattleHex defenderPos /*= BattleHex::INVALID*/)
|
||||
{
|
||||
if (!attackerPos.isValid())
|
||||
{
|
||||
attackerPos = attacker->position;
|
||||
}
|
||||
if (!defenderPos.isValid())
|
||||
{
|
||||
defenderPos = defender->position;
|
||||
}
|
||||
|
||||
return
|
||||
(BattleHex::mutualPosition(attackerPos, defenderPos) >= 0) //front <=> front
|
||||
|| (attacker->doubleWide() //back <=> front
|
||||
&& BattleHex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos) >= 0)
|
||||
|| (defender->doubleWide() //front <=> back
|
||||
&& BattleHex::mutualPosition(attackerPos, defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0)
|
||||
|| (defender->doubleWide() && attacker->doubleWide()//back <=> back
|
||||
&& BattleHex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0);
|
||||
|
||||
}
|
||||
|
||||
bool CStack::ableToRetaliate() const //FIXME: crash after clone is killed
|
||||
{
|
||||
return alive()
|
||||
&& (counterAttacksPerformed < counterAttacksTotal() || hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS))
|
||||
&& !hasBonusOfType(Bonus::SIEGE_WEAPON)
|
||||
&& !hasBonusOfType(Bonus::HYPNOTIZED)
|
||||
&& !hasBonusOfType(Bonus::NO_RETALIATION);
|
||||
}
|
||||
|
||||
ui8 CStack::counterAttacksTotal() const
|
||||
{
|
||||
//after dispell bonus should remain during current round
|
||||
ui8 val = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
|
||||
vstd::amax(counterAttacksTotalCache, val);
|
||||
return counterAttacksTotalCache;
|
||||
}
|
||||
|
||||
si8 CStack::counterAttacksRemaining() const
|
||||
{
|
||||
return counterAttacksTotal() - counterAttacksPerformed;
|
||||
}
|
||||
|
||||
std::string CStack::getName() const
|
||||
{
|
||||
return (count > 1) ? type->namePl : type->nameSing; //War machines can't use base
|
||||
}
|
||||
|
||||
bool CStack::isValidTarget(bool allowDead/* = false*/) const
|
||||
{
|
||||
return (alive() || (allowDead && isDead())) && position.isValid() && !isTurret();
|
||||
}
|
||||
|
||||
bool CStack::isDead() const
|
||||
{
|
||||
return !alive() && !isGhost();
|
||||
}
|
||||
|
||||
bool CStack::isGhost() const
|
||||
{
|
||||
return vstd::contains(state,EBattleStackState::GHOST);
|
||||
}
|
||||
|
||||
bool CStack::isTurret() const
|
||||
{
|
||||
return type->idNumber == CreatureID::ARROW_TOWERS;
|
||||
}
|
||||
|
||||
bool CStack::canBeHealed() const
|
||||
{
|
||||
return firstHPleft < MaxHealth()
|
||||
&& isValidTarget()
|
||||
&& !hasBonusOfType(Bonus::SIEGE_WEAPON);
|
||||
}
|
||||
|
||||
void CStack::makeGhost()
|
||||
{
|
||||
state.erase(EBattleStackState::ALIVE);
|
||||
state.insert(EBattleStackState::GHOST_PENDING);
|
||||
}
|
||||
|
||||
bool CStack::alive() const //determines if stack is alive
|
||||
{
|
||||
return vstd::contains(state,EBattleStackState::ALIVE);
|
||||
}
|
||||
|
||||
ui32 CStack::calculateHealedHealthPoints(ui32 toHeal, const bool resurrect) const
|
||||
{
|
||||
if(!resurrect && !alive())
|
||||
{
|
||||
logGlobal->warnStream() <<"Attempt to heal corpse detected.";
|
||||
return 0;
|
||||
}
|
||||
|
||||
return std::min<ui32>(toHeal, MaxHealth() - firstHPleft + (resurrect ? (baseAmount - count) * MaxHealth() : 0));
|
||||
}
|
||||
|
||||
ui8 CStack::getSpellSchoolLevel(const CSpell * spell, int * outSelectedSchool) const
|
||||
{
|
||||
int skill = valOfBonuses(Selector::typeSubtype(Bonus::SPELLCASTER, spell->id));
|
||||
|
||||
vstd::abetween(skill, 0, 3);
|
||||
|
||||
return skill;
|
||||
}
|
||||
|
||||
ui32 CStack::getSpellBonus(const CSpell * spell, ui32 base, const CStack * affectedStack) const
|
||||
{
|
||||
//stacks does not have sorcery-like bonuses (yet?)
