#pragma once #include "../global.h" #include "HeroBonus.h" #include "CCreatureSet.h" #include "CObjectHandler.h" #include "CCreatureHandler.h" #include "CObstacleInstance.h" #include "ConstTransitivePtr.h" /* * 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 * */ class CGHeroInstance; class CStack; class CArmedInstance; class CGTownInstance; class CStackInstance; struct BattleStackAttacked; //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 template void serialize(Handler &h, const int version) { h & wallState; } }; struct DLL_EXPORT BattleInfo : public CBonusSystemNode { ui8 sides[2]; //sides[0] - attacker, sides[1] - 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 const CGTownInstance * town; //used during town siege - id of attacked town; -1 if not town defence int3 tile; //for background and bonuses CGHeroInstance *heroes[2]; CArmedInstance *belligerents[2]; //may be same as heroes std::vector stacks; std::vector obstacles; ui8 castSpells[2]; //how many spells each side has cast this turn [0] - attacker, [1] - defender std::vector usedSpellsHistory[2]; //each time hero casts spell, it's inserted here -> eagle eye skill SiegeInfo si; si32 battlefieldType; 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 & round & activeStack & siege & town & tile & stacks & belligerents & obstacles & castSpells & si & battlefieldType; h & heroes; h & usedSpellsHistory; h & tacticsSide & tacticDistance; h & static_cast(*this); } ////////////////////////////////////////////////////////////////////////// //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 &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 & occupyable, bool flying, const CStack* stackToOmmit = NULL) const; //send pointer to at least 187 allocated bytes static bool isAccessible(THex hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos); //helper for makeBFS void makeBFS(THex start, bool*accessibility, THex *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 > getPath(THex start, THex dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned); //returned value: pair; length may be different than number of elements in path since flying vreatures jump between distant hexes std::vector getAccessibility(const CStack * stack, bool addOccupiable, std::vector * attackable = NULL) const; //returns vector of accessible tiles (taking into account the creature range) bool isStackBlocked(const CStack * stack) const; //returns true if there is neighboring enemy stack ui32 calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky, bool ballistaDoubleDmg); //charge - number of hexes travelled before attack (for champion's jousting) TDmgRange calculateDmgRange( const CStack* attacker, const CStack* defender, TQuantity attackerCount, TQuantity defenderCount, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair TDmgRange calculateDmgRange(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair void calculateCasualties(std::map *casualties) const; //casualties are array of maps size 2 (attacker, defeneder), maps are (crid => amount) std::set getAttackedCreatures(const CSpell * s, int skillLevel, ui8 attackerOwner, THex destinationTile); //calculates stack affected by given spell std::set getAttackedCreatures(const CStack* attacker, THex destinationTile); //calculates range of multi-hex attacks static int calculateSpellDuration(const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower); CStack * generateNewStack(const CStackInstance &base, int stackID, bool attackerOwned, int slot, THex 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, THex 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(THex 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 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(const CStack * stackID, THex destHex) const; //determines if given stack has distance penalty shooting given pos si8 sameSideOfWall(int pos1, int pos2) const; //determines if given positions are on the same side of wall si8 hasWallPenalty(const CStack * stack, THex destHex) const; //determines if given stack has wall penalty shooting given pos si8 canTeleportTo(const CStack * stack, THex destHex, int telportLevel) const; //determines if given stack can teleport to given place bool battleCanShoot(const CStack * stack, THex dest) const; //determines if stack with given ID shoot at the selected destination const CGHeroInstance * getHero(int player) const; //returns fighting hero that belongs to given player SpellCasting::ESpellCastProblem battleCanCastSpell(int player, SpellCasting::ECastingMode mode) const; //returns true if there are no general issues preventing from casting a spell SpellCasting::ESpellCastProblem battleCanCastThisSpell(int player, const CSpell * spell, SpellCasting::ECastingMode mode) const; //checks if given player can cast given spell SpellCasting::ESpellCastProblem battleIsImmune(const CGHeroInstance * caster, const CSpell * spell, SpellCasting::ECastingMode mode, THex dest) const; //checks for creature immunity / anything that prevent casting *at given hex* - doesn't take into acount general problems such as not having spellbook or mana points etc. SpellCasting::ESpellCastProblem battleCanCastThisSpellHere(int player, const CSpell * spell, SpellCasting::ECastingMode mode, THex dest); //checks if given player can cast given spell at given tile in given mode bool battleTestElementalImmunity(const CStack * subject, const CSpell * spell, Bonus::BonusType element, bool damageSpell) const; std::vector calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::set affectedCreatures, int casterSideOwner, SpellCasting::ECastingMode mode) const; bool battleCanFlee(int player) const; //returns true if player can flee from the battle const CStack * battleGetStack(THex pos, bool onlyAlive); //returns stack at given tile const CGHeroInstance * battleGetOwner(const CStack * stack) const; //returns hero that owns given stack; NULL if none si8 battleMinSpellLevel() const; //calculates minimum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, 0 is returned void localInit(); static BattleInfo * setupBattle( int3 tile, int terrain, int terType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town ); bool isInTacticRange( THex dest ) const; int getSurrenderingCost(int player) const; int theOtherPlayer(int player) const; ui8 whatSide(int player) const; }; 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 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 static void stackEffectToFeature(std::vector & sf, const Bonus & sse); 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, 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 = makeFeatureVal(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain, additionalInfo); hb.effectRange = limit; hb.source = Bonus::SPELL_EFFECT; return hb; } static inline Bonus featureGeneratorVT(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, ui8 valType) { Bonus ret = makeFeatureVal(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain); ret.valType = valType; ret.source = Bonus::SPELL_EFFECT; return ret; } static bool isMeleeAttackPossible(const CStack * attacker, const CStack * defender, THex attackerPos = THex::INVALID, THex defenderPos = THex::INVALID); bool doubleWide() const; THex occupiedHex() const; //returns number of occupied hex (not the position) if stack is double wide; otherwise -1 std::vector getHexes() const; //up to two occupied hexes, starting from front bool coversPos(THex position) const; //checks also if unit is double-wide std::vector getSurroundingHexes() const; // get six or 8 surrounding hexes depending on creature size void prepareAttacked(BattleStackAttacked &bsa) const; //requires bsa.damageAmout filled template void serialize(Handler &h, const int version) { assert(isIndependentNode()); h & static_cast(*this); h & static_cast(*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 << " doesn'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); };