mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-30 08:57:00 +02:00
4f8c7bd4bb
* removed all occurrences of attackerOwned * Use BattleSide enum * more tweaks
96 lines
4.4 KiB
C++
96 lines
4.4 KiB
C++
/*
|
|
* 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<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 * 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
|
|
|
|
int getAvaliableHex(CreatureID creID, ui8 side, int initialPos = -1) const; //find place for summon / clone effects
|
|
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::shared_ptr<CObstacleInstance> getObstacleOnTile(BattleHex tile) const;
|
|
std::set<BattleHex> 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<ui32,si32> * casualties) const; //casualties are array of maps size 2 (attacker, defeneder), maps are (crid => amount)
|
|
|
|
CStack * generateNewStack(const CStackInstance &base, ui8 side, SlotID slot, BattleHex position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
|
|
CStack * generateNewStack(const CStackBasicDescriptor &base, ui8 side, 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);
|
|
};
|