mirror of
https://github.com/vcmi/vcmi.git
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15138c23de
* removed logger streams * (float3|int3)::operator() -> (float3|int3)::toString(), it was too ugly and confusing.
317 lines
9.4 KiB
C++
317 lines
9.4 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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struct BattleInfo;
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class CStack;
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class CHealthInfo;
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template <typename Quantity>
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class DLL_LINKAGE CStackResource
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{
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public:
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CStackResource(const CStack * Owner):
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owner(Owner)
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{
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reset();
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}
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virtual void reset()
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{
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used = 0;
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};
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protected:
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const CStack * owner;
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Quantity used;
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};
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class DLL_LINKAGE CAmmo : public CStackResource<int32_t>
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{
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public:
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CAmmo(const CStack * Owner, CSelector totalSelector);
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int32_t available() const;
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bool canUse(int32_t amount = 1) const;
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virtual void reset() override;
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virtual int32_t total() const;
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virtual void use(int32_t amount = 1);
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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if(!h.saving)
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reset();
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h & used;
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}
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protected:
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CBonusProxy totalProxy;
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};
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class DLL_LINKAGE CShots : public CAmmo
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{
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public:
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CShots(const CStack * Owner);
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void use(int32_t amount = 1) override;
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};
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class DLL_LINKAGE CCasts : public CAmmo
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{
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public:
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CCasts(const CStack * Owner);
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};
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class DLL_LINKAGE CRetaliations : public CAmmo
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{
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public:
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CRetaliations(const CStack * Owner);
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int32_t total() const override;
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void reset() override;
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private:
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mutable int32_t totalCache;
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};
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class DLL_LINKAGE IUnitHealthInfo
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{
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public:
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virtual int32_t unitMaxHealth() const = 0;
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virtual int32_t unitBaseAmount() const = 0;
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};
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class DLL_LINKAGE CHealth
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{
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public:
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CHealth(const IUnitHealthInfo * Owner);
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CHealth(const CHealth & other);
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void init();
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void reset();
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void damage(int32_t & amount);
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void heal(int32_t & amount, EHealLevel level, EHealPower power);
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int32_t getCount() const;
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int32_t getFirstHPleft() const;
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int32_t getResurrected() const;
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int64_t available() const;
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int64_t total() const;
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void toInfo(CHealthInfo & info) const;
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void fromInfo(const CHealthInfo & info);
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void takeResurrected();
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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if(!h.saving)
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reset();
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h & firstHPleft;
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h & fullUnits;
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h & resurrected;
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}
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private:
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void addResurrected(int32_t amount);
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void setFromTotal(const int64_t totalHealth);
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const IUnitHealthInfo * owner;
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int32_t firstHPleft;
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int32_t fullUnits;
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int32_t resurrected;
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};
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class DLL_LINKAGE CStack : public CBonusSystemNode, public ISpellCaster, public IUnitHealthInfo
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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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const CCreature * type;
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PlayerColor owner; //owner - player color (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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CRetaliations counterAttacks;
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CShots shots;
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CCasts casts;
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CHealth health;
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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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CStack(const CStackInstance * base, PlayerColor O, int I, ui8 Side, SlotID S);
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CStack(const CStackBasicDescriptor * stack, PlayerColor O, int I, ui8 Side, SlotID S = SlotID(255));
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CStack();
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~CStack();
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int32_t getKilled() const;
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int32_t getCount() const;
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int32_t getFirstHPleft() const;
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const CCreature * getCreature() const;
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std::string nodeName() const override;
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void init(); //set initial (invalid) values
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void localInit(BattleInfo * battleInfo);
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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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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 canCast() const;
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bool isCaster() const;
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bool canMove(int turn = 0) const; //if stack can move
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bool canShoot() const;
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bool isShooter() const;
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bool canBeHealed() const; //for first aid tent - only harmed stacks that are not war machines
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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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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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CHealth healthAfterAttacked(int32_t & damage) const;
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CHealth healthAfterAttacked(int32_t & damage, const CHealth & customHealth) const;
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CHealth healthAfterHealed(int32_t & toHeal, EHealLevel level, EHealPower power) const;
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void prepareAttacked(BattleStackAttacked & bsa, CRandomGenerator & rand) const; //requires bsa.damageAmout filled
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void prepareAttacked(BattleStackAttacked & bsa, CRandomGenerator & rand, const CHealth & customHealth) 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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///IUnitHealthInfo
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int32_t unitMaxHealth() const override;
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int32_t unitBaseAmount() const override;
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///MetaStrings
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void addText(MetaString & text, ui8 type, int32_t serial, const boost::logic::tribool & plural = boost::logic::indeterminate) const;
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void addNameReplacement(MetaString & text, const boost::logic::tribool & plural = boost::logic::indeterminate) const;
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std::string formatGeneralMessage(const int32_t baseTextId) const;
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///Non const API for NetPacks
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///stack will be ghost in next battle state update
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void makeGhost();
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void setHealth(const CHealthInfo & value);
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void setHealth(const CHealth & value);
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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 & type;
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h & ID;
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h & baseAmount;
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h & owner;
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h & slot;
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h & side;
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h & position;
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h & state;
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h & shots;
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h & casts;
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h & counterAttacks;
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h & health;
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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;
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h & extSlot;
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}
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else
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{
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h & army;
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h & 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->warn("%s doesn't have a base stack!", type->nameSing);
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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 isClone() 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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friend class CShots; //for BattleInfo access
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private:
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const BattleInfo * battle; //do not serialize
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};
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