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- #define VCMI_DLL
- #include "../hch/CCampaignHandler.h"
- #include <algorithm>
- #include <queue>
- #include <fstream>
- #include "CGameState.h"
- #include <boost/random/linear_congruential.hpp>
- #include "../hch/CDefObjInfoHandler.h"
- #include "../hch/CArtHandler.h"
- #include "../hch/CBuildingHandler.h"
- #include "../hch/CGeneralTextHandler.h"
- #include "../hch/CTownHandler.h"
- #include "../hch/CSpellHandler.h"
- #include "../hch/CHeroHandler.h"
- #include "../hch/CObjectHandler.h"
- #include "../hch/CCreatureHandler.h"
- #include "VCMI_Lib.h"
- #include "Connection.h"
- #include "map.h"
- #include "../StartInfo.h"
- #include "NetPacks.h"
- #include <boost/foreach.hpp>
- #include <boost/lexical_cast.hpp>
- #include <boost/thread.hpp>
- #include <boost/thread/shared_mutex.hpp>
- #include <boost/assign/list_of.hpp>
- #include "RegisterTypes.cpp"
- #include <algorithm>
- #include <numeric>
- boost::rand48 ran;
- #ifdef min
- #undef min
- #endif
- #ifdef max
- #undef max
- #endif
- /*
- * CGameState.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- void foofoofoo()
- {
- //never called function to force instantation of templates
- int *ccc = NULL;
- registerTypes((CISer<CConnection>&)*ccc);
- registerTypes((COSer<CConnection>&)*ccc);
- registerTypes((CSaveFile&)*ccc);
- registerTypes((CLoadFile&)*ccc);
- registerTypes((CTypeList&)*ccc);
- }
- class CBaseForGSApply
- {
- public:
- virtual void applyOnGS(CGameState *gs, void *pack) const =0;
- virtual ~CBaseForGSApply(){};
- };
- template <typename T> class CApplyOnGS : public CBaseForGSApply
- {
- public:
- void applyOnGS(CGameState *gs, void *pack) const
- {
- T *ptr = static_cast<T*>(pack);
- while(!gs->mx->try_lock())
- boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
- ptr->applyGs(gs);
- gs->mx->unlock();
- }
- };
- class CGSApplier
- {
- public:
- std::map<ui16,CBaseForGSApply*> apps;
- CGSApplier()
- {
- registerTypes2(*this);
- }
- ~CGSApplier()
- {
- std::map<ui16,CBaseForGSApply*>::iterator iter;
- for(iter = apps.begin(); iter != apps.end(); iter++)
- delete iter->second;
- }
- template<typename T> void registerType(const T * t=NULL)
- {
- ui16 ID = typeList.registerType(t);
- apps[ID] = new CApplyOnGS<T>;
- }
- } *applierGs = NULL;
- class IObjectCaller
- {
- public:
- virtual void preInit()=0;
- virtual void postInit()=0;
- };
- template <typename T>
- class CObjectCaller : public IObjectCaller
- {
- public:
- void preInit()
- {
- T::preInit();
- }
- void postInit()
- {
- T::postInit();
- }
- };
- class CObjectCallersHandler
- {
- public:
- std::vector<IObjectCaller*> apps;
- template<typename T> void registerType(const T * t=NULL)
- {
- apps.push_back(new CObjectCaller<T>);
- }
- CObjectCallersHandler()
- {
- registerTypes1(*this);
- }
- ~CObjectCallersHandler()
- {
- for (size_t i = 0; i < apps.size(); i++)
- delete apps[i];
- }
- void preInit()
- {
- for (size_t i = 0; i < apps.size(); i++)
- apps[i]->preInit();
- }
- void postInit()
- {
- for (size_t i = 0; i < apps.size(); i++)
- apps[i]->postInit();
- }
- } *objCaller = NULL;
- void MetaString::getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const
- {
- int type = txt.first, ser = txt.second;
- if(type == ART_NAMES)
- {
- dst = VLC->arth->artifacts[ser].Name();
- }
- else if(type == CRE_PL_NAMES)
- {
- dst = VLC->creh->creatures[ser]->namePl;
- }
- else if(type == MINE_NAMES)
- {
- dst = VLC->generaltexth->mines[ser].first;
- }
- else if(type == MINE_EVNTS)
- {
- dst = VLC->generaltexth->mines[ser].second;
- }
- else if(type == SPELL_NAME)
- {
- dst = VLC->spellh->spells[ser].name;
- }
- else if(type == CRE_SING_NAMES)
- {
- dst = VLC->creh->creatures[ser]->nameSing;
- }
- else if(type == ART_DESCR)
- {
- dst = VLC->arth->artifacts[ser].Description();
- }
- else
- {
- std::vector<std::string> *vec;
- switch(type)
- {
- case GENERAL_TXT:
- vec = &VLC->generaltexth->allTexts;
- break;
- case XTRAINFO_TXT:
- vec = &VLC->generaltexth->xtrainfo;
- break;
- case OBJ_NAMES:
- vec = &VLC->generaltexth->names;
- break;
- case RES_NAMES:
- vec = &VLC->generaltexth->restypes;
- break;
- case ARRAY_TXT:
- vec = &VLC->generaltexth->arraytxt;
- break;
- case CREGENS:
- vec = &VLC->generaltexth->creGens;
- break;
- case CREGENS4:
- vec = &VLC->generaltexth->creGens4;
- break;
- case ADVOB_TXT:
- vec = &VLC->generaltexth->advobtxt;
- break;
- case ART_EVNTS:
- vec = &VLC->generaltexth->artifEvents;
- break;
- case SEC_SKILL_NAME:
- vec = &VLC->generaltexth->skillName;
- break;
- case COLOR:
- vec = &VLC->generaltexth->capColors;
- break;
- }
- dst = (*vec)[ser];
- }
- }
- DLL_EXPORT void MetaString::toString(std::string &dst) const
- {
- size_t exSt = 0, loSt = 0, nums = 0;
- dst.clear();
- for(size_t i=0;i<message.size();++i)
- {//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER
- switch(message[i])
- {
- case TEXACT_STRING:
- dst += exactStrings[exSt++];
- break;
- case TLOCAL_STRING:
- {
- std::string hlp;
- getLocalString(localStrings[loSt++], hlp);
- dst += hlp;
- }
- break;
- case TNUMBER:
- dst += boost::lexical_cast<std::string>(numbers[nums++]);
- break;
- case TREPLACE_ESTRING:
- dst.replace (dst.find("%s"), 2, exactStrings[exSt++]);
- break;
- case TREPLACE_LSTRING:
- {
- std::string hlp;
- getLocalString(localStrings[loSt++], hlp);
- dst.replace (dst.find("%s"), 2, hlp);
- }
- break;
- case TREPLACE_NUMBER:
- dst.replace (dst.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
- break;
- default:
- tlog1 << "MetaString processing error!\n";
- break;
- }
- }
- }
- DLL_EXPORT std::string MetaString::buildList () const
- ///used to handle loot from creature bank
- {
- size_t exSt = 0, loSt = 0, nums = 0;
- std::string lista;
- for (int i = 0; i < message.size(); ++i)
- {
- if (i > 0 && message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING)
- {
