CGameState.cpp 106 KB

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  1. #define VCMI_DLL
  2. #include <algorithm>
  3. #include <queue>
  4. #include <fstream>
  5. #include "CGameState.h"
  6. #include <boost/random/linear_congruential.hpp>
  7. #include "../hch/CDefObjInfoHandler.h"
  8. #include "../hch/CArtHandler.h"
  9. #include "../hch/CBuildingHandler.h"
  10. #include "../hch/CGeneralTextHandler.h"
  11. #include "../hch/CTownHandler.h"
  12. #include "../hch/CSpellHandler.h"
  13. #include "../hch/CHeroHandler.h"
  14. #include "../hch/CObjectHandler.h"
  15. #include "../hch/CCreatureHandler.h"
  16. #include "VCMI_Lib.h"
  17. #include "Connection.h"
  18. #include "map.h"
  19. #include "../StartInfo.h"
  20. #include "NetPacks.h"
  21. #include <boost/foreach.hpp>
  22. #include <boost/lexical_cast.hpp>
  23. #include <boost/thread.hpp>
  24. #include <boost/thread/shared_mutex.hpp>
  25. #include <boost/assign/list_of.hpp>
  26. #include "RegisterTypes.cpp"
  27. boost::rand48 ran;
  28. #ifdef min
  29. #undef min
  30. #endif
  31. #ifdef max
  32. #undef max
  33. #endif
  34. /*
  35. * CGameState.cpp, part of VCMI engine
  36. *
  37. * Authors: listed in file AUTHORS in main folder
  38. *
  39. * License: GNU General Public License v2.0 or later
  40. * Full text of license available in license.txt file, in main folder
  41. *
  42. */
  43. void foofoofoo()
  44. {
  45. //never called function to force instantation of templates
  46. int *ccc = NULL;
  47. registerTypes((CISer<CConnection>&)*ccc);
  48. registerTypes((COSer<CConnection>&)*ccc);
  49. registerTypes((CSaveFile&)*ccc);
  50. registerTypes((CLoadFile&)*ccc);
  51. registerTypes((CTypeList&)*ccc);
  52. }
  53. class CBaseForGSApply
  54. {
  55. public:
  56. virtual void applyOnGS(CGameState *gs, void *pack) const =0;
  57. virtual ~CBaseForGSApply(){};
  58. };
  59. template <typename T> class CApplyOnGS : public CBaseForGSApply
  60. {
  61. public:
  62. void applyOnGS(CGameState *gs, void *pack) const
  63. {
  64. T *ptr = static_cast<T*>(pack);
  65. while(!gs->mx->try_lock())
  66. boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
  67. ptr->applyGs(gs);
  68. gs->mx->unlock();
  69. }
  70. };
  71. class CGSApplier
  72. {
  73. public:
  74. std::map<ui16,CBaseForGSApply*> apps;
  75. CGSApplier()
  76. {
  77. registerTypes2(*this);
  78. }
  79. ~CGSApplier()
  80. {
  81. std::map<ui16,CBaseForGSApply*>::iterator iter;
  82. for(iter = apps.begin(); iter != apps.end(); iter++)
  83. delete iter->second;
  84. }
  85. template<typename T> void registerType(const T * t=NULL)
  86. {
  87. ui16 ID = typeList.registerType(t);
  88. apps[ID] = new CApplyOnGS<T>;
  89. }
  90. } *applierGs = NULL;
  91. class IObjectCaller
  92. {
  93. public:
  94. virtual void preInit()=0;
  95. virtual void postInit()=0;
  96. };
  97. template <typename T>
  98. class CObjectCaller : public IObjectCaller
  99. {
  100. public:
  101. void preInit()
  102. {
  103. T::preInit();
  104. }
  105. void postInit()
  106. {
  107. T::postInit();
  108. }
  109. };
  110. class CObjectCallersHandler
  111. {
  112. public:
  113. std::vector<IObjectCaller*> apps;
  114. template<typename T> void registerType(const T * t=NULL)
  115. {
  116. apps.push_back(new CObjectCaller<T>);
  117. }
  118. CObjectCallersHandler()
  119. {
  120. registerTypes1(*this);
  121. }
  122. ~CObjectCallersHandler()
  123. {
  124. for (size_t i = 0; i < apps.size(); i++)
  125. delete apps[i];
  126. }
  127. void preInit()
  128. {
  129. for (size_t i = 0; i < apps.size(); i++)
  130. apps[i]->preInit();
  131. }
  132. void postInit()
  133. {
  134. for (size_t i = 0; i < apps.size(); i++)
  135. apps[i]->postInit();
  136. }
  137. } *objCaller = NULL;
  138. void MetaString::getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const
  139. {
  140. int type = txt.first, ser = txt.second;
  141. if(type == ART_NAMES)
  142. {
  143. dst = VLC->arth->artifacts[ser].Name();
  144. }
  145. else if(type == CRE_PL_NAMES)
  146. {
  147. dst = VLC->creh->creatures[ser].namePl;
  148. }
  149. else if(type == MINE_NAMES)
  150. {
  151. dst = VLC->generaltexth->mines[ser].first;
  152. }
  153. else if(type == MINE_EVNTS)
  154. {
  155. dst = VLC->generaltexth->mines[ser].second;
  156. }
  157. else if(type == SPELL_NAME)
  158. {
  159. dst = VLC->spellh->spells[ser].name;
  160. }
  161. else if(type == CRE_SING_NAMES)
  162. {
  163. dst = VLC->creh->creatures[ser].nameSing;
  164. }
  165. else if(type == ART_DESCR)
  166. {
  167. dst = VLC->arth->artifacts[ser].Description();
  168. }
  169. else
  170. {
  171. std::vector<std::string> *vec;
  172. switch(type)
  173. {
  174. case GENERAL_TXT:
  175. vec = &VLC->generaltexth->allTexts;
  176. break;
  177. case XTRAINFO_TXT:
  178. vec = &VLC->generaltexth->xtrainfo;
  179. break;
  180. case OBJ_NAMES:
  181. vec = &VLC->generaltexth->names;
  182. break;
  183. case RES_NAMES:
  184. vec = &VLC->generaltexth->restypes;
  185. break;
  186. case ARRAY_TXT:
  187. vec = &VLC->generaltexth->arraytxt;
  188. break;
  189. case CREGENS:
  190. vec = &VLC->generaltexth->creGens;
  191. break;
  192. case CREGENS4:
  193. vec = &VLC->generaltexth->creGens4;
  194. break;
  195. case ADVOB_TXT:
  196. vec = &VLC->generaltexth->advobtxt;
  197. break;
  198. case ART_EVNTS:
  199. vec = &VLC->generaltexth->artifEvents;
  200. break;
  201. case SEC_SKILL_NAME:
  202. vec = &VLC->generaltexth->skillName;
  203. break;
  204. case COLOR:
  205. vec = &VLC->generaltexth->capColors;
  206. break;
  207. }
  208. dst = (*vec)[ser];
  209. }
  210. }
  211. DLL_EXPORT void MetaString::toString(std::string &dst) const
  212. {
  213. size_t exSt = 0, loSt = 0, nums = 0;
  214. dst.clear();
  215. for(size_t i=0;i<message.size();++i)
  216. {//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER
  217. switch(message[i])
  218. {
  219. case TEXACT_STRING:
  220. dst += exactStrings[exSt++];
  221. break;
  222. case TLOCAL_STRING:
  223. {
  224. std::string hlp;
  225. getLocalString(localStrings[loSt++], hlp);
  226. dst += hlp;
  227. }
  228. break;
  229. case TNUMBER:
  230. dst += boost::lexical_cast<std::string>(numbers[nums++]);
  231. break;
  232. case TREPLACE_ESTRING:
  233. dst.replace (dst.find("%s"), 2, exactStrings[exSt++]);
  234. break;
  235. case TREPLACE_LSTRING:
  236. {
  237. std::string hlp;
  238. getLocalString(localStrings[loSt++], hlp);
  239. dst.replace (dst.find("%s"), 2, hlp);
  240. }
  241. break;
  242. case TREPLACE_NUMBER:
  243. dst.replace (dst.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
  244. break;
  245. default:
  246. tlog1 << "MetaString processing error!\n";
  247. break;
  248. }
  249. }
  250. }
  251. DLL_EXPORT std::string MetaString::buildList () const
  252. ///used to handle loot from creature bank
  253. {
  254. size_t exSt = 0, loSt = 0, nums = 0;
  255. std::string lista;
  256. for (int i = 0; i < message.size(); ++i)
  257. {
  258. if (i > 0 && message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING)
  259. {
  260. if (exSt == exactStrings.size() - 1)
  261. lista += VLC->generaltexth->allTexts[141]; //" and "
  262. else
  263. lista += ", ";
  264. }
  265. switch (message[i])
  266. {
  267. case TEXACT_STRING:
  268. lista += exactStrings[exSt++];
  269. break;
  270. case TLOCAL_STRING:
  271. {
  272. std::string hlp;
  273. getLocalString (localStrings[loSt++], hlp);
  274. lista += hlp;
  275. }
  276. break;
  277. case TNUMBER:
  278. lista += boost::lexical_cast<std::string>(numbers[nums++]);
  279. break;
  280. case TREPLACE_ESTRING:
  281. lista.replace (lista.find("%s"), 2, exactStrings[exSt++]);
  282. break;
  283. case TREPLACE_LSTRING:
  284. {
  285. std::string hlp;
  286. getLocalString (localStrings[loSt++], hlp);
  287. lista.replace (lista.find("%s"), 2, hlp);
  288. }
  289. break;
  290. case TREPLACE_NUMBER:
  291. lista.replace (lista.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
  292. break;
  293. default:
  294. tlog1 << "MetaString processing error!\n";
  295. }
  296. }
  297. return lista;
  298. }
  299. static CGObjectInstance * createObject(int id, int subid, int3 pos, int owner)
  300. {
  301. CGObjectInstance * nobj;
  302. switch(id)
  303. {
  304. case HEROI_TYPE: //hero
  305. {
  306. CGHeroInstance * nobj = new CGHeroInstance();
  307. nobj->pos = pos;
  308. nobj->tempOwner = owner;
  309. nobj->subID = subid;
  310. //nobj->initHero(ran);
  311. return nobj;
  312. }
  313. case TOWNI_TYPE: //town
  314. nobj = new CGTownInstance;
  315. break;
  316. default: //rest of objects
  317. nobj = new CGObjectInstance;
  318. nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
  319. break;
  320. }
  321. nobj->ID = id;
  322. nobj->subID = subid;
  323. if(!nobj->defInfo)
  324. tlog3 <<"No def declaration for " <<id <<" "<<subid<<std::endl;
  325. nobj->pos = pos;
  326. //nobj->state = NULL;//new CLuaObjectScript();
  327. nobj->tempOwner = owner;
  328. nobj->defInfo->id = id;
  329. nobj->defInfo->subid = subid;
  330. //assigning defhandler
  331. if(nobj->ID==HEROI_TYPE || nobj->ID==TOWNI_TYPE)
  332. return nobj;
  333. nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
  334. return nobj;
  335. }
  336. CStack * BattleInfo::getStack(int stackID, bool onlyAlive)
  337. {
  338. for(unsigned int g=0; g<stacks.size(); ++g)
  339. {
  340. if(stacks[g]->ID == stackID && (!onlyAlive || stacks[g]->alive()))
  341. return stacks[g];
  342. }
  343. return NULL;
  344. }
  345. const CStack * BattleInfo::getStack(int stackID, bool onlyAlive) const
  346. {
  347. return const_cast<BattleInfo * const>(this)->getStack(stackID, onlyAlive);
  348. }
  349. CStack * BattleInfo::getStackT(int tileID, bool onlyAlive)
  350. {
  351. for(unsigned int g=0; g<stacks.size(); ++g)
  352. {
  353. if(stacks[g]->position == tileID
  354. || (stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
  355. || (stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))
  356. {
  357. if(!onlyAlive || stacks[g]->alive())
  358. {
  359. return stacks[g];
  360. }
  361. }
  362. }
  363. return NULL;
  364. }
  365. const CStack * BattleInfo::getStackT(int tileID, bool onlyAlive) const
  366. {
  367. return const_cast<BattleInfo * const>(this)->getStackT(tileID, onlyAlive);
  368. }
  369. void BattleInfo::getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<int> & occupyable, bool flying, int stackToOmmit) const
  370. {
  371. memset(accessibility, 1, BFIELD_SIZE); //initialize array with trues
  372. //removing accessibility for side columns of hexes
  373. for(int v = 0; v < BFIELD_SIZE; ++v)
  374. {
  375. if( v % BFIELD_WIDTH == 0 || v % BFIELD_WIDTH == (BFIELD_WIDTH - 1) )
  376. accessibility[v] = false;
  377. }
  378. for(unsigned int g=0; g<stacks.size(); ++g)
  379. {
  380. if(!stacks[g]->alive() || stacks[g]->ID==stackToOmmit || stacks[g]->position < 0) //we don't want to lock position of this stack (eg. if it's a turret)
  381. continue;
  382. accessibility[stacks[g]->position] = false;
  383. if(stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE)) //if it's a double hex creature
  384. {
  385. if(stacks[g]->attackerOwned)
  386. accessibility[stacks[g]->position-1] = false;
  387. else
  388. accessibility[stacks[g]->position+1] = false;
  389. }
  390. }
  391. //obstacles
  392. for(unsigned int b=0; b<obstacles.size(); ++b)
  393. {
  394. std::vector<int> blocked = VLC->heroh->obstacles[obstacles[b].ID].getBlocked(obstacles[b].pos);
  395. for(unsigned int c=0; c<blocked.size(); ++c)
  396. {
  397. if(blocked[c] >=0 && blocked[c] < BFIELD_SIZE)
  398. accessibility[blocked[c]] = false;
  399. }
  400. }
  401. //walls
  402. if(siege > 0)
  403. {
  404. static const int permanentlyLocked[] = {12, 45, 78, 112, 147, 165};
  405. for(int b=0; b<ARRAY_COUNT(permanentlyLocked); ++b)
  406. {
  407. accessibility[permanentlyLocked[b]] = false;
  408. }
  409. static const std::pair<int, int> lockedIfNotDestroyed[] = //(which part of wall, which hex is blocked if this part of wall is not destroyed
  410. {std::make_pair(2, 182), std::make_pair(3, 130), std::make_pair(4, 62), std::make_pair(5, 29)};
  411. for(int b=0; b<ARRAY_COUNT(lockedIfNotDestroyed); ++b)
  412. {
  413. if(si.wallState[lockedIfNotDestroyed[b].first] < 3)
  414. {
  415. accessibility[lockedIfNotDestroyed[b].second] = false;
  416. }
  417. }
  418. //gate
  419. if(attackerOwned && si.wallState[7] < 3) //if it attacker's unit and gate is not destroyed
  420. {
  421. accessibility[95] = accessibility[96] = false; //block gate's hexes
  422. }
  423. }
  424. //occupyability
  425. if(addOccupiable && twoHex)
  426. {
  427. std::set<int> rem; //tiles to unlock
  428. for(int h=0; h<BFIELD_HEIGHT; ++h)
  429. {
  430. for(int w=1; w<BFIELD_WIDTH-1; ++w)
  431. {
  432. int hex = h * BFIELD_WIDTH + w;
  433. if(!isAccessible(hex, accessibility, twoHex, attackerOwned, flying, true)
  434. && (attackerOwned ? isAccessible(hex+1, accessibility, twoHex, attackerOwned, flying, true) : isAccessible(hex-1, accessibility, twoHex, attackerOwned, flying, true) )
  435. )
  436. rem.insert(hex);
  437. }
  438. }
  439. occupyable = rem;
  440. /*for(std::set<int>::const_iterator it = rem.begin(); it != rem.end(); ++it)
  441. {
  442. accessibility[*it] = true;
  443. }*/
  444. }
  445. }
  446. bool BattleInfo::isAccessible(int hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos)
  447. {
  448. if(flying && !lastPos)
  449. return true;
  450. if(twoHex)
  451. {
  452. //if given hex is accessible and appropriate adjacent one is free too
  453. return accessibility[hex] && accessibility[hex + (attackerOwned ? -1 : 1 )];
  454. }
  455. else
  456. {
  457. return accessibility[hex];
  458. }
  459. }
  460. void BattleInfo::makeBFS(int start, bool *accessibility, int *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const //both pointers must point to the at least 187-elements int arrays
  461. {
  462. //inits
  463. for(int b=0; b<BFIELD_SIZE; ++b)
  464. predecessor[b] = -1;
  465. for(int g=0; g<BFIELD_SIZE; ++g)
  466. dists[g] = 100000000;
  467. std::queue< std::pair<int, bool> > hexq; //bfs queue <hex, accessible> (second filed used only if fillPredecessors is true)
  468. hexq.push(std::make_pair(start, true));
  469. dists[hexq.front().first] = 0;
  470. int curNext = -1; //for bfs loop only (helper var)
  471. while(!hexq.empty()) //bfs loop
  472. {
  473. std::pair<int, bool> curHex = hexq.front();
  474. std::vector<int> neighbours = neighbouringTiles(curHex.first);
  475. hexq.pop();
  476. for(unsigned int nr=0; nr<neighbours.size(); nr++)
  477. {
  478. curNext = neighbours[nr]; //if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
  479. bool accessible = isAccessible(curNext, accessibility, twoHex, attackerOwned, flying, dists[curHex.first]+1 == dists[curNext]);
  480. if( dists[curHex.first]+1 >= dists[curNext] )
  481. continue;
  482. if(accessible && curHex.second)
  483. {
  484. hexq.push(std::make_pair(curNext, true));
  485. dists[curNext] = dists[curHex.first] + 1;
  486. }