|
||||
return base;
|
||||
}
|
||||
|
||||
int CStack::getEffectLevel(const CSpell * spell) const
|
||||
{
|
||||
return getSpellSchoolLevel(spell);
|
||||
}
|
||||
|
||||
int CStack::getEffectPower(const CSpell * spell) const
|
||||
{
|
||||
return valOfBonuses(Bonus::CREATURE_SPELL_POWER) * count / 100;
|
||||
}
|
||||
|
||||
int CStack::getEnchantPower(const CSpell * spell) const
|
||||
{
|
||||
int res = valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
|
||||
if(res<=0)
|
||||
res = 3;//default for creatures
|
||||
return res;
|
||||
}
|
||||
|
||||
int CStack::getEffectValue(const CSpell * spell) const
|
||||
{
|
||||
return valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spell->id.toEnum()) * count;
|
||||
}
|
||||
|
||||
const PlayerColor CStack::getOwner() const
|
||||
{
|
||||
return owner;
|
||||
}
|
||||
|
||||
void CStack::getCasterName(MetaString & text) const
|
||||
{
|
||||
//always plural name in case of spell cast.
|
||||
text.addReplacement(MetaString::CRE_PL_NAMES, type->idNumber.num);
|
||||
}
|
||||
|
||||
void CStack::getCastDescription(const CSpell * spell, const std::vector<const CStack*> & attacked, MetaString & text) const
|
||||
{
|
||||
text.addTxt(MetaString::GENERAL_TXT, 565);//The %s casts %s
|
||||
//todo: use text 566 for single creature
|
||||
getCasterName(text);
|
||||
text.addReplacement(MetaString::SPELL_NAME, spell->id.toEnum());
|
||||
}
|
156
lib/CStack.h
Normal file
156
lib/CStack.h
Normal file
@ -0,0 +1,156 @@
|
||||
/*
|
||||
* CStack.h, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
#pragma once
|
||||
#include "BattleHex.h"
|
||||
#include "CCreatureHandler.h"
|
||||
#include "mapObjects/CGHeroInstance.h" // for commander serialization
|
||||
|
||||
struct BattleStackAttacked;
|
||||
|
||||
class DLL_LINKAGE CStack : public CBonusSystemNode, public CStackBasicDescriptor, public ISpellCaster
|
||||
{
|
||||
public:
|
||||
const CStackInstance *base; //garrison slot from which stack originates (nullptr for war machines, summoned cres, etc)
|
||||
|
||||
ui32 ID; //unique ID of stack
|
||||
ui32 baseAmount;
|
||||
ui32 firstHPleft; //HP of first creature in stack
|
||||
PlayerColor owner; //owner - player colour (255 for neutrals)
|
||||
SlotID slot; //slot - position in garrison (may be 255 for neutrals/called creatures)
|
||||
bool attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
|
||||
BattleHex position; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower
|
||||
///how many times this stack has been counterattacked this round
|
||||
ui8 counterAttacksPerformed;
|
||||
///cached total count of counterattacks; should be cleared each round;do not serialize
|
||||
mutable ui8 counterAttacksTotalCache;
|
||||
si16 shots; //how many shots left
|
||||
ui8 casts; //how many casts left
|
||||
TQuantity resurrected; // these units will be taken back after battle is over
|
||||
///id of alive clone of this stack clone if any
|
||||
si32 cloneID;
|
||||
std::set<EBattleStackState::EBattleStackState> state;
|
||||
//overrides
|
||||
const CCreature* getCreature() const {return type;}
|
||||
|
||||
CStack(const CStackInstance *base, PlayerColor O, int I, bool AO, SlotID S); //c-tor
|
||||
CStack(const CStackBasicDescriptor *stack, PlayerColor O, int I, bool AO, SlotID S = SlotID(255)); //c-tor
|
||||
CStack(); //c-tor
|
||||
~CStack();
|
||||
std::string nodeName() const override;
|
||||
|
||||
void init(); //set initial (invalid) values
|
||||
void postInit(); //used to finish initialization when inheriting creature parameters is working
|
||||
std::string getName() const; //plural or singular
|
||||
