CGameState.cpp 97 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040304130423043304430453046304730483049305030513052305330543055305630573058305930603061306230633064306530663067306830693070307130723073307430753076307730783079308030813082308330843085308630873088308930903091309230933094309530963097309830993100310131023103310431053106310731083109311031113112311331143115311631173118311931203121312231233124312531263127312831293130313131323133313431353136313731383139314031413142314331443145314631473148314931503151315231533154315531563157315831593160316131623163316431653166316731683169317031713172317331743175317631773178317931803181318231833184318531863187318831893190319131923193319431953196319731983199320032013202320332043205320632073208320932103211321232133214321532163217321832193220322132223223322432253226322732283229323032313232323332343235323632373238323932403241324232433244324532463247324832493250325132523253325432553256325732583259326032613262326332643265326632673268326932703271327232733274327532763277327832793280328132823283328432853286328732883289329032913292329332943295329632973298329933003301330233033304330533063307330833093310331133123313331433153316331733183319332033213322332333243325332633273328332933303331333233333334333533363337333833393340334133423343334433453346334733483349335033513352335333543355335633573358335933603361336233633364336533663367336833693370337133723373337433753376337733783379338033813382338333843385338633873388338933903391339233933394339533963397339833993400340134023403340434053406340734083409341034113412341334143415341634173418341934203421
  1. #define VCMI_DLL
  2. #include <algorithm>
  3. #include <queue>
  4. #include <fstream>
  5. #include "CGameState.h"
  6. #include <boost/random/linear_congruential.hpp>
  7. #include "../hch/CDefObjInfoHandler.h"
  8. #include "../hch/CArtHandler.h"
  9. #include "../hch/CBuildingHandler.h"
  10. #include "../hch/CGeneralTextHandler.h"
  11. #include "../hch/CTownHandler.h"
  12. #include "../hch/CSpellHandler.h"
  13. #include "../hch/CHeroHandler.h"
  14. #include "../hch/CObjectHandler.h"
  15. #include "../hch/CCreatureHandler.h"
  16. #include "VCMI_Lib.h"
  17. #include "Connection.h"
  18. #include "map.h"
  19. #include "../StartInfo.h"
  20. #include "NetPacks.h"
  21. #include <boost/foreach.hpp>
  22. #include <boost/lexical_cast.hpp>
  23. #include <boost/thread.hpp>
  24. #include <boost/thread/shared_mutex.hpp>
  25. #include <boost/assign/list_of.hpp>
  26. #include "RegisterTypes.cpp"
  27. boost::rand48 ran;
  28. #ifdef min
  29. #undef min
  30. #endif
  31. #ifdef max
  32. #undef max
  33. #endif
  34. /*
  35. * CGameState.cpp, part of VCMI engine
  36. *
  37. * Authors: listed in file AUTHORS in main folder
  38. *
  39. * License: GNU General Public License v2.0 or later
  40. * Full text of license available in license.txt file, in main folder
  41. *
  42. */
  43. void foofoofoo()
  44. {
  45. //never called function to force instantation of templates
  46. int *ccc = NULL;
  47. registerTypes((CISer<CConnection>&)*ccc);
  48. registerTypes((COSer<CConnection>&)*ccc);
  49. registerTypes((CSaveFile&)*ccc);
  50. registerTypes((CLoadFile&)*ccc);
  51. registerTypes((CTypeList&)*ccc);
  52. }
  53. class CBaseForGSApply
  54. {
  55. public:
  56. virtual void applyOnGS(CGameState *gs, void *pack) const =0;
  57. virtual ~CBaseForGSApply(){};
  58. };
  59. template <typename T> class CApplyOnGS : public CBaseForGSApply
  60. {
  61. public:
  62. void applyOnGS(CGameState *gs, void *pack) const
  63. {
  64. T *ptr = static_cast<T*>(pack);
  65. while(!gs->mx->try_lock())
  66. boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
  67. ptr->applyGs(gs);
  68. gs->mx->unlock();
  69. }
  70. };
  71. class CGSApplier
  72. {
  73. public:
  74. std::map<ui16,CBaseForGSApply*> apps;
  75. CGSApplier()
  76. {
  77. registerTypes2(*this);
  78. }
  79. ~CGSApplier()
  80. {
  81. std::map<ui16,CBaseForGSApply*>::iterator iter;
  82. for(iter = apps.begin(); iter != apps.end(); iter++)
  83. delete iter->second;
  84. }
  85. template<typename T> void registerType(const T * t=NULL)
  86. {
  87. ui16 ID = typeList.registerType(t);
  88. apps[ID] = new CApplyOnGS<T>;
  89. }
  90. } *applierGs = NULL;
  91. class IObjectCaller
  92. {
  93. public:
  94. virtual void preInit()=0;
  95. virtual void postInit()=0;
  96. };
  97. template <typename T>
  98. class CObjectCaller : public IObjectCaller
  99. {
  100. public:
  101. void preInit()
  102. {
  103. T::preInit();
  104. }
  105. void postInit()
  106. {
  107. T::postInit();
  108. }
  109. };
  110. class CObjectCallersHandler
  111. {
  112. public:
  113. std::vector<IObjectCaller*> apps;
  114. template<typename T> void registerType(const T * t=NULL)
  115. {
  116. apps.push_back(new CObjectCaller<T>);
  117. }
  118. CObjectCallersHandler()
  119. {
  120. registerTypes1(*this);
  121. }
  122. ~CObjectCallersHandler()
  123. {
  124. for (size_t i = 0; i < apps.size(); i++)
  125. delete apps[i];
  126. }
  127. void preInit()
  128. {
  129. for (size_t i = 0; i < apps.size(); i++)
  130. apps[i]->preInit();
  131. }
  132. void postInit()
  133. {
  134. for (size_t i = 0; i < apps.size(); i++)
  135. apps[i]->postInit();
  136. }
  137. } *objCaller = NULL;
  138. void MetaString::getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const
  139. {
  140. int type = txt.first, ser = txt.second;
  141. if(type == ART_NAMES)
  142. {
  143. dst = VLC->arth->artifacts[ser].Name();
  144. }
  145. else if(type == CRE_PL_NAMES)
  146. {
  147. dst = VLC->creh->creatures[ser].namePl;
  148. }
  149. else if(type == MINE_NAMES)
  150. {
  151. dst = VLC->generaltexth->mines[ser].first;
  152. }
  153. else if(type == MINE_EVNTS)
  154. {
  155. dst = VLC->generaltexth->mines[ser].second;
  156. }
  157. else if(type == SPELL_NAME)
  158. {
  159. dst = VLC->spellh->spells[ser].name;
  160. }
  161. else if(type == CRE_SING_NAMES)
  162. {
  163. dst = VLC->creh->creatures[ser].nameSing;
  164. }
  165. else
  166. {
  167. std::vector<std::string> *vec;
  168. switch(type)
  169. {
  170. case GENERAL_TXT:
  171. vec = &VLC->generaltexth->allTexts;
  172. break;
  173. case XTRAINFO_TXT:
  174. vec = &VLC->generaltexth->xtrainfo;
  175. break;
  176. case OBJ_NAMES:
  177. vec = &VLC->generaltexth->names;
  178. break;
  179. case RES_NAMES:
  180. vec = &VLC->generaltexth->restypes;
  181. break;
  182. case ARRAY_TXT:
  183. vec = &VLC->generaltexth->arraytxt;
  184. break;
  185. case CREGENS:
  186. vec = &VLC->generaltexth->creGens;
  187. break;
  188. case CREGENS4:
  189. vec = &VLC->generaltexth->creGens4;
  190. break;
  191. case ADVOB_TXT:
  192. vec = &VLC->generaltexth->advobtxt;
  193. break;
  194. case ART_EVNTS:
  195. vec = &VLC->generaltexth->artifEvents;
  196. break;
  197. case SEC_SKILL_NAME:
  198. vec = &VLC->generaltexth->skillName;
  199. break;
  200. }
  201. dst = (*vec)[ser];
  202. }
  203. }
  204. DLL_EXPORT void MetaString::toString(std::string &dst) const
  205. {
  206. size_t exSt = 0, loSt = 0, nums = 0;
  207. dst.clear();
  208. for(size_t i=0;i<message.size();++i)
  209. {//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER
  210. switch(message[i])
  211. {
  212. case TEXACT_STRING:
  213. dst += exactStrings[exSt++];
  214. break;
  215. case TLOCAL_STRING:
  216. {
  217. std::string hlp;
  218. getLocalString(localStrings[loSt++], hlp);
  219. dst += hlp;
  220. }
  221. break;
  222. case TNUMBER:
  223. dst += boost::lexical_cast<std::string>(numbers[nums++]);
  224. break;
  225. case TREPLACE_ESTRING:
  226. dst.replace (dst.find("%s"), 2, exactStrings[exSt++]);
  227. break;
  228. case TREPLACE_LSTRING:
  229. {
  230. std::string hlp;
  231. getLocalString(localStrings[loSt++], hlp);
  232. dst.replace (dst.find("%s"), 2, hlp);
  233. }
  234. break;
  235. case TREPLACE_NUMBER:
  236. dst.replace (dst.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
  237. break;
  238. default:
  239. tlog1 << "MetaString processing error!\n";
  240. break;
  241. }
  242. }
  243. }
  244. DLL_EXPORT std::string MetaString::buildList () const
  245. ///used to handle loot from creature bank
  246. {
  247. size_t exSt = 0, loSt = 0, nums = 0;
  248. std::string lista;
  249. for (int i = 0; i < message.size(); ++i)
  250. {
  251. if (i > 0 && message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING)
  252. {
  253. if (exSt == exactStrings.size() - 1)
  254. lista += VLC->generaltexth->allTexts[141]; //" and "
  255. else
  256. lista += ", ";
  257. }
  258. switch (message[i])
  259. {
  260. case TEXACT_STRING:
  261. lista += exactStrings[exSt++];
  262. break;
  263. case TLOCAL_STRING:
  264. {
  265. std::string hlp;
  266. getLocalString (localStrings[loSt++], hlp);
  267. lista += hlp;
  268. }
  269. break;
  270. case TNUMBER:
  271. lista += boost::lexical_cast<std::string>(numbers[nums++]);
  272. break;
  273. case TREPLACE_ESTRING:
  274. lista.replace (lista.find("%s"), 2, exactStrings[exSt++]);
  275. break;
  276. case TREPLACE_LSTRING:
  277. {
  278. std::string hlp;
  279. getLocalString (localStrings[loSt++], hlp);
  280. lista.replace (lista.find("%s"), 2, hlp);
  281. }
  282. break;
  283. case TREPLACE_NUMBER:
  284. lista.replace (lista.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
  285. break;
  286. default:
  287. tlog1 << "MetaString processing error!\n";
  288. }
  289. }
  290. return lista;
  291. }
  292. static CGObjectInstance * createObject(int id, int subid, int3 pos, int owner)
  293. {
  294. CGObjectInstance * nobj;
  295. switch(id)
  296. {
  297. case HEROI_TYPE: //hero
  298. {
  299. CGHeroInstance * nobj = new CGHeroInstance();
  300. nobj->pos = pos;
  301. nobj->tempOwner = owner;
  302. nobj->subID = subid;
  303. //nobj->initHero(ran);
  304. return nobj;
  305. }
  306. case TOWNI_TYPE: //town
  307. nobj = new CGTownInstance;
  308. break;
  309. default: //rest of objects
  310. nobj = new CGObjectInstance;
  311. nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
  312. break;
  313. }
  314. nobj->ID = id;
  315. nobj->subID = subid;
  316. if(!nobj->defInfo)
  317. tlog3 <<"No def declaration for " <<id <<" "<<subid<<std::endl;
  318. nobj->pos = pos;
  319. //nobj->state = NULL;//new CLuaObjectScript();
  320. nobj->tempOwner = owner;
  321. nobj->info = NULL;
  322. nobj->defInfo->id = id;
  323. nobj->defInfo->subid = subid;
  324. //assigning defhandler
  325. if(nobj->ID==HEROI_TYPE || nobj->ID==TOWNI_TYPE)
  326. return nobj;
  327. nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
  328. return nobj;
  329. }
  330. CStack * BattleInfo::getStack(int stackID, bool onlyAlive)
  331. {
  332. for(unsigned int g=0; g<stacks.size(); ++g)
  333. {
  334. if(stacks[g]->ID == stackID && (!onlyAlive || stacks[g]->alive()))
  335. return stacks[g];
  336. }
  337. return NULL;
  338. }
  339. const CStack * BattleInfo::getStack(int stackID, bool onlyAlive) const
  340. {
  341. return const_cast<BattleInfo * const>(this)->getStack(stackID, onlyAlive);
  342. }
  343. CStack * BattleInfo::getStackT(int tileID, bool onlyAlive)
  344. {
  345. for(unsigned int g=0; g<stacks.size(); ++g)
  346. {
  347. if(stacks[g]->position == tileID
  348. || (stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
  349. || (stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))
  350. {
  351. if(!onlyAlive || stacks[g]->alive())
  352. {
  353. return stacks[g];
  354. }
  355. }
  356. }
  357. return NULL;
  358. }
  359. const CStack * BattleInfo::getStackT(int tileID, bool onlyAlive) const
  360. {
  361. return const_cast<BattleInfo * const>(this)->getStackT(tileID, onlyAlive);
  362. }
  363. void BattleInfo::getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<int> & occupyable, bool flying, int stackToOmmit) const
  364. {
  365. memset(accessibility, 1, BFIELD_SIZE); //initialize array with trues
  366. //removing accessibility for side columns of hexes
  367. for(int v = 0; v < BFIELD_SIZE; ++v)
  368. {
  369. if( v % BFIELD_WIDTH == 0 || v % BFIELD_WIDTH == (BFIELD_WIDTH - 1) )
  370. accessibility[v] = false;
  371. }
  372. for(unsigned int g=0; g<stacks.size(); ++g)
  373. {
  374. 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)
  375. continue;
  376. accessibility[stacks[g]->position] = false;
  377. if(stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE)) //if it's a double hex creature
  378. {
  379. if(stacks[g]->attackerOwned)
  380. accessibility[stacks[g]->position-1] = false;
  381. else
  382. accessibility[stacks[g]->position+1] = false;
  383. }
  384. }
  385. //obstacles
  386. for(unsigned int b=0; b<obstacles.size(); ++b)
  387. {
  388. std::vector<int> blocked = VLC->heroh->obstacles[obstacles[b].ID].getBlocked(obstacles[b].pos);
  389. for(unsigned int c=0; c<blocked.size(); ++c)
  390. {
  391. if(blocked[c] >=0 && blocked[c] < BFIELD_SIZE)
