CGameState.cpp 120 KB

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  1. #define VCMI_DLL
  2. #include "../hch/CCampaignHandler.h"
  3. #include <algorithm>
  4. #include <queue>
  5. #include <fstream>
  6. #include "CGameState.h"
  7. #include <boost/random/linear_congruential.hpp>
  8. #include "../hch/CDefObjInfoHandler.h"
  9. #include "../hch/CArtHandler.h"
  10. #include "../hch/CBuildingHandler.h"
  11. #include "../hch/CGeneralTextHandler.h"
  12. #include "../hch/CTownHandler.h"
  13. #include "../hch/CSpellHandler.h"
  14. #include "../hch/CHeroHandler.h"
  15. #include "../hch/CObjectHandler.h"
  16. #include "../hch/CCreatureHandler.h"
  17. //#include "../lib/IGameCallback.h"
  18. #include "VCMI_Lib.h"
  19. #include "Connection.h"
  20. #include "map.h"
  21. #include "../StartInfo.h"
  22. #include "NetPacks.h"
  23. #include <boost/foreach.hpp>
  24. #include <boost/lexical_cast.hpp>
  25. #include <boost/thread.hpp>
  26. #include <boost/thread/shared_mutex.hpp>
  27. #include <boost/assign/list_of.hpp>
  28. #include "RegisterTypes.cpp"
  29. #include <algorithm>
  30. #include <numeric>
  31. boost::rand48 ran;
  32. class CGObjectInstance;
  33. #ifdef min
  34. #undef min
  35. #endif
  36. #ifdef max
  37. #undef max
  38. #endif
  39. /*
  40. * CGameState.cpp, part of VCMI engine
  41. *
  42. * Authors: listed in file AUTHORS in main folder
  43. *
  44. * License: GNU General Public License v2.0 or later
  45. * Full text of license available in license.txt file, in main folder
  46. *
  47. */
  48. void foofoofoo()
  49. {
  50. //never called function to force instantation of templates
  51. int *ccc = NULL;
  52. registerTypes((CISer<CConnection>&)*ccc);
  53. registerTypes((COSer<CConnection>&)*ccc);
  54. registerTypes((CSaveFile&)*ccc);
  55. registerTypes((CLoadFile&)*ccc);
  56. registerTypes((CTypeList&)*ccc);
  57. }
  58. class CBaseForGSApply
  59. {
  60. public:
  61. virtual void applyOnGS(CGameState *gs, void *pack) const =0;
  62. virtual ~CBaseForGSApply(){};
  63. };
  64. template <typename T> class CApplyOnGS : public CBaseForGSApply
  65. {
  66. public:
  67. void applyOnGS(CGameState *gs, void *pack) const
  68. {
  69. T *ptr = static_cast<T*>(pack);
  70. while(!gs->mx->try_lock())
  71. boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
  72. ptr->applyGs(gs);
  73. gs->mx->unlock();
  74. }
  75. };
  76. class CGSApplier
  77. {
  78. public:
  79. std::map<ui16,CBaseForGSApply*> apps;
  80. CGSApplier()
  81. {
  82. registerTypes2(*this);
  83. }
  84. ~CGSApplier()
  85. {
  86. std::map<ui16,CBaseForGSApply*>::iterator iter;
  87. for(iter = apps.begin(); iter != apps.end(); iter++)
  88. delete iter->second;
  89. }
  90. template<typename T> void registerType(const T * t=NULL)
  91. {
  92. ui16 ID = typeList.registerType(t);
  93. apps[ID] = new CApplyOnGS<T>;
  94. }
  95. } *applierGs = NULL;
  96. class IObjectCaller
  97. {
  98. public:
  99. virtual void preInit()=0;
  100. virtual void postInit()=0;
  101. };
  102. template <typename T>
  103. class CObjectCaller : public IObjectCaller
  104. {
  105. public:
  106. void preInit()
  107. {
  108. //T::preInit();
  109. }
  110. void postInit()
  111. {
  112. //T::postInit();
  113. }
  114. };
  115. class CObjectCallersHandler
  116. {
  117. public:
  118. std::vector<IObjectCaller*> apps;
  119. template<typename T> void registerType(const T * t=NULL)
  120. {
  121. apps.push_back(new CObjectCaller<T>);
  122. }
  123. CObjectCallersHandler()
  124. {
  125. registerTypes1(*this);
  126. }
  127. ~CObjectCallersHandler()
  128. {
  129. for (size_t i = 0; i < apps.size(); i++)
  130. delete apps[i];
  131. }
  132. void preInit()
  133. {
  134. // for (size_t i = 0; i < apps.size(); i++)
  135. // apps[i]->preInit();
  136. }
  137. void postInit()
  138. {
  139. //for (size_t i = 0; i < apps.size(); i++)
  140. //apps[i]->postInit();
  141. }
  142. } *objCaller = NULL;
  143. void MetaString::getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const
  144. {
  145. int type = txt.first, ser = txt.second;
  146. if(type == ART_NAMES)
  147. {
  148. dst = VLC->arth->artifacts[ser]->Name();
  149. }
  150. else if(type == CRE_PL_NAMES)
  151. {
  152. dst = VLC->creh->creatures[ser]->namePl;
  153. }
  154. else if(type == MINE_NAMES)
  155. {
  156. dst = VLC->generaltexth->mines[ser].first;
  157. }
  158. else if(type == MINE_EVNTS)
  159. {
  160. dst = VLC->generaltexth->mines[ser].second;
  161. }
  162. else if(type == SPELL_NAME)
  163. {
  164. dst = VLC->spellh->spells[ser].name;
  165. }
  166. else if(type == CRE_SING_NAMES)
  167. {
  168. dst = VLC->creh->creatures[ser]->nameSing;
  169. }
  170. else if(type == ART_DESCR)
  171. {
  172. dst = VLC->arth->artifacts[ser]->Description();
  173. }
  174. else
  175. {
  176. std::vector<std::string> *vec;
  177. switch(type)
  178. {
  179. case GENERAL_TXT:
  180. vec = &VLC->generaltexth->allTexts;
  181. break;
  182. case XTRAINFO_TXT:
  183. vec = &VLC->generaltexth->xtrainfo;
  184. break;
  185. case OBJ_NAMES:
  186. vec = &VLC->generaltexth->names;
  187. break;
  188. case RES_NAMES:
  189. vec = &VLC->generaltexth->restypes;
  190. break;
  191. case ARRAY_TXT:
  192. vec = &VLC->generaltexth->arraytxt;
  193. break;
  194. case CREGENS:
  195. vec = &VLC->generaltexth->creGens;
  196. break;
  197. case CREGENS4:
  198. vec = &VLC->generaltexth->creGens4;
  199. break;
  200. case ADVOB_TXT:
  201. vec = &VLC->generaltexth->advobtxt;
  202. break;
  203. case ART_EVNTS:
  204. vec = &VLC->generaltexth->artifEvents;
  205. break;
  206. case SEC_SKILL_NAME:
  207. vec = &VLC->generaltexth->skillName;
  208. break;
  209. case COLOR:
  210. vec = &VLC->generaltexth->capColors;
  211. break;
  212. }
  213. dst = (*vec)[ser];
  214. }
  215. }
  216. DLL_EXPORT void MetaString::toString(std::string &dst) const
  217. {
  218. size_t exSt = 0, loSt = 0, nums = 0;
  219. dst.clear();
  220. for(size_t i=0;i<message.size();++i)
  221. {//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER
  222. switch(message[i])
  223. {
  224. case TEXACT_STRING:
  225. dst += exactStrings[exSt++];
  226. break;
  227. case TLOCAL_STRING:
  228. {
  229. std::string hlp;
  230. getLocalString(localStrings[loSt++], hlp);
  231. dst += hlp;
  232. }
  233. break;
  234. case TNUMBER:
  235. dst += boost::lexical_cast<std::string>(numbers[nums++]);
  236. break;
  237. case TREPLACE_ESTRING:
  238. dst.replace (dst.find("%s"), 2, exactStrings[exSt++]);
  239. break;
  240. case TREPLACE_LSTRING:
  241. {
  242. std::string hlp;
  243. getLocalString(localStrings[loSt++], hlp);
  244. dst.replace (dst.find("%s"), 2, hlp);
  245. }
  246. break;
  247. case TREPLACE_NUMBER:
  248. dst.replace (dst.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
  249. break;
  250. case TREPLACE_PLUSNUMBER:
  251. dst.replace (dst.find("%+d"), 3, '+' + boost::lexical_cast<std::string>(numbers[nums++]));
  252. break;
  253. default:
  254. tlog1 << "MetaString processing error!\n";
  255. break;
  256. }
  257. }
  258. }
  259. DLL_EXPORT std::string MetaString::toString() const
  260. {
  261. std::string ret;
  262. toString(ret);
  263. return ret;
  264. }
  265. DLL_EXPORT std::string MetaString::buildList () const
  266. ///used to handle loot from creature bank
  267. {
  268. size_t exSt = 0, loSt = 0, nums = 0;
  269. std::string lista;
  270. for (int i = 0; i < message.size(); ++i)
  271. {
  272. if (i > 0 && message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING)
  273. {
  274. if (exSt == exactStrings.size() - 1)
  275. lista += VLC->generaltexth->allTexts[141]; //" and "
  276. else
  277. lista += ", ";
  278. }
  279. switch (message[i])
  280. {
  281. case TEXACT_STRING:
  282. lista += exactStrings[exSt++];
  283. break;
  284. case TLOCAL_STRING:
  285. {
  286. std::string hlp;
  287. getLocalString (localStrings[loSt++], hlp);
  288. lista += hlp;
  289. }
  290. break;
  291. case TNUMBER:
  292. lista += boost::lexical_cast<std::string>(numbers[nums++]);
  293. break;
  294. case TREPLACE_ESTRING:
  295. lista.replace (lista.find("%s"), 2, exactStrings[exSt++]);
  296. break;
  297. case TREPLACE_LSTRING:
  298. {
  299. std::string hlp;
  300. getLocalString (localStrings[loSt++], hlp);
  301. lista.replace (lista.find("%s"), 2, hlp);
  302. }
  303. break;
  304. case TREPLACE_NUMBER:
  305. lista.replace (lista.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
  306. break;
  307. default:
  308. tlog1 << "MetaString processing error!\n";
  309. }
  310. }
  311. return lista;
  312. }
  313. void MetaString::addReplacement(const CStackInstance &stack)
  314. {
  315. assert(stack.count); //valid count
  316. assert(stack.type); //valid type
  317. if (stack.count == 1)
  318. addReplacement (CRE_SING_NAMES, stack.type->idNumber);
  319. else
  320. addReplacement (CRE_PL_NAMES, stack.type->idNumber);
  321. }
  322. static CGObjectInstance * createObject(int id, int subid, int3 pos, int owner)
  323. {
  324. CGObjectInstance * nobj;
  325. switch(id)
  326. {
  327. case HEROI_TYPE: //hero
  328. {
  329. CGHeroInstance * nobj = new CGHeroInstance();
  330. nobj->pos = pos;
  331. nobj->tempOwner = owner;
  332. nobj->subID = subid;
  333. //nobj->initHero(ran);
  334. return nobj;
  335. }
  336. case TOWNI_TYPE: //town
  337. nobj = new CGTownInstance;
  338. break;
  339. default: //rest of objects
  340. nobj = new CGObjectInstance;
  341. nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
  342. break;
  343. }
  344. nobj->ID = id;
  345. nobj->subID = subid;
  346. if(!nobj->defInfo)
  347. tlog3 <<"No def declaration for " <<id <<" "<<subid<<std::endl;
  348. nobj->pos = pos;
  349. //nobj->state = NULL;//new CLuaObjectScript();
  350. nobj->tempOwner = owner;
  351. nobj->defInfo->id = id;
  352. nobj->defInfo->subid = subid;
  353. //assigning defhandler
  354. if(nobj->ID==HEROI_TYPE || nobj->ID==TOWNI_TYPE)
  355. return nobj;
  356. nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
  357. return nobj;
  358. }
  359. CStack * BattleInfo::getStack(int stackID, bool onlyAlive)
  360. {
  361. for(unsigned int g=0; g<stacks.size(); ++g)
  362. {
  363. if(stacks[g]->ID == stackID && (!onlyAlive || stacks[g]->alive()))
  364. return stacks[g];
  365. }
  366. return NULL;
  367. }
  368. const CStack * BattleInfo::getStack(int stackID, bool onlyAlive) const
  369. {
  370. return const_cast<BattleInfo * const>(this)->getStack(stackID, onlyAlive);
  371. }
  372. CStack * BattleInfo::getStackT(int tileID, bool onlyAlive)
  373. {
  374. for(unsigned int g=0; g<stacks.size(); ++g)
  375. {
  376. if(stacks[g]->position == tileID
  377. || (stacks[g]->doubleWide() && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
  378. || (stacks[g]->doubleWide() && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))
  379. {
  380. if(!onlyAlive || stacks[g]->alive())
  381. {
  382. return stacks[g];
  383. }
  384. }
  385. }
  386. return NULL;
  387. }
  388. const CStack * BattleInfo::getStackT(int tileID, bool onlyAlive) const
  389. {
  390. return const_cast<BattleInfo * const>(this)->getStackT(tileID, onlyAlive);
  391. }
  392. void BattleInfo::getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<int> & occupyable, bool flying, int stackToOmmit) const
  393. {
  394. memset(accessibility, 1, BFIELD_SIZE); //initialize array with trues
  395. //removing accessibility for side columns of hexes
  396. for(int v = 0; v < BFIELD_SIZE; ++v)
  397. {
  398. if( v % BFIELD_WIDTH == 0 || v % BFIELD_WIDTH == (BFIELD_WIDTH - 1) )
  399. accessibility[v] = false;
  400. }
  401. for(unsigned int g=0; g<stacks.size(); ++g)
  402. {
  403. 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)
  404. continue;
  405. accessibility[stacks[g]->position] = false;
  406. if(stacks[g]->doubleWide()) //if it's a double hex creature
  407. {
  408. if(stacks[g]->attackerOwned)
  409. accessibility[stacks[g]->position-1] = false;
  410. else
  411. accessibility[stacks[g]->position+1] = false;
  412. }
  413. }
  414. //obstacles
  415. for(unsigned int b=0; b<obstacles.size(); ++b)
  416. {
  417. std::vector<int> blocked = VLC->heroh->obstacles[obstacles[b].ID].getBlocked(obstacles[b].pos);
  418. for(unsigned int c=0; c<blocked.size(); ++c)
  419. {
  420. if(blocked[c] >=0 && blocked[c] < BFIELD_SIZE)
  421. accessibility[blocked[c]] = false;
  422. }
  423. }
  424. //walls
  425. if(siege > 0)
  426. {
  427. static const int permanentlyLocked[] = {12, 45, 78, 112, 147, 165};
  428. for(int b=0; b<ARRAY_COUNT(permanentlyLocked); ++b)
  429. {
  430. accessibility[permanentlyLocked[b]] = false;
  431. }
  432. static const std::pair<int, int> lockedIfNotDestroyed[] = //(which part of wall, which hex is blocked if this part of wall is not destroyed
  433. {std::make_pair(2, 182), std::make_pair(3, 130), std::make_pair(4, 62), std::make_pair(5, 29)};
  434. for(int b=0; b<ARRAY_COUNT(lockedIfNotDestroyed); ++b)
  435. {
  436. if(si.wallState[lockedIfNotDestroyed[b].first] < 3)
  437. {
  438. accessibility[lockedIfNotDestroyed[b].second] = false;
  439. }
  440. }
  441. //gate
  442. if(attackerOwned && si.wallState[7] < 3) //if it attacker's unit and gate is not destroyed
  443. {
  444. accessibility[95] = accessibility[96] = false; //block gate's hexes
  445. }
  446. }
  447. //occupyability
  448. if(addOccupiable && twoHex)
  449. {
  450. std::set<int> rem; //tiles to unlock
  451. for(int h=0; h<BFIELD_HEIGHT; ++h)
  452. {
  453. for(int w=1; w<BFIELD_WIDTH-1; ++w)
  454. {
  455. int hex = h * BFIELD_WIDTH + w;
  456. if(!isAccessible(hex, accessibility, twoHex, attackerOwned, flying, true)
  457. && (attackerOwned ? isAccessible(hex+1, accessibility, twoHex, attackerOwned, flying, true) : isAccessible(hex-1, accessibility, twoHex, attackerOwned, flying, true) )
  458. )
  459. rem.insert(hex);
  460. }
  461. }
  462. occupyable = rem;
  463. /*for(std::set<int>::const_iterator it = rem.begin(); it != rem.end(); ++it)
  464. {
  465. accessibility[*it] = true;
  466. }*/
  467. }
  468. }
  469. bool BattleInfo::isAccessible(int hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos)
  470. {
  471. if(flying && !lastPos)
  472. return true;
  473. if(twoHex)
  474. {
  475. //if given hex is accessible and appropriate adjacent one is free too
  476. return accessibility[hex] && accessibility[hex + (attackerOwned ? -1 : 1 )];
  477. }
  478. else
  479. {
  480. return accessibility[hex];
  481. }
  482. }
  483. 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
  484. {
  485. //inits
  486. for(int b=0; b<BFIELD_SIZE; ++b)
  487. predecessor[b] = -1;
  488. for(int g=0; g<BFIELD_SIZE; ++g)
  489. dists[g] = 100000000;
  490. std::queue< std::pair<int, bool> > hexq; //bfs queue <hex, accessible> (second filed used only if fillPredecessors is true)
  491. hexq.push(std::make_pair(start, true));
  492. dists[hexq.front().first] = 0;
  493. int curNext = -1; //for bfs loop only (helper var)
  494. while(!hexq.empty()) //bfs loop
  495. {
  496. std::pair<int, bool> curHex = hexq.front();
  497. std::vector<int> neighbours = neighbouringTiles(curHex.first);
  498. hexq.pop();
  499. for(unsigned int nr=0; nr<neighbours.size(); nr++)
  500. {
  501. curNext = neighbours[nr]; //if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
  502. bool accessible = isAccessible(curNext, accessibility, twoHex, attackerOwned, flying, dists[curHex.first]+1 == dists[curNext]);
  503. if( dists[curHex.first]+1 >= dists[curNext] )
  504. continue;
  505. if(accessible && curHex.second)
  506. {
  507. hexq.push(std::make_pair(curNext, true));
  508. dists[curNext] = dists[curHex.first] + 1;
  509. }
  510. else if(fillPredecessors && !(accessible && !curHex.second))
  511. {
  512. hexq.push(std::make_pair(curNext, false));
  513. dists[curNext] = dists[curHex.first] + 1;
  514. }
  515. predecessor[curNext] = curHex.first;
  516. }
  517. }
  518. };
  519. std::vector<int> BattleInfo::getAccessibility(int stackID, bool addOccupiable) const
  520. {
  521. std::vector<int> ret;
  522. bool ac[BFIELD_SIZE];
  523. const CStack *s = getStack(stackID, false); //this function is called from healedOrResurrected, so our stack can be dead
  524. if(s->position < 0) //turrets
  525. return std::vector<int>();
  526. std::set<int> occupyable;
  527. getAccessibilityMap(ac, s->doubleWide(), s->attackerOwned, addOccupiable, occupyable, s->hasBonusOfType(Bonus::FLYING), stackID);
  528. int pr[BFIELD_SIZE], dist[BFIELD_SIZE];
  529. makeBFS(s->position, ac, pr, dist, s->doubleWide(), s->attackerOwned, s->hasBonusOfType(Bonus::FLYING), false);
  530. if(s->doubleWide())
  531. {
  532. if(!addOccupiable)
  533. {
  534. std::vector<int> rem;
  535. for(int b=0; b<BFIELD_SIZE; ++b)
  536. {
  537. //don't take into account most left and most right columns of hexes
  538. if( b % BFIELD_WIDTH == 0 || b % BFIELD_WIDTH == BFIELD_WIDTH - 1 )
  539. continue;
