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							- #pragma once
 
- //#ifndef _MSC_VER
 
- #include "CCreatureHandler.h"
 
- #include "VCMI_Lib.h"
 
- #include "Mapping/CMap.h"
 
- //#endif
 
- #include "HeroBonus.h"
 
- #include "CCreatureSet.h"
 
- #include "ConstTransitivePtr.h"
 
- #include "IGameCallback.h"
 
- #include "ResourceSet.h"
 
- #include "int3.h"
 
- #include "CObjectHandler.h"
 
- #include "IGameCallback.h"
 
- /*
 
-  * 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
 
-  *
 
-  */
 
- class CTown;
 
- class CScriptCallback;
 
- class CCallback;
 
- class IGameCallback;
 
- class CLuaCallback;
 
- class CCPPObjectScript;
 
- 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;
 
- class CPathfinder;
 
- 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;
 
- namespace boost
 
- {
 
- 	class shared_mutex;
 
- }
 
- //numbers of creatures are exact numbers if detailed else they are quantity ids (0 - a few, 1 - several and so on; additionally -1 - unknown)
 
- struct ArmyDescriptor : public std::map<TSlot, CStackBasicDescriptor>
 
- {
 
- 	bool isDetailed;
 
- 	DLL_LINKAGE ArmyDescriptor(const CArmedInstance *army, bool detailed); //not detailed -> quantity ids as count
 
- 	DLL_LINKAGE ArmyDescriptor();
 
- 	DLL_LINKAGE int getStrength() const;
 
- };
 
- struct DLL_LINKAGE InfoAboutArmy
 
- {
 
- 	ui8 owner;
 
- 	std::string name;
 
- 	ArmyDescriptor army;
 
- 	InfoAboutArmy();
 
- 	InfoAboutArmy(const CArmedInstance *Army, bool detailed);
 
- 	void initFromArmy(const CArmedInstance *Army, bool detailed);
 
- };
 
- struct DLL_LINKAGE InfoAboutHero : public InfoAboutArmy
 
- {
 
- private:
 
- 	void assign(const InfoAboutHero & iah);
 
- public:
 
- 	struct DLL_LINKAGE Details
 
- 	{
 
- 		std::vector<si32> primskills;
 
- 		si32 mana, luck, morale;
 
- 	} *details;
 
- 	const CHeroClass *hclass;
 
- 	int portrait;
 
- 	InfoAboutHero();
 
- 	InfoAboutHero(const InfoAboutHero & iah);
 
- 	InfoAboutHero(const CGHeroInstance *h, bool detailed);
 
- 	~InfoAboutHero();
 
- 	InfoAboutHero & operator=(const InfoAboutHero & iah);
 
- 	void initFromHero(const CGHeroInstance *h, bool detailed);
 
- };
 
- /// Struct which holds a int information about a town
 
- struct DLL_LINKAGE InfoAboutTown : public InfoAboutArmy
 
- {
 
- 	struct DLL_LINKAGE Details
 
- 	{
 
- 		si32 hallLevel, goldIncome;
 
- 		bool customRes;
 
- 		bool garrisonedHero;
 
- 	} *details;
 
- 	CTown *tType;
 
- 	si32 built;
 
- 	si32 fortLevel; //0 - none
 
- 	InfoAboutTown();
 
- 	InfoAboutTown(const CGTownInstance *t, bool detailed);
 
- 	~InfoAboutTown();
 
- 	void initFromTown(const CGTownInstance *t, bool detailed);
 
- };
 
- // typedef si32 TResourceUnit;
 
- // typedef std::vector<si32> TResourceVector;
 
- // typedef std::set<si32> TResourceSet;
 
- struct DLL_LINKAGE SThievesGuildInfo
 
- {
 
- 	std::vector<TPlayerColor> playerColors; //colors of players that are in-game
 
- 	std::vector< std::vector< TPlayerColor > > numOfTowns, numOfHeroes, gold, woodOre, mercSulfCrystGems, obelisks, artifacts, army, income; // [place] -> [colours of players]
 
- 	std::map<TPlayerColor, InfoAboutHero> colorToBestHero; //maps player's color to his best heros'
 
-     std::map<TPlayerColor, EAiTactic::EAiTactic> personality; // color to personality // ai tactic
 
- 	std::map<TPlayerColor, si32> bestCreature; // color to ID // id or -1 if not known
 
- // 	template <typename Handler> void serialize(Handler &h, const int version)
 
- // 	{
 
- // 		h & playerColors & numOfTowns & numOfHeroes & gold & woodOre & mercSulfCrystGems & obelisks & artifacts & army & income;
 