  392. accessibility[blocked[c]] = false;
  393. }
  394. }
  395. //walls
  396. if(siege > 0)
  397. {
  398. static const int permanentlyLocked[] = {12, 45, 78, 112, 147, 165};
  399. for(int b=0; b<ARRAY_COUNT(permanentlyLocked); ++b)
  400. {
  401. accessibility[permanentlyLocked[b]] = false;
  402. }
  403. static const std::pair<int, int> lockedIfNotDestroyed[] = //(which part of wall, which hex is blocked if this part of wall is not destroyed
  404. {std::make_pair(2, 182), std::make_pair(3, 130), std::make_pair(4, 62), std::make_pair(5, 29)};
  405. for(int b=0; b<ARRAY_COUNT(lockedIfNotDestroyed); ++b)
  406. {
  407. if(si.wallState[lockedIfNotDestroyed[b].first] < 3)
  408. {
  409. accessibility[lockedIfNotDestroyed[b].second] = false;
  410. }
  411. }
  412. //gate
  413. if(attackerOwned && si.wallState[7] < 3) //if it attacker's unit and gate is not destroyed
  414. {
  415. accessibility[95] = accessibility[96] = false; //block gate's hexes
  416. }
  417. }
  418. //occupyability
  419. if(addOccupiable && twoHex)
  420. {
  421. std::set<int> rem; //tiles to unlock
  422. for(int h=0; h<BFIELD_HEIGHT; ++h)
  423. {
  424. for(int w=1; w<BFIELD_WIDTH-1; ++w)
  425. {
  426. int hex = h * BFIELD_WIDTH + w;
  427. if(!isAccessible(hex, accessibility, twoHex, attackerOwned, flying, true)
  428. && (attackerOwned ? isAccessible(hex+1, accessibility, twoHex, attackerOwned, flying, true) : isAccessible(hex-1, accessibility, twoHex, attackerOwned, flying, true) )
  429. )
  430. rem.insert(hex);
  431. }
  432. }
  433. occupyable = rem;
  434. /*for(std::set<int>::const_iterator it = rem.begin(); it != rem.end(); ++it)
  435. {
  436. accessibility[*it] = true;
  437. }*/
  438. }
  439. }
  440. bool BattleInfo::isAccessible(int hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos)
  441. {
  442. if(flying && !lastPos)
  443. return true;
  444. if(twoHex)
  445. {
  446. //if given hex is accessible and appropriate adjacent one is free too
  447. return accessibility[hex] && accessibility[hex + (attackerOwned ? -1 : 1 )];
  448. }
  449. else
  450. {
  451. return accessibility[hex];
  452. }
  453. }
  454. 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
  455. {
  456. //inits
  457. for(int b=0; b<BFIELD_SIZE; ++b)
  458. predecessor[b] = -1;
  459. for(int g=0; g<BFIELD_SIZE; ++g)
  460. dists[g] = 100000000;
  461. std::queue< std::pair<int, bool> > hexq; //bfs queue <hex, accessible> (second filed used only if fillPredecessors is true)
  462. hexq.push(std::make_pair(start, true));
  463. dists[hexq.front().first] = 0;
  464. int curNext = -1; //for bfs loop only (helper var)
  465. while(!hexq.empty()) //bfs loop
  466. {
  467. std::pair<int, bool> curHex = hexq.front();
  468. std::vector<int> neighbours = neighbouringTiles(curHex.first);
  469. hexq.pop();
  470. for(unsigned int nr=0; nr<neighbours.size(); nr++)
  471. {
  472. curNext = neighbours[nr]; //if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
  473. bool accessible = isAccessible(curNext, accessibility, twoHex, attackerOwned, flying, dists[curHex.first]+1 == dists[curNext]);
  474. if( dists[curHex.first]+1 >= dists[curNext] )
  475. continue;
  476. if(accessible && curHex.second)
  477. {
  478. hexq.push(std::make_pair(curNext, true));
  479. dists[curNext] = dists[curHex.first] + 1;
  480. }
  481. else if(fillPredecessors && !(accessible && !curHex.second))
  482. {
  483. hexq.push(std::make_pair(curNext, false));
  484. dists[curNext] = dists[curHex.first] + 1;
  485. }
  486. predecessor[curNext] = curHex.first;
  487. }
  488. }
  489. };
  490. std::vector<int> BattleInfo::getAccessibility(int stackID, bool addOccupiable) const
  491. {
  492. std::vector<int> ret;
  493. bool ac[BFIELD_SIZE];
  494. const CStack *s = getStack(stackID, false); //this function is called from healedOrResurrected, so our stack can be dead
  495. if(s->position < 0) //turrets
  496. return std::vector<int>();
  497. std::set<int> occupyable;
  498. getAccessibilityMap(ac, s->hasFeatureOfType(StackFeature::DOUBLE_WIDE), s->attackerOwned, addOccupiable, occupyable, s->hasFeatureOfType(StackFeature::FLYING), stackID);
  499. int pr[BFIELD_SIZE], dist[BFIELD_SIZE];
  500. makeBFS(s->position, ac, pr, dist, s->hasFeatureOfType(StackFeature::DOUBLE_WIDE), s->attackerOwned, s->hasFeatureOfType(StackFeature::FLYING), false);
  501. if(s->hasFeatureOfType(StackFeature::DOUBLE_WIDE))
  502. {
  503. if(!addOccupiable)
  504. {
  505. std::vector<int> rem;
  506. for(int b=0; b<BFIELD_SIZE; ++b)
  507. {
  508. //don't take into account most left and most right columns of hexes
  509. if( b % BFIELD_WIDTH == 0 || b % BFIELD_WIDTH == BFIELD_WIDTH - 1 )
  510. continue;
  511. if( ac[b] && !(s->attackerOwned ? ac[b-1] : ac[b+1]) )
  512. {
  513. rem.push_back(b);
  514. }
  515. }
  516. for(unsigned int g=0; g<rem.size(); ++g)
  517. {
  518. ac[rem[g]] = false;
  519. }
  520. //removing accessibility for side hexes
  521. for(int v=0; v<BFIELD_SIZE; ++v)
  522. if(s->attackerOwned ? (v%BFIELD_WIDTH)==1 : (v%BFIELD_WIDTH)==(BFIELD_WIDTH - 2))
  523. ac[v] = false;
  524. }
  525. }
  526. for (int i=0; i < BFIELD_SIZE ; ++i) {
  527. if(
  528. ( ( !addOccupiable && dist[i] <= s->Speed() && ac[i] ) || ( addOccupiable && dist[i] <= s->Speed() && isAccessible(i, ac, s->hasFeatureOfType(StackFeature::DOUBLE_WIDE), s->attackerOwned, s->hasFeatureOfType(StackFeature::FLYING), true) ) )//we can reach it
  529. || (vstd::contains(occupyable, i) && ( dist[ i + (s->attackerOwned ? 1 : -1 ) ] <= s->Speed() ) &&
  530. ac[i + (s->attackerOwned ? 1 : -1 )] ) //it's occupyable and we can reach adjacent hex
  531. )
  532. {
  533. ret.push_back(i);
  534. }
  535. }
  536. return ret;
  537. }
  538. bool BattleInfo::isStackBlocked(int ID)
  539. {
  540. CStack *our = getStack(ID);
  541. if(our->hasFeatureOfType(StackFeature::SIEGE_WEAPON)) //siege weapons cannot be blocked
  542. return false;
  543. for(unsigned int i=0; i<stacks.size();i++)
  544. {
  545. if( !stacks[i]->alive()
  546. || stacks[i]->owner==our->owner
  547. )
  548. continue; //we omit dead and allied stacks
  549. if(stacks[i]->hasFeatureOfType(StackFeature::DOUBLE_WIDE))
  550. {
  551. if( mutualPosition(stacks[i]->position, our->position) >= 0
  552. || mutualPosition(stacks[i]->position + (stacks[i]->attackerOwned ? -1 : 1), our->position) >= 0)
  553. return true;
  554. }
  555. else
  556. {
  557. if( mutualPosition(stacks[i]->position, our->position) >= 0 )
  558. return true;
  559. }
  560. }
  561. return false;
  562. }
  563. signed char BattleInfo::mutualPosition(int hex1, int hex2)
  564. {
  565. if(hex2 == hex1 - ( (hex1/17)%2 ? 18 : 17 )) //top left
  566. return 0;
  567. if(hex2 == hex1 - ( (hex1/17)%2 ? 17 : 16 )) //top right
  568. return 1;
  569. if(hex2 == hex1 - 1 && hex1%17 != 0) //left
  570. return 5;
  571. if(hex2 == hex1 + 1 && hex1%17 != 16) //right
  572. return 2;
  573. if(hex2 == hex1 + ( (hex1/17)%2 ? 16 : 17 )) //bottom left
  574. return 4;
  575. if(hex2 == hex1 + ( (hex1/17)%2 ? 17 : 18 )) //bottom right
  576. return 3;
  577. return -1;
  578. }
  579. std::vector<int> BattleInfo::neighbouringTiles(int hex)
  580. {
  581. #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);}
  582. std::vector<int> ret;
  583. CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 18 : 17 ));
  584. CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 17 : 16 ));
  585. CHECK_AND_PUSH(hex - 1);
  586. CHECK_AND_PUSH(hex + 1);
  587. CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 16 : 17 ));
  588. CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 17 : 18 ));
  589. #undef CHECK_AND_PUSH
  590. return ret;
  591. }
  592. std::pair< std::vector<int>, int > BattleInfo::getPath(int start, int dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned)
  593. {
  594. int predecessor[BFIELD_SIZE]; //for getting the Path
  595. int dist[BFIELD_SIZE]; //calculated distances
  596. makeBFS(start, accessibility, predecessor, dist, twoHex, attackerOwned, flyingCreature, false);
  597. if(predecessor[dest] == -1) //cannot reach destination
  598. {
  599. return std::make_pair(std::vector<int>(), 0);
  600. }
  601. //making the Path
  602. std::vector<int> path;
  603. int curElem = dest;
  604. while(curElem != start)
  605. {
  606. path.push_back(curElem);
  607. curElem = predecessor[curElem];
  608. }
  609. return std::make_pair(path, dist[dest]);
  610. }
  611. int CStack::valOfFeatures(StackFeature::ECombatFeatures type, int subtype, int turn) const
  612. {
  613. int ret = 0;
  614. if(subtype == -1024) //any subtype
  615. {
  616. for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
  617. if(i->type == type && (!turn || i->turnsRemain > turn))
  618. ret += i->value;
  619. }
  620. else //given subtype
  621. {
  622. for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
  623. if(i->type == type && i->subtype == subtype && (!turn || i->turnsRemain > turn))
  624. ret += i->value;
  625. }
  626. return ret;
  627. }
  628. bool CStack::hasFeatureOfType(StackFeature::ECombatFeatures type, int subtype, int turn) const
  629. {
  630. if(subtype == -1024) //any subtype
  631. {
  632. for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
  633. if(i->type == type && (!turn || i->turnsRemain > turn))
  634. return true;
  635. }
  636. else //given subtype
  637. {
  638. for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
  639. if(i->type == type && i->subtype == subtype && (!turn || i->turnsRemain > turn))
  640. return true;
  641. }
  642. return false;
  643. }
  644. CStack::CStack(CCreature * C, int A, int O, int I, bool AO, int S)
  645. :ID(I), creature(C), amount(A), baseAmount(A), firstHPleft(C->hitPoints), owner(O), slot(S), attackerOwned(AO), position(-1),
  646. counterAttacks(1), shots(C->shots), features(C->abilities)
  647. {
  648. //additional retaliations
  649. for(int h=0; h<C->abilities.size(); ++h)
  650. {
  651. if(C->abilities[h].type == StackFeature::ADDITIONAL_RETALIATION)
  652. {
  653. counterAttacks += C->abilities[h].value;
  654. }
  655. }
  656. //alive state indication
  657. state.insert(ALIVE);
  658. }
  659. ui32 CStack::Speed( int turn /*= 0*/ ) const
  660. {
  661. if(hasFeatureOfType(StackFeature::SIEGE_WEAPON, -1024, turn)) //war machnes cannot move
  662. return 0;
  663. int speed = creature->speed;
  664. speed += valOfFeatures(StackFeature::SPEED_BONUS, -1024, turn);
  665. int percentBonus = 0;
  666. for(int g=0; g<features.size(); ++g)
  667. {
  668. if(features[g].type == StackFeature::SPEED_BONUS)
  669. {
  670. percentBonus += features[g].additionalInfo;
  671. }
  672. }
  673. speed = ((100 + percentBonus) * speed)/100;
  674. //bind effect check
  675. if(getEffect(72))
  676. {
  677. return 0;
  678. }
  679. return speed;
  680. }
  681. const CStack::StackEffect * CStack::getEffect( ui16 id, int turn /*= 0*/ ) const
  682. {
  683. for (unsigned int i=0; i< effects.size(); i++)
  684. if(effects[i].id == id)
  685. if(!turn || effects[i].turnsRemain > turn)
  686. return &effects[i];
  687. return NULL;
  688. }
  689. ui8 CStack::howManyEffectsSet(ui16 id) const
  690. {
  691. ui8 ret = 0;
  692. for (unsigned int i=0; i< effects.size(); i++)
  693. if(effects[i].id == id) //effect found
  694. {
  695. ++ret;
  696. }
  697. return ret;
  698. }
  699. si8 CStack::Morale() const
  700. {
  701. si8 ret = morale;
  702. if(hasFeatureOfType(StackFeature::NON_LIVING) || hasFeatureOfType(StackFeature::UNDEAD) || hasFeatureOfType(StackFeature::NO_MORALE))
  703. return 0;
  704. ret += valOfFeatures(StackFeature::MORALE_BONUS); //mirth & sorrow & other
  705. if(hasFeatureOfType(StackFeature::SELF_MORALE)) //eg. minotaur
  706. {
  707. ret = std::max<si8>(ret, +1);
  708. }
  709. if(ret > 3) ret = 3;
  710. if(ret < -3) ret = -3;
  711. return ret;
  712. }
  713. si8 CStack::Luck() const
  714. {
  715. si8 ret = luck;
  716. if(hasFeatureOfType(StackFeature::NO_LUCK))
  717. return 0;
  718. ret += valOfFeatures(StackFeature::LUCK_BONUS); //fortune & misfortune & other
  719. if(hasFeatureOfType(StackFeature::SELF_LUCK)) //eg. halfling
  720. {
  721. ret = std::max<si8>(ret, +1);
  722. }
  723. if(ret > 3) ret = 3;
  724. if(ret < -3) ret = -3;
  725. return ret;
  726. }
  727. si32 CStack::Attack() const
  728. {
  729. si32 ret = creature->attack; //value to be returned
  730. if(hasFeatureOfType(StackFeature::IN_FRENZY)) //frenzy for attacker
  731. {
  732. ret += si32(VLC->spellh->spells[56].powers[getEffect(56)->level]/100.0) * Defense(false);
  733. }
  734. ret += valOfFeatures(StackFeature::ATTACK_BONUS);
  735. return ret;
  736. }
  737. si32 CStack::Defense(bool withFrenzy /*= true*/) const
  738. {
  739. si32 ret = creature->defence;
  740. if(withFrenzy && getEffect(56)) //frenzy for defender
  741. {
  742. return 0;
  743. }
