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- #define VCMI_DLL
- #include <algorithm>
- #include <queue>
- #include <fstream>
- #include "CGameState.h"
- #include <boost/random/linear_congruential.hpp>
- #include "hch/CDefObjInfoHandler.h"
- #include "hch/CArtHandler.h"
- #include "hch/CTownHandler.h"
- #include "hch/CHeroHandler.h"
- #include "hch/CObjectHandler.h"
- #include "hch/CCreatureHandler.h"
- #include "lib/VCMI_Lib.h"
- #include "map.h"
- #include "StartInfo.h"
- #include "lib/NetPacks.h"
- #include <boost/foreach.hpp>
- #include <boost/thread.hpp>
- #include <boost/thread/shared_mutex.hpp>
- boost::rand48 ran;
- CGObjectInstance * createObject(int id, int subid, int3 pos, int owner)
- {
- CGObjectInstance * nobj;
- switch(id)
- {
- case 34: //hero
- {
- CGHeroInstance * nobj;
- nobj = new CGHeroInstance();
- nobj->pos = pos;
- nobj->tempOwner = owner;
- nobj->defInfo = new CGDefInfo();
- nobj->defInfo->id = 34;
- nobj->defInfo->subid = subid;
- nobj->defInfo->printPriority = 0;
- nobj->type = VLC->heroh->heroes[subid];
- for(int i=0;i<6;i++)
- {
- nobj->defInfo->blockMap[i]=255;
- nobj->defInfo->visitMap[i]=0;
- }
- nobj->ID = id;
- nobj->subID = subid;
- nobj->defInfo->handler=NULL;
- nobj->defInfo->blockMap[5] = 253;
- nobj->defInfo->visitMap[5] = 2;
- nobj->artifacts.resize(20);
- nobj->artifWorn[16] = 3;
- nobj->portrait = subid;
- nobj->primSkills.resize(4);
- nobj->primSkills[0] = nobj->type->heroClass->initialAttack;
- nobj->primSkills[1] = nobj->type->heroClass->initialDefence;
- nobj->primSkills[2] = nobj->type->heroClass->initialPower;
- nobj->primSkills[3] = nobj->type->heroClass->initialKnowledge;
- nobj->mana = 10 * nobj->primSkills[3];
- return nobj;
- }
- case 98: //town
- nobj = new CGTownInstance;
- break;
- default: //rest of objects
- nobj = new CGObjectInstance;
- nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
- break;
- }
- nobj->ID = id;
- nobj->subID = subid;
- if(!nobj->defInfo)
- std::cout <<"No def declaration for " <<id <<" "<<subid<<std::endl;
- nobj->pos = pos;
- //nobj->state = NULL;//new CLuaObjectScript();
- nobj->tempOwner = owner;
- nobj->info = NULL;
- nobj->defInfo->id = id;
- nobj->defInfo->subid = subid;
- //assigning defhandler
- if(nobj->ID==34 || nobj->ID==98)
- return nobj;
- nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
- //if(!nobj->defInfo->handler)
- //{
- // nobj->defInfo->handler = CDefHandler::giveDef(nobj->defInfo->name);
- // nobj->defInfo->width = nobj->defInfo->handler->ourImages[0].bitmap->w/32;
- // nobj->defInfo->height = nobj->defInfo->handler->ourImages[0].bitmap->h/32;
- //}
- return nobj;
- }
- CStack * BattleInfo::getStack(int stackID)
- {
- for(int g=0; g<stacks.size(); ++g)
- {
- if(stacks[g]->ID == stackID)
- return stacks[g];
- }
- return NULL;
- }
- CStack * BattleInfo::getStackT(int tileID)
- {
- for(int g=0; g<stacks.size(); ++g)
- {
- if(stacks[g]->position == tileID
- || (stacks[g]->creature->isDoubleWide() && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
- || (stacks[g]->creature->isDoubleWide() && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))
- {
- if(stacks[g]->alive)
- {
- return stacks[g];
- }
- }
- }
- return NULL;
- }
- void BattleInfo::getAccessibilityMap(bool *accessibility, int stackToOmmit)
- {
- memset(accessibility,1,187); //initialize array with trues
- for(int g=0; g<stacks.size(); ++g)
- {
- if(!stacks[g]->alive || stacks[g]->ID==stackToOmmit) //we don't want to lock position of this stack
- continue;
- accessibility[stacks[g]->position] = false;
- if(stacks[g]->creature->isDoubleWide()) //if it's a double hex creature
- {
- if(stacks[g]->attackerOwned)
- accessibility[stacks[g]->position-1] = false;
- else
