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4f8c7bd4bb
* removed all occurrences of attackerOwned * Use BattleSide enum * more tweaks
158 lines
6.9 KiB
C++
158 lines
6.9 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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#pragma once
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#include "battle/BattleHex.h"
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#include "CCreatureHandler.h"
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#include "mapObjects/CGHeroInstance.h" // for commander serialization
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struct BattleStackAttacked;
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class DLL_LINKAGE CStack : public CBonusSystemNode, public CStackBasicDescriptor, public ISpellCaster
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{
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public:
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const CStackInstance *base; //garrison slot from which stack originates (nullptr for war machines, summoned cres, etc)
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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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PlayerColor owner; //owner - player colour (255 for neutrals)
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SlotID slot; //slot - position in garrison (may be 255 for neutrals/called creatures)
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ui8 side;
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BattleHex position; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower
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///how many times this stack has been counterattacked this round
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ui8 counterAttacksPerformed;
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///cached total count of counterattacks; should be cleared each round;do not serialize
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mutable ui8 counterAttacksTotalCache;
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si16 shots; //how many shots left
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ui8 casts; //how many casts left
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TQuantity resurrected; // these units will be taken back after battle is over
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///id of alive clone of this stack clone if any
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si32 cloneID;
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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, PlayerColor O, int I, ui8 Side, SlotID S); //c-tor
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CStack(const CStackBasicDescriptor *stack, PlayerColor O, int I, ui8 Side, SlotID S = SlotID(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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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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///how many times this stack can counterattack in one round
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ui8 counterAttacksTotal() const;
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///how many times this stack can counterattack in one round more
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si8 counterAttacksRemaining() const;
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bool moved(int turn = 0) const; //if stack was already moved this turn
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bool waited(int turn = 0) const;
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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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///returns actual heal value based on internal state
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ui32 calculateHealedHealthPoints(ui32 toHeal, const bool resurrect) const;
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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<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, nullptr otherwise
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ui32 totalHealth() const; // total health for all creatures in stack;
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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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BattleHex occupiedHex(BattleHex assumedPos) const; //returns number of occupied hex (not the position) if stack is double wide and would stand on assumedPos; otherwise -1
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std::vector<BattleHex> getHexes() const; //up to two occupied hexes, starting from front
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std::vector<BattleHex> getHexes(BattleHex assumedPos) const; //up to two occupied hexes, starting from front
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static std::vector<BattleHex> getHexes(BattleHex assumedPos, bool twoHex, ui8 side); //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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BattleHex::EDir destShiftDir() const;
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std::pair<int,int> countKilledByAttack(int damageReceived) const; //returns pair<killed count, new left HP>
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void prepareAttacked(BattleStackAttacked &bsa, CRandomGenerator & rand, boost::optional<int> customCount = boost::none) const; //requires bsa.damageAmout filled
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///ISpellCaster
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ui8 getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool = nullptr) const override;
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ui32 getSpellBonus(const CSpell * spell, ui32 base, const CStack * affectedStack) const override;
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///default spell school level for effect calculation
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int getEffectLevel(const CSpell * spell) const override;
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///default spell-power for damage/heal calculation
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int getEffectPower(const CSpell * spell) const override;
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///default spell-power for timed effects duration
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int getEnchantPower(const CSpell * spell) const override;
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///damage/heal override(ignores spell configuration, effect level and effect power)
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int getEffectValue(const CSpell * spell) const override;
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const PlayerColor getOwner() const override;
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void getCasterName(MetaString & text) const override;
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void getCastDescription(const CSpell * spell, const std::vector<const CStack *> & attacked, MetaString & text) const override;
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///stack will be ghost in next battle state update
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void makeGhost();
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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 & side & position & state & counterAttacksPerformed
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& shots & casts & count & resurrected;
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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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if(h.saving)
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{
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h & army & extSlot;
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}
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else
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{
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h & army & extSlot;
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if(extSlot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
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{
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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->warnStream() << type->nameSing << " doesn't have a base stack!";
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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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bool alive() const;
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bool isDead() const;
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bool isGhost() const; //determines if stack was removed
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bool isValidTarget(bool allowDead = false) const; //non-turret non-ghost stacks (can be attacked or be object of magic effect)
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bool isTurret() const;
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};
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