  744. ret += valOfFeatures(StackFeature::DEFENCE_BONUS);
  745. return ret;
  746. }
  747. ui16 CStack::MaxHealth() const
  748. {
  749. return creature->hitPoints + valOfFeatures(StackFeature::HP_BONUS);
  750. }
  751. bool CStack::willMove(int turn /*= 0*/) const
  752. {
  753. return ( turn ? true : !vstd::contains(state, DEFENDING) )
  754. && !moved(turn)
  755. && canMove(turn);
  756. }
  757. bool CStack::canMove( int turn /*= 0*/ ) const
  758. {
  759. return alive()
  760. && !hasFeatureOfType(StackFeature::NOT_ACTIVE, -1024, turn); //eg. Ammo Cart
  761. }
  762. bool CStack::moved( int turn /*= 0*/ ) const
  763. {
  764. if(!turn)
  765. return vstd::contains(state, MOVED);
  766. else
  767. return false;
  768. }
  769. CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, int player, const CTown *town, std::map<ui32,CGHeroInstance *> &available) const
  770. {
  771. CGHeroInstance *ret = NULL;
  772. if(player<0 || player>=PLAYER_LIMIT)
  773. {
  774. tlog1 << "Cannot pick hero for " << town->Name() << ". Wrong owner!\n";
  775. return NULL;
  776. }
  777. std::vector<CGHeroInstance *> pool;
  778. if(native)
  779. {
  780. for(std::map<ui32,CGHeroInstance *>::iterator i=available.begin(); i!=available.end(); i++)
  781. {
  782. if(pavailable.find(i->first)->second & 1<<player
  783. && i->second->type->heroType/2 == town->typeID)
  784. {
  785. pool.push_back(i->second); //get all avaliable heroes
  786. }
  787. }
  788. if(!pool.size())
  789. {
  790. tlog1 << "Cannot pick native hero for " << player << ". Picking any...\n";
  791. return pickHeroFor(false, player, town, available);
  792. }
  793. else
  794. {
  795. ret = pool[rand()%pool.size()];
  796. }
  797. }
  798. else
  799. {
  800. int sum=0, r;
  801. for(std::map<ui32,CGHeroInstance *>::iterator i=available.begin(); i!=available.end(); i++)
  802. {
  803. if(pavailable.find(i->first)->second & 1<<player)
  804. {
  805. pool.push_back(i->second);
  806. sum += i->second->type->heroClass->selectionProbability[town->typeID]; //total weight
  807. }
  808. }
  809. if(!pool.size())
  810. {
  811. tlog1 << "There are no heroes available for player " << player<<"!\n";
  812. return NULL;
  813. }
  814. r = rand()%sum;
  815. for (unsigned int i=0; i<pool.size(); i++)
  816. {
  817. r -= pool[i]->type->heroClass->selectionProbability[town->typeID];
  818. if(r < 0)
  819. {
  820. ret = pool[i];
  821. break;
  822. }
  823. }
  824. if(!ret)
  825. ret = pool.back();
  826. }
  827. available.erase(ret->subID);
  828. return ret;
  829. }
  830. //void CGameState::apply(CPack * pack)
  831. //{
  832. // while(!mx->try_lock())
  833. // boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
  834. // //applyNL(pack);
  835. // mx->unlock();
  836. //}
  837. int CGameState::pickHero(int owner)
  838. {
  839. int h=-1;
  840. if(!map->getHero(h = scenarioOps->getIthPlayersSettings(owner).hero,0) && h>=0) //we haven't used selected hero
  841. return h;
  842. int f = scenarioOps->getIthPlayersSettings(owner).castle;
  843. int i=0;
  844. do //try to find free hero of our faction
  845. {
  846. i++;
  847. h = scenarioOps->getIthPlayersSettings(owner).castle*HEROES_PER_TYPE*2+(ran()%(HEROES_PER_TYPE*2));//->scenarioOps->playerInfos[pru].hero = VLC->
  848. } while( map->getHero(h) && i<175);
  849. if(i>174) //probably no free heroes - there's no point in further search, we'll take first free
  850. {
  851. tlog3 << "Warning: cannot find free hero - trying to get first available..."<<std::endl;
  852. for(int j=0; j<HEROES_PER_TYPE * 2 * F_NUMBER; j++)
  853. if(!map->getHero(j))
  854. h=j;
  855. }
  856. return h;
  857. }
  858. CGHeroInstance *CGameState::getHero(int objid)
  859. {
  860. if(objid<0 || objid>=map->objects.size() || map->objects[objid]->ID!=HEROI_TYPE)
  861. return NULL;
  862. return static_cast<CGHeroInstance *>(map->objects[objid]);
  863. }
  864. const CGHeroInstance * CGameState::getHero( int objid ) const
  865. {
  866. return (const_cast<CGameState *>(this))->getHero(objid);
  867. }
  868. CGTownInstance *CGameState::getTown(int objid)
  869. {
  870. if(objid<0 || objid>=map->objects.size())
  871. return NULL;
  872. return static_cast<CGTownInstance *>(map->objects[objid]);
  873. }
  874. const CGTownInstance * CGameState::getTown( int objid ) const
  875. {
  876. return (const_cast<CGameState *>(this))->getTown(objid);
  877. }
  878. std::pair<int,int> CGameState::pickObject (CGObjectInstance *obj)
  879. {
  880. switch(obj->ID)
  881. {
  882. case 65: //random artifact
  883. return std::pair<int,int>(5,(ran()%136)+7); //the only reasonable range - there are siege weapons and blanks we must ommit
  884. case 66: //random treasure artifact
  885. return std::pair<int,int>(5,VLC->arth->treasures[ran()%VLC->arth->treasures.size()]->id);
  886. case 67: //random minor artifact
  887. return std::pair<int,int>(5,VLC->arth->minors[ran()%VLC->arth->minors.size()]->id);
  888. case 68: //random major artifact
  889. return std::pair<int,int>(5,VLC->arth->majors[ran()%VLC->arth->majors.size()]->id);
  890. case 69: //random relic artifact
  891. return std::pair<int,int>(5,VLC->arth->relics[ran()%VLC->arth->relics.size()]->id);
  892. /*case 65: //random artifact //TODO: apply new randndomization system
  893. return std::pair<int,int>(5, cb.getRandomArt (CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));
  894. case 66: //random treasure artifact
  895. return std::pair<int,int>(5, cb.getRandomArt (CArtifact::ART_TREASURE));
  896. case 67: //random minor artifact
  897. return std::pair<int,int>(5, cb.getRandomArt (CArtifact::ART_MINOR));
  898. case 68: //random major artifact
  899. return std::pair<int,int>(5, cb.getRandomArt (CArtifact::ART_MAJOR));
  900. case 69: //random relic artifact
  901. return std::pair<int,int>(5, cb.getRandomArt (CArtifact::ART_RELIC));*/
  902. case 70: //random hero
  903. {
  904. return std::pair<int,int>(HEROI_TYPE,pickHero(obj->tempOwner));
  905. }
  906. case 71: //random monster
  907. {
  908. int r;
  909. do
  910. {
  911. r = ran()%197;
  912. } while (vstd::contains(VLC->creh->notUsedMonsters,r));
  913. return std::pair<int,int>(54,r);
  914. }
  915. case 72: //random monster lvl1
  916. return std::pair<int,int>(54,VLC->creh->levelCreatures[1][ran()%VLC->creh->levelCreatures[1].size()]->idNumber);
  917. case 73: //random monster lvl2
  918. return std::pair<int,int>(54,VLC->creh->levelCreatures[2][ran()%VLC->creh->levelCreatures[2].size()]->idNumber);
  919. case 74: //random monster lvl3
  920. return std::pair<int,int>(54,VLC->creh->levelCreatures[3][ran()%VLC->creh->levelCreatures[3].size()]->idNumber);
  921. case 75: //random monster lvl4
  922. return std::pair<int,int>(54,VLC->creh->levelCreatures[4][ran()%VLC->creh->levelCreatures[4].size()]->idNumber);
  923. case 76: //random resource
  924. return std::pair<int,int>(79,ran()%7); //now it's OH3 style, use %8 for mithril
  925. case 77: //random town
  926. {
  927. int align = (static_cast<CGTownInstance*>(obj))->alignment,
  928. f;
  929. if(align>PLAYER_LIMIT-1)//same as owner / random
  930. {
  931. if(obj->tempOwner > PLAYER_LIMIT-1)
  932. f = -1; //random
  933. else
  934. f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
  935. }
  936. else
  937. {
  938. f = scenarioOps->getIthPlayersSettings(align).castle;
  939. }
  940. if(f<0) f = ran()%VLC->townh->towns.size();
  941. return std::pair<int,int>(TOWNI_TYPE,f);
  942. }
  943. case 162: //random monster lvl5
  944. return std::pair<int,int>(54,VLC->creh->levelCreatures[5][ran()%VLC->creh->levelCreatures[5].size()]->idNumber);
  945. case 163: //random monster lvl6
  946. return std::pair<int,int>(54,VLC->creh->levelCreatures[6][ran()%VLC->creh->levelCreatures[6].size()]->idNumber);
  947. case 164: //random monster lvl7
  948. return std::pair<int,int>(54,VLC->creh->levelCreatures[7][ran()%VLC->creh->levelCreatures[7].size()]->idNumber);
  949. case 216: //random dwelling
  950. {
  951. int faction = ran()%F_NUMBER;
  952. CCreGen2ObjInfo* info = static_cast<CCreGen2ObjInfo*>(obj->info);
  953. if (info->asCastle)
  954. {
  955. for(unsigned int i=0;i<map->objects.size();i++)
  956. {
  957. if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
  958. {
  959. randomizeObject(map->objects[i]); //we have to randomize the castle first
  960. faction = map->objects[i]->subID;
  961. break;
  962. }
  963. else if(map->objects[i]->ID==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
  964. {
  965. faction = map->objects[i]->subID;
  966. break;
  967. }
  968. }
  969. }
  970. else
  971. {
  972. while((!(info->castles[0]&(1<<faction))))
  973. {
  974. if((faction>7) && (info->castles[1]&(1<<(faction-8))))
  975. break;
  976. faction = ran()%F_NUMBER;
  977. }
  978. }
  979. int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
  980. int cid = VLC->townh->towns[faction].basicCreatures[level];
  981. for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
  982. if(VLC->objh->cregens[i]==cid)
  983. return std::pair<int,int>(17,i);
  984. tlog3 << "Cannot find a dwelling for creature "<< cid << std::endl;
  985. return std::pair<int,int>(17,0);
  986. }
  987. case 217:
  988. {
  989. int faction = ran()%F_NUMBER;
  990. CCreGenObjInfo* info = static_cast<CCreGenObjInfo*>(obj->info);
  991. if (info->asCastle)
  992. {
  993. for(unsigned int i=0;i<map->objects.size();i++)
  994. {
  995. if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
  996. {
  997. randomizeObject(map->objects[i]); //we have to randomize the castle first
  998. faction = map->objects[i]->subID;
  999. break;
  1000. }
  1001. else if(map->objects[i]->ID==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
  1002. {
  1003. faction = map->objects[i]->subID;
  1004. break;
  1005. }
  1006. }
  1007. }
  1008. else
  1009. {
  1010. while((!(info->castles[0]&(1<<faction))))
  1011. {
  1012. if((faction>7) && (info->castles[1]&(1<<(faction-8))))
  1013. break;
  1014. faction = ran()%F_NUMBER;
  1015. }
  1016. }
  1017. int cid = VLC->townh->towns[faction].basicCreatures[obj->subID];
  1018. for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
  1019. if(VLC->objh->cregens[i]==cid)
  1020. return std::pair<int,int>(17,i);
  1021. tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
  1022. return std::pair<int,int>(17,0);
  1023. }
  1024. case 218:
  1025. {
  1026. CCreGen3ObjInfo* info = static_cast<CCreGen3ObjInfo*>(obj->info);
  1027. int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
  1028. int cid = VLC->townh->towns[obj->subID].basicCreatures[level];
  1029. for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
  1030. if(VLC->objh->cregens[i]==cid)
  1031. return std::pair<int,int>(17,i);
  1032. tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
  1033. return std::pair<int,int>(17,0);
  1034. }
  1035. }
  1036. return std::pair<int,int>(-1,-1);
  1037. }
  1038. void convertHordes(CGTownInstance * town)//converting hordes from -36..-30 to 18 & 24
  1039. {
  1040. for (int i = 0; i<CREATURES_PER_TOWN; i++)
  1041. if (vstd::contains(town->builtBuildings,(-31-i))) //if we have horde for this level
  1042. {
  1043. town->builtBuildings.erase(-31-i);//remove old ID
  1044. if (town->town->hordeLvl[0] == i)//if town first horde is this one
  1045. {
  1046. town->builtBuildings.insert(18);//add it
  1047. if (vstd::contains(town->builtBuildings,(37+i)))//if we have upgraded dwelling as well
  1048. town->builtBuildings.insert(19);//add it as well
  1049. }
  1050. if (town->town->hordeLvl[1] == i)//if town second horde is this one
  1051. {
  1052. town->builtBuildings.insert(24);//add it
  1053. if (vstd::contains(town->builtBuildings,(37+i)))//if we have upgraded dwelling as well
  1054. town->builtBuildings.insert(25);//add it as well
  1055. }
  1056. }
  1057. }
  1058. void CGameState::randomizeObject(CGObjectInstance *cur)
  1059. {
  1060. std::pair<int,int> ran = pickObject(cur);
  1061. if(ran.first<0 || ran.second<0) //this is not a random object, or we couldn't find anything
  1062. {
  1063. if(cur->ID==TOWNI_TYPE) //town - set def
  1064. {
  1065. CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
  1066. t->town = &VLC->townh->towns[t->subID];
  1067. if(t->hasCapitol())
  1068. t->defInfo = capitols[t->subID];
  1069. else if(t->hasFort())
  1070. t->defInfo = forts[t->subID];
  1071. else
  1072. t->defInfo = villages[t->subID];
  1073. }
  1074. return;
  1075. }
  1076. else if(ran.first==HEROI_TYPE)//special code for hero
  1077. {
  1078. CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
  1079. if(!h) {tlog2<<"Wrong random hero at "<<cur->pos<<std::endl; return;}
  1080. cur->ID = ran.first;
  1081. h->portrait = cur->subID = ran.second;
  1082. h->type = VLC->heroh->heroes[ran.second];
  1083. map->heroes.push_back(h);
  1084. return; //TODO: maybe we should do something with definfo?
