mirror of
https://github.com/vcmi/vcmi.git
synced 2026-06-19 22:57:37 +02:00
* splitted CGameState into general game state and battle game state
* added missing fields to serialize in CHero
This commit is contained in:
@@ -1,4 +1,5 @@
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#include "BattleLogic.h"
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#include "../../lib/BattleState.h"
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#include <math.h>
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#include <boost/lexical_cast.hpp>
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#include <boost/lambda/lambda.hpp>
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@@ -3,6 +3,7 @@
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#include <iostream>
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#include <boost/lexical_cast.hpp>
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#include "../../lib/BattleState.h"
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#include "../../lib/CBuildingHandler.h"
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#include "../../lib/CHeroHandler.h"
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#include "../../lib/VCMI_Lib.h"
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@@ -1,6 +1,6 @@
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#include "stdafx.h"
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#include "StupidAI.h"
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#include "../../lib/CGameState.h"
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#include "../../lib/BattleState.h"
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CStupidAI::CStupidAI(void)
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: side(-1), cb(NULL)
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@@ -3,6 +3,7 @@
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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/map.h"
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@@ -43,6 +43,7 @@ class CMapHeader;
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struct CGPathNode;
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struct CGPath;
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class CGGarrison;
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class CObstacleInstance;
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struct InfoAboutTown
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{
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+1
-1
@@ -1,6 +1,6 @@
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#include "stdafx.h"
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#include "CGameInterface.h"
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#include "lib/CGameState.h"
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#include "lib/BattleState.h"
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#ifdef _WIN32
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#define WIN32_LEAN_AND_MEAN //excludes rarely used stuff from windows headers - delete this line if something is missing
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@@ -13,7 +13,7 @@
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#include "CMessage.h"
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#include "CCursorHandler.h"
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#include "../CCallback.h"
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#include "../lib/CGameState.h"
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#include "../lib/BattleState.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "CCreatureAnimation.h"
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#include "Graphics.h"
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@@ -25,6 +25,7 @@
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#include "../lib/Connection.h"
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#include "../lib/CSpellHandler.h"
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#include "../lib/CTownHandler.h"
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#include "../lib/BattleState.h"
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#include "CMusicHandler.h"
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#include "../lib/CondSh.h"
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#include "../lib/NetPacks.h"
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@@ -6,6 +6,7 @@
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#include "../lib/CGameState.h"
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#include "CPlayerInterface.h"
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#include "../StartInfo.h"
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#include "../lib/BattleState.h"
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#include "../lib/CArtHandler.h"
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#include "../lib/CDefObjInfoHandler.h"
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#include "../lib/CGeneralTextHandler.h"
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@@ -23,6 +23,9 @@
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#include "SDL_Extensions.h"
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#include "CBattleInterface.h"
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#include "../lib/CCampaignHandler.h"
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#include "../lib/CGameState.h"
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#include "../lib/BattleState.h"
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//macro to avoid code duplication - calls given method with given arguments if interface for specific player is present
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#define INTERFACE_CALL_IF_PRESENT(player,function,...) \
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+11
-1
@@ -1,6 +1,16 @@
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#define VCMI_DLL
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#include "BattleAction.h"
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#include "CGameState.h"
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#include "BattleState.h"
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/*
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* BattleAction.h, 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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* License: GNU General Public License v2.0 or later
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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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BattleAction::BattleAction()
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{
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+1926
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,212 @@
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#pragma once
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#include "../global.h"
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#include "HeroBonus.h"
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#include "CCreatureSet.h"