- accessibility[stacks[g]->position+1] = false;
- }
- }
- //TODO: obstacles
- }
- void BattleInfo::getAccessibilityMapForTwoHex(bool *accessibility, bool atackerSide, int stackToOmmit) //send pointer to at least 187 allocated bytes
- {
- bool mac[187];
- getAccessibilityMap(mac,stackToOmmit);
- memcpy(accessibility,mac,187);
- for(int b=0; b<187; ++b)
- {
- if( mac[b] && !(atackerSide ? mac[b-1] : mac[b+1]))
- {
- accessibility[b] = false;
- }
- }
- //removing accessibility for side hexes
- for(int v=0; v<187; ++v)
- if(atackerSide ? (v%17)==1 : (v%17)==15)
- accessibility[v] = false;
- }
- void BattleInfo::makeBFS(int start, bool*accessibility, int *predecessor, int *dists) //both pointers must point to the at least 187-elements int arrays
- {
- //inits
- for(int b=0; b<187; ++b)
- predecessor[b] = -1;
- for(int g=0; g<187; ++g)
- dists[g] = 100000000;
-
- std::queue<int> hexq; //bfs queue
- hexq.push(start);
- dists[hexq.front()] = 0;
- int curNext = -1; //for bfs loop only (helper var)
- while(!hexq.empty()) //bfs loop
- {
- int curHex = hexq.front();
- std::vector<int> neighbours = neighbouringTiles(curHex);
- hexq.pop();
- for(int nr=0; nr<neighbours.size(); nr++)
- {
- curNext = neighbours[nr];
- if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
- continue;
- hexq.push(curNext);
- dists[curNext] = dists[curHex] + 1;
- predecessor[curNext] = curHex;
- }
- }
- };
- std::vector<int> BattleInfo::getAccessibility(int stackID)
- {
- std::vector<int> ret;
- bool ac[187];
- CStack *s = getStack(stackID);
- if(s->creature->isDoubleWide())
- getAccessibilityMapForTwoHex(ac,s->attackerOwned,stackID);
- else
- getAccessibilityMap(ac,stackID);
- int pr[187], dist[187];
- makeBFS(s->position,ac,pr,dist);
-
- for(int i=0;i<187;i++)
- if(dist[i] <= s->creature->speed)
- ret.push_back(i);
- return ret;
- }
- signed char BattleInfo::mutualPosition(int hex1, int hex2)
- {
- if(hex2 == hex1 - ( (hex1/17)%2 ? 18 : 17 )) //top left
- return 0;
- if(hex2 == hex1 - ( (hex1/17)%2 ? 17 : 16 )) //top right
- return 1;
- if(hex2 == hex1 - 1 && hex1%17 != 0) //left
- return 5;
- if(hex2 == hex1 + 1 && hex1%17 != 16) //right
- return 2;
- if(hex2 == hex1 + ( (hex1/17)%2 ? 16 : 17 )) //bottom left
- return 4;
- if(hex2 == hex1 + ( (hex1/17)%2 ? 17 : 18 )) //bottom right
- return 3;
- return -1;
- }
- std::vector<int> BattleInfo::neighbouringTiles(int hex)
- {
- #define CHECK_AND_PUSH(tile) {int hlp = (tile); if(hlp>=0 && hlp<187 && (hlp%17!=16) && hlp%17) ret.push_back(hlp);}
- std::vector<int> ret;
- CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 18 : 17 ));
- CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 17 : 16 ));
- CHECK_AND_PUSH(hex - 1);
- CHECK_AND_PUSH(hex + 1);
- CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 16 : 17 ));
- CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 17 : 18 ));
- #undef CHECK_AND_PUSH
- return ret;
- }
- std::vector<int> BattleInfo::getPath(int start, int dest, bool*accessibility)
- {
- int predecessor[187]; //for getting the Path
- int dist[187]; //calculated distances
- makeBFS(start,accessibility,predecessor,dist);
- //making the Path
- std::vector<int> path;
- int curElem = dest;
- while(curElem != start)
- {
- path.push_back(curElem);
- curElem = predecessor[curElem];
- }
- return path;
- }
- CStack::CStack(CCreature * C, int A, int O, int I, bool AO)
- :creature(C),amount(A),owner(O), alive(true), position(-1), ID(I), attackerOwned(AO), firstHPleft(C->hitPoints)
- {
- }
- void CGameState::applyNL(IPack * pack)
- {
- switch(pack->getType())
- {
- case 101://NewTurn
- {
- NewTurn * n = static_cast<NewTurn*>(pack);
- day = n->day;
- BOOST_FOREACH(NewTurn::Hero h, n->heroes) //give mana/movement point
- {