- if (exSt == exactStrings.size() - 1)
- lista += VLC->generaltexth->allTexts[141]; //" and "
- else
- lista += ", ";
- }
- switch (message[i])
- {
- case TEXACT_STRING:
- lista += exactStrings[exSt++];
- break;
- case TLOCAL_STRING:
- {
- std::string hlp;
- getLocalString (localStrings[loSt++], hlp);
- lista += hlp;
- }
- break;
- case TNUMBER:
- lista += boost::lexical_cast<std::string>(numbers[nums++]);
- break;
- case TREPLACE_ESTRING:
- lista.replace (lista.find("%s"), 2, exactStrings[exSt++]);
- break;
- case TREPLACE_LSTRING:
- {
- std::string hlp;
- getLocalString (localStrings[loSt++], hlp);
- lista.replace (lista.find("%s"), 2, hlp);
- }
- break;
- case TREPLACE_NUMBER:
- lista.replace (lista.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
- break;
- default:
- tlog1 << "MetaString processing error!\n";
- }
- }
- return lista;
- }
- void MetaString::addReplacement(const CStackInstance &stack)
- {
- assert(stack.count); //valid count
- assert(stack.type); //valid type
- if (stack.count == 1)
- addReplacement (CRE_SING_NAMES, stack.type->idNumber);
- else
- addReplacement (CRE_PL_NAMES, stack.type->idNumber);
- }
- static CGObjectInstance * createObject(int id, int subid, int3 pos, int owner)
- {
- CGObjectInstance * nobj;
- switch(id)
- {
- case HEROI_TYPE: //hero
- {
- CGHeroInstance * nobj = new CGHeroInstance();
- nobj->pos = pos;
- nobj->tempOwner = owner;
- nobj->subID = subid;
- //nobj->initHero(ran);
- return nobj;
- }
- case TOWNI_TYPE: //town
- nobj = new CGTownInstance;
- break;
- default: //rest of objects
- nobj = new CGObjectInstance;
- nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
- break;
- }
- nobj->ID = id;
- nobj->subID = subid;
- if(!nobj->defInfo)
- tlog3 <<"No def declaration for " <<id <<" "<<subid<<std::endl;
- nobj->pos = pos;
- //nobj->state = NULL;//new CLuaObjectScript();
- nobj->tempOwner = owner;
- nobj->defInfo->id = id;
- nobj->defInfo->subid = subid;
- //assigning defhandler
- if(nobj->ID==HEROI_TYPE || nobj->ID==TOWNI_TYPE)
- return nobj;
- nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
- return nobj;
- }
- CStack * BattleInfo::getStack(int stackID, bool onlyAlive)
- {
- for(unsigned int g=0; g<stacks.size(); ++g)
- {
- if(stacks[g]->ID == stackID && (!onlyAlive || stacks[g]->alive()))
- return stacks[g];
- }
- return NULL;
- }
- const CStack * BattleInfo::getStack(int stackID, bool onlyAlive) const
- {
- return const_cast<BattleInfo * const>(this)->getStack(stackID, onlyAlive);
- }
- CStack * BattleInfo::getStackT(int tileID, bool onlyAlive)
- {
- for(unsigned int g=0; g<stacks.size(); ++g)
- {
- if(stacks[g]->position == tileID
- || (stacks[g]->doubleWide() && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
- || (stacks[g]->doubleWide() && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))
- {
- if(!onlyAlive || stacks[g]->alive())
- {
- return stacks[g];
- }
- }
- }
- return NULL;
- }
- const CStack * BattleInfo::getStackT(int tileID, bool onlyAlive) const
- {
- return const_cast<BattleInfo * const>(this)->getStackT(tileID, onlyAlive);
- }
- void BattleInfo::getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<int> & occupyable, bool flying, int stackToOmmit) const
- {
- memset(accessibility, 1, BFIELD_SIZE); //initialize array with trues
- //removing accessibility for side columns of hexes
- for(int v = 0; v < BFIELD_SIZE; ++v)
- {
- if( v % BFIELD_WIDTH == 0 || v % BFIELD_WIDTH == (BFIELD_WIDTH - 1) )
- accessibility[v] = false;
- }
- for(unsigned int g=0; g<stacks.size(); ++g)
- {
- 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)
- continue;
- accessibility[stacks[g]->position] = false;
- if(stacks[g]->doubleWide()) //if it's a double hex creature
- {
- if(stacks[g]->attackerOwned)
- accessibility[stacks[g]->position-1] = false;
- else
- accessibility[stacks[g]->position+1] = false;
- }
- }
- //obstacles
- for(unsigned int b=0; b<obstacles.size(); ++b)
- {
- std::vector<int> blocked = VLC->heroh->obstacles[obstacles[b].ID].getBlocked(obstacles[b].pos);
- for(unsigned int c=0; c<blocked.size(); ++c)
- {
- if(blocked[c] >=0 && blocked[c] < BFIELD_SIZE)
- accessibility[blocked[c]] = false;
- }
- }
- //walls
- if(siege > 0)
- {
- static const int permanentlyLocked[] = {12, 45, 78, 112, 147, 165};
- for(int b=0; b<ARRAY_COUNT(permanentlyLocked); ++b)
- {
- accessibility[permanentlyLocked[b]] = false;
- }
- static const std::pair<int, int> lockedIfNotDestroyed[] = //(which part of wall, which hex is blocked if this part of wall is not destroyed
- {std::make_pair(2, 182), std::make_pair(3, 130), std::make_pair(4, 62), std::make_pair(5, 29)};
- for(int b=0; b<ARRAY_COUNT(lockedIfNotDestroyed); ++b)
- {
- if(si.wallState[lockedIfNotDestroyed[b].first] < 3)
- {
- accessibility[lockedIfNotDestroyed[b].second] = false;
- }
- }
- //gate
- if(attackerOwned && si.wallState[7] < 3) //if it attacker's unit and gate is not destroyed
- {
- accessibility[95] = accessibility[96] = false; //block gate's hexes
- }
- }
- //occupyability
- if(addOccupiable && twoHex)
- {
- std::set<int> rem; //tiles to unlock
- for(int h=0; h<BFIELD_HEIGHT; ++h)
- {
- for(int w=1; w<BFIELD_WIDTH-1; ++w)
- {
- int hex = h * BFIELD_WIDTH + w;
- if(!isAccessible(hex, accessibility, twoHex, attackerOwned, flying, true)
- && (attackerOwned ? isAccessible(hex+1, accessibility, twoHex, attackerOwned, flying, true) : isAccessible(hex-1, accessibility, twoHex, attackerOwned, flying, true) )
- )
- rem.insert(hex);
- }
- }
- occupyable = rem;
- /*for(std::set<int>::const_iterator it = rem.begin(); it != rem.end(); ++it)
- {
- accessibility[*it] = true;
- }*/
- }
- }
- bool BattleInfo::isAccessible(int hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos)
- {
- if(flying && !lastPos)
- return true;
- if(twoHex)
- {
- //if given hex is accessible and appropriate adjacent one is free too