  540. if( ac[b] && !(s->attackerOwned ? ac[b-1] : ac[b+1]) )
  541. {
  542. rem.push_back(b);
  543. }
  544. }
  545. for(unsigned int g=0; g<rem.size(); ++g)
  546. {
  547. ac[rem[g]] = false;
  548. }
  549. //removing accessibility for side hexes
  550. for(int v=0; v<BFIELD_SIZE; ++v)
  551. if(s->attackerOwned ? (v%BFIELD_WIDTH)==1 : (v%BFIELD_WIDTH)==(BFIELD_WIDTH - 2))
  552. ac[v] = false;
  553. }
  554. }
  555. for (int i=0; i < BFIELD_SIZE ; ++i) {
  556. if(
  557. ( ( !addOccupiable && dist[i] <= s->Speed() && ac[i] ) || ( addOccupiable && dist[i] <= s->Speed() && isAccessible(i, ac, s->doubleWide(), s->attackerOwned, s->hasBonusOfType(Bonus::FLYING), true) ) )//we can reach it
  558. || (vstd::contains(occupyable, i) && ( dist[ i + (s->attackerOwned ? 1 : -1 ) ] <= s->Speed() ) &&
  559. ac[i + (s->attackerOwned ? 1 : -1 )] ) //it's occupyable and we can reach adjacent hex
  560. )
  561. {
  562. ret.push_back(i);
  563. }
  564. }
  565. return ret;
  566. }
  567. bool BattleInfo::isStackBlocked(int ID)
  568. {
  569. CStack *our = getStack(ID);
  570. if(our->hasBonusOfType(Bonus::SIEGE_WEAPON)) //siege weapons cannot be blocked
  571. return false;
  572. for(unsigned int i=0; i<stacks.size();i++)
  573. {
  574. if( !stacks[i]->alive()
  575. || stacks[i]->owner==our->owner
  576. )
  577. continue; //we omit dead and allied stacks
  578. if(stacks[i]->doubleWide())
  579. {
  580. if( mutualPosition(stacks[i]->position, our->position) >= 0
  581. || mutualPosition(stacks[i]->position + (stacks[i]->attackerOwned ? -1 : 1), our->position) >= 0)
  582. return true;
  583. }
  584. else
  585. {
  586. if( mutualPosition(stacks[i]->position, our->position) >= 0 )
  587. return true;
  588. }
  589. }
  590. return false;
  591. }
  592. signed char BattleInfo::mutualPosition(int hex1, int hex2)
  593. {
  594. if(hex2 == hex1 - ( (hex1/17)%2 ? 18 : 17 )) //top left
  595. return 0;
  596. if(hex2 == hex1 - ( (hex1/17)%2 ? 17 : 16 )) //top right
  597. return 1;
  598. if(hex2 == hex1 - 1 && hex1%17 != 0) //left
  599. return 5;
  600. if(hex2 == hex1 + 1 && hex1%17 != 16) //right
  601. return 2;
  602. if(hex2 == hex1 + ( (hex1/17)%2 ? 16 : 17 )) //bottom left
  603. return 4;
  604. if(hex2 == hex1 + ( (hex1/17)%2 ? 17 : 18 )) //bottom right
  605. return 3;
  606. return -1;
  607. }
  608. std::vector<int> BattleInfo::neighbouringTiles(int hex)
  609. {
  610. #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);}
  611. std::vector<int> ret;
  612. CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 18 : 17 ));
  613. CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 17 : 16 ));
  614. CHECK_AND_PUSH(hex - 1);
  615. CHECK_AND_PUSH(hex + 1);
  616. CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 16 : 17 ));
  617. CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 17 : 18 ));
  618. #undef CHECK_AND_PUSH
  619. return ret;
  620. }
  621. std::pair< std::vector<int>, int > BattleInfo::getPath(int start, int dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned)
  622. {
  623. int predecessor[BFIELD_SIZE]; //for getting the Path
  624. int dist[BFIELD_SIZE]; //calculated distances
  625. makeBFS(start, accessibility, predecessor, dist, twoHex, attackerOwned, flyingCreature, false);
  626. if(predecessor[dest] == -1) //cannot reach destination
  627. {
  628. return std::make_pair(std::vector<int>(), 0);
  629. }
  630. //making the Path
  631. std::vector<int> path;
  632. int curElem = dest;
  633. while(curElem != start)
  634. {
  635. path.push_back(curElem);
  636. curElem = predecessor[curElem];
  637. }
  638. return std::make_pair(path, dist[dest]);
  639. }
  640. CStack::CStack(const CStackInstance *base, int O, int I, bool AO, int S)
  641. : CStackInstance(*base), ID(I), owner(O), slot(S), attackerOwned(AO), position(-1),
  642. counterAttacks(1)
  643. {
  644. baseAmount = base->count;
  645. firstHPleft = valOfBonuses(Bonus::STACK_HEALTH);
  646. shots = type->shots;
  647. counterAttacks += valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
  648. //alive state indication
  649. state.insert(ALIVE);
  650. }
  651. ui32 CStack::Speed( int turn /*= 0*/ ) const
  652. {
  653. if(hasBonus(Selector::type(Bonus::SIEGE_WEAPON) && Selector::turns(turn))) //war machines cannot move
  654. return 0;
  655. int speed = valOfBonuses(Selector::type(Bonus::STACKS_SPEED) && Selector::turns(turn));
  656. int percentBonus = 0;
  657. BOOST_FOREACH(const Bonus &b, bonuses)
  658. {
  659. if(b.type == Bonus::STACKS_SPEED)
  660. {
  661. percentBonus += b.additionalInfo;
  662. }
  663. }
  664. speed = ((100 + percentBonus) * speed)/100;
  665. //bind effect check
  666. if(getEffect(72))
  667. {
  668. return 0;
  669. }
  670. return speed;
  671. }
  672. const CStack::StackEffect * CStack::getEffect( ui16 id, int turn /*= 0*/ ) const
  673. {
  674. for (unsigned int i=0; i< effects.size(); i++)
  675. if(effects[i].id == id)
  676. if(!turn || effects[i].turnsRemain > turn)
  677. return &effects[i];
  678. return NULL;
  679. }
  680. ui8 CStack::howManyEffectsSet(ui16 id) const
  681. {
  682. ui8 ret = 0;
  683. for (unsigned int i=0; i< effects.size(); i++)
  684. if(effects[i].id == id) //effect found
  685. {
  686. ++ret;
  687. }
  688. return ret;
  689. }
  690. bool CStack::willMove(int turn /*= 0*/) const
  691. {
  692. return ( turn ? true : !vstd::contains(state, DEFENDING) )
  693. && !moved(turn)
  694. && canMove(turn);
  695. }
  696. bool CStack::canMove( int turn /*= 0*/ ) const
  697. {
  698. return alive()
  699. && !hasBonus(Selector::type(Bonus::NOT_ACTIVE) && Selector::turns(turn)); //eg. Ammo Cart or blinded creature
  700. }
  701. bool CStack::moved( int turn /*= 0*/ ) const
  702. {
  703. if(!turn)
  704. return vstd::contains(state, MOVED);
  705. else
  706. return false;
  707. }
  708. bool CStack::doubleWide() const
  709. {
  710. return type->doubleWide;
  711. }
  712. int CStack::occupiedHex() const
  713. {
  714. if (doubleWide())
  715. {
  716. if (attackerOwned)
  717. return position - 1;
  718. else
  719. return position + 1;
  720. }
  721. else
  722. {
  723. return -1;
  724. }
  725. }
  726. CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, int player, const CTown *town, std::map<ui32,CGHeroInstance *> &available, const CHeroClass *bannedClass /*= NULL*/) const
  727. {
  728. CGHeroInstance *ret = NULL;
  729. if(player<0 || player>=PLAYER_LIMIT)
  730. {
  731. tlog1 << "Cannot pick hero for " << town->Name() << ". Wrong owner!\n";
  732. return NULL;
  733. }
  734. std::vector<CGHeroInstance *> pool;
  735. if(native)
  736. {
  737. for(std::map<ui32,CGHeroInstance *>::iterator i=available.begin(); i!=available.end(); i++)
  738. {
  739. if(pavailable.find(i->first)->second & 1<<player
  740. && i->second->type->heroType/2 == town->typeID)
  741. {
  742. pool.push_back(i->second); //get all avaliable heroes
  743. }
  744. }
  745. if(!pool.size())
  746. {
  747. tlog1 << "Cannot pick native hero for " << player << ". Picking any...\n";
  748. return pickHeroFor(false, player, town, available);
  749. }
  750. else
  751. {
  752. ret = pool[rand()%pool.size()];
  753. }
  754. }
  755. else
  756. {
  757. int sum=0, r;
  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. && !bannedClass || i->second->type->heroClass != bannedClass)
  762. {
  763. pool.push_back(i->second);
  764. sum += i->second->type->heroClass->selectionProbability[town->typeID]; //total weight
  765. }
  766. }
  767. if(!pool.size())
  768. {
  769. tlog1 << "There are no heroes available for player " << player<<"!\n";
  770. return NULL;
  771. }
  772. r = rand()%sum;
  773. for (unsigned int i=0; i<pool.size(); i++)
  774. {
  775. r -= pool[i]->type->heroClass->selectionProbability[town->typeID];
  776. if(r < 0)
  777. {
  778. ret = pool[i];
  779. break;
  780. }
  781. }
  782. if(!ret)
  783. ret = pool.back();
  784. }
  785. available.erase(ret->subID);
  786. return ret;
  787. }
  788. //void CGameState::apply(CPack * pack)
  789. //{
  790. // while(!mx->try_lock())
  791. // boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
  792. // //applyNL(pack);
  793. // mx->unlock();
  794. //}
  795. int CGameState::pickHero(int owner)
  796. {
  797. int h=-1;
  798. if(!map->getHero(h = scenarioOps->getIthPlayersSettings(owner).hero,0) && h>=0) //we haven't used selected hero
  799. return h;
  800. int f = scenarioOps->getIthPlayersSettings(owner).castle;
  801. int i=0;
  802. do //try to find free hero of our faction
  803. {
  804. i++;
  805. h = scenarioOps->getIthPlayersSettings(owner).castle*HEROES_PER_TYPE*2+(ran()%(HEROES_PER_TYPE*2));//->scenarioOps->playerInfos[pru].hero = VLC->
  806. } while( map->getHero(h) && i<175);
  807. if(i>174) //probably no free heroes - there's no point in further search, we'll take first free
  808. {
  809. tlog3 << "Warning: cannot find free hero - trying to get first available..."<<std::endl;
  810. for(int j=0; j<HEROES_PER_TYPE * 2 * F_NUMBER; j++)
  811. if(!map->getHero(j))
  812. h=j;
  813. }
  814. return h;
  815. }
  816. CGHeroInstance *CGameState::getHero(int objid)
  817. {
  818. if(objid<0 || objid>=map->objects.size() || map->objects[objid]->ID!=HEROI_TYPE)
  819. return NULL;
  820. return static_cast<CGHeroInstance *>(map->objects[objid]);
  821. }
  822. const CGHeroInstance * CGameState::getHero( int objid ) const
  823. {
  824. return (const_cast<CGameState *>(this))->getHero(objid);
  825. }
  826. CGTownInstance *CGameState::getTown(int objid)
  827. {
  828. if(objid<0 || objid>=map->objects.size())
  829. return NULL;
  830. CGObjectInstance *obj = map->objects[objid];
  831. if(obj->ID != TOWNI_TYPE)
  832. return NULL;
  833. return static_cast<CGTownInstance *>(obj);
  834. }
  835. const CGTownInstance * CGameState::getTown( int objid ) const
  836. {
  837. return (const_cast<CGameState *>(this))->getTown(objid);
  838. }
  839. std::pair<int,int> CGameState::pickObject (CGObjectInstance *obj)
  840. {
  841. switch(obj->ID)
  842. {
  843. case 65:
  844. return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));
  845. case 66: //random treasure artifact
  846. return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_TREASURE));
  847. case 67: //random minor artifact
  848. return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_MINOR));
  849. case 68: //random major artifact
  850. return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_MAJOR));
  851. case 69: //random relic artifact
  852. return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_RELIC));
  853. case 70: //random hero
  854. {
  855. return std::pair<int,int>(HEROI_TYPE,pickHero(obj->tempOwner));
  856. }
  857. case 71: //random monster
  858. {
  859. return std::pair<int,int>(54,VLC->creh->pickRandomMonster(boost::ref(ran)));
  860. }
  861. case 72: //random monster lvl1
  862. return std::pair<int,int>(54,VLC->creh->levelCreatures[1][ran()%VLC->creh->levelCreatures[1].size()]->idNumber);
  863. case 73: //random monster lvl2
  864. return std::pair<int,int>(54,VLC->creh->levelCreatures[2][ran()%VLC->creh->levelCreatures[2].size()]->idNumber);
  865. case 74: //random monster lvl3
  866. return std::pair<int,int>(54,VLC->creh->levelCreatures[3][ran()%VLC->creh->levelCreatures[3].size()]->idNumber);
  867. case 75: //random monster lvl4
  868. return std::pair<int,int>(54,VLC->creh->levelCreatures[4][ran()%VLC->creh->levelCreatures[4].size()]->idNumber);
  869. case 76: //random resource
  870. return std::pair<int,int>(79,ran()%7); //now it's OH3 style, use %8 for mithril
  871. case 77: //random town
  872. {
  873. int align = (static_cast<CGTownInstance*>(obj))->alignment,
  874. f;
  875. if(align>PLAYER_LIMIT-1)//same as owner / random
  876. {
  877. if(obj->tempOwner > PLAYER_LIMIT-1)
  878. f = -1; //random
  879. else
  880. f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
  881. }
  882. else
  883. {
  884. f = scenarioOps->getIthPlayersSettings(align).castle;
  885. }
  886. if(f<0) f = ran()%VLC->townh->towns.size();
  887. return std::pair<int,int>(TOWNI_TYPE,f);
  888. }
  889. case 162: //random monster lvl5
  890. return std::pair<int,int>(54,VLC->creh->levelCreatures[5][ran()%VLC->creh->levelCreatures[5].size()]->idNumber);
  891. case 163: //random monster lvl6
  892. return std::pair<int,int>(54,VLC->creh->levelCreatures[6][ran()%VLC->creh->levelCreatures[6].size()]->idNumber);
  893. case 164: //random monster lvl7
  894. return std::pair<int,int>(54,VLC->creh->levelCreatures[7][ran()%VLC->creh->levelCreatures[7].size()]->idNumber);
  895. case 216: //random dwelling
  896. {
  897. int faction = ran()%F_NUMBER;
  898. CGDwelling * dwl = static_cast<CGDwelling*>(obj);
  899. CCreGen2ObjInfo* info = static_cast<CCreGen2ObjInfo*>(dwl->info);
  900. if (info->asCastle)
  901. {
  902. for(unsigned int i=0;i<map->objects.size();i++)
  903. {
  904. if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
  905. {
  906. randomizeObject(map->objects[i]); //we have to randomize the castle first
  907. faction = map->objects[i]->subID;
  908. break;
  909. }
  910. else if(map->objects[i]->ID==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
  911. {
  912. faction = map->objects[i]->subID;
  913. break;
  914. }
  915. }
  916. }
  917. else
  918. {
  919. while((!(info->castles[0]&(1<<faction))))
  920. {
  921. if((faction>7) && (info->castles[1]&(1<<(faction-8))))
  922. break;
  923. faction = ran()%F_NUMBER;
  924. }
  925. }
  926. int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
  927. int cid = VLC->townh->towns[faction].basicCreatures[level];
  928. for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
  929. if(VLC->objh->cregens[i]==cid)
  930. return std::pair<int,int>(17,i);
  931. tlog3 << "Cannot find a dwelling for creature "<< cid << std::endl;
  932. return std::pair<int,int>(17,0);
  933. delete dwl->info;
  934. dwl->info = NULL;
  935. }
  936. case 217:
  937. {
  938. int faction = ran()%F_NUMBER;
  939. CGDwelling * dwl = static_cast<CGDwelling*>(obj);
  940. CCreGenObjInfo* info = static_cast<CCreGenObjInfo*>(dwl->info);
  941. if (info->asCastle)
  942. {
  943. for(unsigned int i=0;i<map->objects.size();i++)
  944. {
  945. if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
  946. {
  947. randomizeObject(map->objects[i]); //we have to randomize the castle first
  948. faction = map->objects[i]->subID;
  949. break;
  950. }
  951. else if(map->objects[i]->ID==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
  952. {
  953. faction = map->objects[i]->subID;
  954. break;
  955. }
  956. }
  957. }
  958. else
  959. {
  960. while((!(info->castles[0]&(1<<faction))))
  961. {
  962. if((faction>7) && (info->castles[1]&(1<<(faction-8))))
  963. break;
  964. faction = ran()%F_NUMBER;
  965. }
  966. }
  967. int cid = VLC->townh->towns[faction].basicCreatures[obj->subID];
  968. for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
  969. if(VLC->objh->cregens[i]==cid)
  970. return std::pair<int,int>(17,i);
  971. tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
  972. return std::pair<int,int>(17,0);
  973. delete dwl->info;
  974. dwl->info = NULL;
  975. }
  976. case 218:
  977. {
  978. CGDwelling * dwl = static_cast<CGDwelling*>(obj);
  979. CCreGen3ObjInfo* info = static_cast<CCreGen3ObjInfo*>(dwl->info);
  980. int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
  981. int cid = VLC->townh->towns[obj->subID].basicCreatures[level];
  982. for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
  983. if(VLC->objh->cregens[i]==cid)
  984. return std::pair<int,int>(17,i);
  985. tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
  986. return std::pair<int,int>(17,0);
  987. delete dwl->info;
  988. dwl->info = NULL;
  989. }
  990. }
  991. return std::pair<int,int>(-1,-1);
  992. }
  993. void CGameState::randomizeObject(CGObjectInstance *cur)
  994. {
  995. std::pair<int,int> ran = pickObject(cur);
  996. if(ran.first<0 || ran.second<0) //this is not a random object, or we couldn't find anything
  997. {
  998. if(cur->ID==TOWNI_TYPE) //town - set def
  999. {
  1000. CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
  1001. t->town = &VLC->townh->towns[t->subID];
  1002. if(t->hasCapitol())
  1003. t->defInfo = capitols[t->subID];
  1004. else if(t->hasFort())
  1005. t->defInfo = forts[t->subID];
  1006. else
  1007. t->defInfo = villages[t->subID];
  1008. }
  1009. return;
  1010. }
  1011. else if(ran.first==HEROI_TYPE)//special code for hero
  1012. {
  1013. CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
  1014. if(!h) {tlog2<<"Wrong random hero at "<<cur->pos<<std::endl; return;}
  1015. cur->ID = ran.first;
  1016. h->portrait = cur->subID = ran.second;
  1017. h->type = VLC->heroh->heroes[ran.second];
  1018. h->randomizeArmy(h->type->heroType/2);
  1019. map->heroes.push_back(h);
  1020. return; //TODO: maybe we should do something with definfo?
