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			150 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			150 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * CStack.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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| 
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| #pragma once
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| #include "bonuses/Bonus.h"
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| #include "bonuses/CBonusSystemNode.h"
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| #include "CCreatureHandler.h" //todo: remove
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| #include "battle/BattleHex.h"
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| #include "mapObjects/CGHeroInstance.h" // for commander serialization
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| 
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| #include "battle/CUnitState.h"
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| 
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| VCMI_LIB_NAMESPACE_BEGIN
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| 
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| struct BattleStackAttacked;
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| class BattleInfo;
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| 
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| //Represents STACK_BATTLE nodes
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| class DLL_LINKAGE CStack : public CBonusSystemNode, public battle::CUnitState, public battle::IUnitEnvironment
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| {
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| private:
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| 	ui32 ID = -1; //unique ID of stack
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| 	const CCreature * type = nullptr;
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| 	TerrainId nativeTerrain; //tmp variable to save native terrain value on battle init
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| 	ui32 baseAmount = -1;
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| 
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| 	PlayerColor owner; //owner - player color (255 for neutrals)
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| 	ui8 side = 1;
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| 
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| 	SlotID slot;  //slot - position in garrison (may be 255 for neutrals/called creatures)
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| 
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| public:
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| 	const CStackInstance * base = nullptr; //garrison slot from which stack originates (nullptr for war machines, summoned cres, etc)
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| 	
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| 	BattleHex initialPosition; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower
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| 
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| 	CStack(const CStackInstance * base, const PlayerColor & O, int I, ui8 Side, const SlotID & S);
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| 	CStack(const CStackBasicDescriptor * stack, const PlayerColor & O, int I, ui8 Side, const SlotID & S = SlotID(255));
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| 	CStack();
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| 	~CStack();
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| 
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| 	std::string nodeName() const override;
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| 
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| 	void localInit(BattleInfo * battleInfo);
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| 	std::string getName() const; //plural or singular
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| 
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| 	bool canBeHealed() const; //for first aid tent - only harmed stacks that are not war machines
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| 	bool isOnNativeTerrain() const;
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| 	bool isOnTerrain(TerrainId terrain) const;
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| 
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| 	ui32 level() const;
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| 	si32 magicResistance() const override; //include aura of resistance
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| 	std::vector<SpellID> 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, nullptr otherwise
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| 
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| 	static std::vector<BattleHex> meleeAttackHexes(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos = BattleHex::INVALID, BattleHex defenderPos = BattleHex::INVALID);
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| 	static bool isMeleeAttackPossible(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos = BattleHex::INVALID, BattleHex defenderPos = BattleHex::INVALID);
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| 
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| 	BattleHex::EDir destShiftDir() const;
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| 
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| 	void prepareAttacked(BattleStackAttacked & bsa, vstd::RNG & rand) const; //requires bsa.damageAmount filled
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| 	static void prepareAttacked(BattleStackAttacked & bsa,
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| 								vstd::RNG & rand,
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| 								const std::shared_ptr<battle::CUnitState> & customState); //requires bsa.damageAmount filled
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| 
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| 	const CCreature * unitType() const override;
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| 	int32_t unitBaseAmount() const override;
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| 
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| 	uint32_t unitId() const override;
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| 	ui8 unitSide() const override;
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| 	PlayerColor unitOwner() const override;
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| 	SlotID unitSlot() const override;
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| 
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| 	std::string getDescription() const override;
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| 
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| 	bool unitHasAmmoCart(const battle::Unit * unit) const override;
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| 	PlayerColor unitEffectiveOwner(const battle::Unit * unit) const override;
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| 
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| 	void spendMana(ServerCallback * server, const int spellCost) const override;
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| 
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| 	const IBonusBearer* getBonusBearer() const override;
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| 	
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| 	PlayerColor getOwner() const override
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| 	{
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| 		return this->owner;
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| 	}
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| 
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| 	template <typename Handler> void serialize(Handler & h)
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| 	{
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| 		//this assumes that stack objects is newly created
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| 		//stackState is not serialized here
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| 		assert(isIndependentNode());
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| 		h & static_cast<CBonusSystemNode&>(*this);
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| 		h & type;
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| 		h & ID;
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| 		h & baseAmount;
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| 		h & owner;
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| 		h & slot;
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| 		h & side;
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| 		h & initialPosition;
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| 
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| 		const CArmedInstance * army = (base ? base->armyObj : nullptr);
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| 		SlotID extSlot = (base ? base->armyObj->findStack(base) : SlotID());
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| 
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| 		if(h.saving)
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| 		{
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| 			h & army;
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| 			h & extSlot;
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| 		}
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| 		else
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| 		{
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| 			h & army;
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| 			h & extSlot;
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| 
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| 			if(extSlot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
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| 			{
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| 				const auto * hero = dynamic_cast<const CGHeroInstance *>(army);
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| 				assert(hero);
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| 				base = hero->commander;
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| 			}
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| 			else if(slot == SlotID::SUMMONED_SLOT_PLACEHOLDER || slot == SlotID::ARROW_TOWERS_SLOT || slot == SlotID::WAR_MACHINES_SLOT)
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| 			{
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| 				//no external slot possible, so no base stack
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| 				base = nullptr;
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| 			}
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| 			else if(!army || extSlot == SlotID() || !army->hasStackAtSlot(extSlot))
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| 			{
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| 				base = nullptr;
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| 				logGlobal->warn("%s doesn't have a base stack!", type->getNameSingularTranslated());
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| 			}
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| 			else
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| 			{
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| 				base = &army->getStack(extSlot);
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| 			}
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| 		}
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| 	}
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| 
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| private:
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| 	const BattleInfo * battle; //do not serialize
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| };
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| 
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| VCMI_LIB_NAMESPACE_END
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