bool willMove(int turn = 0) const; //if stack has remaining move this turn
|
||||
bool ableToRetaliate() const; //if stack can retaliate after attacked
|
||||
///how many times this stack can counterattack in one round
|
||||
ui8 counterAttacksTotal() const;
|
||||
///how many times this stack can counterattack in one round more
|
||||
si8 counterAttacksRemaining() const;
|
||||
bool moved(int turn = 0) const; //if stack was already moved this turn
|
||||
bool waited(int turn = 0) const;
|
||||
bool canMove(int turn = 0) const; //if stack can move
|
||||
bool canBeHealed() const; //for first aid tent - only harmed stacks that are not war machines
|
||||
///returns actual heal value based on internal state
|
||||
ui32 calculateHealedHealthPoints(ui32 toHeal, const bool resurrect) const;
|
||||
ui32 level() const;
|
||||
si32 magicResistance() const override; //include aura of resistance
|
||||
static void stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse);
|
||||
std::vector<si32> activeSpells() const; //returns vector of active spell IDs sorted by time of cast
|
||||
const CGHeroInstance *getMyHero() const; //if stack belongs to hero (directly or was by him summoned) returns hero, nullptr otherwise
|
||||
ui32 totalHealth() const; // total health for all creatures in stack;
|
||||
|
||||
static bool isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos = BattleHex::INVALID, BattleHex defenderPos = BattleHex::INVALID);
|
||||
|
||||
bool doubleWide() const;
|
||||
BattleHex occupiedHex() const; //returns number of occupied hex (not the position) if stack is double wide; otherwise -1
|
||||
BattleHex occupiedHex(BattleHex assumedPos) const; //returns number of occupied hex (not the position) if stack is double wide and would stand on assumedPos; otherwise -1
|
||||
std::vector<BattleHex> getHexes() const; //up to two occupied hexes, starting from front
|
||||
std::vector<BattleHex> getHexes(BattleHex assumedPos) const; //up to two occupied hexes, starting from front
|
||||
static std::vector<BattleHex> getHexes(BattleHex assumedPos, bool twoHex, bool AttackerOwned); //up to two occupied hexes, starting from front
|
||||
bool coversPos(BattleHex position) const; //checks also if unit is double-wide
|
||||
std::vector<BattleHex> getSurroundingHexes(BattleHex attackerPos = BattleHex::INVALID) const; // get six or 8 surrounding hexes depending on creature size
|
||||
|
||||
std::pair<int,int> countKilledByAttack(int damageReceived) const; //returns pair<killed count, new left HP>
|
||||
void prepareAttacked(BattleStackAttacked &bsa, CRandomGenerator & rand, boost::optional<int> customCount = boost::none) const; //requires bsa.damageAmout filled
|
||||
|
||||
///ISpellCaster
|
||||
ui8 getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool = nullptr) const override;
|
||||
ui32 getSpellBonus(const CSpell * spell, ui32 base, const CStack * affectedStack) const override;
|
||||
|
||||
///default spell school level for effect calculation
|
||||
int getEffectLevel(const CSpell * spell) const override;
|
||||
|
||||
///default spell-power for damage/heal calculation
|
||||
int getEffectPower(const CSpell * spell) const override;
|
||||
|
||||
///default spell-power for timed effects duration
|
||||
int getEnchantPower(const CSpell * spell) const override;
|
||||
|
||||
///damage/heal override(ignores spell configuration, effect level and effect power)
|
||||
int getEffectValue(const CSpell * spell) const override;
|
||||
|
||||
const PlayerColor getOwner() const override;
|
||||
|
||||
void getCasterName(MetaString & text) const override;
|
||||
|
||||