- static_cast<CGHeroInstance*>(map->objects[h.id])->movement = h.move;
- static_cast<CGHeroInstance*>(map->objects[h.id])->mana = h.mana;
- }
- BOOST_FOREACH(SetResources h, n->res) //give resources
- applyNL(&h);
- BOOST_FOREACH(SetAvailableCreatures h, n->cres) //set available creatures in towns
- applyNL(&h);
- if(n->resetBuilded) //reset amount of structures set in this turn in towns
- BOOST_FOREACH(CGTownInstance* t, map->towns)
- t->builded = 0;
- break;
- }
- case 102: //set resource amount
- {
- SetResource *sr = static_cast<SetResource*>(pack);
- players[sr->player].resources[sr->resid] = sr->val;
- break;
- }
- case 104:
- {
- SetResources *sr = static_cast<SetResources*>(pack);
- for(int i=0;i<sr->res.size();i++)
- players[sr->player].resources[i] = sr->res[i];
- break;
- }
- case 105:
- {
- SetPrimSkill *sr = static_cast<SetPrimSkill*>(pack);
- CGHeroInstance *hero = getHero(sr->id);
- if(sr->which <4)
- {
- if(sr->abs)
- hero->primSkills[sr->which] = sr->val;
- else
- hero->primSkills[sr->which] += sr->val;
- }
- else if(sr->which == 4) //XP
- {
- if(sr->abs)
- hero->exp = sr->val;
- else
- hero->exp += sr->val;
- }
- break;
- }
- case 500:
- {
- RemoveHero *rh = static_cast<RemoveHero*>(pack);
- CGHeroInstance *h = static_cast<CGHeroInstance*>(map->objects[rh->id]);
- std::vector<CGHeroInstance*>::iterator nitr = std::find(map->heroes.begin(), map->heroes.end(),h);
- map->heroes.erase(nitr);
- int player = h->tempOwner;
- nitr = std::find(players[player].heroes.begin(), players[player].heroes.end(), h);
- players[player].heroes.erase(nitr);
- map->objects[h->id] = NULL;
- break;
- }
- case 501://hero try-move
- {
- TryMoveHero * n = static_cast<TryMoveHero*>(pack);
- CGHeroInstance *h = static_cast<CGHeroInstance*>(map->objects[n->id]);
- h->movement = n->movePoints;
- if(n->result)
- h->pos = n->end;
- else
- h->pos = n->start;
- BOOST_FOREACH(int3 t, n->fowRevealed)
- players[h->getOwner()].fogOfWarMap[t.x][t.y][t.z] = 1;
- break;
- }
- case 502:
- {
- SetGarrisons * n = static_cast<SetGarrisons*>(pack);
- for(std::map<ui32,CCreatureSet>::iterator i = n->garrs.begin(); i!=n->garrs.end(); i++)
- static_cast<CArmedInstance*>(map->objects[i->first])->army = i->second;
- break;
- }
- case 503:
- {
- //SetStrInfo *ssi = static_cast<SetStrInfo*>(pack);
- //static_cast<CGTownInstance*>(map->objects[ssi->tid])->strInfo.creatures = ssi->cres;
- break;
- }
- case 504:
- {
- NewStructures *ns = static_cast<NewStructures*>(pack);
- CGTownInstance*t = static_cast<CGTownInstance*>(map->objects[ns->tid]);
- BOOST_FOREACH(si32 bid,ns->bid)
- t->builtBuildings.insert(bid);
- t->builded = ns->builded;
- break;
- }
- case 506:
- {
- SetAvailableCreatures *sac = static_cast<SetAvailableCreatures*>(pack);
- static_cast<CGTownInstance*>(map->objects[sac->tid])->strInfo.creatures = sac->creatures;
- break;
- }
- case 1001://set object property
- {
- SetObjectProperty *p = static_cast<SetObjectProperty*>(pack);
- int CGObjectInstance::*point;
- switch(p->what)
- {
- case 1:
- point = &CGObjectInstance::tempOwner;
- break;
- case 2:
- point = &CGObjectInstance::blockVisit;
- break;
- }
- map->objects[p->id]->*point = p->val;
- break;
- }
- case 3000:
- {
- BattleStart * bs = static_cast<BattleStart*>(pack);
- curB = bs->info;
- break;
- }
- case 3001:
- {
- BattleNextRound *ns = static_cast<BattleNextRound*>(pack);
- curB->round = ns->round;
- break;
- }
- case 3002:
- {
- BattleSetActiveStack *ns = static_cast<BattleSetActiveStack*>(pack);
- curB->activeStack = ns->stack;
- break;
- }
- case 3003:
- {
- BattleResult *br = static_cast<BattleResult*>(pack);
- //TODO: give exp, artifacts to winner, decrease armies (casualties)
- for(unsigned i=0;i<curB->stacks.size();i++)
