CGameState.cpp 17 KB

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  1. #include "CGameState.h"
  2. #include "CGameInterface.h"
  3. #include "CPlayerInterface.h"
  4. #include <algorithm>
  5. #include "SDL_Thread.h"
  6. #include "SDL_Extensions.h"
  7. #include <queue>
  8. class CMP_stack
  9. {
  10. public:
  11. bool operator ()(const CStack* a, const CStack* b)
  12. {
  13. return (a->creature->speed)>(b->creature->speed);
  14. }
  15. } cmpst ;
  16. void CGameState::battle(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CArmedInstance *hero1, CArmedInstance *hero2)
  17. {
  18. curB = new BattleInfo();
  19. std::vector<CStack*> & stacks = (curB->stacks);
  20. curB->army1=army1;
  21. curB->army2=army2;
  22. curB->hero1=dynamic_cast<CGHeroInstance*>(hero1);
  23. curB->hero2=dynamic_cast<CGHeroInstance*>(hero2);
  24. curB->side1=(hero1)?(hero1->tempOwner):(-1);
  25. curB->side2=(hero2)?(hero2->tempOwner):(-1);
  26. curB->round = -2;
  27. curB->stackActionPerformed = false;
  28. for(std::map<int,std::pair<CCreature*,int> >::iterator i = army1->slots.begin(); i!=army1->slots.end(); i++)
  29. {
  30. stacks.push_back(new CStack(i->second.first,i->second.second,0, stacks.size(), true));
  31. stacks[stacks.size()-1]->ID = stacks.size()-1;
  32. }
  33. //initialization of positions
  34. switch(army1->slots.size()) //for attacker
  35. {
  36. case 0:
  37. break;
  38. case 1:
  39. stacks[0]->position = 86; //6
  40. break;
  41. case 2:
  42. stacks[0]->position = 35; //3
  43. stacks[1]->position = 137; //9
  44. break;
  45. case 3:
  46. stacks[0]->position = 35; //3
  47. stacks[1]->position = 86; //6
  48. stacks[2]->position = 137; //9
  49. break;
  50. case 4:
  51. stacks[0]->position = 1; //1
  52. stacks[1]->position = 69; //5
  53. stacks[2]->position = 103; //7
  54. stacks[3]->position = 171; //11
  55. break;
  56. case 5:
  57. stacks[0]->position = 1; //1
  58. stacks[1]->position = 35; //3
  59. stacks[2]->position = 86; //6
  60. stacks[3]->position = 137; //9
  61. stacks[4]->position = 171; //11
  62. break;
  63. case 6:
  64. stacks[0]->position = 1; //1
  65. stacks[1]->position = 35; //3
  66. stacks[2]->position = 69; //5
  67. stacks[3]->position = 103; //7
  68. stacks[4]->position = 137; //9
  69. stacks[5]->position = 171; //11
  70. break;
  71. case 7:
  72. stacks[0]->position = 1; //1
  73. stacks[1]->position = 35; //3
  74. stacks[2]->position = 69; //5
  75. stacks[3]->position = 86; //6
  76. stacks[4]->position = 103; //7
  77. stacks[5]->position = 137; //9
  78. stacks[6]->position = 171; //11
  79. break;
  80. default: //fault
  81. break;
  82. }
  83. for(std::map<int,std::pair<CCreature*,int> >::iterator i = army2->slots.begin(); i!=army2->slots.end(); i++)
  84. stacks.push_back(new CStack(i->second.first,i->second.second,1, stacks.size(), false));
  85. switch(army2->slots.size()) //for defender
  86. {
  87. case 0:
  88. break;
  89. case 1:
  90. stacks[0+army1->slots.size()]->position = 100; //6
  91. break;
  92. case 2:
  93. stacks[0+army1->slots.size()]->position = 49; //3
  94. stacks[1+army1->slots.size()]->position = 151; //9
  95. break;
  96. case 3:
  97. stacks[0+army1->slots.size()]->position = 49; //3
  98. stacks[1+army1->slots.size()]->position = 100; //6
  99. stacks[2+army1->slots.size()]->position = 151; //9
  100. break;
  101. case 4:
  102. stacks[0+army1->slots.size()]->position = 15; //1
  103. stacks[1+army1->slots.size()]->position = 83; //5
  104. stacks[2+army1->slots.size()]->position = 117; //7
