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25bdcd3cab
- Support for Sacrifice
275 lines
17 KiB
C++
275 lines
17 KiB
C++
#pragma once
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#include "BattleHex.h"
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#include "HeroBonus.h"
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#include "CCreatureSet.h"
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#include "CObjectHandler.h"
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#include "CCreatureHandler.h"
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#include "CObstacleInstance.h"
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#include "ConstTransitivePtr.h"
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#include "GameConstants.h"
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/*
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* BattleState.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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class CGHeroInstance;
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class CStack;
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class CArmedInstance;
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class CGTownInstance;
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class CStackInstance;
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struct BattleStackAttacked;
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//only for use in BattleInfo
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struct DLL_LINKAGE SiegeInfo
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{
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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
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & wallState;
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}
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};
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struct DLL_LINKAGE AttackableTiles
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{
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std::set<BattleHex> hostileCreaturePositions;
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std::set<BattleHex> friendlyCreaturePositions; //for Dragon Breath
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & hostileCreaturePositions & friendlyCreaturePositions;
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}
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};
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struct DLL_LINKAGE BattleInfo : public CBonusSystemNode
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{
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ui8 sides[2]; //sides[0] - attacker, sides[1] - defender
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si32 round, activeStack, selectedStack;
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ui8 siege; // = 0 ordinary battle = 1 a siege with a Fort = 2 a siege with a Citadel = 3 a siege with a Castle
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const CGTownInstance * town; //used during town siege - id of attacked town; -1 if not town defence
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int3 tile; //for background and bonuses
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CGHeroInstance* heroes[2];
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CArmedInstance *belligerents[2]; //may be same as heroes
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std::vector<CStack*> stacks;
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std::vector<CObstacleInstance> obstacles;
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ui8 castSpells[2]; //how many spells each side has cast this turn [0] - attacker, [1] - defender
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std::vector<const CSpell *> usedSpellsHistory[2]; //each time hero casts spell, it's inserted here -> eagle eye skill
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si16 enchanterCounter[2]; //tends to pass through 0, so sign is needed
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SiegeInfo si;
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si32 battlefieldType;
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ui8 tacticsSide; //which side is requested to play tactics phase
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ui8 tacticDistance; //how many hexes we can go forward (1 = only hexes adjacent to margin line)
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & sides & round & activeStack & selectedStack & siege & town & tile & stacks & belligerents & obstacles
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& castSpells & si & battlefieldType;
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h & heroes;
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h & usedSpellsHistory & enchanterCounter;
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h & tacticsSide & tacticDistance;
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h & static_cast<CBonusSystemNode&>(*this);
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}
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//////////////////////////////////////////////////////////////////////////
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//void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
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//////////////////////////////////////////////////////////////////////////
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const CStack *getStackIf(boost::function<bool(const CStack*)> pred) const;
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const CStack * getNextStack() const; //which stack will have turn after current one
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void getStackQueue(std::vector<const CStack *> &out, int howMany, int turn = 0, int lastMoved = -1) const; //returns stack in order of their movement action
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CStack * getStack(int stackID, bool onlyAlive = true);
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const CStack * getStack(int stackID, bool onlyAlive = true) const;
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CStack * getStackT(BattleHex tileID, bool onlyAlive = true);
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const CStack * getStackT(BattleHex tileID, bool onlyAlive = true) const;
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void getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<BattleHex> & occupyable, bool flying, const CStack* stackToOmmit = NULL) const; //send pointer to at least 187 allocated bytes
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static bool isAccessible(BattleHex hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos); //helper for makeBFS
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BattleHex getClosestTile (bool attackerOwned, int initialPos, std::set<BattleHex> & possibilities) const; //TODO: vector or set? copying one to another is bad
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int getAvaliableHex(TCreature creID, bool attackerOwned, int initialPos = -1) const; //find place for summon / clone effects
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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
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std::pair< std::vector<BattleHex>, int > getPath(BattleHex start, BattleHex dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned); //returned value: pair<path, length>; length may be different than number of elements in path since flying vreatures jump between distant hexes
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std::vector<BattleHex> getAccessibility(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable = NULL, bool forPassingBy = false) const; //returns vector of accessible tiles (taking into account the creature range)
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bool isObstacleOnTile(BattleHex tile) const;
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bool isStackBlocked(const CStack * stack) const; //returns true if there is neighboring enemy stack
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ui32 calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg); //charge - number of hexes travelled before attack (for champion's jousting)
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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 deathBlow, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
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TDmgRange calculateDmgRange(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