- delete curB->stacks[i];
- delete curB;
- curB = NULL;
- break;
- }
- case 3004:
- {
- BattleStackMoved *br = static_cast<BattleStackMoved*>(pack);
- curB->getStack(br->stack)->position = br->tile;
- break;
- }
- case 3005:
- {
- BattleStackAttacked *br = static_cast<BattleStackAttacked*>(pack);
- CStack * at = curB->getStack(br->stackAttacked);
- at->amount = br->newAmount;
- at->firstHPleft = br->newHP;
- at->alive = !br->killed();
- break;
- }
- case 3006:
- {
- BattleAttack *br = static_cast<BattleAttack*>(pack);
- applyNL(&br->bsa);
- break;
- }
- }
- }
- void CGameState::apply(IPack * pack)
- {
- mx->lock();
- applyNL(pack);
- mx->unlock();
- }
- int CGameState::pickHero(int owner)
- {
- int h=-1;
- if(map->getHero(h = scenarioOps->getIthPlayersSettings(owner).hero,0) && h>=0) //we haven't used selected hero
- return h;
- int f = scenarioOps->getIthPlayersSettings(owner).castle;
- int i=0;
- do //try to find free hero of our faction
- {
- i++;
- h = scenarioOps->getIthPlayersSettings(owner).castle*HEROES_PER_TYPE*2+(ran()%(HEROES_PER_TYPE*2));//->scenarioOps->playerInfos[pru].hero = VLC->
- } while( map->getHero(h) && i<175);
- if(i>174) //probably no free heroes - there's no point in further search, we'll take first free
- {
- std::cout << "Warning: cannot find free hero - trying to get first available..."<<std::endl;
- for(int j=0; j<HEROES_PER_TYPE * 2 * F_NUMBER; j++)
- if(!map->getHero(j))
- h=j;
- }
- return h;
- }
- CGHeroInstance *CGameState::getHero(int objid)
- {
- if(objid<0 || objid>=map->objects.size())
- return NULL;
- return static_cast<CGHeroInstance *>(map->objects[objid]);
- }
- std::pair<int,int> CGameState::pickObject(CGObjectInstance *obj)
- {
- switch(obj->ID)
- {
- case 65: //random artifact
- return std::pair<int,int>(5,(ran()%136)+7); //tylko sensowny zakres - na poczatku sa katapulty itp, na koncu specjalne i blanki
- case 66: //random treasure artifact
- return std::pair<int,int>(5,VLC->arth->treasures[ran()%VLC->arth->treasures.size()]->id);
- case 67: //random minor artifact
- return std::pair<int,int>(5,VLC->arth->minors[ran()%VLC->arth->minors.size()]->id);
- case 68: //random major artifact
- return std::pair<int,int>(5,VLC->arth->majors[ran()%VLC->arth->majors.size()]->id);
- case 69: //random relic artifact
- return std::pair<int,int>(5,VLC->arth->relics[ran()%VLC->arth->relics.size()]->id);
- case 70: //random hero
- {
- return std::pair<int,int>(34,pickHero(obj->tempOwner));
- }
- case 71: //random monster
- return std::pair<int,int>(54,ran()%(VLC->creh->creatures.size()));
- case 72: //random monster lvl1
- return std::pair<int,int>(54,VLC->creh->levelCreatures[1][ran()%VLC->creh->levelCreatures[1].size()]->idNumber);
- case 73: //random monster lvl2
- return std::pair<int,int>(54,VLC->creh->levelCreatures[2][ran()%VLC->creh->levelCreatures[2].size()]->idNumber);
- case 74: //random monster lvl3
- return std::pair<int,int>(54,VLC->creh->levelCreatures[3][ran()%VLC->creh->levelCreatures[3].size()]->idNumber);
- case 75: //random monster lvl4
- return std::pair<int,int>(54,VLC->creh->levelCreatures[4][ran()%VLC->creh->levelCreatures[4].size()]->idNumber);
- case 76: //random resource
- return std::pair<int,int>(79,ran()%7); //now it's OH3 style, use %8 for mithril
- case 77: //random town
- {
- int align = ((CGTownInstance*)obj)->alignment,
- f;
- if(align>PLAYER_LIMIT-1)//same as owner / random
- {
- if(obj->tempOwner > PLAYER_LIMIT-1)
- f = -1; //random
- else
- f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
- }
- else
- {
- f = scenarioOps->getIthPlayersSettings(align).castle;
- }
- if(f<0) f = ran()%VLC->townh->towns.size();
- return std::pair<int,int>(98,f);
- }
- case 162: //random monster lvl5