  105. stacks[3+army1->slots.size()]->position = 185; //11
  106. break;
  107. case 5:
  108. stacks[0+army1->slots.size()]->position = 15; //1
  109. stacks[1+army1->slots.size()]->position = 49; //3
  110. stacks[2+army1->slots.size()]->position = 100; //6
  111. stacks[3+army1->slots.size()]->position = 151; //9
  112. stacks[4+army1->slots.size()]->position = 185; //11
  113. break;
  114. case 6:
  115. stacks[0+army1->slots.size()]->position = 15; //1
  116. stacks[1+army1->slots.size()]->position = 49; //3
  117. stacks[2+army1->slots.size()]->position = 83; //5
  118. stacks[3+army1->slots.size()]->position = 117; //7
  119. stacks[4+army1->slots.size()]->position = 151; //9
  120. stacks[5+army1->slots.size()]->position = 185; //11
  121. break;
  122. case 7:
  123. stacks[0+army1->slots.size()]->position = 15; //1
  124. stacks[1+army1->slots.size()]->position = 49; //3
  125. stacks[2+army1->slots.size()]->position = 83; //5
  126. stacks[3+army1->slots.size()]->position = 100; //6
  127. stacks[4+army1->slots.size()]->position = 117; //7
  128. stacks[5+army1->slots.size()]->position = 151; //9
  129. stacks[6+army1->slots.size()]->position = 185; //11
  130. break;
  131. default: //fault
  132. break;
  133. }
  134. for(int g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
  135. {
  136. if((stacks[g]->position%17)==1 && stacks[g]->creature->isDoubleWide())
  137. {
  138. stacks[g]->position += 1;
  139. }
  140. else if((stacks[g]->position%17)==15 && stacks[g]->creature->isDoubleWide())
  141. {
  142. stacks[g]->position -= 1;
  143. }
  144. }
  145. std::stable_sort(stacks.begin(),stacks.end(),cmpst);
  146. //for start inform players about battle
  147. for(std::map<int, PlayerState>::iterator j=CGI->state->players.begin(); j!=CGI->state->players.end(); ++j)//CGI->state->players.size(); ++j) //for testing
  148. {
  149. if (j->first > PLAYER_LIMIT)
  150. break;
  151. if(j->second.fogOfWarMap[tile.x][tile.y][tile.z])
  152. { //player should be notified
  153. tribool side = tribool::indeterminate_value;
  154. if(j->first == curB->side1) //player is attacker
  155. side = false;
  156. else if(j->first == curB->side2) //player is defender
  157. side = true;
  158. else
  159. return; //no witnesses
  160. if(CGI->playerint[j->second.serial]->human)
  161. {
  162. ((CPlayerInterface*)( CGI->playerint[j->second.serial] ))->battleStart(army1, army2, tile, curB->hero1, curB->hero2, side);
  163. }
  164. else
  165. {
  166. //CGI->playerint[j->second.serial]->battleStart(army1, army2, tile, curB->hero1, curB->hero2, side);
  167. }
  168. }
  169. }
  170. curB->round++;
  171. if( (curB->hero1 && curB->hero1->getSecSkillLevel(19)>=0) || ( curB->hero2 && curB->hero2->getSecSkillLevel(19)>=0) )//someone has tactics
  172. {
  173. //TODO: wywolania dla rundy -1, ograniczenie pola ruchu, etc
  174. }
  175. curB->round++;
  176. //SDL_Thread * eventh = SDL_CreateThread(battleEventThread, NULL);
  177. while(true) //till the end of the battle ;]
  178. {
  179. bool battleEnd = false;
  180. //tell players about next round
  181. for(int v=0; v<CGI->playerint.size(); ++v)
  182. CGI->playerint[v]->battleNewRound(curB->round);
  183. //stack loop
  184. for(int i=0;i<stacks.size();i++)
  185. {
  186. curB->activeStack = i;
  187. curB->stackActionPerformed = false;
  188. if(stacks[i]->alive) //indicate posiibility of making action for this unit
  189. {
  190. unsigned char owner = (stacks[i]->owner)?(hero2 ? hero2->tempOwner : 255):(hero1->tempOwner);
  191. unsigned char serialOwner = -1;