  1021. }
  1022. else if(ran.first==TOWNI_TYPE)//special code for town
  1023. {
  1024. CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
  1025. if(!t) {tlog2<<"Wrong random town at "<<cur->pos<<std::endl; return;}
  1026. cur->ID = ran.first;
  1027. cur->subID = ran.second;
  1028. t->town = &VLC->townh->towns[ran.second];
  1029. if(t->hasCapitol())
  1030. t->defInfo = capitols[t->subID];
  1031. else if(t->hasFort())
  1032. t->defInfo = forts[t->subID];
  1033. else
  1034. t->defInfo = villages[t->subID];
  1035. t->randomizeArmy(t->subID);
  1036. map->towns.push_back(t);
  1037. return;
  1038. }
  1039. //we have to replace normal random object
  1040. cur->ID = ran.first;
  1041. cur->subID = ran.second;
  1042. map->removeBlockVisTiles(cur); //recalculate blockvis tiles - picked object might have different than random placeholder
  1043. map->defy.push_back(cur->defInfo = VLC->dobjinfo->gobjs[ran.first][ran.second]);
  1044. if(!cur->defInfo)
  1045. {
  1046. tlog1<<"*BIG* WARNING: Missing def declaration for "<<cur->ID<<" "<<cur->subID<<std::endl;
  1047. return;
  1048. }
  1049. map->addBlockVisTiles(cur);
  1050. }
  1051. int CGameState::getDate(int mode) const
  1052. {
  1053. int temp;
  1054. switch (mode)
  1055. {
  1056. case 0: //day number
  1057. return day;
  1058. break;
  1059. case 1: //day of week
  1060. temp = (day)%7; // 1 - Monday, 7 - Sunday
  1061. if (temp)
  1062. return temp;
  1063. else return 7;
  1064. break;
  1065. case 2: //current week
  1066. temp = ((day-1)/7)+1;
  1067. if (!(temp%4))
  1068. return 4;
  1069. else
  1070. return (temp%4);
  1071. break;
  1072. case 3: //current month
  1073. return ((day-1)/28)+1;
  1074. break;
  1075. case 4: //day of month
  1076. temp = (day)%28;
  1077. if (temp)
  1078. return temp;
  1079. else return 28;
  1080. break;
  1081. }
  1082. return 0;
  1083. }
  1084. CGameState::CGameState()
  1085. {
  1086. mx = new boost::shared_mutex();
  1087. map = NULL;
  1088. curB = NULL;
  1089. scenarioOps = NULL;
  1090. applierGs = new CGSApplier;
  1091. objCaller = new CObjectCallersHandler;
  1092. campaign = NULL;
  1093. }
  1094. CGameState::~CGameState()
  1095. {
  1096. delete mx;
  1097. delete map;
  1098. delete curB;
  1099. //delete scenarioOps;
  1100. delete applierGs;
  1101. delete objCaller;
  1102. //TODO: delete properly that definfos
  1103. villages.clear();
  1104. capitols.clear();
  1105. }
  1106. void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
  1107. {
  1108. VLC->creh->globalEffects = &globalEffects;
  1109. struct HLP
  1110. {
  1111. //it's assumed that given hero should receive the bonus
  1112. static void giveCampaignBonusToHero(CGHeroInstance * hero, const StartInfo * si, const CScenarioTravel & st )
  1113. {
  1114. const CScenarioTravel::STravelBonus & curBonus = st.bonusesToChoose[si->choosenCampaignBonus];
  1115. if(curBonus.isBonusForHero())
  1116. {
  1117. //apply bonus
  1118. switch (curBonus.type)
  1119. {
  1120. case 0: //spell
  1121. hero->spells.insert(curBonus.info2);
  1122. break;
  1123. case 1: //monster
  1124. {
  1125. CCreatureSet newArmy = hero->getArmy();
  1126. for(int i=0; i<ARMY_SIZE; i++)
  1127. {
  1128. if(newArmy.slotEmpty(i))
  1129. {
  1130. newArmy.addToSlot(i, CStackInstance(curBonus.info2, curBonus.info3));
  1131. break;
  1132. }
  1133. }
  1134. hero->setArmy(newArmy);
  1135. }
  1136. break;
  1137. case 3: //artifact
  1138. hero->giveArtifact(curBonus.info2);
  1139. break;
  1140. case 4: //spell scroll
  1141. //TODO
  1142. break;
  1143. case 5: //prim skill
  1144. {
  1145. const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus.info2);
  1146. for (int g=0; g<PRIMARY_SKILLS; ++g)
  1147. {
  1148. int val = ptr[g];
  1149. if (val == 0)
  1150. {
  1151. continue;
  1152. }
  1153. Bonus bb(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, si->whichMapInCampaign, g);
  1154. hero->bonuses.push_back(bb);
  1155. }
  1156. }
  1157. break;
  1158. case 6: //sec skills
  1159. hero->setSecSkillLevel(curBonus.info2, curBonus.info3, true);
  1160. break;
  1161. }
  1162. }
  1163. }
  1164. static std::vector<const PlayerSettings *> getHumanPlayerInfo(const StartInfo * si)
  1165. {
  1166. std::vector<const PlayerSettings *> ret;
  1167. for(std::map<int, PlayerSettings>::const_iterator it = si->playerInfos.begin();
  1168. it != si->playerInfos.end(); ++it)
  1169. {
  1170. if(it->second.human)
  1171. ret.push_back(&it->second);
  1172. }
  1173. return ret;
  1174. }
  1175. };
  1176. switch(si->mode)
  1177. {
  1178. case StartInfo::NEW_GAME:
  1179. map = new Mapa(si->mapname);
  1180. break;
  1181. case StartInfo::CAMPAIGN:
  1182. {
  1183. campaign = new CCampaignState();
  1184. campaign->initNewCampaign(*si);
  1185. assert(vstd::contains(campaign->camp->mapPieces, si->whichMapInCampaign));
  1186. std::string &mapContent = campaign->camp->mapPieces[si->whichMapInCampaign];
  1187. map = new Mapa();
  1188. map->initFromBytes((const unsigned char*)mapContent.c_str());
  1189. }
  1190. break;
  1191. default:
  1192. tlog1 << "Wrong mode: " << (int)si->mode << std::endl;
  1193. return;
  1194. }
  1195. VLC->arth->initAllowedArtifactsList(map->allowedArtifact);
  1196. tlog0 << "Map loaded!" << std::endl;
  1197. //tlog0 <<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;
  1198. if(checksum)
  1199. {
  1200. tlog0 << "\tServer checksum for " << si->mapname <<": "<< checksum << std::endl;
  1201. tlog0 << "\tOur checksum for the map: "<< map->checksum << std::endl;
  1202. if(map->checksum != checksum)
  1203. {
  1204. tlog1 << "Wrong map checksum!!!" << std::endl;
  1205. throw std::string("Wrong checksum");
  1206. }
  1207. }
  1208. day = 0;
  1209. seed = Seed;
  1210. ran.seed((boost::int32_t)seed);
  1211. scenarioOps = si;
  1212. loadTownDInfos();
  1213. //pick grail location
  1214. if(map->grailPos.x < 0 || map->grailRadious) //grail not set or set within a radius around some place
  1215. {
  1216. if(!map->grailRadious) //radius not given -> anywhere on map
  1217. map->grailRadious = map->width * 2;
  1218. std::vector<int3> allowedPos;
  1219. // add all not blocked tiles in range
  1220. for (int i = 0; i < map->width ; i++)
  1221. {
  1222. for (int j = 0; j < map->height ; j++)
  1223. {
  1224. for (int k = 0; k <= map->twoLevel ; k++)
  1225. {
  1226. const TerrainTile &t = map->terrain[i][j][k];
  1227. if(!t.blocked
  1228. && !t.visitable
  1229. && t.tertype != TerrainTile::water
  1230. && t.tertype != TerrainTile::rock
  1231. && map->grailPos.dist2d(int3(i,j,k)) <= map->grailRadious)
  1232. allowedPos.push_back(int3(i,j,k));
  1233. }
  1234. }
  1235. }
  1236. //remove tiles with holes
  1237. for(unsigned int no=0; no<map->objects.size(); ++no)
  1238. if(map->objects[no]->ID == 124)
  1239. allowedPos -= map->objects[no]->pos;
  1240. if(allowedPos.size())
  1241. map->grailPos = allowedPos[ran() % allowedPos.size()];
  1242. else
  1243. tlog2 << "Warning: Grail cannot be placed, no appropriate tile found!\n";
  1244. }
  1245. //picking random factions for players
  1246. for(std::map<int, PlayerSettings>::iterator it = scenarioOps->playerInfos.begin();
  1247. it != scenarioOps->playerInfos.end(); ++it)
  1248. {
  1249. if(it->second.castle==-1)
  1250. {
  1251. int f;
  1252. do
  1253. {
  1254. f = ran()%F_NUMBER;
  1255. }while(!(map->players[it->first].allowedFactions & 1<<f));
  1256. it->second.castle = f;
  1257. }
  1258. }
  1259. //randomizing objects
  1260. BOOST_FOREACH(CGObjectInstance *obj, map->objects)
  1261. {
  1262. randomizeObject(obj);
  1263. if(obj->ID==EVENTI_TYPE)
  1264. {
  1265. obj->defInfo->handler=NULL;
  1266. }
  1267. obj->hoverName = VLC->generaltexth->names[obj->ID];
  1268. //handle Favouring Winds - mark tiles under it
  1269. if(obj->ID == 225)
  1270. for (int i = 0; i < obj->getWidth() ; i++)
  1271. for (int j = 0; j < obj->getHeight() ; j++)
  1272. {
  1273. int3 pos = obj->pos - int3(i,j,0);
  1274. if(map->isInTheMap(pos))
  1275. map->getTile(pos).siodmyTajemniczyBajt |= 128;
  1276. }
  1277. }
  1278. //std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
  1279. /*********creating players entries in gs****************************************/
  1280. for(std::map<int, PlayerSettings>::iterator it = scenarioOps->playerInfos.begin();
  1281. it != scenarioOps->playerInfos.end(); ++it)
  1282. {
  1283. std::pair<int,PlayerState> ins(it->first,PlayerState());
  1284. ins.second.color=ins.first;
  1285. ins.second.human = it->second.human;
  1286. ins.second.team = map->players[ins.first].team;
  1287. teams[ins.second.team].id = ins.second.team;//init team
  1288. teams[ins.second.team].players.insert(ins.first);//add player to team
  1289. players.insert(ins);
  1290. }
  1291. /*********give starting hero****************************************/
  1292. for(int i=0;i<PLAYER_LIMIT;i++)
  1293. {
  1294. if((map->players[i].generateHeroAtMainTown && map->players[i].hasMainTown) || (map->players[i].hasMainTown && map->version==CMapHeader::RoE))
  1295. {
  1296. int3 hpos = map->players[i].posOfMainTown;
  1297. hpos.x+=1;// hpos.y+=1;
  1298. if (scenarioOps->playerInfos.find(i) == scenarioOps->playerInfos.end())
  1299. {
  1300. continue;
  1301. }
  1302. int h=pickHero(i);
  1303. if(scenarioOps->playerInfos[i].hero == -1)
  1304. scenarioOps->playerInfos[i].hero = h;
  1305. CGHeroInstance * nnn = static_cast<CGHeroInstance*>(createObject(HEROI_TYPE,h,hpos,i));
  1306. nnn->id = map->objects.size();
  1307. hpos = map->players[i].posOfMainTown;hpos.x+=2;
  1308. for(unsigned int o=0;o<map->towns.size();o++) //find main town
  1309. {
  1310. if(map->towns[o]->pos == hpos)
  1311. {
  1312. map->towns[o]->visitingHero = nnn;
  1313. nnn->visitedTown = map->towns[o];
  1314. nnn->inTownGarrison = false;
  1315. break;
  1316. }
  1317. }
  1318. nnn->initHero();
  1319. map->heroes.push_back(nnn);
  1320. map->objects.push_back(nnn);
  1321. map->addBlockVisTiles(nnn);
  1322. //give campaign bonus
  1323. if (si->mode == StartInfo::CAMPAIGN && getPlayer(nnn->tempOwner)->human)
  1324. {
  1325. HLP::giveCampaignBonusToHero(nnn, si, campaign->camp->scenarios[si->whichMapInCampaign].travelOptions);
  1326. }
  1327. }
  1328. }
  1329. /******************RESOURCES****************************************************/
  1330. std::vector<int> startresAI, startresHuman;
  1331. std::ifstream tis(DATA_DIR "/config/startres.txt");
  1332. int k;
  1333. for (int j=0; j<scenarioOps->difficulty * 2; j++)
  1334. {
  1335. tis >> k;
  1336. for (int z=0;z<RESOURCE_QUANTITY;z++)
  1337. tis>>k;
  1338. }
  1339. tis >> k;
  1340. for (int i=0; i<RESOURCE_QUANTITY; i++)
  1341. {
  1342. tis >> k;
  1343. startresHuman.push_back(k);
  1344. }
  1345. tis >> k;
  1346. for (int i=0; i<RESOURCE_QUANTITY; i++)
  1347. {
  1348. tis >> k;
  1349. startresAI.push_back(k);
  1350. }
  1351. tis.close();
  1352. tis.clear();
  1353. for (std::map<ui8,PlayerState>::iterator i = players.begin(); i!=players.end(); i++)
  1354. {
  1355. (*i).second.resources.resize(RESOURCE_QUANTITY);
  1356. for (int x=0;x<RESOURCE_QUANTITY;x++)
  1357. {
  1358. if (i->second.human)
  1359. {
  1360. (*i).second.resources[x] = startresHuman[x];
  1361. }
  1362. else
  1363. {
  1364. (*i).second.resources[x] = startresAI[x];
  1365. }
  1366. }
  1367. }
  1368. //give start resource bonus in case of campaign
  1369. if (si->mode == StartInfo::CAMPAIGN)
  1370. {
  1371. CScenarioTravel::STravelBonus chosenBonus =
  1372. campaign->camp->scenarios[si->whichMapInCampaign].travelOptions.bonusesToChoose[si->choosenCampaignBonus];
  1373. if(chosenBonus.type == 7) //resource
  1374. {
  1375. std::vector<const PlayerSettings *> people = HLP::getHumanPlayerInfo(si); //players we will give resource bonus
  1376. for (int b=0; b<people.size(); ++b)
  1377. {
  1378. std::vector<int> res; //resources we will give
  1379. switch (chosenBonus.info1)
  1380. {
  1381. case 0: case 1: case 2: case 3: case 4: case 5: case 6:
  1382. res.push_back(chosenBonus.info1);
  1383. break;
  1384. case 0xFD: //wood+ore
  1385. res.push_back(0); res.push_back(2);
  1386. break;
  1387. case 0xFE: //rare
  1388. res.push_back(1); res.push_back(3); res.push_back(4); res.push_back(5);
  1389. break;
  1390. default:
  1391. assert(0);
  1392. break;
  1393. }
  1394. //increasing resource quantity
  1395. for (int n=0; n<res.size(); ++n)
  1396. {
  1397. players[people[b]->color].resources[res[n]] += chosenBonus.info2;
  1398. }
  1399. }
  1400. }
  1401. }
  1402. /*************************HEROES************************************************/
  1403. std::set<int> hids; //hero ids to create pool
  1404. for(unsigned int i=0; i<map->allowedHeroes.size(); i++) //add to hids all allowed heroes
  1405. if(map->allowedHeroes[i])
  1406. hids.insert(i);
  1407. for (unsigned int i=0; i<map->heroes.size();i++) //heroes instances initialization
  1408. {
  1409. if (map->heroes[i]->getOwner()<0)
  1410. {
  1411. tlog2 << "Warning - hero with uninitialized owner!\n";
  1412. continue;
  1413. }
  1414. CGHeroInstance * vhi = (map->heroes[i]);
  1415. vhi->initHero();
  1416. players.find(vhi->getOwner())->second.heroes.push_back(vhi);
  1417. hids.erase(vhi->subID);
  1418. }
  1419. for (unsigned int i=0; i<map->objects.size();i++) //prisons
  1420. {
  1421. if (map->objects[i]->ID == 62)
  1422. hids.erase(map->objects[i]->subID);
  1423. }
  1424. for(unsigned int i=0; i<map->predefinedHeroes.size(); i++)
  1425. {
  1426. if(!vstd::contains(hids,map->predefinedHeroes[i]->subID))
  1427. continue;
  1428. map->predefinedHeroes[i]->initHero();
  1429. hpool.heroesPool[map->predefinedHeroes[i]->subID] = map->predefinedHeroes[i];
  1430. hpool.pavailable[map->predefinedHeroes[i]->subID] = 0xff;
  1431. hids.erase(map->predefinedHeroes[i]->subID);
  1432. }
  1433. BOOST_FOREACH(int hid, hids) //all not used allowed heroes go with default state into the pool
  1434. {
  1435. CGHeroInstance * vhi = new CGHeroInstance();
  1436. vhi->initHero(hid);
  1437. hpool.heroesPool[hid] = vhi;
  1438. hpool.pavailable[hid] = 0xff;
  1439. }
  1440. for(unsigned int i=0; i<map->disposedHeroes.size(); i++)
  1441. {
  1442. hpool.pavailable[map->disposedHeroes[i].ID] = map->disposedHeroes[i].players;
  1443. }
  1444. if (si->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero
  1445. {
  1446. CScenarioTravel::STravelBonus chosenBonus =
  1447. campaign->camp->scenarios[si->whichMapInCampaign].travelOptions.bonusesToChoose[si->choosenCampaignBonus];
  1448. if (chosenBonus.isBonusForHero() && chosenBonus.info1 != 0xFFFE) //exclude generated heroes
  1449. {
  1450. //find human player
  1451. int humanPlayer;
  1452. for (std::map<ui8, PlayerState>::iterator it=players.begin(); it != players.end(); ++it)
  1453. {
  1454. if(it->second.human)
  1455. {
  1456. humanPlayer = it->first;
  1457. break;
  1458. }
  1459. }
  1460. std::vector<CGHeroInstance *> & heroes = players[humanPlayer].heroes;
  1461. if (chosenBonus.info1 == 0xFFFD) //most powerful
  1462. {
  1463. int maxB = -1;
  1464. for (int b=0; b<heroes.size(); ++b)
  1465. {
  1466. if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())
  1467. {
  1468. maxB = b;
  1469. }
  1470. }
  1471. HLP::giveCampaignBonusToHero(heroes[maxB], si, campaign->camp->scenarios[si->whichMapInCampaign].travelOptions);
  1472. }
  1473. else //specific hero
  1474. {
  1475. for (int b=0; b<heroes.size(); ++b)
  1476. {
  1477. if (heroes[b]->subID == chosenBonus.info1)
  1478. {
  1479. HLP::giveCampaignBonusToHero(heroes[b], si, campaign->camp->scenarios[si->whichMapInCampaign].travelOptions);
  1480. break;
  1481. }
  1482. }
  1483. }
  1484. }
  1485. }
  1486. /*************************FOG**OF**WAR******************************************/
  1487. for(std::map<ui8, TeamState>::iterator k=teams.begin(); k!=teams.end(); ++k)
  1488. {
  1489. k->second.fogOfWarMap.resize(map->width);
  1490. for(int g=0; g<map->width; ++g)
  1491. k->second.fogOfWarMap[g].resize(map->height);
  1492. for(int g=-0; g<map->width; ++g)
  1493. for(int h=0; h<map->height; ++h)
  1494. k->second.fogOfWarMap[g][h].resize(map->twoLevel+1, 0);
  1495. for(int g=0; g<map->width; ++g)
  1496. for(int h=0; h<map->height; ++h)
  1497. for(int v=0; v<map->twoLevel+1; ++v)
  1498. k->second.fogOfWarMap[g][h][v] = 0;
  1499. BOOST_FOREACH(CGObjectInstance *obj, map->objects)
  1500. {
  1501. if( !vstd::contains(k->second.players, obj->tempOwner)) continue; //not a flagged object
  1502. std::set<int3> tiles;
  1503. obj->getSightTiles(tiles);
  1504. BOOST_FOREACH(int3 tile, tiles)
  1505. {
  1506. k->second.fogOfWarMap[tile.x][tile.y][tile.z] = 1;
  1507. }
  1508. }
  1509. }
  1510. for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
  1511. {
  1512. //starting bonus
  1513. if(si->playerInfos[k->first].bonus==PlayerSettings::brandom)
  1514. si->playerInfos[k->first].bonus = ran()%3;
  1515. switch(si->playerInfos[k->first].bonus)
  1516. {
  1517. case PlayerSettings::bgold:
  1518. k->second.resources[6] += 500 + (ran()%6)*100;
  1519. break;
  1520. case PlayerSettings::bresource:
  1521. {
  1522. int res = VLC->townh->towns[si->playerInfos[k->first].castle].primaryRes;
  1523. if(res == 127)
  1524. {
  1525. k->second.resources[0] += 5 + ran()%6;
  1526. k->second.resources[2] += 5 + ran()%6;
  1527. }
  1528. else
  1529. {
  1530. k->second.resources[res] += 3 + ran()%4;
  1531. }
  1532. break;
  1533. }
  1534. case PlayerSettings::bartifact:
  1535. {
  1536. if(!k->second.heroes.size())
