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after WML-capture of a village, the flag was updated only after a frame change Note: I choose to invalidate directly in the flag-capture function, because asking to invalidate after calling it, is a source of glitches
350 lines
14 KiB
C++
350 lines
14 KiB
C++
/* $Id$ */
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/*
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Copyright (C) 2003 - 2007 by David White <dave@whitevine.net>
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Part of the Battle for Wesnoth Project http://www.wesnoth.org/
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License version 2
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or at your option any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY.
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See the COPYING file for more details.
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*/
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//! @file actions.hpp
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//! Various functions which implement in-game events and commands.
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#ifndef ACTIONS_H_INCLUDED
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#define ACTIONS_H_INCLUDED
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class display;
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class gamestatus;
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class replay;
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struct combatant;
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class unit;
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class attack_type;
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class team;
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class game_data;
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#include "global.hpp"
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#include "gamestatus.hpp"
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#include "map.hpp"
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#include "unit_map.hpp"
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#include <deque>
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#include <sstream>
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#define RECRUIT_POS -2
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bool can_recruit_on(const gamemap& map, const gamemap::location& leader, const gamemap::location loc);
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//! Function which recruits a unit into the game.
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// A copy of u will be created and inserted as the new recruited unit.
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// If need_castle is true, then the new unit must be on the same castle
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// as the leader of the team is on the keep of.
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//
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// If preferred_location is in a valid location, it will be used,
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// otherwise a valid location will be arbitrarily chosen.
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// If disp is not NULL, the new unit will be faded in.
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//
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// If the unit cannot be recruited, then a human-readable message
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// describing the reason will be returned.
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// On success, the return string is empty.
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std::string recruit_unit(const gamemap& map, int team, unit_map& units,
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unit u, gamemap::location& recruit_location,bool show=false,
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bool need_castle=true, bool full_movement=false);
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//! Computes the statistics of a battle between an attacker and a defender unit.
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class battle_context
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{
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public:
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//! Structure describing the statistics of a unit involved in the battle.
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struct unit_stats
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{
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const attack_type *weapon; // The weapon used by the unit to attack the opponent, or NULL if there is none.
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int attack_num; // Index into unit->attacks() or -1 for none.
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bool is_attacker; // True if the unit is the attacker.
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bool is_poisoned; // True if the unit is poisoned at the beginning of the battle.
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bool is_slowed; // True if the unit is slowed at the beginning of the battle.
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bool slows; // Attack slows opponent when it hits.
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bool drains; // Attack drains opponent when it hits.
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bool stones; // Attack turns opponent to stone when it hits.
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bool plagues; // Attack turns opponent into a zombie when fatal.
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bool poisons; // Attack poisons opponent when it hits.
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bool backstab_pos; // True if the attacker is in *position* to backstab the defender (this is used to
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// determine whether to apply the backstab bonus in case the attacker has backstab).
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bool swarm; // Attack has swarm special.
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bool firststrike; // Attack has firststrike special.
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unsigned int rounds; // Berserk special can force us to fight more than one round.
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unsigned int hp; // Hitpoints of the unit at the beginning of the battle.
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unsigned int max_hp; // Maximum hitpoints of the unit.
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unsigned int chance_to_hit; // Effective chance to hit as a percentage (all factors accounted for).
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int damage; // Effective damage of the weapon (all factors accounted for).
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int slow_damage; // Effective damage if unit becomes slowed (== damage, if already slowed)
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unsigned int num_blows; // Effective number of blows, takes swarm into account.
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unsigned int swarm_min; // Minimum number of blows with swarm (equal to num_blows if swarm isn't used).
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unsigned int swarm_max; // Maximum number of blows with swarm (equal to num_blows if swarm isn't used).
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std::string plague_type; // The plague type used by the attack, if any.
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unit_stats(const unit &u, const gamemap::location& u_loc,
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int u_attack_num, bool attacking,
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const unit &opp, const gamemap::location& opp_loc,
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const attack_type *opp_weapon,
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const unit_map& units,
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const std::vector<team>& teams,
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const gamestatus& status, const gamemap& map, const game_data& gamedata);
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~unit_stats();
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//! Dumps the statistics of a unit on stdout. Remove it eventually.
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void dump() const;
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};
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// If no attacker_weapon is given, we select the best one,
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// based on harm_weight (1.0 means 1 hp lost counters 1 hp damage,
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// 0.0 means we ignore harm weight).
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// prev_def is for predicting multiple attacks against a defender.
