CGameState.h 14 KB

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  1. #ifndef __CGAMESTATE_H__
  2. #define __CGAMESTATE_H__
  3. #include "../global.h"
  4. #ifndef _MSC_VER
  5. #include "../hch/CCreatureHandler.h"
  6. #include "VCMI_Lib.h"
  7. #include "map.h"
  8. #endif
  9. #include <set>
  10. #include <vector>
  11. #include "StackFeature.h"
  12. #ifdef _WIN32
  13. #include <tchar.h>
  14. #else
  15. #include "../tchar_amigaos4.h"
  16. #endif
  17. /*
  18. * CGameState.h, part of VCMI engine
  19. *
  20. * Authors: listed in file AUTHORS in main folder
  21. *
  22. * License: GNU General Public License v2.0 or later
  23. * Full text of license available in license.txt file, in main folder
  24. *
  25. */
  26. class CTown;
  27. class CScriptCallback;
  28. class CCallback;
  29. class CLuaCallback;
  30. class CCPPObjectScript;
  31. class CCreatureSet;
  32. class CStack;
  33. class CGHeroInstance;
  34. class CGTownInstance;
  35. class CArmedInstance;
  36. class CGDefInfo;
  37. class CObjectScript;
  38. class CGObjectInstance;
  39. class CCreature;
  40. struct Mapa;
  41. struct StartInfo;
  42. struct SDL_Surface;
  43. class CMapHandler;
  44. class CPathfinder;
  45. struct SetObjectProperty;
  46. struct MetaString;
  47. struct CPack;
  48. class CSpell;
  49. namespace boost
  50. {
  51. class shared_mutex;
  52. }
  53. struct DLL_EXPORT PlayerState
  54. {
  55. public:
  56. ui8 color, serial;
  57. ui8 human; //true if human controlled player, false for AI
  58. ui32 currentSelection; //id of hero/town, 0xffffffff if none
  59. std::vector<std::vector<std::vector<ui8> > > fogOfWarMap; //true - visible, false - hidden
  60. std::vector<si32> resources;
  61. std::vector<CGHeroInstance *> heroes;
  62. std::vector<CGTownInstance *> towns;
  63. std::vector<CGHeroInstance *> availableHeroes; //heroes available in taverns
  64. PlayerState():color(-1),currentSelection(0xffffffff){};
  65. template <typename Handler> void serialize(Handler &h, const int version)
  66. {
  67. h & color & serial & human & currentSelection & fogOfWarMap & resources;
  68. ui32 size;
  69. if(h.saving) //write subids of available heroes
  70. {
  71. size = availableHeroes.size();
  72. h & size;
  73. for(size_t i=0; i < size; i++)
  74. h & availableHeroes[i]->subID;
  75. }
  76. else
  77. {
  78. ui32 hid;
  79. h & size;
  80. for(size_t i=0; i < size; i++)
  81. {
  82. //fill availableHeroes with dummy hero instances, holding subids
  83. h & hid;
  84. availableHeroes.push_back(new CGHeroInstance);
  85. availableHeroes[availableHeroes.size()-1]->subID = hid;
  86. }
  87. }
  88. }
  89. };
  90. struct DLL_EXPORT CObstacleInstance
  91. {
  92. int uniqueID;
  93. int ID; //ID of obstacle (defines type of it)
  94. int pos; //position on battlefield
  95. template <typename Handler> void serialize(Handler &h, const int version)
  96. {
  97. h & ID & pos & uniqueID;
  98. }
  99. };
  100. struct DLL_EXPORT BattleInfo
  101. {
  102. ui8 side1, side2; //side1 - attacker, side2 - defender
  103. si32 round, activeStack;
  104. ui8 siege; // = 0 ordinary battle = 1 a siege with a Fort = 2 a siege with a Citadel = 3 a siege with a Castle
  105. si32 tid; //used during town siege - id of attacked town; -1 if not town defence
  106. int3 tile; //for background and bonuses
  107. si32 hero1, hero2;
  108. CCreatureSet army1, army2;
  109. std::vector<CStack*> stacks;
  110. std::vector<CObstacleInstance> obstacles;
  111. ui8 castSpells[2]; //[0] - attacker, [1] - defender
  112. template <typename Handler> void serialize(Handler &h, const int version)
  113. {
  114. h & side1 & side2 & round & activeStack & siege & tile & stacks & army1 & army2 & hero1 & hero2 & obstacles
  115. & castSpells;
  116. }
  117. CStack * getNextStack(); //which stack will have turn after current one
  118. std::vector<CStack> getStackQueue(); //returns stack in order of their movement action
  119. CStack * getStack(int stackID, bool onlyAlive = true);
  120. CStack * getStackT(int tileID, bool onlyAlive = true);
  121. void getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<int> & occupyable, bool flying, int stackToOmmit=-1); //send pointer to at least 187 allocated bytes
  122. static bool isAccessible(int hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos); //helper for makeBFS
  123. void makeBFS(int start, bool*accessibility, int *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying); //*accessibility must be prepared bool[187] array; last two pointers must point to the at least 187-elements int arrays - there is written result
  124. std::pair< std::vector<int>, int > getPath(int start, int dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned); //returned value: pair<path, length>; length may be different than number of elements in path since flying vreatures jump between distant hexes