  192. for(int g=0; g<CGI->playerint.size(); ++g)
  193. {
  194. if(CGI->playerint[g]->playerID == owner)
  195. {
  196. serialOwner = g;
  197. break;
  198. }
  199. }
  200. if(serialOwner==255) //neutral unit
  201. {
  202. }
  203. else if(CGI->playerint[serialOwner]->human)
  204. {
  205. BattleAction ba = ((CPlayerInterface*)CGI->playerint[serialOwner])->activeStack(stacks[i]->ID);
  206. switch(ba.actionType)
  207. {
  208. case 2: //walk
  209. {
  210. battleMoveCreatureStack(ba.stackNumber, ba.destinationTile);
  211. }
  212. case 3: //defend
  213. {
  214. break;
  215. }
  216. case 4: //retreat/flee
  217. {
  218. for(int v=0; v<CGI->playerint.size(); ++v) //tell about the end of this battle to interfaces
  219. CGI->playerint[v]->battleEnd(army1, army2, hero1, hero2, std::vector<int>(), 0, false);
  220. battleEnd = true;
  221. break;
  222. }
  223. case 6: //walk or attack
  224. {
  225. battleMoveCreatureStack(ba.stackNumber, ba.destinationTile);
  226. battleAttackCreatureStack(ba.stackNumber, ba.destinationTile);
  227. break;
  228. }
  229. }
  230. }
  231. else
  232. {
  233. //CGI->playerint[serialOwner]->activeStack(stacks[i]->ID);
  234. }
  235. }
  236. if(battleEnd)
  237. break;
  238. //sprawdzic czy po tej akcji ktoras strona nie wygrala bitwy
  239. }
  240. if(battleEnd)
  241. break;
  242. curB->round++;
  243. SDL_Delay(50);
  244. }
  245. for(int i=0;i<stacks.size();i++)
  246. delete stacks[i];
  247. delete curB;
  248. curB = NULL;
  249. }
  250. bool CGameState::battleMoveCreatureStack(int ID, int dest)
  251. {
  252. //first checks
  253. if(curB->stackActionPerformed) //because unit cannot be moved more than once
  254. return false;
  255. bool stackAtEnd = false; //true if there is a stack at the end of the path (we should attack it)
  256. unsigned char owner = -1; //owner moved of unit
  257. for(int g=0; g<curB->stacks.size(); ++g)
  258. {
  259. if(curB->stacks[g]->position == dest)
  260. {
  261. stackAtEnd = true;
  262. break;
  263. }
  264. }
  265. for(int g=0; g<curB->stacks.size(); ++g)
  266. {
  267. if(curB->stacks[g]->ID == ID)
  268. {
  269. owner = curB->stacks[g]->owner;
  270. break;
  271. }
  272. }
  273. //selecting moved stack
  274. CStack * curStack = NULL;
  275. for(int y=0; y<curB->stacks.size(); ++y)
  276. {
  277. if(curB->stacks[y]->ID == ID)
  278. {
  279. curStack = curB->stacks[y];
  280. break;
  281. }
  282. }
  283. if(!curStack)
  284. return false;
  285. //initing necessary tables
  286. bool accessibility[187]; //accesibility of hexes
  287. for(int k=0; k<187; k++)
  288. accessibility[k] = true;
  289. for(int g=0; g<curB->stacks.size(); ++g)
  290. {
  291. if(curB->stacks[g]->ID != ID) //we don't want to lock enemy's positions and this units' position
  292. {
  293. accessibility[curB->stacks[g]->position] = false;
  294. if(curB->stacks[g]->creature->isDoubleWide()) //if it's a double hex creature
  295. {
  296. if(curB->stacks[g]->attackerOwned)
  297. accessibility[curB->stacks[g]->position-1] = false;
  298. else
  299. accessibility[curB->stacks[g]->position+1] = false;
  300. }
  301. }
  302. }
  303. accessibility[dest] = true;
  304. if(curStack->creature->isDoubleWide()) //locking positions unreachable by two-hex creatures
  305. {
  306. bool mac[187];
  307. for(int b=0; b<187; ++b)
  308. {
  309. //
  310. // && ( ? (curStack->attackerOwned ? accessibility[curNext-1] : accessibility[curNext+1]) : true )
  311. mac[b] = accessibility[b];