  1085. }
  1086. else if(ran.first==TOWNI_TYPE)//special code for town
  1087. {
  1088. CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
  1089. if(!t) {tlog2<<"Wrong random town at "<<cur->pos<<std::endl; return;}
  1090. cur->ID = ran.first;
  1091. cur->subID = ran.second;
  1092. t->town = &VLC->townh->towns[ran.second];
  1093. if(t->hasCapitol())
  1094. t->defInfo = capitols[t->subID];
  1095. else if(t->hasFort())
  1096. t->defInfo = forts[t->subID];
  1097. else
  1098. t->defInfo = villages[t->subID];
  1099. map->towns.push_back(t);
  1100. return;
  1101. }
  1102. //we have to replace normal random object
  1103. cur->ID = ran.first;
  1104. cur->subID = ran.second;
  1105. map->removeBlockVisTiles(cur); //recalculate blockvis tiles - picked object might have different than random placeholder
  1106. map->defy.push_back(cur->defInfo = VLC->dobjinfo->gobjs[ran.first][ran.second]);
  1107. if(!cur->defInfo)
  1108. {
  1109. tlog1<<"*BIG* WARNING: Missing def declaration for "<<cur->ID<<" "<<cur->subID<<std::endl;
  1110. return;
  1111. }
  1112. map->addBlockVisTiles(cur);
  1113. }
  1114. int CGameState::getDate(int mode) const
  1115. {
  1116. int temp;
  1117. switch (mode)
  1118. {
  1119. case 0:
  1120. return day;
  1121. break;
  1122. case 1:
  1123. temp = (day)%7;
  1124. if (temp)
  1125. return temp;
  1126. else return 7;
  1127. break;
  1128. case 2:
  1129. temp = ((day-1)/7)+1;
  1130. if (!(temp%4))
  1131. return 4;
  1132. else
  1133. return (temp%4);
  1134. break;
  1135. case 3:
  1136. return ((day-1)/28)+1;
  1137. break;
  1138. }
  1139. return 0;
  1140. }
  1141. CGameState::CGameState()
  1142. {
  1143. mx = new boost::shared_mutex();
  1144. map = NULL;
  1145. curB = NULL;
  1146. scenarioOps = NULL;
  1147. applierGs = new CGSApplier;
  1148. objCaller = new CObjectCallersHandler;
  1149. }
  1150. CGameState::~CGameState()
  1151. {
  1152. delete mx;
  1153. delete map;
  1154. delete curB;
  1155. delete scenarioOps;
  1156. delete applierGs;
  1157. delete objCaller;
  1158. }
  1159. void CGameState::init(StartInfo * si, Mapa * map, int Seed)
  1160. {
  1161. day = 0;
  1162. seed = Seed;
  1163. ran.seed((boost::int32_t)seed);
  1164. scenarioOps = si;
  1165. this->map = map;
  1166. loadTownDInfos();
  1167. //picking random factions for players
  1168. for(unsigned int i=0;i<scenarioOps->playerInfos.size();i++)
  1169. {
  1170. if(scenarioOps->playerInfos[i].castle==-1)
  1171. {
  1172. int f;
  1173. do
  1174. {
  1175. f = ran()%F_NUMBER;
  1176. }while(!(map->players[scenarioOps->playerInfos[i].color].allowedFactions & 1<<f));
  1177. scenarioOps->playerInfos[i].castle = f;
  1178. }
  1179. }
  1180. //randomizing objects
  1181. for(unsigned int no=0; no<map->objects.size(); ++no)
  1182. {
  1183. randomizeObject(map->objects[no]);
  1184. if(map->objects[no]->ID==26)
  1185. {
  1186. map->objects[no]->defInfo->handler=NULL;
  1187. }
  1188. map->objects[no]->hoverName = VLC->generaltexth->names[map->objects[no]->ID];
  1189. }
  1190. //std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
  1191. /*********give starting hero****************************************/
  1192. for(int i=0;i<PLAYER_LIMIT;i++)
  1193. {
  1194. if((map->players[i].generateHeroAtMainTown && map->players[i].hasMainTown) || (map->players[i].hasMainTown && map->version==CMapHeader::RoE))
  1195. {
  1196. int3 hpos = map->players[i].posOfMainTown;
  1197. hpos.x+=1;// hpos.y+=1;
  1198. int j;
  1199. for(j=0; j<scenarioOps->playerInfos.size(); j++) //don't add unsigned here - we are refering to the variable above
  1200. if(scenarioOps->playerInfos[j].color == i)
  1201. break;
  1202. if(j == scenarioOps->playerInfos.size())
  1203. continue;
  1204. int h=pickHero(i);
  1205. if(scenarioOps->playerInfos[j].hero == -1)
  1206. scenarioOps->playerInfos[j].hero = h;
  1207. CGHeroInstance * nnn = static_cast<CGHeroInstance*>(createObject(HEROI_TYPE,h,hpos,i));
  1208. nnn->id = map->objects.size();
  1209. hpos = map->players[i].posOfMainTown;hpos.x+=2;
  1210. for(unsigned int o=0;o<map->towns.size();o++) //find main town
  1211. {
  1212. if(map->towns[o]->pos == hpos)
  1213. {
  1214. map->towns[o]->visitingHero = nnn;
  1215. nnn->visitedTown = map->towns[o];
  1216. nnn->inTownGarrison = false;
  1217. break;
  1218. }
  1219. }
  1220. nnn->initHero();
  1221. map->heroes.push_back(nnn);
  1222. map->objects.push_back(nnn);
  1223. map->addBlockVisTiles(nnn);
  1224. }
  1225. }
  1226. /*********creating players entries in gs****************************************/
  1227. for (unsigned int i=0; i<scenarioOps->playerInfos.size();i++)
  1228. {
  1229. std::pair<int,PlayerState> ins(scenarioOps->playerInfos[i].color,PlayerState());
  1230. ins.second.color=ins.first;
  1231. ins.second.serial=i;
  1232. ins.second.human = scenarioOps->playerInfos[i].human;
  1233. players.insert(ins);
  1234. }
  1235. /******************RESOURCES****************************************************/
  1236. //TODO: computer player should receive other amount of resource than player (depending on difficulty)
  1237. std::vector<int> startres;
  1238. std::ifstream tis(DATA_DIR "/config/startres.txt");
  1239. int k;
  1240. for (int j=0;j<scenarioOps->difficulty;j++)
  1241. {
  1242. tis >> k;
  1243. for (int z=0;z<RESOURCE_QUANTITY;z++)
  1244. tis>>k;
  1245. }
  1246. tis >> k;
  1247. for (int i=0;i<RESOURCE_QUANTITY;i++)
  1248. {
  1249. tis >> k;
  1250. startres.push_back(k);
  1251. }
  1252. tis.close();
  1253. tis.clear();
  1254. for (std::map<ui8,PlayerState>::iterator i = players.begin(); i!=players.end(); i++)
  1255. {
  1256. (*i).second.resources.resize(RESOURCE_QUANTITY);
  1257. for (int x=0;x<RESOURCE_QUANTITY;x++)
  1258. (*i).second.resources[x] = startres[x];
  1259. }
  1260. tis.open(DATA_DIR "/config/resources.txt");
  1261. tis >> k;
  1262. int pom;
  1263. for(int i=0;i<k;i++)
  1264. {
  1265. tis >> pom;
  1266. resVals.push_back(pom);
  1267. }
  1268. /*************************HEROES************************************************/
  1269. std::set<int> hids;
  1270. for(unsigned int i=0; i<map->allowedHeroes.size(); i++) //add to hids all allowed heroes
  1271. if(map->allowedHeroes[i])
  1272. hids.insert(i);
  1273. for (unsigned int i=0; i<map->heroes.size();i++) //heroes instances initialization
  1274. {
  1275. if (map->heroes[i]->getOwner()<0)
  1276. {
  1277. tlog2 << "Warning - hero with uninitialized owner!\n";
  1278. continue;
  1279. }
  1280. CGHeroInstance * vhi = (map->heroes[i]);
  1281. vhi->initHero();
  1282. players.find(vhi->getOwner())->second.heroes.push_back(vhi);
  1283. hids.erase(vhi->subID);
  1284. }
  1285. for(unsigned int i=0; i<map->predefinedHeroes.size(); i++)
  1286. {
  1287. if(!vstd::contains(hids,map->predefinedHeroes[i]->subID))
  1288. continue;
  1289. map->predefinedHeroes[i]->initHero();
  1290. hpool.heroesPool[map->predefinedHeroes[i]->subID] = map->predefinedHeroes[i];
  1291. hpool.pavailable[map->predefinedHeroes[i]->subID] = 0xff;
  1292. hids.erase(map->predefinedHeroes[i]->subID);
  1293. }
  1294. BOOST_FOREACH(int hid, hids) //all not used allowed heroes go into the pool
  1295. {
  1296. CGHeroInstance * vhi = new CGHeroInstance();
  1297. vhi->initHero(hid);
  1298. hpool.heroesPool[hid] = vhi;
  1299. hpool.pavailable[hid] = 0xff;
  1300. }
  1301. for(unsigned int i=0; i<map->disposedHeroes.size(); i++)
  1302. {
  1303. hpool.pavailable[map->disposedHeroes[i].ID] = map->disposedHeroes[i].players;
  1304. }
  1305. /*************************FOG**OF**WAR******************************************/
  1306. for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
  1307. {
  1308. k->second.fogOfWarMap.resize(map->width);
  1309. for(int g=0; g<map->width; ++g)
  1310. k->second.fogOfWarMap[g].resize(map->height);
  1311. for(int g=-0; g<map->width; ++g)
  1312. for(int h=0; h<map->height; ++h)
  1313. k->second.fogOfWarMap[g][h].resize(map->twoLevel+1, 0);
  1314. for(int g=0; g<map->width; ++g)
  1315. for(int h=0; h<map->height; ++h)
  1316. for(int v=0; v<map->twoLevel+1; ++v)
  1317. k->second.fogOfWarMap[g][h][v] = 0;
  1318. BOOST_FOREACH(CGObjectInstance *obj, map->objects)
  1319. {
  1320. if(obj->tempOwner != k->first) continue; //not a flagged object
  1321. std::set<int3> tiles;
  1322. obj->getSightTiles(tiles);
  1323. BOOST_FOREACH(int3 tile, tiles)
  1324. {
  1325. k->second.fogOfWarMap[tile.x][tile.y][tile.z] = 1;
  1326. }
  1327. }
  1328. //starting bonus
  1329. if(si->playerInfos[k->second.serial].bonus==brandom)
  1330. si->playerInfos[k->second.serial].bonus = ran()%3;
  1331. switch(si->playerInfos[k->second.serial].bonus)
  1332. {
  1333. case bgold:
  1334. k->second.resources[6] += 500 + (ran()%6)*100;
  1335. break;
  1336. case bresource:
  1337. {
  1338. int res = VLC->townh->towns[si->playerInfos[k->second.serial].castle].primaryRes;
  1339. if(res == 127)
  1340. {
  1341. k->second.resources[0] += 5 + ran()%6;
  1342. k->second.resources[2] += 5 + ran()%6;
  1343. }
  1344. else
  1345. {
  1346. k->second.resources[res] += 3 + ran()%4;
  1347. }
  1348. break;
  1349. }
  1350. case bartifact:
  1351. {
  1352. if(!k->second.heroes.size())
  1353. {
  1354. tlog5 << "Cannot give starting artifact - no heroes!" << std::endl;
  1355. break;
  1356. }
  1357. CArtifact *toGive;
  1358. do
  1359. {
  1360. toGive = VLC->arth->treasures[ran() % VLC->arth->treasures.size()];
  1361. } while (!map->allowedArtifact[toGive->id]);
  1362. CGHeroInstance *hero = k->second.heroes[0];
  1363. std::vector<ui16>::iterator slot = vstd::findFirstNot(hero->artifWorn,toGive->possibleSlots);
  1364. if(slot!=toGive->possibleSlots.end())
  1365. {
  1366. hero->artifWorn[*slot] = toGive->id;
  1367. hero->recreateArtBonuses();
  1368. }
  1369. else
  1370. hero->giveArtifact(toGive->id);
  1371. }
  1372. }
  1373. }
  1374. /****************************TOWNS************************************************/
  1375. for (unsigned int i=0;i<map->towns.size();i++)
  1376. {
  1377. CGTownInstance * vti =(map->towns[i]);
  1378. if(!vti->town)
  1379. vti->town = &VLC->townh->towns[vti->subID];
  1380. if (vti->name.length()==0) // if town hasn't name we draw it
  1381. vti->name = vti->town->Names()[ran()%vti->town->Names().size()];
  1382. //init buildings
  1383. if(vti->builtBuildings.find(-50)!=vti->builtBuildings.end()) //give standard set of buildings
  1384. {
  1385. vti->builtBuildings.erase(-50);
  1386. vti->builtBuildings.insert(10);
  1387. vti->builtBuildings.insert(5);
  1388. vti->builtBuildings.insert(30);
  1389. if(ran()%2)
  1390. vti->builtBuildings.insert(31);
  1391. }
  1392. convertHordes(vti);
  1393. //init spells
  1394. vti->spells.resize(SPELL_LEVELS);
  1395. CSpell *s;
  1396. for(unsigned int z=0; z<vti->obligatorySpells.size();z++)
  1397. {
  1398. s = &VLC->spellh->spells[vti->obligatorySpells[z]];
  1399. vti->spells[s->level-1].push_back(s->id);
  1400. vti->possibleSpells -= s->id;
  1401. }
  1402. while(vti->possibleSpells.size())
  1403. {
  1404. ui32 total=0, sel=-1;
  1405. for(unsigned int ps=0;ps<vti->possibleSpells.size();ps++)
  1406. total += VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];
  1407. int r = (total)? ran()%total : -1;
  1408. for(unsigned int ps=0; ps<vti->possibleSpells.size();ps++)
  1409. {
  1410. r -= VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];
  1411. if(r<0)
  1412. {
  1413. sel = ps;
  1414. break;
  1415. }
  1416. }
  1417. if(sel<0)
  1418. sel=0;
  1419. CSpell *s = &VLC->spellh->spells[vti->possibleSpells[sel]];
  1420. vti->spells[s->level-1].push_back(s->id);
  1421. vti->possibleSpells -= s->id;
  1422. }
  1423. //init garrisons
  1424. for (std::map<si32,std::pair<ui32,si32> >::iterator j=vti->army.slots.begin(); j!=vti->army.slots.end();j++)
  1425. {
  1426. if(j->second.first > 196 && j->second.first < 211)
  1427. {
  1428. if(j->second.first%2)
  1429. j->second.first = vti->town->basicCreatures[ (j->second.first-197) / 2 ];
  1430. else
  1431. j->second.first = vti->town->upgradedCreatures[ (j->second.first-197) / 2 ];
  1432. }
  1433. }
  1434. if(vti->getOwner() != 255)
  1435. getPlayer(vti->getOwner())->towns.push_back(vti);
  1436. }
  1437. for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
  1438. {
  1439. if(k->first==-1 || k->first==255)
  1440. continue;
  1441. //init visiting and garrisoned heroes
  1442. for(unsigned int l=0; l<k->second.heroes.size();l++)
  1443. {
  1444. CGHeroInstance *h = k->second.heroes[l];
  1445. for(unsigned int m=0; m<k->second.towns.size();m++)
  1446. {
  1447. CGTownInstance *t = k->second.towns[m];
  1448. int3 vistile = t->pos; vistile.x--; //tile next to the entrance
  1449. if(vistile == h->pos || h->pos==t->pos)
  1450. {
  1451. t->visitingHero = h;
  1452. h->visitedTown = t;
  1453. h->inTownGarrison = false;
  1454. if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it
  1455. {
  1456. map->removeBlockVisTiles(h);
  1457. h->pos.x -= 1;
  1458. map->addBlockVisTiles(h);
  1459. }
  1460. break;
  1461. }
  1462. }
  1463. }
  1464. }
  1465. for(unsigned int i=0; i<map->defy.size(); i++)
  1466. {
  1467. map->defy[i]->serial = i;
  1468. }
  1469. objCaller->preInit();
  1470. for(unsigned int i=0; i<map->objects.size(); i++)
  1471. {
  1472. map->objects[i]->initObj();
  1473. if(map->objects[i]->ID == 62) //prison also needs to initialize hero
  1474. static_cast<CGHeroInstance*>(map->objects[i])->initHero();
  1475. }
  1476. objCaller->postInit();
  1477. }
  1478. bool CGameState::battleShootCreatureStack(int ID, int dest)
  1479. {
  1480. return true;
  1481. }
  1482. bool CGameState::battleCanFlee(int player)
  1483. {
  1484. if(!curB) //there is no battle
  1485. return false;
  1486. if(curB->heroes[0]->hasBonusOfType(HeroBonus::ENEMY_CANT_ESCAPE) //eg. one of heroes is wearing shakles of war
  1487. || curB->heroes[0]->hasBonusOfType(HeroBonus::ENEMY_CANT_ESCAPE))
  1488. return false;
  1489. return true;
  1490. }
  1491. int CGameState::battleGetStack(int pos, bool onlyAlive)
  1492. {
  1493. if(!curB)
  1494. return -1;
  1495. for(unsigned int g=0; g<curB->stacks.size(); ++g)
  1496. {
  1497. if((curB->stacks[g]->position == pos
  1498. || (curB->stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE)
  1499. &&( (curB->stacks[g]->attackerOwned && curB->stacks[g]->position-1 == pos)
  1500. || (!curB->stacks[g]->attackerOwned && curB->stacks[g]->position+1 == pos) )