  487. else if(fillPredecessors && !(accessible && !curHex.second))
  488. {
  489. hexq.push(std::make_pair(curNext, false));
  490. dists[curNext] = dists[curHex.first] + 1;
  491. }
  492. predecessor[curNext] = curHex.first;
  493. }
  494. }
  495. };
  496. std::vector<int> BattleInfo::getAccessibility(int stackID, bool addOccupiable) const
  497. {
  498. std::vector<int> ret;
  499. bool ac[BFIELD_SIZE];
  500. const CStack *s = getStack(stackID, false); //this function is called from healedOrResurrected, so our stack can be dead
  501. if(s->position < 0) //turrets
  502. return std::vector<int>();
  503. std::set<int> occupyable;
  504. getAccessibilityMap(ac, s->hasFeatureOfType(StackFeature::DOUBLE_WIDE), s->attackerOwned, addOccupiable, occupyable, s->hasFeatureOfType(StackFeature::FLYING), stackID);
  505. int pr[BFIELD_SIZE], dist[BFIELD_SIZE];
  506. makeBFS(s->position, ac, pr, dist, s->hasFeatureOfType(StackFeature::DOUBLE_WIDE), s->attackerOwned, s->hasFeatureOfType(StackFeature::FLYING), false);
  507. if(s->hasFeatureOfType(StackFeature::DOUBLE_WIDE))
  508. {
  509. if(!addOccupiable)
  510. {
  511. std::vector<int> rem;
  512. for(int b=0; b<BFIELD_SIZE; ++b)
  513. {
  514. //don't take into account most left and most right columns of hexes
  515. if( b % BFIELD_WIDTH == 0 || b % BFIELD_WIDTH == BFIELD_WIDTH - 1 )
  516. continue;
  517. if( ac[b] && !(s->attackerOwned ? ac[b-1] : ac[b+1]) )
  518. {
  519. rem.push_back(b);
  520. }
  521. }
  522. for(unsigned int g=0; g<rem.size(); ++g)
  523. {
  524. ac[rem[g]] = false;
  525. }
  526. //removing accessibility for side hexes
  527. for(int v=0; v<BFIELD_SIZE; ++v)
  528. if(s->attackerOwned ? (v%BFIELD_WIDTH)==1 : (v%BFIELD_WIDTH)==(BFIELD_WIDTH - 2))
  529. ac[v] = false;
  530. }
  531. }
  532. for (int i=0; i < BFIELD_SIZE ; ++i) {
  533. if(
  534. ( ( !addOccupiable && dist[i] <= s->Speed() && ac[i] ) || ( addOccupiable && dist[i] <= s->Speed() && isAccessible(i, ac, s->hasFeatureOfType(StackFeature::DOUBLE_WIDE), s->attackerOwned, s->hasFeatureOfType(StackFeature::FLYING), true) ) )//we can reach it
  535. || (vstd::contains(occupyable, i) && ( dist[ i + (s->attackerOwned ? 1 : -1 ) ] <= s->Speed() ) &&
  536. ac[i + (s->attackerOwned ? 1 : -1 )] ) //it's occupyable and we can reach adjacent hex
  537. )
  538. {
  539. ret.push_back(i);
  540. }
  541. }
  542. return ret;
  543. }
  544. bool BattleInfo::isStackBlocked(int ID)
  545. {
  546. CStack *our = getStack(ID);
  547. if(our->hasFeatureOfType(StackFeature::SIEGE_WEAPON)) //siege weapons cannot be blocked
  548. return false;
  549. for(unsigned int i=0; i<stacks.size();i++)
  550. {
  551. if( !stacks[i]->alive()
  552. || stacks[i]->owner==our->owner
  553. )
  554. continue; //we omit dead and allied stacks
  555. if(stacks[i]->hasFeatureOfType(StackFeature::DOUBLE_WIDE))
  556. {
  557. if( mutualPosition(stacks[i]->position, our->position) >= 0
  558. || mutualPosition(stacks[i]->position + (stacks[i]->attackerOwned ? -1 : 1), our->position) >= 0)
  559. return true;
  560. }
  561. else
  562. {
  563. if( mutualPosition(stacks[i]->position, our->position) >= 0 )
  564. return true;
  565. }
  566. }
  567. return false;
  568. }
  569. signed char BattleInfo::mutualPosition(int hex1, int hex2)
  570. {
  571. if(hex2 == hex1 - ( (hex1/17)%2 ? 18 : 17 )) //top left
  572. return 0;
  573. if(hex2 == hex1 - ( (hex1/17)%2 ? 17 : 16 )) //top right
  574. return 1;
  575. if(hex2 == hex1 - 1 && hex1%17 != 0) //left
  576. return 5;
  577. if(hex2 == hex1 + 1 && hex1%17 != 16) //right
  578. return 2;
  579. if(hex2 == hex1 + ( (hex1/17)%2 ? 16 : 17 )) //bottom left
  580. return 4;
  581. if(hex2 == hex1 + ( (hex1/17)%2 ? 17 : 18 )) //bottom right
  582. return 3;
  583. return -1;
  584. }
  585. std::vector<int> BattleInfo::neighbouringTiles(int hex)
  586. {
  587. #define CHECK_AND_PUSH(tile) {int hlp = (tile); if(hlp>=0 && hlp<BFIELD_SIZE && (hlp%BFIELD_WIDTH!=16) && hlp%BFIELD_WIDTH) ret.push_back(hlp);}
  588. std::vector<int> ret;
  589. CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 18 : 17 ));
  590. CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 17 : 16 ));
  591. CHECK_AND_PUSH(hex - 1);
  592. CHECK_AND_PUSH(hex + 1);
  593. CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 16 : 17 ));
  594. CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 17 : 18 ));
  595. #undef CHECK_AND_PUSH
  596. return ret;
  597. }
  598. std::pair< std::vector<int>, int > BattleInfo::getPath(int start, int dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned)
  599. {
  600. int predecessor[BFIELD_SIZE]; //for getting the Path
  601. int dist[BFIELD_SIZE]; //calculated distances
  602. makeBFS(start, accessibility, predecessor, dist, twoHex, attackerOwned, flyingCreature, false);
  603. if(predecessor[dest] == -1) //cannot reach destination
  604. {
  605. return std::make_pair(std::vector<int>(), 0);
  606. }
  607. //making the Path
  608. std::vector<int> path;
  609. int curElem = dest;
  610. while(curElem != start)
  611. {
  612. path.push_back(curElem);
  613. curElem = predecessor[curElem];
  614. }
  615. return std::make_pair(path, dist[dest]);
  616. }
  617. int CStack::valOfFeatures(StackFeature::ECombatFeatures type, int subtype, int turn) const
  618. {
  619. int ret = 0;
  620. if(subtype == -1024) //any subtype
  621. {
  622. for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
  623. if(i->type == type && (!turn || i->turnsRemain > turn))
  624. ret += i->value;
  625. }
  626. else //given subtype
  627. {
  628. for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
  629. if(i->type == type && i->subtype == subtype && (!turn || i->turnsRemain > turn))
  630. ret += i->value;
  631. }
  632. return ret;
  633. }
  634. bool CStack::hasFeatureOfType(StackFeature::ECombatFeatures type, int subtype, int turn) const
  635. {
  636. if(subtype == -1024) //any subtype
  637. {
  638. for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
  639. if(i->type == type && (!turn || i->turnsRemain > turn))
  640. return true;
  641. }
  642. else //given subtype
  643. {
  644. for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
  645. if(i->type == type && i->subtype == subtype && (!turn || i->turnsRemain > turn))
  646. return true;
  647. }
  648. return false;
  649. }
  650. CStack::CStack(CCreature * C, int A, int O, int I, bool AO, int S)
  651. :ID(I), creature(C), amount(A), baseAmount(A), firstHPleft(C->hitPoints), owner(O), slot(S), attackerOwned(AO), position(-1),
  652. counterAttacks(1), shots(C->shots), features(C->abilities)
  653. {
  654. //additional retaliations
  655. for(int h=0; h<C->abilities.size(); ++h)
  656. {
  657. if(C->abilities[h].type == StackFeature::ADDITIONAL_RETALIATION)
  658. {
  659. counterAttacks += C->abilities[h].value;
  660. }
  661. }
  662. //alive state indication
  663. state.insert(ALIVE);
  664. }
  665. ui32 CStack::Speed( int turn /*= 0*/ ) const
  666. {
  667. if(hasFeatureOfType(StackFeature::SIEGE_WEAPON, -1024, turn)) //war machnes cannot move
  668. return 0;
  669. int speed = creature->speed;
  670. speed += valOfFeatures(StackFeature::SPEED_BONUS, -1024, turn);
  671. int percentBonus = 0;
  672. for(int g=0; g<features.size(); ++g)
  673. {
  674. if(features[g].type == StackFeature::SPEED_BONUS)
  675. {
  676. percentBonus += features[g].additionalInfo;
  677. }
  678. }
  679. speed = ((100 + percentBonus) * speed)/100;
  680. //bind effect check
  681. if(getEffect(72))
  682. {
  683. return 0;
  684. }
  685. return speed;
  686. }
  687. const CStack::StackEffect * CStack::getEffect( ui16 id, int turn /*= 0*/ ) const
  688. {
  689. for (unsigned int i=0; i< effects.size(); i++)
  690. if(effects[i].id == id)
  691. if(!turn || effects[i].turnsRemain > turn)
  692. return &effects[i];
  693. return NULL;
  694. }
  695. ui8 CStack::howManyEffectsSet(ui16 id) const
  696. {
  697. ui8 ret = 0;
  698. for (unsigned int i=0; i< effects.size(); i++)
  699. if(effects[i].id == id) //effect found
  700. {
  701. ++ret;
  702. }
  703. return ret;
  704. }
  705. si32 CStack::Attack() const
  706. {
  707. si32 ret = creature->attack; //value to be returned
  708. if(hasFeatureOfType(StackFeature::IN_FRENZY)) //frenzy for attacker
  709. {
  710. ret += si32(VLC->spellh->spells[56].powers[getEffect(56)->level]/100.0) * Defense(false);
  711. }
  712. ret += valOfFeatures(StackFeature::ATTACK_BONUS);
  713. return ret;
  714. }
  715. si32 CStack::Defense(bool withFrenzy /*= true*/) const
  716. {
  717. si32 ret = creature->defence;
  718. if(withFrenzy && getEffect(56)) //frenzy for defender
  719. {
  720. return 0;
  721. }
  722. ret += valOfFeatures(StackFeature::DEFENCE_BONUS);
  723. return ret;
  724. }
  725. ui16 CStack::MaxHealth() const
  726. {
  727. return creature->hitPoints + valOfFeatures(StackFeature::HP_BONUS);
  728. }
  729. bool CStack::willMove(int turn /*= 0*/) const
  730. {
  731. return ( turn ? true : !vstd::contains(state, DEFENDING) )
  732. && !moved(turn)
  733. && canMove(turn);
  734. }
  735. bool CStack::canMove( int turn /*= 0*/ ) const
  736. {
  737. return alive()
  738. && !hasFeatureOfType(StackFeature::NOT_ACTIVE, -1024, turn); //eg. Ammo Cart
  739. }
  740. bool CStack::moved( int turn /*= 0*/ ) const
  741. {
  742. if(!turn)
  743. return vstd::contains(state, MOVED);
  744. else
  745. return false;
  746. }
  747. CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, int player, const CTown *town, std::map<ui32,CGHeroInstance *> &available) const
  748. {
  749. CGHeroInstance *ret = NULL;
  750. if(player<0 || player>=PLAYER_LIMIT)
  751. {
  752. tlog1 << "Cannot pick hero for " << town->Name() << ". Wrong owner!\n";
  753. return NULL;
  754. }
  755. std::vector<CGHeroInstance *> pool;
  756. if(native)
  757. {
  758. for(std::map<ui32,CGHeroInstance *>::iterator i=available.begin(); i!=available.end(); i++)
  759. {
  760. if(pavailable.find(i->first)->second & 1<<player
  761. && i->second->type->heroType/2 == town->typeID)
  762. {
  763. pool.push_back(i->second); //get all avaliable heroes
  764. }
  765. }
  766. if(!pool.size())
  767. {
  768. tlog1 << "Cannot pick native hero for " << player << ". Picking any...\n";
  769. return pickHeroFor(false, player, town, available);
  770. }
  771. else
  772. {
  773. ret = pool[rand()%pool.size()];
  774. }
  775. }
  776. else
  777. {
  778. int sum=0, r;
  779. for(std::map<ui32,CGHeroInstance *>::iterator i=available.begin(); i!=available.end(); i++)
  780. {
  781. if(pavailable.find(i->first)->second & 1<<player)
  782. {
  783. pool.push_back(i->second);
  784. sum += i->second->type->heroClass->selectionProbability[town->typeID]; //total weight
  785. }
  786. }
  787. if(!pool.size())
  788. {
  789. tlog1 << "There are no heroes available for player " << player<<"!\n";
  790. return NULL;
  791. }
  792. r = rand()%sum;
  793. for (unsigned int i=0; i<pool.size(); i++)
  794. {
  795. r -= pool[i]->type->heroClass->selectionProbability[town->typeID];
  796. if(r < 0)
  797. {
  798. ret = pool[i];
  799. break;
  800. }
  801. }
  802. if(!ret)
  803. ret = pool.back();
  804. }
  805. available.erase(ret->subID);
  806. return ret;
  807. }
  808. //void CGameState::apply(CPack * pack)
  809. //{
  810. // while(!mx->try_lock())
  811. // boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
  812. // //applyNL(pack);
  813. // mx->unlock();
  814. //}
  815. int CGameState::pickHero(int owner)
  816. {
  817. int h=-1;
  818. if(!map->getHero(h = scenarioOps->getIthPlayersSettings(owner).hero,0) && h>=0) //we haven't used selected hero
  819. return h;
  820. int f = scenarioOps->getIthPlayersSettings(owner).castle;
  821. int i=0;
  822. do //try to find free hero of our faction
  823. {
  824. i++;
  825. h = scenarioOps->getIthPlayersSettings(owner).castle*HEROES_PER_TYPE*2+(ran()%(HEROES_PER_TYPE*2));//->scenarioOps->playerInfos[pru].hero = VLC->
  826. } while( map->getHero(h) && i<175);
  827. if(i>174) //probably no free heroes - there's no point in further search, we'll take first free
  828. {
  829. tlog3 << "Warning: cannot find free hero - trying to get first available..."<<std::endl;
  830. for(int j=0; j<HEROES_PER_TYPE * 2 * F_NUMBER; j++)
  831. if(!map->getHero(j))
  832. h=j;
  833. }
  834. return h;
  835. }
  836. CGHeroInstance *CGameState::getHero(int objid)
  837. {
  838. if(objid<0 || objid>=map->objects.size() || map->objects[objid]->ID!=HEROI_TYPE)
  839. return NULL;
  840. return static_cast<CGHeroInstance *>(map->objects[objid]);
  841. }
  842. const CGHeroInstance * CGameState::getHero( int objid ) const
  843. {
  844. return (const_cast<CGameState *>(this))->getHero(objid);
  845. }
  846. CGTownInstance *CGameState::getTown(int objid)
  847. {
  848. if(objid<0 || objid>=map->objects.size())
  849. return NULL;
  850. return static_cast<CGTownInstance *>(map->objects[objid]);
  851. }
  852. const CGTownInstance * CGameState::getTown( int objid ) const
  853. {
  854. return (const_cast<CGameState *>(this))->getTown(objid);
  855. }
  856. std::pair<int,int> CGameState::pickObject (CGObjectInstance *obj)
  857. {
  858. switch(obj->ID)
  859. {
  860. case 65: //random artifact
  861. return std::pair<int,int>(5,(ran()%136)+7); //the only reasonable range - there are siege weapons and blanks we must ommit
  862. case 66: //random treasure artifact
  863. return std::pair<int,int>(5,VLC->arth->treasures[ran()%VLC->arth->treasures.size()]->id);
  864. case 67: //random minor artifact
  865. return std::pair<int,int>(5,VLC->arth->minors[ran()%VLC->arth->minors.size()]->id);
  866. case 68: //random major artifact
  867. return std::pair<int,int>(5,VLC->arth->majors[ran()%VLC->arth->majors.size()]->id);
  868. case 69: //random relic artifact
  869. return std::pair<int,int>(5,VLC->arth->relics[ran()%VLC->arth->relics.size()]->id);
  870. /*case 65: //random artifact //TODO: apply new randndomization system
  871. return std::pair<int,int>(5, cb.getRandomArt (CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));
  872. case 66: //random treasure artifact
  873. return std::pair<int,int>(5, cb.getRandomArt (CArtifact::ART_TREASURE));
  874. case 67: //random minor artifact
  875. return std::pair<int,int>(5, cb.getRandomArt (CArtifact::ART_MINOR));
  876. case 68: //random major artifact
  877. return std::pair<int,int>(5, cb.getRandomArt (CArtifact::ART_MAJOR));
  878. case 69: //random relic artifact
  879. return std::pair<int,int>(5, cb.getRandomArt (CArtifact::ART_RELIC));*/
  880. case 70: //random hero
  881. {
  882. return std::pair<int,int>(HEROI_TYPE,pickHero(obj->tempOwner));
  883. }
  884. case 71: //random monster
  885. {
  886. int r;
  887. do
  888. {
  889. r = ran()%197;
  890. } while (vstd::contains(VLC->creh->notUsedMonsters,r));
  891. return std::pair<int,int>(54,r);
  892. }
  893. case 72: //random monster lvl1
  894. return std::pair<int,int>(54,VLC->creh->levelCreatures[1][ran()%VLC->creh->levelCreatures[1].size()]->idNumber);
  895. case 73: //random monster lvl2
  896. return std::pair<int,int>(54,VLC->creh->levelCreatures[2][ran()%VLC->creh->levelCreatures[2].size()]->idNumber);
