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4f8c7bd4bb
* removed all occurrences of attackerOwned * Use BattleSide enum * more tweaks
96 lines
4.4 KiB
C++
96 lines
4.4 KiB
C++
/*
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* BattleInfo.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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#pragma once
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#include "SiegeInfo.h"
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#include "SideInBattle.h"
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#include "../HeroBonus.h"
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#include "CBattleInfoCallback.h"
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#include "../int3.h"
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class CStack;
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class CStackInstance;
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class CStackBasicDescriptor;
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struct DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallback
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{
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std::array<SideInBattle, 2> sides; //sides[0] - attacker, sides[1] - defender
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si32 round, activeStack, selectedStack;
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const CGTownInstance * town; //used during town siege, nullptr if this is not a siege (note that fortless town IS also a siege)
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int3 tile; //for background and bonuses
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std::vector<CStack*> stacks;
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std::vector<std::shared_ptr<CObstacleInstance> > obstacles;
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SiegeInfo si;
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BFieldType battlefieldType; //like !!BA:B
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ETerrainType terrainType; //used for some stack nativity checks (not the bonus limiters though that have their own copy)
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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;
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h & round & activeStack & selectedStack & town & tile & stacks & obstacles
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& si & battlefieldType & terrainType;
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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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BattleInfo();
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~BattleInfo(){};
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//////////////////////////////////////////////////////////////////////////
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CStack * getStack(int stackID, bool onlyAlive = true);
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using CBattleInfoEssentials::battleGetArmyObject;
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CArmedInstance * battleGetArmyObject(ui8 side) const;
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using CBattleInfoEssentials::battleGetFightingHero;
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CGHeroInstance * battleGetFightingHero(ui8 side) const;
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const CStack * getNextStack() const; //which stack will have turn after current one
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int getAvaliableHex(CreatureID creID, ui8 side, int initialPos = -1) const; //find place for summon / clone effects
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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
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std::shared_ptr<CObstacleInstance> getObstacleOnTile(BattleHex tile) const;
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std::set<BattleHex> getStoppers(bool whichSidePerspective) const;
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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)
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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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CStack * generateNewStack(const CStackInstance &base, ui8 side, SlotID 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, ui8 side, SlotID 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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const CGHeroInstance * getHero(PlayerColor player) const; //returns fighting hero that belongs to given player
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void localInit();
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void localInitStack(CStack * s);
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static BattleInfo * setupBattle(int3 tile, ETerrainType terrain, BFieldType battlefieldType, const CArmedInstance * armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance * town);
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//bool hasNativeStack(ui8 side) const;
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PlayerColor theOtherPlayer(PlayerColor player) const;
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ui8 whatSide(PlayerColor player) const;
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static BattlefieldBI::BattlefieldBI battlefieldTypeToBI(BFieldType 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 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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