- return std::pair<int,int>(54,VLC->creh->levelCreatures[5][ran()%VLC->creh->levelCreatures[5].size()]->idNumber);
- case 163: //random monster lvl6
- return std::pair<int,int>(54,VLC->creh->levelCreatures[6][ran()%VLC->creh->levelCreatures[6].size()]->idNumber);
- case 164: //random monster lvl7
- return std::pair<int,int>(54,VLC->creh->levelCreatures[7][ran()%VLC->creh->levelCreatures[7].size()]->idNumber);
- case 216: //random dwelling
- {
- int faction = ran()%F_NUMBER;
- CCreGen2ObjInfo* info =(CCreGen2ObjInfo*)obj->info;
- if (info->asCastle)
- {
- for(int i=0;i<map->objects.size();i++)
- {
- if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
- {
- randomizeObject(map->objects[i]); //we have to randomize the castle first
- faction = map->objects[i]->subID;
- break;
- }
- else if(map->objects[i]->ID==98 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
- {
- faction = map->objects[i]->subID;
- break;
- }
- }
- }
- else
- {
- while((!(info->castles[0]&(1<<faction))))
- {
- if((faction>7) && (info->castles[1]&(1<<(faction-8))))
- break;
- faction = ran()%F_NUMBER;
- }
- }
- int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
- int cid = VLC->townh->towns[faction].basicCreatures[level];
- for(int i=0;i<VLC->objh->cregens.size();i++)
- if(VLC->objh->cregens[i]==cid)
- return std::pair<int,int>(17,i);
- std::cout << "Cannot find a dwelling for creature "<<cid <<std::endl;
- return std::pair<int,int>(17,0);
- }
- case 217:
- {
- int faction = ran()%F_NUMBER;
- CCreGenObjInfo* info =(CCreGenObjInfo*)obj->info;
- if (info->asCastle)
- {
- for(int i=0;i<map->objects.size();i++)
- {
- if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
- {
- randomizeObject(map->objects[i]); //we have to randomize the castle first
- faction = map->objects[i]->subID;
- break;
- }
- else if(map->objects[i]->ID==98 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
- {
- faction = map->objects[i]->subID;
- break;
- }
- }
- }
- else
- {
- while((!(info->castles[0]&(1<<faction))))
- {
- if((faction>7) && (info->castles[1]&(1<<(faction-8))))
- break;
- faction = ran()%F_NUMBER;
- }
- }
- int cid = VLC->townh->towns[faction].basicCreatures[obj->subID];
- for(int i=0;i<VLC->objh->cregens.size();i++)
- if(VLC->objh->cregens[i]==cid)
- return std::pair<int,int>(17,i);
- std::cout << "Cannot find a dwelling for creature "<<cid <<std::endl;
- return std::pair<int,int>(17,0);
- }
- case 218:
- {
- CCreGen3ObjInfo* info =(CCreGen3ObjInfo*)obj->info;
- int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
- int cid = VLC->townh->towns[obj->subID].basicCreatures[level];
- for(int i=0;i<VLC->objh->cregens.size();i++)
- if(VLC->objh->cregens[i]==cid)
- return std::pair<int,int>(17,i);
- std::cout << "Cannot find a dwelling for creature "<<cid <<std::endl;
- return std::pair<int,int>(17,0);
- }
- }
- return std::pair<int,int>(-1,-1);
- }
- void CGameState::randomizeObject(CGObjectInstance *cur)
- {
- std::pair<int,int> ran = pickObject(cur);
- if(ran.first<0 || ran.second<0) //this is not a random object, or we couldn't find anything
- {
- if(cur->ID==98) //town - set def
- {
- CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
- if(t->hasCapitol())
- t->defInfo = capitols[t->subID];
- else if(t->hasFort())
- t->defInfo = forts[t->subID];
- else
- t->defInfo = villages[t->subID];
- }
- return;
- }
- else if(ran.first==34)//special code for hero
- {
- CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
- if(!h) {std::cout<<"Wrong random hero at "<<cur->pos<<std::endl; return;}
- cur->ID = ran.first;
- h->portrait = cur->subID = ran.second;
- h->type = VLC->heroh->heroes[ran.second];
- map->heroes.push_back(h);
- return; //TODO: maybe we should do something with definfo?