  1537. {
  1538. tlog5 << "Cannot give starting artifact - no heroes!" << std::endl;
  1539. break;
  1540. }
  1541. CArtifact *toGive;
  1542. toGive = VLC->arth->artifacts[VLC->arth->getRandomArt (CArtifact::ART_TREASURE)];
  1543. CGHeroInstance *hero = k->second.heroes[0];
  1544. std::vector<ui16>::iterator slot = vstd::findFirstNot (hero->artifWorn, toGive->possibleSlots);
  1545. if(slot != toGive->possibleSlots.end())
  1546. VLC->arth->equipArtifact(hero->artifWorn, *slot, toGive->id);
  1547. else
  1548. hero->giveArtifact(toGive->id);
  1549. }
  1550. }
  1551. }
  1552. /****************************TOWNS************************************************/
  1553. for ( int i=0; i<4; i++)
  1554. CGTownInstance::universitySkills.push_back(14+i);//skills for university
  1555. for (unsigned int i=0;i<map->towns.size();i++)
  1556. {
  1557. CGTownInstance * vti =(map->towns[i]);
  1558. if(!vti->town)
  1559. vti->town = &VLC->townh->towns[vti->subID];
  1560. if (vti->name.length()==0) // if town hasn't name we draw it
  1561. vti->name = vti->town->Names()[ran()%vti->town->Names().size()];
  1562. //init buildings
  1563. if(vti->builtBuildings.find(-50)!=vti->builtBuildings.end()) //give standard set of buildings
  1564. {
  1565. vti->builtBuildings.erase(-50);
  1566. vti->builtBuildings.insert(10);
  1567. vti->builtBuildings.insert(5);
  1568. vti->builtBuildings.insert(30);
  1569. if(ran()%2)
  1570. vti->builtBuildings.insert(31);
  1571. }
  1572. if (vstd::contains(vti->builtBuildings,(6)) && vti->state()==2)
  1573. vti->builtBuildings.erase(6);//if we have harbor without water - erase it (this is H3 behaviour)
  1574. //init hordes
  1575. for (int i = 0; i<CREATURES_PER_TOWN; i++)
  1576. if (vstd::contains(vti->builtBuildings,(-31-i))) //if we have horde for this level
  1577. {
  1578. vti->builtBuildings.erase(-31-i);//remove old ID
  1579. if (vti->town->hordeLvl[0] == i)//if town first horde is this one
  1580. {
  1581. vti->builtBuildings.insert(18);//add it
  1582. if (vstd::contains(vti->builtBuildings,(37+i)))//if we have upgraded dwelling as well
  1583. vti->builtBuildings.insert(19);//add it as well
  1584. }
  1585. if (vti->town->hordeLvl[1] == i)//if town second horde is this one
  1586. {
  1587. vti->builtBuildings.insert(24);
  1588. if (vstd::contains(vti->builtBuildings,(37+i)))
  1589. vti->builtBuildings.insert(25);
  1590. }
  1591. }
  1592. for (std::list<CCastleEvent*>::iterator ev=vti->events.begin(); ev!=vti->events.end(); ev++)
  1593. for (int i = 0; i<CREATURES_PER_TOWN; i++)
  1594. if (vstd::contains((*ev)->buildings,(-31-i))) //if we have horde for this level
  1595. {
  1596. (*ev)->buildings.erase(-31-i);
  1597. if (vti->town->hordeLvl[0] == i)
  1598. (*ev)->buildings.insert(18);
  1599. if (vti->town->hordeLvl[1] == i)
  1600. (*ev)->buildings.insert(24);
  1601. }
  1602. //init spells
  1603. vti->spells.resize(SPELL_LEVELS);
  1604. CSpell *s;
  1605. for(unsigned int z=0; z<vti->obligatorySpells.size();z++)
  1606. {
  1607. s = &VLC->spellh->spells[vti->obligatorySpells[z]];
  1608. vti->spells[s->level-1].push_back(s->id);
  1609. vti->possibleSpells -= s->id;
  1610. }
  1611. while(vti->possibleSpells.size())
  1612. {
  1613. ui32 total=0, sel=-1;
  1614. for(unsigned int ps=0;ps<vti->possibleSpells.size();ps++)
  1615. total += VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];
  1616. int r = (total)? ran()%total : -1;
  1617. for(unsigned int ps=0; ps<vti->possibleSpells.size();ps++)
  1618. {
  1619. r -= VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];
  1620. if(r<0)
  1621. {
  1622. sel = ps;
  1623. break;
  1624. }
  1625. }
  1626. if(sel<0)
  1627. sel=0;
  1628. CSpell *s = &VLC->spellh->spells[vti->possibleSpells[sel]];
  1629. vti->spells[s->level-1].push_back(s->id);
  1630. vti->possibleSpells -= s->id;
  1631. }
  1632. if(vti->getOwner() != 255)
  1633. getPlayer(vti->getOwner())->towns.push_back(vti);
  1634. }
  1635. //campaign bonuses for towns
  1636. if (si->mode == StartInfo::CAMPAIGN)
  1637. {
  1638. CScenarioTravel::STravelBonus chosenBonus =
  1639. campaign->camp->scenarios[si->whichMapInCampaign].travelOptions.bonusesToChoose[si->choosenCampaignBonus];
  1640. if (chosenBonus.type == 2)
  1641. {
  1642. for (int g=0; g<map->towns.size(); ++g)
  1643. {
  1644. PlayerState * owner = getPlayer(map->towns[g]->getOwner());
  1645. PlayerInfo & pi = map->players[owner->color];
  1646. if (owner->human && //human-owned
  1647. map->towns[g]->pos == pi.posOfMainTown + int3(2, 0, 0))
  1648. {
  1649. map->towns[g]->builtBuildings.insert(
  1650. CBuildingHandler::campToERMU(chosenBonus.info1, map->towns[g]->town->typeID, map->towns[g]->builtBuildings));
  1651. break;
  1652. }
  1653. }
  1654. }
  1655. }
  1656. for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
  1657. {
  1658. if(k->first==-1 || k->first==255)
  1659. continue;
  1660. //init visiting and garrisoned heroes
  1661. for(unsigned int l=0; l<k->second.heroes.size();l++)
  1662. {
  1663. CGHeroInstance *h = k->second.heroes[l];
  1664. for(unsigned int m=0; m<k->second.towns.size();m++)
  1665. {
  1666. CGTownInstance *t = k->second.towns[m];
  1667. int3 vistile = t->pos; vistile.x--; //tile next to the entrance
  1668. if(vistile == h->pos || h->pos==t->pos)
  1669. {
  1670. t->visitingHero = h;
  1671. h->visitedTown = t;
  1672. h->inTownGarrison = false;
  1673. if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it
  1674. {
  1675. map->removeBlockVisTiles(h);
  1676. h->pos.x -= 1;
  1677. map->addBlockVisTiles(h);
  1678. }
  1679. break;
  1680. }
  1681. }
  1682. }
  1683. }
  1684. objCaller->preInit();
  1685. for(unsigned int i=0; i<map->objects.size(); i++)
  1686. {
  1687. map->objects[i]->initObj();
  1688. if(map->objects[i]->ID == 62) //prison also needs to initialize hero
  1689. static_cast<CGHeroInstance*>(map->objects[i])->initHero();
  1690. }
  1691. CGTeleport::postInit(); //pairing subterranean gates
  1692. }
  1693. bool CGameState::battleCanFlee(int player)
  1694. {
  1695. if(!curB) //there is no battle
  1696. return false;
  1697. if (player == curB->side1)
  1698. {
  1699. if (!curB->heroes[0])
  1700. return false;//current player have no hero
  1701. }
  1702. else
  1703. {
  1704. if (!curB->heroes[1])
  1705. return false;
  1706. }
  1707. if( ( curB->heroes[0] && curB->heroes[0]->hasBonusOfType(Bonus::ENEMY_CANT_ESCAPE) ) //eg. one of heroes is wearing shakles of war
  1708. || ( curB->heroes[1] && curB->heroes[1]->hasBonusOfType(Bonus::ENEMY_CANT_ESCAPE)))
  1709. return false;
  1710. if (player == curB->side2 && curB->siege //defender in siege
  1711. && !(getTown(curB->tid)->subID == 6 && vstd::contains(getTown(curB->tid)->builtBuildings, 17)))//without escape tunnel
  1712. return false;
  1713. return true;
  1714. }
  1715. int CGameState::battleGetStack(int pos, bool onlyAlive)
  1716. {
  1717. if(!curB)
  1718. return -1;
  1719. for(unsigned int g=0; g<curB->stacks.size(); ++g)
  1720. {
  1721. if((curB->stacks[g]->position == pos
  1722. || (curB->stacks[g]->doubleWide()
  1723. &&( (curB->stacks[g]->attackerOwned && curB->stacks[g]->position-1 == pos)
  1724. || (!curB->stacks[g]->attackerOwned && curB->stacks[g]->position+1 == pos) )
  1725. ))
  1726. && (!onlyAlive || curB->stacks[g]->alive())
  1727. )
  1728. return curB->stacks[g]->ID;
  1729. }
  1730. return -1;
  1731. }
  1732. int CGameState::battleGetBattlefieldType(int3 tile)
  1733. {
  1734. if(tile==int3() && curB)
  1735. tile = curB->tile;
  1736. else if(tile==int3() && !curB)
  1737. return -1;
  1738. const TerrainTile &t = map->getTile(tile);
  1739. //fight in mine -> subterranean
  1740. if(const CGMine *mine = dynamic_cast<const CGMine *>(t.visitableObjects.front()))
  1741. return 12;
  1742. const std::vector <CGObjectInstance*> & objs = map->objects;
  1743. for(int g=0; g<objs.size(); ++g)
  1744. {
  1745. if( !objs[g] || objs[g]->pos.x - tile.x < 0 || objs[g]->pos.x - tile.x >= 8
  1746. || tile.y - objs[g]->pos.y + 5 < 0 || tile.y - objs[g]->pos.y + 5 >=6
  1747. || !objs[g]->coveringAt(objs[g]->pos.x - tile.x, tile.y - objs[g]->pos.y + 5)
  1748. ) //look only for objects covering given tile
  1749. continue;
  1750. switch(objs[g]->ID)
  1751. {
  1752. case 222: //clover field
  1753. return 19;
  1754. case 21: case 223: //cursed ground
  1755. return 22;
  1756. case 224: //evil fog
  1757. return 20;
  1758. case 225: //favourable winds
  1759. return 21;
  1760. case 226: //fiery fields
  1761. return 14;
  1762. case 227: //holy ground
  1763. return 18;
  1764. case 228: //lucid pools
  1765. return 17;
  1766. case 229: //magic clouds
  1767. return 16;
  1768. case 46: case 230: //magic plains
  1769. return 9;
  1770. case 231: //rocklands
  1771. return 15;
  1772. }
  1773. }
  1774. switch(t.tertype)
  1775. {
  1776. case TerrainTile::dirt:
  1777. return rand()%3+3;
  1778. case TerrainTile::sand:
  1779. return 2; //TODO: coast support
  1780. case TerrainTile::grass:
  1781. return rand()%2+6;
  1782. case TerrainTile::snow:
  1783. return rand()%2+10;
  1784. case TerrainTile::swamp:
  1785. return 13;
  1786. case TerrainTile::rough:
  1787. return 23;
  1788. case TerrainTile::subterranean:
  1789. return 12;
  1790. case TerrainTile::lava:
  1791. return 8;
  1792. case TerrainTile::water:
  1793. return 25;
  1794. case TerrainTile::rock:
  1795. return 15;
  1796. default:
  1797. return -1;
  1798. }
  1799. }
  1800. const CGHeroInstance * CGameState::battleGetOwner(int stackID)
  1801. {
  1802. if(!curB)
  1803. return NULL;
  1804. return curB->heroes[!curB->getStack(stackID)->attackerOwned];
  1805. }
  1806. std::set<std::pair<int, int> > costDiff(const std::vector<ui32> &a, const std::vector<ui32> &b, const int modifier = 100) //modifer %
  1807. {
  1808. std::set<std::pair<int, int> > ret;
  1809. for(int j=0;j<RESOURCE_QUANTITY;j++)
  1810. {
  1811. assert(a[j] >= b[j]);
  1812. if(int dif = modifier * (a[j] - b[j]) / 100)
  1813. ret.insert(std::make_pair(j,dif));
  1814. }
  1815. return ret;
  1816. }
  1817. UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack)
  1818. {
  1819. UpgradeInfo ret;
  1820. const CCreature *base = stack.type;
  1821. const CGHeroInstance *h = stack.armyObj->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(stack.armyObj) : NULL;
  1822. const CGTownInstance *t = NULL;
  1823. if(stack.armyObj->ID == TOWNI_TYPE)
  1824. t = static_cast<const CGTownInstance *>(stack.armyObj);
  1825. else if(h)
  1826. { //hero speciality
  1827. BonusList lista = h->speciality.getBonuses(Selector::typeSybtype(Bonus::SPECIAL_UPGRADE, base->idNumber));
  1828. for (BonusList::iterator it = lista.begin(); it != lista.end(); it++)
  1829. {
  1830. ui16 nid = it->additionalInfo;
  1831. if (nid != base->idNumber) //in very specific case the upgrade is avaliable by default (?)
  1832. {
  1833. ret.newID.push_back(nid);
  1834. ret.cost.push_back(costDiff(VLC->creh->creatures[nid]->cost, base->cost));
  1835. }
  1836. }
  1837. t = h->visitedTown;
  1838. }
  1839. if(t)
  1840. {
  1841. BOOST_FOREACH(si32 bid, t->builtBuildings)
  1842. {
  1843. if( bid >= 37 && bid < 44 ) //upgraded creature dwelling
  1844. {
  1845. int nid = t->town->upgradedCreatures[bid-37]; //upgrade offered by that building
  1846. if(vstd::contains(base->upgrades, nid)) //possible upgrade
  1847. {
  1848. ret.newID.push_back(nid);
  1849. ret.cost.push_back(costDiff(VLC->creh->creatures[nid]->cost, base->cost));
  1850. }
  1851. }
  1852. }
  1853. }
  1854. //hero is visiting Hill Fort
  1855. if(h && map->getTile(h->visitablePos()).visitableObjects.front()->ID == 35)
  1856. {
  1857. static const int costModifiers[] = {0, 25, 50, 75, 100}; //we get cheaper upgrades depending on level
  1858. const int costModifier = costModifiers[std::min<int>(std::max((int)base->level - 1, 0), ARRAY_COUNT(costModifiers) - 1)];
  1859. BOOST_FOREACH(si32 nid, base->upgrades)
  1860. {
  1861. ret.newID.push_back(nid);
  1862. ret.cost.push_back(costDiff(VLC->creh->creatures[nid]->cost, base->cost, costModifier));
  1863. }
  1864. }
  1865. if(ret.newID.size())
  1866. ret.oldID = base->idNumber;
  1867. return ret;
  1868. }
  1869. int CGameState::getPlayerRelations( ui8 color1, ui8 color2 )
  1870. {
  1871. if ( color1 == color2 )
  1872. return 2;
  1873. const TeamState * ts = getPlayerTeam(color1);
  1874. if (ts && vstd::contains(ts->players, color2))
  1875. return 1;
  1876. return 0;
  1877. }
  1878. void CGameState::loadTownDInfos()
  1879. {
  1880. for(int i=0;i<F_NUMBER;i++)
  1881. {
  1882. villages[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
  1883. forts[i] = VLC->dobjinfo->castles[i];
  1884. map->defy.push_back(forts[i]);
  1885. capitols[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
  1886. }
  1887. std::ifstream ifs(DATA_DIR "/config/townsDefs.txt");
  1888. int ccc;
  1889. ifs>>ccc;
  1890. for(int i=0; i < ccc*2; i++)
  1891. {
  1892. CGDefInfo *n;
  1893. if(i<ccc)
  1894. n = villages[i];
  1895. else
  1896. n = capitols[i%ccc];
  1897. ifs >> n->name;
  1898. map->defy.push_back(n);
  1899. }
  1900. }
  1901. void CGameState::getNeighbours(const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand, bool limitCoastSailing)
  1902. {
  1903. static int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
  1904. int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
  1905. vec.clear();
  1906. for (size_t i = 0; i < ARRAY_COUNT(dirs); i++)
  1907. {
  1908. const int3 hlp = tile + dirs[i];
  1909. if(!map->isInTheMap(hlp))
  1910. continue;
  1911. const TerrainTile &hlpt = map->getTile(hlp);
  1912. //we cannot visit things from blocked tiles
  1913. if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)
  1914. {
  1915. continue;
  1916. }
  1917. if(srct.tertype == TerrainTile::water && limitCoastSailing && hlpt.tertype == TerrainTile::water && dirs[i].x && dirs[i].y) //diagonal move through water
  1918. {
  1919. int3 hlp1 = tile,
  1920. hlp2 = tile;
  1921. hlp1.x += dirs[i].x;
  1922. hlp2.y += dirs[i].y;
  1923. if(map->getTile(hlp1).tertype != TerrainTile::water || map->getTile(hlp2).tertype != TerrainTile::water)
  1924. continue;
  1925. }
  1926. if((indeterminate(onLand) || onLand == (hlpt.tertype!=TerrainTile::water) )
  1927. && hlpt.tertype != TerrainTile::rock)
  1928. {
  1929. vec.push_back(hlp);
  1930. }
  1931. }
  1932. }
  1933. int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, int remainingMovePoints, bool checkLast)
  1934. {
  1935. if(src == dest) //same tile
  1936. return 0;
  1937. TerrainTile &s = map->terrain[src.x][src.y][src.z],
  1938. &d = map->terrain[dest.x][dest.y][dest.z];
  1939. //get basic cost
  1940. int ret = h->getTileCost(d,s);
  1941. if(d.blocked && h->hasBonusOfType(Bonus::FLYING_MOVEMENT))
  1942. {
  1943. bool freeFlying = h->getBonusesCount(Selector::typeSybtype(Bonus::FLYING_MOVEMENT, 1)) > 0;
  1944. if(!freeFlying)
  1945. {
  1946. ret *= 1.4f; //40% penalty for movement over blocked tile
  1947. }
  1948. }
  1949. else if (d.tertype == TerrainTile::water)
  1950. {
  1951. if(h->boat && s.siodmyTajemniczyBajt & 128 && d.siodmyTajemniczyBajt & 128) //Favourable Winds
  1952. ret *= 0.666f;
  1953. else if (!h->boat && h->getBonusesCount(Selector::typeSybtype(Bonus::WATER_WALKING, 1)) > 0)
  1954. ret *= 1.4f; //40% penalty for water walking
  1955. }
  1956. if(src.x != dest.x && src.y != dest.y) //it's diagonal move
  1957. {
  1958. int old = ret;
  1959. ret *= 1.414213;
  1960. //diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
  1961. if(ret > remainingMovePoints && remainingMovePoints >= old)
  1962. {
  1963. return remainingMovePoints;
  1964. }
  1965. }
  1966. int left = remainingMovePoints-ret;
  1967. if(checkLast && left > 0 && remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
  1968. {
  1969. std::vector<int3> vec;
  1970. getNeighbours(d, dest, vec, s.tertype != TerrainTile::water, true);
  1971. for(size_t i=0; i < vec.size(); i++)
  1972. {
  1973. int fcost = getMovementCost(h,dest,vec[i],left,false);
  1974. if(fcost <= left)
  1975. {
  1976. return ret;
  1977. }
  1978. }
  1979. ret = remainingMovePoints;
  1980. }
  1981. return ret;
  1982. }
  1983. std::set<int> CGameState::getBuildingRequiments(const CGTownInstance *t, int ID)
  1984. {
  1985. std::set<int> used;
  1986. used.insert(ID);
  1987. std::set<int> reqs = VLC->townh->requirements[t->subID][ID];
  1988. while(true)
  1989. {
  1990. size_t noloop=0;
  1991. for(std::set<int>::iterator i=reqs.begin();i!=reqs.end();i++)
  1992. {
  1993. if(used.find(*i)==used.end()) //we haven't added requirements for this building
  1994. {
  1995. used.insert(*i);
  1996. for(
  1997. std::set<int>::iterator j=VLC->townh->requirements[t->subID][*i].begin();
  1998. j!=VLC->townh->requirements[t->subID][*i].end();
  1999. j++)
  2000. {
  2001. reqs.insert(*j);//creating full list of requirements
  2002. }
  2003. }
  2004. else
  2005. {
  2006. noloop++;
  2007. }
  2008. }
  2009. if(noloop==reqs.size())
  2010. break;
  2011. }
  2012. return reqs;
  2013. }
  2014. int CGameState::canBuildStructure( const CGTownInstance *t, int ID )
  2015. {
  2016. int ret = 7; //allowed by default
  2017. if(t->builded >= MAX_BUILDING_PER_TURN)
  2018. ret = 5; //building limit
  2019. //checking resources
  2020. CBuilding * pom = VLC->buildh->buildings[t->subID][ID];
  2021. if(!pom)
  2022. return 8;
  2023. // if(pom->Name().size()==0||pom->resources.size()==0)
  2024. // return 2;//TODO: why does this happen?
