/* * 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 "bonuses/Bonus.h" #include "bonuses/CBonusSystemNode.h" #include "CCreatureHandler.h" //todo: remove #include "battle/BattleHex.h" #include "mapObjects/CGHeroInstance.h" // for commander serialization #include "battle/CUnitState.h" VCMI_LIB_NAMESPACE_BEGIN struct BattleStackAttacked; class BattleInfo; //Represents STACK_BATTLE nodes class DLL_LINKAGE CStack : public CBonusSystemNode, public battle::CUnitState, public battle::IUnitEnvironment { private: ui32 ID = -1; //unique ID of stack const CCreature * type = nullptr; TerrainId nativeTerrain; //tmp variable to save native terrain value on battle init ui32 baseAmount = -1; PlayerColor owner; //owner - player color (255 for neutrals) BattleSide side = BattleSide::NONE; SlotID slot; //slot - position in garrison (may be 255 for neutrals/called creatures) public: const CStackInstance * base = nullptr; //garrison slot from which stack originates (nullptr for war machines, summoned cres, etc) BattleHex initialPosition; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower CStack(const CStackInstance * base, const PlayerColor & O, int I, BattleSide Side, const SlotID & S); CStack(const CStackBasicDescriptor * stack, const PlayerColor & O, int I, BattleSide Side, const SlotID & S = SlotID(255)); CStack(); ~CStack(); std::string nodeName() const override; void localInit(BattleInfo * battleInfo); std::string getName() const; //plural or singular bool canBeHealed() const; //for first aid tent - only harmed stacks that are not war machines bool isOnNativeTerrain() const; bool isOnTerrain(TerrainId terrain) 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 static std::vector meleeAttackHexes(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos = BattleHex::INVALID, BattleHex defenderPos = BattleHex::INVALID); static bool isMeleeAttackPossible(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos = BattleHex::INVALID, BattleHex defenderPos = BattleHex::INVALID); BattleHex::EDir destShiftDir() const; void prepareAttacked(BattleStackAttacked & bsa, vstd::RNG & rand) const; //requires bsa.damageAmount filled static void prepareAttacked(BattleStackAttacked & bsa, vstd::RNG & rand, const std::shared_ptr & customState); //requires bsa.damageAmount filled const CCreature * unitType() const override; int32_t unitBaseAmount() const override; uint32_t unitId() const override; BattleSide unitSide() const override; PlayerColor unitOwner() const override; SlotID unitSlot() const override; std::string getDescription() const override; bool unitHasAmmoCart(const battle::Unit * unit) const override; PlayerColor unitEffectiveOwner(const battle::Unit * unit) const override; void spendMana(ServerCallback * server, const int spellCost) const override; const IBonusBearer* getBonusBearer() const override; PlayerColor getOwner() const override { return this->owner; } template void serialize(Handler & h) { //this assumes that stack objects is newly created //stackState is not serialized here assert(isIndependentNode()); h & static_cast(*this); h & type; h & ID; h & baseAmount; h & owner; h & slot; h & side; h & initialPosition; const CArmedInstance * army = (base ? base->armyObj : nullptr); SlotID extSlot = (base ? base->armyObj->findStack(base) : SlotID()); if(h.saving) { h & army; h & extSlot; } else { h & army; h & extSlot; if(extSlot == SlotID::COMMANDER_SLOT_PLACEHOLDER) { const 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->warn("%s doesn't have a base stack!", type->getNameSingularTranslated()); } else { base = &army->getStack(extSlot); } } } private: const BattleInfo * battle; //do not serialize }; VCMI_LIB_NAMESPACE_END