  1501. ))
  1502. && (!onlyAlive || curB->stacks[g]->alive())
  1503. )
  1504. return curB->stacks[g]->ID;
  1505. }
  1506. return -1;
  1507. }
  1508. int CGameState::battleGetBattlefieldType(int3 tile)
  1509. {
  1510. if(tile==int3() && curB)
  1511. tile = curB->tile;
  1512. else if(tile==int3() && !curB)
  1513. return -1;
  1514. const std::vector <CGObjectInstance*> & objs = map->objects;
  1515. for(int g=0; g<objs.size(); ++g)
  1516. {
  1517. if( !objs[g] || objs[g]->pos.x - tile.x < 0 || objs[g]->pos.x - tile.x >= 8
  1518. || tile.y - objs[g]->pos.y + 5 < 0 || tile.y - objs[g]->pos.y + 5 >=6
  1519. || !objs[g]->coveringAt(objs[g]->pos.x - tile.x, tile.y - objs[g]->pos.y + 5)
  1520. ) //look only for objects covering given tile
  1521. continue;
  1522. switch(objs[g]->ID)
  1523. {
  1524. case 222: //clover field
  1525. return 19;
  1526. case 21: case 223: //cursed ground
  1527. return 22;
  1528. case 224: //evil fog
  1529. return 20;
  1530. case 225: //favourable winds
  1531. return 21;
  1532. case 226: //fiery fields
  1533. return 14;
  1534. case 227: //holy ground
  1535. return 18;
  1536. case 228: //lucid pools
  1537. return 17;
  1538. case 229: //magic clouds
  1539. return 16;
  1540. case 46: case 230: //magic plains
  1541. return 9;
  1542. case 231: //rocklands
  1543. return 15;
  1544. }
  1545. }
  1546. switch(map->terrain[tile.x][tile.y][tile.z].tertype)
  1547. {
  1548. case TerrainTile::dirt:
  1549. return rand()%3+3;
  1550. case TerrainTile::sand:
  1551. return 2; //TODO: coast support
  1552. case TerrainTile::grass:
  1553. return rand()%2+6;
  1554. case TerrainTile::snow:
  1555. return rand()%2+10;
  1556. case TerrainTile::swamp:
  1557. return 13;
  1558. case TerrainTile::rough:
  1559. return 23;
  1560. case TerrainTile::subterranean:
  1561. return 12;
  1562. case TerrainTile::lava:
  1563. return 8;
  1564. case TerrainTile::water:
  1565. return 25;
  1566. case TerrainTile::rock:
  1567. return 15;
  1568. default:
  1569. return -1;
  1570. }
  1571. }
  1572. const CGHeroInstance * CGameState::battleGetOwner(int stackID)
  1573. {
  1574. if(!curB)
  1575. return NULL;
  1576. return curB->heroes[!curB->getStack(stackID)->attackerOwned];
  1577. }
  1578. UpgradeInfo CGameState::getUpgradeInfo(const CArmedInstance *obj, int stackPos)
  1579. {
  1580. UpgradeInfo ret;
  1581. const CCreature *base = &VLC->creh->creatures[obj->army.slots.find(stackPos)->second.first];
  1582. if((obj->ID == TOWNI_TYPE) || ((obj->ID == HEROI_TYPE) && static_cast<const CGHeroInstance*>(obj)->visitedTown))
  1583. {
  1584. const CGTownInstance * t;
  1585. if(obj->ID == TOWNI_TYPE)
  1586. t = static_cast<const CGTownInstance *>(obj);
  1587. else
  1588. t = static_cast<const CGHeroInstance*>(obj)->visitedTown;
  1589. for(std::set<si32>::const_iterator i=t->builtBuildings.begin(); i!=t->builtBuildings.end(); i++)
  1590. {
  1591. if( (*i) >= 37 && (*i) < 44 ) //upgraded creature dwelling
  1592. {
  1593. int nid = t->town->upgradedCreatures[(*i)-37]; //upgrade offered by that building
  1594. if(base->upgrades.find(nid) != base->upgrades.end()) //possible upgrade
  1595. {
  1596. ret.newID.push_back(nid);
  1597. ret.cost.push_back(std::set<std::pair<int,int> >());
  1598. for(int j=0;j<RESOURCE_QUANTITY;j++)
  1599. {
  1600. int dif = VLC->creh->creatures[nid].cost[j] - base->cost[j];
  1601. if(dif)
  1602. ret.cost[ret.cost.size()-1].insert(std::make_pair(j,dif));
  1603. }
  1604. }
  1605. }
  1606. }//end for
  1607. }
  1608. //TODO: check if hero ability makes some upgrades possible
  1609. if(ret.newID.size())
  1610. ret.oldID = base->idNumber;
  1611. return ret;
  1612. }
  1613. float CGameState::getMarketEfficiency( int player, int mode/*=0*/ )
  1614. {
  1615. boost::shared_lock<boost::shared_mutex> lock(*mx);
  1616. if(mode) return -1; //todo - support other modes
  1617. int mcount = 0;
  1618. for(unsigned int i=0;i<getPlayer(player)->towns.size();i++)
  1619. if(vstd::contains(getPlayer(player)->towns[i]->builtBuildings,14))
  1620. mcount++;
  1621. float ret = std::min(((float)mcount+1.0f)/20.0f,0.5f);
  1622. return ret;
  1623. }
  1624. void CGameState::loadTownDInfos()
  1625. {
  1626. for(int i=0;i<F_NUMBER;i++)
  1627. {
  1628. villages[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
  1629. forts[i] = VLC->dobjinfo->castles[i];
  1630. capitols[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
  1631. }
  1632. }
  1633. void CGameState::getNeighbours( const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand )
  1634. {
  1635. static int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
  1636. int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
  1637. vec.clear();
  1638. for (size_t i = 0; i < ARRAY_COUNT(dirs); i++)
  1639. {
  1640. const int3 hlp = tile + dirs[i];
  1641. if(!map->isInTheMap(hlp))
  1642. continue;
  1643. const TerrainTile &hlpt = map->getTile(hlp);
  1644. if((indeterminate(onLand) || onLand == (hlpt.tertype!=8) )
  1645. && hlpt.tertype!=9)
  1646. {
  1647. vec.push_back(hlp);
  1648. }
  1649. }
  1650. }
  1651. int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, int remainingMovePoints, bool checkLast)
  1652. {
  1653. if(src == dest) //same tile
  1654. return 0;
  1655. TerrainTile &s = map->terrain[src.x][src.y][src.z],
  1656. &d = map->terrain[dest.x][dest.y][dest.z];
  1657. //get basic cost
  1658. int ret = h->getTileCost(d,s);
  1659. if(src.x != dest.x && src.y != dest.y) //it's diagonal move
  1660. {
  1661. int old = ret;
  1662. ret *= 1.414213;
  1663. //diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
  1664. if(ret > remainingMovePoints && remainingMovePoints >= old)
  1665. {
  1666. return remainingMovePoints;
  1667. }
  1668. }
  1669. int left = remainingMovePoints-ret;
  1670. if(checkLast && left > 0 && remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
  1671. {
  1672. std::vector<int3> vec;
  1673. getNeighbours(d, dest, vec, s.tertype != TerrainTile::water);
  1674. for(size_t i=0; i < vec.size(); i++)
  1675. {
  1676. int fcost = getMovementCost(h,dest,vec[i],left,false);
  1677. if(fcost <= left)
  1678. {
  1679. return ret;
  1680. }
  1681. }
  1682. ret = remainingMovePoints;
  1683. }
  1684. return ret;
  1685. }
  1686. std::set<int> CGameState::getBuildingRequiments(const CGTownInstance *t, int ID)
  1687. {
  1688. std::set<int> used;
  1689. used.insert(ID);
  1690. std::set<int> reqs = VLC->townh->requirements[t->subID][ID];
  1691. while(true)
  1692. {
  1693. size_t noloop=0;
  1694. for(std::set<int>::iterator i=reqs.begin();i!=reqs.end();i++)
  1695. {
  1696. if(used.find(*i)==used.end()) //we haven't added requirements for this building
  1697. {
  1698. used.insert(*i);
  1699. for(
  1700. std::set<int>::iterator j=VLC->townh->requirements[t->subID][*i].begin();
  1701. j!=VLC->townh->requirements[t->subID][*i].end();
  1702. j++)
  1703. {
  1704. reqs.insert(*j);//creating full list of requirements
  1705. }
  1706. }
  1707. else
  1708. {
  1709. noloop++;
  1710. }
  1711. }
  1712. if(noloop==reqs.size())
  1713. break;
  1714. }
  1715. return reqs;
  1716. }
  1717. int CGameState::canBuildStructure( const CGTownInstance *t, int ID )
  1718. {
  1719. int ret = 7; //allowed by default
  1720. if(t->builded >= MAX_BUILDING_PER_TURN)
  1721. ret = 5; //building limit
  1722. //checking resources
  1723. CBuilding * pom = VLC->buildh->buildings[t->subID][ID];
  1724. if(!pom)return 8;
  1725. if(pom->Name().size()==0||pom->resources.size()==0)return 2;//TODO: why does this happen?
  1726. for(int res=0;res<pom->resources.size();res++) //TODO: support custom amount of resources
  1727. {
  1728. if(pom->resources[res] > getPlayer(t->tempOwner)->resources[res])
  1729. ret = 6; //lack of res
  1730. }
  1731. //checking for requirements
  1732. std::set<int> reqs = getBuildingRequiments(t, ID);//getting all requiments
  1733. for( std::set<int>::iterator ri = reqs.begin(); ri != reqs.end(); ri++ )
  1734. {
  1735. if(t->builtBuildings.find(*ri)==t->builtBuildings.end())
  1736. ret = 8; //lack of requirements - cannot build
  1737. }
  1738. //can we build it?
  1739. if(t->forbiddenBuildings.find(ID)!=t->forbiddenBuildings.end())
  1740. ret = 2; //forbidden
  1741. if(ID == 13) //capitol
  1742. {
  1743. for(unsigned int in = 0; in < map->towns.size(); in++)
  1744. {
  1745. if(map->towns[in]->tempOwner==t->tempOwner && vstd::contains(map->towns[in]->builtBuildings,13))
  1746. {
  1747. ret = 0; //no more than one capitol
  1748. break;
  1749. }
  1750. }
  1751. }
  1752. else if(ID == 6) //shipyard
  1753. {
  1754. int3 t1(t->pos + int3(-1,3,0)),
  1755. t2(t->pos + int3(-3,3,0));
  1756. if(map->isInTheMap(t1) && map->getTile(t1).tertype != TerrainTile::water
  1757. && (map->isInTheMap(t2) && map->getTile(t2).tertype != TerrainTile::water))
  1758. ret = 1; //lack of water
  1759. }
  1760. if(t->builtBuildings.find(ID)!=t->builtBuildings.end()) //already built
  1761. ret = 4;
  1762. return ret;
  1763. }
  1764. void CGameState::apply(CPack *pack)
  1765. {
  1766. ui16 typ = typeList.getTypeID(pack);
  1767. assert(typ >= 0);
  1768. applierGs->apps[typ]->applyOnGS(this,pack);
  1769. }
  1770. PlayerState * CGameState::getPlayer( ui8 color )
  1771. {
  1772. if(vstd::contains(players,color))
  1773. {
  1774. return &players[color];
  1775. }
  1776. else
  1777. {
  1778. tlog2 << "Warning: Cannot find info for player " << int(color) << std::endl;
  1779. return NULL;
  1780. }
  1781. }
  1782. const PlayerState * CGameState::getPlayer( ui8 color ) const
  1783. {
  1784. return (const_cast<CGameState *>(this))->getPlayer(color);
  1785. }
  1786. bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret)
  1787. {
  1788. if(!map->isInTheMap(src) || !map->isInTheMap(dest)) //check input
  1789. return false;
  1790. int3 hpos = hero->getPosition(false);
  1791. tribool blockLandSea; //true - blocks sea, false - blocks land, indeterminate - allows all
  1792. if (!hero->canWalkOnSea())
  1793. blockLandSea = (map->getTile(hpos).tertype != TerrainTile::water); //block land if hero is on water and vice versa
  1794. else
  1795. blockLandSea = boost::logic::indeterminate;
  1796. const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayer(hero->tempOwner)->fogOfWarMap;
  1797. //graph initialization
  1798. std::vector< std::vector<CPathNode> > graph;
  1799. graph.resize(map->width);
  1800. for(size_t i=0; i<graph.size(); ++i)
  1801. {
  1802. graph[i].resize(map->height);
  1803. for(size_t j=0; j<graph[i].size(); ++j)
  1804. {
  1805. const TerrainTile *tinfo = &map->terrain[i][j][src.z];
  1806. CPathNode &node = graph[i][j];
  1807. node.accessible = !tinfo->blocked;
  1808. node.dist = -1;
  1809. node.theNodeBefore = NULL;
  1810. node.visited = false;
  1811. node.coord.x = i;
  1812. node.coord.y = j;
  1813. node.coord.z = dest.z;
  1814. if ((tinfo->tertype == TerrainTile::rock) //it's rock
  1815. || ((blockLandSea) && (tinfo->tertype == TerrainTile::water)) //it's sea and we cannot walk on sea
  1816. || ((!blockLandSea) && (tinfo->tertype != TerrainTile::water)) //it's land and we cannot walk on land
  1817. || !FoW[i][j][src.z] //tile is covered by the FoW
  1818. )
  1819. {
  1820. node.accessible = false;
  1821. }
  1822. }
  1823. }
  1824. //Special rules for the destination tile
  1825. {
  1826. const TerrainTile *t = &map->terrain[dest.x][dest.y][dest.z];
  1827. CPathNode &d = graph[dest.x][dest.y];
  1828. //tile may be blocked by blockvis / normal vis obj but it still must be accessible
  1829. if(t->visitable)
  1830. {
  1831. d.accessible = true; //for allowing visiting objects
  1832. }
  1833. if(blockLandSea && t->tertype == TerrainTile::water) //hero can walk only on land and dst lays on the water
  1834. {
  1835. size_t i = 0;
  1836. for(; i < t->visitableObjects.size(); i++)
  1837. if(t->visitableObjects[i]->ID == 8 || t->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat
  1838. break;
  1839. d.accessible = (i < t->visitableObjects.size()); //dest is accessible only if there is boat/hero
  1840. }
  1841. else if(!blockLandSea && t->tertype != TerrainTile::water) //hero is moving by water
  1842. {
  1843. d.accessible = (t->siodmyTajemniczyBajt & 64) && !t->blocked; //tile is accessible if it's coastal and not blocked
  1844. }
  1845. }
  1846. //graph initialized
  1847. //initial tile - set cost on 0 and add to the queue
  1848. graph[src.x][src.y].dist = 0;
  1849. std::queue<CPathNode> mq;
  1850. mq.push(graph[src.x][src.y]);
  1851. ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
  1852. std::vector<int3> neighbours;
  1853. neighbours.reserve(8);
  1854. while(!mq.empty())
  1855. {
  1856. CPathNode &cp = graph[mq.front().coord.x][mq.front().coord.y];
  1857. mq.pop();
  1858. if (cp.coord == dest) //it's destination tile
  1859. {
  1860. if (cp.dist < curDist) //that path is better than previous one
  1861. curDist = cp.dist;
  1862. continue;
  1863. }
  1864. else
  1865. {
  1866. if (cp.dist > curDist) //it's not dest and current length is greater than cost of already found path
  1867. continue;
  1868. }
  1869. //add accessible neighbouring nodes to the queue
  1870. getNeighbours(map->getTile(cp.coord), cp.coord, neighbours, boost::logic::indeterminate);
  1871. for(unsigned int i=0; i < neighbours.size(); i++)
  1872. {
  1873. CPathNode & dp = graph[neighbours[i].x][neighbours[i].y];
  1874. if(dp.accessible)
  1875. {
  1876. int cost = getMovementCost(hero,cp.coord,dp.coord,hero->movement - cp.dist);
  1877. if((dp.dist==-1 || (dp.dist > cp.dist + cost)) && dp.accessible && checkForVisitableDir(cp.coord, dp.coord) && checkForVisitableDir(dp.coord, cp.coord))
  1878. {
  1879. dp.dist = cp.dist + cost;
  1880. dp.theNodeBefore = &cp;
  1881. mq.push(dp);
  1882. }
  1883. }
  1884. }
  1885. }
  1886. CPathNode *curNode = &graph[dest.x][dest.y];
  1887. if(!curNode->theNodeBefore) //destination is not accessible
  1888. return false;
  1889. //fill ret with found path
  1890. ret.nodes.clear();
  1891. while(curNode->coord != graph[src.x][src.y].coord)
  1892. {
  1893. ret.nodes.push_back(*curNode);
  1894. curNode = curNode->theNodeBefore;
  1895. }
  1896. ret.nodes.push_back(graph[src.x][src.y]);
  1897. return true;
  1898. }
  1899. void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement)
  1900. {
  1901. assert(hero);
  1902. boost::shared_lock<boost::shared_mutex> lock(*mx);
  1903. if(src.x < 0)
