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							- /*
 
-  * CGameState.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 "CCreatureHandler.h"
 
- #include "VCMI_Lib.h"
 
- #include "HeroBonus.h"
 
- #include "CCreatureSet.h"
 
- #include "ConstTransitivePtr.h"
 
- #include "IGameCallback.h"
 
- #include "ResourceSet.h"
 
- #include "int3.h"
 
- #include "CRandomGenerator.h"
 
- #include "CGameStateFwd.h"
 
- #include "CPathfinder.h"
 
- class CTown;
 
- class CCallback;
 
- class IGameCallback;
 
- class CCreatureSet;
 
- class CStack;
 
- class CQuest;
 
- class CGHeroInstance;
 
- class CGTownInstance;
 
- class CArmedInstance;
 
- class CGDwelling;
 
- class CObjectScript;
 
- class CGObjectInstance;
 
- class CCreature;
 
- class CMap;
 
- struct StartInfo;
 
- struct SDL_Surface;
 
- class CMapHandler;
 
- struct SetObjectProperty;
 
- struct MetaString;
 
- struct CPack;
 
- class CSpell;
 
- struct TerrainTile;
 
- class CHeroClass;
 
- class CCampaign;
 
- class CCampaignState;
 
- class IModableArt;
 
- class CGGarrison;
 
- class CGameInfo;
 
- struct QuestInfo;
 
- class CQuest;
 
- class CCampaignScenario;
 
- struct EventCondition;
 
- class CScenarioTravel;
 
- namespace boost
 
- {
 
- 	class shared_mutex;
 
- }
 
- struct DLL_LINKAGE SThievesGuildInfo
 
- {
 
- 	std::vector<PlayerColor> playerColors; //colors of players that are in-game
 
- 	std::vector< std::vector< PlayerColor > > numOfTowns, numOfHeroes, gold, woodOre, mercSulfCrystGems, obelisks, artifacts, army, income; // [place] -> [colours of players]
 
- 	std::map<PlayerColor, InfoAboutHero> colorToBestHero; //maps player's color to his best heros'
 
-     std::map<PlayerColor, EAiTactic::EAiTactic> personality; // color to personality // ai tactic
 
- 	std::map<PlayerColor, si32> bestCreature; // color to ID // id or -1 if not known
 
- //	template <typename Handler> void serialize(Handler &h, const int version)
 
- //	{
 
- //		h & playerColors;
 
- //		h & numOfTowns;
 
- //		h & numOfHeroes;
 
- //		h & gold;
 
- //		h & woodOre;
 
- //		h & mercSulfCrystGems;
 
- //		h & obelisks;
 
- //		h & artifacts;
 
- //		h & army;
 
- //		h & income;
 
- //		h & colorToBestHero;
 
- //		h & personality;
 
- //		h & bestCreature;
 
- //	}
 
- };
 
- struct DLL_LINKAGE RumorState
 
- {
 
- 	enum ERumorType : ui8
 
- 	{
 
- 		TYPE_NONE = 0, TYPE_RAND, TYPE_SPECIAL, TYPE_MAP
 
- 	};
 
- 	enum ERumorTypeSpecial : ui8
 
- 	{
 
- 		RUMOR_OBELISKS = 208,
 
- 		RUMOR_ARTIFACTS = 209,
 
- 		RUMOR_ARMY = 210,
 
- 		RUMOR_INCOME = 211,
 
- 		RUMOR_GRAIL = 212
 
- 	};
 
- 	ERumorType type;
 
- 	std::map<ERumorType, std::pair<int, int>> last;
 
- 	RumorState(){type = TYPE_NONE;};
 
- 	bool update(int id, int extra);
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & type;
 
- 		h & last;
 
- 	}
 
- };
 
- struct UpgradeInfo
 
- {
 
- 	CreatureID oldID; //creature to be upgraded
 
- 	std::vector<CreatureID> newID; //possible upgrades
 
- 	std::vector<TResources> cost; // cost[upgrade_serial] -> set of pairs<resource_ID,resource_amount>; cost is for single unit (not entire stack)
 
- 	UpgradeInfo(){oldID = CreatureID::NONE;};
 
- };
 
- struct BattleInfo;
 
- DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult);
 
- class DLL_LINKAGE CGameState : public CNonConstInfoCallback
 
- {
 
- public:
 
- 	struct DLL_LINKAGE HeroesPool
 
- 	{
 
- 		std::map<ui32, ConstTransitivePtr<CGHeroInstance> > heroesPool; //[subID] - heroes available to buy; nullptr if not available
 
- 		std::map<ui32,ui8> pavailable; // [subid] -> which players can recruit hero (binary flags)
 
- 		CGHeroInstance * pickHeroFor(bool native, PlayerColor player, const CTown *town,
 
- 			std::map<ui32, ConstTransitivePtr<CGHeroInstance> > &available, CRandomGenerator & rand, const CHeroClass *bannedClass = nullptr) const;
 
- 		template <typename Handler> void serialize(Handler &h, const int version)
 
- 		{
 
- 			h & heroesPool;
 
- 			h & pavailable;
 
- 		}
 
- 	} hpool; //we have here all heroes available on this map that are not hired
 
- 	CGameState();
 
- 	virtual ~CGameState();
 
- 	void init(StartInfo * si, bool allowSavingRandomMap = false);
 
- 	ConstTransitivePtr<StartInfo> scenarioOps, initialOpts; //second one is a copy of settings received from pregame (not randomized)
 
- 	PlayerColor currentPlayer; //ID of player currently having turn
 
- 	ConstTransitivePtr<BattleInfo> curB; //current battle
 
- 	ui32 day; //total number of days in game
 
- 	ConstTransitivePtr<CMap> map;
 
- 	std::map<PlayerColor, PlayerState> players;
 
- 	std::map<TeamID, TeamState> teams;
 
- 	CBonusSystemNode globalEffects;
 
- 	RumorState rumor;
 
- 	static boost::shared_mutex mutex;
 
- 	void giveHeroArtifact(CGHeroInstance *h, ArtifactID aid);
 
- 	void apply(CPack *pack);
 
- 	BFieldType battleGetBattlefieldType(int3 tile, CRandomGenerator & rand);
 
- 	UpgradeInfo getUpgradeInfo(const CStackInstance &stack);
 
- 	PlayerRelations::PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2);
 
- 	bool checkForVisitableDir(const int3 & src, const int3 & dst) const; //check if src tile is visitable from dst tile
 
- 	void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out); //calculates possible paths for hero, by default uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
 
- 	int3 guardingCreaturePosition (int3 pos) const;
 
- 	std::vector<CGObjectInstance*> guardingCreatures (int3 pos) const;
 
- 	void updateRumor();
 
- 	// ----- victory, loss condition checks -----
 
- 	EVictoryLossCheckResult checkForVictoryAndLoss(PlayerColor player) const;
 
- 	bool checkForVictory(PlayerColor player, const EventCondition & condition) const; //checks if given player is winner
 
- 	PlayerColor checkForStandardWin() const; //returns color of player that accomplished standard victory conditions or 255 (NEUTRAL) if no winner
 
- 	bool checkForStandardLoss(PlayerColor player) const; //checks if given player lost the game
 
- 	void obtainPlayersStats(SThievesGuildInfo & tgi, int level); //fills tgi with info about other players that is available at given level of thieves' guild
 
- 	std::map<ui32, ConstTransitivePtr<CGHeroInstance> > unusedHeroesFromPool(); //heroes pool without heroes that are available in taverns
 
- 	bool isVisible(int3 pos, PlayerColor player);
 
- 	bool isVisible(const CGObjectInstance *obj, boost::optional<PlayerColor> player);
 
- 	int getDate(Date::EDateType mode=Date::DAY) const; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
 
- 	// ----- getters, setters -----
 
- 	/// This RNG should only be used inside GS or CPackForClient-derived applyGs
 
- 	/// If this doesn't work for your code that mean you need a new netpack
 
- 	///
 
- 	/// Client-side must use CRandomGenerator::getDefault which is not serialized
 
- 	///
 
- 	/// CGameHandler have it's own getter for CRandomGenerator::getDefault
 
- 	/// Any server-side code outside of GH must use CRandomGenerator::getDefault
 
- 	CRandomGenerator & getRandomGenerator();
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & scenarioOps;
 