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battle_context(const gamemap& map, const std::vector<team>& teams, const unit_map& units,
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const gamestatus& status, const game_data& gamedata,
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const gamemap::location& attacker_loc, const gamemap::location& defender_loc,
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int attacker_weapon = -1, int defender_weapon = -1, double aggression = 0.0, const combatant *prev_def = NULL);
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// Used by the AI which caches unit_stats
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battle_context(const unit_stats &att, const unit_stats &def);
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battle_context(const battle_context &other);
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~battle_context();
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battle_context& operator=(const battle_context &other);
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//! This method returns the statistics of the attacker.
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const unit_stats& get_attacker_stats() const { return *attacker_stats_; }
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//! This method returns the statistics of the defender.
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const unit_stats& get_defender_stats() const { return *defender_stats_; }
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//! Get the simulation results.
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const combatant &get_attacker_combatant(const combatant *prev_def = NULL);
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const combatant &get_defender_combatant(const combatant *prev_def = NULL);
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//! Given this harm_weight, is this attack better than that?
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bool better_attack(class battle_context &that, double harm_weight);
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private:
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bool better_combat(const combatant &us_a, const combatant &them_a,
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const combatant &us_b, const combatant &them_b,
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double harm_weight);
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int choose_attacker_weapon(const unit &attacker, const unit &defender,
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const gamemap& map, const std::vector<team>& teams, const unit_map& units,
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const gamestatus& status, const game_data& gamedata,
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const gamemap::location& attacker_loc, const gamemap::location& defender_loc,
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double harm_weight, int *defender_weapon, const combatant *prev_def);
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int choose_defender_weapon(const unit &attacker, const unit &defender, unsigned attacker_weapon,
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const gamemap& map, const std::vector<team>& teams, const unit_map& units,
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const gamestatus& status, const game_data& gamedata,
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const gamemap::location& attacker_loc, const gamemap::location& defender_loc, const combatant *prev_def);
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// Statistics of the units.
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unit_stats *attacker_stats_, *defender_stats_;
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// Outcome of simulated fight.
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combatant *attacker_combatant_, *defender_combatant_;
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};
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//! Executes an attack.
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class attack {
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public:
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attack(game_display& gui, const gamemap& map,
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std::vector<team>& teams,
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gamemap::location attacker,
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gamemap::location defender,
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int attack_with,
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int defend_with,
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unit_map& units,
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const gamestatus& state,
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const game_data& info,
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bool update_display = true);
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~attack();
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private:
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class attack_end_exception {};
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void fire_event(const std::string& n);
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void refresh_bc();
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game_display& gui_;
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const gamemap& map_;
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std::vector<team>& teams_;
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gamemap::location attacker_;
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gamemap::location defender_;
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int attack_with_;
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int defend_with_;
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unit_map& units_;
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const gamestatus& state_;
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const game_data& info_;
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bool update_display_;
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unit_map::iterator a_,d_; // attacker and defender
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std::stringstream errbuf_;
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bool OOS_error_;
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battle_context* bc_;
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const battle_context::unit_stats* a_stats_;
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const battle_context::unit_stats* d_stats_;
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int orig_attacks_,orig_defends_;
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int n_attacks_,n_defends_;
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int attacker_cth_,defender_cth_;
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int attacker_damage_,defender_damage_;
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int attackerxp_,defenderxp_;
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};
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//! Given the location of a village, will return the 0-based index
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//! of the team that currently owns it, and -1 if it is unowned.
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int village_owner(const gamemap::location& loc, const std::vector<team>& teams);
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//! Makes it so the village at the given location
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//! is owned by the given 0-based team number.
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//! Returns true if getting the village triggered a mutating event.
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bool get_village(const gamemap::location& loc, game_display& disp,
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std::vector<team>& teams, size_t team_num,
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const unit_map& units, int *time_bonus = NULL);
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//! Given the 1-based side, will find the leader of that side,
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//! and return an iterator to the leader
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unit_map::iterator find_leader(unit_map& units, int side);
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unit_map::const_iterator find_leader(const unit_map& units, int side);
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//! Resets resting for all units on this side: should be called after calculate_healing().
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//! @todo FIXME: Try moving this to unit::new_turn, then move it above calculate_healing().
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void reset_resting(unit_map& units, unsigned int side);
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//! Calculates healing for all units for the given side.
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//! Should be called at the beginning of a side's turn.
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void calculate_healing(game_display& disp, const gamemap& map,
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unit_map& units, unsigned int side,
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const std::vector<team>& teams, bool update_display);
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//! Function which, given the location of a unit that is advancing,
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//! and the name of the unit it is advancing to,
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//! Will return the advanced version of this unit.
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//! (with traits and items retained).
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unit get_advanced_unit(const game_data& info,
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unit_map& units,
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const gamemap::location& loc, const std::string& advance_to);
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//! Function which will advance the unit at loc to 'advance_to'.
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// Note that 'loc' is not a reference, because if it were a reference,
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// we couldn't safely pass in a reference to the item in the map
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// that we're going to delete, since deletion would invalidate the reference.