- // 		h & colorToBestHero & personality & bestCreature;
 
- // 	}
 
- };
 
- struct DLL_LINKAGE PlayerState : public CBonusSystemNode
 
- {
 
- public:
 
- 	enum EStatus {WRONG = -1, INGAME, LOSER, WINNER};
 
- 	TPlayerColor color;
 
- 	ui8 human; //true if human controlled player, false for AI
 
- 	ui32 currentSelection; //id of hero/town, 0xffffffff if none
 
- 	ui8 team;
 
- 	TResources resources;
 
- 	std::vector<ConstTransitivePtr<CGHeroInstance> > heroes;
 
- 	std::vector<ConstTransitivePtr<CGTownInstance> > towns;
 
- 	std::vector<ConstTransitivePtr<CGHeroInstance> > availableHeroes; //heroes available in taverns
 
- 	std::vector<ConstTransitivePtr<CGDwelling> > dwellings; //used for town growth
 
- 	std::vector<QuestInfo> quests; //store info about all received quests
 
- 	ui8 enteredWinningCheatCode, enteredLosingCheatCode; //if true, this player has entered cheat codes for loss / victory
 
- 	EStatus status;
 
- 	ui8 daysWithoutCastle;
 
- 	PlayerState();
 
- 	std::string nodeName() const OVERRIDE;
 
- 	//override
 
- 	//void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
 
- 	//void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & color & human & currentSelection & team & resources & status;
 
- 		h & heroes & towns & availableHeroes & dwellings;
 
- 		h & getBonusList(); //FIXME FIXME FIXME
 
- 		h & status & daysWithoutCastle;
 
- 		h & enteredLosingCheatCode & enteredWinningCheatCode;
 
- 		h & static_cast<CBonusSystemNode&>(*this);
 
- 	}
 
- };
 
- struct DLL_LINKAGE TeamState : public CBonusSystemNode
 
- {
 
- public:
 
- 	ui8 id; //position in gameState::teams
 
- 	std::set<TPlayerColor> players; // members of this team
 
- 	std::vector<std::vector<std::vector<ui8> > >  fogOfWarMap; //true - visible, false - hidden
 
- 	TeamState();
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & id & players & fogOfWarMap;
 
- 		h & static_cast<CBonusSystemNode&>(*this);
 
- 	}
 
- };
 
- struct UpgradeInfo
 
- {
 
- 	int oldID; //creature to be upgraded
 
- 	std::vector<int> 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 = -1;};
 
- };
 
- struct DLL_LINKAGE CGPathNode
 
- {
 
- 	enum EAccessibility
 
- 	{
 
- 		NOT_SET = 0,
 
- 		ACCESSIBLE = 1, //tile can be entered and passed
 
- 		VISITABLE, //tile can be entered as the last tile in path
 
- 		BLOCKVIS,  //visitable from neighbouring tile but not passable
 
- 		BLOCKED //tile can't be entered nor visited
 
- 	};
 
- 	EAccessibility accessible;
 
- 	ui8 land;
 
- 	ui8 turns;
 
- 	ui32 moveRemains;
 
- 	CGPathNode * theNodeBefore;
 
- 	int3 coord; //coordinates
 
- 	CGPathNode();
 
- 	bool reachable() const;
 
- };
 
- struct DLL_LINKAGE CGPath
 
- {
 
- 	std::vector<CGPathNode> nodes; //just get node by node
 
- 	int3 startPos() const; // start point
 
- 	int3 endPos() const; //destination point
 
- 	void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object'
 
- };
 
- struct DLL_LINKAGE CPathsInfo
 
- {
 
- 	bool isValid;
 
- 	const CGHeroInstance *hero;
 
- 	int3 hpos;
 
- 	int3 sizes;
 
- 	CGPathNode ***nodes; //[w][h][level]
 
- 	bool getPath(const int3 &dst, CGPath &out);
 
- 	CPathsInfo(const int3 &Sizes);
 
- 	~CPathsInfo();
 
- };
 
- struct DLL_EXPORT DuelParameters
 
- {
 
- 	ETerrainType::ETerrainType terType;
 
- 	BFieldType::BFieldType bfieldType;
 
- 	struct DLL_EXPORT SideSettings
 
- 	{
 
- 		struct DLL_EXPORT StackSettings
 
- 		{
 
- 			si32 type;
 
- 			si32 count;
 
- 			template <typename Handler> void serialize(Handler &h, const int version)
 
- 			{
 
- 				h & type & count;
 
- 			}
 
- 			StackSettings();
 