  312. if( accessibility[b] && !(curStack->attackerOwned ? accessibility[b-1] : accessibility[b+1]))
  313. {
  314. mac[b] = false;
  315. }
  316. }
  317. mac[curStack->attackerOwned ? curStack->position+1 : curStack->position-1]=true;
  318. for(int v=0; v<187; ++v)
  319. accessibility[v] = mac[v];
  320. //removing accessibility for side hexes
  321. for(int v=0; v<187; ++v)
  322. if(curStack->attackerOwned ? (v%17)==1 : (v%17)==15)
  323. accessibility[v] = false;
  324. }
  325. if(!accessibility[dest])
  326. return false;
  327. int predecessor[187]; //for getting the Path
  328. for(int b=0; b<187; ++b)
  329. predecessor[b] = -1;
  330. //bfsing
  331. int dists[187]; //calculated distances
  332. std::queue<int> hexq; //bfs queue
  333. hexq.push(curStack->position);
  334. for(int g=0; g<187; ++g)
  335. dists[g] = 100000000;
  336. dists[hexq.front()] = 0;
  337. int curNext = -1; //for bfs loop only (helper var)
  338. while(!hexq.empty()) //bfs loop
  339. {
  340. int curHex = hexq.front();
  341. hexq.pop();
  342. curNext = curHex - ( (curHex/17)%2 ? 18 : 17 );
  343. if((curNext > 0) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top left
  344. {
  345. hexq.push(curNext);
  346. dists[curNext] = dists[curHex] + 1;
  347. predecessor[curNext] = curHex;
  348. }
  349. curNext = curHex - ( (curHex/17)%2 ? 17 : 16 );
  350. if((curNext > 0) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top right
  351. {
  352. hexq.push(curNext);
  353. dists[curNext] = dists[curHex] + 1;
  354. predecessor[curNext] = curHex;
  355. }
  356. curNext = curHex - 1;
  357. if((curNext > 0) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //left
  358. {
  359. hexq.push(curNext);
  360. dists[curNext] = dists[curHex] + 1;
  361. predecessor[curNext] = curHex;
  362. }
  363. curNext = curHex + 1;
  364. if((curNext < 187) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //right
  365. {
  366. hexq.push(curNext);
  367. dists[curNext] = dists[curHex] + 1;
  368. predecessor[curNext] = curHex;
  369. }
  370. curNext = curHex + ( (curHex/17)%2 ? 16 : 17 );
  371. if((curNext < 187) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom left
  372. {
  373. hexq.push(curNext);
  374. dists[curNext] = dists[curHex] + 1;
  375. predecessor[curNext] = curHex;
  376. }
  377. curNext = curHex + ( (curHex/17)%2 ? 17 : 18 );
  378. if((curNext < 187) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom right
  379. {
  380. hexq.push(curNext);
  381. dists[curNext] = dists[curHex] + 1;
  382. predecessor[curNext] = curHex;
  383. }
  384. }
  385. //following the Path
  386. if(dists[dest] > curStack->creature->speed)
  387. return false;
  388. std::vector<int> path;
  389. int curElem = dest;
  390. while(curElem!=curStack->position)
  391. {
  392. path.push_back(curElem);
  393. curElem = predecessor[curElem];
  394. }
  395. for(int v=path.size()-1; v>=0; --v)
  396. {
  397. if(v!=0 || !stackAtEnd) //it's not the last step
  398. {
  399. LOCPLINT->battleStackMoved(ID, path[v], v==path.size()-1, v==0);
  400. curStack->position = path[v];
  401. }
  402. else //if it's last step and we should attack unit at the end
  403. {
  404. LOCPLINT->battleStackAttacking(ID, path[v]);
  405. }
  406. }
  407. curB->stackActionPerformed = true;
  408. LOCPLINT->actionFinished(BattleAction());
  409. return true;
  410. }
  411. bool CGameState::battleAttackCreatureStack(int ID, int dest)
  412. {
  413. int attackedCreaure = -1; //-1 - there is no attacked creature
  414. for(int b=0; b<curB->stacks.size(); ++b) //TODO: make upgrades for two-hex cres.