  2025. for(int res=0;res<pom->resources.size();res++) //TODO: support custom amount of resources
  2026. {
  2027. if(pom->resources[res] > getPlayer(t->tempOwner)->resources[res])
  2028. ret = 6; //lack of res
  2029. }
  2030. //checking for requirements
  2031. std::set<int> reqs = getBuildingRequiments(t, ID);//getting all requiments
  2032. for( std::set<int>::iterator ri = reqs.begin(); ri != reqs.end(); ri++ )
  2033. {
  2034. if(t->builtBuildings.find(*ri)==t->builtBuildings.end())
  2035. ret = 8; //lack of requirements - cannot build
  2036. }
  2037. //can we build it?
  2038. if(t->forbiddenBuildings.find(ID)!=t->forbiddenBuildings.end())
  2039. ret = 2; //forbidden
  2040. if(ID == 13) //capitol
  2041. {
  2042. for(unsigned int in = 0; in < map->towns.size(); in++)
  2043. {
  2044. if(map->towns[in]->tempOwner==t->tempOwner && vstd::contains(map->towns[in]->builtBuildings,13))
  2045. {
  2046. ret = 0; //no more than one capitol
  2047. break;
  2048. }
  2049. }
  2050. }
  2051. else if(ID == 6) //shipyard
  2052. {
  2053. int3 t1(t->pos + int3(-1,3,0)),
  2054. t2(t->pos + int3(-3,3,0));
  2055. if(map->isInTheMap(t1) && map->getTile(t1).tertype != TerrainTile::water
  2056. && (map->isInTheMap(t2) && map->getTile(t2).tertype != TerrainTile::water))
  2057. ret = 1; //lack of water
  2058. }
  2059. if(t->builtBuildings.find(ID)!=t->builtBuildings.end()) //already built
  2060. ret = 4;
  2061. return ret;
  2062. }
  2063. void CGameState::apply(CPack *pack)
  2064. {
  2065. ui16 typ = typeList.getTypeID(pack);
  2066. applierGs->apps[typ]->applyOnGS(this,pack);
  2067. }
  2068. TeamState *CGameState::getTeam(ui8 teamID)
  2069. {
  2070. if(vstd::contains(teams,teamID))
  2071. {
  2072. return &teams[teamID];
  2073. }
  2074. else
  2075. {
  2076. tlog2 << "Warning: Cannot find info for team " << int(teamID) << std::endl;
  2077. return NULL;
  2078. }
  2079. }
  2080. TeamState *CGameState::getPlayerTeam(ui8 color)
  2081. {
  2082. PlayerState * ps = getPlayer(color);
  2083. if (ps)
  2084. return getTeam(ps->team);
  2085. return NULL;
  2086. }
  2087. PlayerState * CGameState::getPlayer( ui8 color, bool verbose )
  2088. {
  2089. if(vstd::contains(players,color))
  2090. {
  2091. return &players[color];
  2092. }
  2093. else
  2094. {
  2095. if(verbose)
  2096. tlog2 << "Warning: Cannot find info for player " << int(color) << std::endl;
  2097. return NULL;
  2098. }
  2099. }
  2100. const PlayerState * CGameState::getPlayer( ui8 color, bool verbose ) const
  2101. {
  2102. return (const_cast<CGameState *>(this))->getPlayer(color, verbose);
  2103. }
  2104. const TeamState * CGameState::getTeam( ui8 teamID ) const
  2105. {
  2106. return (const_cast<CGameState *>(this))->getTeam(teamID);
  2107. }
  2108. const TeamState * CGameState::getPlayerTeam( ui8 teamID ) const
  2109. {
  2110. return (const_cast<CGameState *>(this))->getPlayerTeam(teamID);
  2111. }
  2112. bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret)
  2113. {
  2114. if(!map->isInTheMap(src) || !map->isInTheMap(dest)) //check input
  2115. return false;
  2116. int3 hpos = hero->getPosition(false);
  2117. bool flying = false; //hero is under flying effect TODO
  2118. bool waterWalking = false; //hero is on land and can walk on water TODO
  2119. bool onLand = map->getTile(hpos).tertype != TerrainTile::water;
  2120. // tribool blockLandSea; //true - blocks sea, false - blocks land, indeterminate - allows all
  2121. //
  2122. // if (!hero->canWalkOnSea())
  2123. // blockLandSea = (map->getTile(hpos).tertype != TerrainTile::water); //block land if hero is on water and vice versa
  2124. // else
  2125. // blockLandSea = boost::logic::indeterminate;
  2126. const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayerTeam(hero->tempOwner)->fogOfWarMap;
  2127. //graph initialization
  2128. std::vector< std::vector<CPathNode> > graph;
  2129. graph.resize(map->width);
  2130. for(size_t i=0; i<graph.size(); ++i)
  2131. {
  2132. graph[i].resize(map->height);
  2133. for(size_t j=0; j<graph[i].size(); ++j)
  2134. {
  2135. const TerrainTile *tinfo = &map->terrain[i][j][src.z];
  2136. CPathNode &node = graph[i][j];
  2137. node.accessible = !tinfo->blocked;
  2138. node.dist = -1;
  2139. node.theNodeBefore = NULL;
  2140. node.visited = false;
  2141. node.coord.x = i;
  2142. node.coord.y = j;
  2143. node.coord.z = dest.z;
  2144. if(!tinfo->entrableTerrain(onLand, flying || waterWalking)
  2145. || !FoW[i][j][src.z] //tile is covered by the FoW
  2146. )
  2147. {
  2148. node.accessible = false;
  2149. }
  2150. }
  2151. }
  2152. //Special rules for the destination tile
  2153. {
  2154. const TerrainTile *t = &map->terrain[dest.x][dest.y][dest.z];
  2155. CPathNode &d = graph[dest.x][dest.y];
  2156. //tile may be blocked by blockvis / normal vis obj but it still must be accessible
  2157. if(t->visitable)
  2158. {
  2159. d.accessible = true; //for allowing visiting objects
  2160. }
  2161. if(onLand && t->tertype == TerrainTile::water) //hero can walk only on land and dst lays on the water
  2162. {
  2163. size_t i = 0;
  2164. for(; i < t->visitableObjects.size(); i++)
  2165. if(t->visitableObjects[i]->ID == 8 || t->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat
  2166. break;
  2167. d.accessible = (i < t->visitableObjects.size()); //dest is accessible only if there is boat/hero
  2168. }
  2169. else if(!onLand && t->tertype != TerrainTile::water) //hero is moving by water
  2170. {
  2171. d.accessible = (t->siodmyTajemniczyBajt & 64) && !t->blocked; //tile is accessible if it's coastal and not blocked
  2172. }
  2173. }
  2174. //graph initialized
  2175. //initial tile - set cost on 0 and add to the queue
  2176. graph[src.x][src.y].dist = 0;
  2177. std::queue<CPathNode> mq;
  2178. mq.push(graph[src.x][src.y]);
  2179. ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
  2180. std::vector<int3> neighbours;
  2181. neighbours.reserve(8);
  2182. while(!mq.empty())
  2183. {
  2184. CPathNode &cp = graph[mq.front().coord.x][mq.front().coord.y];
  2185. mq.pop();
  2186. if (cp.coord == dest) //it's destination tile
  2187. {
  2188. if (cp.dist < curDist) //that path is better than previous one
  2189. curDist = cp.dist;
  2190. continue;
  2191. }
  2192. else
  2193. {
  2194. if (cp.dist > curDist) //it's not dest and current length is greater than cost of already found path
  2195. continue;
  2196. }
  2197. //add accessible neighbouring nodes to the queue
  2198. getNeighbours(map->getTile(cp.coord), cp.coord, neighbours, boost::logic::indeterminate, true);
  2199. for(unsigned int i=0; i < neighbours.size(); i++)
  2200. {
  2201. CPathNode & dp = graph[neighbours[i].x][neighbours[i].y];
  2202. if(dp.accessible)
  2203. {
  2204. int cost = getMovementCost(hero,cp.coord,dp.coord,hero->movement - cp.dist);
  2205. if((dp.dist==-1 || (dp.dist > cp.dist + cost)) && dp.accessible && checkForVisitableDir(cp.coord, dp.coord) && checkForVisitableDir(dp.coord, cp.coord))
  2206. {
  2207. dp.dist = cp.dist + cost;
  2208. dp.theNodeBefore = &cp;
  2209. mq.push(dp);
  2210. }
  2211. }
  2212. }
  2213. }
  2214. CPathNode *curNode = &graph[dest.x][dest.y];
  2215. if(!curNode->theNodeBefore) //destination is not accessible
  2216. return false;
  2217. //fill ret with found path
  2218. ret.nodes.clear();
  2219. while(curNode->coord != graph[src.x][src.y].coord)
  2220. {
  2221. ret.nodes.push_back(*curNode);
  2222. curNode = curNode->theNodeBefore;
  2223. }
  2224. ret.nodes.push_back(graph[src.x][src.y]);
  2225. return true;
  2226. }
  2227. void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement)
  2228. {
  2229. assert(hero);
  2230. boost::shared_lock<boost::shared_mutex> lock(*mx);
  2231. if(src.x < 0)
  2232. src = hero->getPosition(false);
  2233. if(movement < 0)
  2234. movement = hero->movement;
  2235. out.hero = hero;
  2236. out.hpos = src;
  2237. if(!map->isInTheMap(src)/* || !map->isInTheMap(dest)*/) //check input
  2238. {
  2239. tlog1 << "CGameState::calculatePaths: Hero outside the map? How dare you...\n";
  2240. return;
  2241. }
  2242. tribool onLand; //true - blocks sea, false - blocks land, indeterminate - allows all
  2243. if (!hero->canWalkOnSea())
  2244. onLand = (map->getTile(src).tertype != TerrainTile::water); //block land if hero is on water and vice versa
  2245. else
  2246. onLand = boost::logic::indeterminate;
  2247. const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayerTeam(hero->tempOwner)->fogOfWarMap;
  2248. bool flying = hero->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  2249. bool waterWalk = hero->hasBonusOfType(Bonus::WATER_WALKING);
  2250. //graph initialization
  2251. CGPathNode ***graph = out.nodes;
  2252. for(size_t i=0; i < out.sizes.x; ++i)
  2253. {
  2254. for(size_t j=0; j < out.sizes.y; ++j)
  2255. {
  2256. for(size_t k=0; k < out.sizes.z; ++k)
  2257. {
  2258. const TerrainTile *tinfo = &map->terrain[i][j][k];
  2259. CGPathNode &node = graph[i][j][k];
  2260. node.accessible = (tinfo->blocked ? CGPathNode::FLYABLE : CGPathNode::ACCESSIBLE);
  2261. if(!flying && node.accessible == CGPathNode::FLYABLE)
  2262. {
  2263. node.accessible = CGPathNode::BLOCKED;
  2264. }
  2265. node.turns = 0xff;
  2266. node.moveRemains = 0;
  2267. node.coord.x = i;
  2268. node.coord.y = j;
  2269. node.coord.z = k;
  2270. node.land = tinfo->tertype != TerrainTile::water;
  2271. node.theNodeBefore = NULL;
  2272. bool leaveAsBlocked = false;
  2273. if((onLand || indeterminate(onLand)) && !node.land)//it's sea and we cannot walk on sea
  2274. {
  2275. if (waterWalk || flying)
  2276. {
  2277. node.accessible = CGPathNode::FLYABLE;
  2278. }
  2279. else
  2280. {
  2281. node.accessible = CGPathNode::BLOCKED;
  2282. leaveAsBlocked = true;
  2283. }
  2284. }
  2285. if ( tinfo->tertype == TerrainTile::rock//it's rock
  2286. || !onLand && node.land //it's land and we cannot walk on land (complementary condition is handled above)
  2287. || !FoW[i][j][k] //tile is covered by the FoW
  2288. || leaveAsBlocked
  2289. )
  2290. {
  2291. node.accessible = CGPathNode::BLOCKED;
  2292. }
  2293. else if(tinfo->visitable)
  2294. {
  2295. //hero is protected in Sanctuary
  2296. if(tinfo->visitableObjects.front()->ID == 80 && tinfo->visitableObjects.back()->ID == HEROI_TYPE && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner)
  2297. node.accessible = CGPathNode::BLOCKED;
  2298. else
  2299. {
  2300. for(size_t ii = 0; ii < tinfo->visitableObjects.size(); ii++)
  2301. {
  2302. const CGObjectInstance * const obj = tinfo->visitableObjects[ii];
  2303. if(obj->getPassableness() & 1<<hero->tempOwner) //special object instance specific passableness flag - overwrites other accessibility flags
  2304. {
  2305. node.accessible = CGPathNode::ACCESSIBLE;
  2306. }
  2307. else if(obj->blockVisit)
  2308. {
  2309. node.accessible = CGPathNode::BLOCKVIS;
  2310. break;
  2311. }
  2312. else if(obj->ID != EVENTI_TYPE) //pathfinder should ignore placed events
  2313. {
  2314. node.accessible = CGPathNode::VISITABLE;
  2315. }
  2316. }
  2317. }
  2318. }
  2319. else if (map->isInTheMap(guardingCreaturePosition(int3(i, j, k)))
  2320. && tinfo->blockingObjects.size() == 0)
  2321. {
  2322. // Monster close by; blocked visit for battle.
  2323. node.accessible = CGPathNode::BLOCKVIS;
  2324. }
  2325. if(onLand && !node.land) //hero can walk only on land and tile lays on the water
  2326. {
  2327. size_t i = 0;
  2328. for(; i < tinfo->visitableObjects.size(); i++)
  2329. if(tinfo->visitableObjects[i]->ID == 8 || tinfo->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat
  2330. break;
  2331. if(i < tinfo->visitableObjects.size())
  2332. node.accessible = CGPathNode::BLOCKVIS; //dest is accessible only if there is boat/hero
  2333. }
  2334. else if(!onLand && tinfo->tertype != TerrainTile::water) //hero is moving by water
  2335. {
  2336. if((tinfo->siodmyTajemniczyBajt & 64) && !tinfo->blocked)
  2337. node.accessible = CGPathNode::VISITABLE; //tile is accessible if it's coastal and not blocked
  2338. }
  2339. }
  2340. }
  2341. }
  2342. //graph initialized
  2343. //initial tile - set cost on 0 and add to the queue
  2344. graph[src.x][src.y][src.z].turns = 0;
  2345. graph[src.x][src.y][src.z].moveRemains = movement;
  2346. std::queue<CGPathNode*> mq;
  2347. mq.push(&graph[src.x][src.y][src.z]);
  2348. //ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
  2349. std::vector<int3> neighbours;
  2350. neighbours.reserve(8);
  2351. while(!mq.empty())
  2352. {
  2353. CGPathNode *cp = mq.front();
  2354. mq.pop();
  2355. const int3 guardPosition = guardingCreaturePosition(cp->coord);
  2356. const bool guardedPosition = (guardPosition != int3(-1, -1, -1) && cp->coord != src);
  2357. const TerrainTile &ct = map->getTile(cp->coord);
  2358. int movement = cp->moveRemains, turn = cp->turns;
  2359. if(!movement)
  2360. {
  2361. movement = hero->maxMovePoints(ct.tertype != TerrainTile::water);
  2362. turn++;
  2363. }
  2364. //add accessible neighbouring nodes to the queue
  2365. getNeighbours(ct, cp->coord, neighbours, boost::logic::indeterminate, !onLand);
  2366. for(unsigned int i=0; i < neighbours.size(); i++)
  2367. {
  2368. int moveAtNextTile = movement;
  2369. int turnAtNextTile = turn;
  2370. const int3 &n = neighbours[i]; //current neighbor
  2371. CGPathNode & dp = graph[n.x][n.y][n.z];
  2372. if( !checkForVisitableDir(cp->coord, dp.coord)
  2373. || !checkForVisitableDir(dp.coord, cp->coord)
  2374. || dp.accessible == CGPathNode::BLOCKED )
  2375. {
  2376. continue;
  2377. }
  2378. int cost = getMovementCost(hero, cp->coord, dp.coord, movement);
  2379. int remains = movement - cost;
  2380. if(remains < 0)
  2381. {
  2382. //occurs rarely, when hero with low movepoints tries to go leave the road
  2383. turnAtNextTile++;
  2384. moveAtNextTile = hero->maxMovePoints(ct.tertype != TerrainTile::water);
  2385. cost = getMovementCost(hero, cp->coord, dp.coord, moveAtNextTile); //cost must be updated, movement points changed :(
  2386. remains = moveAtNextTile - cost;
  2387. }
  2388. const bool neighborIsGuard = guardingCreaturePosition(cp->coord) == dp.coord;
  2389. if((dp.turns==0xff //we haven't been here before
  2390. || dp.turns > turnAtNextTile
  2391. || (dp.turns >= turnAtNextTile && dp.moveRemains < remains)) //this route is faster
  2392. && (!guardedPosition || neighborIsGuard)) // Can step into tile of guard
  2393. {
  2394. assert(&dp != cp->theNodeBefore); //two tiles can't point to each other
  2395. dp.moveRemains = remains;
  2396. dp.turns = turnAtNextTile;
  2397. dp.theNodeBefore = cp;
  2398. const bool guardedNeighbor = guardingCreaturePosition(dp.coord) != int3(-1, -1, -1);
  2399. //const bool positionIsGuard = guardingCreaturePosition(cp->coord) == cp->coord; //can this be true? hero never passes from monster tile...
