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c1e6bbddfe
- Internal enums were resized to occupy single byte. - Duration bitmask uses 16 bit integer directly instead of std::bitset<11> which consumed 8 bytes. - Fields shuffled to minimise padding and keep the most useful data on first 2 cache lines.
90 lines
4.4 KiB
C++
90 lines
4.4 KiB
C++
/*
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* BattleActionProcessor.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 "bonuses/BonusList.h"
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VCMI_LIB_NAMESPACE_BEGIN
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struct BattleLogMessage;
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struct BattleAttack;
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class BattleAction;
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class CBattleInfoCallback;
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struct BattleHex;
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class CStack;
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class PlayerColor;
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enum class BonusType : uint8_t;
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namespace battle
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{
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class Unit;
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struct HealInfo;
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class CUnitState;
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}
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VCMI_LIB_NAMESPACE_END
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class CGameHandler;
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class BattleProcessor;
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/// Processes incoming battle action queries and applies requested action(s)
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class BattleActionProcessor : boost::noncopyable
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{
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using FireShieldInfo = std::vector<std::pair<const CStack *, int64_t>>;
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BattleProcessor * owner;
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CGameHandler * gameHandler;
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int moveStack(const CBattleInfoCallback & battle, int stack, BattleHex dest); //returned value - travelled distance
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void makeAttack(const CBattleInfoCallback & battle, const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter);
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void handleAttackBeforeCasting(const CBattleInfoCallback & battle, bool ranged, const CStack * attacker, const CStack * defender);
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void handleDeathStare(const CBattleInfoCallback &battle, bool ranged, const CStack *attacker, const CStack *defender);
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void handleAfterAttackCasting(const CBattleInfoCallback & battle, bool ranged, const CStack * attacker, const CStack * defender);
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void attackCasting(const CBattleInfoCallback & battle, bool ranged, BonusType attackMode, const battle::Unit * attacker, const CStack * defender);
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std::set<SpellID> getSpellsForAttackCasting(TConstBonusListPtr spells, const CStack *defender);
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// damage, drain life & fire shield; returns amount of drained life
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void applyBattleEffects(const CBattleInfoCallback & battle, BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, battle::HealInfo & healInfo, int distance, bool secondary) const;
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void sendGenericKilledLog(const CBattleInfoCallback & battle, const CStack * defender, int32_t killed, bool multiple);
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void addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple) const;
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void addGenericDamageLog(BattleLogMessage& blm, const std::shared_ptr<battle::CUnitState> &attackerState, int64_t damageDealt) const;
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void addGenericDrainedLifeLog(BattleLogMessage& blm, const std::shared_ptr<battle::CUnitState> &attackerState, const CStack* defender, int64_t drainedLife) const;
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void addGenericResurrectedLog(BattleLogMessage& blm, const std::shared_ptr<battle::CUnitState> &attackerState, const CStack* defender, int64_t resurrected) const;
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bool canStackAct(const CBattleInfoCallback & battle, const CStack * stack);
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bool doEmptyAction(const CBattleInfoCallback & battle, const BattleAction & ba);
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bool doEndTacticsAction(const CBattleInfoCallback & battle, const BattleAction & ba);
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bool doRetreatAction(const CBattleInfoCallback & battle, const BattleAction & ba);
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bool doSurrenderAction(const CBattleInfoCallback & battle, const BattleAction & ba);
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bool doHeroSpellAction(const CBattleInfoCallback & battle, const BattleAction & ba);
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bool doWalkAction(const CBattleInfoCallback & battle, const BattleAction & ba);
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bool doWaitAction(const CBattleInfoCallback & battle, const BattleAction & ba);
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bool doDefendAction(const CBattleInfoCallback & battle, const BattleAction & ba);
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bool doAttackAction(const CBattleInfoCallback & battle, const BattleAction & ba);
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bool doShootAction(const CBattleInfoCallback & battle, const BattleAction & ba);
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bool doCatapultAction(const CBattleInfoCallback & battle, const BattleAction & ba);
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bool doUnitSpellAction(const CBattleInfoCallback & battle, const BattleAction & ba);
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bool doHealAction(const CBattleInfoCallback & battle, const BattleAction & ba);
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bool dispatchBattleAction(const CBattleInfoCallback & battle, const BattleAction & ba);
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bool makeBattleActionImpl(const CBattleInfoCallback & battle, const BattleAction & ba);
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public:
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explicit BattleActionProcessor(BattleProcessor * owner, CGameHandler * newGameHandler);
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bool makeAutomaticBattleAction(const CBattleInfoCallback & battle, const BattleAction & ba);
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bool makePlayerBattleAction(const CBattleInfoCallback & battle, PlayerColor player, const BattleAction & ba);
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};
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