- 			StackSettings(si32 Type, si32 Count);
 
- 		} stacks[GameConstants::ARMY_SIZE];
 
- 		si32 heroId; //-1 if none
 
- 		std::vector<si32> heroPrimSkills; //may be empty
 
- 		std::map<si32, CArtifactInstance*> artifacts;
 
- 		std::vector<std::pair<si32, si8> > heroSecSkills; //may be empty; pairs <id, level>, level [0-3]
 
- 		std::set<si32> spells;
 
- 		SideSettings();
 
- 		template <typename Handler> void serialize(Handler &h, const int version)
 
- 		{
 
- 			h & stacks & heroId & heroPrimSkills & artifacts & heroSecSkills & spells;
 
- 		}
 
- 	} sides[2];
 
- 	std::vector<shared_ptr<CObstacleInstance> > obstacles;
 
- 	static DuelParameters fromJSON(const std::string &fname);
 
- 	struct CusomCreature
 
- 	{
 
- 		int id;
 
- 		int attack, defense, dmg, HP, speed, shoots;
 
- 		CusomCreature()
 
- 		{
 
- 			id = attack = defense = dmg = HP = speed = shoots = -1;
 
- 		}
 
- 		template <typename Handler> void serialize(Handler &h, const int version)
 
- 		{
 
- 			h & id & attack & defense & dmg & HP & speed & shoots;
 
- 		}
 
- 	};
 
- 	std::vector<CusomCreature> creatures;
 
- 	DuelParameters();
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & terType & bfieldType & sides & obstacles & creatures;
 
- 	}
 
- };
 
- class CPathfinder : private CGameInfoCallback
 
- {
 
- private:
 
- 	bool useSubterraneanGates;
 
- 	bool allowEmbarkAndDisembark;
 
- 	CPathsInfo &out;
 
- 	const CGHeroInstance *hero;
 
- 	const std::vector<std::vector<std::vector<ui8> > > &FoW;
 
- 	std::list<CGPathNode*> mq; //BFS queue -> nodes to be checked
 
- 	int3 curPos;
 
- 	CGPathNode *cp; //current (source) path node -> we took it from the queue
 
- 	CGPathNode *dp; //destination node -> it's a neighbour of cp that we consider
 
- 	const TerrainTile *ct, *dt; //tile info for both nodes
 
- 	ui8 useEmbarkCost; //0 - usual movement; 1 - embark; 2 - disembark
 
- 	int destTopVisObjID;
 
- 	CGPathNode *getNode(const int3 &coord);
 
- 	void initializeGraph();
 
- 	bool goodForLandSeaTransition(); //checks if current move will be between sea<->land. If so, checks it legality (returns false if movement is not possible) and sets useEmbarkCost
 
- 	CGPathNode::EAccessibility evaluateAccessibility(const TerrainTile *tinfo) const;
 
- 	bool canMoveBetween(const int3 &a, const int3 &b) const; //checks only for visitable objects that may make moving between tiles impossible, not other conditions (like tiles itself accessibility)
 
- public:
 
- 	CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero);
 
- 	void calculatePaths(int3 src = int3(-1,-1,-1), int movement = -1); //calculates possible paths for hero, by default uses current hero position and movement left; returns pointer to newly allocated CPath or NULL if path does not exists
 
- };
 
- struct BattleInfo;
 
- class DLL_LINKAGE CGameState : public CNonConstInfoCallback
 
- {
 
- public:
 
- 	ConstTransitivePtr<StartInfo> scenarioOps, initialOpts; //second one is a copy of settings received from pregame (not randomized)
 
- 	ui8 currentPlayer; //ID of player currently having turn
 
- 	ConstTransitivePtr<BattleInfo> curB; //current battle
 
- 	ui32 day; //total number of days in game
 
- 	ConstTransitivePtr<CMap> map;
 
- 	bmap<TPlayerColor, PlayerState> players;
 
- 	bmap<TPlayerColor, TeamState> teams;
 
- 	CBonusSystemNode globalEffects;
 
- 	bmap<const CGHeroInstance*, const CGObjectInstance*> ongoingVisits;
 
- 	struct DLL_LINKAGE HeroesPool
 
- 	{
 
- 		bmap<ui32, ConstTransitivePtr<CGHeroInstance> > heroesPool; //[subID] - heroes available to buy; NULL if not available
 
- 		bmap<ui32,ui8> pavailable; // [subid] -> which players can recruit hero (binary flags)
 