- return accessibility[hex] && accessibility[hex + (attackerOwned ? -1 : 1 )];
- }
- else
- {
- return accessibility[hex];
- }
- }
- 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
- {
- //inits
- for(int b=0; b<BFIELD_SIZE; ++b)
- predecessor[b] = -1;
- for(int g=0; g<BFIELD_SIZE; ++g)
- dists[g] = 100000000;
-
- std::queue< std::pair<int, bool> > hexq; //bfs queue <hex, accessible> (second filed used only if fillPredecessors is true)
- hexq.push(std::make_pair(start, true));
- dists[hexq.front().first] = 0;
- int curNext = -1; //for bfs loop only (helper var)
- while(!hexq.empty()) //bfs loop
- {
- std::pair<int, bool> curHex = hexq.front();
- std::vector<int> neighbours = neighbouringTiles(curHex.first);
- hexq.pop();
- for(unsigned int nr=0; nr<neighbours.size(); nr++)
- {
- curNext = neighbours[nr]; //if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
- bool accessible = isAccessible(curNext, accessibility, twoHex, attackerOwned, flying, dists[curHex.first]+1 == dists[curNext]);
- if( dists[curHex.first]+1 >= dists[curNext] )
- continue;
- if(accessible && curHex.second)
- {
- hexq.push(std::make_pair(curNext, true));
- dists[curNext] = dists[curHex.first] + 1;
- }
- else if(fillPredecessors && !(accessible && !curHex.second))
- {
- hexq.push(std::make_pair(curNext, false));
- dists[curNext] = dists[curHex.first] + 1;
- }
- predecessor[curNext] = curHex.first;
- }
- }
- };
- std::vector<int> BattleInfo::getAccessibility(int stackID, bool addOccupiable) const
- {
- std::vector<int> ret;
- bool ac[BFIELD_SIZE];
- const CStack *s = getStack(stackID, false); //this function is called from healedOrResurrected, so our stack can be dead
- if(s->position < 0) //turrets
- return std::vector<int>();
- std::set<int> occupyable;
- getAccessibilityMap(ac, s->doubleWide(), s->attackerOwned, addOccupiable, occupyable, s->hasBonusOfType(Bonus::FLYING), stackID);
- int pr[BFIELD_SIZE], dist[BFIELD_SIZE];
- makeBFS(s->position, ac, pr, dist, s->doubleWide(), s->attackerOwned, s->hasBonusOfType(Bonus::FLYING), false);
- if(s->doubleWide())
- {
- if(!addOccupiable)
- {
- std::vector<int> rem;
- for(int b=0; b<BFIELD_SIZE; ++b)
- {
- //don't take into account most left and most right columns of hexes
- if( b % BFIELD_WIDTH == 0 || b % BFIELD_WIDTH == BFIELD_WIDTH - 1 )
- continue;
- if( ac[b] && !(s->attackerOwned ? ac[b-1] : ac[b+1]) )
- {
- rem.push_back(b);
- }
- }
- for(unsigned int g=0; g<rem.size(); ++g)
- {
- ac[rem[g]] = false;
- }
- //removing accessibility for side hexes
- for(int v=0; v<BFIELD_SIZE; ++v)
- if(s->attackerOwned ? (v%BFIELD_WIDTH)==1 : (v%BFIELD_WIDTH)==(BFIELD_WIDTH - 2))
- ac[v] = false;
- }
- }
-
- for (int i=0; i < BFIELD_SIZE ; ++i) {
- if(
- ( ( !addOccupiable && dist[i] <= s->Speed() && ac[i] ) || ( addOccupiable && dist[i] <= s->Speed() && isAccessible(i, ac, s->doubleWide(), s->attackerOwned, s->hasBonusOfType(Bonus::FLYING), true) ) )//we can reach it
- || (vstd::contains(occupyable, i) && ( dist[ i + (s->attackerOwned ? 1 : -1 ) ] <= s->Speed() ) &&
- ac[i + (s->attackerOwned ? 1 : -1 )] ) //it's occupyable and we can reach adjacent hex
- )
- {
- ret.push_back(i);
- }
- }
- return ret;
- }
- bool BattleInfo::isStackBlocked(int ID)
- {
- CStack *our = getStack(ID);
- if(our->hasBonusOfType(Bonus::SIEGE_WEAPON)) //siege weapons cannot be blocked
- return false;
- for(unsigned int i=0; i<stacks.size();i++)
- {
- if( !stacks[i]->alive()
- || stacks[i]->owner==our->owner
- )
- continue; //we omit dead and allied stacks
- if(stacks[i]->doubleWide())
- {
- if( mutualPosition(stacks[i]->position, our->position) >= 0
- || mutualPosition(stacks[i]->position + (stacks[i]->attackerOwned ? -1 : 1), our->position) >= 0)
- return true;
- }
- else
- {
- if( mutualPosition(stacks[i]->position, our->position) >= 0 )
- return true;
- }
- }
- return false;
- }
- signed char BattleInfo::mutualPosition(int hex1, int hex2)
- {
- if(hex2 == hex1 - ( (hex1/17)%2 ? 18 : 17 )) //top left
- return 0;
- if(hex2 == hex1 - ( (hex1/17)%2 ? 17 : 16 )) //top right
- return 1;
- if(hex2 == hex1 - 1 && hex1%17 != 0) //left
- return 5;
- if(hex2 == hex1 + 1 && hex1%17 != 16) //right
- return 2;
- if(hex2 == hex1 + ( (hex1/17)%2 ? 16 : 17 )) //bottom left
- return 4;
- if(hex2 == hex1 + ( (hex1/17)%2 ? 17 : 18 )) //bottom right
- return 3;
- return -1;
- }
- std::vector<int> BattleInfo::neighbouringTiles(int hex)
- {
- #define CHECK_AND_PUSH(tile) {int hlp = (tile); if(hlp>=0 && hlp<BFIELD_SIZE && (hlp%BFIELD_WIDTH!=16) && hlp%BFIELD_WIDTH) ret.push_back(hlp);}
- std::vector<int> ret;
- CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 18 : 17 ));
- CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 17 : 16 ));
- CHECK_AND_PUSH(hex - 1);
- CHECK_AND_PUSH(hex + 1);
- CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 16 : 17 ));
- CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 17 : 18 ));
- #undef CHECK_AND_PUSH
- return ret;
- }
- std::pair< std::vector<int>, int > BattleInfo::getPath(int start, int dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned)
- {
- int predecessor[BFIELD_SIZE]; //for getting the Path
- int dist[BFIELD_SIZE]; //calculated distances
- makeBFS(start, accessibility, predecessor, dist, twoHex, attackerOwned, flyingCreature, false);
-
- if(predecessor[dest] == -1) //cannot reach destination
- {
- return std::make_pair(std::vector<int>(), 0);
- }
- //making the Path
- std::vector<int> path;
- int curElem = dest;
- while(curElem != start)
- {
- path.push_back(curElem);
- curElem = predecessor[curElem];
- }
- return std::make_pair(path, dist[dest]);
- }
- CStack::CStack(const CStackInstance *base, int O, int I, bool AO, int S)
- : CStackInstance(*base), ID(I), owner(O), slot(S), attackerOwned(AO), position(-1),
- counterAttacks(1)
- {
- baseAmount = base->count;
- firstHPleft = valOfBonuses(Bonus::STACK_HEALTH);
- shots = type->shots;