  2400. if (dp.accessible == CGPathNode::ACCESSIBLE || dp.accessible == CGPathNode::FLYABLE
  2401. || (guardedNeighbor && !guardedPosition)) // Can step into a hostile tile once.
  2402. {
  2403. mq.push(&dp);
  2404. }
  2405. }
  2406. } //neighbours loop
  2407. } //queue loop
  2408. }
  2409. /**
  2410. * Tells if the tile is guarded by a monster as well as the position
  2411. * of the monster that will attack on it.
  2412. *
  2413. * @return int3(-1, -1, -1) if the tile is unguarded, or the position of
  2414. * the monster guarding the tile.
  2415. */
  2416. int3 CGameState::guardingCreaturePosition (int3 pos) const
  2417. {
  2418. const int3 originalPos = pos;
  2419. // Give monster at position priority.
  2420. if (!map->isInTheMap(pos))
  2421. return int3(-1, -1, -1);
  2422. const TerrainTile &posTile = map->terrain[pos.x][pos.y][pos.z];
  2423. if (posTile.visitable)
  2424. {
  2425. BOOST_FOREACH (CGObjectInstance* obj, posTile.visitableObjects)
  2426. {
  2427. if(obj->blockVisit)
  2428. {
  2429. if (obj->ID == 54) // Monster
  2430. return pos;
  2431. else
  2432. return int3(-1, -1, -1); //blockvis objects are not guarded by neighbouring creatures
  2433. }
  2434. }
  2435. }
  2436. // See if there are any monsters adjacent.
  2437. pos -= int3(1, 1, 0); // Start with top left.
  2438. for (int dx = 0; dx < 3; dx++)
  2439. {
  2440. for (int dy = 0; dy < 3; dy++)
  2441. {
  2442. if (map->isInTheMap(pos))
  2443. {
  2444. TerrainTile &tile = map->terrain[pos.x][pos.y][pos.z];
  2445. if (tile.visitable && (tile.tertype == TerrainTile::water) == (posTile.tertype == TerrainTile::water))
  2446. {
  2447. BOOST_FOREACH (CGObjectInstance* obj, tile.visitableObjects)
  2448. {
  2449. if (obj->ID == 54 && checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile
  2450. {
  2451. return pos;
  2452. }
  2453. }
  2454. }
  2455. }
  2456. pos.y++;
  2457. }
  2458. pos.y -= 3;
  2459. pos.x++;
  2460. }
  2461. return int3(-1, -1, -1);
  2462. }
  2463. bool CGameState::isVisible(int3 pos, int player)
  2464. {
  2465. if(player == 255) //neutral player
  2466. return false;
  2467. return getPlayerTeam(player)->fogOfWarMap[pos.x][pos.y][pos.z];
  2468. }
  2469. bool CGameState::isVisible( const CGObjectInstance *obj, int player )
  2470. {
  2471. if(player == 255) //neutral player
  2472. return false;
  2473. //object is visible when at least one blocked tile is visible
  2474. for(int fx=0; fx<8; ++fx)
  2475. {
  2476. for(int fy=0; fy<6; ++fy)
  2477. {
  2478. int3 pos = obj->pos + int3(fx-7,fy-5,0);
  2479. if(map->isInTheMap(pos)
  2480. && !((obj->defInfo->blockMap[fy] >> (7 - fx)) & 1)
  2481. && isVisible(pos, player) )
  2482. return true;
  2483. }
  2484. }
  2485. return false;
  2486. }
  2487. bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
  2488. {
  2489. const TerrainTile * pom = &map->getTile(dst);
  2490. return checkForVisitableDir(src, pom, dst);
  2491. }
  2492. bool CGameState::checkForVisitableDir( const int3 & src, const TerrainTile *pom, const int3 & dst ) const
  2493. {
  2494. for(unsigned int b=0; b<pom->visitableObjects.size(); ++b) //checking destination tile
  2495. {
  2496. if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore
  2497. continue;
  2498. CGDefInfo * di = pom->visitableObjects[b]->defInfo;
  2499. if( (dst.x == src.x-1 && dst.y == src.y-1) && !(di->visitDir & (1<<4)) )
  2500. {
  2501. return false;
  2502. }
  2503. if( (dst.x == src.x && dst.y == src.y-1) && !(di->visitDir & (1<<5)) )
  2504. {
  2505. return false;
  2506. }
  2507. if( (dst.x == src.x+1 && dst.y == src.y-1) && !(di->visitDir & (1<<6)) )
  2508. {
  2509. return false;
  2510. }
  2511. if( (dst.x == src.x+1 && dst.y == src.y) && !(di->visitDir & (1<<7)) )
  2512. {
  2513. return false;
  2514. }
  2515. if( (dst.x == src.x+1 && dst.y == src.y+1) && !(di->visitDir & (1<<0)) )
  2516. {
  2517. return false;
  2518. }
  2519. if( (dst.x == src.x && dst.y == src.y+1) && !(di->visitDir & (1<<1)) )
  2520. {
  2521. return false;
  2522. }
  2523. if( (dst.x == src.x-1 && dst.y == src.y+1) && !(di->visitDir & (1<<2)) )
  2524. {
  2525. return false;
  2526. }
  2527. if( (dst.x == src.x-1 && dst.y == src.y) && !(di->visitDir & (1<<3)) )
  2528. {
  2529. return false;
  2530. }
  2531. }
  2532. return true;
  2533. }
  2534. std::pair<ui32, ui32> BattleInfo::calculateDmgRange( const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky )
  2535. {
  2536. float additiveBonus=1.0f, multBonus=1.0f,
  2537. minDmg = attacker->getMinDamage() * attacker->count,
  2538. maxDmg = attacker->getMaxDamage() * attacker->count;
  2539. if(attacker->type->idNumber == 149) //arrow turret
  2540. {
  2541. switch(attacker->position)
  2542. {
  2543. case -2: //keep
  2544. minDmg = 15;
  2545. maxDmg = 15;
  2546. break;
  2547. case -3: case -4: //turrets
  2548. minDmg = 7.5f;
  2549. maxDmg = 7.5f;
  2550. break;
  2551. }
  2552. }
  2553. if(attacker->hasBonusOfType(Bonus::SIEGE_WEAPON) && attacker->type->idNumber != 149) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
  2554. { //minDmg and maxDmg are multiplied by hero attack + 1
  2555. minDmg *= attackerHero->getPrimSkillLevel(0) + 1;
  2556. maxDmg *= attackerHero->getPrimSkillLevel(0) + 1;
  2557. }
  2558. int attackDefenceDifference = 0;
  2559. if(attacker->hasBonusOfType(Bonus::GENERAL_ATTACK_REDUCTION))
  2560. {
  2561. float multAttackReduction = attacker->valOfBonuses(Bonus::GENERAL_ATTACK_REDUCTION, -1024) / 100.0f;
  2562. attackDefenceDifference = attacker->Attack() * multAttackReduction;
  2563. }
  2564. else
  2565. {
  2566. attackDefenceDifference = attacker->Attack();
  2567. }
  2568. if(attacker->hasBonusOfType(Bonus::ENEMY_DEFENCE_REDUCTION))
  2569. {
  2570. float multDefenceReduction = (100.0f - attacker->valOfBonuses(Bonus::ENEMY_DEFENCE_REDUCTION, -1024)) / 100.0f;
  2571. attackDefenceDifference -= defender->Defense() * multDefenceReduction;
  2572. }
  2573. else
  2574. {
  2575. attackDefenceDifference -= defender->Defense();
  2576. }
  2577. //calculating total attack/defense skills modifier
  2578. if(shooting) //precision handling (etc.)
  2579. attackDefenceDifference += attacker->getBonuses(Selector::typeSybtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT)).totalValue();
  2580. else //bloodlust handling (etc.)
  2581. attackDefenceDifference += attacker->getBonuses(Selector::typeSybtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_MELEE_FIGHT)).totalValue();
  2582. if(attacker->getEffect(55)) //slayer handling
  2583. {
  2584. std::vector<int> affectedIds;
  2585. int spLevel = attacker->getEffect(55)->level;
  2586. for(int g = 0; g < VLC->creh->creatures.size(); ++g)
  2587. {
  2588. BOOST_FOREACH(const Bonus &b, VLC->creh->creatures[g]->bonuses)
  2589. {
  2590. if ( (b.type == Bonus::KING3 && spLevel >= 3) || //expert
  2591. (b.type == Bonus::KING2 && spLevel >= 2) || //adv +
  2592. (b.type == Bonus::KING1 && spLevel >= 0) ) //none or basic +
  2593. {
  2594. affectedIds.push_back(g);
  2595. break;
  2596. }
  2597. }
  2598. }
  2599. for(unsigned int g=0; g<affectedIds.size(); ++g)
  2600. {
  2601. if(defender->type->idNumber == affectedIds[g])
  2602. {
  2603. attackDefenceDifference += VLC->spellh->spells[55].powers[attacker->getEffect(55)->level];
  2604. break;
  2605. }
  2606. }
  2607. }
  2608. //bonus from attack/defense skills
  2609. if(attackDefenceDifference < 0) //decreasing dmg
  2610. {
  2611. float dec = 0.025f * (-attackDefenceDifference);
  2612. if(dec > 0.7f)
  2613. {
  2614. multBonus *= 0.3f; //1.0 - 0.7
  2615. }
  2616. else
  2617. {
  2618. multBonus *= 1.0f - dec;
  2619. }
  2620. }
  2621. else //increasing dmg
  2622. {
  2623. float inc = 0.05f * attackDefenceDifference;
  2624. if(inc > 4.0f)
  2625. {
  2626. additiveBonus += 4.0f;
  2627. }
  2628. else
  2629. {
  2630. additiveBonus += inc;
  2631. }
  2632. }
  2633. //applying jousting bonus
  2634. if( attacker->hasBonusOfType(Bonus::JOUSTING) && !defender->hasBonusOfType(Bonus::CHARGE_IMMUNITY) )
  2635. additiveBonus += charge * 0.05f;
  2636. //handling secondary abilities and artifacts giving premies to them
  2637. if(attackerHero)
  2638. {
  2639. if(shooting)
  2640. {
  2641. additiveBonus += attackerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 1) / 100.0f;
  2642. }
  2643. else
  2644. {
  2645. additiveBonus += attackerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 22) / 100.0f;
  2646. }
  2647. }
  2648. if(defendingHero)
  2649. {
  2650. multBonus *= (std::max(0, 100-defendingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 23))) / 100.0f;
  2651. }
  2652. //handling hate effect
  2653. if( attacker->hasBonusOfType(Bonus::HATE, defender->type->idNumber) )
  2654. additiveBonus += 0.5f;
  2655. //luck bonus
  2656. if (lucky)
  2657. {
  2658. additiveBonus += 1.0f;
  2659. }
  2660. //handling spell effects
  2661. if(!shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) //eg. shield
  2662. {
  2663. multBonus *= float(defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) / 100.0f;
  2664. }
  2665. else if(shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) //eg. air shield
  2666. {
  2667. multBonus *= float(defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) / 100.0f;
  2668. }
  2669. if(attacker->getEffect(42)) //curse handling (partial, the rest is below)
  2670. {
  2671. multBonus *= 0.8f * float(VLC->spellh->spells[42].powers[attacker->getEffect(42)->level]); //the second factor is 1 or 0
  2672. }
  2673. class HLP
  2674. {
  2675. public:
  2676. static bool hasAdvancedAirShield(const CStack * stack)
  2677. {
  2678. for(int g=0; g<stack->effects.size(); ++g)
  2679. {
  2680. if (stack->effects[g].id == 28 && stack->effects[g].level >= 2)
  2681. {
  2682. return true;
  2683. }
  2684. }
  2685. return false;
  2686. }
  2687. };
  2688. //wall / distance penalty + advanced air shield
  2689. if (shooting && !NBonus::hasOfType(attackerHero, Bonus::NO_SHOTING_PENALTY) && (
  2690. hasDistancePenalty(attacker->ID, defender->position) || hasWallPenalty(attacker->ID, defender->position) ||
  2691. HLP::hasAdvancedAirShield(defender) )
  2692. )
  2693. {
  2694. multBonus *= 0.5;
  2695. }
  2696. if (!shooting && attacker->hasBonusOfType(Bonus::SHOOTER) && !attacker->hasBonusOfType(Bonus::NO_MELEE_PENALTY))
  2697. {
  2698. multBonus *= 0.5;
  2699. }
  2700. minDmg *= additiveBonus * multBonus;
  2701. maxDmg *= additiveBonus * multBonus;
  2702. std::pair<ui32, ui32> returnedVal;
  2703. if(attacker->getEffect(42)) //curse handling (rest)
  2704. {
  2705. minDmg -= VLC->spellh->spells[42].powers[attacker->getEffect(42)->level];
  2706. returnedVal = std::make_pair(int(minDmg), int(minDmg));
  2707. }
  2708. else if(attacker->getEffect(41)) //bless handling
  2709. {
  2710. maxDmg += VLC->spellh->spells[41].powers[attacker->getEffect(41)->level];
  2711. returnedVal = std::make_pair(int(maxDmg), int(maxDmg));
  2712. }
  2713. else
  2714. {
  2715. returnedVal = std::make_pair(int(minDmg), int(maxDmg));
  2716. }
  2717. //damage cannot be less than 1
  2718. amax(returnedVal.first, 1);
  2719. amax(returnedVal.second, 1);
  2720. return returnedVal;
  2721. }
  2722. ui32 BattleInfo::calculateDmg( const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky )
  2723. {
  2724. std::pair<ui32, ui32> range = calculateDmgRange(attacker, defender, attackerHero, defendingHero, shooting, charge, lucky);
  2725. if(range.first != range.second)
  2726. {
  2727. int valuesToAverage[10];
  2728. int howManyToAv = std::min<ui32>(10, attacker->count);
  2729. for (int g=0; g<howManyToAv; ++g)
  2730. {
  2731. valuesToAverage[g] = range.first + rand() % (range.second - range.first + 1);
  2732. }
  2733. return std::accumulate(valuesToAverage, valuesToAverage + howManyToAv, 0) / howManyToAv;
  2734. }
  2735. else
  2736. return range.first;
  2737. }
  2738. void BattleInfo::calculateCasualties( std::map<ui32,si32> *casualties ) const
  2739. {
  2740. for(unsigned int i=0; i<stacks.size();i++)//setting casualties
  2741. {
  2742. const CStack * const st = stacks[i];
  2743. si32 killed = (st->alive() ? st->baseAmount - st->count : st->baseAmount);
  2744. amax(killed, 0);
  2745. if(killed)
  2746. casualties[!st->attackerOwned][st->type->idNumber] += killed;
  2747. }
  2748. }
  2749. si8 CGameState::battleMaxSpellLevel()
  2750. {
  2751. if(!curB) //there is not battle
  2752. {
  2753. tlog1 << "si8 CGameState::maxSpellLevel() call when there is no battle!" << std::endl;
  2754. throw "si8 CGameState::maxSpellLevel() call when there is no battle!";
  2755. }
  2756. si8 levelLimit = SPELL_LEVELS;
  2757. const CGHeroInstance *h1 = curB->heroes[0];
  2758. if(h1)
  2759. {
  2760. for(std::list<Bonus>::const_iterator i = h1->bonuses.begin(); i != h1->bonuses.end(); i++)
  2761. if(i->type == Bonus::BLOCK_SPELLS_ABOVE_LEVEL)
  2762. amin(levelLimit, i->val);
  2763. }
  2764. const CGHeroInstance *h2 = curB->heroes[1];
  2765. if(h2)
  2766. {
  2767. for(std::list<Bonus>::const_iterator i = h2->bonuses.begin(); i != h2->bonuses.end(); i++)
  2768. if(i->type == Bonus::BLOCK_SPELLS_ABOVE_LEVEL)
  2769. amin(levelLimit, i->val);
  2770. }
  2771. return levelLimit;
  2772. }
  2773. std::set<CStack*> BattleInfo::getAttackedCreatures( const CSpell * s, int skillLevel, ui8 attackerOwner, int destinationTile )
  2774. {
  2775. std::set<ui16> attackedHexes = s->rangeInHexes(destinationTile, skillLevel);
  2776. std::set<CStack*> attackedCres; /*std::set to exclude multiple occurrences of two hex creatures*/
  2777. bool onlyAlive = s->id != 38 && s->id != 39; //when casting resurrection or animate dead we should be allow to select dead stack
  2778. if(s->id == 24 || s->id == 25 || s->id == 26) //death ripple, destroy undead and Armageddon
  2779. {
  2780. for(int it=0; it<stacks.size(); ++it)
  2781. {
  2782. if((s->id == 24 && !stacks[it]->type->isUndead()) //death ripple
  2783. || (s->id == 25 && stacks[it]->type->isUndead()) //destroy undead
  2784. || (s->id == 26) //Armageddon
  2785. )
  2786. {
  2787. if(stacks[it]->alive())
  2788. attackedCres.insert(stacks[it]);
  2789. }
  2790. }
  2791. }
  2792. else if (s->range[skillLevel].size() > 1) //custom many-hex range
  2793. {
  2794. for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
  2795. {
  2796. CStack * st = getStackT(*it, onlyAlive);
  2797. if(st)
  2798. attackedCres.insert(st);
  2799. }
  2800. }
  2801. else if(VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET_1") != std::string::npos
  2802. || 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
  2803. {
  2804. if(skillLevel < 3) /*not expert */
  2805. {
  2806. CStack * st = getStackT(destinationTile, onlyAlive);
  2807. if(st)
  2808. attackedCres.insert(st);
  2809. }
  2810. else
  2811. {
  2812. for(int it=0; it<stacks.size(); ++it)
  2813. {
  2814. /*if it's non negative spell and our unit or non positive spell and hostile unit */
  2815. if((VLC->spellh->spells[s->id].positiveness >= 0 && stacks[it]->owner == attackerOwner)
  2816. ||(VLC->spellh->spells[s->id].positiveness <= 0 && stacks[it]->owner != attackerOwner )
  2817. )
  2818. {
  2819. if(!onlyAlive || stacks[it]->alive())
  2820. attackedCres.insert(stacks[it]);
  2821. }
  2822. }
  2823. } //if(caster->getSpellSchoolLevel(s) < 3)
  2824. }
  2825. else if(VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET") != std::string::npos) //spell to be cast on one specific creature
  2826. {
  2827. CStack * st = getStackT(destinationTile, onlyAlive);
  2828. if(st)
  2829. attackedCres.insert(st);
  2830. }
  2831. else //custom range from attackedHexes
  2832. {
  2833. for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
  2834. {
  2835. CStack * st = getStackT(*it, onlyAlive);
  2836. if(st)
  2837. attackedCres.insert(st);
  2838. }
  2839. }
  2840. return attackedCres;
  2841. }
  2842. int BattleInfo::calculateSpellDuration( const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower )
  2843. {
  2844. if(!caster) //TODO: something better
  2845. return std::max(5, usedSpellPower);
  2846. switch(spell->id)
  2847. {
  2848. case 56: //frenzy
  2849. return 1;
  2850. default: //other spells
  2851. return caster->getPrimSkillLevel(2) + caster->valOfBonuses(Bonus::SPELL_DURATION);
  2852. }
  2853. }
  2854. CStack * BattleInfo::generateNewStack(const CStackInstance &base, int stackID, bool attackerOwned, int slot, int /*TerrainTile::EterrainType*/ terrain, int position) const
  2855. {
  2856. CStack * ret = new CStack(&base, attackerOwned ? side1 : side2, stackID, attackerOwned, slot);
  2857. //native terrain bonuses
  2858. int faction = ret->type->faction;
  2859. if(faction >= 0 && VLC->heroh->nativeTerrains[faction] == terrain)
  2860. {
  2861. ret->bonuses.push_back(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE));
  2862. ret->bonuses.push_back(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::ATTACK, 1, Bonus::TERRAIN_NATIVE));
  2863. ret->bonuses.push_back(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 1, Bonus::TERRAIN_NATIVE));
  2864. }
  2865. ret->position = position;
  2866. return ret;
  2867. }
  2868. ui32 BattleInfo::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
  2869. {
  2870. ui32 ret = caster->getSpellCost(sp);
  2871. //checking for friendly stacks reducing cost of the spell and
  2872. //enemy stacks increasing it
  2873. si32 manaReduction = 0;
  2874. si32 manaIncrease = 0;
  2875. for(int g=0; g<stacks.size(); ++g)
  2876. {
  2877. if( stacks[g]->owner == caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ALLY) )
  2878. {
  2879. amin(manaReduction, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ALLY));
  2880. }
  2881. if( stacks[g]->owner != caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ENEMY) )
  2882. {
  2883. amax(manaIncrease, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ENEMY));
  2884. }
  2885. }
  2886. return ret + manaReduction + manaIncrease;
  2887. }
  2888. int BattleInfo::hexToWallPart(int hex) const
  2889. {
  2890. if(siege == 0) //there is no battle!