  125. std::vector<int> getAccessibility(int stackID, bool addOccupiable); //returns vector of accessible tiles (taking into account the creature range)
  126. bool isStackBlocked(int ID); //returns true if there is neighbouring enemy stack
  127. static signed char mutualPosition(int hex1, int hex2); //returns info about mutual position of given hexes (-1 - they're distant, 0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left)
  128. static std::vector<int> neighbouringTiles(int hex);
  129. static int calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge); //charge - number of hexes travelled before attack (for champion's jousting) //TODO: add additional conditions and require necessary data
  130. void calculateCasualties(std::set<std::pair<ui32,si32> > *casualties);
  131. std::set<CStack*> getAttackedCreatures(const CSpell * s, const CGHeroInstance * caster, int destinationTile); //calculates stack affected by given spell
  132. static int calculateSpellDuration(const CSpell * spell, const CGHeroInstance * caster);
  133. static CStack * generateNewStack(const CGHeroInstance * owner, int creatureID, int amount, int stackID, bool attackerOwned, int slot, int /*TerrainTile::EterrainType*/ terrain, int position); //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
  134. };
  135. class DLL_EXPORT CStack
  136. {
  137. public:
  138. ui32 ID; //unique ID of stack
  139. CCreature * creature;
  140. ui32 amount, baseAmount;
  141. ui32 firstHPleft; //HP of first creature in stack
  142. ui8 owner, slot; //owner - player colour (255 for neutrals), slot - position in garrison (may be 255 for neutrals/called creatures)
  143. ui8 attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
  144. ui16 position; //position on battlefield
  145. ui8 counterAttacks; //how many counter attacks can be performed more in this turn (by default set at the beginning of the round to 1)
  146. si16 shots; //how many shots left
  147. si8 morale, luck; //base stack luck/morale
  148. std::vector<StackFeature> features;
  149. std::set<ECombatInfo> state;
  150. struct StackEffect
  151. {
  152. ui16 id; //spell id
  153. ui8 level; //skill level
  154. ui16 turnsRemain;
  155. template <typename Handler> void serialize(Handler &h, const int version)
  156. {
  157. h & id & level & turnsRemain;
  158. }
  159. };
  160. std::vector<StackEffect> effects;
  161. int valOfFeatures(StackFeature::ECombatFeatures type, int subtype = -1024) const;//subtype -> subtype of bonus, if -1024 then any
  162. bool hasFeatureOfType(StackFeature::ECombatFeatures type, int subtype = -1024) const; //determines if stack has a bonus of given type (and optionally subtype)
  163. CStack(CCreature * C, int A, int O, int I, bool AO, int S); //c-tor
  164. CStack() : ID(-1), creature(NULL), amount(-1), baseAmount(-1), firstHPleft(-1), owner(255), slot(255), attackerOwned(true), position(-1), counterAttacks(1) {} //c-tor
  165. const StackEffect * getEffect(ui16 id) const; //effect id (SP)
  166. ui8 howManyEffectsSet(ui16 id) const; //returns amount of effects with given id set for this stack
  167. bool willMove(); //if stack has remaining move this turn
  168. ui32 Speed() const; //get speed of creature with all modificators
  169. si8 Morale() const; //get morale of stack with all modificators
  170. si8 Luck() const; //get luck of stack with all modificators
  171. si32 Attack() const; //get attack of stack with all modificators
  172. si32 Defense(bool withFrenzy = true) const; //get defense of stack with all modificators
  173. ui16 MaxHealth() const; //get max HP of stack with all modifiers
  174. template <typename Handler> void save(Handler &h, const int version)
  175. {
  176. h & creature->idNumber;
  177. }
  178. template <typename Handler> void load(Handler &h, const int version)
  179. {
  180. ui32 id;
  181. h & id;
  182. creature = &VLC->creh->creatures[id];
  183. //features = creature->abilities;
  184. }
  185. template <typename Handler> void serialize(Handler &h, const int version)
  186. {
  187. h & ID & amount & baseAmount & firstHPleft & owner & slot & attackerOwned & position & state & counterAttacks
  188. & shots & morale & luck & features;
  189. if(h.saving)
  190. save(h,version);
  191. else
  192. load(h,version);
  193. }
  194. bool alive() const //determines if stack is alive
  195. {
  196. return vstd::contains(state,ALIVE);
  197. }
  198. };
  199. struct UpgradeInfo
  200. {
  201. int oldID; //creature to be upgraded
  202. std::vector<int> newID; //possible upgrades
  203. std::vector<std::set<std::pair<int,int> > > cost; // cost[upgrade_serial] -> set of pairs<resource_ID,resource_amount>
  204. UpgradeInfo(){oldID = -1;};
  205. };
  206. struct CPathNode
  207. {
  208. bool accesible; //true if a hero can be on this node
  209. int dist; //distance from the first node of searching; -1 is infinity
  210. CPathNode * theNodeBefore;
  211. int3 coord; //coordiantes
  212. bool visited;
  213. };
  214. struct DLL_EXPORT CPath