- counterAttacks += valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
- //alive state indication
- state.insert(ALIVE);
- }
- ui32 CStack::Speed( int turn /*= 0*/ ) const
- {
- if(hasBonus(Selector::type(Bonus::SIEGE_WEAPON) && Selector::turns(turn))) //war machines cannot move
- return 0;
- int speed = valOfBonuses(Selector::type(Bonus::STACKS_SPEED) && Selector::turns(turn));
- int percentBonus = 0;
- BOOST_FOREACH(const Bonus &b, bonuses)
- {
- if(b.type == Bonus::STACKS_SPEED)
- {
- percentBonus += b.additionalInfo;
- }
- }
- speed = ((100 + percentBonus) * speed)/100;
- //bind effect check
- if(getEffect(72))
- {
- return 0;
- }
- return speed;
- }
- const CStack::StackEffect * CStack::getEffect( ui16 id, int turn /*= 0*/ ) const
- {
- for (unsigned int i=0; i< effects.size(); i++)
- if(effects[i].id == id)
- if(!turn || effects[i].turnsRemain > turn)
- return &effects[i];
- return NULL;
- }
- ui8 CStack::howManyEffectsSet(ui16 id) const
- {
- ui8 ret = 0;
- for (unsigned int i=0; i< effects.size(); i++)
- if(effects[i].id == id) //effect found
- {
- ++ret;
- }
- return ret;
- }
- bool CStack::willMove(int turn /*= 0*/) const
- {
- return ( turn ? true : !vstd::contains(state, DEFENDING) )
- && !moved(turn)
- && canMove(turn);
- }
- bool CStack::canMove( int turn /*= 0*/ ) const
- {
- return alive()
- && !hasBonus(Selector::type(Bonus::NOT_ACTIVE) && Selector::turns(turn)); //eg. Ammo Cart or blinded creature
- }
- bool CStack::moved( int turn /*= 0*/ ) const
- {
- if(!turn)
- return vstd::contains(state, MOVED);
- else
- return false;
- }
- bool CStack::doubleWide() const
- {
- return type->doubleWide;
- }
- CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, int player, const CTown *town, std::map<ui32,CGHeroInstance *> &available) const
- {
- CGHeroInstance *ret = NULL;
- if(player<0 || player>=PLAYER_LIMIT)
- {
- tlog1 << "Cannot pick hero for " << town->Name() << ". Wrong owner!\n";
- return NULL;
- }
- std::vector<CGHeroInstance *> pool;
- if(native)
- {
- for(std::map<ui32,CGHeroInstance *>::iterator i=available.begin(); i!=available.end(); i++)
- {
- if(pavailable.find(i->first)->second & 1<<player
- && i->second->type->heroType/2 == town->typeID)
- {
- pool.push_back(i->second); //get all avaliable heroes
- }
- }
- if(!pool.size())
- {
- tlog1 << "Cannot pick native hero for " << player << ". Picking any...\n";
- return pickHeroFor(false, player, town, available);
- }
- else
- {
- ret = pool[rand()%pool.size()];
- }
- }
- else
- {
- int sum=0, r;
- for(std::map<ui32,CGHeroInstance *>::iterator i=available.begin(); i!=available.end(); i++)
- {
- if(pavailable.find(i->first)->second & 1<<player)
- {
- pool.push_back(i->second);
- sum += i->second->type->heroClass->selectionProbability[town->typeID]; //total weight
- }
- }
- if(!pool.size())
- {
- tlog1 << "There are no heroes available for player " << player<<"!\n";
- return NULL;
- }
- r = rand()%sum;
- for (unsigned int i=0; i<pool.size(); i++)
- {
- r -= pool[i]->type->heroClass->selectionProbability[town->typeID];
- if(r < 0)
- {
- ret = pool[i];
- break;
- }
- }
- if(!ret)
- ret = pool.back();
- }
- available.erase(ret->subID);
- return ret;
- }
- //void CGameState::apply(CPack * pack)
- //{
- // while(!mx->try_lock())
- // boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
- // //applyNL(pack);
- // mx->unlock();
- //}
- int CGameState::pickHero(int owner)
- {
- int h=-1;
- if(!map->getHero(h = scenarioOps->getIthPlayersSettings(owner).hero,0) && h>=0) //we haven't used selected hero
- return h;
- int f = scenarioOps->getIthPlayersSettings(owner).castle;
- int i=0;
- do //try to find free hero of our faction
- {
- i++;
- h = scenarioOps->getIthPlayersSettings(owner).castle*HEROES_PER_TYPE*2+(ran()%(HEROES_PER_TYPE*2));//->scenarioOps->playerInfos[pru].hero = VLC->
- } while( map->getHero(h) && i<175);
- if(i>174) //probably no free heroes - there's no point in further search, we'll take first free
- {
- tlog3 << "Warning: cannot find free hero - trying to get first available..."<<std::endl;
- for(int j=0; j<HEROES_PER_TYPE * 2 * F_NUMBER; j++)
- if(!map->getHero(j))
- h=j;
- }
- return h;
- }
- CGHeroInstance *CGameState::getHero(int objid)
- {
- if(objid<0 || objid>=map->objects.size() || map->objects[objid]->ID!=HEROI_TYPE)
- return NULL;
- return static_cast<CGHeroInstance *>(map->objects[objid]);
- }
- const CGHeroInstance * CGameState::getHero( int objid ) const
- {
- return (const_cast<CGameState *>(this))->getHero(objid);
- }
- CGTownInstance *CGameState::getTown(int objid)
- {
- if(objid<0 || objid>=map->objects.size())
- return NULL;
- return static_cast<CGTownInstance *>(map->objects[objid]);
- }
- const CGTownInstance * CGameState::getTown( int objid ) const
- {
- return (const_cast<CGameState *>(this))->getTown(objid);
- }
- std::pair<int,int> CGameState::pickObject (CGObjectInstance *obj)
- {
- switch(obj->ID)
- {
- case 65: //random artifact
- return std::pair<int,int>(5,(ran()%136)+7); //the only reasonable range - there are siege weapons and blanks we must ommit
- case 66: //random treasure artifact
- return std::pair<int,int>(5,VLC->arth->treasures[ran()%VLC->arth->treasures.size()]->id);
- case 67: //random minor artifact
- return std::pair<int,int>(5,VLC->arth->minors[ran()%VLC->arth->minors.size()]->id);
- case 68: //random major artifact
- return std::pair<int,int>(5,VLC->arth->majors[ran()%VLC->arth->majors.size()]->id);
- case 69: //random relic artifact
- return std::pair<int,int>(5,VLC->arth->relics[ran()%VLC->arth->relics.size()]->id);
- /*case 65: //random artifact //TODO: apply new randndomization system
- return std::pair<int,int>(5, cb.getRandomArt (CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));
- case 66: //random treasure artifact
- return std::pair<int,int>(5, cb.getRandomArt (CArtifact::ART_TREASURE));
- case 67: //random minor artifact