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#include "ConstTransitivePtr.h"
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/*
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* BattleState.h, 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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* License: GNU General Public License v2.0 or later
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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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class CGHeroInstance;
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class CStack;
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class CArmedInstance;
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class CGTownInstance;
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class CStackInstance;
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struct DLL_EXPORT CObstacleInstance
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{
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int uniqueID;
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int ID; //ID of obstacle (defines type of it)
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int pos; //position on battlefield
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & ID & pos & uniqueID;
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}
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};
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//only for use in BattleInfo
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struct DLL_EXPORT SiegeInfo
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{
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ui8 wallState[8]; //[0] - keep, [1] - bottom tower, [2] - bottom wall, [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; 1 - intact, 2 - damaged, 3 - destroyed
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & wallState;
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}
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};
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struct DLL_EXPORT BattleInfo : public CBonusSystemNode
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{
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ui8 side1, side2; //side1 - attacker, side2 - defender
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si32 round, activeStack;
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ui8 siege; // = 0 ordinary battle = 1 a siege with a Fort = 2 a siege with a Citadel = 3 a siege with a Castle
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si32 tid; //used during town siege - id of attacked town; -1 if not town defence
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int3 tile; //for background and bonuses
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CGHeroInstance *heroes[2];
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CArmedInstance *belligerents[2]; //may be same as heroes
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std::vector<CStack*> stacks;
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std::vector<CObstacleInstance> obstacles;
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ui8 castSpells[2]; //[0] - attacker, [1] - defender
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SiegeInfo si;
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si32 battlefieldType;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & side1 & side2 & round & activeStack & siege & tid & tile & stacks & belligerents & obstacles
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& castSpells & si & battlefieldType;
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h & heroes;
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h & static_cast<CBonusSystemNode&>(*this);
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}
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//////////////////////////////////////////////////////////////////////////
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//void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
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//////////////////////////////////////////////////////////////////////////
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const CStack * getNextStack() const; //which stack will have turn after current one
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void getStackQueue(std::vector<const CStack *> &out, int howMany, int turn = 0, int lastMoved = -1) const; //returns stack in order of their movement action
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CStack * getStack(int stackID, bool onlyAlive = true);
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const CStack * getStack(int stackID, bool onlyAlive = true) const;
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CStack * getStackT(THex tileID, bool onlyAlive = true);
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const CStack * getStackT(THex tileID, bool onlyAlive = true) const;
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void getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<int> & occupyable, bool flying, int stackToOmmit=-1) const; //send pointer to at least 187 allocated bytes
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static bool isAccessible(int hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos); //helper for makeBFS
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void makeBFS(int start, bool*accessibility, int *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
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std::pair< std::vector<int>, int > getPath(int start, int dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned); //returned value: pair<path, length>; length may be different than number of elements in path since flying vreatures jump between distant hexes
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std::vector<int> getAccessibility(int stackID, bool addOccupiable) const; //returns vector of accessible tiles (taking into account the creature range)
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bool isStackBlocked(int ID); //returns true if there is neighboring enemy stack
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static signed char mutualPosition(THex hex1, THex hex2); //returns info about mutual position of given hexes (-1 - they're distant, 0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left)
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static std::vector<int> neighbouringTiles(int hex);
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static si8 getDistance(THex hex1, THex hex2); //returns distance between given hexes
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ui32 calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky); //charge - number of hexes travelled before attack (for champion's jousting)
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std::pair<ui32, ui32> calculateDmgRange(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky); //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