  897. case 74: //random monster lvl3
  898. return std::pair<int,int>(54,VLC->creh->levelCreatures[3][ran()%VLC->creh->levelCreatures[3].size()]->idNumber);
  899. case 75: //random monster lvl4
  900. return std::pair<int,int>(54,VLC->creh->levelCreatures[4][ran()%VLC->creh->levelCreatures[4].size()]->idNumber);
  901. case 76: //random resource
  902. return std::pair<int,int>(79,ran()%7); //now it's OH3 style, use %8 for mithril
  903. case 77: //random town
  904. {
  905. int align = (static_cast<CGTownInstance*>(obj))->alignment,
  906. f;
  907. if(align>PLAYER_LIMIT-1)//same as owner / random
  908. {
  909. if(obj->tempOwner > PLAYER_LIMIT-1)
  910. f = -1; //random
  911. else
  912. f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
  913. }
  914. else
  915. {
  916. f = scenarioOps->getIthPlayersSettings(align).castle;
  917. }
  918. if(f<0) f = ran()%VLC->townh->towns.size();
  919. return std::pair<int,int>(TOWNI_TYPE,f);
  920. }
  921. case 162: //random monster lvl5
  922. return std::pair<int,int>(54,VLC->creh->levelCreatures[5][ran()%VLC->creh->levelCreatures[5].size()]->idNumber);
  923. case 163: //random monster lvl6
  924. return std::pair<int,int>(54,VLC->creh->levelCreatures[6][ran()%VLC->creh->levelCreatures[6].size()]->idNumber);
  925. case 164: //random monster lvl7
  926. return std::pair<int,int>(54,VLC->creh->levelCreatures[7][ran()%VLC->creh->levelCreatures[7].size()]->idNumber);
  927. case 216: //random dwelling
  928. {
  929. int faction = ran()%F_NUMBER;
  930. CGDwelling * dwl = static_cast<CGDwelling*>(obj);
  931. CCreGen2ObjInfo* info = static_cast<CCreGen2ObjInfo*>(dwl->info);
  932. if (info->asCastle)
  933. {
  934. for(unsigned int i=0;i<map->objects.size();i++)
  935. {
  936. if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
  937. {
  938. randomizeObject(map->objects[i]); //we have to randomize the castle first
  939. faction = map->objects[i]->subID;
  940. break;
  941. }
  942. else if(map->objects[i]->ID==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
  943. {
  944. faction = map->objects[i]->subID;
  945. break;
  946. }
  947. }
  948. }
  949. else
  950. {
  951. while((!(info->castles[0]&(1<<faction))))
  952. {
  953. if((faction>7) && (info->castles[1]&(1<<(faction-8))))
  954. break;
  955. faction = ran()%F_NUMBER;
  956. }
  957. }
  958. int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
  959. int cid = VLC->townh->towns[faction].basicCreatures[level];
  960. for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
  961. if(VLC->objh->cregens[i]==cid)
  962. return std::pair<int,int>(17,i);
  963. tlog3 << "Cannot find a dwelling for creature "<< cid << std::endl;
  964. return std::pair<int,int>(17,0);
  965. delete dwl->info;
  966. dwl->info = NULL;
  967. }
  968. case 217:
  969. {
  970. int faction = ran()%F_NUMBER;
  971. CGDwelling * dwl = static_cast<CGDwelling*>(obj);
  972. CCreGenObjInfo* info = static_cast<CCreGenObjInfo*>(dwl->info);
  973. if (info->asCastle)
  974. {
  975. for(unsigned int i=0;i<map->objects.size();i++)
  976. {
  977. if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
  978. {
  979. randomizeObject(map->objects[i]); //we have to randomize the castle first
  980. faction = map->objects[i]->subID;
  981. break;
  982. }
  983. else if(map->objects[i]->ID==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
  984. {
  985. faction = map->objects[i]->subID;
  986. break;
  987. }
  988. }
  989. }
  990. else
  991. {
  992. while((!(info->castles[0]&(1<<faction))))
  993. {
  994. if((faction>7) && (info->castles[1]&(1<<(faction-8))))
  995. break;
  996. faction = ran()%F_NUMBER;
  997. }
  998. }
  999. int cid = VLC->townh->towns[faction].basicCreatures[obj->subID];
  1000. for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
  1001. if(VLC->objh->cregens[i]==cid)
  1002. return std::pair<int,int>(17,i);
  1003. tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
  1004. return std::pair<int,int>(17,0);
  1005. delete dwl->info;
  1006. dwl->info = NULL;
  1007. }
  1008. case 218:
  1009. {
  1010. CGDwelling * dwl = static_cast<CGDwelling*>(obj);
  1011. CCreGen3ObjInfo* info = static_cast<CCreGen3ObjInfo*>(dwl->info);
  1012. int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
  1013. int cid = VLC->townh->towns[obj->subID].basicCreatures[level];
  1014. for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
  1015. if(VLC->objh->cregens[i]==cid)
  1016. return std::pair<int,int>(17,i);
  1017. tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
  1018. return std::pair<int,int>(17,0);
  1019. delete dwl->info;
  1020. dwl->info = NULL;
  1021. }
  1022. }
  1023. return std::pair<int,int>(-1,-1);
  1024. }
  1025. void randomizeArmy(CArmedInstance * army, int type)
  1026. {
  1027. int max = VLC->creh->creatures.size();
  1028. for (std::map<si32,std::pair<ui32,si32> >::iterator j=army->army.slots.begin(); j!=army->army.slots.end();j++)
  1029. {
  1030. if(j->second.first > max)
  1031. {
  1032. if(j->second.first % 2)
  1033. j->second.first = VLC->townh->towns[type].basicCreatures[ (j->second.first-197) / 2 -1];
  1034. else
  1035. j->second.first = VLC->townh->towns[type].upgradedCreatures[ (j->second.first-197) / 2 -1];
  1036. }
  1037. }
  1038. return;
  1039. }
  1040. void CGameState::randomizeObject(CGObjectInstance *cur)
  1041. {
  1042. std::pair<int,int> ran = pickObject(cur);
  1043. if(ran.first<0 || ran.second<0) //this is not a random object, or we couldn't find anything
  1044. {
  1045. if(cur->ID==TOWNI_TYPE) //town - set def
  1046. {
  1047. CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
  1048. t->town = &VLC->townh->towns[t->subID];
  1049. if(t->hasCapitol())
  1050. t->defInfo = capitols[t->subID];
  1051. else if(t->hasFort())
  1052. t->defInfo = forts[t->subID];
  1053. else
  1054. t->defInfo = villages[t->subID];
  1055. }
  1056. return;
  1057. }
  1058. else if(ran.first==HEROI_TYPE)//special code for hero
  1059. {
  1060. CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
  1061. if(!h) {tlog2<<"Wrong random hero at "<<cur->pos<<std::endl; return;}
  1062. cur->ID = ran.first;
  1063. h->portrait = cur->subID = ran.second;
  1064. h->type = VLC->heroh->heroes[ran.second];
  1065. randomizeArmy(h, h->type->heroType/2);
  1066. map->heroes.push_back(h);
  1067. return; //TODO: maybe we should do something with definfo?
  1068. }
  1069. else if(ran.first==TOWNI_TYPE)//special code for town
  1070. {
  1071. CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
  1072. if(!t) {tlog2<<"Wrong random town at "<<cur->pos<<std::endl; return;}
  1073. cur->ID = ran.first;
  1074. cur->subID = ran.second;
  1075. t->town = &VLC->townh->towns[ran.second];
  1076. if(t->hasCapitol())
  1077. t->defInfo = capitols[t->subID];
  1078. else if(t->hasFort())
  1079. t->defInfo = forts[t->subID];
  1080. else
  1081. t->defInfo = villages[t->subID];
  1082. randomizeArmy(t, t->subID);
  1083. map->towns.push_back(t);
  1084. return;
  1085. }
  1086. //we have to replace normal random object
  1087. cur->ID = ran.first;
  1088. cur->subID = ran.second;
  1089. map->removeBlockVisTiles(cur); //recalculate blockvis tiles - picked object might have different than random placeholder
  1090. map->defy.push_back(cur->defInfo = VLC->dobjinfo->gobjs[ran.first][ran.second]);
  1091. if(!cur->defInfo)
  1092. {
  1093. tlog1<<"*BIG* WARNING: Missing def declaration for "<<cur->ID<<" "<<cur->subID<<std::endl;
  1094. return;
  1095. }
  1096. map->addBlockVisTiles(cur);
  1097. }
  1098. int CGameState::getDate(int mode) const
  1099. {
  1100. int temp;
  1101. switch (mode)
  1102. {
  1103. case 0:
  1104. return day;
  1105. break;
  1106. case 1:
  1107. temp = (day)%7;
  1108. if (temp)
  1109. return temp;
  1110. else return 7;
  1111. break;
  1112. case 2:
  1113. temp = ((day-1)/7)+1;
  1114. if (!(temp%4))
  1115. return 4;
  1116. else
  1117. return (temp%4);
  1118. break;
  1119. case 3:
  1120. return ((day-1)/28)+1;
  1121. break;
  1122. }
  1123. return 0;
  1124. }
  1125. CGameState::CGameState()
  1126. {
  1127. mx = new boost::shared_mutex();
  1128. map = NULL;
  1129. curB = NULL;
  1130. scenarioOps = NULL;
  1131. applierGs = new CGSApplier;
  1132. objCaller = new CObjectCallersHandler;
  1133. }
  1134. CGameState::~CGameState()
  1135. {
  1136. delete mx;
  1137. delete map;
  1138. delete curB;
  1139. delete scenarioOps;
  1140. delete applierGs;
  1141. delete objCaller;
  1142. }
  1143. void CGameState::init(StartInfo * si, Mapa * map, int Seed)
  1144. {
  1145. day = 0;
  1146. seed = Seed;
  1147. ran.seed((boost::int32_t)seed);
  1148. scenarioOps = si;
  1149. this->map = map;
  1150. loadTownDInfos();
  1151. //pick grail location
  1152. if(map->grailPos.x < 0 || map->grailRadious) //grail not set or set within a radius around some place
  1153. {
  1154. if(!map->grailRadious) //radius not given -> anywhere on map
  1155. map->grailRadious = map->width * 2;
  1156. std::vector<int3> allowedPos;
  1157. // add all not blocked tiles in range
  1158. for (int i = 0; i < map->width ; i++)
  1159. {
  1160. for (int j = 0; j < map->height ; j++)
  1161. {
  1162. for (int k = 0; k <= map->twoLevel ; k++)
  1163. {
  1164. const TerrainTile &t = map->terrain[i][j][k];
  1165. if(!t.blocked
  1166. && !t.visitable
  1167. && t.tertype != TerrainTile::water
  1168. && t.tertype != TerrainTile::rock
  1169. && map->grailPos.dist2d(int3(i,j,k)) <= map->grailRadious)
  1170. allowedPos.push_back(int3(i,j,k));
  1171. }
  1172. }
  1173. }
  1174. //remove tiles with holes
  1175. for(unsigned int no=0; no<map->objects.size(); ++no)
  1176. if(map->objects[no]->ID == 124)
  1177. allowedPos -= map->objects[no]->pos;
  1178. if(allowedPos.size())
  1179. map->grailPos = allowedPos[ran() % allowedPos.size()];
  1180. else
  1181. tlog2 << "Warning: Grail cannot be placed, no appropriate tile found!\n";
  1182. }
  1183. //picking random factions for players
  1184. for(unsigned int i=0;i<scenarioOps->playerInfos.size();i++)
  1185. {
  1186. if(scenarioOps->playerInfos[i].castle==-1)
  1187. {
  1188. int f;
  1189. do
  1190. {
  1191. f = ran()%F_NUMBER;
  1192. }while(!(map->players[scenarioOps->playerInfos[i].color].allowedFactions & 1<<f));
  1193. scenarioOps->playerInfos[i].castle = f;
  1194. }
  1195. }
  1196. //randomizing objects
  1197. for(unsigned int no=0; no<map->objects.size(); ++no)
  1198. {
  1199. randomizeObject(map->objects[no]);
  1200. if(map->objects[no]->ID==EVENTI_TYPE)
  1201. {
  1202. map->objects[no]->defInfo->handler=NULL;
  1203. }
  1204. map->objects[no]->hoverName = VLC->generaltexth->names[map->objects[no]->ID];
  1205. }
  1206. //std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
  1207. /*********give starting hero****************************************/
  1208. for(int i=0;i<PLAYER_LIMIT;i++)
  1209. {
  1210. if((map->players[i].generateHeroAtMainTown && map->players[i].hasMainTown) || (map->players[i].hasMainTown && map->version==CMapHeader::RoE))
  1211. {
  1212. int3 hpos = map->players[i].posOfMainTown;
  1213. hpos.x+=1;// hpos.y+=1;
  1214. int j;
  1215. for(j=0; j<scenarioOps->playerInfos.size(); j++) //don't add unsigned here - we are refering to the variable above
  1216. if(scenarioOps->playerInfos[j].color == i)
  1217. break;
  1218. if(j == scenarioOps->playerInfos.size())
  1219. continue;
  1220. int h=pickHero(i);
  1221. if(scenarioOps->playerInfos[j].hero == -1)
  1222. scenarioOps->playerInfos[j].hero = h;
  1223. CGHeroInstance * nnn = static_cast<CGHeroInstance*>(createObject(HEROI_TYPE,h,hpos,i));
  1224. nnn->id = map->objects.size();
  1225. hpos = map->players[i].posOfMainTown;hpos.x+=2;
  1226. for(unsigned int o=0;o<map->towns.size();o++) //find main town
  1227. {
  1228. if(map->towns[o]->pos == hpos)
  1229. {
  1230. map->towns[o]->visitingHero = nnn;
  1231. nnn->visitedTown = map->towns[o];
  1232. nnn->inTownGarrison = false;
  1233. break;
  1234. }
  1235. }
  1236. nnn->initHero();
  1237. map->heroes.push_back(nnn);
  1238. map->objects.push_back(nnn);
  1239. map->addBlockVisTiles(nnn);
  1240. }
  1241. }
  1242. /*********creating players entries in gs****************************************/
  1243. for (unsigned int i=0; i<scenarioOps->playerInfos.size();i++)
  1244. {
  1245. std::pair<int,PlayerState> ins(scenarioOps->playerInfos[i].color,PlayerState());
  1246. ins.second.color=ins.first;
  1247. ins.second.serial=i;
  1248. ins.second.human = scenarioOps->playerInfos[i].human;
  1249. players.insert(ins);
  1250. }
  1251. /******************RESOURCES****************************************************/
  1252. //TODO: computer player should receive other amount of resource than player (depending on difficulty)
  1253. std::vector<int> startres;
  1254. std::ifstream tis(DATA_DIR "/config/startres.txt");
  1255. int k;
  1256. for (int j=0;j<scenarioOps->difficulty;j++)
  1257. {
  1258. tis >> k;
  1259. for (int z=0;z<RESOURCE_QUANTITY;z++)
  1260. tis>>k;
  1261. }
  1262. tis >> k;
  1263. for (int i=0;i<RESOURCE_QUANTITY;i++)
  1264. {
  1265. tis >> k;
  1266. startres.push_back(k);
  1267. }
  1268. tis.close();
  1269. tis.clear();
  1270. for (std::map<ui8,PlayerState>::iterator i = players.begin(); i!=players.end(); i++)
  1271. {
  1272. (*i).second.resources.resize(RESOURCE_QUANTITY);
  1273. for (int x=0;x<RESOURCE_QUANTITY;x++)
  1274. (*i).second.resources[x] = startres[x];
  1275. }
  1276. tis.open(DATA_DIR "/config/resources.txt");
  1277. tis >> k;
  1278. int pom;
  1279. for(int i=0;i<k;i++)
  1280. {
  1281. tis >> pom;
  1282. resVals.push_back(pom);
  1283. }
  1284. /*************************HEROES************************************************/
  1285. std::set<int> hids;
  1286. for(unsigned int i=0; i<map->allowedHeroes.size(); i++) //add to hids all allowed heroes
  1287. if(map->allowedHeroes[i])
  1288. hids.insert(i);
  1289. for (unsigned int i=0; i<map->heroes.size();i++) //heroes instances initialization
  1290. {
  1291. if (map->heroes[i]->getOwner()<0)
  1292. {
  1293. tlog2 << "Warning - hero with uninitialized owner!\n";
  1294. continue;
  1295. }
  1296. CGHeroInstance * vhi = (map->heroes[i]);
  1297. vhi->initHero();
  1298. players.find(vhi->getOwner())->second.heroes.push_back(vhi);
  1299. hids.erase(vhi->subID);
  1300. }
  1301. for (unsigned int i=0; i<map->objects.size();i++) //heroes instances initialization
  1302. {
  1303. if (map->objects[i]->ID == 62)
  1304. hids.erase(map->objects[i]->subID);
  1305. }
  1306. for(unsigned int i=0; i<map->predefinedHeroes.size(); i++)
  1307. {
  1308. if(!vstd::contains(hids,map->predefinedHeroes[i]->subID))
  1309. continue;
  1310. map->predefinedHeroes[i]->initHero();
  1311. hpool.heroesPool[map->predefinedHeroes[i]->subID] = map->predefinedHeroes[i];
  1312. hpool.pavailable[map->predefinedHeroes[i]->subID] = 0xff;
  1313. hids.erase(map->predefinedHeroes[i]->subID);
  1314. }
  1315. BOOST_FOREACH(int hid, hids) //all not used allowed heroes go into the pool
  1316. {
  1317. CGHeroInstance * vhi = new CGHeroInstance();