  2891. return -1;
  2892. static const std::pair<int, int> attackable[] = //potentially attackable parts of wall
  2893. {std::make_pair(50, 0), std::make_pair(183, 1), std::make_pair(182, 2), std::make_pair(130, 3),
  2894. 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)};
  2895. for(int g = 0; g < ARRAY_COUNT(attackable); ++g)
  2896. {
  2897. if(attackable[g].first == hex)
  2898. return attackable[g].second;
  2899. }
  2900. return -1; //not found!
  2901. }
  2902. int BattleInfo::lineToWallHex( int line ) const
  2903. {
  2904. static const int lineToHex[] = {12, 29, 45, 62, 78, 95, 112, 130, 147, 165, 182};
  2905. return lineToHex[line];
  2906. }
  2907. std::pair<const CStack *, int> BattleInfo::getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const
  2908. {
  2909. bool ac[BFIELD_SIZE];
  2910. std::set<int> occupyable;
  2911. getAccessibilityMap(ac, closest->doubleWide(), closest->attackerOwned, false, occupyable, closest->hasBonusOfType(Bonus::FLYING), closest->ID);
  2912. int predecessor[BFIELD_SIZE], dist[BFIELD_SIZE];
  2913. makeBFS(closest->position, ac, predecessor, dist, closest->doubleWide(), closest->attackerOwned, closest->hasBonusOfType(Bonus::FLYING), true);
  2914. std::vector< std::pair< std::pair<int, int>, const CStack *> > stackPairs; //pairs <<distance, hex>, stack>
  2915. for(int g=0; g<BFIELD_SIZE; ++g)
  2916. {
  2917. const CStack * atG = getStackT(g);
  2918. if(!atG || atG->ID == closest->ID) //if there is not stack or we are the closest one
  2919. continue;
  2920. if(boost::logic::indeterminate(attackerOwned) || atG->attackerOwned == attackerOwned)
  2921. {
  2922. if(predecessor[g] == -1) //TODO: is it really the best solution?
  2923. continue;
  2924. stackPairs.push_back( std::make_pair( std::make_pair(dist[predecessor[g]], g), atG) );
  2925. }
  2926. }
  2927. if(stackPairs.size() > 0)
  2928. {
  2929. std::vector< std::pair< std::pair<int, int>, const CStack *> > minimalPairs;
  2930. minimalPairs.push_back(stackPairs[0]);
  2931. for(int b=1; b<stackPairs.size(); ++b)
  2932. {
  2933. if(stackPairs[b].first.first < minimalPairs[0].first.first)
  2934. {
  2935. minimalPairs.clear();
  2936. minimalPairs.push_back(stackPairs[b]);
  2937. }
  2938. else if(stackPairs[b].first.first == minimalPairs[0].first.first)
  2939. {
  2940. minimalPairs.push_back(stackPairs[b]);
  2941. }
  2942. }
  2943. std::pair< std::pair<int, int>, const CStack *> minPair = minimalPairs[minimalPairs.size()/2];
  2944. return std::make_pair(minPair.second, predecessor[minPair.first.second]);
  2945. }
  2946. return std::make_pair<const CStack * , int>(NULL, -1);
  2947. }
  2948. ui32 BattleInfo::calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const
  2949. {
  2950. ui32 ret = baseDamage;
  2951. //applying sorcery secondary skill
  2952. if(caster)
  2953. {
  2954. ret *= (100.f + caster->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 25)) / 100.0f; //sorcery
  2955. ret *= (100.f + caster->valOfBonuses(Bonus::SPELL_DAMAGE) + caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, sp->id)) / 100.0f;
  2956. if(sp->air)
  2957. ret *= (100.0f + caster->valOfBonuses(Bonus::AIR_SPELL_DMG_PREMY)) / 100.0f;
  2958. else if(sp->fire) //only one type of bonus for Magic Arrow
  2959. ret *= (100.0f + caster->valOfBonuses(Bonus::FIRE_SPELL_DMG_PREMY)) / 100.0f;
  2960. else if(sp->water)
  2961. ret *= (100.0f + caster->valOfBonuses(Bonus::WATER_SPELL_DMG_PREMY)) / 100.0f;
  2962. else if(sp->earth)
  2963. ret *= (100.0f + caster->valOfBonuses(Bonus::EARTH_SPELL_DMG_PREMY)) / 100.0f;
  2964. }
  2965. if (caster) //Hero specials like Solmyr, Deemer
  2966. ret *= (100.f + ((caster->valOfBonuses(Bonus::SPECIAL_SPELL_LEV, sp->id) * caster->level) / affectedCreature->type->level)) / 100.0f;
  2967. return ret;
  2968. }
  2969. ui32 BattleInfo::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower ) const
  2970. {
  2971. ui32 ret = 0; //value to return
  2972. //15 - magic arrows, 16 - ice bolt, 17 - lightning bolt, 18 - implosion, 20 - frost ring, 21 - fireball, 22 - inferno, 23 - meteor shower,
  2973. //24 - death ripple, 25 - destroy undead, 26 - armageddon, 77 - thunderbolt
  2974. 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);
  2975. //check if spell really does damage - if not, return 0
  2976. if(dmgMultipliers.find(sp->id) == dmgMultipliers.end())
  2977. return 0;
  2978. ret = usedSpellPower * dmgMultipliers[sp->id];
  2979. ret += sp->powers[spellSchoolLevel];
  2980. //affected creature-specific part
  2981. if(affectedCreature)
  2982. {
  2983. //applying protections - when spell has more then one elements, only one protection should be applied (I think)
  2984. if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 0)) //air spell & protection from air
  2985. {
  2986. ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 0);
  2987. ret /= 100;
  2988. }
  2989. else if(sp->fire && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 1)) //fire spell & protection from fire
  2990. {
  2991. ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 1);
  2992. ret /= 100;
  2993. }
  2994. else if(sp->water && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 2)) //water spell & protection from water
  2995. {
  2996. ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 2);
  2997. ret /= 100;
  2998. }
  2999. else if (sp->earth && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 3)) //earth spell & protection from earth
  3000. {
  3001. ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 3);
  3002. ret /= 100;
  3003. }
  3004. //general spell dmg reduction
  3005. if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, -1)) //air spell & protection from air
  3006. {
  3007. ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, -1);
  3008. ret /= 100;
  3009. }
  3010. //dmg increasing
  3011. if( affectedCreature->hasBonusOfType(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id) )
  3012. {
  3013. ret *= 100 + affectedCreature->valOfBonuses(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id);
  3014. ret /= 100;
  3015. }
  3016. }
  3017. calculateSpellBonus(ret, sp, caster, affectedCreature);
  3018. return ret;
  3019. }
  3020. ui32 BattleInfo::calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack) const
  3021. {
  3022. int powerPerLevel;
  3023. bool resurrect;
  3024. switch(spell->id)
  3025. {
  3026. case 37: //cure
  3027. {
  3028. powerPerLevel = 5;
  3029. resurrect = false;
  3030. break;
  3031. }
  3032. case 38: //resurrection
  3033. case 39: //animate dead
  3034. {
  3035. powerPerLevel = 50;
  3036. resurrect = true;
  3037. break;
  3038. }
  3039. }
  3040. int healedHealth = caster->getPrimSkillLevel(2) * powerPerLevel + spell->powers[caster->getSpellSchoolLevel(spell)];
  3041. healedHealth = calculateSpellBonus(healedHealth, spell, caster, stack);
  3042. return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
  3043. }
  3044. bool CGameState::battleCanShoot(int ID, int dest)
  3045. {
  3046. if(!curB)
  3047. return false;
  3048. const CStack *our = curB->getStack(ID),
  3049. *dst = curB->getStackT(dest);
  3050. if(!our || !dst) return false;
  3051. const CGHeroInstance * ourHero = battleGetOwner(our->ID);
  3052. if(our->hasBonusOfType(Bonus::FORGETFULL)) //forgetfulness
  3053. return false;
  3054. if(our->type->idNumber == 145 && dst) //catapult cannot attack creatures
  3055. return false;
  3056. if(our->hasBonusOfType(Bonus::SHOOTER)//it's shooter
  3057. && our->owner != dst->owner
  3058. && dst->alive()
  3059. && (!curB->isStackBlocked(ID) || NBonus::hasOfType(ourHero, Bonus::FREE_SHOOTING))
  3060. && our->shots
  3061. )
  3062. return true;
  3063. return false;
  3064. }
  3065. int CGameState::victoryCheck( ui8 player ) const
  3066. {
  3067. const PlayerState *p = getPlayer(player);
  3068. if(map->victoryCondition.condition == winStandard || map->victoryCondition.allowNormalVictory)
  3069. if(player == checkForStandardWin())
  3070. return -1;
  3071. if (p->enteredWinningCheatCode)
  3072. { //cheater or tester, but has entered the code...
  3073. return 1;
  3074. }
  3075. if(p->human || map->victoryCondition.appliesToAI)
  3076. {
  3077. switch(map->victoryCondition.condition)
  3078. {
  3079. case artifact:
  3080. //check if any hero has winning artifact
  3081. for(size_t i = 0; i < p->heroes.size(); i++)
  3082. if(p->heroes[i]->hasArt(map->victoryCondition.ID))
  3083. return 1;
  3084. break;
  3085. case gatherTroop:
  3086. {
  3087. //check if in players armies there is enough creatures
  3088. int total = 0; //creature counter
  3089. for(size_t i = 0; i < map->objects.size(); i++)
  3090. {
  3091. const CArmedInstance *ai = NULL;
  3092. if(map->objects[i]
  3093. && map->objects[i]->tempOwner == player //object controlled by player
  3094. && (ai = dynamic_cast<const CArmedInstance*>(map->objects[i]))) //contains army
  3095. {
  3096. for(TSlots::const_iterator i=ai->Slots().begin(); i!=ai->Slots().end(); ++i) //iterate through army
  3097. if(i->second.type->idNumber == map->victoryCondition.ID) //it's searched creature
  3098. total += i->second.count;
  3099. }
  3100. }
  3101. if(total >= map->victoryCondition.count)
  3102. return 1;
  3103. }
  3104. break;
  3105. case gatherResource:
  3106. if(p->resources[map->victoryCondition.ID] >= map->victoryCondition.count)
  3107. return 1;
  3108. break;
  3109. case buildCity:
  3110. {
  3111. const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);
  3112. if(t->tempOwner == player && t->fortLevel()-1 >= map->victoryCondition.ID && t->hallLevel()-1 >= map->victoryCondition.count)
  3113. return 1;
  3114. }
  3115. break;
  3116. case buildGrail:
  3117. BOOST_FOREACH(const CGTownInstance *t, map->towns)
  3118. if((t == map->victoryCondition.obj || !map->victoryCondition.obj)
  3119. && t->tempOwner == player
  3120. && vstd::contains(t->builtBuildings, 26))
  3121. return 1;
  3122. break;
  3123. case beatHero:
  3124. if(map->victoryCondition.obj->tempOwner >= PLAYER_LIMIT) //target hero not present on map
  3125. return 1;
  3126. break;
  3127. case captureCity:
  3128. {
  3129. if(map->victoryCondition.obj->tempOwner == player)
  3130. return 1;
  3131. }
  3132. break;
  3133. case beatMonster:
  3134. if(!map->objects[map->victoryCondition.obj->id]) //target monster not present on map
  3135. return 1;
  3136. break;
  3137. case takeDwellings:
  3138. for(size_t i = 0; i < map->objects.size(); i++)
  3139. {
  3140. if(map->objects[i] && map->objects[i]->tempOwner != player) //check not flagged objs
  3141. {
  3142. switch(map->objects[i]->ID)
  3143. {
  3144. case 17: case 18: case 19: case 20: //dwellings
  3145. case 216: case 217: case 218:
  3146. return 0; //found not flagged dwelling - player not won
  3147. }
  3148. }
  3149. }
  3150. return 1;
  3151. break;
  3152. case takeMines:
  3153. for(size_t i = 0; i < map->objects.size(); i++)
  3154. {
  3155. if(map->objects[i] && map->objects[i]->tempOwner != player) //check not flagged objs
  3156. {
  3157. switch(map->objects[i]->ID)
  3158. {
  3159. case 53: case 220:
  3160. return 0; //found not flagged mine - player not won
  3161. }
  3162. }
  3163. }
  3164. return 1;
  3165. break;
  3166. case transportItem:
  3167. {
  3168. const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);
  3169. if(t->visitingHero && t->visitingHero->hasArt(map->victoryCondition.ID)
  3170. || t->garrisonHero && t->garrisonHero->hasArt(map->victoryCondition.ID))
  3171. {
  3172. return 1;
  3173. }
  3174. }
  3175. break;
  3176. }
  3177. }
  3178. return 0;
  3179. }
  3180. ui8 CGameState::checkForStandardWin() const
  3181. {
  3182. //std victory condition is:
  3183. //all enemies lost
  3184. ui8 supposedWinner = 255, winnerTeam = 255;
  3185. for(std::map<ui8,PlayerState>::const_iterator i = players.begin(); i != players.end(); i++)
  3186. {
  3187. if(i->second.status == PlayerState::INGAME && i->first < PLAYER_LIMIT)
  3188. {
  3189. if(supposedWinner == 255)
  3190. {
  3191. //first player remaining ingame - candidate for victory
  3192. supposedWinner = i->second.color;
  3193. winnerTeam = i->second.team;
  3194. }
  3195. else if(winnerTeam != i->second.team)
  3196. {
  3197. //current candidate has enemy remaining in game -> no vicotry
  3198. return 255;
  3199. }
  3200. }
  3201. }
  3202. return supposedWinner;
  3203. }
  3204. bool CGameState::checkForStandardLoss( ui8 player ) const
  3205. {
  3206. //std loss condition is: player lost all towns and heroes
  3207. const PlayerState &p = *getPlayer(player);
  3208. return !p.heroes.size() && !p.towns.size();
  3209. }
  3210. struct statsHLP
  3211. {
  3212. typedef std::pair< ui8, si64 > TStat;
  3213. //converts [<player's color, value>] to vec[place] -> platers
  3214. static std::vector< std::list< ui8 > > getRank( std::vector<TStat> stats )
  3215. {
  3216. std::sort(stats.begin(), stats.end(), statsHLP());
  3217. //put first element
  3218. std::vector< std::list<ui8> > ret;
  3219. std::list<ui8> tmp;
  3220. tmp.push_back( stats[0].first );
  3221. ret.push_back( tmp );
  3222. //the rest of elements
  3223. for(int g=1; g<stats.size(); ++g)
  3224. {
  3225. if(stats[g].second == stats[g-1].second)
  3226. {
  3227. (ret.end()-1)->push_back( stats[g].first );
  3228. }
  3229. else
  3230. {
  3231. //create next occupied rank
  3232. std::list<ui8> tmp;
  3233. tmp.push_back(stats[g].first);
  3234. ret.push_back(tmp);
  3235. }
  3236. }
  3237. return ret;
  3238. }
  3239. bool operator()(const TStat & a, const TStat & b) const
  3240. {
  3241. return a.second > b.second;
  3242. }
  3243. static const CGHeroInstance * findBestHero(CGameState * gs, int color)
  3244. {
  3245. std::vector<CGHeroInstance *> &h = gs->players[color].heroes;
  3246. if(!h.size())
  3247. return NULL;
  3248. //best hero will be that with highest exp
  3249. int best = 0;
  3250. for(int b=1; b<h.size(); ++b)
  3251. {
  3252. if(h[b]->exp > h[best]->exp)
  3253. {
  3254. best = b;
  3255. }
  3256. }
  3257. return h[best];
  3258. }
  3259. //calculates total number of artifacts that belong to given player
  3260. static int getNumberOfArts(const PlayerState * ps)
  3261. {
  3262. int ret = 0;
  3263. for(int g=0; g<ps->heroes.size(); ++g)
  3264. {
  3265. ret += ps->heroes[g]->artifacts.size() + ps->heroes[g]->artifWorn.size();
  3266. }
  3267. return ret;
  3268. }
  3269. };
  3270. void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
  3271. {
  3272. #define FILL_FIELD(FIELD, VAL_GETTER) \
  3273. { \
  3274. std::vector< std::pair< ui8, si64 > > stats; \
  3275. for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g) \
  3276. { \
  3277. if(g->second.color == 255) \
  3278. continue; \
  3279. std::pair< ui8, si64 > stat; \
  3280. stat.first = g->second.color; \
  3281. stat.second = VAL_GETTER; \
  3282. stats.push_back(stat); \
  3283. } \
  3284. tgi.FIELD = statsHLP::getRank(stats); \
  3285. }
  3286. for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
  3287. {
  3288. if(g->second.color != 255)
  3289. tgi.playerColors.push_back(g->second.color);
  3290. }
  3291. if(level >= 1) //num of towns & num of heroes
  3292. {
  3293. //num of towns
  3294. FILL_FIELD(numOfTowns, g->second.towns.size())
  3295. //num of heroes
  3296. FILL_FIELD(numOfHeroes, g->second.heroes.size())
  3297. //best hero's portrait
  3298. for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
  3299. {
  3300. if(g->second.color == 255)
  3301. continue;
  3302. const CGHeroInstance * best = statsHLP::findBestHero(this, g->second.color);
  3303. InfoAboutHero iah;
  3304. iah.initFromHero(best, level >= 8);
  3305. iah.army.clear();
  3306. tgi.colorToBestHero[g->second.color] = iah;
  3307. }
  3308. }
  3309. if(level >= 2) //gold
  3310. {
  3311. FILL_FIELD(gold, g->second.resources[6])
  3312. }
  3313. if(level >= 2) //wood & ore
  3314. {
  3315. FILL_FIELD(woodOre, g->second.resources[0] + g->second.resources[1])
  3316. }
  3317. if(level >= 3) //mercury, sulfur, crystal, gems
  3318. {
  3319. FILL_FIELD(mercSulfCrystGems, g->second.resources[2] + g->second.resources[3] + g->second.resources[4] + g->second.resources[5])
  3320. }
  3321. if(level >= 4) //obelisks found
  3322. {
  3323. //TODO
  3324. }
  3325. if(level >= 5) //artifacts
  3326. {
  3327. FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))
  3328. }
  3329. if(level >= 6) //army strength