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void calculateCasualties(std::map<ui32,si32> *casualties) const; //casualties are array of maps size 2 (attacker, defeneder), maps are (crid => amount)
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std::set<CStack*> getAttackedCreatures(const CSpell * s, int skillLevel, ui8 attackerOwner, int destinationTile); //calculates stack affected by given spell
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static int calculateSpellDuration(const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower);
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CStack * generateNewStack(const CStackInstance &base, int stackID, bool attackerOwned, int slot, int position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
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CStack * generateNewStack(const CStackBasicDescriptor &base, int stackID, bool attackerOwned, int slot, int position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
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ui32 getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //returns cost of given spell
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int hexToWallPart(int hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
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int lineToWallHex(int line) const; //returns hex with wall in given line
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std::pair<const CStack *, int> getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const; //if attackerOwned is indetermnate, returened stack is of any owner; hex is the number of hex we should be looking from; returns (nerarest creature, predecessorHex)
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ui32 calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const;
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ui32 calculateSpellDmg(const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower) const; //calculates damage inflicted by spell
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ui32 calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack) const;
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si8 hasDistancePenalty(int stackID, int destHex); //determines if given stack has distance penalty shooting given pos
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si8 sameSideOfWall(int pos1, int pos2); //determines if given positions are on the same side of wall
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si8 hasWallPenalty(int stackID, int destHex); //determines if given stack has wall penalty shooting given pos
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si8 canTeleportTo(int stackID, int destHex, int telportLevel); //determines if given stack can teleport to given place
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void localInit();
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static BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int terType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town );
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};
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class DLL_EXPORT CStack : public CBonusSystemNode, public CStackBasicDescriptor
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{
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public:
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const CStackInstance *base;
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ui32 ID; //unique ID of stack
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ui32 baseAmount;
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ui32 firstHPleft; //HP of first creature in stack
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ui8 owner, slot; //owner - player colour (255 for neutrals), slot - position in garrison (may be 255 for neutrals/called creatures)
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ui8 attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
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THex position; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower
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ui8 counterAttacks; //how many counter attacks can be performed more in this turn (by default set at the beginning of the round to 1)
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si16 shots; //how many shots left
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std::set<ECombatInfo> state;
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//overrides
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const CCreature* getCreature() const {return type;}
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CStack(const CStackInstance *base, int O, int I, bool AO, int S); //c-tor
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CStack(const CStackBasicDescriptor *stack, int O, int I, bool AO, int S = 255); //c-tor
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CStack(); //c-tor
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~CStack();
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std::string nodeName() const OVERRIDE;
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void init(); //set initial (invalid) values
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void postInit(); //used to finish initialization when inheriting creature parameters is working
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const Bonus * getEffect(ui16 id, int turn = 0) const; //effect id (SP)
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ui8 howManyEffectsSet(ui16 id) const; //returns amount of effects with given id set for this stack
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bool willMove(int turn = 0) const; //if stack has remaining move this turn
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bool moved(int turn = 0) const; //if stack was already moved this turn
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bool canMove(int turn = 0) const; //if stack can move
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ui32 Speed(int turn = 0) const; //get speed of creature with all modificators
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BonusList getSpellBonuses() const;
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void stackEffectToFeature(BonusList & sf, const Bonus & sse);
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std::vector<si32> activeSpells() const; //returns vector of active spell IDs sorted by time of cast
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const CGHeroInstance *getMyHero() const; //if stack belongs to hero (directly or was by him summoned) returns hero, NULL otherwise
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static inline Bonus *featureGenerator(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, si32 additionalInfo = 0, si32 limit = Bonus::NO_LIMIT)
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{
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Bonus *hb = makeFeature(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain, additionalInfo);
