/* * 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 "CBattleInfoCallback.h" #include "../int3.h" class CStack; class CStackInstance; class CStackBasicDescriptor; struct DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallback { std::array 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 stacks; std::vector > 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 void serialize(Handler &h, const int version) { h & sides; h & round; h & activeStack; h & selectedStack; h & town; h & tile; h & stacks; h & obstacles; h & si; h & battlefieldType; h & terrainType; h & tacticsSide; h & tacticDistance; h & static_cast(*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 int getAvaliableHex(CreatureID creID, ui8 side, int initialPos = -1) const; //find place for summon / clone effects std::pair< std::vector, int > getPath(BattleHex start, BattleHex dest, const CStack * stack); //returned value: pair; length may be different than number of elements in path since flying vreatures jump between distant hexes std::shared_ptr getObstacleOnTile(BattleHex tile) const; std::set 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 * casualties) const; //casualties are array of maps size 2 (attacker, defeneder), maps are (crid => amount) CStack * generateNewStack(const CStackInstance &base, ui8 side, SlotID slot, BattleHex position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield CStack * generateNewStack(const CStackBasicDescriptor &base, ui8 side, 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(); 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); };