  215. {
  216. std::vector<CPathNode> nodes; //just get node by node
  217. int3 startPos() const; // start point
  218. int3 endPos() const; //destination point
  219. void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object'
  220. };
  221. class DLL_EXPORT CGameState
  222. {
  223. public:
  224. StartInfo* scenarioOps;
  225. ui32 seed;
  226. ui8 currentPlayer; //ID of player currently having turn
  227. BattleInfo *curB; //current battle
  228. ui32 day; //total number of days in game
  229. Mapa * map;
  230. std::map<ui8,PlayerState> players; //ID <-> player state
  231. std::map<int, CGDefInfo*> villages, forts, capitols; //def-info for town graphics
  232. std::vector<ui32> resVals; //default values of resources in gold
  233. struct DLL_EXPORT HeroesPool
  234. {
  235. std::map<ui32,CGHeroInstance *> heroesPool; //[subID] - heroes available to buy; NULL if not available
  236. std::map<ui32,ui8> pavailable; // [subid] -> which players can recruit hero
  237. CGHeroInstance * pickHeroFor(bool native, int player, const CTown *town, std::map<ui32,CGHeroInstance *> &available) const;
  238. template <typename Handler> void serialize(Handler &h, const int version)
  239. {
  240. h & heroesPool & pavailable;
  241. }
  242. } hpool; //we have here all heroes available on this map that are not hired
  243. boost::shared_mutex *mx;
  244. PlayerState *getPlayer(ui8 color);
  245. void init(StartInfo * si, Mapa * map, int Seed);
  246. void loadTownDInfos();
  247. void randomizeObject(CGObjectInstance *cur);
  248. std::pair<int,int> pickObject(CGObjectInstance *obj);
  249. int pickHero(int owner);
  250. void apply(CPack *pack);
  251. CGHeroInstance *getHero(int objid);
  252. CGTownInstance *getTown(int objid);
  253. bool battleMoveCreatureStack(int ID, int dest);
  254. bool battleAttackCreatureStack(int ID, int dest);
  255. bool battleShootCreatureStack(int ID, int dest);
  256. bool battleCanFlee(int player); //returns true if player can flee from the battle
  257. int battleGetStack(int pos, bool onlyAlive); //returns ID of stack at given tile
  258. int battleGetBattlefieldType(int3 tile = int3());// 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills 7. grass/pines 8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees 14. fiery fields 15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field 20. evil fog 21. "favourable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship
  259. si8 battleMaxSpellLevel(); //calculates maximum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, SPELL_LEVELS is returned
  260. UpgradeInfo getUpgradeInfo(CArmedInstance *obj, int stackPos);
  261. float getMarketEfficiency(int player, int mode=0);
  262. int canBuildStructure(const CGTownInstance *t, int ID);// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
  263. bool checkForVisitableDir(const int3 & src, const int3 & dst) const; //check if dst tile is visitable from dst tile
  264. bool getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret); //calculates path between src and dest; returns pointer to newly allocated CPath or NULL if path does not exists
  265. bool isVisible(int3 pos, int player);
  266. bool isVisible(const CGObjectInstance *obj, int player);
  267. CGameState(); //c-tor
  268. ~CGameState(); //d-tor
  269. void getNeighbours(int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand);
  270. int getMovementCost(const CGHeroInstance *h, int3 src, int3 dest, int remainingMovePoints=-1, bool checkLast=true);
  271. int getDate(int mode=0) const; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
  272. template <typename Handler> void serialize(Handler &h, const int version)
  273. {
  274. h & scenarioOps & seed & currentPlayer & day & map & players & resVals & hpool;
  275. if(!h.saving)
  276. {
  277. loadTownDInfos();
  278. //recreating towns/heroes vectors in players entries
  279. for(int i=0; i<map->towns.size(); i++)
  280. if(map->towns[i]->tempOwner < PLAYER_LIMIT)
  281. getPlayer(map->towns[i]->tempOwner)->towns.push_back(map->towns[i]);
  282. for(int i=0; i<map->heroes.size(); i++)
  283. if(map->heroes[i]->tempOwner < PLAYER_LIMIT)
  284. getPlayer(map->heroes[i]->tempOwner)->heroes.push_back(map->heroes[i]);
  285. //recreating available heroes
  286. for(std::map<ui8,PlayerState>::iterator i=players.begin(); i!=players.end(); i++)
  287. {
  288. for(size_t j=0; j < i->second.availableHeroes.size(); j++)
  289. {
  290. ui32 hlp = i->second.availableHeroes[j]->subID;
  291. delete i->second.availableHeroes[j];
  292. i->second.availableHeroes[j] = hpool.heroesPool[hlp];
  293. }
  294. }
  295. }
  296. }
  297. friend class CCallback;
  298. friend class CLuaCallback;
  299. friend class CClient;
  300. friend void initGameState(Mapa * map, CGameInfo * cgi);
  301. friend class IGameCallback;
  302. friend class CMapHandler;
  303. friend class CGameHandler;
  304. };
  305. #endif // __CGAMESTATE_H__