- return std::pair<int,int>(5, cb.getRandomArt (CArtifact::ART_MINOR));
- case 68: //random major artifact
- return std::pair<int,int>(5, cb.getRandomArt (CArtifact::ART_MAJOR));
- case 69: //random relic artifact
- return std::pair<int,int>(5, cb.getRandomArt (CArtifact::ART_RELIC));*/
- case 70: //random hero
- {
- return std::pair<int,int>(HEROI_TYPE,pickHero(obj->tempOwner));
- }
- case 71: //random monster
- {
- int r;
- do
- {
- r = ran()%197;
- } while (vstd::contains(VLC->creh->notUsedMonsters,r));
- return std::pair<int,int>(54,r);
- }
- case 72: //random monster lvl1
- return std::pair<int,int>(54,VLC->creh->levelCreatures[1][ran()%VLC->creh->levelCreatures[1].size()]->idNumber);
- case 73: //random monster lvl2
- return std::pair<int,int>(54,VLC->creh->levelCreatures[2][ran()%VLC->creh->levelCreatures[2].size()]->idNumber);
- case 74: //random monster lvl3
- return std::pair<int,int>(54,VLC->creh->levelCreatures[3][ran()%VLC->creh->levelCreatures[3].size()]->idNumber);
- case 75: //random monster lvl4
- return std::pair<int,int>(54,VLC->creh->levelCreatures[4][ran()%VLC->creh->levelCreatures[4].size()]->idNumber);
- case 76: //random resource
- return std::pair<int,int>(79,ran()%7); //now it's OH3 style, use %8 for mithril
- case 77: //random town
- {
- int align = (static_cast<CGTownInstance*>(obj))->alignment,
- f;
- if(align>PLAYER_LIMIT-1)//same as owner / random
- {
- if(obj->tempOwner > PLAYER_LIMIT-1)
- f = -1; //random
- else
- f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
- }
- else
- {
- f = scenarioOps->getIthPlayersSettings(align).castle;
- }
- if(f<0) f = ran()%VLC->townh->towns.size();
- return std::pair<int,int>(TOWNI_TYPE,f);
- }
- case 162: //random monster lvl5
- return std::pair<int,int>(54,VLC->creh->levelCreatures[5][ran()%VLC->creh->levelCreatures[5].size()]->idNumber);
- case 163: //random monster lvl6
- return std::pair<int,int>(54,VLC->creh->levelCreatures[6][ran()%VLC->creh->levelCreatures[6].size()]->idNumber);
- case 164: //random monster lvl7
- return std::pair<int,int>(54,VLC->creh->levelCreatures[7][ran()%VLC->creh->levelCreatures[7].size()]->idNumber);
- case 216: //random dwelling
- {
- int faction = ran()%F_NUMBER;
- CGDwelling * dwl = static_cast<CGDwelling*>(obj);
- CCreGen2ObjInfo* info = static_cast<CCreGen2ObjInfo*>(dwl->info);
- if (info->asCastle)
- {
- for(unsigned int i=0;i<map->objects.size();i++)
- {
- if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
- {
- randomizeObject(map->objects[i]); //we have to randomize the castle first
- faction = map->objects[i]->subID;
- break;
- }
- else if(map->objects[i]->ID==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
- {
- faction = map->objects[i]->subID;
- break;
- }
- }
- }
- else
- {
- while((!(info->castles[0]&(1<<faction))))
- {
- if((faction>7) && (info->castles[1]&(1<<(faction-8))))
- break;
- faction = ran()%F_NUMBER;
- }
- }
- int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
- int cid = VLC->townh->towns[faction].basicCreatures[level];
- for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
- if(VLC->objh->cregens[i]==cid)
- return std::pair<int,int>(17,i);
- tlog3 << "Cannot find a dwelling for creature "<< cid << std::endl;
- return std::pair<int,int>(17,0);
- delete dwl->info;
- dwl->info = NULL;
- }
- case 217:
- {
- int faction = ran()%F_NUMBER;
- CGDwelling * dwl = static_cast<CGDwelling*>(obj);
- CCreGenObjInfo* info = static_cast<CCreGenObjInfo*>(dwl->info);
- if (info->asCastle)
- {
- for(unsigned int i=0;i<map->objects.size();i++)
- {
- if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
- {
- randomizeObject(map->objects[i]); //we have to randomize the castle first
- faction = map->objects[i]->subID;
- break;
- }
- else if(map->objects[i]->ID==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
- {
- faction = map->objects[i]->subID;
- break;
- }
- }
- }
- else
- {
- while((!(info->castles[0]&(1<<faction))))
- {
- if((faction>7) && (info->castles[1]&(1<<(faction-8))))
- break;
- faction = ran()%F_NUMBER;
- }
- }
- int cid = VLC->townh->towns[faction].basicCreatures[obj->subID];
- for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
- if(VLC->objh->cregens[i]==cid)
- return std::pair<int,int>(17,i);
- tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
- return std::pair<int,int>(17,0);
- delete dwl->info;
- dwl->info = NULL;
- }
- case 218:
- {
- CGDwelling * dwl = static_cast<CGDwelling*>(obj);
- CCreGen3ObjInfo* info = static_cast<CCreGen3ObjInfo*>(dwl->info);
- int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
- int cid = VLC->townh->towns[obj->subID].basicCreatures[level];
- for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
- if(VLC->objh->cregens[i]==cid)
- return std::pair<int,int>(17,i);
- tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
- return std::pair<int,int>(17,0);
- delete dwl->info;
- dwl->info = NULL;
- }
- }
- return std::pair<int,int>(-1,-1);
- }
- void CGameState::randomizeObject(CGObjectInstance *cur)
- {
- std::pair<int,int> ran = pickObject(cur);
- if(ran.first<0 || ran.second<0) //this is not a random object, or we couldn't find anything
- {
- if(cur->ID==TOWNI_TYPE) //town - set def
- {
- CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
- t->town = &VLC->townh->towns[t->subID];
- if(t->hasCapitol())
- t->defInfo = capitols[t->subID];
- else if(t->hasFort())
- t->defInfo = forts[t->subID];
- else
- t->defInfo = villages[t->subID];
- }
- return;
- }
- else if(ran.first==HEROI_TYPE)//special code for hero
- {
- CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
- if(!h) {tlog2<<"Wrong random hero at "<<cur->pos<<std::endl; return;}
- cur->ID = ran.first;
- h->portrait = cur->subID = ran.second;
- h->type = VLC->heroh->heroes[ran.second];
- h->randomizeArmy(h->type->heroType/2);
- map->heroes.push_back(h);
- return; //TODO: maybe we should do something with definfo?
