CGameState.cpp 14 KB

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