  1318. vhi->initHero(hid);
  1319. hpool.heroesPool[hid] = vhi;
  1320. hpool.pavailable[hid] = 0xff;
  1321. }
  1322. for(unsigned int i=0; i<map->disposedHeroes.size(); i++)
  1323. {
  1324. hpool.pavailable[map->disposedHeroes[i].ID] = map->disposedHeroes[i].players;
  1325. }
  1326. /*************************FOG**OF**WAR******************************************/
  1327. for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
  1328. {
  1329. k->second.fogOfWarMap.resize(map->width);
  1330. for(int g=0; g<map->width; ++g)
  1331. k->second.fogOfWarMap[g].resize(map->height);
  1332. for(int g=-0; g<map->width; ++g)
  1333. for(int h=0; h<map->height; ++h)
  1334. k->second.fogOfWarMap[g][h].resize(map->twoLevel+1, 0);
  1335. for(int g=0; g<map->width; ++g)
  1336. for(int h=0; h<map->height; ++h)
  1337. for(int v=0; v<map->twoLevel+1; ++v)
  1338. k->second.fogOfWarMap[g][h][v] = 0;
  1339. BOOST_FOREACH(CGObjectInstance *obj, map->objects)
  1340. {
  1341. if(obj->tempOwner != k->first) continue; //not a flagged object
  1342. std::set<int3> tiles;
  1343. obj->getSightTiles(tiles);
  1344. BOOST_FOREACH(int3 tile, tiles)
  1345. {
  1346. k->second.fogOfWarMap[tile.x][tile.y][tile.z] = 1;
  1347. }
  1348. }
  1349. //starting bonus
  1350. if(si->playerInfos[k->second.serial].bonus==brandom)
  1351. si->playerInfos[k->second.serial].bonus = ran()%3;
  1352. switch(si->playerInfos[k->second.serial].bonus)
  1353. {
  1354. case bgold:
  1355. k->second.resources[6] += 500 + (ran()%6)*100;
  1356. break;
  1357. case bresource:
  1358. {
  1359. int res = VLC->townh->towns[si->playerInfos[k->second.serial].castle].primaryRes;
  1360. if(res == 127)
  1361. {
  1362. k->second.resources[0] += 5 + ran()%6;
  1363. k->second.resources[2] += 5 + ran()%6;
  1364. }
  1365. else
  1366. {
  1367. k->second.resources[res] += 3 + ran()%4;
  1368. }
  1369. break;
  1370. }
  1371. case bartifact:
  1372. {
  1373. if(!k->second.heroes.size())
  1374. {
  1375. tlog5 << "Cannot give starting artifact - no heroes!" << std::endl;
  1376. break;
  1377. }
  1378. CArtifact *toGive;
  1379. do
  1380. {
  1381. toGive = VLC->arth->treasures[ran() % VLC->arth->treasures.size()];
  1382. } while (!map->allowedArtifact[toGive->id]);
  1383. CGHeroInstance *hero = k->second.heroes[0];
  1384. std::vector<ui16>::iterator slot = vstd::findFirstNot(hero->artifWorn,toGive->possibleSlots);
  1385. if(slot!=toGive->possibleSlots.end())
  1386. {
  1387. VLC->arth->equipArtifact(hero->artifWorn, *slot, toGive->id);
  1388. hero->recreateArtBonuses();
  1389. }
  1390. else
  1391. hero->giveArtifact(toGive->id);
  1392. }
  1393. }
  1394. }
  1395. /****************************TOWNS************************************************/
  1396. for (unsigned int i=0;i<map->towns.size();i++)
  1397. {
  1398. CGTownInstance * vti =(map->towns[i]);
  1399. if(!vti->town)
  1400. vti->town = &VLC->townh->towns[vti->subID];
  1401. if (vti->name.length()==0) // if town hasn't name we draw it
  1402. vti->name = vti->town->Names()[ran()%vti->town->Names().size()];
  1403. //init buildings
  1404. if(vti->builtBuildings.find(-50)!=vti->builtBuildings.end()) //give standard set of buildings
  1405. {
  1406. vti->builtBuildings.erase(-50);
  1407. vti->builtBuildings.insert(10);
  1408. vti->builtBuildings.insert(5);
  1409. vti->builtBuildings.insert(30);
  1410. if(ran()%2)
  1411. vti->builtBuildings.insert(31);
  1412. }//init hordes
  1413. for (int i = 0; i<CREATURES_PER_TOWN; i++)
  1414. if (vstd::contains(vti->builtBuildings,(-31-i))) //if we have horde for this level
  1415. {
  1416. vti->builtBuildings.erase(-31-i);//remove old ID
  1417. if (vti->town->hordeLvl[0] == i)//if town first horde is this one
  1418. {
  1419. vti->builtBuildings.insert(18);//add it
  1420. if (vstd::contains(vti->builtBuildings,(37+i)))//if we have upgraded dwelling as well
  1421. vti->builtBuildings.insert(19);//add it as well
  1422. }
  1423. if (vti->town->hordeLvl[1] == i)//if town second horde is this one
  1424. {
  1425. vti->builtBuildings.insert(24);
  1426. if (vstd::contains(vti->builtBuildings,(37+i)))
  1427. vti->builtBuildings.insert(25);
  1428. }
  1429. }
  1430. //init spells
  1431. vti->spells.resize(SPELL_LEVELS);
  1432. CSpell *s;
  1433. for(unsigned int z=0; z<vti->obligatorySpells.size();z++)
  1434. {
  1435. s = &VLC->spellh->spells[vti->obligatorySpells[z]];
  1436. vti->spells[s->level-1].push_back(s->id);
  1437. vti->possibleSpells -= s->id;
  1438. }
  1439. while(vti->possibleSpells.size())
  1440. {
  1441. ui32 total=0, sel=-1;
  1442. for(unsigned int ps=0;ps<vti->possibleSpells.size();ps++)
  1443. total += VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];
  1444. int r = (total)? ran()%total : -1;
  1445. for(unsigned int ps=0; ps<vti->possibleSpells.size();ps++)
  1446. {
  1447. r -= VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];
  1448. if(r<0)
  1449. {
  1450. sel = ps;
  1451. break;
  1452. }
  1453. }
  1454. if(sel<0)
  1455. sel=0;
  1456. CSpell *s = &VLC->spellh->spells[vti->possibleSpells[sel]];
  1457. vti->spells[s->level-1].push_back(s->id);
  1458. vti->possibleSpells -= s->id;
  1459. }
  1460. if(vti->getOwner() != 255)
  1461. getPlayer(vti->getOwner())->towns.push_back(vti);
  1462. }
  1463. for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
  1464. {
  1465. if(k->first==-1 || k->first==255)
  1466. continue;
  1467. //init visiting and garrisoned heroes
  1468. for(unsigned int l=0; l<k->second.heroes.size();l++)
  1469. {
  1470. CGHeroInstance *h = k->second.heroes[l];
  1471. for(unsigned int m=0; m<k->second.towns.size();m++)
  1472. {
  1473. CGTownInstance *t = k->second.towns[m];
  1474. int3 vistile = t->pos; vistile.x--; //tile next to the entrance
  1475. if(vistile == h->pos || h->pos==t->pos)
  1476. {
  1477. t->visitingHero = h;
  1478. h->visitedTown = t;
  1479. h->inTownGarrison = false;
  1480. if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it
  1481. {
  1482. map->removeBlockVisTiles(h);
  1483. h->pos.x -= 1;
  1484. map->addBlockVisTiles(h);
  1485. }
  1486. break;
  1487. }
  1488. }
  1489. }
  1490. }
  1491. for(unsigned int i=0; i<map->defy.size(); i++)
  1492. {
  1493. map->defy[i]->serial = i;
  1494. }
  1495. objCaller->preInit();
  1496. for(unsigned int i=0; i<map->objects.size(); i++)
  1497. {
  1498. map->objects[i]->initObj();
  1499. if(map->objects[i]->ID == 62) //prison also needs to initialize hero
  1500. static_cast<CGHeroInstance*>(map->objects[i])->initHero();
  1501. }
  1502. objCaller->postInit();
  1503. }
  1504. bool CGameState::battleShootCreatureStack(int ID, int dest)
  1505. {
  1506. return true;
  1507. }
  1508. bool CGameState::battleCanFlee(int player)
  1509. {
  1510. if(!curB) //there is no battle
  1511. return false;
  1512. if(curB->heroes[0]->hasBonusOfType(HeroBonus::ENEMY_CANT_ESCAPE) //eg. one of heroes is wearing shakles of war
  1513. || curB->heroes[0]->hasBonusOfType(HeroBonus::ENEMY_CANT_ESCAPE))
  1514. return false;
  1515. return true;
  1516. }
  1517. int CGameState::battleGetStack(int pos, bool onlyAlive)
  1518. {
  1519. if(!curB)
  1520. return -1;
  1521. for(unsigned int g=0; g<curB->stacks.size(); ++g)
  1522. {
  1523. if((curB->stacks[g]->position == pos
  1524. || (curB->stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE)
  1525. &&( (curB->stacks[g]->attackerOwned && curB->stacks[g]->position-1 == pos)
  1526. || (!curB->stacks[g]->attackerOwned && curB->stacks[g]->position+1 == pos) )
  1527. ))
  1528. && (!onlyAlive || curB->stacks[g]->alive())
  1529. )
  1530. return curB->stacks[g]->ID;
  1531. }
  1532. return -1;
  1533. }
  1534. int CGameState::battleGetBattlefieldType(int3 tile)
  1535. {
  1536. if(tile==int3() && curB)
  1537. tile = curB->tile;
  1538. else if(tile==int3() && !curB)
  1539. return -1;
  1540. const std::vector <CGObjectInstance*> & objs = map->objects;
  1541. for(int g=0; g<objs.size(); ++g)
  1542. {
  1543. if( !objs[g] || objs[g]->pos.x - tile.x < 0 || objs[g]->pos.x - tile.x >= 8
  1544. || tile.y - objs[g]->pos.y + 5 < 0 || tile.y - objs[g]->pos.y + 5 >=6
  1545. || !objs[g]->coveringAt(objs[g]->pos.x - tile.x, tile.y - objs[g]->pos.y + 5)
  1546. ) //look only for objects covering given tile
  1547. continue;
  1548. switch(objs[g]->ID)
  1549. {
  1550. case 222: //clover field
  1551. return 19;
  1552. case 21: case 223: //cursed ground
  1553. return 22;
  1554. case 224: //evil fog
  1555. return 20;
  1556. case 225: //favourable winds
  1557. return 21;
  1558. case 226: //fiery fields
  1559. return 14;
  1560. case 227: //holy ground
  1561. return 18;
  1562. case 228: //lucid pools
  1563. return 17;
  1564. case 229: //magic clouds
  1565. return 16;
  1566. case 46: case 230: //magic plains
  1567. return 9;
  1568. case 231: //rocklands
  1569. return 15;
  1570. }
  1571. }
  1572. switch(map->terrain[tile.x][tile.y][tile.z].tertype)
  1573. {
  1574. case TerrainTile::dirt:
  1575. return rand()%3+3;
  1576. case TerrainTile::sand:
  1577. return 2; //TODO: coast support
  1578. case TerrainTile::grass:
  1579. return rand()%2+6;
  1580. case TerrainTile::snow:
  1581. return rand()%2+10;
  1582. case TerrainTile::swamp:
  1583. return 13;
  1584. case TerrainTile::rough:
  1585. return 23;
  1586. case TerrainTile::subterranean:
  1587. return 12;
  1588. case TerrainTile::lava:
  1589. return 8;
  1590. case TerrainTile::water:
  1591. return 25;
  1592. case TerrainTile::rock:
  1593. return 15;
  1594. default:
  1595. return -1;
  1596. }
  1597. }
  1598. const CGHeroInstance * CGameState::battleGetOwner(int stackID)
  1599. {
  1600. if(!curB)
  1601. return NULL;
  1602. return curB->heroes[!curB->getStack(stackID)->attackerOwned];
  1603. }
  1604. UpgradeInfo CGameState::getUpgradeInfo(const CArmedInstance *obj, int stackPos)
  1605. {
  1606. UpgradeInfo ret;
  1607. const CCreature *base = &VLC->creh->creatures[obj->army.slots.find(stackPos)->second.first];
  1608. if((obj->ID == TOWNI_TYPE) || ((obj->ID == HEROI_TYPE) && static_cast<const CGHeroInstance*>(obj)->visitedTown))
  1609. {
  1610. const CGTownInstance * t;
  1611. if(obj->ID == TOWNI_TYPE)
  1612. t = static_cast<const CGTownInstance *>(obj);
  1613. else
  1614. t = static_cast<const CGHeroInstance*>(obj)->visitedTown;
  1615. for(std::set<si32>::const_iterator i=t->builtBuildings.begin(); i!=t->builtBuildings.end(); i++)
  1616. {
  1617. if( (*i) >= 37 && (*i) < 44 ) //upgraded creature dwelling
  1618. {
  1619. int nid = t->town->upgradedCreatures[(*i)-37]; //upgrade offered by that building
  1620. if(base->upgrades.find(nid) != base->upgrades.end()) //possible upgrade
  1621. {
  1622. ret.newID.push_back(nid);
  1623. ret.cost.push_back(std::set<std::pair<int,int> >());
  1624. for(int j=0;j<RESOURCE_QUANTITY;j++)
  1625. {
  1626. int dif = VLC->creh->creatures[nid].cost[j] - base->cost[j];
  1627. if(dif)
  1628. ret.cost[ret.cost.size()-1].insert(std::make_pair(j,dif));
  1629. }
  1630. }
  1631. }
  1632. }//end for
  1633. }
  1634. //TODO: check if hero ability makes some upgrades possible
  1635. if(ret.newID.size())
  1636. ret.oldID = base->idNumber;
  1637. return ret;
  1638. }
  1639. float CGameState::getMarketEfficiency( int player, int mode/*=0*/ )
  1640. {
  1641. boost::shared_lock<boost::shared_mutex> lock(*mx);
  1642. if(mode) return -1; //todo - support other modes
  1643. int mcount = 0;
  1644. for(unsigned int i=0;i<getPlayer(player)->towns.size();i++)
  1645. if(vstd::contains(getPlayer(player)->towns[i]->builtBuildings,14))
  1646. mcount++;
  1647. float ret = std::min(((float)mcount+1.0f)/20.0f,0.5f);
  1648. return ret;
  1649. }
  1650. void CGameState::loadTownDInfos()
  1651. {
  1652. for(int i=0;i<F_NUMBER;i++)
  1653. {
  1654. villages[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
  1655. forts[i] = VLC->dobjinfo->castles[i];
  1656. capitols[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
  1657. }
  1658. }
  1659. void CGameState::getNeighbours( const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand )
  1660. {
  1661. static int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
  1662. int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
  1663. vec.clear();
  1664. for (size_t i = 0; i < ARRAY_COUNT(dirs); i++)
  1665. {
  1666. const int3 hlp = tile + dirs[i];
  1667. if(!map->isInTheMap(hlp))
  1668. continue;
  1669. const TerrainTile &hlpt = map->getTile(hlp);
  1670. if((indeterminate(onLand) || onLand == (hlpt.tertype!=8) )
  1671. && hlpt.tertype!=9)
  1672. {
  1673. vec.push_back(hlp);
  1674. }
  1675. }
  1676. }
  1677. int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, int remainingMovePoints, bool checkLast)
  1678. {
  1679. if(src == dest) //same tile
  1680. return 0;
  1681. TerrainTile &s = map->terrain[src.x][src.y][src.z],
  1682. &d = map->terrain[dest.x][dest.y][dest.z];
  1683. //get basic cost
  1684. int ret = h->getTileCost(d,s);
  1685. if(src.x != dest.x && src.y != dest.y) //it's diagonal move
  1686. {
  1687. int old = ret;
  1688. ret *= 1.414213;
  1689. //diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
  1690. if(ret > remainingMovePoints && remainingMovePoints >= old)
  1691. {
  1692. return remainingMovePoints;
  1693. }
  1694. }
  1695. int left = remainingMovePoints-ret;
  1696. if(checkLast && left > 0 && remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
  1697. {
  1698. std::vector<int3> vec;
  1699. getNeighbours(d, dest, vec, s.tertype != TerrainTile::water);
  1700. for(size_t i=0; i < vec.size(); i++)
  1701. {
  1702. int fcost = getMovementCost(h,dest,vec[i],left,false);
  1703. if(fcost <= left)
  1704. {
  1705. return ret;
  1706. }
  1707. }
  1708. ret = remainingMovePoints;
  1709. }
  1710. return ret;
  1711. }
  1712. std::set<int> CGameState::getBuildingRequiments(const CGTownInstance *t, int ID)
  1713. {
  1714. std::set<int> used;
  1715. used.insert(ID);
  1716. std::set<int> reqs = VLC->townh->requirements[t->subID][ID];
  1717. while(true)
  1718. {
  1719. size_t noloop=0;
  1720. for(std::set<int>::iterator i=reqs.begin();i!=reqs.end();i++)
  1721. {
  1722. if(used.find(*i)==used.end()) //we haven't added requirements for this building
  1723. {
  1724. used.insert(*i);
  1725. for(
  1726. std::set<int>::iterator j=VLC->townh->requirements[t->subID][*i].begin();
  1727. j!=VLC->townh->requirements[t->subID][*i].end();
  1728. j++)
  1729. {
  1730. reqs.insert(*j);//creating full list of requirements
  1731. }
  1732. }
  1733. else
  1734. {
  1735. noloop++;
  1736. }
  1737. }
  1738. if(noloop==reqs.size())
  1739. break;
  1740. }
  1741. return reqs;
  1742. }
  1743. int CGameState::canBuildStructure( const CGTownInstance *t, int ID )
  1744. {
  1745. int ret = 7; //allowed by default
  1746. if(t->builded >= MAX_BUILDING_PER_TURN)
  1747. ret = 5; //building limit
  1748. //checking resources
  1749. CBuilding * pom = VLC->buildh->buildings[t->subID][ID];
  1750. if(!pom)
  1751. return 8;
  1752. // if(pom->Name().size()==0||pom->resources.size()==0)
  1753. // return 2;//TODO: why does this happen?