  1904. src = hero->getPosition(false);
  1905. if(movement < 0)
  1906. movement = hero->movement;
  1907. out.hero = hero;
  1908. out.hpos = src;
  1909. if(!map->isInTheMap(src)/* || !map->isInTheMap(dest)*/) //check input
  1910. {
  1911. tlog1 << "CGameState::calculatePaths: Hero outside the map? How dare you...\n";
  1912. return;
  1913. }
  1914. tribool onLand; //true - blocks sea, false - blocks land, indeterminate - allows all
  1915. if (!hero->canWalkOnSea())
  1916. onLand = (map->getTile(src).tertype != TerrainTile::water); //block land if hero is on water and vice versa
  1917. else
  1918. onLand = boost::logic::indeterminate;
  1919. const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayer(hero->tempOwner)->fogOfWarMap;
  1920. //graph initialization
  1921. CGPathNode ***graph = out.nodes;
  1922. for(size_t i=0; i < out.sizes.x; ++i)
  1923. {
  1924. for(size_t j=0; j < out.sizes.y; ++j)
  1925. {
  1926. for(size_t k=0; k < out.sizes.z; ++k)
  1927. {
  1928. const TerrainTile *tinfo = &map->terrain[i][j][k];
  1929. CGPathNode &node = graph[i][j][k];
  1930. node.accessible = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);
  1931. node.turns = 0xff;
  1932. node.moveRemains = 0;
  1933. node.coord.x = i;
  1934. node.coord.y = j;
  1935. node.coord.z = k;
  1936. node.land = tinfo->tertype != TerrainTile::water;
  1937. node.theNodeBefore = NULL;
  1938. if ( tinfo->tertype == TerrainTile::rock//it's rock
  1939. || onLand && !node.land //it's sea and we cannot walk on sea
  1940. || !onLand && node.land //it's land and we cannot walk on land
  1941. || !FoW[i][j][k] //tile is covered by the FoW
  1942. )
  1943. {
  1944. node.accessible = CGPathNode::BLOCKED;
  1945. }
  1946. else if(tinfo->visitable)
  1947. {
  1948. for(size_t ii = 0; ii < tinfo->visitableObjects.size(); ii++)
  1949. {
  1950. const CGObjectInstance * const obj = tinfo->visitableObjects[ii];
  1951. if(obj->getPassableness() & 1<<hero->tempOwner) //special object instance specific passableness flag - overwrites other accessibility flags
  1952. {
  1953. node.accessible = CGPathNode::ACCESSIBLE;
  1954. }
  1955. else if(obj->blockVisit)
  1956. {
  1957. node.accessible = CGPathNode::BLOCKVIS;
  1958. break;
  1959. }
  1960. else if(obj->ID != 26) //pathfinder should ignore placed events
  1961. {
  1962. node.accessible = CGPathNode::VISITABLE;
  1963. }
  1964. }
  1965. }
  1966. if(onLand && !node.land) //hero can walk only on land and tile lays on the water
  1967. {
  1968. size_t i = 0;
  1969. for(; i < tinfo->visitableObjects.size(); i++)
  1970. if(tinfo->visitableObjects[i]->ID == 8 || tinfo->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat
  1971. break;
  1972. if(i < tinfo->visitableObjects.size())
  1973. node.accessible = CGPathNode::BLOCKVIS; //dest is accessible only if there is boat/hero
  1974. }
  1975. else if(!onLand && tinfo->tertype != TerrainTile::water) //hero is moving by water
  1976. {
  1977. if((tinfo->siodmyTajemniczyBajt & 64) && !tinfo->blocked)
  1978. node.accessible = CGPathNode::VISITABLE; //tile is accessible if it's coastal and not blocked
  1979. }
  1980. }
  1981. }
  1982. }
  1983. //graph initialized
  1984. //initial tile - set cost on 0 and add to the queue
  1985. graph[src.x][src.y][src.z].turns = 0;
  1986. graph[src.x][src.y][src.z].moveRemains = movement;
  1987. std::queue<CGPathNode*> mq;
  1988. mq.push(&graph[src.x][src.y][src.z]);
  1989. ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
  1990. std::vector<int3> neighbours;
  1991. neighbours.reserve(8);
  1992. while(!mq.empty())
  1993. {
  1994. CGPathNode *cp = mq.front();
  1995. mq.pop();
  1996. const TerrainTile &ct = map->getTile(cp->coord);
  1997. int movement = cp->moveRemains, turn = cp->turns;
  1998. if(!movement)
  1999. {
  2000. movement = hero->maxMovePoints(ct.tertype != TerrainTile::water);
  2001. turn++;
  2002. }
  2003. //add accessible neighbouring nodes to the queue
  2004. getNeighbours(ct, cp->coord, neighbours, boost::logic::indeterminate);
  2005. for(unsigned int i=0; i < neighbours.size(); i++)
  2006. {
  2007. int moveAtNextTile = movement;
  2008. int turnAtNextTile = turn;
  2009. const int3 &n = neighbours[i]; //current neighbor
  2010. CGPathNode & dp = graph[n.x][n.y][n.z];
  2011. if( !checkForVisitableDir(cp->coord, dp.coord)
  2012. || !checkForVisitableDir(dp.coord, cp->coord)
  2013. || dp.accessible == CGPathNode::BLOCKED )
  2014. {
  2015. continue;
  2016. }
  2017. int cost = getMovementCost(hero, cp->coord, dp.coord, movement);
  2018. int remains = movement - cost;
  2019. if(remains < 0)
  2020. {
  2021. //occurs rarely, when hero with low movepoints tries to go leave the road
  2022. turnAtNextTile++;
  2023. moveAtNextTile = hero->maxMovePoints(ct.tertype != TerrainTile::water);
  2024. cost = getMovementCost(hero, cp->coord, dp.coord, moveAtNextTile); //cost must be updated, movement points changed :(
  2025. remains = moveAtNextTile - cost;
  2026. }
  2027. if(dp.turns==0xff //we haven't been here before
  2028. || dp.turns > turnAtNextTile
  2029. || (dp.turns >= turnAtNextTile && dp.moveRemains < remains)) //this route is faster
  2030. {
  2031. assert(&dp != cp->theNodeBefore); //two tiles can't point to each other
  2032. dp.moveRemains = remains;
  2033. dp.turns = turnAtNextTile;
  2034. dp.theNodeBefore = cp;
  2035. if(dp.accessible == CGPathNode::ACCESSIBLE)
  2036. {
  2037. mq.push(&dp);
  2038. }
  2039. }
  2040. } //neighbours loop
  2041. } //queue loop
  2042. }
  2043. bool CGameState::isVisible(int3 pos, int player)
  2044. {
  2045. if(player == 255) //neutral player
  2046. return false;
  2047. return players[player].fogOfWarMap[pos.x][pos.y][pos.z];
  2048. }
  2049. bool CGameState::isVisible( const CGObjectInstance *obj, int player )
  2050. {
  2051. if(player == 255) //neutral player
  2052. return false;
  2053. //object is visible when at least one blocked tile is visible
  2054. for(int fx=0; fx<8; ++fx)
  2055. {
  2056. for(int fy=0; fy<6; ++fy)
  2057. {
  2058. int3 pos = obj->pos + int3(fx-7,fy-5,0);
  2059. if(map->isInTheMap(pos)
  2060. && !((obj->defInfo->blockMap[fy] >> (7 - fx)) & 1)
  2061. && isVisible(pos, player) )
  2062. return true;
  2063. }
  2064. }
  2065. return false;
  2066. }
  2067. bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
  2068. {
  2069. const TerrainTile * pom = &map->getTile(dst);
  2070. return checkForVisitableDir(src, pom, dst);
  2071. }
  2072. bool CGameState::checkForVisitableDir( const int3 & src, const TerrainTile *pom, const int3 & dst ) const
  2073. {
  2074. for(unsigned int b=0; b<pom->visitableObjects.size(); ++b) //checking destination tile
  2075. {
  2076. if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore
  2077. continue;
  2078. CGDefInfo * di = pom->visitableObjects[b]->defInfo;
  2079. if( (dst.x == src.x-1 && dst.y == src.y-1) && !(di->visitDir & (1<<4)) )
  2080. {
  2081. return false;
  2082. }
  2083. if( (dst.x == src.x && dst.y == src.y-1) && !(di->visitDir & (1<<5)) )
  2084. {
  2085. return false;
  2086. }
  2087. if( (dst.x == src.x+1 && dst.y == src.y-1) && !(di->visitDir & (1<<6)) )
  2088. {
  2089. return false;
  2090. }
  2091. if( (dst.x == src.x+1 && dst.y == src.y) && !(di->visitDir & (1<<7)) )
  2092. {
  2093. return false;
  2094. }
  2095. if( (dst.x == src.x+1 && dst.y == src.y+1) && !(di->visitDir & (1<<0)) )
  2096. {
  2097. return false;
  2098. }
  2099. if( (dst.x == src.x && dst.y == src.y+1) && !(di->visitDir & (1<<1)) )
  2100. {
  2101. return false;
  2102. }
  2103. if( (dst.x == src.x-1 && dst.y == src.y+1) && !(di->visitDir & (1<<2)) )
  2104. {
  2105. return false;
  2106. }
  2107. if( (dst.x == src.x-1 && dst.y == src.y) && !(di->visitDir & (1<<3)) )
  2108. {
  2109. return false;
  2110. }
  2111. }
  2112. return true;
  2113. }
  2114. std::pair<ui32, ui32> BattleInfo::calculateDmgRange(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge)
  2115. {
  2116. float attackDefenseBonus,
  2117. minDmg = attacker->creature->damageMin * attacker->amount,
  2118. maxDmg = attacker->creature->damageMax * attacker->amount;
  2119. if(attacker->creature->idNumber == 149) //arrow turret
  2120. {
  2121. switch(attacker->position)
  2122. {
  2123. case -2: //keep
  2124. minDmg = 15;
  2125. maxDmg = 15;
  2126. break;
  2127. case -3: case -4: //turrets
  2128. minDmg = 7.5f;
  2129. maxDmg = 7.5f;
  2130. break;
  2131. }
  2132. }
  2133. if(attacker->hasFeatureOfType(StackFeature::SIEGE_WEAPON) && attacker->creature->idNumber != 149) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
  2134. { //minDmg and maxDmg are multiplied by hero attack + 1
  2135. minDmg *= attackerHero->getPrimSkillLevel(0) + 1;
  2136. maxDmg *= attackerHero->getPrimSkillLevel(0) + 1;
  2137. }
  2138. if(attacker->hasFeatureOfType(StackFeature::GENERAL_ATTACK_REDUCTION))
  2139. {
  2140. attackDefenseBonus = attacker->Attack() * (attacker->valOfFeatures(StackFeature::GENERAL_ATTACK_REDUCTION, -1024) / 100.0f) - defender->Defense();
  2141. }
  2142. else
  2143. {
  2144. attackDefenseBonus = attacker->Attack() - defender->Defense();
  2145. }
  2146. //calculating total attack/defense skills modifier
  2147. if(!shooting && attacker->hasFeatureOfType(StackFeature::ATTACK_BONUS, 0)) //bloodlust handling (etc.)
  2148. {
  2149. attackDefenseBonus += attacker->valOfFeatures(StackFeature::ATTACK_BONUS, 0);
  2150. }
  2151. if(shooting && attacker->hasFeatureOfType(StackFeature::ATTACK_BONUS, 1)) //precision handling (etc.)
  2152. {
  2153. attackDefenseBonus += attacker->valOfFeatures(StackFeature::ATTACK_BONUS, 1);
  2154. }
  2155. if(attacker->getEffect(55)) //slayer handling
  2156. {
  2157. std::vector<int> affectedIds;
  2158. switch(attacker->getEffect(55)->level)
  2159. {
  2160. case 3: //expert
  2161. {
  2162. affectedIds.push_back(40); //giant
  2163. affectedIds.push_back(41); //titan
  2164. affectedIds.push_back(152); //lord of thunder
  2165. } //continue adding ...
  2166. case 2: //advanced
  2167. {
  2168. affectedIds.push_back(12); //angel
  2169. affectedIds.push_back(13); //archangel
  2170. affectedIds.push_back(54); //devil
  2171. affectedIds.push_back(55); //arch devil
  2172. affectedIds.push_back(150); //supreme archangel
  2173. affectedIds.push_back(153); //antichrist
  2174. } //continue adding ...
  2175. case 0: case 1: //none and basic
  2176. {
  2177. affectedIds.push_back(26); //green dragon
  2178. affectedIds.push_back(27); //gold dragon
  2179. affectedIds.push_back(82); //red dragon
  2180. affectedIds.push_back(83); //black dragon
  2181. affectedIds.push_back(96); //behemot
  2182. affectedIds.push_back(97); //ancient behemot
  2183. affectedIds.push_back(110); //hydra
  2184. affectedIds.push_back(111); //chaos hydra
  2185. affectedIds.push_back(132); //azure dragon
  2186. affectedIds.push_back(133); //crystal dragon
  2187. affectedIds.push_back(134); //faerie dragon
  2188. affectedIds.push_back(135); //rust dragon
  2189. affectedIds.push_back(151); //diamond dragon
  2190. affectedIds.push_back(154); //blood dragon
  2191. affectedIds.push_back(155); //darkness dragon
  2192. affectedIds.push_back(156); //ghost behemoth
  2193. affectedIds.push_back(157); //hell hydra
  2194. break;
  2195. }
  2196. }
  2197. for(unsigned int g=0; g<affectedIds.size(); ++g)
  2198. {
  2199. if(defender->creature->idNumber == affectedIds[g])
  2200. {
  2201. attackDefenseBonus += VLC->spellh->spells[55].powers[attacker->getEffect(55)->level];
  2202. break;
  2203. }
  2204. }
  2205. }
  2206. float dmgBonusMultiplier = 1.0f;
  2207. //applying jousting bonus
  2208. if( attacker->hasFeatureOfType(StackFeature::JOUSTING) && !defender->hasFeatureOfType(StackFeature::CHARGE_IMMUNITY) )
  2209. dmgBonusMultiplier += charge * 0.05f;
  2210. //bonus from attack/defense skills
  2211. if(attackDefenseBonus < 0) //decreasing dmg
  2212. {
  2213. if(0.02f * (-attackDefenseBonus) > 0.3f)
  2214. {
  2215. dmgBonusMultiplier += -0.3f;
  2216. }
  2217. else
  2218. {
  2219. dmgBonusMultiplier += 0.02f * attackDefenseBonus;
  2220. }
  2221. }
  2222. else //increasing dmg
  2223. {
  2224. if(0.05f * attackDefenseBonus > 4.0f)
  2225. {
  2226. dmgBonusMultiplier += 4.0f;
  2227. }
  2228. else
  2229. {
  2230. dmgBonusMultiplier += 0.05f * attackDefenseBonus;
  2231. }
  2232. }
  2233. //handling secondary abilities and artifacts giving premies to them
  2234. if(attackerHero)
  2235. {
  2236. if(shooting)
  2237. {
  2238. switch(attackerHero->getSecSkillLevel(1)) //archery
  2239. {
  2240. case 1: //basic
  2241. dmgBonusMultiplier += 0.1f;
  2242. break;
  2243. case 2: //advanced
  2244. dmgBonusMultiplier += 0.25f;
  2245. break;
  2246. case 3: //expert
  2247. dmgBonusMultiplier += 0.5f;
  2248. break;
  2249. }
  2250. if(attackerHero->getSecSkillLevel(1) > 0) //non-none level
  2251. {
  2252. //apply artifact premy to archery
  2253. dmgBonusMultiplier += attackerHero->valOfBonuses(HeroBonus::SECONDARY_SKILL_PREMY, 1) / 100.0f;
  2254. }
  2255. }
  2256. else
  2257. {
  2258. switch(attackerHero->getSecSkillLevel(22)) //offense
  2259. {
  2260. case 1: //basic
  2261. dmgBonusMultiplier += 0.1f;
  2262. break;
  2263. case 2: //advanced
  2264. dmgBonusMultiplier += 0.2f;
  2265. break;
  2266. case 3: //expert
  2267. dmgBonusMultiplier += 0.3f;
  2268. break;
  2269. }
  2270. }
  2271. }
  2272. if(defendingHero)
  2273. {
  2274. switch(defendingHero->getSecSkillLevel(23)) //armorer
  2275. {
  2276. case 1: //basic
  2277. dmgBonusMultiplier *= 0.95f;
  2278. break;
  2279. case 2: //advanced
  2280. dmgBonusMultiplier *= 0.9f;
  2281. break;
  2282. case 3: //expert
  2283. dmgBonusMultiplier *= 0.85f;
  2284. break;
  2285. }
  2286. }
  2287. //handling hate effect
  2288. if( attacker->hasFeatureOfType(StackFeature::HATE, defender->creature->idNumber) )
  2289. dmgBonusMultiplier += 0.5f;
  2290. //handling spell effects
  2291. if(!shooting && defender->hasFeatureOfType(StackFeature::GENERAL_DAMAGE_REDUCTION, 0)) //eg. shield
  2292. {
  2293. dmgBonusMultiplier *= float(defender->valOfFeatures(StackFeature::GENERAL_DAMAGE_REDUCTION, 0)) / 100.0f;
  2294. }
  2295. else if(shooting && defender->hasFeatureOfType(StackFeature::GENERAL_DAMAGE_REDUCTION, 1)) //eg. air shield
  2296. {
  2297. dmgBonusMultiplier *= float(defender->valOfFeatures(StackFeature::GENERAL_DAMAGE_REDUCTION, 1)) / 100.0f;
  2298. }