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void calculateCasualties(std::map<ui32,si32> *casualties) const; //casualties are array of maps size 2 (attacker, defeneder), maps are (crid => amount)
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std::set<CStack*> getAttackedCreatures(const CSpell * s, int skillLevel, ui8 attackerOwner, BattleHex destinationTile); //calculates stack affected by given spell
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void getPotentiallyAttackableHexes(AttackableTiles &at, const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos); //hexes around target that could be attacked in melee
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std::set<CStack*> getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID); //calculates range of multi-hex attacks
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std::set<BattleHex> getAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID); //calculates range of multi-hex attacks
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std::set<CStack*> getAdjacentCreatures (const CStack * stack) const;
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static int calculateSpellDuration(const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower);
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CStack * generateNewStack(const CStackInstance &base, bool attackerOwned, int slot, BattleHex position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
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CStack * generateNewStack(const CStackBasicDescriptor &base, bool attackerOwned, int slot, BattleHex position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
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int getIdForNewStack() const; //suggest a currently unused ID that'd suitable for generating a new stack
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ui32 getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //returns cost of given spell
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int hexToWallPart(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
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int lineToWallHex(int line) const; //returns hex with wall in given line
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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)
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ui32 calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const;
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ui32 calculateSpellDmg(const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower) const; //calculates damage inflicted by spell
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ui32 calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack, const CStack * sacrificedStack = NULL) const;
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ui32 calculateHealedHP(int healedHealth, const CSpell * spell, const CStack * stack) const; //for Archangel
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ui32 calculateHealedHP(const CSpell * spell, int usedSpellPower, int spellSchoolLevel, const CStack * stack) const; //unused
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bool resurrects(TSpell spellid) const; //TODO: move it to spellHandler?
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si8 hasDistancePenalty(const CStack * stackID, BattleHex destHex) const; //determines if given stack has distance penalty shooting given pos
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si8 sameSideOfWall(int pos1, int pos2) const; //determines if given positions are on the same side of wall
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si8 hasWallPenalty(const CStack * stack, BattleHex destHex) const; //determines if given stack has wall penalty shooting given pos
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si8 canTeleportTo(const CStack * stack, BattleHex destHex, int telportLevel) const; //determines if given stack can teleport to given place
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bool battleCanShoot(const CStack * stack, BattleHex dest) const; //determines if stack with given ID shoot at the selected destination
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const CGHeroInstance * getHero(int player) const; //returns fighting hero that belongs to given player
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ESpellCastProblem::ESpellCastProblem battleCanCastSpell(int player, ECastingMode::ECastingMode mode) const; //returns true if there are no general issues preventing from casting a spell
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ESpellCastProblem::ESpellCastProblem battleCanCastThisSpell(int player, const CSpell * spell, ECastingMode::ECastingMode mode) const; //checks if given player can cast given spell
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ESpellCastProblem::ESpellCastProblem battleIsImmune(const CGHeroInstance * caster, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex 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.
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ESpellCastProblem::ESpellCastProblem battleCanCastThisSpellHere(int player, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest) const; //checks if given player can cast given spell at given tile in given mode
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bool battleTestElementalImmunity(const CStack * subject, const CSpell * spell, Bonus::BonusType element, bool damageSpell) const;
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TSpell getRandomBeneficialSpell(const CStack * subject) const;
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TSpell getRandomCastedSpell(const CStack * caster) const; //called at the beginning of turn for Faerie Dragon
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std::vector<ui32> calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::set<CStack*> affectedCreatures, int casterSideOwner, ECastingMode::ECastingMode mode, int usedSpellPower, int spellLevel) const;
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bool battleCanFlee(int player) const; //returns true if player can flee from the battle
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const CStack * battleGetStack(BattleHex pos, bool onlyAlive); //returns stack at given tile
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const CGHeroInstance * battleGetOwner(const CStack * stack) const; //returns hero that owns given stack; NULL if none
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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
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void localInit();
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void localInitStack(CStack * s);
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static BattleInfo * setupBattle( int3 tile, int terrain, int terType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town );
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bool isInTacticRange( BattleHex dest ) const;
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int getSurrenderingCost(int player) const;
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int theOtherPlayer(int player) const;
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ui8 whatSide(int player) const;
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static int battlefieldTypeToBI(int bfieldType); //converts above to ERM BI format
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static int battlefieldTypeToTerrain(int bfieldType); //converts above to ERM BI format
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};
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class DLL_LINKAGE CStack : public CBonusSystemNode, public CStackBasicDescriptor
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{
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public:
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const CStackInstance *base;
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ui32 ID; //unique ID of stack
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ui32 baseAmount;
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ui32 firstHPleft; //HP of first creature in stack
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ui8 owner, slot; //owner - player colour (255 for neutrals), slot - position in garrison (may be 255 for neutrals/called creatures)
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ui8 attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
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BattleHex position; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower
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ui8 counterAttacks; //how many counter attacks can be performed more in this turn (by default set at the beginning of the round to 1)
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si16 shots; //how many shots left
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ui8 casts; //how many casts left
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std::set<EBattleStackState::EBattleStackState> state;
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//overrides
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const CCreature* getCreature() const {return type;}
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CStack(const CStackInstance *base, int O, int I, bool AO, int S); //c-tor
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CStack(const CStackBasicDescriptor *stack, int O, int I, bool AO, int S = 255); //c-tor
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CStack(); //c-tor
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~CStack();
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std::string nodeName() const OVERRIDE;
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void init(); //set initial (invalid) values
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void postInit(); //used to finish initialization when inheriting creature parameters is working
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std::string getName() const; //plural or singular
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const Bonus * getEffect(ui16 id, int turn = 0) const; //effect id (SP)
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ui8 howManyEffectsSet(ui16 id) const; //returns amount of effects with given id set for this stack
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bool willMove(int turn = 0) const; //if stack has remaining move this turn
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bool ableToRetaliate() const; //if stack can retaliate after attacked
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bool moved(int turn = 0) const; //if stack was already moved this turn
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bool canMove(int turn = 0) const; //if stack can move
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bool canBeHealed() const; //for first aid tent - only harmed stacks that are not war machines
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ui32 Speed(int turn = 0, bool useBind = false) const; //get speed of creature with all modificators
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si32 magicResistance() const; //include aura of resistance
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static void stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse);
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std::vector<si32> activeSpells() const; //returns vector of active spell IDs sorted by time of cast
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const CGHeroInstance *getMyHero() const; //if stack belongs to hero (directly or was by him summoned) returns hero, NULL otherwise
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static inline Bonus featureGenerator(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, si32 additionalInfo = 0, si32 limit = Bonus::NO_LIMIT)
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{
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Bonus hb = makeFeatureVal(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain, additionalInfo);
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hb.effectRange = limit;
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hb.source = Bonus::SPELL_EFFECT;
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return hb;
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}
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static inline Bonus featureGeneratorVT(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, ui8 valType)
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{
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Bonus ret = makeFeatureVal(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain);
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ret.valType = valType;
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ret.source = Bonus::SPELL_EFFECT;
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return ret;
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}
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static bool isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos = BattleHex::INVALID, BattleHex defenderPos = BattleHex::INVALID);
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bool doubleWide() const;
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BattleHex occupiedHex() const; //returns number of occupied hex (not the position) if stack is double wide; otherwise -1
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std::vector<BattleHex> getHexes() const; //up to two occupied hexes, starting from front
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bool coversPos(BattleHex position) const; //checks also if unit is double-wide
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std::vector<BattleHex> getSurroundingHexes(BattleHex attackerPos = BattleHex::INVALID) const; // get six or 8 surrounding hexes depending on creature size
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void prepareAttacked(BattleStackAttacked &bsa) const; //requires bsa.damageAmout filled
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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assert(isIndependentNode());
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h & static_cast<CBonusSystemNode&>(*this);
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h & static_cast<CStackBasicDescriptor&>(*this);
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h & ID & baseAmount & firstHPleft & owner & slot & attackerOwned & position & state & counterAttacks
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& shots & casts & count;
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TSlot slot = (base ? base->armyObj->findStack(base) : -1);
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const CArmedInstance *army = (base ? base->armyObj : NULL);
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if(h.saving)
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{
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h & army & slot;
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}
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else
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{
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h & army & slot;
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if(!army || slot == -1 || !army->hasStackAtSlot(slot))
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{
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base = NULL;
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tlog3 << type->nameSing << " doesn't have a base stack!\n";
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}
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else
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{
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base = &army->getStack(slot);
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}
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}
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}
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bool alive() const //determines if stack is alive
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{
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return vstd::contains(state,EBattleStackState::ALIVE);
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}
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bool isValidTarget(bool allowDead = false) const; //alive non-turret stacks (can be attacked or be object of magic effect)
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};
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class DLL_LINKAGE CMP_stack
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{
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int phase; //rules of which phase will be used
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int turn;
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public:
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bool operator ()(const CStack* a, const CStack* b);
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CMP_stack(int Phase = 1, int Turn = 0);
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};
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