- }
- else if(ran.first==98)//special code for town
- {
- CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
- if(!t) {std::cout<<"Wrong random town at "<<cur->pos<<std::endl; return;}
- cur->ID = ran.first;
- cur->subID = ran.second;
- t->town = &VLC->townh->towns[ran.second];
- if(t->hasCapitol())
- t->defInfo = capitols[t->subID];
- else if(t->hasFort())
- t->defInfo = forts[t->subID];
- else
- t->defInfo = villages[t->subID];
- map->towns.push_back(t);
- return;
- }
- //we have to replace normal random object
- cur->ID = ran.first;
- cur->subID = ran.second;
- map->defs.insert(cur->defInfo = VLC->dobjinfo->gobjs[ran.first][ran.second]);
- if(!cur->defInfo)
- {
- std::cout<<"Missing def declaration for "<<cur->ID<<" "<<cur->subID<<std::endl;
- return;
- }
- }
- int CGameState::getDate(int mode) const
- {
- int temp;
- switch (mode)
- {
- case 0:
- return day;
- break;
- case 1:
- temp = (day)%7;
- if (temp)
- return temp;
- else return 7;
- break;
- case 2:
- temp = ((day-1)/7)+1;
- if (!(temp%4))
- return 4;
- else
- return (temp%4);
- break;
- case 3:
- return ((day-1)/28)+1;
- break;
- }
- return 0;
- }
- CGameState::CGameState()
- {
- mx = new boost::shared_mutex();
- }
- CGameState::~CGameState()
- {
- delete mx;
- }
- void CGameState::init(StartInfo * si, Mapa * map, int Seed)
- {
- day = 0;
- seed = Seed;
- ran.seed((boost::int32_t)seed);
- scenarioOps = si;
- this->map = map;
- for(int i=0;i<F_NUMBER;i++)
- {
- villages[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
- forts[i] = VLC->dobjinfo->castles[i];
- capitols[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
- }
- //picking random factions for players
- for(int i=0;i<scenarioOps->playerInfos.size();i++)
- {
- if(scenarioOps->playerInfos[i].castle==-1)
- {
- int f;
- do
- {
- f = ran()%F_NUMBER;
- }while(!(map->players[scenarioOps->playerInfos[i].color].allowedFactions & 1<<f));
- scenarioOps->playerInfos[i].castle = f;
- }
- }
- //randomizing objects
- for(int no=0; no<map->objects.size(); ++no)
- {
- randomizeObject(map->objects[no]);
- if(map->objects[no]->ID==26)
- map->objects[no]->defInfo->handler=NULL;
- map->objects[no]->hoverName = VLC->objh->names[map->objects[no]->ID];
- }
- //std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
- //giving starting hero
- for(int i=0;i<PLAYER_LIMIT;i++)
- {
- if((map->players[i].generateHeroAtMainTown && map->players[i].hasMainTown) || (map->players[i].hasMainTown && map->version==RoE))
- {
- int3 hpos = map->players[i].posOfMainTown;
- hpos.x+=1;// hpos.y+=1;
- int j;
- for(j=0; j<scenarioOps->playerInfos.size(); j++)
- if(scenarioOps->playerInfos[j].color == i)
- break;
- if(j == scenarioOps->playerInfos.size())
- continue;
- int h=pickHero(i);
- CGHeroInstance * nnn = static_cast<CGHeroInstance*>(createObject(34,h,hpos,i));
- nnn->id = map->objects.size();
- //nnn->defInfo->handler = graphics->flags1[0];
- map->heroes.push_back(nnn);
- map->objects.push_back(nnn);
- }
- }
- //std::cout<<"\tGiving starting heroes: "<<th.getDif()<<std::endl;
- /*********creating players entries in gs****************************************/
- for (int i=0; i<scenarioOps->playerInfos.size();i++)
- {
- std::pair<int,PlayerState> ins(scenarioOps->playerInfos[i].color,PlayerState());
- ins.second.color=ins.first;
- ins.second.serial=i;
- players.insert(ins);
- }