void getCastDescription(const CSpell * spell, const std::vector<const CStack *> & attacked, MetaString & text) const override;
|
||||
|
||||
///stack will be ghost in next battle state update
|
||||
void makeGhost();
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
assert(isIndependentNode());
|
||||
h & static_cast<CBonusSystemNode&>(*this);
|
||||
h & static_cast<CStackBasicDescriptor&>(*this);
|
||||
h & ID & baseAmount & firstHPleft & owner & slot & attackerOwned & position & state & counterAttacksPerformed
|
||||
& shots & casts & count & resurrected;
|
||||
|
||||
const CArmedInstance *army = (base ? base->armyObj : nullptr);
|
||||
SlotID extSlot = (base ? base->armyObj->findStack(base) : SlotID());
|
||||
|
||||
if(h.saving)
|
||||
{
|
||||
h & army & extSlot;
|
||||
}
|
||||
else
|
||||
{
|
||||
h & army & extSlot;
|
||||
if(extSlot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
|
||||
{
|
||||
auto hero = dynamic_cast<const CGHeroInstance *>(army);
|
||||
assert (hero);
|
||||
base = hero->commander;
|
||||
}
|
||||
else if(slot == SlotID::SUMMONED_SLOT_PLACEHOLDER || slot == SlotID::ARROW_TOWERS_SLOT || slot == SlotID::WAR_MACHINES_SLOT)
|
||||
{
|
||||
//no external slot possible, so no base stack
|
||||
base = nullptr;
|
||||
}
|
||||
else if(!army || extSlot == SlotID() || !army->hasStackAtSlot(extSlot))
|
||||
{
|
||||
base = nullptr;
|
||||
logGlobal->warnStream() << type->nameSing << " doesn't have a base stack!";
|
||||
}
|
||||
else
|
||||
{
|
||||
base = &army->getStack(extSlot);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
bool alive() const;
|
||||
|
||||
bool isDead() const;
|
||||
bool isGhost() const; //determines if stack was removed
|
||||
bool isValidTarget(bool allowDead = false) const; //non-turret non-ghost stacks (can be attacked or be object of magic effect)
|
||||
bool isTurret() const;
|
||||
};
|
@ -17,7 +17,7 @@
|
||||
#include "CCreatureSet.h"
|
||||
#include "CHeroHandler.h"
|
||||
#include "CGeneralTextHandler.h"
|
||||
#include "BattleState.h"
|
||||
#include "CStack.h"
|
||||
#include "CArtHandler.h"
|
||||
|
||||
#define FOREACH_PARENT(pname) TNodes lparents; getParents(lparents); for(CBonusSystemNode *pname : lparents)
|
||||
|
@ -12,7 +12,8 @@
|
||||
#include "spells/CSpellHandler.h"
|
||||
#include "CCreatureHandler.h"
|
||||
#include "CGameState.h"
|
||||
#include "BattleState.h"
|
||||
#include "CStack.h"
|
||||
#include "BattleInfo.h"
|
||||
#include "CTownHandler.h"
|
||||
#include "mapping/CMapInfo.h"
|
||||
#include "StartInfo.h"
|
||||
|
31
lib/SideInBattle.cpp
Normal file
31
lib/SideInBattle.cpp
Normal file
@ -0,0 +1,31 @@
|
||||
/*
|
||||
* SideInBattle.cpp, 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
|
||||
*
|
||||
*/
|
||||
#include "StdInc.h"
|
||||
#include "SideInBattle.h"
|
||||
#include "mapObjects/CArmedInstance.h"
|
||||
|
||||
SideInBattle::SideInBattle()
|
||||
{
|
||||
color = PlayerColor::CANNOT_DETERMINE;
|
||||
hero = nullptr;
|
||||
armyObject = nullptr;
|
||||
castSpellsCount = 0;
|
||||
enchanterCounter = 0;
|
||||
}
|
||||
|
||||
void SideInBattle::init(const CGHeroInstance *Hero, const CArmedInstance *Army)
|
||||
{
|
||||
hero = Hero;
|
||||
armyObject = Army;
|
||||
color = armyObject->getOwner();
|
||||
|
||||
if(color == PlayerColor::UNFLAGGABLE)
|
||||
color = PlayerColor::NEUTRAL;
|
||||
}
|
35
lib/SideInBattle.h
Normal file
35
lib/SideInBattle.h
Normal file
@ -0,0 +1,35 @@
|
||||
/*
|
||||
* SideInBattle.h, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
#pragma once
|
||||
#include "GameConstants.h"
|
||||
|
||||
class CGHeroInstance;
|
||||
class CArmedInstance;
|
||||
|
||||
struct DLL_LINKAGE SideInBattle
|
||||