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void advance_unit(const game_data& info,
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unit_map& units,
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gamemap::location loc, const std::string& advance_to);
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//! function which tests if the unit at loc is currently affected by leadership.
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//! (i.e. has a higher-level 'leadership' unit next to it).
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//! If it does, then the location of the leader unit will be returned,
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//! Otherwise gamemap::location::null_location will be returned.
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//! If 'bonus' is not NULL, the % bonus will be stored in it.
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gamemap::location under_leadership(const unit_map& units,
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const gamemap::location& loc, int* bonus=NULL);
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//! Checks to see if a side has won, and will throw
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//! an end_level_exception if one has.
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//! Will also remove control of villages from sides with dead leaders.
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void check_victory(unit_map& units, std::vector<team>& teams);
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//! Gets the time of day at a certain tile.
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//! Certain tiles may have a time of day that differs
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//! from 'the' time of day, if a unit that illuminates
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//! is in that tile or adjacent.
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time_of_day timeofday_at(const gamestatus& status,
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const unit_map& units,
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const gamemap::location& loc,
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const gamemap& map);
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//! Returns the amount that a unit's damage should be multiplied by
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//! due to the current time of day.
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int combat_modifier(const gamestatus& status,
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const unit_map& units,
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const gamemap::location& loc,
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unit_type::ALIGNMENT alignment,
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bool is_fearless,
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const gamemap& map);
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//! Records information to be able to undo a movement.
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struct undo_action {
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undo_action(unit u,const std::vector<gamemap::location>& rt,int sm,int timebonus=0,int orig=-1)
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: route(rt), starting_moves(sm), original_village_owner(orig), recall_pos(-1), affected_unit(u), countdown_time_bonus(timebonus) {}
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undo_action(unit u,const gamemap::location& loc, int pos)
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: recall_loc(loc), recall_pos(pos), affected_unit(u), countdown_time_bonus(1) {}
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std::vector<gamemap::location> route;
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int starting_moves;
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int original_village_owner;
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gamemap::location recall_loc;
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int recall_pos; // set to RECRUIT_POS for an undo-able recruit
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unit affected_unit;
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int countdown_time_bonus;
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bool is_recall() const { return recall_pos >= 0; }
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bool is_recruit() const { return recall_pos == RECRUIT_POS; }
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};
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typedef std::deque<undo_action> undo_list;
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//! function which moves a unit along the sequence of locations given by steps.
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//! If the unit cannot make it completely along the path this turn,
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//! a goto order will be set.
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//! If move_recorder is not NULL, the move will be recorded in it.
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//! If undos is not NULL, undo information will be added.
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size_t move_unit(game_display* disp, const game_data& gamedata,
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const gamestatus& status, const gamemap& map,
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unit_map& units, std::vector<team>& teams,
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std::vector<gamemap::location> steps,
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replay* move_recorder, undo_list* undos,
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gamemap::location *next_unit = NULL,
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bool continue_move = false, bool should_clear_shroud=true);
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//! Function which recalculates the fog.
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void recalculate_fog(const gamemap& map, const gamestatus& status,
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const game_data& gamedata,
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unit_map& units, std::vector<team>& teams, int team);
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//! Function which will clear shroud away for the given 0-based team
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//! based on current unit positions.
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//! Returns true if some shroud is actually cleared away.
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bool clear_shroud(game_display& disp, const gamestatus& status,
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const gamemap& map, const game_data& gamedata,
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unit_map& units, std::vector<team>& teams, int team);
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//! Function to apply pending shroud changes in the undo stack.
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//! It needs tons of parameters because it calls clear_shroud(...) (see above)
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void apply_shroud_changes(undo_list& undos, game_display* disp, const gamestatus& status, const gamemap& map,
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const game_data& gamedata, unit_map& units, std::vector<team>& teams, int team);
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//! Will return true iff the unit at 'loc' has any possible moves
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//! it can do (including attacking etc).
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bool unit_can_move(const gamemap::location& loc, const unit_map& units,
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const gamemap& map, const std::vector<team>& teams);
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namespace victory_conditions {
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void set_victory_when_enemies_defeated(bool on);
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}
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//! Function to check if an attack will satisfy the requirements for backstab.
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//! Input:
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//! - the location from which the attack will occur,
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//! - the defending unit location,
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//! - the list of units on the map and
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//! - the list of teams.
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//! The defender and opposite units should be in place already.
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//! The attacking unit doesn't need to be, but if it isn't,
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//! an external check should be made to make sure the opposite unit
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//! isn't also the attacker.
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bool backstab_check(const gamemap::location& attacker_loc,
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const gamemap::location& defender_loc,
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const unit_map& units, const std::vector<team>& teams);
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#endif
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