- /******************RESOURCES****************************************************/
- //TODO: zeby komputer dostawal inaczej niz gracz
- std::vector<int> startres;
- std::ifstream tis("config/startres.txt");
- int k;
- for (int j=0;j<scenarioOps->difficulty;j++)
- {
- tis >> k;
- for (int z=0;z<RESOURCE_QUANTITY;z++)
- tis>>k;
- }
- tis >> k;
- for (int i=0;i<RESOURCE_QUANTITY;i++)
- {
- tis >> k;
- startres.push_back(k);
- }
- tis.close();
- for (std::map<ui8,PlayerState>::iterator i = players.begin(); i!=players.end(); i++)
- {
- (*i).second.resources.resize(RESOURCE_QUANTITY);
- for (int x=0;x<RESOURCE_QUANTITY;x++)
- (*i).second.resources[x] = startres[x];
- }
- /*************************HEROES************************************************/
- for (int i=0; i<map->heroes.size();i++) //heroes instances
- {
- if (map->heroes[i]->getOwner()<0)
- continue;
- CGHeroInstance * vhi = (map->heroes[i]);
- if(!vhi->type)
- vhi->type = VLC->heroh->heroes[vhi->subID];
- //vhi->subID = vhi->type->ID;
- if (vhi->level<1)
- {
- vhi->exp=40+ran()%50;
- vhi->level = 1;
- }
- if (vhi->level>1) ;//TODO dodac um dr, ale potrzebne los
- if ((!vhi->primSkills.size()) || (vhi->primSkills[0]<0))
- {
- if (vhi->primSkills.size()<PRIMARY_SKILLS)
- vhi->primSkills.resize(PRIMARY_SKILLS);
- vhi->primSkills[0] = vhi->type->heroClass->initialAttack;
- vhi->primSkills[1] = vhi->type->heroClass->initialDefence;
- vhi->primSkills[2] = vhi->type->heroClass->initialPower;
- vhi->primSkills[3] = vhi->type->heroClass->initialKnowledge;
- }
- vhi->mana = vhi->primSkills[3]*10;
- if (!vhi->name.length())
- {
- vhi->name = vhi->type->name;
- }
- if (!vhi->biography.length())
- {
- vhi->biography = vhi->type->biography;
- }
- if (vhi->portrait < 0)
- vhi->portrait = vhi->type->ID;
- //initial army
- if (!vhi->army.slots.size()) //standard army
- {
- int pom, pom2=0;
- for(int x=0;x<3;x++)
- {
- pom = (VLC->creh->nameToID[vhi->type->refTypeStack[x]]);
- if(pom>=145 && pom<=149) //war machine
- {
- pom2++;
- switch (pom)
- {
- case 145: //catapult
- vhi->artifWorn[16] = 3;
- break;
- default:
- pom-=145;
- vhi->artifWorn[13+pom] = 4+pom;
- break;
- }
- continue;
- }
- vhi->army.slots[x-pom2].first = pom;
- if((pom = (vhi->type->highStack[x]-vhi->type->lowStack[x])) > 0)
- vhi->army.slots[x-pom2].second = (ran()%pom)+vhi->type->lowStack[x];
- else
- vhi->army.slots[x-pom2].second = +vhi->type->lowStack[x];
- }
- }
- players[vhi->getOwner()].heroes.push_back(vhi);
- }
- /*************************FOG**OF**WAR******************************************/
- for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
- {
- k->second.fogOfWarMap.resize(map->width);
- for(int g=0; g<map->width; ++g)
- k->second.fogOfWarMap[g].resize(map->height);
- for(int g=-0; g<map->width; ++g)
- for(int h=0; h<map->height; ++h)
- k->second.fogOfWarMap[g][h].resize(map->twoLevel+1, 0);
- for(int g=0; g<map->width; ++g)
- for(int h=0; h<map->height; ++h)
- for(int v=0; v<map->twoLevel+1; ++v)
- k->second.fogOfWarMap[g][h][v] = 0;
- for(int xd=0; xd<map->width; ++xd) //revealing part of map around heroes
- {
- for(int yd=0; yd<map->height; ++yd)
- {
- for(int ch=0; ch<k->second.heroes.size(); ++ch)
- {
- int deltaX = (k->second.heroes[ch]->getPosition(false).x-xd)*(k->second.heroes[ch]->getPosition(false).x-xd);
- int deltaY = (k->second.heroes[ch]->getPosition(false).y-yd)*(k->second.heroes[ch]->getPosition(false).y-yd);
