/* * 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 "battle/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) ui8 side; 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 state; //overrides const CCreature* getCreature() const {return type;} CStack(const CStackInstance *base, PlayerColor O, int I, ui8 Side, SlotID S); //c-tor CStack(const CStackBasicDescriptor *stack, PlayerColor O, int I, ui8 Side, 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 std::vector 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 getHexes() const; //up to two occupied hexes, starting from front std::vector getHexes(BattleHex assumedPos) const; //up to two occupied hexes, starting from front static std::vector getHexes(BattleHex assumedPos, bool twoHex, ui8 side); //up to two occupied hexes, starting from front bool coversPos(BattleHex position) const; //checks also if unit is double-wide std::vector getSurroundingHexes(BattleHex attackerPos = BattleHex::INVALID) const; // get six or 8 surrounding hexes depending on creature size BattleHex::EDir destShiftDir() const; std::pair countKilledByAttack(int damageReceived) const; //returns pair void prepareAttacked(BattleStackAttacked &bsa, CRandomGenerator & rand, boost::optional 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 & attacked, MetaString & text) const override; ///stack will be ghost in next battle state update void makeGhost(); template void serialize(Handler &h, const int version) { assert(isIndependentNode()); h & static_cast(*this); h & static_cast(*this); h & ID & baseAmount & firstHPleft & owner & slot & side & 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(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; };