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vcmi/lib/BattleState.h
Arseniy Shestakov 9fd1cff090 Refactoring: always use std prefix for shared_ptr, unique_ptr and make_shared
Long time ago it's was used without prefix to make future switch from boost to std version easier.
I discusses this with Ivan and decide to drop these using from Global.h now.

This change wouldn't break anything because there was already code with prefix for each of three cases.
2015-12-29 05:43:33 +03:00

306 lines
15 KiB
C++

/*
* 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
*
*/
#pragma once
#include "BattleHex.h"
#include "mapObjects/CArmedInstance.h" // for army serialization
#include "mapObjects/CGHeroInstance.h" // for commander serialization
#include "CCreatureHandler.h"
#include "ConstTransitivePtr.h"
#include "GameConstants.h"
#include "CBattleCallback.h"
#include "int3.h"
#include "spells/Magic.h"
class CGHeroInstance;
class CStack;
class CArmedInstance;
class CGTownInstance;
class CStackInstance;
struct BattleStackAttacked;
class CRandomGenerator;
//only for use in BattleInfo
struct DLL_LINKAGE SiegeInfo
{
std::array<si8, EWallPart::PARTS_COUNT> wallState;
// return EWallState decreased by value of damage points
static EWallState::EWallState applyDamage(EWallState::EWallState state, unsigned int value)
{
if (value == 0)
return state;
switch (applyDamage(state, value - 1))
{
case EWallState::INTACT : return EWallState::DAMAGED;
case EWallState::DAMAGED : return EWallState::DESTROYED;
case EWallState::DESTROYED : return EWallState::DESTROYED;
default: return EWallState::NONE;
}
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & wallState;
}
};
struct DLL_LINKAGE SideInBattle
{
PlayerColor color;
const CGHeroInstance *hero; //may be NULL if army is not commanded by hero
const CArmedInstance *armyObject; //adv. map object with army that participates in battle; may be same as hero
ui8 castSpellsCount; //how many spells each side has cast this turn
std::vector<const CSpell *> usedSpellsHistory; //every time hero casts spell, it's inserted here -> eagle eye skill
si16 enchanterCounter; //tends to pass through 0, so sign is needed
SideInBattle();
void init(const CGHeroInstance *Hero, const CArmedInstance *Army);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & color & hero & armyObject;
h & castSpellsCount & usedSpellsHistory & enchanterCounter;
}
};
struct DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallback
{
std::array<SideInBattle, 2> 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<CStack*> stacks;
std::vector<std::shared_ptr<CObstacleInstance> > 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 <typename Handler> 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<CBonusSystemNode&>(*this);
}
//////////////////////////////////////////////////////////////////////////
BattleInfo();
~BattleInfo(){};
//////////////////////////////////////////////////////////////////////////
CStack * getStackT(BattleHex tileID, bool onlyAlive = true);
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<const CStack *> &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<BattleHex> & 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<BattleHex>, int > getPath(BattleHex start, BattleHex dest, const CStack *stack); //returned value: pair<path, length>; length may be different than number of elements in path since flying vreatures jump between distant hexes
//std::vector<BattleHex> getAccessibility(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * 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<CObstacleInstance> getObstacleOnTile(BattleHex tile) const;
std::set<BattleHex> getStoppers(bool whichSidePerspective) const;
ui32 calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, 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<ui32,si32> *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<CStack*> getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID); //calculates range of multi-hex attacks
//std::set<BattleHex> 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
//std::pair<const CStack *, BattleHex> 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)
const CGHeroInstance * getHero(PlayerColor player) const; //returns fighting hero that belongs to given player
const CStack * battleGetStack(BattleHex pos, bool onlyAlive); //returns stack at given tile
const CGHeroInstance * battleGetOwner(const CStack * stack) const; //returns hero that owns given stack; nullptr if none
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 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)
bool attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
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<EBattleStackState::EBattleStackState> state;
//overrides
const CCreature* getCreature() const {return type;}
CStack(const CStackInstance *base, PlayerColor O, int I, bool AO, SlotID S); //c-tor
CStack(const CStackBasicDescriptor *stack, PlayerColor O, int I, bool AO, 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
static void stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse);
std::vector<si32> 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 inline Bonus featureGenerator(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, si32 additionalInfo = 0, Bonus::LimitEffect limit = Bonus::NO_LIMIT)
{
Bonus hb = makeFeatureVal(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain, additionalInfo);
hb.effectRange = limit;
return hb;
}
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<BattleHex> getHexes() const; //up to two occupied hexes, starting from front
std::vector<BattleHex> getHexes(BattleHex assumedPos) const; //up to two occupied hexes, starting from front
static std::vector<BattleHex> getHexes(BattleHex assumedPos, bool twoHex, bool AttackerOwned); //up to two occupied hexes, starting from front
bool coversPos(BattleHex position) const; //checks also if unit is double-wide
std::vector<BattleHex> getSurroundingHexes(BattleHex attackerPos = BattleHex::INVALID) const; // get six or 8 surrounding hexes depending on creature size
std::pair<int,int> countKilledByAttack(int damageReceived) const; //returns pair<killed count, new left HP>
void prepareAttacked(BattleStackAttacked &bsa, CRandomGenerator & rand, boost::optional<int> 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;
template <typename Handler> void serialize(Handler &h, const int version)
{
assert(isIndependentNode());
h & static_cast<CBonusSystemNode&>(*this);
h & static_cast<CStackBasicDescriptor&>(*this);
h & ID & baseAmount & firstHPleft & owner & slot & attackerOwned & position & state & counterAttacksPerformed
& shots & casts & count & resurrected;
const CArmedInstance *army = (base ? base->armyObj : nullptr);
SlotID slot = (base ? base->armyObj->findStack(base) : SlotID());
if(h.saving)
{
h & army & slot;
}
else
{
h & army & slot;
if (slot == SlotID::COMMANDER_SLOT_PLACEHOLDER) //TODO
{
auto hero = dynamic_cast<const CGHeroInstance *>(army);
assert (hero);
base = hero->commander;
}
else if(!army || slot == SlotID() || !army->hasStackAtSlot(slot))
{
base = nullptr;
logGlobal->warnStream() << type->nameSing << " doesn't have a base stack!";
}
else
{
base = &army->getStack(slot);
}
}
}
bool alive() const //determines if stack is alive
{
return vstd::contains(state,EBattleStackState::ALIVE);
}
bool idDeadClone() const //determines if stack is alive
{
return vstd::contains(state,EBattleStackState::DEAD_CLONE);
}
bool isValidTarget(bool allowDead = false) const; //alive non-turret stacks (can be attacked or be object of magic effect)
};
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);
};