  1754. for(int res=0;res<pom->resources.size();res++) //TODO: support custom amount of resources
  1755. {
  1756. if(pom->resources[res] > getPlayer(t->tempOwner)->resources[res])
  1757. ret = 6; //lack of res
  1758. }
  1759. //checking for requirements
  1760. std::set<int> reqs = getBuildingRequiments(t, ID);//getting all requiments
  1761. for( std::set<int>::iterator ri = reqs.begin(); ri != reqs.end(); ri++ )
  1762. {
  1763. if(t->builtBuildings.find(*ri)==t->builtBuildings.end())
  1764. ret = 8; //lack of requirements - cannot build
  1765. }
  1766. //can we build it?
  1767. if(t->forbiddenBuildings.find(ID)!=t->forbiddenBuildings.end())
  1768. ret = 2; //forbidden
  1769. if(ID == 13) //capitol
  1770. {
  1771. for(unsigned int in = 0; in < map->towns.size(); in++)
  1772. {
  1773. if(map->towns[in]->tempOwner==t->tempOwner && vstd::contains(map->towns[in]->builtBuildings,13))
  1774. {
  1775. ret = 0; //no more than one capitol
  1776. break;
  1777. }
  1778. }
  1779. }
  1780. else if(ID == 6) //shipyard
  1781. {
  1782. int3 t1(t->pos + int3(-1,3,0)),
  1783. t2(t->pos + int3(-3,3,0));
  1784. if(map->isInTheMap(t1) && map->getTile(t1).tertype != TerrainTile::water
  1785. && (map->isInTheMap(t2) && map->getTile(t2).tertype != TerrainTile::water))
  1786. ret = 1; //lack of water
  1787. }
  1788. if(t->builtBuildings.find(ID)!=t->builtBuildings.end()) //already built
  1789. ret = 4;
  1790. return ret;
  1791. }
  1792. void CGameState::apply(CPack *pack)
  1793. {
  1794. ui16 typ = typeList.getTypeID(pack);
  1795. assert(typ >= 0);
  1796. applierGs->apps[typ]->applyOnGS(this,pack);
  1797. }
  1798. PlayerState * CGameState::getPlayer( ui8 color, bool verbose )
  1799. {
  1800. if(vstd::contains(players,color))
  1801. {
  1802. return &players[color];
  1803. }
  1804. else
  1805. {
  1806. if(verbose)
  1807. tlog2 << "Warning: Cannot find info for player " << int(color) << std::endl;
  1808. return NULL;
  1809. }
  1810. }
  1811. const PlayerState * CGameState::getPlayer( ui8 color, bool verbose ) const
  1812. {
  1813. return (const_cast<CGameState *>(this))->getPlayer(color, verbose);
  1814. }
  1815. bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret)
  1816. {
  1817. if(!map->isInTheMap(src) || !map->isInTheMap(dest)) //check input
  1818. return false;
  1819. int3 hpos = hero->getPosition(false);
  1820. bool flying = false; //hero is under flying effect TODO
  1821. bool waterWalking = false; //hero is on land and can walk on water TODO
  1822. bool onLand = map->getTile(hpos).tertype != TerrainTile::water;
  1823. // tribool blockLandSea; //true - blocks sea, false - blocks land, indeterminate - allows all
  1824. //
  1825. // if (!hero->canWalkOnSea())
  1826. // blockLandSea = (map->getTile(hpos).tertype != TerrainTile::water); //block land if hero is on water and vice versa
  1827. // else
  1828. // blockLandSea = boost::logic::indeterminate;
  1829. const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayer(hero->tempOwner)->fogOfWarMap;
  1830. //graph initialization
  1831. std::vector< std::vector<CPathNode> > graph;
  1832. graph.resize(map->width);
  1833. for(size_t i=0; i<graph.size(); ++i)
  1834. {
  1835. graph[i].resize(map->height);
  1836. for(size_t j=0; j<graph[i].size(); ++j)
  1837. {
  1838. const TerrainTile *tinfo = &map->terrain[i][j][src.z];
  1839. CPathNode &node = graph[i][j];
  1840. node.accessible = !tinfo->blocked;
  1841. node.dist = -1;
  1842. node.theNodeBefore = NULL;
  1843. node.visited = false;
  1844. node.coord.x = i;
  1845. node.coord.y = j;
  1846. node.coord.z = dest.z;
  1847. if(!tinfo->entrableTerrain(onLand, flying || waterWalking)
  1848. || !FoW[i][j][src.z] //tile is covered by the FoW
  1849. )
  1850. {
  1851. node.accessible = false;
  1852. }
  1853. }
  1854. }
  1855. //Special rules for the destination tile
  1856. {
  1857. const TerrainTile *t = &map->terrain[dest.x][dest.y][dest.z];
  1858. CPathNode &d = graph[dest.x][dest.y];
  1859. //tile may be blocked by blockvis / normal vis obj but it still must be accessible
  1860. if(t->visitable)
  1861. {
  1862. d.accessible = true; //for allowing visiting objects
  1863. }
  1864. if(onLand && t->tertype == TerrainTile::water) //hero can walk only on land and dst lays on the water
  1865. {
  1866. size_t i = 0;
  1867. for(; i < t->visitableObjects.size(); i++)
  1868. if(t->visitableObjects[i]->ID == 8 || t->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat
  1869. break;
  1870. d.accessible = (i < t->visitableObjects.size()); //dest is accessible only if there is boat/hero
  1871. }
  1872. else if(!onLand && t->tertype != TerrainTile::water) //hero is moving by water
  1873. {
  1874. d.accessible = (t->siodmyTajemniczyBajt & 64) && !t->blocked; //tile is accessible if it's coastal and not blocked
  1875. }
  1876. }
  1877. //graph initialized
  1878. //initial tile - set cost on 0 and add to the queue
  1879. graph[src.x][src.y].dist = 0;
  1880. std::queue<CPathNode> mq;
  1881. mq.push(graph[src.x][src.y]);
  1882. ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
  1883. std::vector<int3> neighbours;
  1884. neighbours.reserve(8);
  1885. while(!mq.empty())
  1886. {
  1887. CPathNode &cp = graph[mq.front().coord.x][mq.front().coord.y];
  1888. mq.pop();
  1889. if (cp.coord == dest) //it's destination tile
  1890. {
  1891. if (cp.dist < curDist) //that path is better than previous one
  1892. curDist = cp.dist;
  1893. continue;
  1894. }
  1895. else
  1896. {
  1897. if (cp.dist > curDist) //it's not dest and current length is greater than cost of already found path
  1898. continue;
  1899. }
  1900. //add accessible neighbouring nodes to the queue
  1901. getNeighbours(map->getTile(cp.coord), cp.coord, neighbours, boost::logic::indeterminate);
  1902. for(unsigned int i=0; i < neighbours.size(); i++)
  1903. {
  1904. CPathNode & dp = graph[neighbours[i].x][neighbours[i].y];
  1905. if(dp.accessible)
  1906. {
  1907. int cost = getMovementCost(hero,cp.coord,dp.coord,hero->movement - cp.dist);
  1908. if((dp.dist==-1 || (dp.dist > cp.dist + cost)) && dp.accessible && checkForVisitableDir(cp.coord, dp.coord) && checkForVisitableDir(dp.coord, cp.coord))
  1909. {
  1910. dp.dist = cp.dist + cost;
  1911. dp.theNodeBefore = &cp;
  1912. mq.push(dp);
  1913. }
  1914. }
  1915. }
  1916. }
  1917. CPathNode *curNode = &graph[dest.x][dest.y];
  1918. if(!curNode->theNodeBefore) //destination is not accessible
  1919. return false;
  1920. //fill ret with found path
  1921. ret.nodes.clear();
  1922. while(curNode->coord != graph[src.x][src.y].coord)
  1923. {
  1924. ret.nodes.push_back(*curNode);
  1925. curNode = curNode->theNodeBefore;
  1926. }
  1927. ret.nodes.push_back(graph[src.x][src.y]);
  1928. return true;
  1929. }
  1930. void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement)
  1931. {
  1932. assert(hero);
  1933. boost::shared_lock<boost::shared_mutex> lock(*mx);
  1934. if(src.x < 0)
  1935. src = hero->getPosition(false);
  1936. if(movement < 0)
  1937. movement = hero->movement;
  1938. out.hero = hero;
  1939. out.hpos = src;
  1940. if(!map->isInTheMap(src)/* || !map->isInTheMap(dest)*/) //check input
  1941. {
  1942. tlog1 << "CGameState::calculatePaths: Hero outside the map? How dare you...\n";
  1943. return;
  1944. }
  1945. tribool onLand; //true - blocks sea, false - blocks land, indeterminate - allows all
  1946. if (!hero->canWalkOnSea())
  1947. onLand = (map->getTile(src).tertype != TerrainTile::water); //block land if hero is on water and vice versa
  1948. else
  1949. onLand = boost::logic::indeterminate;
  1950. const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayer(hero->tempOwner)->fogOfWarMap;
  1951. //graph initialization
  1952. CGPathNode ***graph = out.nodes;
  1953. for(size_t i=0; i < out.sizes.x; ++i)
  1954. {
  1955. for(size_t j=0; j < out.sizes.y; ++j)
  1956. {
  1957. for(size_t k=0; k < out.sizes.z; ++k)
  1958. {
  1959. const TerrainTile *tinfo = &map->terrain[i][j][k];
  1960. CGPathNode &node = graph[i][j][k];
  1961. node.accessible = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);
  1962. node.turns = 0xff;
  1963. node.moveRemains = 0;
  1964. node.coord.x = i;
  1965. node.coord.y = j;
  1966. node.coord.z = k;
  1967. node.land = tinfo->tertype != TerrainTile::water;
  1968. node.theNodeBefore = NULL;
  1969. if ( tinfo->tertype == TerrainTile::rock//it's rock
  1970. || onLand && !node.land //it's sea and we cannot walk on sea
  1971. || !onLand && node.land //it's land and we cannot walk on land
  1972. || !FoW[i][j][k] //tile is covered by the FoW
  1973. )
  1974. {
  1975. node.accessible = CGPathNode::BLOCKED;
  1976. }
  1977. else if(tinfo->visitable)
  1978. {
  1979. for(size_t ii = 0; ii < tinfo->visitableObjects.size(); ii++)
  1980. {
  1981. const CGObjectInstance * const obj = tinfo->visitableObjects[ii];
  1982. if(obj->getPassableness() & 1<<hero->tempOwner) //special object instance specific passableness flag - overwrites other accessibility flags
  1983. {
  1984. node.accessible = CGPathNode::ACCESSIBLE;
  1985. }
  1986. else if(obj->blockVisit)
  1987. {
  1988. node.accessible = CGPathNode::BLOCKVIS;
  1989. break;
  1990. }
  1991. else if(obj->ID != EVENTI_TYPE) //pathfinder should ignore placed events
  1992. {
  1993. node.accessible = CGPathNode::VISITABLE;
  1994. }
  1995. }
  1996. }
  1997. if(onLand && !node.land) //hero can walk only on land and tile lays on the water
  1998. {
  1999. size_t i = 0;
  2000. for(; i < tinfo->visitableObjects.size(); i++)
  2001. if(tinfo->visitableObjects[i]->ID == 8 || tinfo->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat
  2002. break;
  2003. if(i < tinfo->visitableObjects.size())
  2004. node.accessible = CGPathNode::BLOCKVIS; //dest is accessible only if there is boat/hero
  2005. }
  2006. else if(!onLand && tinfo->tertype != TerrainTile::water) //hero is moving by water
  2007. {
  2008. if((tinfo->siodmyTajemniczyBajt & 64) && !tinfo->blocked)
  2009. node.accessible = CGPathNode::VISITABLE; //tile is accessible if it's coastal and not blocked
  2010. }
  2011. }
  2012. }
  2013. }
  2014. //graph initialized
  2015. //initial tile - set cost on 0 and add to the queue
  2016. graph[src.x][src.y][src.z].turns = 0;
  2017. graph[src.x][src.y][src.z].moveRemains = movement;
  2018. std::queue<CGPathNode*> mq;
  2019. mq.push(&graph[src.x][src.y][src.z]);
  2020. ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
  2021. std::vector<int3> neighbours;
  2022. neighbours.reserve(8);
  2023. while(!mq.empty())
  2024. {
  2025. CGPathNode *cp = mq.front();
  2026. mq.pop();
  2027. const TerrainTile &ct = map->getTile(cp->coord);
  2028. int movement = cp->moveRemains, turn = cp->turns;
  2029. if(!movement)
  2030. {
  2031. movement = hero->maxMovePoints(ct.tertype != TerrainTile::water);
  2032. turn++;
  2033. }
  2034. //add accessible neighbouring nodes to the queue
  2035. getNeighbours(ct, cp->coord, neighbours, boost::logic::indeterminate);
  2036. for(unsigned int i=0; i < neighbours.size(); i++)
  2037. {
  2038. int moveAtNextTile = movement;
  2039. int turnAtNextTile = turn;
  2040. const int3 &n = neighbours[i]; //current neighbor
  2041. CGPathNode & dp = graph[n.x][n.y][n.z];
  2042. if( !checkForVisitableDir(cp->coord, dp.coord)
  2043. || !checkForVisitableDir(dp.coord, cp->coord)
  2044. || dp.accessible == CGPathNode::BLOCKED )
  2045. {
  2046. continue;
  2047. }
  2048. int cost = getMovementCost(hero, cp->coord, dp.coord, movement);
  2049. int remains = movement - cost;
  2050. if(remains < 0)
  2051. {
  2052. //occurs rarely, when hero with low movepoints tries to go leave the road
  2053. turnAtNextTile++;
  2054. moveAtNextTile = hero->maxMovePoints(ct.tertype != TerrainTile::water);
  2055. cost = getMovementCost(hero, cp->coord, dp.coord, moveAtNextTile); //cost must be updated, movement points changed :(
  2056. remains = moveAtNextTile - cost;
  2057. }
  2058. if(dp.turns==0xff //we haven't been here before
  2059. || dp.turns > turnAtNextTile
  2060. || (dp.turns >= turnAtNextTile && dp.moveRemains < remains)) //this route is faster
  2061. {
  2062. assert(&dp != cp->theNodeBefore); //two tiles can't point to each other
  2063. dp.moveRemains = remains;
  2064. dp.turns = turnAtNextTile;
  2065. dp.theNodeBefore = cp;
  2066. if(dp.accessible == CGPathNode::ACCESSIBLE)
  2067. {
  2068. mq.push(&dp);
  2069. }
  2070. }
  2071. } //neighbours loop
  2072. } //queue loop
  2073. }
  2074. bool CGameState::isVisible(int3 pos, int player)
  2075. {
  2076. if(player == 255) //neutral player
  2077. return false;
  2078. return players[player].fogOfWarMap[pos.x][pos.y][pos.z];
  2079. }
  2080. bool CGameState::isVisible( const CGObjectInstance *obj, int player )
  2081. {
  2082. if(player == 255) //neutral player
  2083. return false;
  2084. //object is visible when at least one blocked tile is visible
  2085. for(int fx=0; fx<8; ++fx)
  2086. {
  2087. for(int fy=0; fy<6; ++fy)
  2088. {
  2089. int3 pos = obj->pos + int3(fx-7,fy-5,0);
  2090. if(map->isInTheMap(pos)
  2091. && !((obj->defInfo->blockMap[fy] >> (7 - fx)) & 1)
  2092. && isVisible(pos, player) )
  2093. return true;
  2094. }
  2095. }
  2096. return false;
  2097. }
  2098. bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
  2099. {
  2100. const TerrainTile * pom = &map->getTile(dst);
  2101. return checkForVisitableDir(src, pom, dst);
  2102. }
  2103. bool CGameState::checkForVisitableDir( const int3 & src, const TerrainTile *pom, const int3 & dst ) const
  2104. {
  2105. for(unsigned int b=0; b<pom->visitableObjects.size(); ++b) //checking destination tile
  2106. {
  2107. if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore
  2108. continue;
  2109. CGDefInfo * di = pom->visitableObjects[b]->defInfo;
  2110. if( (dst.x == src.x-1 && dst.y == src.y-1) && !(di->visitDir & (1<<4)) )
  2111. {
  2112. return false;
  2113. }
  2114. if( (dst.x == src.x && dst.y == src.y-1) && !(di->visitDir & (1<<5)) )
  2115. {
  2116. return false;
  2117. }
  2118. if( (dst.x == src.x+1 && dst.y == src.y-1) && !(di->visitDir & (1<<6)) )
  2119. {
  2120. return false;
  2121. }
  2122. if( (dst.x == src.x+1 && dst.y == src.y) && !(di->visitDir & (1<<7)) )
  2123. {
  2124. return false;
  2125. }
  2126. if( (dst.x == src.x+1 && dst.y == src.y+1) && !(di->visitDir & (1<<0)) )
  2127. {
  2128. return false;
  2129. }
  2130. if( (dst.x == src.x && dst.y == src.y+1) && !(di->visitDir & (1<<1)) )
  2131. {
  2132. return false;
  2133. }
  2134. if( (dst.x == src.x-1 && dst.y == src.y+1) && !(di->visitDir & (1<<2)) )
  2135. {
  2136. return false;
  2137. }
  2138. if( (dst.x == src.x-1 && dst.y == src.y) && !(di->visitDir & (1<<3)) )
  2139. {
  2140. return false;
  2141. }
  2142. }
  2143. return true;
  2144. }
  2145. std::pair<ui32, ui32> BattleInfo::calculateDmgRange(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge)
  2146. {
  2147. float attackDefenseBonus,
  2148. minDmg = attacker->creature->damageMin * attacker->amount,
  2149. maxDmg = attacker->creature->damageMax * attacker->amount;
  2150. if(attacker->creature->idNumber == 149) //arrow turret
  2151. {
  2152. switch(attacker->position)
  2153. {
  2154. case -2: //keep
  2155. minDmg = 15;
  2156. maxDmg = 15;
  2157. break;
  2158. case -3: case -4: //turrets
  2159. minDmg = 7.5f;
  2160. maxDmg = 7.5f;
  2161. break;
  2162. }
  2163. }
  2164. if(attacker->hasFeatureOfType(StackFeature::SIEGE_WEAPON) && attacker->creature->idNumber != 149) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
  2165. { //minDmg and maxDmg are multiplied by hero attack + 1
  2166. minDmg *= attackerHero->getPrimSkillLevel(0) + 1;
  2167. maxDmg *= attackerHero->getPrimSkillLevel(0) + 1;
  2168. }
  2169. if(attacker->hasFeatureOfType(StackFeature::GENERAL_ATTACK_REDUCTION))
  2170. {
  2171. float multAttackReduction = attacker->valOfFeatures(StackFeature::GENERAL_ATTACK_REDUCTION, -1024) / 100.0f;
  2172. attackDefenseBonus = attacker->Attack() * multAttackReduction;
  2173. }
  2174. else
  2175. {
  2176. attackDefenseBonus = attacker->Attack();
  2177. }
  2178. if(attacker->hasFeatureOfType(StackFeature::ENEMY_DEFENCE_REDUCTION))
  2179. {
  2180. float multDefenceReduction = (100.0f - attacker->valOfFeatures(StackFeature::ENEMY_DEFENCE_REDUCTION, -1024)) / 100.0f;
  2181. attackDefenseBonus -= defender->Defense() * multDefenceReduction;
  2182. }
  2183. else
  2184. {
  2185. attackDefenseBonus -= defender->Defense();
  2186. }
  2187. //calculating total attack/defense skills modifier
  2188. if(!shooting && attacker->hasFeatureOfType(StackFeature::ATTACK_BONUS, 0)) //bloodlust handling (etc.)