  415. {
  416. if(curB->stacks[b]->position == dest)
  417. {
  418. attackedCreaure = curB->stacks[b]->ID;
  419. break;
  420. }
  421. }
  422. if(attackedCreaure == -1)
  423. return false;
  424. //LOCPLINT->cb->
  425. return true;
  426. }
  427. std::vector<int> CGameState::battleGetRange(int ID)
  428. {
  429. int initialPlace=-1; //position of unit
  430. int radius=-1; //range of unit
  431. unsigned char owner = -1; //owner of unit
  432. //selecting stack
  433. CStack * curStack = NULL;
  434. for(int y=0; y<curB->stacks.size(); ++y)
  435. {
  436. if(curB->stacks[y]->ID == ID)
  437. {
  438. curStack = curB->stacks[y];
  439. break;
  440. }
  441. }
  442. for(int g=0; g<curB->stacks.size(); ++g)
  443. {
  444. if(curB->stacks[g]->ID == ID)
  445. {
  446. initialPlace = curB->stacks[g]->position;
  447. radius = curB->stacks[g]->creature->speed;
  448. owner = curB->stacks[g]->owner;
  449. break;
  450. }
  451. }
  452. bool accessibility[187]; //accesibility of hexes
  453. for(int k=0; k<187; k++)
  454. accessibility[k] = true;
  455. for(int g=0; g<curB->stacks.size(); ++g)
  456. {
  457. if(curB->stacks[g]->owner == owner && curB->stacks[g]->ID != ID) //we don't want to lock enemy's positions or current unit's position
  458. {
  459. accessibility[curB->stacks[g]->position] = false;
  460. if(curB->stacks[g]->creature->isDoubleWide()) //if it's a double hex creature
  461. {
  462. if(curB->stacks[g]->attackerOwned)
  463. accessibility[curB->stacks[g]->position-1] = false;
  464. else
  465. accessibility[curB->stacks[g]->position+1] = false;
  466. }
  467. }
  468. }
  469. if(curStack->creature->isDoubleWide()) //locking positions unreachable by two-hex creatures
  470. {
  471. bool mac[187];
  472. for(int b=0; b<187; ++b)
  473. {
  474. //
  475. // && ( ? (curStack->attackerOwned ? accessibility[curNext-1] : accessibility[curNext+1]) : true )
  476. mac[b] = accessibility[b];
  477. if( accessibility[b] && !(curStack->attackerOwned ? accessibility[b-1] : accessibility[b+1]))
  478. {
  479. mac[b] = false;
  480. }
  481. }
  482. mac[curStack->attackerOwned ? curStack->position+1 : curStack->position-1]=true;
  483. for(int v=0; v<187; ++v)
  484. accessibility[v] = mac[v];
  485. //removing accessibility for side hexes
  486. for(int v=0; v<187; ++v)
  487. if(curStack->attackerOwned ? (v%17)==1 : (v%17)==15)
  488. accessibility[v] = false;
  489. }
  490. int dists[187]; //calculated distances
  491. std::queue<int> hexq; //bfs queue
  492. hexq.push(initialPlace);
  493. for(int g=0; g<187; ++g)
  494. dists[g] = 100000000;
  495. dists[initialPlace] = 0;
  496. int curNext = -1; //for bfs loop only (helper var)
  497. while(!hexq.empty()) //bfs loop
  498. {
  499. int curHex = hexq.front();
  500. hexq.pop();
  501. curNext = curHex - ( (curHex/17)%2 ? 18 : 17 );
  502. if((curNext > 0) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top left
  503. {
  504. hexq.push(curNext);
  505. dists[curNext] = dists[curHex] + 1;
  506. }
  507. curNext = curHex - ( (curHex/17)%2 ? 17 : 16 );
  508. if((curNext > 0) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top right
  509. {
  510. hexq.push(curNext);
  511. dists[curNext] = dists[curHex] + 1;
  512. }
  513. curNext = curHex - 1;
  514. if((curNext > 0) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //left
  515. {
  516. hexq.push(curNext);
  517. dists[curNext] = dists[curHex] + 1;
  518. }
  519. curNext = curHex + 1;
  520. if((curNext < 187) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //right
  521. {
  522. hexq.push(curNext);
  523. dists[curNext] = dists[curHex] + 1;
  524. }
  525. curNext = curHex + ( (curHex/17)%2 ? 16 : 17 );
  526. if((curNext < 187) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom left
  527. {
  528. hexq.push(curNext);
  529. dists[curNext] = dists[curHex] + 1;
  530. }
  531. curNext = curHex + ( (curHex/17)%2 ? 17 : 18 );
  532. if((curNext < 187) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom right
  533. {
  534. hexq.push(curNext);
  535. dists[curNext] = dists[curHex] + 1;
  536. }
  537. }
  538. std::vector<int> ret;
  539. for(int i=0; i<187; ++i)
  540. {
  541. if(dists[i]<=radius)
  542. {
  543. ret.push_back(i);
  544. }
  545. }
  546. return ret;
  547. }