/* * 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 & activeStack & selectedStack & town & tile & stacks & obstacles & si & battlefieldType & terrainType; h & tacticsSide & 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 //void getStackQueue(std::vector &out, int howMany, int turn = 0, int lastMoved = -1) const; //returns stack in order of their movement action //void getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set & occupyable, bool flying, const CStack* stackToOmmit = nullptr) const; //send pointer to at least 187 allocated bytes //static bool isAccessible(BattleHex hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos); //helper for makeBFS int getAvaliableHex(CreatureID creID, bool attackerOwned, int initialPos = -1) const; //find place for summon / clone effects //void makeBFS(BattleHex start, bool*accessibility, BattleHex *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(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::vector getAccessibility(const CStack * stack, bool addOccupiable, std::vector * attackable = nullptr, bool forPassingBy = false) const; //returns vector of accessible tiles (taking into account the creature range) //bool isObstacleVisibleForSide(const CObstacleInstance &obstacle, ui8 side) const; 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) //void getPotentiallyAttackableHexes(AttackableTiles &at, const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos); //hexes around target that could be attacked in melee //std::set getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID); //calculates range of multi-hex attacks //std::set getAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID); //calculates range of multi-hex attacks CStack * generateNewStack(const CStackInstance &base, bool attackerOwned, SlotID slot, BattleHex position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield CStack * generateNewStack(const CStackBasicDescriptor &base, bool attackerOwned, 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(); void localInitStack(CStack * s); 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); };