{
|
||||
PlayerColor color;
|
||||
const CGHeroInstance *hero; //may be NULL if army is not commanded by hero
|
||||
const CArmedInstance *armyObject; //adv. map object with army that participates in battle; may be same as hero
|
||||
|
||||
ui8 castSpellsCount; //how many spells each side has cast this turn
|
||||
std::vector<const CSpell *> usedSpellsHistory; //every time hero casts spell, it's inserted here -> eagle eye skill
|
||||
si16 enchanterCounter; //tends to pass through 0, so sign is needed
|
||||
|
||||
SideInBattle();
|
||||
void init(const CGHeroInstance *Hero, const CArmedInstance *Army);
|
||||
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & color & hero & armyObject;
|
||||
h & castSpellsCount & usedSpellsHistory & enchanterCounter;
|
||||
}
|
||||
};
|
35
lib/SiegeInfo.cpp
Normal file
35
lib/SiegeInfo.cpp
Normal file
@ -0,0 +1,35 @@
|
||||
/*
|
||||
* SiegeInfo.cpp, 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
|
||||
*
|
||||
*/
|
||||
#include "StdInc.h"
|
||||
#include "SiegeInfo.h"
|
||||
|
||||
|
||||
SiegeInfo::SiegeInfo()
|
||||
{
|
||||
for (int i = 0; i < wallState.size(); ++i)
|
||||
{
|
||||
wallState[i] = EWallState::NONE;
|
||||
}
|
||||
gateState = EGateState::NONE;
|
||||
}
|
||||
|
||||
EWallState::EWallState SiegeInfo::applyDamage(EWallState::EWallState state, unsigned int value)
|
||||
{
|
||||
if (value == 0)
|
||||
return state;
|
||||
|
||||
switch (applyDamage(state, value - 1))
|
||||
{
|
||||
case EWallState::INTACT : return EWallState::DAMAGED;
|
||||
case EWallState::DAMAGED : return EWallState::DESTROYED;
|
||||
case EWallState::DESTROYED : return EWallState::DESTROYED;
|
||||
default: return EWallState::NONE;
|
||||
}
|
||||
}
|
28
lib/SiegeInfo.h
Normal file
28
lib/SiegeInfo.h
Normal file
@ -0,0 +1,28 @@
|
||||
/*
|
||||
* SiegeInfo.h, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
#pragma once
|
||||
#include "GameConstants.h"
|
||||
|
||||
//only for use in BattleInfo
|
||||
struct DLL_LINKAGE SiegeInfo
|
||||
{
|
||||
std::array<si8, EWallPart::PARTS_COUNT> wallState;
|
||||
EGateState gateState;
|
||||
|
||||
SiegeInfo();
|
||||
|
||||
// return EWallState decreased by value of damage points
|
||||
static EWallState::EWallState applyDamage(EWallState::EWallState state, unsigned int value);
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & wallState & gateState;
|
||||
}
|
||||
};
|
@ -21,7 +21,7 @@
|
||||
#include "../IGameCallback.h"
|
||||
#include "../CGameState.h"
|
||||
#include "../CCreatureHandler.h"
|
||||
#include "../BattleState.h"
|
||||
#include "../CStack.h"
|
||||
#include "../CTownHandler.h"
|
||||
#include "../mapping/CMap.h"
|
||||
#include "CGTownInstance.h"
|
||||
|
@ -4,7 +4,6 @@
|
||||
|
||||
#include "../mapping/CMapInfo.h"
|
||||
#include "../StartInfo.h"
|
||||
#include "../BattleState.h"
|
||||
#include "../CGameState.h"
|
||||
#include "../mapping/CMap.h"
|
||||
#include "../mapObjects/CObjectHandler.h"
|
||||
|
@ -3,7 +3,6 @@
|
||||
|
||||
#include "../mapping/CMapInfo.h"
|
||||
#include "../StartInfo.h"
|
||||
#include "../BattleState.h"
|
||||
#include "../CGameState.h"
|
||||
#include "../mapping/CMap.h"
|
||||
#include "../CModHandler.h"
|
||||
|
@ -3,7 +3,8 @@
|
||||
|
||||
#include "../mapping/CMapInfo.h"
|
||||
#include "../StartInfo.h"
|
||||
#include "../BattleState.h"
|
||||
#include "../CStack.h"
|
||||
#include "../BattleInfo.h"
|
||||
#include "../CGameState.h"
|
||||
#include "../mapping/CMap.h"
|
||||
#include "../CModHandler.h"
|
||||
|
@ -3,7 +3,6 @@
|
||||
|
||||
#include "../mapping/CMapInfo.h"
|
||||
#include "../StartInfo.h"
|
||||
#include "../BattleState.h"
|