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hb->effectRange = limit;
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hb->source = Bonus::CASTED_SPELL; //right?
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return hb;
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}
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static inline Bonus *featureGeneratorVT(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, ui8 valType)
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{
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Bonus *ret(makeFeature(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain));
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ret->valType = valType;
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ret->source = Bonus::CASTED_SPELL; //right?
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return ret;
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}
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bool doubleWide() const;
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int occupiedHex() const; //returns number of occupied hex (not the position) if stack is double wide; otherwise -1
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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assert(isIndependentNode());
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h & static_cast<CBonusSystemNode&>(*this);
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h & static_cast<CStackBasicDescriptor&>(*this);
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h & ID & baseAmount & firstHPleft & owner & slot & attackerOwned & position & state & counterAttacks
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& shots & count;
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TSlot slot = (base ? base->armyObj->findStack(base) : -1);
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const CArmedInstance *army = (base ? base->armyObj : NULL);
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if(h.saving)
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{
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h & army & slot;
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}
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else
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{
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h & army & slot;
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if(!army || slot == -1 || !army->hasStackAtSlot(slot))
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{
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base = NULL;
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tlog3 << type->nameSing << " don't have a base stack!\n";
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}
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else
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{
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base = &army->getStack(slot);
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}
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}
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}
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bool alive() const //determines if stack is alive
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{
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return vstd::contains(state,ALIVE);
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}
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};
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class DLL_EXPORT CMP_stack
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{
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int phase; //rules of which phase will be used
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int turn;
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public:
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bool operator ()(const CStack* a, const CStack* b);
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CMP_stack(int Phase = 1, int Turn = 0);
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};
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+1
-1
@@ -115,7 +115,7 @@ public:
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int getArmyStrength() const; //sum of AI values of creatures
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ui64 getPower (TSlot slot) const; //value of specific stack
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std::string getRoughAmount (TSlot slot) const; //rough size of specific stack
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bool hasStackAtSlot(TSlot slot) const;
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bool hasStackAtSlot(TSlot slot) const;
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bool contains(const CStackInstance *stack) const;
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bool canBeMergedWith(const CCreatureSet &cs, bool allowMergingStacks = true) const;
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+3
-1894
File diff suppressed because it is too large
Load Diff
+2
-185
@@ -177,192 +177,7 @@ public:
|
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|
||||
};
|
||||
|
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struct DLL_EXPORT CObstacleInstance
|
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{
|
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int uniqueID;
|
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int ID; //ID of obstacle (defines type of it)
|
||||
int pos; //position on battlefield
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
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h & ID & pos & uniqueID;
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||||
}
|
||||
};
|
||||
|
||||
//only for use in BattleInfo
|
||||
struct DLL_EXPORT SiegeInfo
|
||||
{
|
||||
ui8 wallState[8]; //[0] - keep, [1] - bottom tower, [2] - bottom wall, [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; 1 - intact, 2 - damaged, 3 - destroyed
|
||||
|
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template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
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h & wallState;
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||||
}
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||||
};
|
||||
|
||||
struct DLL_EXPORT BattleInfo : public CBonusSystemNode
|
||||
{
|
||||
ui8 side1, side2; //side1 - attacker, side2 - defender
|
||||
si32 round, activeStack;
|
||||
ui8 siege; // = 0 ordinary battle = 1 a siege with a Fort = 2 a siege with a Citadel = 3 a siege with a Castle
|
||||
si32 tid; //used during town siege - id of attacked town; -1 if not town defence
|
||||
int3 tile; //for background and bonuses
|
||||
CGHeroInstance *heroes[2];
|
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CArmedInstance *belligerents[2]; //may be same as heroes
|
||||
std::vector<CStack*> stacks;
|
||||
std::vector<CObstacleInstance> obstacles;
|
||||
ui8 castSpells[2]; //[0] - attacker, [1] - defender
|
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SiegeInfo si;
