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vcmi/lib/CStack.h
AlexVinS 4f8c7bd4bb CStack refactoring
* removed all occurrences of attackerOwned
* Use BattleSide enum
* more tweaks
2017-07-01 19:17:08 +03:00

158 lines
6.9 KiB
C++

/*
* CStack.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 "battle/BattleHex.h"
#include "CCreatureHandler.h"
#include "mapObjects/CGHeroInstance.h" // for commander serialization
struct BattleStackAttacked;
class DLL_LINKAGE CStack : public CBonusSystemNode, public CStackBasicDescriptor, public ISpellCaster
{
public:
const CStackInstance *base; //garrison slot from which stack originates (nullptr for war machines, summoned cres, etc)
ui32 ID; //unique ID of stack
ui32 baseAmount;
ui32 firstHPleft; //HP of first creature in stack
PlayerColor owner; //owner - player colour (255 for neutrals)
SlotID slot; //slot - position in garrison (may be 255 for neutrals/called creatures)
ui8 side;
BattleHex position; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower
///how many times this stack has been counterattacked this round
ui8 counterAttacksPerformed;
///cached total count of counterattacks; should be cleared each round;do not serialize
mutable ui8 counterAttacksTotalCache;
si16 shots; //how many shots left
ui8 casts; //how many casts left
TQuantity resurrected; // these units will be taken back after battle is over
///id of alive clone of this stack clone if any
si32 cloneID;
std::set<EBattleStackState::EBattleStackState> state;
//overrides
const CCreature* getCreature() const {return type;}
CStack(const CStackInstance *base, PlayerColor O, int I, ui8 Side, SlotID S); //c-tor
CStack(const CStackBasicDescriptor *stack, PlayerColor O, int I, ui8 Side, SlotID S = SlotID(255)); //c-tor
CStack(); //c-tor
~CStack();
std::string nodeName() const override;
void init(); //set initial (invalid) values
void postInit(); //used to finish initialization when inheriting creature parameters is working
std::string getName() const; //plural or singular
bool willMove(int turn = 0) const; //if stack has remaining move this turn
bool ableToRetaliate() const; //if stack can retaliate after attacked
///how many times this stack can counterattack in one round
ui8 counterAttacksTotal() const;
///how many times this stack can counterattack in one round more
si8 counterAttacksRemaining() const;
bool moved(int turn = 0) const; //if stack was already moved this turn
bool waited(int turn = 0) const;
bool canMove(int turn = 0) const; //if stack can move
bool canBeHealed() const; //for first aid tent - only harmed stacks that are not war machines
///returns actual heal value based on internal state
ui32 calculateHealedHealthPoints(ui32 toHeal, const bool resurrect) const;
ui32 level() const;
si32 magicResistance() const override; //include aura of resistance
std::vector<si32> activeSpells() const; //returns vector of active spell IDs sorted by time of cast
const CGHeroInstance *getMyHero() const; //if stack belongs to hero (directly or was by him summoned) returns hero, nullptr otherwise
ui32 totalHealth() const; // total health for all creatures in stack;
static bool isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos = BattleHex::INVALID, BattleHex defenderPos = BattleHex::INVALID);
bool doubleWide() const;
BattleHex occupiedHex() const; //returns number of occupied hex (not the position) if stack is double wide; otherwise -1
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
std::vector<BattleHex> getHexes() const; //up to two occupied hexes, starting from front
std::vector<BattleHex> getHexes(BattleHex assumedPos) const; //up to two occupied hexes, starting from front
static std::vector<BattleHex> getHexes(BattleHex assumedPos, bool twoHex, ui8 side); //up to two occupied hexes, starting from front
bool coversPos(BattleHex position) const; //checks also if unit is double-wide
std::vector<BattleHex> getSurroundingHexes(BattleHex attackerPos = BattleHex::INVALID) const; // get six or 8 surrounding hexes depending on creature size
BattleHex::EDir destShiftDir() const;
std::pair<int,int> countKilledByAttack(int damageReceived) const; //returns pair<killed count, new left HP>
void prepareAttacked(BattleStackAttacked &bsa, CRandomGenerator & rand, boost::optional<int> customCount = boost::none) const; //requires bsa.damageAmout filled
///ISpellCaster
ui8 getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool = nullptr) const override;
ui32 getSpellBonus(const CSpell * spell, ui32 base, const CStack * affectedStack) const override;
///default spell school level for effect calculation
int getEffectLevel(const CSpell * spell) const override;
///default spell-power for damage/heal calculation
int getEffectPower(const CSpell * spell) const override;
///default spell-power for timed effects duration
int getEnchantPower(const CSpell * spell) const override;
///damage/heal override(ignores spell configuration, effect level and effect power)
int getEffectValue(const CSpell * spell) const override;
const PlayerColor getOwner() const override;
void getCasterName(MetaString & text) const override;
void getCastDescription(const CSpell * spell, const std::vector<const CStack *> & attacked, MetaString & text) const override;
///stack will be ghost in next battle state update
void makeGhost();
template <typename Handler> void serialize(Handler &h, const int version)
{
assert(isIndependentNode());
h & static_cast<CBonusSystemNode&>(*this);
h & static_cast<CStackBasicDescriptor&>(*this);
h & ID & baseAmount & firstHPleft & owner & slot & side & position & state & counterAttacksPerformed
& shots & casts & count & resurrected;
const CArmedInstance *army = (base ? base->armyObj : nullptr);
SlotID extSlot = (base ? base->armyObj->findStack(base) : SlotID());
if(h.saving)
{
h & army & extSlot;
}
else
{
h & army & extSlot;
if(extSlot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
{
auto hero = dynamic_cast<const CGHeroInstance *>(army);
assert (hero);
base = hero->commander;
}
else if(slot == SlotID::SUMMONED_SLOT_PLACEHOLDER || slot == SlotID::ARROW_TOWERS_SLOT || slot == SlotID::WAR_MACHINES_SLOT)
{
//no external slot possible, so no base stack
base = nullptr;
}
else if(!army || extSlot == SlotID() || !army->hasStackAtSlot(extSlot))
{
base = nullptr;
logGlobal->warnStream() << type->nameSing << " doesn't have a base stack!";
}
else
{
base = &army->getStack(extSlot);
}
}
}
bool alive() const;
bool isDead() const;
bool isGhost() const; //determines if stack was removed
bool isValidTarget(bool allowDead = false) const; //non-turret non-ghost stacks (can be attacked or be object of magic effect)
bool isTurret() const;
};