  2189. {
  2190. attackDefenseBonus += attacker->valOfFeatures(StackFeature::ATTACK_BONUS, 0);
  2191. }
  2192. if(shooting && attacker->hasFeatureOfType(StackFeature::ATTACK_BONUS, 1)) //precision handling (etc.)
  2193. {
  2194. attackDefenseBonus += attacker->valOfFeatures(StackFeature::ATTACK_BONUS, 1);
  2195. }
  2196. if(attacker->getEffect(55)) //slayer handling
  2197. {
  2198. std::vector<int> affectedIds;
  2199. int spLevel = attacker->getEffect(55)->level;
  2200. for(int g = 0; g < VLC->creh->creatures.size(); ++g)
  2201. {
  2202. for (int d=0; d<VLC->creh->creatures[g].abilities.size(); ++d)
  2203. {
  2204. if ( (VLC->creh->creatures[g].abilities[d].type == StackFeature::KING3 && spLevel >= 3) || //expert
  2205. (VLC->creh->creatures[g].abilities[d].type == StackFeature::KING2 && spLevel >= 2) || //adv +
  2206. (VLC->creh->creatures[g].abilities[d].type == StackFeature::KING1 && spLevel >= 0) ) //none or basic +
  2207. {
  2208. affectedIds.push_back(g);
  2209. break;
  2210. }
  2211. }
  2212. }
  2213. for(unsigned int g=0; g<affectedIds.size(); ++g)
  2214. {
  2215. if(defender->creature->idNumber == affectedIds[g])
  2216. {
  2217. attackDefenseBonus += VLC->spellh->spells[55].powers[attacker->getEffect(55)->level];
  2218. break;
  2219. }
  2220. }
  2221. }
  2222. float dmgBonusMultiplier = 1.0f;
  2223. //applying jousting bonus
  2224. if( attacker->hasFeatureOfType(StackFeature::JOUSTING) && !defender->hasFeatureOfType(StackFeature::CHARGE_IMMUNITY) )
  2225. dmgBonusMultiplier += charge * 0.05f;
  2226. //bonus from attack/defense skills
  2227. if(attackDefenseBonus < 0) //decreasing dmg
  2228. {
  2229. if(0.02f * (-attackDefenseBonus) > 0.3f)
  2230. {
  2231. dmgBonusMultiplier += -0.3f;
  2232. }
  2233. else
  2234. {
  2235. dmgBonusMultiplier += 0.02f * attackDefenseBonus;
  2236. }
  2237. }
  2238. else //increasing dmg
  2239. {
  2240. if(0.05f * attackDefenseBonus > 4.0f)
  2241. {
  2242. dmgBonusMultiplier += 4.0f;
  2243. }
  2244. else
  2245. {
  2246. dmgBonusMultiplier += 0.05f * attackDefenseBonus;
  2247. }
  2248. }
  2249. //handling secondary abilities and artifacts giving premies to them
  2250. if(attackerHero)
  2251. {
  2252. if(shooting)
  2253. {
  2254. switch(attackerHero->getSecSkillLevel(1)) //archery
  2255. {
  2256. case 1: //basic
  2257. dmgBonusMultiplier += 0.1f;
  2258. break;
  2259. case 2: //advanced
  2260. dmgBonusMultiplier += 0.25f;
  2261. break;
  2262. case 3: //expert
  2263. dmgBonusMultiplier += 0.5f;
  2264. break;
  2265. }
  2266. if(attackerHero->getSecSkillLevel(1) > 0) //non-none level
  2267. {
  2268. //apply artifact premy to archery
  2269. dmgBonusMultiplier += attackerHero->valOfBonuses(HeroBonus::SECONDARY_SKILL_PREMY, 1) / 100.0f;
  2270. }
  2271. }
  2272. else
  2273. {
  2274. switch(attackerHero->getSecSkillLevel(22)) //offense
  2275. {
  2276. case 1: //basic
  2277. dmgBonusMultiplier += 0.1f;
  2278. break;
  2279. case 2: //advanced
  2280. dmgBonusMultiplier += 0.2f;
  2281. break;
  2282. case 3: //expert
  2283. dmgBonusMultiplier += 0.3f;
  2284. break;
  2285. }
  2286. }
  2287. }
  2288. if(defendingHero)
  2289. {
  2290. switch(defendingHero->getSecSkillLevel(23)) //armorer
  2291. {
  2292. case 1: //basic
  2293. dmgBonusMultiplier *= 0.95f;
  2294. break;
  2295. case 2: //advanced
  2296. dmgBonusMultiplier *= 0.9f;
  2297. break;
  2298. case 3: //expert
  2299. dmgBonusMultiplier *= 0.85f;
  2300. break;
  2301. }
  2302. }
  2303. //handling hate effect
  2304. if( attacker->hasFeatureOfType(StackFeature::HATE, defender->creature->idNumber) )
  2305. dmgBonusMultiplier += 0.5f;
  2306. //handling spell effects
  2307. if(!shooting && defender->hasFeatureOfType(StackFeature::GENERAL_DAMAGE_REDUCTION, 0)) //eg. shield
  2308. {
  2309. dmgBonusMultiplier *= float(defender->valOfFeatures(StackFeature::GENERAL_DAMAGE_REDUCTION, 0)) / 100.0f;
  2310. }
  2311. else if(shooting && defender->hasFeatureOfType(StackFeature::GENERAL_DAMAGE_REDUCTION, 1)) //eg. air shield
  2312. {
  2313. dmgBonusMultiplier *= float(defender->valOfFeatures(StackFeature::GENERAL_DAMAGE_REDUCTION, 1)) / 100.0f;
  2314. }
  2315. if(attacker->getEffect(42)) //curse handling (partial, the rest is below)
  2316. {
  2317. dmgBonusMultiplier *= 0.8f * float(VLC->spellh->spells[42].powers[attacker->getEffect(42)->level]); //the second factor is 1 or 0
  2318. }
  2319. minDmg *= dmgBonusMultiplier;
  2320. maxDmg *= dmgBonusMultiplier;
  2321. std::pair<ui32, ui32> returnedVal;
  2322. if(attacker->getEffect(42)) //curse handling (rest)
  2323. {
  2324. minDmg -= VLC->spellh->spells[42].powers[attacker->getEffect(42)->level];
  2325. returnedVal = std::make_pair(int(minDmg), int(minDmg));
  2326. }
  2327. else if(attacker->getEffect(41)) //bless handling
  2328. {
  2329. maxDmg += VLC->spellh->spells[41].powers[attacker->getEffect(41)->level];
  2330. returnedVal = std::make_pair(int(maxDmg), int(maxDmg));
  2331. }
  2332. else
  2333. {
  2334. returnedVal = std::make_pair(int(minDmg), int(maxDmg));
  2335. }
  2336. //damage cannot be less than 1
  2337. amin(returnedVal.first, 1);
  2338. amin(returnedVal.second, 1);
  2339. return returnedVal;
  2340. }
  2341. ui32 BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge)
  2342. {
  2343. std::pair<ui32, ui32> range = calculateDmgRange(attacker, defender, attackerHero, defendingHero, shooting, charge);
  2344. if(range.first != range.second)
  2345. return range.first + rand() % (range.second - range.first + 1);
  2346. else
  2347. return range.first;
  2348. }
  2349. void BattleInfo::calculateCasualties( std::map<ui32,si32> *casualties ) const
  2350. {
  2351. for(unsigned int i=0; i<stacks.size();i++)//setting casualties
  2352. {
  2353. const CStack * const st = stacks[i];
  2354. si32 killed = (st->alive() ? st->baseAmount - st->amount : st->baseAmount);
  2355. amax(killed, 0);
  2356. if(killed)
  2357. casualties[!st->attackerOwned][st->creature->idNumber] += killed;
  2358. }
  2359. }
  2360. si8 CGameState::battleMaxSpellLevel()
  2361. {
  2362. if(!curB) //there is not battle
  2363. {
  2364. tlog1 << "si8 CGameState::maxSpellLevel() call when there is no battle!" << std::endl;
  2365. throw "si8 CGameState::maxSpellLevel() call when there is no battle!";
  2366. }
  2367. si8 levelLimit = SPELL_LEVELS;
  2368. const CGHeroInstance *h1 = curB->heroes[0];
  2369. if(h1)
  2370. {
  2371. for(std::list<HeroBonus>::const_iterator i = h1->bonuses.begin(); i != h1->bonuses.end(); i++)
  2372. if(i->type == HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL)
  2373. amin(levelLimit, i->val);
  2374. }
  2375. const CGHeroInstance *h2 = curB->heroes[1];
  2376. if(h2)
  2377. {
  2378. for(std::list<HeroBonus>::const_iterator i = h2->bonuses.begin(); i != h2->bonuses.end(); i++)
  2379. if(i->type == HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL)
  2380. amin(levelLimit, i->val);
  2381. }
  2382. return levelLimit;
  2383. }
  2384. std::set<CStack*> BattleInfo::getAttackedCreatures( const CSpell * s, int skillLevel, ui8 attackerOwner, int destinationTile )
  2385. {
  2386. std::set<ui16> attackedHexes = s->rangeInHexes(destinationTile, skillLevel);
  2387. std::set<CStack*> attackedCres; /*std::set to exclude multiple occurrences of two hex creatures*/
  2388. bool onlyAlive = s->id != 38 && s->id != 39; //when casting resurrection or animate dead we should be allow to select dead stack
  2389. if(s->id == 24 || s->id == 25 || s->id == 26) //death ripple, destroy undead and Armageddon
  2390. {
  2391. for(int it=0; it<stacks.size(); ++it)
  2392. {
  2393. if((s->id == 24 && !stacks[it]->creature->isUndead()) //death ripple
  2394. || (s->id == 25 && stacks[it]->creature->isUndead()) //destroy undead
  2395. || (s->id == 26) //Armageddon
  2396. )
  2397. {
  2398. if(stacks[it]->alive())
  2399. attackedCres.insert(stacks[it]);
  2400. }
  2401. }
  2402. }
  2403. else if(VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET_1") != std::string::npos
  2404. || VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET_2") != std::string::npos) //spell to be cast on a specific creature but massive on expert
  2405. {
  2406. if(skillLevel < 3) /*not expert */
  2407. {
  2408. CStack * st = getStackT(destinationTile, onlyAlive);
  2409. if(st)
  2410. attackedCres.insert(st);
  2411. }
  2412. else
  2413. {
  2414. for(int it=0; it<stacks.size(); ++it)
  2415. {
  2416. /*if it's non negative spell and our unit or non positive spell and hostile unit */
  2417. if((VLC->spellh->spells[s->id].positiveness >= 0 && stacks[it]->owner == attackerOwner)
  2418. ||(VLC->spellh->spells[s->id].positiveness <= 0 && stacks[it]->owner != attackerOwner )
  2419. )
  2420. {
  2421. if(!onlyAlive || stacks[it]->alive())
  2422. attackedCres.insert(stacks[it]);
  2423. }
  2424. }
  2425. } //if(caster->getSpellSchoolLevel(s) < 3)
  2426. }
  2427. else if(VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET") != std::string::npos) //spell to be cast on one specific creature
  2428. {
  2429. CStack * st = getStackT(destinationTile, onlyAlive);
  2430. if(st)
  2431. attackedCres.insert(st);
  2432. }
  2433. else //custom range from attackedHexes
  2434. {
  2435. for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
  2436. {
  2437. CStack * st = getStackT(*it, onlyAlive);
  2438. if(st)
  2439. attackedCres.insert(st);
  2440. }
  2441. }
  2442. return attackedCres;
  2443. }
  2444. int BattleInfo::calculateSpellDuration(const CSpell * spell, const CGHeroInstance * caster)
  2445. {
  2446. if(!caster) //TODO: something better
  2447. return 5;
  2448. switch(spell->id)
  2449. {
  2450. case 56: //frenzy
  2451. return 1;
  2452. default: //other spells
  2453. return caster->getPrimSkillLevel(2) + caster->valOfBonuses(HeroBonus::SPELL_DURATION);
  2454. }
  2455. }
  2456. CStack * BattleInfo::generateNewStack(const CGHeroInstance * owner, int creatureID, int amount, int stackID, bool attackerOwned, int slot, int /*TerrainTile::EterrainType*/ terrain, int position) const
  2457. {
  2458. CStack * ret = new CStack(&VLC->creh->creatures[creatureID], amount, attackerOwned ? side1 : side2, stackID, attackerOwned, slot);
  2459. if(owner)
  2460. {
  2461. ret->features.push_back(makeFeature(StackFeature::SPEED_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->valOfBonuses(HeroBonus::STACKS_SPEED), StackFeature::BONUS_FROM_HERO));
  2462. //base luck/morale calculations
  2463. ret->morale = owner->getCurrentMorale(slot, false);
  2464. ret->luck = owner->getCurrentLuck(slot, false);
  2465. //other bonuses
  2466. ret->features.push_back(makeFeature(StackFeature::ATTACK_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->getPrimSkillLevel(0), StackFeature::BONUS_FROM_HERO));
  2467. ret->features.push_back(makeFeature(StackFeature::DEFENCE_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->getPrimSkillLevel(1), StackFeature::BONUS_FROM_HERO));
  2468. if ( owner->hasBonusOfType(HeroBonus::STACK_HEALTH_PERCENT) ) // e.g. Elixir of Life
  2469. ret->features.push_back(makeFeature(StackFeature::HP_BONUS, StackFeature::WHOLE_BATTLE, 0,
  2470. (ret->creature->hitPoints * owner->valOfBonuses(HeroBonus::STACK_HEALTH_PERCENT)) / 100,
  2471. StackFeature::BONUS_FROM_HERO));
  2472. if (owner->hasBonusOfType(HeroBonus::HP_REGENERATION)) // e.g. Elixir of Life
  2473. ret->features.push_back(makeFeature(StackFeature::HP_REGENERATION, StackFeature::WHOLE_BATTLE, 0,
  2474. owner->valOfBonuses(HeroBonus::HP_REGENERATION), StackFeature::BONUS_FROM_HERO));
  2475. if (owner->hasBonusOfType(HeroBonus::LEVEL_SPELL_IMMUNITY)) // e.g. Power of the Dragon Father
  2476. ret->features.push_back(makeFeature(StackFeature::LEVEL_SPELL_IMMUNITY, StackFeature::WHOLE_BATTLE, 0,
  2477. owner->valOfBonuses(HeroBonus::LEVEL_SPELL_IMMUNITY), StackFeature::BONUS_FROM_HERO));
  2478. ret->features.push_back(makeFeature(StackFeature::HP_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->valOfBonuses(HeroBonus::STACK_HEALTH), StackFeature::BONUS_FROM_HERO));
  2479. ret->firstHPleft = ret->MaxHealth();
  2480. }
  2481. else
  2482. {
  2483. ret->morale = 0;
  2484. ret->luck = 0;
  2485. }
  2486. //native terrain bonuses
  2487. int faction = ret->creature->faction;
  2488. if(faction >= 0 && VLC->heroh->nativeTerrains[faction] == terrain)
  2489. {
  2490. ret->features.push_back(makeFeature(StackFeature::SPEED_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
  2491. ret->features.push_back(makeFeature(StackFeature::ATTACK_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
  2492. ret->features.push_back(makeFeature(StackFeature::DEFENCE_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
  2493. }
  2494. ret->position = position;
  2495. return ret;
  2496. }
  2497. ui32 BattleInfo::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
  2498. {
  2499. ui32 ret = caster->getSpellCost(sp);
  2500. //checking for friendly stacks reducing cost of the spell and
  2501. //enemy stacks increasing it
  2502. si32 manaReduction = 0;
  2503. si32 manaIncrease = 0;
  2504. for(int g=0; g<stacks.size(); ++g)
  2505. {
  2506. if( stacks[g]->owner == caster->tempOwner && stacks[g]->hasFeatureOfType(StackFeature::CHANGES_SPELL_COST_FOR_ALLY) )
  2507. {
  2508. amin(manaReduction, stacks[g]->valOfFeatures(StackFeature::CHANGES_SPELL_COST_FOR_ALLY));
  2509. }
  2510. if( stacks[g]->owner != caster->tempOwner && stacks[g]->hasFeatureOfType(StackFeature::CHANGES_SPELL_COST_FOR_ENEMY) )
  2511. {
  2512. amax(manaIncrease, stacks[g]->valOfFeatures(StackFeature::CHANGES_SPELL_COST_FOR_ENEMY));
  2513. }
  2514. }
  2515. return ret + manaReduction + manaIncrease;
  2516. }
  2517. int BattleInfo::hexToWallPart(int hex) const
  2518. {
  2519. if(siege == 0) //there is no battle!