- 		h & initialOpts;
 
- 		h & currentPlayer;
 
- 		h & day;
 
- 		h & map;
 
- 		h & players;
 
- 		h & teams;
 
- 		h & hpool;
 
- 		h & globalEffects;
 
- 		h & rand;
 
- 		if(version >= 755) //save format backward compatibility
 
- 		{
 
- 			h & rumor;
 
- 		}
 
- 		else if(!h.saving)
 
- 		{
 
- 			rumor = RumorState();
 
- 		}
 
- 		BONUS_TREE_DESERIALIZATION_FIX
 
- 	}
 
- private:
 
- 	struct CrossoverHeroesList
 
- 	{
 
- 		std::vector<CGHeroInstance *> heroesFromPreviousScenario, heroesFromAnyPreviousScenarios;
 
- 		void addHeroToBothLists(CGHeroInstance * hero);
 
- 		void removeHeroFromBothLists(CGHeroInstance * hero);
 
- 	};
 
- 	struct CampaignHeroReplacement
 
- 	{
 
- 		CampaignHeroReplacement(CGHeroInstance * hero, ObjectInstanceID heroPlaceholderId);
 
- 		CGHeroInstance * hero;
 
- 		ObjectInstanceID heroPlaceholderId;
 
- 	};
 
- 	// ----- initialization -----
 
- 	void initNewGame(bool allowSavingRandomMap);
 
- 	void initCampaign();
 
- 	void checkMapChecksum();
 
- 	void initGrailPosition();
 
- 	void initRandomFactionsForPlayers();
 
- 	void randomizeMapObjects();
 
- 	void randomizeObject(CGObjectInstance *cur);
 
- 	void initPlayerStates();
 
- 	void placeCampaignHeroes();
 
- 	CrossoverHeroesList getCrossoverHeroesFromPreviousScenarios() const;
 
- 	/// returns heroes and placeholders in where heroes will be put
 
- 	std::vector<CampaignHeroReplacement> generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes);
 
- 	/// gets prepared and copied hero instances with crossover heroes from prev. scenario and travel options from current scenario
 
- 	void prepareCrossoverHeroes(std::vector<CampaignHeroReplacement> & campaignHeroReplacements, const CScenarioTravel & travelOptions);
 
- 	void replaceHeroesPlaceholders(const std::vector<CampaignHeroReplacement> & campaignHeroReplacements);
 
- 	void placeStartingHeroes();
 
- 	void placeStartingHero(PlayerColor playerColor, HeroTypeID heroTypeId, int3 townPos);
 
- 	void initStartingResources();
 
- 	void initHeroes();
 
- 	void giveCampaignBonusToHero(CGHeroInstance * hero);
 
- 	void initFogOfWar();
 
- 	void initStartingBonus();
 
- 	void initTowns();
 
- 	void initMapObjects();
 
- 	void initVisitingAndGarrisonedHeroes();
 
- 	// ----- bonus system handling -----
 
- 	void buildBonusSystemTree();
 
- 	void attachArmedObjects();
 
- 	void buildGlobalTeamPlayerTree();
 
- 	void deserializationFix();
 
- 	// ---- misc helpers -----
 
- 	CGHeroInstance * getUsedHero(HeroTypeID hid) const;
 
- 	bool isUsedHero(HeroTypeID hid) const; //looks in heroes and prisons
 
- 	std::set<HeroTypeID> getUnusedAllowedHeroes(bool alsoIncludeNotAllowed = false) const;
 
- 	std::pair<Obj,int> pickObject(CGObjectInstance *obj); //chooses type of object to be randomized, returns <type, subtype>
 
- 	int pickUnusedHeroTypeRandomly(PlayerColor owner); // picks a unused hero type randomly
 
- 	int pickNextHeroType(PlayerColor owner); // picks next free hero type of the H3 hero init sequence -> chosen starting hero, then unused hero type randomly
 
- 	// ---- data -----
 
- 	CRandomGenerator rand;
 
- 	friend class CCallback;
 
- 	friend class CClient;
 
- 	friend class IGameCallback;
 
- 	friend class CMapHandler;
 
- 	friend class CGameHandler;
 
- };
 
 
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