- }
- else if(ran.first==TOWNI_TYPE)//special code for town
- {
- CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
- if(!t) {tlog2<<"Wrong random town at "<<cur->pos<<std::endl; return;}
- cur->ID = ran.first;
- cur->subID = ran.second;
- t->town = &VLC->townh->towns[ran.second];
- if(t->hasCapitol())
- t->defInfo = capitols[t->subID];
- else if(t->hasFort())
- t->defInfo = forts[t->subID];
- else
- t->defInfo = villages[t->subID];
- t->randomizeArmy(t->subID);
- map->towns.push_back(t);
- return;
- }
- //we have to replace normal random object
- cur->ID = ran.first;
- cur->subID = ran.second;
- map->removeBlockVisTiles(cur); //recalculate blockvis tiles - picked object might have different than random placeholder
- map->defy.push_back(cur->defInfo = VLC->dobjinfo->gobjs[ran.first][ran.second]);
- if(!cur->defInfo)
- {
- tlog1<<"*BIG* WARNING: Missing def declaration for "<<cur->ID<<" "<<cur->subID<<std::endl;
- return;
- }
- map->addBlockVisTiles(cur);
- }
- int CGameState::getDate(int mode) const
- {
- int temp;
- switch (mode)
- {
- case 0:
- return day;
- break;
- case 1:
- temp = (day)%7;
- if (temp)
- return temp;
- else return 7;
- break;
- case 2:
- temp = ((day-1)/7)+1;
- if (!(temp%4))
- return 4;
- else
- return (temp%4);
- break;
- case 3:
- return ((day-1)/28)+1;
- break;
- }
- return 0;
- }
- CGameState::CGameState()
- {
- mx = new boost::shared_mutex();
- map = NULL;
- curB = NULL;
- scenarioOps = NULL;
- applierGs = new CGSApplier;
- objCaller = new CObjectCallersHandler;
- campaign = NULL;
- }
- CGameState::~CGameState()
- {
- delete mx;
- delete map;
- delete curB;
- delete scenarioOps;
- delete applierGs;
- delete objCaller;
- }
- void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
- {
- switch(si->mode)
- {
- case 0:
- map = new Mapa(si->mapname);
- break;
- case 2:
- campaign = new CCampaignState();
- campaign->initNewCampaign(*si);
- std::string &mapContent = campaign->camp->mapPieces[si->whichMapInCampaign];
- map = new Mapa();
- map->initFromBytes((const unsigned char*)mapContent.c_str());
- break;
- }
- tlog0 << "Map loaded!" << std::endl;
- //tlog0 <<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;
- if(checksum)
- {
- tlog0 << "\tServer checksum for " << si->mapname <<": "<< checksum << std::endl;
- tlog0 << "\tOur checksum for the map: "<< map->checksum << std::endl;
- if(map->checksum != checksum)
- {
- tlog1 << "Wrong map checksum!!!" << std::endl;
- throw std::string("Wrong checksum");
- }
- }
- day = 0;
- seed = Seed;
- ran.seed((boost::int32_t)seed);
- scenarioOps = si;
- loadTownDInfos();
- //pick grail location
- if(map->grailPos.x < 0 || map->grailRadious) //grail not set or set within a radius around some place
- {
- if(!map->grailRadious) //radius not given -> anywhere on map
- map->grailRadious = map->width * 2;
- std::vector<int3> allowedPos;
-
- // add all not blocked tiles in range
- for (int i = 0; i < map->width ; i++)
- {
- for (int j = 0; j < map->height ; j++)
- {
- for (int k = 0; k <= map->twoLevel ; k++)
- {
- const TerrainTile &t = map->terrain[i][j][k];
- if(!t.blocked
- && !t.visitable
- && t.tertype != TerrainTile::water
- && t.tertype != TerrainTile::rock
- && map->grailPos.dist2d(int3(i,j,k)) <= map->grailRadious)
- allowedPos.push_back(int3(i,j,k));
- }
- }
- }
-
- //remove tiles with holes
- for(unsigned int no=0; no<map->objects.size(); ++no)
- if(map->objects[no]->ID == 124)
- allowedPos -= map->objects[no]->pos;
- if(allowedPos.size())
- map->grailPos = allowedPos[ran() % allowedPos.size()];
- else
- tlog2 << "Warning: Grail cannot be placed, no appropriate tile found!\n";
- }
- //picking random factions for players
- for(unsigned int i=0;i<scenarioOps->playerInfos.size();i++)
- {
- if(scenarioOps->playerInfos[i].castle==-1)
- {
- int f;
- do
- {
- f = ran()%F_NUMBER;
- }while(!(map->players[scenarioOps->playerInfos[i].color].allowedFactions & 1<<f));
- scenarioOps->playerInfos[i].castle = f;
- }
- }
- //randomizing objects
- for(unsigned int no=0; no<map->objects.size(); ++no)
- {
- randomizeObject(map->objects[no]);
- if(map->objects[no]->ID==EVENTI_TYPE)
- {
- map->objects[no]->defInfo->handler=NULL;
- }
- map->objects[no]->hoverName = VLC->generaltexth->names[map->objects[no]->ID];
- }
- //std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
- /*********give starting hero****************************************/
- for(int i=0;i<PLAYER_LIMIT;i++)
- {
- if((map->players[i].generateHeroAtMainTown && map->players[i].hasMainTown) || (map->players[i].hasMainTown && map->version==CMapHeader::RoE))
- {
- int3 hpos = map->players[i].posOfMainTown;
- hpos.x+=1;// hpos.y+=1;
- int j;
- for(j=0; j<scenarioOps->playerInfos.size(); j++) //don't add unsigned here - we are refering to the variable above
- if(scenarioOps->playerInfos[j].color == i)
- break;
- if(j == scenarioOps->playerInfos.size())
- continue;
- int h=pickHero(i);
- if(scenarioOps->playerInfos[j].hero == -1)
- scenarioOps->playerInfos[j].hero = h;
- CGHeroInstance * nnn = static_cast<CGHeroInstance*>(createObject(HEROI_TYPE,h,hpos,i));
- nnn->id = map->objects.size();
- hpos = map->players[i].posOfMainTown;hpos.x+=2;
- for(unsigned int o=0;o<map->towns.size();o++) //find main town
- {
- if(map->towns[o]->pos == hpos)
- {
- map->towns[o]->visitingHero = nnn;
- nnn->visitedTown = map->towns[o];
- nnn->inTownGarrison = false;
- break;
- }
- }
- nnn->initHero();
- map->heroes.push_back(nnn);
- map->objects.push_back(nnn);
- map->addBlockVisTiles(nnn);
- }
- }
- /*********creating players entries in gs****************************************/
- for (unsigned int i=0; i<scenarioOps->playerInfos.size();i++)
- {
- std::pair<int,PlayerState> ins(scenarioOps->playerInfos[i].color,PlayerState());
- ins.second.color=ins.first;
- ins.second.serial=i;
- ins.second.human = scenarioOps->playerInfos[i].human;
- players.insert(ins);
- }
- /******************RESOURCES****************************************************/
- //TODO: computer player should receive other amount of resource than player (depending on difficulty)
- std::vector<int> startres;
- std::ifstream tis(DATA_DIR "/config/startres.txt");
- int k;
- for (int j=0;j<scenarioOps->difficulty;j++)
- {
- tis >> k;
- for (int z=0;z<RESOURCE_QUANTITY;z++)
- tis>>k;
- }
- tis >> k;
- for (int i=0;i<RESOURCE_QUANTITY;i++)
- {
- tis >> k;
- startres.push_back(k);
- }
- tis.close();
- tis.clear();
- for (std::map<ui8,PlayerState>::iterator i = players.begin(); i!=players.end(); i++)
- {
- (*i).second.resources.resize(RESOURCE_QUANTITY);
- for (int x=0;x<RESOURCE_QUANTITY;x++)
- (*i).second.resources[x] = startres[x];