||||
#include "../CGameState.h"
|
||||
#include "../mapping/CMap.h"
|
||||
#include "../CModHandler.h"
|
||||
|
@ -3,7 +3,8 @@
|
||||
|
||||
#include "../mapping/CMapInfo.h"
|
||||
#include "../StartInfo.h"
|
||||
#include "../BattleState.h"
|
||||
#include "../CStack.h"
|
||||
#include "../BattleInfo.h"
|
||||
#include "../CGameState.h"
|
||||
#include "../mapping/CMap.h"
|
||||
#include "../CModHandler.h"
|
||||
|
@ -3,7 +3,6 @@
|
||||
|
||||
#include "../mapping/CMapInfo.h"
|
||||
#include "../StartInfo.h"
|
||||
#include "../BattleState.h"
|
||||
#include "../CGameState.h"
|
||||
#include "../mapping/CMap.h"
|
||||
#include "../CModHandler.h"
|
||||
|
@ -3,7 +3,6 @@
|
||||
|
||||
#include "../mapping/CMapInfo.h"
|
||||
#include "../StartInfo.h"
|
||||
#include "../BattleState.h"
|
||||
#include "../CGameState.h"
|
||||
#include "../mapping/CMap.h"
|
||||
#include "../CModHandler.h"
|
||||
|
@ -3,7 +3,6 @@
|
||||
|
||||
#include "../mapping/CMapInfo.h"
|
||||
#include "../StartInfo.h"
|
||||
#include "../BattleState.h"
|
||||
#include "../CGameState.h"
|
||||
#include "../mapping/CMap.h"
|
||||
#include "../CModHandler.h"
|
||||
|
@ -12,7 +12,8 @@
|
||||
#include "BattleSpellMechanics.h"
|
||||
|
||||
#include "../NetPacks.h"
|
||||
#include "../BattleState.h"
|
||||
#include "../CStack.h"
|
||||
#include "../BattleInfo.h"
|
||||
#include "../mapObjects/CGHeroInstance.h"
|
||||
#include "../mapObjects/CGTownInstance.h"
|
||||
|
||||
|
@ -12,7 +12,8 @@
|
||||
|
||||
#include "CDefaultSpellMechanics.h"
|
||||
|
||||
#include "../BattleState.h"
|
||||
#include "../CStack.h"
|
||||
#include "../BattleInfo.h"
|
||||
|
||||
#include "../CGeneralTextHandler.h"
|
||||
|
||||
|
@ -22,7 +22,8 @@
|
||||
#include "../CModHandler.h"
|
||||
#include "../StringConstants.h"
|
||||
|
||||
#include "../BattleState.h"
|
||||
#include "../CStack.h"
|
||||
#include "../BattleInfo.h"
|
||||
#include "../CBattleCallback.h"
|
||||
#include "../CGameState.h" //todo: remove
|
||||
|
||||
|
@ -13,7 +13,8 @@
|
||||
#include "CreatureSpellMechanics.h"
|
||||
|
||||
#include "../NetPacks.h"
|
||||
#include "../BattleState.h"
|
||||
#include "../CStack.h"
|
||||
#include "../BattleInfo.h"
|
||||
|
||||
///AcidBreathDamageMechanics
|
||||
void AcidBreathDamageMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
|
||||
|
@ -11,7 +11,9 @@
|
||||
#include "StdInc.h"
|
||||
#include "ISpellMechanics.h"
|
||||
|
||||
#include "../BattleState.h"
|
||||
#include "../CStack.h"
|
||||
#include "../BattleInfo.h"
|
||||
|
||||
#include "../NetPacks.h"
|
||||
|
||||
#include "CDefaultSpellMechanics.h"
|
||||
|
@ -15,7 +15,8 @@
|
||||
#include "../lib/CTownHandler.h"
|
||||
#include "../lib/CCreatureHandler.h"
|
||||
#include "../lib/CGameState.h"
|
||||
#include "../lib/BattleState.h"
|
||||
#include "../lib/CStack.h"
|
||||
#include "../lib/BattleInfo.h"
|
||||
#include "../lib/CondSh.h"
|
||||
#include "../lib/NetPacks.h"
|
||||
#include "../lib/VCMI_Lib.h"
|
||||
|
@ -1,7 +1,7 @@
|
||||
#include "StdInc.h"
|
||||
#include "CQuery.h"
|
||||
#include "CGameHandler.h"
|
||||
#include "../lib/BattleState.h"
|
||||
#include "../lib/BattleInfo.h"
|
||||
#include "../lib/mapObjects/MiscObjects.h"
|
||||
|
||||
boost::mutex Queries::mx;
|
||||
|
@ -5,7 +5,8 @@
|
||||
#include "../lib/IGameCallback.h"
|
||||
#include "../lib/mapping/CMap.h"
|
||||
#include "../lib/CGameState.h"
|
||||
#include "../lib/BattleState.h"
|
||||
#include "../lib/CStack.h"
|
||||
#include "../lib/BattleInfo.h"
|
||||
#include "../lib/BattleAction.h"
|
||||
#include "../lib/serializer/Connection.h"
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user