  3330. {
  3331. //TODO
  3332. }
  3333. if(level >= 7) //income
  3334. {
  3335. //TODO
  3336. }
  3337. if(level >= 8) //best hero's stats
  3338. {
  3339. //already set in lvl 1 handling
  3340. }
  3341. if(level >= 9) //personality
  3342. {
  3343. for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
  3344. {
  3345. if(g->second.color == 255) //do nothing for neutral player
  3346. continue;
  3347. if(g->second.human)
  3348. {
  3349. tgi.personality[g->second.color] = -1;
  3350. }
  3351. else //AI
  3352. {
  3353. tgi.personality[g->second.color] = map->players[g->second.color].AITactic;
  3354. }
  3355. }
  3356. }
  3357. if(level >= 10) //best creature
  3358. {
  3359. //best creatures belonging to player (highest AI value)
  3360. for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
  3361. {
  3362. if(g->second.color == 255) //do nothing for neutral player
  3363. continue;
  3364. int bestCre = -1; //best creature's ID
  3365. for(int b=0; b<g->second.heroes.size(); ++b)
  3366. {
  3367. for(TSlots::const_iterator it = g->second.heroes[b]->Slots().begin(); it != g->second.heroes[b]->Slots().end(); ++it)
  3368. {
  3369. int toCmp = it->second.type->idNumber; //ID of creature we should compare with the best one
  3370. if(bestCre == -1 || VLC->creh->creatures[bestCre]->AIValue < VLC->creh->creatures[toCmp]->AIValue)
  3371. {
  3372. bestCre = toCmp;
  3373. }
  3374. }
  3375. }
  3376. tgi.bestCreature[g->second.color] = bestCre;
  3377. }
  3378. }
  3379. #undef FILL_FIELD
  3380. }
  3381. int CGameState::lossCheck( ui8 player ) const
  3382. {
  3383. const PlayerState *p = getPlayer(player);
  3384. //if(map->lossCondition.typeOfLossCon == lossStandard)
  3385. if(checkForStandardLoss(player))
  3386. return -1;
  3387. if (p->enteredLosingCheatCode)
  3388. {
  3389. return 1;
  3390. }
  3391. if(p->human) //special loss condition applies only to human player
  3392. {
  3393. switch(map->lossCondition.typeOfLossCon)
  3394. {
  3395. case lossCastle:
  3396. {
  3397. const CGTownInstance *t = dynamic_cast<const CGTownInstance *>(map->lossCondition.obj);
  3398. assert(t);
  3399. if(t->tempOwner != player)
  3400. return 1;
  3401. }
  3402. break;
  3403. case lossHero:
  3404. {
  3405. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(map->lossCondition.obj);
  3406. assert(h);
  3407. if(h->tempOwner != player)
  3408. return 1;
  3409. }
  3410. break;
  3411. case timeExpires:
  3412. if(map->lossCondition.timeLimit < day)
  3413. return 1;
  3414. break;
  3415. }
  3416. }
  3417. if(!p->towns.size() && p->daysWithoutCastle >= 7)
  3418. return 2;
  3419. return false;
  3420. }
  3421. std::map<ui32,CGHeroInstance *> CGameState::unusedHeroesFromPool()
  3422. {
  3423. std::map<ui32,CGHeroInstance *> pool = hpool.heroesPool;
  3424. for ( std::map<ui8, PlayerState>::iterator i = players.begin() ; i != players.end();i++)
  3425. for(std::vector<CGHeroInstance *>::iterator j = i->second.availableHeroes.begin(); j != i->second.availableHeroes.end(); j++)
  3426. if(*j)
  3427. pool.erase((**j).subID);
  3428. return pool;
  3429. }
  3430. const CStack * BattleInfo::getNextStack() const
  3431. {
  3432. std::vector<const CStack *> hlp;
  3433. getStackQueue(hlp, 1, -1);
  3434. if(hlp.size())
  3435. return hlp[0];
  3436. else
  3437. return NULL;
  3438. }
  3439. static const CStack *takeStack(std::vector<const CStack *> &st, int &curside, int turn)
  3440. {
  3441. const CStack *ret = NULL;
  3442. unsigned i, //fastest stack
  3443. j; //fastest stack of the other side
  3444. for(i = 0; i < st.size(); i++)
  3445. if(st[i])
  3446. break;
  3447. //no stacks left
  3448. if(i == st.size())
  3449. return NULL;
  3450. const CStack *fastest = st[i], *other = NULL;
  3451. int bestSpeed = fastest->Speed(turn);
  3452. if(fastest->attackerOwned != curside)
  3453. {
  3454. ret = fastest;
  3455. }
  3456. else
  3457. {
  3458. for(j = i + 1; j < st.size(); j++)
  3459. {
  3460. if(!st[j]) continue;
  3461. if(st[j]->attackerOwned != curside || st[j]->Speed(turn) != bestSpeed)
  3462. break;
  3463. }
  3464. if(j >= st.size())
  3465. {
  3466. ret = fastest;
  3467. }
  3468. else
  3469. {
  3470. other = st[j];
  3471. if(other->Speed(turn) != bestSpeed)
  3472. ret = fastest;
  3473. else
  3474. ret = other;
  3475. }
  3476. }
  3477. assert(ret);
  3478. if(ret == fastest)
  3479. st[i] = NULL;
  3480. else
  3481. st[j] = NULL;
  3482. curside = ret->attackerOwned;
  3483. return ret;
  3484. }
  3485. void BattleInfo::getStackQueue( std::vector<const CStack *> &out, int howMany, int turn /*= 0*/, int lastMoved /*= -1*/ ) const
  3486. {
  3487. //we'll split creatures with remaining movement to 4 parts
  3488. 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
  3489. int toMove = 0; //how many stacks still has move
  3490. const CStack *active = getStack(activeStack);
  3491. //active stack hasn't taken any action yet - must be placed at the beginning of queue, no matter what
  3492. if(!turn && active && active->willMove() && !vstd::contains(active->state, WAITING))
  3493. {
  3494. out.push_back(active);
  3495. if(out.size() == howMany)
  3496. return;
  3497. }
  3498. for(unsigned int i=0; i<stacks.size(); ++i)
  3499. {
  3500. const CStack * const s = stacks[i];
  3501. if(turn <= 0 && !s->willMove() //we are considering current round and stack won't move
  3502. || turn > 0 && !s->canMove(turn) //stack won't be able to move in later rounds
  3503. || turn <= 0 && s == active && out.size() && s == out.front()) //it's active stack already added at the beginning of queue
  3504. {
  3505. continue;
  3506. }
  3507. int p = -1; //in which phase this tack will move?
  3508. if(turn <= 0 && vstd::contains(s->state, WAITING)) //consider waiting state only for ongoing round
  3509. {
  3510. if(vstd::contains(s->state, HAD_MORALE))
  3511. p = 2;
  3512. else
  3513. p = 3;
  3514. }
  3515. else if(s->type->idNumber == 145 || s->type->idNumber == 149) //catapult and turrets are first
  3516. {
  3517. p = 0;
  3518. }
  3519. else
  3520. {
  3521. p = 1;
  3522. }
  3523. phase[p].push_back(s);
  3524. toMove++;
  3525. }
  3526. for(int i = 0; i < 4; i++)
  3527. std::sort(phase[i].begin(), phase[i].end(), CMP_stack(i, turn > 0 ? turn : 0));
  3528. for(size_t i = 0; i < phase[0].size() && i < howMany; i++)
  3529. out.push_back(phase[0][i]);
  3530. if(out.size() == howMany)
  3531. return;
  3532. if(lastMoved == -1)
  3533. {
  3534. if(active)
  3535. {
  3536. if(out.size() && out.front() == active)
  3537. lastMoved = active->attackerOwned;
  3538. else
  3539. lastMoved = active->attackerOwned;
  3540. }
  3541. else
  3542. {
  3543. lastMoved = 0;
  3544. }
  3545. }
  3546. int pi = 1;
  3547. while(out.size() < howMany)
  3548. {
  3549. const CStack *hlp = takeStack(phase[pi], lastMoved, turn);
  3550. if(!hlp)
  3551. {
  3552. pi++;
  3553. if(pi > 3)
  3554. {
  3555. //if(turn != 2)
  3556. getStackQueue(out, howMany, turn + 1, lastMoved);
  3557. return;
  3558. }
  3559. }
  3560. else
  3561. {
  3562. out.push_back(hlp);
  3563. }
  3564. }
  3565. }
  3566. si8 BattleInfo::hasDistancePenalty( int stackID, int destHex )
  3567. {
  3568. const CStack * stack = getStack(stackID);
  3569. struct HLP
  3570. {
  3571. static bool lowerAnalyze(const CStack * stack, int hex)
  3572. {
  3573. int distance = BattleInfo::getDistance(hex, stack->position);
  3574. //I hope it's approximately correct
  3575. return distance > 10 && !stack->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY);
  3576. }
  3577. };
  3578. const CStack * dstStack = getStackT(destHex, false);
  3579. if (dstStack->doubleWide())
  3580. return HLP::lowerAnalyze(stack, destHex) && HLP::lowerAnalyze(stack, dstStack->occupiedHex());
  3581. else
  3582. return HLP::lowerAnalyze(stack, destHex);
  3583. }
  3584. si8 BattleInfo::sameSideOfWall(int pos1, int pos2)
  3585. {
  3586. int wallInStackLine = lineToWallHex(pos1/BFIELD_WIDTH);
  3587. int wallInDestLine = lineToWallHex(pos2/BFIELD_WIDTH);
  3588. bool stackLeft = pos1 < wallInStackLine;
  3589. bool destLeft = pos2 < wallInDestLine;
  3590. return stackLeft != destLeft;
  3591. }
  3592. si8 BattleInfo::hasWallPenalty( int stackID, int destHex )
  3593. {
  3594. if (siege == 0)
  3595. {
  3596. return false;
  3597. }
  3598. const CStack * stack = getStack(stackID);
  3599. if (stack->hasBonusOfType(Bonus::NO_WALL_PENALTY));
  3600. {
  3601. return false;
  3602. }
  3603. return !sameSideOfWall(stack->position, destHex);
  3604. }
  3605. si8 BattleInfo::canTeleportTo(int stackID, int destHex, int telportLevel)
  3606. {
  3607. bool ac[BFIELD_SIZE];
  3608. const CStack *s = getStack(stackID, false); //this function is called from healedOrResurrected, so our stack can be dead
  3609. std::set<int> occupyable;
  3610. getAccessibilityMap(ac, s->doubleWide(), s->attackerOwned, false, occupyable, s->hasBonusOfType(Bonus::FLYING), stackID);
  3611. if (siege && telportLevel < 2) //check for wall
  3612. {
  3613. return ac[destHex] && sameSideOfWall(s->position, destHex);
  3614. }
  3615. else
  3616. {
  3617. return ac[destHex];
  3618. }
  3619. }
  3620. void BattleInfo::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
  3621. {
  3622. CBonusSystemNode::getBonuses(out, selector, root);
  3623. const CStack *dest = dynamic_cast<const CStack*>(root);
  3624. if (!dest)
  3625. return;
  3626. //TODO: make it in clean way
  3627. if(Selector::matchesType(selector, Bonus::MORALE) || Selector::matchesType(selector, Bonus::LUCK))
  3628. {
  3629. BOOST_FOREACH(const CStack *s, stacks)
  3630. {
  3631. if(s->owner == dest->owner)
  3632. s->getBonuses(out, selector, Selector::effectRange(Bonus::ONLY_ALLIED_ARMY), this);
  3633. else
  3634. s->getBonuses(out, selector, Selector::effectRange(Bonus::ONLY_ENEMY_ARMY), this);
  3635. }
  3636. }
  3637. }
  3638. si8 BattleInfo::getDistance( int hex1, int hex2 )
  3639. {
  3640. int xDst = std::abs(hex1 % BFIELD_WIDTH - hex2 % BFIELD_WIDTH),
  3641. yDst = std::abs(hex1 / BFIELD_WIDTH - hex2 / BFIELD_WIDTH);
  3642. return std::max(xDst, yDst) + std::min(xDst, yDst) - (yDst + 1)/2;
  3643. }
  3644. int3 CPath::startPos() const
  3645. {
  3646. return nodes[nodes.size()-1].coord;
  3647. }
  3648. void CPath::convert(ui8 mode) //mode=0 -> from 'manifest' to 'object'
  3649. {
  3650. if (mode==0)
  3651. {
  3652. for (unsigned int i=0;i<nodes.size();i++)
  3653. {
  3654. nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
  3655. }
  3656. }
  3657. }
  3658. int3 CPath::endPos() const
  3659. {
  3660. return nodes[0].coord;
  3661. }
  3662. CGPathNode::CGPathNode()
  3663. :coord(-1,-1,-1)
  3664. {
  3665. accessible = 0;
  3666. land = 0;
  3667. moveRemains = 0;
  3668. turns = 255;
  3669. theNodeBefore = NULL;
  3670. }
  3671. bool CPathsInfo::getPath( const int3 &dst, CGPath &out )
  3672. {
  3673. out.nodes.clear();
  3674. const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
  3675. if(!curnode->theNodeBefore || curnode->accessible == CGPathNode::FLYABLE)
  3676. return false;
  3677. //we'll transform number of turns to conform the rule that hero cannot stop on blocked tile
  3678. bool transition01 = false;
  3679. while(curnode)
  3680. {
  3681. CGPathNode cpn = *curnode;
  3682. if(transition01)
  3683. {
  3684. if (curnode->accessible == CGPathNode::ACCESSIBLE)
  3685. {
  3686. transition01 = false;
  3687. }
  3688. else if (curnode->accessible == CGPathNode::FLYABLE)
  3689. {
  3690. cpn.turns = 1;
  3691. }
  3692. }
  3693. if(curnode->turns == 1 && curnode->theNodeBefore->turns == 0)
  3694. {
  3695. transition01 = true;
  3696. }
  3697. curnode = curnode->theNodeBefore;
  3698. out.nodes.push_back(cpn);
  3699. }
  3700. return true;
  3701. }
  3702. CPathsInfo::CPathsInfo( const int3 &Sizes )
  3703. :sizes(Sizes)
  3704. {
  3705. hero = NULL;
  3706. nodes = new CGPathNode**[sizes.x];
  3707. for(int i = 0; i < sizes.x; i++)
  3708. {
  3709. nodes[i] = new CGPathNode*[sizes.y];
  3710. for (int j = 0; j < sizes.y; j++)
  3711. {
  3712. nodes[i][j] = new CGPathNode[sizes.z];
  3713. }
  3714. }
  3715. }
  3716. CPathsInfo::~CPathsInfo()
  3717. {
  3718. for(int i = 0; i < sizes.x; i++)
  3719. {
  3720. for (int j = 0; j < sizes.y; j++)
  3721. {
  3722. delete [] nodes[i][j];
  3723. }
  3724. delete [] nodes[i];
  3725. }
  3726. delete [] nodes;
  3727. }
  3728. int3 CGPath::startPos() const
  3729. {
  3730. return nodes[nodes.size()-1].coord;
  3731. }
  3732. int3 CGPath::endPos() const
  3733. {
  3734. return nodes[0].coord;
  3735. }
  3736. void CGPath::convert( ui8 mode )
  3737. {
  3738. if(mode==0)
  3739. {
  3740. for(unsigned int i=0;i<nodes.size();i++)
  3741. {
  3742. nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
  3743. }
  3744. }
  3745. }
  3746. bool CMP_stack::operator()( const CStack* a, const CStack* b )
  3747. {
  3748. switch(phase)
  3749. {
  3750. case 0: //catapult moves after turrets
  3751. return a->type->idNumber < b->type->idNumber; //catapult is 145 and turrets are 149
  3752. //TODO? turrets order
  3753. case 1: //fastest first, upper slot first
  3754. {
  3755. int as = a->Speed(turn), bs = b->Speed(turn);
  3756. if(as != bs)
  3757. return as > bs;
  3758. else
  3759. return a->slot < b->slot;
  3760. }
  3761. case 2: //fastest last, upper slot first
  3762. //TODO: should be replaced with order of receiving morale!
  3763. case 3: //fastest last, upper slot first
  3764. {
  3765. int as = a->Speed(turn), bs = b->Speed(turn);
  3766. if(as != bs)
  3767. return as < bs;
  3768. else
  3769. return a->slot < b->slot;
  3770. }
  3771. default:
  3772. assert(0);
  3773. return false;
  3774. }
  3775. }
  3776. CMP_stack::CMP_stack( int Phase /*= 1*/, int Turn )
  3777. {
  3778. phase = Phase;
  3779. turn = Turn;
  3780. }
  3781. PlayerState::PlayerState()
  3782. : color(-1), currentSelection(0xffffffff), status(INGAME), daysWithoutCastle(0),
  3783. enteredLosingCheatCode(0), enteredWinningCheatCode(0)
  3784. {
  3785. }
  3786. void PlayerState::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
  3787. {
  3788. /*
  3789. for (std::vector<CGHeroInstance *>::const_iterator it = heroes.begin(); it != heroes.end(); ++it)
  3790. {
  3791. if (*it != root)
  3792. (*it)->getParents(out, root);
  3793. }
  3794. for (std::vector<CGTownInstance *>::const_iterator it = towns.begin(); it != towns.end(); ++it)
  3795. {
  3796. if (*it != root)
  3797. (*it)->getParents(out, root);
  3798. }
  3799. */
  3800. //TODO - dwellings
  3801. }
  3802. void PlayerState::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
  3803. {
  3804. CBonusSystemNode::getBonuses(out, selector, root);
  3805. }
  3806. InfoAboutHero::InfoAboutHero()
  3807. {
  3808. details = NULL;
  3809. hclass = NULL;
  3810. portrait = -1;
  3811. }
  3812. InfoAboutHero::InfoAboutHero( const InfoAboutHero & iah )
  3813. {
  3814. assign(iah);
  3815. }
  3816. InfoAboutHero::~InfoAboutHero()
  3817. {
  3818. delete details;
  3819. }
  3820. void InfoAboutHero::initFromHero( const CGHeroInstance *h, bool detailed )
  3821. {
  3822. if(!h) return;
  3823. owner = h->tempOwner;
  3824. hclass = h->type->heroClass;
  3825. name = h->name;
  3826. portrait = h->portrait;
  3827. army = h->getArmy();
  3828. if(detailed)
  3829. {
  3830. //include details about hero
  3831. details = new Details;
  3832. details->luck = h->LuckVal();
  3833. details->morale = h->MoraleVal();
  3834. details->mana = h->mana;
  3835. details->primskills.resize(PRIMARY_SKILLS);
  3836. for (int i = 0; i < PRIMARY_SKILLS ; i++)
  3837. {
  3838. details->primskills[i] = h->getPrimSkillLevel(i);
  3839. }
  3840. }
  3841. else
  3842. {
  3843. //hide info about hero stacks counts using descriptives names ids
  3844. for(TSlots::const_iterator i = army.Slots().begin(); i != army.Slots().end(); ++i)
  3845. {
  3846. army.setStackCount(i->first, i->second.getQuantityID()+1);
  3847. }
  3848. }
  3849. }
  3850. void InfoAboutHero::assign( const InfoAboutHero & iah )
  3851. {
  3852. army = iah.army;
  3853. details = (iah.details ? new Details(*iah.details) : NULL);
  3854. hclass = iah.hclass;
  3855. name = iah.name;
  3856. owner = iah.owner;
  3857. portrait = iah.portrait;
  3858. }
  3859. InfoAboutHero & InfoAboutHero::operator=( const InfoAboutHero & iah )
  3860. {
  3861. assign(iah);
  3862. return *this;
  3863. }