- }
- /*************************HEROES************************************************/
- std::set<int> hids;
- for(unsigned int i=0; i<map->allowedHeroes.size(); i++) //add to hids all allowed heroes
- if(map->allowedHeroes[i])
- hids.insert(i);
- for (unsigned int i=0; i<map->heroes.size();i++) //heroes instances initialization
- {
- if (map->heroes[i]->getOwner()<0)
- {
- tlog2 << "Warning - hero with uninitialized owner!\n";
- continue;
- }
- CGHeroInstance * vhi = (map->heroes[i]);
- vhi->initHero();
- players.find(vhi->getOwner())->second.heroes.push_back(vhi);
- hids.erase(vhi->subID);
- }
- for (unsigned int i=0; i<map->objects.size();i++) //heroes instances initialization
- {
- if (map->objects[i]->ID == 62)
- hids.erase(map->objects[i]->subID);
- }
- for(unsigned int i=0; i<map->predefinedHeroes.size(); i++)
- {
- if(!vstd::contains(hids,map->predefinedHeroes[i]->subID))
- continue;
- map->predefinedHeroes[i]->initHero();
- hpool.heroesPool[map->predefinedHeroes[i]->subID] = map->predefinedHeroes[i];
- hpool.pavailable[map->predefinedHeroes[i]->subID] = 0xff;
- hids.erase(map->predefinedHeroes[i]->subID);
- }
- BOOST_FOREACH(int hid, hids) //all not used allowed heroes go into the pool
- {
- CGHeroInstance * vhi = new CGHeroInstance();
- vhi->initHero(hid);
- hpool.heroesPool[hid] = vhi;
- hpool.pavailable[hid] = 0xff;
- }
- for(unsigned int i=0; i<map->disposedHeroes.size(); i++)
- {
- hpool.pavailable[map->disposedHeroes[i].ID] = map->disposedHeroes[i].players;
- }
- /*************************FOG**OF**WAR******************************************/
- for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
- {
- k->second.fogOfWarMap.resize(map->width);
- for(int g=0; g<map->width; ++g)
- k->second.fogOfWarMap[g].resize(map->height);
- for(int g=-0; g<map->width; ++g)
- for(int h=0; h<map->height; ++h)
- k->second.fogOfWarMap[g][h].resize(map->twoLevel+1, 0);
- for(int g=0; g<map->width; ++g)
- for(int h=0; h<map->height; ++h)
- for(int v=0; v<map->twoLevel+1; ++v)
- k->second.fogOfWarMap[g][h][v] = 0;
- BOOST_FOREACH(CGObjectInstance *obj, map->objects)
- {
- if(obj->tempOwner != k->first) continue; //not a flagged object
- std::set<int3> tiles;
- obj->getSightTiles(tiles);
- BOOST_FOREACH(int3 tile, tiles)
- {
- k->second.fogOfWarMap[tile.x][tile.y][tile.z] = 1;
- }
- }
- //starting bonus
- if(si->playerInfos[k->second.serial].bonus==brandom)
- si->playerInfos[k->second.serial].bonus = ran()%3;
- switch(si->playerInfos[k->second.serial].bonus)
- {
- case bgold:
- k->second.resources[6] += 500 + (ran()%6)*100;
- break;
- case bresource:
- {
- int res = VLC->townh->towns[si->playerInfos[k->second.serial].castle].primaryRes;
- if(res == 127)
- {
- k->second.resources[0] += 5 + ran()%6;
- k->second.resources[2] += 5 + ran()%6;
- }
- else
- {
- k->second.resources[res] += 3 + ran()%4;
- }
- break;
- }
- case bartifact:
- {
- if(!k->second.heroes.size())
- {
- tlog5 << "Cannot give starting artifact - no heroes!" << std::endl;
- break;
- }
- CArtifact *toGive;
- do
- {
- toGive = VLC->arth->treasures[ran() % VLC->arth->treasures.size()];
- } while (!map->allowedArtifact[toGive->id]);
- CGHeroInstance *hero = k->second.heroes[0];
- std::vector<ui16>::iterator slot = vstd::findFirstNot(hero->artifWorn,toGive->possibleSlots);
- if(slot!=toGive->possibleSlots.end())
- {
- VLC->arth->equipArtifact(hero->artifWorn, *slot, toGive->id, &hero->bonuses);
- }
- else
- hero->giveArtifact(toGive->id);
- }
- }
- }
- /****************************TOWNS************************************************/
- for (unsigned int i=0;i<map->towns.size();i++)
- {
- CGTownInstance * vti =(map->towns[i]);
- if(!vti->town)
- vti->town = &VLC->townh->towns[vti->subID];
- if (vti->name.length()==0) // if town hasn't name we draw it
- vti->name = vti->town->Names()[ran()%vti->town->Names().size()];
- //init buildings
- if(vti->builtBuildings.find(-50)!=vti->builtBuildings.end()) //give standard set of buildings
- {
- vti->builtBuildings.erase(-50);
- vti->builtBuildings.insert(10);
- vti->builtBuildings.insert(5);
- vti->builtBuildings.insert(30);
- if(ran()%2)
- vti->builtBuildings.insert(31);
- }//init hordes
- for (int i = 0; i<CREATURES_PER_TOWN; i++)
- if (vstd::contains(vti->builtBuildings,(-31-i))) //if we have horde for this level
- {
- vti->builtBuildings.erase(-31-i);//remove old ID
- if (vti->town->hordeLvl[0] == i)//if town first horde is this one
- {
- vti->builtBuildings.insert(18);//add it
- if (vstd::contains(vti->builtBuildings,(37+i)))//if we have upgraded dwelling as well
- vti->builtBuildings.insert(19);//add it as well
- }
- if (vti->town->hordeLvl[1] == i)//if town second horde is this one
- {
- vti->builtBuildings.insert(24);
- if (vstd::contains(vti->builtBuildings,(37+i)))
- vti->builtBuildings.insert(25);
- }
- }
- //init spells
- vti->spells.resize(SPELL_LEVELS);
- CSpell *s;
- for(unsigned int z=0; z<vti->obligatorySpells.size();z++)
- {
- s = &VLC->spellh->spells[vti->obligatorySpells[z]];
- vti->spells[s->level-1].push_back(s->id);
- vti->possibleSpells -= s->id;
- }
- while(vti->possibleSpells.size())
- {
- ui32 total=0, sel=-1;
- for(unsigned int ps=0;ps<vti->possibleSpells.size();ps++)
- total += VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];
- int r = (total)? ran()%total : -1;
- for(unsigned int ps=0; ps<vti->possibleSpells.size();ps++)
- {
- r -= VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];
- if(r<0)
- {
- sel = ps;
- break;
- }
- }
- if(sel<0)
- sel=0;
- CSpell *s = &VLC->spellh->spells[vti->possibleSpells[sel]];
- vti->spells[s->level-1].push_back(s->id);
- vti->possibleSpells -= s->id;
- }
- if(vti->getOwner() != 255)
- getPlayer(vti->getOwner())->towns.push_back(vti);
- }
- for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
- {
- if(k->first==-1 || k->first==255)
- continue;
- //init visiting and garrisoned heroes
- for(unsigned int l=0; l<k->second.heroes.size();l++)
- {
- CGHeroInstance *h = k->second.heroes[l];
- for(unsigned int m=0; m<k->second.towns.size();m++)
- {
- CGTownInstance *t = k->second.towns[m];
- int3 vistile = t->pos; vistile.x--; //tile next to the entrance
- if(vistile == h->pos || h->pos==t->pos)
- {
- t->visitingHero = h;
- h->visitedTown = t;
- h->inTownGarrison = false;
- if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it
- {
- map->removeBlockVisTiles(h);
- h->pos.x -= 1;
- map->addBlockVisTiles(h);
- }
- break;
- }
- }
- }
- }
- for(unsigned int i=0; i<map->defy.size(); i++)
- {
- map->defy[i]->serial = i;
- }
- objCaller->preInit();
- for(unsigned int i=0; i<map->objects.size(); i++)
