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617e1f962e
* lib/ERMScriptModule.cpp * lib/ERMScriptModule.h * lib/CObstacleInstance.h More jugglery with callbacks. Moving stuff from CGameState to CGameInfoCallback. Work on unified game events interface for player (AI or GUI) and script module. Directing events to ERM interpretetr, first attempts of calling some triggers. Crashy, if there any scripts. Some other changes, including fighting amount of includes in includes and tracking of hero visits (need further work).
233 lines
14 KiB
C++
233 lines
14 KiB
C++
#pragma once
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#include "../global.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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/*
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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_EXPORT 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_EXPORT 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;
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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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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 & 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;
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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 * 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(THex tileID, bool onlyAlive = true);
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const CStack * getStackT(THex tileID, bool onlyAlive = true) const;
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void getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<THex> & occupyable, bool flying, const CStack* stackToOmmit = NULL) const; //send pointer to at least 187 allocated bytes
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static bool isAccessible(THex hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos); //helper for makeBFS
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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
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std::pair< std::vector<THex>, int > getPath(THex start, THex 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<THex> getAccessibility(const CStack * stack, bool addOccupiable, std::vector<THex> * attackable = NULL) const; //returns vector of accessible tiles (taking into account the creature range)
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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 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 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 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, THex destinationTile); //calculates stack affected by given spell
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static int calculateSpellDuration(const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower);
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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
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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
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ui32 getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //returns cost of given spell
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int hexToWallPart(THex 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 *, THex> 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;
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si8 hasDistancePenalty(const CStack * stackID, THex 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, THex destHex) const; //determines if given stack has wall penalty shooting given pos
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si8 canTeleportTo(const CStack * stack, THex destHex, int telportLevel) const; //determines if given stack can teleport to given place
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bool battleCanShoot(const CStack * stack, THex 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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SpellCasting::ESpellCastProblem battleCanCastSpell(int player, SpellCasting::ECastingMode mode) const; //returns true if there are no general issues preventing from casting a spell
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SpellCasting::ESpellCastProblem battleCanCastThisSpell(int player, const CSpell * spell, SpellCasting::ECastingMode mode) const; //checks if given player can cast given spell
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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.
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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
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std::vector<ui32> calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::set<CStack*> affectedCreatures, int casterSideOwner, SpellCasting::ECastingMode mode) 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(THex 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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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( THex 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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};
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class DLL_EXPORT 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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THex 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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std::set<ECombatInfo> 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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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 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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ui32 Speed(int turn = 0) const; //get speed of creature with all modificators
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BonusList getSpellBonuses() const;
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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, THex attackerPos = THex::INVALID, THex defenderPos = THex::INVALID);
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bool doubleWide() const;
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THex occupiedHex() const; //returns number of occupied hex (not the position) if stack is double wide; otherwise -1
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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 & 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 << " don'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,ALIVE);
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}
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};
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class DLL_EXPORT 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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