  2520. return -1;
  2521. static const std::pair<int, int> attackable[] = //potentially attackable parts of wall
  2522. {std::make_pair(50, 0), std::make_pair(183, 1), std::make_pair(182, 2), std::make_pair(130, 3),
  2523. std::make_pair(62, 4), std::make_pair(29, 5), std::make_pair(12, 6), std::make_pair(95, 7), std::make_pair(96, 7)};
  2524. for(int g = 0; g < ARRAY_COUNT(attackable); ++g)
  2525. {
  2526. if(attackable[g].first == hex)
  2527. return attackable[g].second;
  2528. }
  2529. return -1; //not found!
  2530. }
  2531. std::pair<const CStack *, int> BattleInfo::getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const
  2532. {
  2533. bool ac[BFIELD_SIZE];
  2534. std::set<int> occupyable;
  2535. getAccessibilityMap(ac, closest->hasFeatureOfType(StackFeature::DOUBLE_WIDE), closest->attackerOwned, false, occupyable, closest->hasFeatureOfType(StackFeature::FLYING), closest->ID);
  2536. int predecessor[BFIELD_SIZE], dist[BFIELD_SIZE];
  2537. makeBFS(closest->position, ac, predecessor, dist, closest->hasFeatureOfType(StackFeature::DOUBLE_WIDE), closest->attackerOwned, closest->hasFeatureOfType(StackFeature::FLYING), true);
  2538. std::vector< std::pair< std::pair<int, int>, const CStack *> > stackPairs; //pairs <<distance, hex>, stack>
  2539. for(int g=0; g<BFIELD_SIZE; ++g)
  2540. {
  2541. const CStack * atG = getStackT(g);
  2542. if(!atG || atG->ID == closest->ID) //if there is not stack or we are the closest one
  2543. continue;
  2544. if(boost::logic::indeterminate(attackerOwned) || atG->attackerOwned == attackerOwned)
  2545. {
  2546. if(predecessor[g] == -1) //TODO: is it really the best solution?
  2547. continue;
  2548. stackPairs.push_back( std::make_pair( std::make_pair(dist[predecessor[g]], g), atG) );
  2549. }
  2550. }
  2551. if(stackPairs.size() > 0)
  2552. {
  2553. std::vector< std::pair< std::pair<int, int>, const CStack *> > minimalPairs;
  2554. minimalPairs.push_back(stackPairs[0]);
  2555. for(int b=1; b<stackPairs.size(); ++b)
  2556. {
  2557. if(stackPairs[b].first.first < minimalPairs[0].first.first)
  2558. {
  2559. minimalPairs.clear();
  2560. minimalPairs.push_back(stackPairs[b]);
  2561. }
  2562. else if(stackPairs[b].first.first == minimalPairs[0].first.first)
  2563. {
  2564. minimalPairs.push_back(stackPairs[b]);
  2565. }
  2566. }
  2567. std::pair< std::pair<int, int>, const CStack *> minPair = minimalPairs[minimalPairs.size()/2];
  2568. return std::make_pair(minPair.second, predecessor[minPair.first.second]);
  2569. }
  2570. return std::make_pair<const CStack * , int>(NULL, -1);
  2571. }
  2572. ui32 BattleInfo::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower ) const
  2573. {
  2574. ui32 ret = 0; //value to return
  2575. //15 - magic arrows, 16 - ice bolt, 17 - lightning bolt, 18 - implosion, 20 - frost ring, 21 - fireball, 22 - inferno, 23 - meteor shower,
  2576. //24 - death ripple, 25 - destroy undead, 26 - armageddon, 77 - thunderbolt
  2577. static std::map <int, int> dmgMultipliers = boost::assign::map_list_of(15, 10)(16, 20)(17, 25)(18, 75)(20, 10)(21, 10)(22, 10)(23, 10)(24, 5)(25, 10)(26, 50)(77, 10);
  2578. //check if spell really does damage - if not, return 0
  2579. if(dmgMultipliers.find(sp->id) == dmgMultipliers.end())
  2580. return 0;
  2581. ret = usedSpellPower * dmgMultipliers[sp->id];
  2582. ret += sp->powers[spellSchoolLevel];
  2583. //applying sorcerery secondary skill
  2584. if(caster)
  2585. {
  2586. switch(caster->getSecSkillLevel(25))
  2587. {
  2588. case 1: //basic
  2589. ret *= 1.05f;
  2590. break;
  2591. case 2: //advanced
  2592. ret *= 1.1f;
  2593. break;
  2594. case 3: //expert
  2595. ret *= 1.15f;
  2596. break;
  2597. }
  2598. }
  2599. //applying hero bonuses
  2600. if(sp->air && caster && caster->valOfBonuses(HeroBonus::AIR_SPELL_DMG_PREMY) != 0)
  2601. {
  2602. ret *= (100.0f + caster->valOfBonuses(HeroBonus::AIR_SPELL_DMG_PREMY)) / 100.0f;
  2603. }
  2604. else if(sp->fire && caster && caster->valOfBonuses(HeroBonus::FIRE_SPELL_DMG_PREMY) != 0)
  2605. {
  2606. ret *= (100.0f + caster->valOfBonuses(HeroBonus::FIRE_SPELL_DMG_PREMY)) / 100.0f;
  2607. }
  2608. else if(sp->water && caster && caster->valOfBonuses(HeroBonus::WATER_SPELL_DMG_PREMY) != 0)
  2609. {
  2610. ret *= (100.0f + caster->valOfBonuses(HeroBonus::WATER_SPELL_DMG_PREMY)) / 100.0f;
  2611. }
  2612. else if(sp->earth && caster && caster->valOfBonuses(HeroBonus::EARTH_SPELL_DMG_PREMY) != 0)
  2613. {
  2614. ret *= (100.0f + caster->valOfBonuses(HeroBonus::EARTH_SPELL_DMG_PREMY)) / 100.0f;
  2615. }
  2616. //affected creature-specific part
  2617. if(affectedCreature)
  2618. {
  2619. //applying protections - when spell has more then one elements, only one protection should be applied (I think)
  2620. if(sp->air && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 0)) //air spell & protection from air
  2621. {
  2622. ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 0);
  2623. ret /= 100;
  2624. }
  2625. else if(sp->fire && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 1)) //fire spell & protection from fire
  2626. {
  2627. ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 1);
  2628. ret /= 100;
  2629. }
  2630. else if(sp->water && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 2)) //water spell & protection from water
  2631. {
  2632. ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 2);
  2633. ret /= 100;
  2634. }
  2635. else if (sp->earth && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 3)) //earth spell & protection from earth
  2636. {
  2637. ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 3);
  2638. ret /= 100;
  2639. }
  2640. //general spell dmg reduction
  2641. if(sp->air && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, -1)) //air spell & protection from air
  2642. {
  2643. ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, -1);
  2644. ret /= 100;
  2645. }
  2646. //dmg increasing
  2647. if( affectedCreature->hasFeatureOfType(StackFeature::MORE_DAMAGE_FROM_SPELL, sp->id) )
  2648. {
  2649. ret *= 100 + affectedCreature->valOfFeatures(StackFeature::MORE_DAMAGE_FROM_SPELL, sp->id);
  2650. ret /= 100;
  2651. }
  2652. }
  2653. return ret;
  2654. }
  2655. bool CGameState::battleCanShoot(int ID, int dest)
  2656. {
  2657. if(!curB)
  2658. return false;
  2659. const CStack *our = curB->getStack(ID),
  2660. *dst = curB->getStackT(dest);
  2661. if(!our || !dst) return false;
  2662. const CGHeroInstance * ourHero = battleGetOwner(our->ID);
  2663. if(our->hasFeatureOfType(StackFeature::FORGETFULL)) //forgetfulness
  2664. return false;
  2665. if(our->creature->idNumber == 145 && dst) //catapult cannot attack creatures
  2666. return false;
  2667. if(our->hasFeatureOfType(StackFeature::SHOOTER)//it's shooter
  2668. && our->owner != dst->owner
  2669. && dst->alive()
  2670. && (!curB->isStackBlocked(ID)
  2671. || ourHero->hasBonusOfType(HeroBonus::FREE_SHOOTING))
  2672. && our->shots
  2673. )
  2674. return true;
  2675. return false;
  2676. }
  2677. int CGameState::victoryCheck( ui8 player ) const
  2678. {
  2679. const PlayerState *p = getPlayer(player);
  2680. if(map->victoryCondition.condition == winStandard || map->victoryCondition.allowNormalVictory)
  2681. if(player == checkForStandardWin())
  2682. return -1;
  2683. if(p->human || map->victoryCondition.appliesToAI)
  2684. {
  2685. switch(map->victoryCondition.condition)
  2686. {
  2687. case artifact:
  2688. //check if any hero has winning artifact
  2689. for(size_t i = 0; i < p->heroes.size(); i++)
  2690. if(p->heroes[i]->hasArt(map->victoryCondition.ID))
  2691. return 1;
  2692. break;
  2693. case gatherTroop:
  2694. {
  2695. //check if in players armies there is enough creatures
  2696. int total = 0; //creature counter
  2697. for(size_t i = 0; i < map->objects.size(); i++)
  2698. {
  2699. const CArmedInstance *ai = NULL;
  2700. if(map->objects[i]
  2701. && map->objects[i]->tempOwner == player //object controlled by player
  2702. && (ai = dynamic_cast<const CArmedInstance*>(map->objects[i]))) //contains army
  2703. {
  2704. for(TSlots::const_iterator i=ai->army.slots.begin(); i!=ai->army.slots.end(); ++i) //iterate through army
  2705. if(i->second.first == map->victoryCondition.ID) //it's searched creature
  2706. total += i->second.second;
  2707. }
  2708. }
  2709. if(total >= map->victoryCondition.count)
  2710. return 1;
  2711. }
  2712. break;
  2713. case gatherResource:
  2714. if(p->resources[map->victoryCondition.ID] >= map->victoryCondition.count)
  2715. return 1;
  2716. break;
  2717. case buildCity:
  2718. {
  2719. const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);
  2720. if(t->tempOwner == player && t->fortLevel()-1 >= map->victoryCondition.ID && t->hallLevel()-1 >= map->victoryCondition.count)
  2721. return 1;
  2722. }
  2723. break;
  2724. case buildGrail:
  2725. for(size_t i = 0; i < map->towns.size(); i++)
  2726. if(map->towns[i]->pos == map->victoryCondition.pos
  2727. && map->towns[i]->tempOwner == player
  2728. && vstd::contains(map->towns[i]->builtBuildings, 26))
  2729. return 1;
  2730. break;
  2731. case beatHero:
  2732. if(map->victoryCondition.obj->tempOwner >= PLAYER_LIMIT) //target hero not present on map
  2733. return 1;
  2734. break;
  2735. case captureCity:
  2736. {
  2737. if(map->victoryCondition.obj->tempOwner == player)
  2738. return 1;
  2739. }
  2740. break;
  2741. case beatMonster:
  2742. if(!map->objects[map->victoryCondition.obj->id]) //target monster not present on map
  2743. return 1;
  2744. break;
  2745. case takeDwellings:
  2746. for(size_t i = 0; i < map->objects.size(); i++)
  2747. {
  2748. if(map->objects[i] && map->objects[i]->tempOwner != player) //check not flagged objs
  2749. {
  2750. switch(map->objects[i]->ID)
  2751. {
  2752. case 17: case 18: case 19: case 20: //dwellings
  2753. case 216: case 217: case 218:
  2754. return 0; //found not flagged dwelling - player not won
  2755. }
  2756. }
  2757. }
  2758. return 1;
  2759. break;
  2760. case takeMines:
  2761. for(size_t i = 0; i < map->objects.size(); i++)
  2762. {
  2763. if(map->objects[i] && map->objects[i]->tempOwner != player) //check not flagged objs
  2764. {
  2765. switch(map->objects[i]->ID)
  2766. {
  2767. case 53: case 220:
  2768. return 0; //found not flagged mine - player not won
  2769. }
  2770. }
  2771. }
  2772. return 1;
  2773. break;
  2774. case transportItem:
  2775. {
  2776. const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);
  2777. if(t->visitingHero && t->visitingHero->hasArt(map->victoryCondition.ID)
  2778. || t->garrisonHero && t->garrisonHero->hasArt(map->victoryCondition.ID))
  2779. {
  2780. return 1;
  2781. }
  2782. }
  2783. break;
  2784. }
  2785. }
  2786. return 0;
  2787. }
  2788. ui8 CGameState::checkForStandardWin() const
  2789. {
  2790. //std victory condition is:
  2791. //all enemies lost
  2792. ui8 supposedWinner = 255, winnerTeam = 255;
  2793. for(std::map<ui8,PlayerState>::const_iterator i = players.begin(); i != players.end(); i++)
  2794. {
  2795. if(i->second.status == PlayerState::INGAME && i->first < PLAYER_LIMIT)
  2796. {
  2797. if(supposedWinner == 255)
  2798. {
  2799. //first player remaining ingame - candidate for victory
  2800. supposedWinner = i->second.color;
  2801. winnerTeam = map->players[supposedWinner].team;
  2802. }
  2803. else if(winnerTeam != map->players[i->second.color].team)
  2804. {
  2805. //current candidate has enemy remaining in game -> no vicotry
  2806. return 255;
  2807. }
  2808. }
  2809. }
  2810. return supposedWinner;
  2811. }
  2812. bool CGameState::checkForStandardLoss( ui8 player ) const
  2813. {
  2814. //std loss condition is: player lost all towns and heroes
  2815. const PlayerState &p = *getPlayer(player);
  2816. return !p.heroes.size() && !p.towns.size();
  2817. }
  2818. struct statsHLP
  2819. {
  2820. typedef std::pair< ui8, si64 > TStat;
  2821. //converts [<player's color, value>] to vec[place] -> platers
  2822. static std::vector< std::list< ui8 > > getRank( std::vector<TStat> stats )
  2823. {
  2824. std::sort(stats.begin(), stats.end(), statsHLP());
  2825. //put first element
  2826. std::vector< std::list<ui8> > ret;
  2827. std::list<ui8> tmp;
  2828. tmp.push_back( stats[0].first );
  2829. ret.push_back( tmp );
  2830. //the rest of elements
  2831. for(int g=1; g<stats.size(); ++g)
  2832. {
  2833. if(stats[g].second == stats[g-1].second)
  2834. {
  2835. (ret.end()-1)->push_back( stats[g].first );
  2836. }
  2837. else
  2838. {
  2839. //create next occupied rank
  2840. std::list<ui8> tmp;
  2841. tmp.push_back(stats[g].first);
  2842. ret.push_back(tmp);
  2843. }
  2844. }
  2845. return ret;
  2846. }
  2847. bool operator()(const TStat & a, const TStat & b) const
  2848. {
  2849. return a.second > b.second;
  2850. }
  2851. static const CGHeroInstance * findBestHero(CGameState * gs, int color)
  2852. {
  2853. std::vector<CGHeroInstance *> &h = gs->players[color].heroes;
  2854. if(!h.size())
  2855. return NULL;
  2856. //best hero will be that with highest exp
  2857. int best = 0;
  2858. for(int b=1; b<h.size(); ++b)
  2859. {
  2860. if(h[b]->exp > h[best]->exp)
  2861. {
  2862. best = b;
  2863. }
  2864. }
  2865. return h[best];
  2866. }
  2867. //calculates total number of artifacts that belong to given player
  2868. static int getNumberOfArts(const PlayerState * ps)
  2869. {
  2870. int ret = 0;
  2871. for(int g=0; g<ps->heroes.size(); ++g)
  2872. {
  2873. ret += ps->heroes[g]->artifacts.size() + ps->heroes[g]->artifWorn.size();
  2874. }
  2875. return ret;
  2876. }
  2877. };
  2878. void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
  2879. {
  2880. #define FILL_FIELD(FIELD, VAL_GETTER) \
  2881. { \
  2882. std::vector< std::pair< ui8, si64 > > stats; \
  2883. for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g) \
  2884. { \
  2885. if(g->second.color == 255) \
  2886. continue; \
  2887. std::pair< ui8, si64 > stat; \
  2888. stat.first = g->second.color; \
  2889. stat.second = VAL_GETTER; \
  2890. stats.push_back(stat); \
  2891. } \
  2892. tgi.FIELD = statsHLP::getRank(stats); \
  2893. }
  2894. for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
  2895. {
  2896. if(g->second.color != 255)
  2897. tgi.playerColors.push_back(g->second.color);
  2898. }
  2899. if(level >= 1) //num of towns & num of heroes
  2900. {
  2901. //num of towns
  2902. FILL_FIELD(numOfTowns, g->second.towns.size())
  2903. //num of heroes
  2904. FILL_FIELD(numOfHeroes, g->second.heroes.size())
  2905. //best hero's portrait
  2906. for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
  2907. {