  2299. if(attacker->getEffect(42)) //curse handling (partial, the rest is below)
  2300. {
  2301. dmgBonusMultiplier *= 0.8f * float(VLC->spellh->spells[42].powers[attacker->getEffect(42)->level]); //the second factor is 1 or 0
  2302. }
  2303. minDmg *= dmgBonusMultiplier;
  2304. maxDmg *= dmgBonusMultiplier;
  2305. if(attacker->getEffect(42)) //curse handling (rest)
  2306. {
  2307. minDmg -= VLC->spellh->spells[42].powers[attacker->getEffect(42)->level];
  2308. return std::make_pair(int(minDmg), int(minDmg));
  2309. }
  2310. else if(attacker->getEffect(41)) //bless handling
  2311. {
  2312. maxDmg += VLC->spellh->spells[41].powers[attacker->getEffect(41)->level];
  2313. return std::make_pair(int(maxDmg), int(maxDmg));
  2314. }
  2315. else
  2316. {
  2317. return std::make_pair(int(minDmg), int(maxDmg));
  2318. }
  2319. tlog1 << "We are too far in calculateDmg...\n";
  2320. return std::make_pair(0, 0);
  2321. }
  2322. ui32 BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge)
  2323. {
  2324. std::pair<ui32, ui32> range = calculateDmgRange(attacker, defender, attackerHero, defendingHero, shooting, charge);
  2325. if(range.first != range.second)
  2326. return range.first + rand() % (range.second - range.first + 1);
  2327. else
  2328. return range.first;
  2329. }
  2330. void BattleInfo::calculateCasualties( std::map<ui32,si32> *casualties ) const
  2331. {
  2332. for(unsigned int i=0; i<stacks.size();i++)//setting casualties
  2333. {
  2334. const CStack * const st = stacks[i];
  2335. si32 killed = (st->alive() ? st->baseAmount - st->amount : st->baseAmount);
  2336. amax(killed, 0);
  2337. if(killed)
  2338. casualties[!st->attackerOwned][st->creature->idNumber] += killed;
  2339. }
  2340. }
  2341. si8 CGameState::battleMaxSpellLevel()
  2342. {
  2343. if(!curB) //there is not battle
  2344. {
  2345. tlog1 << "si8 CGameState::maxSpellLevel() call when there is no battle!" << std::endl;
  2346. throw "si8 CGameState::maxSpellLevel() call when there is no battle!";
  2347. }
  2348. si8 levelLimit = SPELL_LEVELS;
  2349. const CGHeroInstance *h1 = curB->heroes[0];
  2350. if(h1)
  2351. {
  2352. for(std::list<HeroBonus>::const_iterator i = h1->bonuses.begin(); i != h1->bonuses.end(); i++)
  2353. if(i->type == HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL)
  2354. amin(levelLimit, i->val);
  2355. }
  2356. const CGHeroInstance *h2 = curB->heroes[1];
  2357. if(h2)
  2358. {
  2359. for(std::list<HeroBonus>::const_iterator i = h2->bonuses.begin(); i != h2->bonuses.end(); i++)
  2360. if(i->type == HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL)
  2361. amin(levelLimit, i->val);
  2362. }
  2363. return levelLimit;
  2364. }
  2365. std::set<CStack*> BattleInfo::getAttackedCreatures(const CSpell * s, const CGHeroInstance * caster, int destinationTile)
  2366. {
  2367. std::set<ui16> attackedHexes = s->rangeInHexes(destinationTile, caster->getSpellSchoolLevel(s));
  2368. std::set<CStack*> attackedCres; /*std::set to exclude multiple occurrences of two hex creatures*/
  2369. bool onlyAlive = s->id != 38 && s->id != 39; //when casting resurrection or animate dead we should be allow to select dead stack
  2370. if(s->id == 24 || s->id == 25 || s->id == 26) //death ripple, destroy undead and Armageddon
  2371. {
  2372. for(int it=0; it<stacks.size(); ++it)
  2373. {
  2374. if((s->id == 24 && !stacks[it]->creature->isUndead()) //death ripple
  2375. || (s->id == 25 && stacks[it]->creature->isUndead()) //destroy undead
  2376. || (s->id == 26) //Armageddon
  2377. )
  2378. {
  2379. if(stacks[it]->alive())
  2380. attackedCres.insert(stacks[it]);
  2381. }
  2382. }
  2383. }
  2384. else if(VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET_1") != std::string::npos
  2385. || 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
  2386. {
  2387. if(caster->getSpellSchoolLevel(s) < 3) /*not expert */
  2388. {
  2389. CStack * st = getStackT(destinationTile, onlyAlive);
  2390. if(st)
  2391. attackedCres.insert(st);
  2392. }
  2393. else
  2394. {
  2395. for(int it=0; it<stacks.size(); ++it)
  2396. {
  2397. /*if it's non negative spell and our unit or non positive spell and hostile unit */
  2398. if((VLC->spellh->spells[s->id].positiveness >= 0 && stacks[it]->owner == caster->tempOwner)
  2399. ||(VLC->spellh->spells[s->id].positiveness <= 0 && stacks[it]->owner != caster->tempOwner )
  2400. )
  2401. {
  2402. if(!onlyAlive || stacks[it]->alive())
  2403. attackedCres.insert(stacks[it]);
  2404. }
  2405. }
  2406. } //if(caster->getSpellSchoolLevel(s) < 3)
  2407. }
  2408. else if(VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET") != std::string::npos) //spell to be cast on one specific creature
  2409. {
  2410. CStack * st = getStackT(destinationTile, onlyAlive);
  2411. if(st)
  2412. attackedCres.insert(st);
  2413. }
  2414. else //custom range from attackedHexes
  2415. {
  2416. for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
  2417. {
  2418. CStack * st = getStackT(*it, onlyAlive);
  2419. if(st)
  2420. attackedCres.insert(st);
  2421. }
  2422. }
  2423. return attackedCres;
  2424. }
  2425. int BattleInfo::calculateSpellDuration(const CSpell * spell, const CGHeroInstance * caster)
  2426. {
  2427. switch(spell->id)
  2428. {
  2429. case 56: //frenzy
  2430. return 1;
  2431. default: //other spells
  2432. return caster->getPrimSkillLevel(2) + caster->valOfBonuses(HeroBonus::SPELL_DURATION);
  2433. }
  2434. }
  2435. CStack * BattleInfo::generateNewStack(const CGHeroInstance * owner, int creatureID, int amount, int stackID, bool attackerOwned, int slot, int /*TerrainTile::EterrainType*/ terrain, int position) const
  2436. {
  2437. CStack * ret = new CStack(&VLC->creh->creatures[creatureID], amount, attackerOwned ? side1 : side2, stackID, attackerOwned, slot);
  2438. if(owner)
  2439. {
  2440. ret->features.push_back(makeFeature(StackFeature::SPEED_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->valOfBonuses(HeroBonus::STACKS_SPEED), StackFeature::BONUS_FROM_HERO));
  2441. //base luck/morale calculations
  2442. ret->morale = owner->getCurrentMorale(slot, false);
  2443. ret->luck = owner->getCurrentLuck(slot, false);
  2444. //other bonuses
  2445. ret->features.push_back(makeFeature(StackFeature::ATTACK_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->getPrimSkillLevel(0), StackFeature::BONUS_FROM_HERO));
  2446. ret->features.push_back(makeFeature(StackFeature::DEFENCE_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->getPrimSkillLevel(1), StackFeature::BONUS_FROM_HERO));
  2447. if ( owner->hasBonusOfType(HeroBonus::STACK_HEALTH_PERCENT) ) // e.g. Elixir of Life
  2448. ret->features.push_back(makeFeature(StackFeature::HP_BONUS, StackFeature::WHOLE_BATTLE, 0,
  2449. (ret->creature->hitPoints * owner->valOfBonuses(HeroBonus::STACK_HEALTH_PERCENT)) / 100,
  2450. StackFeature::BONUS_FROM_HERO));
  2451. if (owner->hasBonusOfType(HeroBonus::HP_REGENERATION)) // e.g. Elixir of Life
  2452. ret->features.push_back(makeFeature(StackFeature::HP_REGENERATION, StackFeature::WHOLE_BATTLE, 0,
  2453. owner->valOfBonuses(HeroBonus::HP_REGENERATION), StackFeature::BONUS_FROM_HERO));
  2454. if (owner->hasBonusOfType(HeroBonus::LEVEL_SPELL_IMMUNITY)) // e.g. Power of the Dragon Father
  2455. ret->features.push_back(makeFeature(StackFeature::LEVEL_SPELL_IMMUNITY, StackFeature::WHOLE_BATTLE, 0,
  2456. owner->valOfBonuses(HeroBonus::LEVEL_SPELL_IMMUNITY), StackFeature::BONUS_FROM_HERO));
  2457. ret->features.push_back(makeFeature(StackFeature::HP_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->valOfBonuses(HeroBonus::STACK_HEALTH), StackFeature::BONUS_FROM_HERO));
  2458. ret->firstHPleft = ret->MaxHealth();
  2459. }
  2460. else
  2461. {
  2462. ret->morale = 0;
  2463. ret->luck = 0;
  2464. }
  2465. //native terrain bonuses
  2466. int faction = ret->creature->faction;
  2467. if(faction >= 0 && VLC->heroh->nativeTerrains[faction] == terrain)
  2468. {
  2469. ret->features.push_back(makeFeature(StackFeature::SPEED_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
  2470. ret->features.push_back(makeFeature(StackFeature::ATTACK_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
  2471. ret->features.push_back(makeFeature(StackFeature::DEFENCE_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
  2472. }
  2473. ret->position = position;
  2474. return ret;
  2475. }
  2476. ui32 BattleInfo::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
  2477. {
  2478. ui32 ret = VLC->spellh->spells[sp->id].costs[caster->getSpellSchoolLevel(sp)];
  2479. //checking for friendly stacks reducing cost of the spell
  2480. si32 manaReduction = 0;
  2481. for(int g=0; g<stacks.size(); ++g)
  2482. {
  2483. if( stacks[g]->owner == caster->tempOwner && stacks[g]->hasFeatureOfType(StackFeature::CHANGES_SPELL_COST_FOR_ALLY) )
  2484. {
  2485. amin(manaReduction, stacks[g]->valOfFeatures(StackFeature::CHANGES_SPELL_COST_FOR_ALLY));
  2486. }
  2487. }
  2488. return ret + manaReduction;
  2489. }
  2490. int BattleInfo::hexToWallPart(int hex) const
  2491. {
  2492. if(siege == 0) //there is no battle!
  2493. return -1;
  2494. static const std::pair<int, int> attackable[] = //potentially attackable parts of wall
  2495. {std::make_pair(50, 0), std::make_pair(183, 1), std::make_pair(182, 2), std::make_pair(130, 3),
  2496. 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)};
  2497. for(int g = 0; g < ARRAY_COUNT(attackable); ++g)
  2498. {
  2499. if(attackable[g].first == hex)
  2500. return attackable[g].second;
  2501. }
  2502. return -1; //not found!
  2503. }
  2504. std::pair<const CStack *, int> BattleInfo::getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const
  2505. {
  2506. bool ac[BFIELD_SIZE];
  2507. std::set<int> occupyable;
  2508. getAccessibilityMap(ac, closest->hasFeatureOfType(StackFeature::DOUBLE_WIDE), closest->attackerOwned, false, occupyable, closest->hasFeatureOfType(StackFeature::FLYING), closest->ID);
  2509. int predecessor[BFIELD_SIZE], dist[BFIELD_SIZE];
  2510. makeBFS(closest->position, ac, predecessor, dist, closest->hasFeatureOfType(StackFeature::DOUBLE_WIDE), closest->attackerOwned, closest->hasFeatureOfType(StackFeature::FLYING), true);
  2511. std::vector< std::pair< std::pair<int, int>, const CStack *> > stackPairs; //pairs <<distance, hex>, stack>
  2512. for(int g=0; g<BFIELD_SIZE; ++g)
  2513. {
  2514. const CStack * atG = getStackT(g);
  2515. if(!atG || atG->ID == closest->ID) //if there is not stack or we are the closest one
  2516. continue;
  2517. if(boost::logic::indeterminate(attackerOwned) || atG->attackerOwned == attackerOwned)
  2518. {
  2519. if(predecessor[g] == -1) //TODO: is it really the best solution?
  2520. continue;
  2521. stackPairs.push_back( std::make_pair( std::make_pair(dist[predecessor[g]], g), atG) );
  2522. }
  2523. }
  2524. if(stackPairs.size() > 0)
  2525. {
  2526. std::vector< std::pair< std::pair<int, int>, const CStack *> > minimalPairs;
  2527. minimalPairs.push_back(stackPairs[0]);
  2528. for(int b=1; b<stackPairs.size(); ++b)
  2529. {
  2530. if(stackPairs[b].first.first < minimalPairs[0].first.first)
  2531. {
  2532. minimalPairs.clear();
  2533. minimalPairs.push_back(stackPairs[b]);
  2534. }
  2535. else if(stackPairs[b].first.first == minimalPairs[0].first.first)
  2536. {
  2537. minimalPairs.push_back(stackPairs[b]);
  2538. }
  2539. }
  2540. std::pair< std::pair<int, int>, const CStack *> minPair = minimalPairs[minimalPairs.size()/2];
  2541. return std::make_pair(minPair.second, predecessor[minPair.first.second]);
  2542. }
  2543. return std::make_pair<const CStack * , int>(NULL, -1);
  2544. }
  2545. ui32 BattleInfo::calculateSpellDmg(const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const
  2546. {
  2547. ui32 ret = 0; //value to return
  2548. //15 - magic arrows, 16 - ice bolt, 17 - lightning bolt, 18 - implosion, 20 - frost ring, 21 - fireball, 22 - inferno, 23 - meteor shower,
  2549. //24 - death ripple, 25 - destroy undead, 26 - armageddon
  2550. 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);
  2551. //check if spell really does damage - if not, return 0
  2552. if(dmgMultipliers.find(sp->id) == dmgMultipliers.end())
  2553. return 0;
  2554. ret = caster->getPrimSkillLevel(2) * dmgMultipliers[sp->id] + sp->powers[caster->getSpellSchoolLevel(sp)];
  2555. //applying sorcerery secondary skill
  2556. switch(caster->getSecSkillLevel(25))
  2557. {
  2558. case 1: //basic
  2559. ret *= 1.05f;
  2560. break;
  2561. case 2: //advanced
  2562. ret *= 1.1f;
  2563. break;
  2564. case 3: //expert
  2565. ret *= 1.15f;
  2566. break;
  2567. }
  2568. //applying hero bonuses
  2569. if(sp->air && caster->valOfBonuses(HeroBonus::AIR_SPELL_DMG_PREMY) != 0)
  2570. {
  2571. ret *= (100.0f + caster->valOfBonuses(HeroBonus::AIR_SPELL_DMG_PREMY) / 100.0f);
  2572. }
  2573. else if(sp->fire && caster->valOfBonuses(HeroBonus::FIRE_SPELL_DMG_PREMY) != 0)
  2574. {
  2575. ret *= (100.0f + caster->valOfBonuses(HeroBonus::FIRE_SPELL_DMG_PREMY) / 100.0f);
  2576. }
  2577. else if(sp->water && caster->valOfBonuses(HeroBonus::WATER_SPELL_DMG_PREMY) != 0)
  2578. {
  2579. ret *= (100.0f + caster->valOfBonuses(HeroBonus::WATER_SPELL_DMG_PREMY) / 100.0f);
  2580. }
  2581. else if(sp->earth && caster->valOfBonuses(HeroBonus::EARTH_SPELL_DMG_PREMY) != 0)
  2582. {
  2583. ret *= (100.0f + caster->valOfBonuses(HeroBonus::EARTH_SPELL_DMG_PREMY) / 100.0f);
  2584. }
  2585. //affected creature-specific part
  2586. if(affectedCreature)
  2587. {
  2588. //applying protections - when spell has more then one elements, only one protection should be applied (I think)
  2589. if(sp->air && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 0)) //air spell & protection from air
  2590. {
  2591. ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 0);
  2592. ret /= 100;
  2593. }
  2594. else if(sp->fire && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 1)) //fire spell & protection from fire
  2595. {
  2596. ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 1);
  2597. ret /= 100;
  2598. }
  2599. else if(sp->water && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 2)) //water spell & protection from water
  2600. {
  2601. ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 2);
  2602. ret /= 100;
  2603. }
  2604. else if (sp->earth && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 3)) //earth spell & protection from earth
  2605. {
  2606. ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 3);