|
||||
si32 battlefieldType;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
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||||
h & side1 & side2 & round & activeStack & siege & tid & tile & stacks & belligerents & obstacles
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||||
& castSpells & si & battlefieldType;
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||||
h & heroes;
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||||
h & static_cast<CBonusSystemNode&>(*this);
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||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
//void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) 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
|
||||
CStack * getStack(int stackID, bool onlyAlive = true);
|
||||
const CStack * getStack(int stackID, bool onlyAlive = true) const;
|
||||
CStack * getStackT(THex tileID, bool onlyAlive = true);
|
||||
const CStack * getStackT(THex tileID, bool onlyAlive = true) const;
|
||||
void getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<int> & occupyable, bool flying, int stackToOmmit=-1) const; //send pointer to at least 187 allocated bytes
|
||||
static bool isAccessible(int hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos); //helper for makeBFS
|
||||
void makeBFS(int start, bool*accessibility, int *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<int>, int > getPath(int start, int dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned); //returned value: pair<path, length>; length may be different than number of elements in path since flying vreatures jump between distant hexes
|
||||
std::vector<int> getAccessibility(int stackID, bool addOccupiable) const; //returns vector of accessible tiles (taking into account the creature range)
|
||||
|
||||
bool isStackBlocked(int ID); //returns true if there is neighboring enemy stack
|
||||
static signed char mutualPosition(THex hex1, THex hex2); //returns info about mutual position of given hexes (-1 - they're distant, 0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left)
|
||||
static std::vector<int> neighbouringTiles(int hex);
|
||||
static si8 getDistance(THex hex1, THex hex2); //returns distance between given hexes
|
||||
ui32 calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky); //charge - number of hexes travelled before attack (for champion's jousting)
|
||||
std::pair<ui32, ui32> calculateDmgRange(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky); //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
|
||||
void calculateCasualties(std::map<ui32,si32> *casualties) const; //casualties are array of maps size 2 (attacker, defeneder), maps are (crid => amount)
|
||||
std::set<CStack*> getAttackedCreatures(const CSpell * s, int skillLevel, ui8 attackerOwner, int destinationTile); //calculates stack affected by given spell
|
||||
static int calculateSpellDuration(const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower);
|
||||
CStack * generateNewStack(const CStackInstance &base, int stackID, bool attackerOwned, int slot, int position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
|
||||
CStack * generateNewStack(const CStackBasicDescriptor &base, int stackID, bool attackerOwned, int slot, int position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
|
||||
ui32 getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //returns cost of given spell
|
||||
int hexToWallPart(int hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
|
||||
int lineToWallHex(int line) const; //returns hex with wall in given line
|
||||
std::pair<const CStack *, int> getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const; //if attackerOwned is indetermnate, returened stack is of any owner; hex is the number of hex we should be looking from; returns (nerarest creature, predecessorHex)
|
||||
ui32 calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const;
|
||||
ui32 calculateSpellDmg(const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower) const; //calculates damage inflicted by spell
|
||||
ui32 calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack) const;
|
||||
si8 hasDistancePenalty(int stackID, int destHex); //determines if given stack has distance penalty shooting given pos
|
||||
si8 sameSideOfWall(int pos1, int pos2); //determines if given positions are on the same side of wall
|
||||
si8 hasWallPenalty(int stackID, int destHex); //determines if given stack has wall penalty shooting given pos
|
||||
si8 canTeleportTo(int stackID, int destHex, int telportLevel); //determines if given stack can teleport to given place
|
||||
void localInit();
|
||||
};
|
||||
|
||||
class DLL_EXPORT CStack : public CBonusSystemNode, public CStackBasicDescriptor
|
||||
{
|
||||
public:
|
||||
const CStackInstance *base;
|
||||
|
||||
ui32 ID; //unique ID of stack
|
||||
ui32 baseAmount;
|
||||
ui32 firstHPleft; //HP of first creature in stack
|
||||
ui8 owner, slot; //owner - player colour (255 for neutrals), slot - position in garrison (may be 255 for neutrals/called creatures)
|
||||
ui8 attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
|
||||
THex position; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower
|
||||
ui8 counterAttacks; //how many counter attacks can be performed more in this turn (by default set at the beginning of the round to 1)
|
||||
si16 shots; //how many shots left
|
||||
|
||||
std::set<ECombatInfo> state;
|
||||
//overrides
|
||||
const CCreature* getCreature() const {return type;}
|
||||
|
||||
CStack(const CStackInstance *base, int O, int I, bool AO, int S); //c-tor
|
||||
CStack(const CStackBasicDescriptor *stack, int O, int I, bool AO, int S = 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
|
||||
const Bonus * getEffect(ui16 id, int turn = 0) const; //effect id (SP)
|
||||
ui8 howManyEffectsSet(ui16 id) const; //returns amount of effects with given id set for this stack
|
||||
bool willMove(int turn = 0) const; //if stack has remaining move this turn
|
||||
bool moved(int turn = 0) const; //if stack was already moved this turn
|
||||
bool canMove(int turn = 0) const; //if stack can move
|
||||
ui32 Speed(int turn = 0) const; //get speed of creature with all modificators
|
||||
BonusList getSpellBonuses() const;
|
||||
void stackEffectToFeature(BonusList & 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, NULL otherwise
|
||||
|
||||
static inline Bonus *featureGenerator(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, si32 additionalInfo = 0, si32 limit = Bonus::NO_LIMIT)
|
||||
{
|
||||
Bonus *hb = makeFeature(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain, additionalInfo);
|
||||
hb->effectRange = limit;
|
||||
hb->source = Bonus::CASTED_SPELL; //right?
|
||||
return hb;
|
||||
}
|
||||
|
||||
static inline Bonus *featureGeneratorVT(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, ui8 valType)
|
||||
{
|
||||
Bonus *ret(makeFeature(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain));
|
||||
ret->valType = valType;
|
||||
ret->source = Bonus::CASTED_SPELL; //right?