- 		CGHeroInstance * pickHeroFor(bool native, TPlayerColor player, const CTown *town, bmap<ui32, ConstTransitivePtr<CGHeroInstance> > &available, const CHeroClass *bannedClass = NULL) const;
 
- 		template <typename Handler> void serialize(Handler &h, const int version)
 
- 		{
 
- 			h & heroesPool & pavailable;
 
- 		}
 
- 	} hpool; //we have here all heroes available on this map that are not hired
 
- 	boost::shared_mutex *mx;
 
- 	void init(StartInfo * si);
 
- 	void initDuel();
 
- 	void randomizeObject(CGObjectInstance *cur);
 
- 	std::pair<int,int> pickObject(CGObjectInstance *obj); //chooses type of object to be randomized, returns <type, subtype>
 
- 	int pickHero(int owner);
 
- 	void giveHeroArtifact(CGHeroInstance *h, int aid);
 
- 	void apply(CPack *pack);
 
- 	BFieldType::BFieldType battleGetBattlefieldType(int3 tile) const;
 
- 	UpgradeInfo getUpgradeInfo(const CStackInstance &stack);
 
- 	PlayerRelations::PlayerRelations getPlayerRelations(TPlayerColor color1, TPlayerColor color2);
 
- 	bool checkForVisitableDir(const int3 & src, const int3 & dst) const; //check if src tile is visitable from dst tile
 
- 	bool checkForVisitableDir(const int3 & src, const TerrainTile *pom, const int3 & dst) const; //check if src tile is visitable from dst tile
 
- 	void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src = int3(-1,-1,-1), int movement = -1); //calculates possible paths for hero, by default uses current hero position and movement left; returns pointer to newly allocated CPath or NULL if path does not exists
 
- 	int3 guardingCreaturePosition (int3 pos) const;
 
- 	std::vector<CGObjectInstance*> guardingCreatures (int3 pos) const;
 
- 	int victoryCheck(TPlayerColor player) const; //checks if given player is winner; -1 if std victory, 1 if special victory, 0 else
 
- 	int lossCheck(TPlayerColor player) const; //checks if given player is loser;  -1 if std loss, 1 if special, 0 else
 
- 	ui8 checkForStandardWin() const; //returns color of player that accomplished standard victory conditions or 255 if no winner
 
- 	bool checkForStandardLoss(TPlayerColor 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
 
- 	bmap<ui32, ConstTransitivePtr<CGHeroInstance> > unusedHeroesFromPool(); //heroes pool without heroes that are available in taverns
 
- 	BattleInfo * setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town);
 
- 	void buildBonusSystemTree();
 
- 	void attachArmedObjects();
 
- 	void buildGlobalTeamPlayerTree();
 
- 	void deserializationFix();
 
- 	bool isVisible(int3 pos, TPlayerColor player);
 
- 	bool isVisible(const CGObjectInstance *obj, int player);
 
- 	CGameState(); //c-tor
 
- 	virtual ~CGameState(); //d-tor
 
- 	void getNeighbours(const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand, bool limitCoastSailing);
 
- 	int getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, int remainingMovePoints=-1, bool checkLast=true);
 
- 	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
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & scenarioOps & initialOpts & currentPlayer & day & map & players & teams & hpool & globalEffects;
 
- 		BONUS_TREE_DESERIALIZATION_FIX
 
- 	}
 
- 	friend class CCallback;
 
- 	friend class CLuaCallback;
 
- 	friend class CClient;
 
- 	friend void initGameState(CMap * map, CGameInfo * cgi);
 
- 	friend class IGameCallback;
 
- 	friend class CMapHandler;
 
- 	friend class CGameHandler;
 
- };
 
- struct DLL_LINKAGE QuestInfo //universal interface for human and AI
 
- {
 
- 	const CQuest * quest;
 
- 	const CGObjectInstance * obj; //related object, most likely Seer Hut
 
- 	int3 tile;
 
- 	QuestInfo(){};
 
- 	QuestInfo (const CQuest * Quest, const CGObjectInstance * Obj, int3 Tile) :
 
- 		quest (Quest), obj (Obj), tile (Tile){};
 
- 	bool operator= (const QuestInfo &qi)
 
- 	{
 
- 		quest = qi.quest;
 
- 		obj = qi.obj;
 
- 		tile = qi.tile;
 
- 		return true;
 
- 	}
 
- 	bool operator== (const QuestInfo & qi) const
 
- 	{
 
- 		return (quest == qi.quest && obj == qi.obj);
 
- 	}
 
- 	//std::vector<std::string> > texts //allow additional info for quest log?
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & quest & obj & tile;
 
- 	}
 
- };
 
 
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