  2908. if(g->second.color == 255)
  2909. continue;
  2910. const CGHeroInstance * best = statsHLP::findBestHero(this, g->second.color);
  2911. InfoAboutHero iah;
  2912. iah.initFromHero(best, level >= 8);
  2913. iah.army.slots.clear();
  2914. tgi.colorToBestHero[g->second.color] = iah;
  2915. }
  2916. }
  2917. if(level >= 2) //gold
  2918. {
  2919. FILL_FIELD(gold, g->second.resources[6])
  2920. }
  2921. if(level >= 2) //wood & ore
  2922. {
  2923. FILL_FIELD(woodOre, g->second.resources[0] + g->second.resources[1])
  2924. }
  2925. if(level >= 3) //mercury, sulfur, crystal, gems
  2926. {
  2927. FILL_FIELD(mercSulfCrystGems, g->second.resources[2] + g->second.resources[3] + g->second.resources[4] + g->second.resources[5])
  2928. }
  2929. if(level >= 4) //obelisks found
  2930. {
  2931. //TODO
  2932. }
  2933. if(level >= 5) //artifacts
  2934. {
  2935. FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))
  2936. }
  2937. if(level >= 6) //army strength
  2938. {
  2939. //TODO
  2940. }
  2941. if(level >= 7) //income
  2942. {
  2943. //TODO
  2944. }
  2945. if(level >= 8) //best hero's stats
  2946. {
  2947. //already set in lvl 1 handling
  2948. }
  2949. if(level >= 9) //personality
  2950. {
  2951. for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
  2952. {
  2953. if(g->second.color == 255) //do nothing for neutral player
  2954. continue;
  2955. if(g->second.human)
  2956. {
  2957. tgi.personality[g->second.color] = -1;
  2958. }
  2959. else //AI
  2960. {
  2961. tgi.personality[g->second.color] = map->players[g->second.serial].AITactic;
  2962. }
  2963. }
  2964. }
  2965. if(level >= 10) //best creature
  2966. {
  2967. //best creatures belonging to player (highest AI value)
  2968. for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
  2969. {
  2970. if(g->second.color == 255) //do nothing for neutral player
  2971. continue;
  2972. int bestCre = -1; //best creature's ID
  2973. for(int b=0; b<g->second.heroes.size(); ++b)
  2974. {
  2975. for(TSlots::const_iterator it = g->second.heroes[b]->army.slots.begin(); it != g->second.heroes[b]->army.slots.end(); ++it)
  2976. {
  2977. int toCmp = it->second.first; //ID of creature we should compare with the best one
  2978. if(bestCre == -1 || VLC->creh->creatures[bestCre].AIValue < VLC->creh->creatures[toCmp].AIValue)
  2979. {
  2980. bestCre = toCmp;
  2981. }
  2982. }
  2983. }
  2984. tgi.bestCreature[g->second.color] = bestCre;
  2985. }
  2986. }
  2987. #undef FILL_FIELD
  2988. }
  2989. int CGameState::lossCheck( ui8 player ) const
  2990. {
  2991. const PlayerState *p = getPlayer(player);
  2992. //if(map->lossCondition.typeOfLossCon == lossStandard)
  2993. if(checkForStandardLoss(player))
  2994. return -1;
  2995. if(p->human) //special loss condition applies only to human player
  2996. {
  2997. switch(map->lossCondition.typeOfLossCon)
  2998. {
  2999. case lossCastle:
  3000. {
  3001. const CGTownInstance *t = dynamic_cast<const CGTownInstance *>(map->lossCondition.obj);
  3002. assert(t);
  3003. if(t->tempOwner != player)
  3004. return 1;
  3005. }
  3006. break;
  3007. case lossHero:
  3008. {
  3009. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(map->lossCondition.obj);
  3010. assert(h);
  3011. if(h->tempOwner != player)
  3012. return 1;
  3013. }
  3014. break;
  3015. case timeExpires:
  3016. if(map->lossCondition.timeLimit < day)
  3017. return 1;
  3018. break;
  3019. }
  3020. }
  3021. if(!p->towns.size() && p->daysWithoutCastle >= 7)
  3022. return 2;
  3023. return false;
  3024. }
  3025. const CStack * BattleInfo::getNextStack() const
  3026. {
  3027. std::vector<const CStack *> hlp;
  3028. getStackQueue(hlp, 1, -1);
  3029. if(hlp.size())
  3030. return hlp[0];
  3031. else
  3032. return NULL;
  3033. }
  3034. static const CStack *takeStack(std::vector<const CStack *> &st, int &curside, int turn)
  3035. {
  3036. const CStack *ret = NULL;
  3037. unsigned i, //fastest stack
  3038. j; //fastest stack of the other side
  3039. for(i = 0; i < st.size(); i++)
  3040. if(st[i])
  3041. break;
  3042. //no stacks left
  3043. if(i == st.size())
  3044. return NULL;
  3045. const CStack *fastest = st[i], *other = NULL;
  3046. int bestSpeed = fastest->Speed(turn);
  3047. if(fastest->attackerOwned != curside)
  3048. {
  3049. ret = fastest;
  3050. }
  3051. else
  3052. {
  3053. for(j = i + 1; j < st.size(); j++)
  3054. {
  3055. if(!st[j]) continue;
  3056. if(st[j]->attackerOwned != curside || st[j]->Speed(turn) != bestSpeed)
  3057. break;
  3058. }
  3059. if(j >= st.size())
  3060. {
  3061. ret = fastest;
  3062. }
  3063. else
  3064. {
  3065. other = st[j];
  3066. if(other->Speed(turn) != bestSpeed)
  3067. ret = fastest;
  3068. else
  3069. ret = other;
  3070. }
  3071. }
  3072. assert(ret);
  3073. if(ret == fastest)
  3074. st[i] = NULL;
  3075. else
  3076. st[j] = NULL;
  3077. curside = ret->attackerOwned;
  3078. return ret;
  3079. }
  3080. void BattleInfo::getStackQueue( std::vector<const CStack *> &out, int howMany, int turn /*= 0*/, int lastMoved /*= -1*/ ) const
  3081. {
  3082. //we'll split creatures with remaining movement to 4 parts
  3083. std::vector<const CStack *> phase[4]; //0 - turrets/catapult, 1 - normal (unmoved) creatures, other war machines, 2 - waited cres that had morale, 3 - rest of waited cres
  3084. int toMove = 0; //how many stacks still has move
  3085. const CStack *active = getStack(activeStack);
  3086. //active stack hasn't taken any action yet - must be placed at the beginning of queue, no matter what
  3087. if(!turn && active && active->willMove() && !vstd::contains(active->state, WAITING))
  3088. {
  3089. out.push_back(active);
  3090. if(out.size() == howMany)
  3091. return;
  3092. }
  3093. for(unsigned int i=0; i<stacks.size(); ++i)
  3094. {
  3095. const CStack * const s = stacks[i];
  3096. if(turn <= 0 && !s->willMove() //we are considering current round and stack won't move
  3097. || turn > 0 && !s->canMove(turn) //stack won't be able to move in later rounds
  3098. || turn <= 0 && s == active && out.size() && s == out.front()) //it's active stack already added at the beginning of queue
  3099. {
  3100. continue;
  3101. }
  3102. int p = -1; //in which phase this tack will move?
  3103. if(turn <= 0 && vstd::contains(s->state, WAITING)) //consider waiting state only for ongoing round
  3104. {
  3105. if(vstd::contains(s->state, HAD_MORALE))
  3106. p = 2;
  3107. else
  3108. p = 3;
  3109. }
  3110. else if(s->creature->idNumber == 145 || s->creature->idNumber == 149) //catapult and turrets are first
  3111. {
  3112. p = 0;
  3113. }
  3114. else
  3115. {
  3116. p = 1;
  3117. }
  3118. phase[p].push_back(s);
  3119. toMove++;
  3120. }
  3121. for(int i = 0; i < 4; i++)
  3122. std::sort(phase[i].begin(), phase[i].end(), CMP_stack(i, turn > 0 ? turn : 0));
  3123. for(size_t i = 0; i < phase[0].size() && i < howMany; i++)
  3124. out.push_back(phase[0][i]);
  3125. if(out.size() == howMany)
  3126. return;
  3127. if(lastMoved == -1)
  3128. {
  3129. if(active)
  3130. {
  3131. if(out.size() && out.front() == active)
  3132. lastMoved = active->attackerOwned;
  3133. else
  3134. lastMoved = active->attackerOwned;
  3135. }
  3136. else
  3137. {
  3138. lastMoved = 0;
  3139. }
  3140. }
  3141. int pi = 1;
  3142. while(out.size() < howMany)
  3143. {
  3144. const CStack *hlp = takeStack(phase[pi], lastMoved, turn);
  3145. if(!hlp)
  3146. {
  3147. pi++;
  3148. if(pi > 3)
  3149. {
  3150. //if(turn != 2)
  3151. getStackQueue(out, howMany, turn + 1, lastMoved);
  3152. return;
  3153. }
  3154. }
  3155. else
  3156. {
  3157. out.push_back(hlp);
  3158. }
  3159. }
  3160. }
  3161. si8 BattleInfo::Morale( const CStack * st ) const
  3162. {
  3163. si8 ret = st->morale;
  3164. if(st->hasFeatureOfType(StackFeature::NON_LIVING) || st->hasFeatureOfType(StackFeature::UNDEAD) ||
  3165. st->hasFeatureOfType(StackFeature::NO_MORALE) || st->hasFeatureOfType(StackFeature::SIEGE_WEAPON))
  3166. return 0;
  3167. ret += st->valOfFeatures(StackFeature::MORALE_BONUS); //mirth & sorrow & other
  3168. //decreasing / increasing morale from other stacks
  3169. for (int g=0; g<stacks.size(); ++g)
  3170. {
  3171. if (stacks[g]->owner == st->owner) //ally
  3172. {
  3173. if (stacks[g]->hasFeatureOfType(StackFeature::RAISING_MORALE))
  3174. {
  3175. ret += stacks[g]->valOfFeatures(StackFeature::RAISING_MORALE);
  3176. }
  3177. }
  3178. else //enemy
  3179. {
  3180. if (stacks[g]->hasFeatureOfType(StackFeature::ENEMY_MORALE_DECREASING))
  3181. {
  3182. ret -= stacks[g]->valOfFeatures(StackFeature::ENEMY_MORALE_DECREASING);
  3183. }
  3184. }
  3185. }
  3186. if(st->hasFeatureOfType(StackFeature::SELF_MORALE)) //eg. minotaur
  3187. {
  3188. ret = std::max<si8>(ret, +1);
  3189. }
  3190. if(ret > 3) ret = 3;
  3191. if(ret < -3) ret = -3;
  3192. return ret;
  3193. }
  3194. si8 BattleInfo::Luck( const CStack * st ) const
  3195. {
  3196. si8 ret = st->luck;
  3197. if(st->hasFeatureOfType(StackFeature::NO_LUCK))
  3198. return 0;
  3199. ret += st->valOfFeatures(StackFeature::LUCK_BONUS); //fortune & misfortune & other
  3200. //decreasing / increasing morale from other stacks
  3201. for (int g=0; g<stacks.size(); ++g)
  3202. {
  3203. if (stacks[g]->owner == st->owner) //ally
  3204. {
  3205. //no such feature (yet)
  3206. }
  3207. else //enemy
  3208. {
  3209. ret -= stacks[g]->valOfFeatures(StackFeature::ENEMY_LUCK_DECREASING);
  3210. }
  3211. }
  3212. if(st->hasFeatureOfType(StackFeature::SELF_LUCK)) //eg. halfling
  3213. {
  3214. ret = std::max<si8>(ret, +1);
  3215. }
  3216. if(ret > 3) ret = 3;
  3217. if(ret < -3) ret = -3;
  3218. return ret;
  3219. }
  3220. int3 CPath::startPos() const
  3221. {
  3222. return nodes[nodes.size()-1].coord;
  3223. }
  3224. void CPath::convert(ui8 mode) //mode=0 -> from 'manifest' to 'object'
  3225. {
  3226. if (mode==0)
  3227. {
  3228. for (unsigned int i=0;i<nodes.size();i++)
  3229. {
  3230. nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
  3231. }
  3232. }
  3233. }
  3234. int3 CPath::endPos() const
  3235. {
  3236. return nodes[0].coord;
  3237. }
  3238. CGPathNode::CGPathNode()
  3239. :coord(-1,-1,-1)
  3240. {
  3241. accessible = 0;
  3242. land = 0;
  3243. moveRemains = 0;
  3244. turns = 255;
  3245. theNodeBefore = NULL;
  3246. }
  3247. bool CPathsInfo::getPath( const int3 &dst, CGPath &out )
  3248. {
  3249. out.nodes.clear();
  3250. const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
  3251. if(!curnode->theNodeBefore)
  3252. return false;
  3253. while(curnode)
  3254. {
  3255. out.nodes.push_back(*curnode);
  3256. curnode = curnode->theNodeBefore;
  3257. }
  3258. return true;
  3259. }
  3260. CPathsInfo::CPathsInfo( const int3 &Sizes )
  3261. :sizes(Sizes)
  3262. {
  3263. hero = NULL;
  3264. nodes = new CGPathNode**[sizes.x];
  3265. for(int i = 0; i < sizes.x; i++)
  3266. {
  3267. nodes[i] = new CGPathNode*[sizes.y];
  3268. for (int j = 0; j < sizes.y; j++)
  3269. {
  3270. nodes[i][j] = new CGPathNode[sizes.z];
  3271. }
  3272. }
  3273. }
  3274. CPathsInfo::~CPathsInfo()
  3275. {
  3276. for(int i = 0; i < sizes.x; i++)
  3277. {
  3278. for (int j = 0; j < sizes.y; j++)
  3279. {
  3280. delete [] nodes[i][j];
  3281. }
  3282. delete [] nodes[i];
  3283. }
  3284. delete [] nodes;
  3285. }
  3286. int3 CGPath::startPos() const
  3287. {
  3288. return nodes[nodes.size()-1].coord;
  3289. }
  3290. int3 CGPath::endPos() const
  3291. {
  3292. return nodes[0].coord;
  3293. }
  3294. void CGPath::convert( ui8 mode )
  3295. {
  3296. if(mode==0)
  3297. {
  3298. for(unsigned int i=0;i<nodes.size();i++)
  3299. {
  3300. nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
  3301. }
  3302. }
  3303. }
  3304. bool CMP_stack::operator()( const CStack* a, const CStack* b )
  3305. {
  3306. switch(phase)
  3307. {
  3308. case 0: //catapult moves after turrets
  3309. return a->creature->idNumber < b->creature->idNumber; //catapult is 145 and turrets are 149
  3310. //TODO? turrets order
  3311. case 1: //fastest first, upper slot first
  3312. {
  3313. int as = a->Speed(turn), bs = b->Speed(turn);
  3314. if(as != bs)
  3315. return as > bs;
  3316. else
  3317. return a->slot < b->slot;
  3318. }
  3319. case 2: //fastest last, upper slot first
  3320. //TODO: should be replaced with order of receiving morale!
  3321. case 3: //fastest last, upper slot first
  3322. {
  3323. int as = a->Speed(turn), bs = b->Speed(turn);
  3324. if(as != bs)
  3325. return as < bs;
  3326. else
  3327. return a->slot < b->slot;
  3328. }
  3329. default:
  3330. assert(0);
  3331. return false;
  3332. }
  3333. }
  3334. CMP_stack::CMP_stack( int Phase /*= 1*/, int Turn )
  3335. {
  3336. phase = Phase;
  3337. turn = Turn;
  3338. }
  3339. PlayerState::PlayerState()
  3340. : color(-1), currentSelection(0xffffffff), status(INGAME), daysWithoutCastle(0)
  3341. {
  3342. }
  3343. InfoAboutHero::InfoAboutHero()
  3344. {
  3345. details = NULL;
  3346. hclass = NULL;
  3347. portrait = -1;
  3348. }
  3349. InfoAboutHero::InfoAboutHero( const InfoAboutHero & iah )
  3350. {
  3351. assign(iah);
  3352. }
  3353. InfoAboutHero::~InfoAboutHero()
  3354. {
  3355. delete details;
  3356. }
  3357. void InfoAboutHero::initFromHero( const CGHeroInstance *h, bool detailed )
  3358. {
  3359. if(!h) return;
  3360. owner = h->tempOwner;
  3361. hclass = h->type->heroClass;
  3362. name = h->name;
  3363. portrait = h->portrait;
  3364. army = h->army;
  3365. if(detailed)
  3366. {
  3367. //include details about hero
  3368. details = new Details;
  3369. details->luck = h->getCurrentLuck();
  3370. details->morale = h->getCurrentMorale();
  3371. details->mana = h->mana;
  3372. details->primskills.resize(PRIMARY_SKILLS);
  3373. for (int i = 0; i < PRIMARY_SKILLS ; i++)
  3374. {
  3375. details->primskills[i] = h->getPrimSkillLevel(i);
  3376. }
  3377. }
  3378. else
  3379. {
  3380. //hide info about hero stacks counts using descriptives names ids
  3381. for(std::map<si32,std::pair<ui32,si32> >::iterator i = army.slots.begin(); i != army.slots.end(); ++i)
  3382. {
  3383. i->second.second = CCreature::getQuantityID(i->second.second);
  3384. }
  3385. }
  3386. }
  3387. void InfoAboutHero::assign( const InfoAboutHero & iah )
  3388. {
  3389. army = iah.army;
  3390. details = (iah.details ? new Details(*iah.details) : NULL);
  3391. hclass = iah.hclass;
  3392. name = iah.name;
  3393. owner = iah.owner;
  3394. portrait = iah.portrait;
  3395. }
  3396. InfoAboutHero & InfoAboutHero::operator=( const InfoAboutHero & iah )
  3397. {
  3398. assign(iah);
  3399. return *this;
  3400. }