1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-30 08:57:00 +02:00
vcmi/lib/CStack.h
Ivan Savenko 2a05fbdd50 Unified handling of battle sides ID's
- Replaced BattleSide namespace-enum with enum class
- Merged two different BattleSide enum's into one
- Merged BattlePerspective enum into BattleSide enum
- Changed all places that use integers to represent battle side to use
BattleSide enum
- Added BattleSideArray convenience wrapper for std::array that is
always 2-elements in size and allows access to its elements using
BattleSide enum
2024-08-11 20:54:44 +00:00

150 lines
4.7 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 "bonuses/Bonus.h"
#include "bonuses/CBonusSystemNode.h"
#include "CCreatureHandler.h" //todo: remove
#include "battle/BattleHex.h"
#include "mapObjects/CGHeroInstance.h" // for commander serialization
#include "battle/CUnitState.h"
VCMI_LIB_NAMESPACE_BEGIN
struct BattleStackAttacked;
class BattleInfo;
//Represents STACK_BATTLE nodes
class DLL_LINKAGE CStack : public CBonusSystemNode, public battle::CUnitState, public battle::IUnitEnvironment
{
private:
ui32 ID = -1; //unique ID of stack
const CCreature * type = nullptr;
TerrainId nativeTerrain; //tmp variable to save native terrain value on battle init
ui32 baseAmount = -1;
PlayerColor owner; //owner - player color (255 for neutrals)
BattleSide side = BattleSide::NONE;
SlotID slot; //slot - position in garrison (may be 255 for neutrals/called creatures)
public:
const CStackInstance * base = nullptr; //garrison slot from which stack originates (nullptr for war machines, summoned cres, etc)
BattleHex initialPosition; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower
CStack(const CStackInstance * base, const PlayerColor & O, int I, BattleSide Side, const SlotID & S);
CStack(const CStackBasicDescriptor * stack, const PlayerColor & O, int I, BattleSide Side, const SlotID & S = SlotID(255));
CStack();
~CStack();
std::string nodeName() const override;
void localInit(BattleInfo * battleInfo);
std::string getName() const; //plural or singular
bool canBeHealed() const; //for first aid tent - only harmed stacks that are not war machines
bool isOnNativeTerrain() const;
bool isOnTerrain(TerrainId terrain) const;
ui32 level() const;
si32 magicResistance() const override; //include aura of resistance
std::vector<SpellID> 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
static std::vector<BattleHex> meleeAttackHexes(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos = BattleHex::INVALID, BattleHex defenderPos = BattleHex::INVALID);
static bool isMeleeAttackPossible(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos = BattleHex::INVALID, BattleHex defenderPos = BattleHex::INVALID);
BattleHex::EDir destShiftDir() const;
void prepareAttacked(BattleStackAttacked & bsa, vstd::RNG & rand) const; //requires bsa.damageAmount filled
static void prepareAttacked(BattleStackAttacked & bsa,
vstd::RNG & rand,
const std::shared_ptr<battle::CUnitState> & customState); //requires bsa.damageAmount filled
const CCreature * unitType() const override;
int32_t unitBaseAmount() const override;
uint32_t unitId() const override;
BattleSide unitSide() const override;
PlayerColor unitOwner() const override;
SlotID unitSlot() const override;
std::string getDescription() const override;
bool unitHasAmmoCart(const battle::Unit * unit) const override;
PlayerColor unitEffectiveOwner(const battle::Unit * unit) const override;
void spendMana(ServerCallback * server, const int spellCost) const override;
const IBonusBearer* getBonusBearer() const override;
PlayerColor getOwner() const override
{
return this->owner;
}
template <typename Handler> void serialize(Handler & h)
{
//this assumes that stack objects is newly created
//stackState is not serialized here
assert(isIndependentNode());
h & static_cast<CBonusSystemNode&>(*this);
h & type;
h & ID;
h & baseAmount;
h & owner;
h & slot;
h & side;
h & initialPosition;
const CArmedInstance * army = (base ? base->armyObj : nullptr);
SlotID extSlot = (base ? base->armyObj->findStack(base) : SlotID());
if(h.saving)
{
h & army;
h & extSlot;
}
else
{
h & army;
h & extSlot;
if(extSlot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
{
const 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->warn("%s doesn't have a base stack!", type->getNameSingularTranslated());
}
else
{
base = &army->getStack(extSlot);
}
}
}
private:
const BattleInfo * battle; //do not serialize
};
VCMI_LIB_NAMESPACE_END