- if(deltaX+deltaY<k->second.heroes[ch]->getSightDistance()*k->second.heroes[ch]->getSightDistance())
- k->second.fogOfWarMap[xd][yd][k->second.heroes[ch]->getPosition(false).z] = 1;
- }
- }
- }
- }
- /****************************TOWNS************************************************/
- for (int i=0;i<map->towns.size();i++)
- {
- CGTownInstance * vti =(map->towns[i]);
- if(!vti->town)
- vti->town = &VLC->townh->towns[vti->subID];
- if (vti->name.length()==0) // if town hasn't name we draw it
- vti->name=vti->town->names[ran()%vti->town->names.size()];
- if(vti->builtBuildings.find(-50)!=vti->builtBuildings.end()) //give standard set of buildings
- {
- vti->builtBuildings.erase(-50);
- vti->builtBuildings.insert(10);
- vti->builtBuildings.insert(5);
- vti->builtBuildings.insert(30);
- if(ran()%2)
- vti->builtBuildings.insert(31);
- }
- players[vti->getOwner()].towns.push_back(vti);
- }
- for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
- {
- if(k->first==-1 || k->first==255)
- continue;
- for(int xd=0; xd<map->width; ++xd) //revealing part of map around towns
- {
- for(int yd=0; yd<map->height; ++yd)
- {
- for(int ch=0; ch<k->second.towns.size(); ++ch)
- {
- int deltaX = (k->second.towns[ch]->pos.x-xd)*(k->second.towns[ch]->pos.x-xd);
- int deltaY = (k->second.towns[ch]->pos.y-yd)*(k->second.towns[ch]->pos.y-yd);
- if(deltaX+deltaY<k->second.towns[ch]->getSightDistance()*k->second.towns[ch]->getSightDistance())
- k->second.fogOfWarMap[xd][yd][k->second.towns[ch]->pos.z] = 1;
- }
- }
- }
- //init visiting heroes
- for(int l=0; l<k->second.heroes.size();l++)
- {
- for(int m=0; m<k->second.towns.size();m++)
- {
- int3 vistile = k->second.towns[m]->pos; vistile.x--; //tile next to the entrance
- if(vistile == k->second.heroes[l]->pos)
- {
- k->second.towns[m]->visitingHero = k->second.heroes[l];
- break;
- }
- }
- }
- }
- }
- bool CGameState::battleShootCreatureStack(int ID, int dest)
- {
- return true;
- }
- int CGameState::battleGetStack(int pos)
- {
- for(int g=0; g<curB->stacks.size(); ++g)
- {
- if(curB->stacks[g]->position == pos ||
- ( curB->stacks[g]->creature->isDoubleWide() &&
- ( (curB->stacks[g]->attackerOwned && curB->stacks[g]->position-1 == pos) ||
- (!curB->stacks[g]->attackerOwned && curB->stacks[g]->position-1 == pos)
- )
- )
- )
- return curB->stacks[g]->ID;
- }
- return -1;
- }
- int BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender)
- {
- int attackDefenseBonus = attacker->creature->attack - defender->creature->defence;
- int damageBase = 0;
- if(attacker->creature->damageMax == attacker->creature->damageMin) //constant damage
- {
- damageBase = attacker->creature->damageMin;
- }
- else
- {
- damageBase = rand()%(attacker->creature->damageMax - attacker->creature->damageMin) + attacker->creature->damageMin + 1;
- }
- float dmgBonusMultiplier = 1.0;
- if(attackDefenseBonus < 0) //decreasing dmg
- {
- if(0.02f * (-attackDefenseBonus) > 0.3f)
- {
- dmgBonusMultiplier += -0.3f;
- }
- else
- {
- dmgBonusMultiplier += 0.02f * attackDefenseBonus;
- }
- }
- else //increasing dmg
- {
- if(0.05f * attackDefenseBonus > 4.0f)
- {
- dmgBonusMultiplier += 4.0f;
- }
- else
- {
- dmgBonusMultiplier += 0.05f * attackDefenseBonus;
- }
- }
- return (float)damageBase * (float)attacker->amount * dmgBonusMultiplier;
- }
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