  2607. ret /= 100;
  2608. }
  2609. //general spell dmg reduction
  2610. if(sp->air && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, -1)) //air spell & protection from air
  2611. {
  2612. ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, -1);
  2613. ret /= 100;
  2614. }
  2615. //dmg increasing
  2616. if( affectedCreature->hasFeatureOfType(StackFeature::MORE_DAMAGE_FROM_SPELL, sp->id) )
  2617. {
  2618. ret *= 100 + affectedCreature->valOfFeatures(StackFeature::MORE_DAMAGE_FROM_SPELL, sp->id);
  2619. ret /= 100;
  2620. }
  2621. }
  2622. return ret;
  2623. }
  2624. bool CGameState::battleCanShoot(int ID, int dest)
  2625. {
  2626. if(!curB)
  2627. return false;
  2628. const CStack *our = curB->getStack(ID),
  2629. *dst = curB->getStackT(dest);
  2630. if(!our || !dst) return false;
  2631. const CGHeroInstance * ourHero = battleGetOwner(our->ID);
  2632. if(our->hasFeatureOfType(StackFeature::FORGETFULL)) //forgetfulness
  2633. return false;
  2634. if(our->creature->idNumber == 145 && dst) //catapult cannot attack creatures
  2635. return false;
  2636. if(our->hasFeatureOfType(StackFeature::SHOOTER)//it's shooter
  2637. && our->owner != dst->owner
  2638. && dst->alive()
  2639. && (!curB->isStackBlocked(ID)
  2640. || ourHero->hasBonusOfType(HeroBonus::FREE_SHOOTING))
  2641. && our->shots
  2642. )
  2643. return true;
  2644. return false;
  2645. }
  2646. int CGameState::victoryCheck( ui8 player ) const
  2647. {
  2648. const PlayerState *p = getPlayer(player);
  2649. if(map->victoryCondition.condition == winStandard || map->victoryCondition.allowNormalVictory)
  2650. if(player == checkForStandardWin())
  2651. return -1;
  2652. if(p->human || map->victoryCondition.appliesToAI)
  2653. {
  2654. switch(map->victoryCondition.condition)
  2655. {
  2656. case artifact:
  2657. //check if any hero has winning artifact
  2658. for(size_t i = 0; i < p->heroes.size(); i++)
  2659. if(p->heroes[i]->hasArt(map->victoryCondition.ID))
  2660. return 1;
  2661. break;
  2662. case gatherTroop:
  2663. {
  2664. //check if in players armies there is enough creatures
  2665. int total = 0; //creature counter
  2666. for(size_t i = 0; i < map->objects.size(); i++)
  2667. {
  2668. const CArmedInstance *ai = NULL;
  2669. if(map->objects[i]
  2670. && map->objects[i]->tempOwner == player //object controlled by player
  2671. && (ai = dynamic_cast<const CArmedInstance*>(map->objects[i]))) //contains army
  2672. {
  2673. for(TSlots::const_iterator i=ai->army.slots.begin(); i!=ai->army.slots.end(); ++i) //iterate through army
  2674. if(i->second.first == map->victoryCondition.ID) //it's searched creature
  2675. total += i->second.second;
  2676. }
  2677. }
  2678. if(total >= map->victoryCondition.count)
  2679. return 1;
  2680. }
  2681. break;
  2682. case gatherResource:
  2683. if(p->resources[map->victoryCondition.ID] >= map->victoryCondition.count)
  2684. return 1;
  2685. break;
  2686. case buildCity:
  2687. {
  2688. const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);
  2689. if(t->tempOwner == player && t->fortLevel()-1 >= map->victoryCondition.ID && t->hallLevel()-1 >= map->victoryCondition.count)
  2690. return 1;
  2691. }
  2692. break;
  2693. case buildGrail:
  2694. for(size_t i = 0; i < map->towns.size(); i++)
  2695. if(map->towns[i]->pos == map->victoryCondition.pos
  2696. && map->towns[i]->tempOwner == player
  2697. && vstd::contains(map->towns[i]->builtBuildings, 26))
  2698. return 1;
  2699. break;
  2700. case beatHero:
  2701. if(map->victoryCondition.obj->tempOwner >= PLAYER_LIMIT) //target hero not present on map
  2702. return 1;
  2703. break;
  2704. case captureCity:
  2705. {
  2706. if(map->victoryCondition.obj->tempOwner == player)
  2707. return 1;
  2708. }
  2709. break;
  2710. case beatMonster:
  2711. if(!map->objects[map->victoryCondition.obj->id]) //target monster not present on map
  2712. return 1;
  2713. break;
  2714. case takeDwellings:
  2715. for(size_t i = 0; i < map->objects.size(); i++)
  2716. {
  2717. if(map->objects[i] && map->objects[i]->tempOwner != player) //check not flagged objs
  2718. {
  2719. switch(map->objects[i]->ID)
  2720. {
  2721. case 17: case 18: case 19: case 20: //dwellings
  2722. case 216: case 217: case 218:
  2723. return 0; //found not flagged dwelling - player not won
  2724. }
  2725. }
  2726. }
  2727. return 1;
  2728. break;
  2729. case takeMines:
  2730. for(size_t i = 0; i < map->objects.size(); i++)
  2731. {
  2732. if(map->objects[i] && map->objects[i]->tempOwner != player) //check not flagged objs
  2733. {
  2734. switch(map->objects[i]->ID)
  2735. {
  2736. case 53: case 220:
  2737. return 0; //found not flagged mine - player not won
  2738. }
  2739. }
  2740. }
  2741. return 1;
  2742. break;
  2743. case transportItem:
  2744. {
  2745. const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);
  2746. if(t->visitingHero && t->visitingHero->hasArt(map->victoryCondition.ID)
  2747. || t->garrisonHero && t->garrisonHero->hasArt(map->victoryCondition.ID))
  2748. {
  2749. return 1;
  2750. }
  2751. }
  2752. break;
  2753. }
  2754. }
  2755. return 0;
  2756. }
  2757. ui8 CGameState::checkForStandardWin() const
  2758. {
  2759. //std victory condition is:
  2760. //all enemies lost
  2761. ui8 supposedWinner = 255, winnerTeam = 255;
  2762. for(std::map<ui8,PlayerState>::const_iterator i = players.begin(); i != players.end(); i++)
  2763. {
  2764. if(i->second.status == PlayerState::INGAME && i->first < PLAYER_LIMIT)
  2765. {
  2766. if(supposedWinner == 255)
  2767. {
  2768. //first player remaining ingame - candidate for victory
  2769. supposedWinner = i->second.color;
  2770. winnerTeam = map->players[supposedWinner].team;
  2771. }
  2772. else if(winnerTeam != map->players[i->second.color].team)
  2773. {
  2774. //current candidate has enemy remaining in game -> no vicotry
  2775. return 255;
  2776. }
  2777. }
  2778. }
  2779. return supposedWinner;
  2780. }
  2781. bool CGameState::checkForStandardLoss( ui8 player ) const
  2782. {
  2783. //std loss condition is: player lost all towns and heroes
  2784. const PlayerState &p = *getPlayer(player);
  2785. return !p.heroes.size() && !p.towns.size();
  2786. }
  2787. int CGameState::lossCheck( ui8 player ) const
  2788. {
  2789. const PlayerState *p = getPlayer(player);
  2790. if(map->lossCondition.typeOfLossCon == lossStandard)
  2791. if(checkForStandardLoss(player))
  2792. return -1;
  2793. if(p->human) //special loss condition applies only to human player
  2794. {
  2795. switch(map->lossCondition.typeOfLossCon)
  2796. {
  2797. case lossCastle:
  2798. {
  2799. const CGTownInstance *t = dynamic_cast<const CGTownInstance *>(map->lossCondition.obj);
  2800. assert(t);
  2801. if(t->tempOwner != player)
  2802. return 1;
  2803. }
  2804. break;
  2805. case lossHero:
  2806. {
  2807. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(map->lossCondition.obj);
  2808. assert(h);
  2809. if(h->tempOwner != player)
  2810. return 1;
  2811. }
  2812. break;
  2813. case timeExpires:
  2814. if(map->lossCondition.timeLimit < day)
  2815. return 1;
  2816. break;
  2817. }
  2818. }
  2819. return false;
  2820. }
  2821. const CStack * BattleInfo::getNextStack() const
  2822. {
  2823. std::vector<const CStack *> hlp;
  2824. getStackQueue(hlp, 1, -1);
  2825. if(hlp.size())
  2826. return hlp[0];
  2827. else
  2828. return NULL;
  2829. }
  2830. static const CStack *takeStack(std::vector<const CStack *> &st, int &curside, int turn)
  2831. {
  2832. const CStack *ret = NULL;
  2833. unsigned i, //fastest stack
  2834. j; //fastest stack of the other side
  2835. for(i = 0; i < st.size(); i++)
  2836. if(st[i])
  2837. break;
  2838. //no stacks left
  2839. if(i == st.size())
  2840. return NULL;
  2841. const CStack *fastest = st[i], *other = NULL;
  2842. int bestSpeed = fastest->Speed(turn);
  2843. if(fastest->attackerOwned != curside)
  2844. {
  2845. ret = fastest;
  2846. }
  2847. else
  2848. {
  2849. for(j = i + 1; j < st.size(); j++)
  2850. {
  2851. if(!st[j]) continue;
  2852. if(st[j]->attackerOwned != curside || st[j]->Speed(turn) != bestSpeed)
  2853. break;
  2854. }
  2855. if(j >= st.size())
  2856. {
  2857. ret = fastest;
  2858. }
  2859. else
  2860. {
  2861. other = st[j];
  2862. if(other->Speed(turn) != bestSpeed)
  2863. ret = fastest;
  2864. else
  2865. ret = other;
  2866. }
  2867. }
  2868. assert(ret);
  2869. if(ret == fastest)
  2870. st[i] = NULL;
  2871. else
  2872. st[j] = NULL;
  2873. curside = ret->attackerOwned;
  2874. return ret;
  2875. }
  2876. void BattleInfo::getStackQueue( std::vector<const CStack *> &out, int howMany, int turn /*= 0*/, int lastMoved /*= -1*/ ) const
  2877. {
  2878. //we'll split creatures with remaining movement to 4 parts
  2879. 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
  2880. int toMove = 0; //how many stacks still has move
  2881. const CStack *active = getStack(activeStack);
  2882. //active stack hasn't taken any action yet - must be placed at the beginning of queue, no matter what
  2883. if(!turn && active && active->willMove() && !vstd::contains(active->state, WAITING))
  2884. {
  2885. out.push_back(active);
  2886. if(out.size() == howMany)
  2887. return;
  2888. }
  2889. for(unsigned int i=0; i<stacks.size(); ++i)
  2890. {
  2891. const CStack * const s = stacks[i];
  2892. if(turn <= 0 && !s->willMove() //we are considering current round and stack won't move
  2893. || turn > 0 && !s->canMove(turn) //stack won't be able to move in later rounds
  2894. || turn <= 0 && s == active && out.size() && s == out.front()) //it's active stack already added at the beginning of queue
  2895. {
  2896. continue;
  2897. }
  2898. int p = -1; //in which phase this tack will move?
  2899. if(turn <= 0 && vstd::contains(s->state, WAITING)) //consider waiting state only for ongoing round
  2900. {
  2901. if(vstd::contains(s->state, HAD_MORALE))
  2902. p = 2;
  2903. else
  2904. p = 3;
  2905. }
  2906. else if(s->creature->idNumber == 145 || s->creature->idNumber == 149) //catapult and turrets are first
  2907. {
  2908. p = 0;
  2909. }
  2910. else
  2911. {
  2912. p = 1;
  2913. }
  2914. phase[p].push_back(s);
  2915. toMove++;
  2916. }
  2917. for(int i = 0; i < 4; i++)
  2918. std::sort(phase[i].begin(), phase[i].end(), CMP_stack(i, turn > 0 ? turn : 0));
  2919. for(size_t i = 0; i < phase[0].size() && i < howMany; i++)
  2920. out.push_back(phase[0][i]);
  2921. if(out.size() == howMany)
  2922. return;
  2923. if(lastMoved == -1)
  2924. {
  2925. if(active)
  2926. {
  2927. if(out.size() && out.front() == active)
  2928. lastMoved = active->attackerOwned;
  2929. else
  2930. lastMoved = active->attackerOwned;
  2931. }
  2932. else
  2933. {
  2934. lastMoved = 0;
  2935. }
  2936. }
  2937. int pi = 1;
  2938. while(out.size() < howMany)
  2939. {
  2940. const CStack *hlp = takeStack(phase[pi], lastMoved, turn);
  2941. if(!hlp)
  2942. {
  2943. pi++;
  2944. if(pi > 3)
  2945. {
  2946. //if(turn != 2)
  2947. getStackQueue(out, howMany, turn + 1, lastMoved);
  2948. return;
  2949. }
  2950. }
  2951. else
  2952. {
  2953. out.push_back(hlp);
  2954. }
  2955. }
  2956. }
  2957. int3 CPath::startPos() const
  2958. {
  2959. return nodes[nodes.size()-1].coord;
  2960. }
  2961. void CPath::convert(ui8 mode) //mode=0 -> from 'manifest' to 'object'
  2962. {
  2963. if (mode==0)
  2964. {
  2965. for (unsigned int i=0;i<nodes.size();i++)
  2966. {
  2967. nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
  2968. }
  2969. }
  2970. }
  2971. int3 CPath::endPos() const
  2972. {
  2973. return nodes[0].coord;
  2974. }
  2975. CGPathNode::CGPathNode()
  2976. :coord(-1,-1,-1)
  2977. {
  2978. accessible = 0;
  2979. land = 0;
  2980. moveRemains = 0;
  2981. turns = 255;
  2982. theNodeBefore = NULL;
  2983. }
  2984. bool CPathsInfo::getPath( const int3 &dst, CGPath &out )
  2985. {
  2986. out.nodes.clear();
  2987. const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
  2988. if(!curnode->theNodeBefore)
  2989. return false;
  2990. while(curnode)
  2991. {
  2992. out.nodes.push_back(*curnode);
  2993. curnode = curnode->theNodeBefore;
  2994. }
  2995. return true;
  2996. }
  2997. CPathsInfo::CPathsInfo( const int3 &Sizes )
  2998. :sizes(Sizes)
  2999. {
  3000. hero = NULL;
  3001. nodes = new CGPathNode**[sizes.x];
  3002. for(int i = 0; i < sizes.x; i++)
  3003. {
  3004. nodes[i] = new CGPathNode*[sizes.y];
  3005. for (int j = 0; j < sizes.y; j++)
  3006. {
  3007. nodes[i][j] = new CGPathNode[sizes.z];
  3008. }
  3009. }
  3010. }
  3011. CPathsInfo::~CPathsInfo()
  3012. {
  3013. for(int i = 0; i < sizes.x; i++)
  3014. {
  3015. for (int j = 0; j < sizes.y; j++)
  3016. {
  3017. delete [] nodes[i][j];
  3018. }
  3019. delete [] nodes[i];
  3020. }
  3021. delete [] nodes;
  3022. }
  3023. int3 CGPath::startPos() const
  3024. {
  3025. return nodes[nodes.size()-1].coord;
  3026. }
  3027. int3 CGPath::endPos() const
  3028. {
  3029. return nodes[0].coord;
  3030. }
  3031. void CGPath::convert( ui8 mode )
  3032. {
  3033. if(mode==0)
  3034. {
  3035. for(unsigned int i=0;i<nodes.size();i++)
  3036. {
  3037. nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
  3038. }
  3039. }
  3040. }
  3041. bool CMP_stack::operator()( const CStack* a, const CStack* b )
  3042. {
  3043. switch(phase)
  3044. {
  3045. case 0: //catapult moves after turrets
  3046. return a->creature->idNumber < b->creature->idNumber; //catapult is 145 and turrets are 149
  3047. //TODO? turrets order
  3048. case 1: //fastest first, upper slot first
  3049. {
  3050. int as = a->Speed(turn), bs = b->Speed(turn);
  3051. if(as != bs)
  3052. return as > bs;
  3053. else
  3054. return a->slot < b->slot;
  3055. }
  3056. case 2: //fastest last, upper slot first
  3057. //TODO: should be replaced with order of receiving morale!
  3058. case 3: //fastest last, upper slot first
  3059. {
  3060. int as = a->Speed(turn), bs = b->Speed(turn);
  3061. if(as != bs)
  3062. return as < bs;
  3063. else
  3064. return a->slot < b->slot;
  3065. }
  3066. default:
  3067. assert(0);
  3068. return false;
  3069. }
  3070. }
  3071. CMP_stack::CMP_stack( int Phase /*= 1*/, int Turn )
  3072. {
  3073. phase = Phase;
  3074. turn = Turn;
  3075. }
  3076. PlayerState::PlayerState()
  3077. : color(-1), currentSelection(0xffffffff), status(INGAME), daysWithoutCastle(0)
  3078. {
  3079. }