|
||||
return ret;
|
||||
}
|
||||
|
||||
bool doubleWide() const;
|
||||
int occupiedHex() const; //returns number of occupied hex (not the position) if stack is double wide; otherwise -1
|
||||
|
||||
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 & counterAttacks
|
||||
& shots & count;
|
||||
|
||||
TSlot slot = (base ? base->armyObj->findStack(base) : -1);
|
||||
const CArmedInstance *army = (base ? base->armyObj : NULL);
|
||||
if(h.saving)
|
||||
{
|
||||
h & army & slot;
|
||||
}
|
||||
else
|
||||
{
|
||||
h & army & slot;
|
||||
if(!army || slot == -1 || !army->hasStackAtSlot(slot))
|
||||
{
|
||||
base = NULL;
|
||||
tlog3 << type->nameSing << " don't have a base stack!\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
base = &army->getStack(slot);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
bool alive() const //determines if stack is alive
|
||||
{
|
||||
return vstd::contains(state,ALIVE);
|
||||
}
|
||||
};
|
||||
|
||||
class DLL_EXPORT 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);
|
||||
};
|
||||
|
||||
struct UpgradeInfo
|
||||
{
|
||||
@@ -432,6 +247,8 @@ struct DLL_EXPORT CPathsInfo
|
||||
~CPathsInfo();
|
||||
};
|
||||
|
||||
class BattleInfo;
|
||||
|
||||
class DLL_EXPORT CGameState
|
||||
{
|
||||
public:
|
||||
|
||||
+5
-1
@@ -26,6 +26,10 @@ struct SSpecialtyInfo
|
||||
si32 val;
|
||||
si32 subtype;
|
||||
si32 additionalinfo;
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & type & val & subtype & additionalinfo;
|
||||
}
|
||||
};
|
||||
|
||||
class DLL_EXPORT CHero
|
||||
@@ -52,7 +56,7 @@ public:
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & name & ID & lowStack & highStack & refTypeStack & heroType & startingSpell & heroClass;
|
||||
h & name & ID & lowStack & highStack & refTypeStack & heroClass & heroType & secSkillsInit & spec & startingSpell & sex;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
+1
-1
@@ -1,7 +1,6 @@
|
||||
#ifndef __NETPACKS_H__
|
||||
#define __NETPACKS_H__
|
||||
#include "../global.h"
|
||||
#include "CGameState.h"
|
||||
#include "BattleAction.h"
|
||||
#include "HeroBonus.h"
|
||||
#include <set>
|
||||
@@ -27,6 +26,7 @@ class CConnection;
|
||||
class CCampaignState;
|
||||
class CArtifact;
|
||||
class CSelectionScreen;
|
||||
class CGObjectInstance;
|
||||
//class CMapInfo;
|
||||
|
||||
struct CPack
|
||||
|
||||
@@ -15,6 +15,8 @@
|
||||
#include <boost/algorithm/string/replace.hpp>
|
||||
#include <boost/thread.hpp>
|
||||
#include <boost/thread/shared_mutex.hpp>
|
||||
#include "CGameState.h"
|
||||
#include "BattleState.h"
|
||||
|
||||
#undef min
|
||||
#undef max
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
#include "../lib/CTownHandler.h"
|
||||
#include "../lib/CCreatureHandler.h"
|
||||
#include "../lib/CGameState.h"
|
||||
#include "../lib/BattleState.h"
|
||||
#include "../lib/CondSh.h"
|
||||
#include "../lib/NetPacks.h"
|
||||
#include "../lib/VCMI_Lib.h"
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
#include "../lib/CObjectHandler.h"
|
||||
#include "../lib/IGameCallback.h"
|
||||
#include "../lib/map.h"
|
||||
#include "../lib/CGameState.h"
|
||||
#include "../lib/BattleState.h"
|
||||
|
||||
|
||||
#define PLAYER_OWNS(id) (gh->getPlayerAt(c)==gh->getOwner(id))
|
||||
|
||||
Reference in New Issue
Block a user