- {
- map->objects[i]->initObj();
- if(map->objects[i]->ID == 62) //prison also needs to initialize hero
- static_cast<CGHeroInstance*>(map->objects[i])->initHero();
- }
- objCaller->postInit();
- }
- bool CGameState::battleShootCreatureStack(int ID, int dest)
- {
- return true;
- }
- bool CGameState::battleCanFlee(int player)
- {
- if(!curB) //there is no battle
- return false;
- if(curB->heroes[0]->hasBonusOfType(Bonus::ENEMY_CANT_ESCAPE) //eg. one of heroes is wearing shakles of war
- || curB->heroes[0]->hasBonusOfType(Bonus::ENEMY_CANT_ESCAPE))
- return false;
- return true;
- }
- int CGameState::battleGetStack(int pos, bool onlyAlive)
- {
- if(!curB)
- return -1;
- for(unsigned int g=0; g<curB->stacks.size(); ++g)
- {
- if((curB->stacks[g]->position == pos
- || (curB->stacks[g]->doubleWide()
- &&( (curB->stacks[g]->attackerOwned && curB->stacks[g]->position-1 == pos)
- || (!curB->stacks[g]->attackerOwned && curB->stacks[g]->position+1 == pos) )
- ))
- && (!onlyAlive || curB->stacks[g]->alive())
- )
- return curB->stacks[g]->ID;
- }
- return -1;
- }
- int CGameState::battleGetBattlefieldType(int3 tile)
- {
- if(tile==int3() && curB)
- tile = curB->tile;
- else if(tile==int3() && !curB)
- return -1;
- const std::vector <CGObjectInstance*> & objs = map->objects;
- for(int g=0; g<objs.size(); ++g)
- {
- if( !objs[g] || objs[g]->pos.x - tile.x < 0 || objs[g]->pos.x - tile.x >= 8
- || tile.y - objs[g]->pos.y + 5 < 0 || tile.y - objs[g]->pos.y + 5 >=6
- || !objs[g]->coveringAt(objs[g]->pos.x - tile.x, tile.y - objs[g]->pos.y + 5)
- ) //look only for objects covering given tile
- continue;
- switch(objs[g]->ID)
- {
- case 222: //clover field
- return 19;
- case 21: case 223: //cursed ground
- return 22;
- case 224: //evil fog
- return 20;
- case 225: //favourable winds
- return 21;
- case 226: //fiery fields
- return 14;
- case 227: //holy ground
- return 18;
- case 228: //lucid pools
- return 17;
- case 229: //magic clouds
- return 16;
- case 46: case 230: //magic plains
- return 9;
- case 231: //rocklands
- return 15;
- }
- }
- switch(map->terrain[tile.x][tile.y][tile.z].tertype)
- {
- case TerrainTile::dirt:
- return rand()%3+3;
- case TerrainTile::sand:
- return 2; //TODO: coast support
- case TerrainTile::grass:
- return rand()%2+6;
- case TerrainTile::snow:
- return rand()%2+10;
- case TerrainTile::swamp:
- return 13;
- case TerrainTile::rough:
- return 23;
- case TerrainTile::subterranean:
- return 12;
- case TerrainTile::lava:
- return 8;
- case TerrainTile::water:
- return 25;
- case TerrainTile::rock:
- return 15;
- default:
- return -1;
- }
- }
- const CGHeroInstance * CGameState::battleGetOwner(int stackID)
- {
- if(!curB)
- return NULL;
- return curB->heroes[!curB->getStack(stackID)->attackerOwned];
- }
- UpgradeInfo CGameState::getUpgradeInfo(const CArmedInstance *obj, int stackPos)
- {
- UpgradeInfo ret;
- const CCreature *base = obj->getCreature(stackPos);
- if((obj->ID == TOWNI_TYPE) || ((obj->ID == HEROI_TYPE) && static_cast<const CGHeroInstance*>(obj)->visitedTown))
- {
- const CGTownInstance * t;
- if(obj->ID == TOWNI_TYPE)
- t = static_cast<const CGTownInstance *>(obj);
- else
- t = static_cast<const CGHeroInstance*>(obj)->visitedTown;
- for(std::set<si32>::const_iterator i=t->builtBuildings.begin(); i!=t->builtBuildings.end(); i++)
- {
- if( (*i) >= 37 && (*i) < 44 ) //upgraded creature dwelling
- {
- int nid = t->town->upgradedCreatures[(*i)-37]; //upgrade offered by that building
- if(base->upgrades.find(nid) != base->upgrades.end()) //possible upgrade
- {
- ret.newID.push_back(nid);
- ret.cost.push_back(std::set<std::pair<int,int> >());
- for(int j=0;j<RESOURCE_QUANTITY;j++)
- {
- int dif = VLC->creh->creatures[nid]->cost[j] - base->cost[j];
- if(dif)
- ret.cost[ret.cost.size()-1].insert(std::make_pair(j,dif));
- }
- }
- }
- }//end for
- }
- //TODO: check if hero ability makes some upgrades possible
- if(ret.newID.size())
- ret.oldID = base->idNumber;
- return ret;
- }
- void CGameState::loadTownDInfos()
- {
- for(int i=0;i<F_NUMBER;i++)
- {
- villages[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
- forts[i] = VLC->dobjinfo->castles[i];
- capitols[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
- }
- }
- void CGameState::getNeighbours( const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand )
- {
- static int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
- int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
- vec.clear();
- for (size_t i = 0; i < ARRAY_COUNT(dirs); i++)
- {
- const int3 hlp = tile + dirs[i];
- if(!map->isInTheMap(hlp))
- continue;
- const TerrainTile &hlpt = map->getTile(hlp);
- //we cannot visit things from blocked tiles
- if(srct.blocked && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)
- {
- continue;
- }
- if((indeterminate(onLand) || onLand == (hlpt.tertype!=TerrainTile::water) )
- && hlpt.tertype != TerrainTile::rock)
- {
- vec.push_back(hlp);
- }
- }
- }
- int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, int remainingMovePoints, bool checkLast)
- {
- if(src == dest) //same tile
- return 0;
- TerrainTile &s = map->terrain[src.x][src.y][src.z],
- &d = map->terrain[dest.x][dest.y][dest.z];
- //get basic cost
- int ret = h->getTileCost(d,s);
- if(d.blocked)
- {
- bool freeFlying = h->getBonusesCount(Selector::typeSybtype(Bonus::FLYING_MOVEMENT, 1)) > 0;
- if(!freeFlying)
- {
- ret *= 1.4f; //40% penalty for movement over blocked tile
- }
- }
- else if (d.tertype == TerrainTile::water)
- {
- if (!h->boat && h->getBonusesCount(Selector::typeSybtype(Bonus::WATER_WALKING, 1)) > 0)
- {
- ret *= 1.4f; //40% penalty for water walking
- }
- }
- if(src.x != dest.x && src.y != dest.y) //it's diagonal move
- {
- int old = ret;
- ret *= 1.414213;
- //diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
- if(ret > remainingMovePoints && remainingMovePoints >= old)
- {
- return remainingMovePoints;
- }
- }
- int left = remainingMovePoints-ret;
- if(checkLast && left > 0 && remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
- {
- std::vector<int3> vec;
- getNeighbours(d, dest, vec, s.tertype != TerrainTile::water);
- for(size_t i=0; i < vec.size(); i++)
- {
- int fcost = getMovementCost(h,dest,vec[i],left,false);
- if(fcost <= left)
- {
- return ret;
- }
- }
- ret = remainingMovePoints;
- }
- return ret;
- }
- std::set<int> CGameState::getBuildingRequiments(const CGTownInstance *t, int ID)
- {
- std::set<int> used;
- used.insert(ID);
- std::set<int> reqs = VLC->townh->requirements[t->subID][ID];
- while(true)
- {
- size_t noloop=0;
- for(std::set<int>::iterator i=reqs.begin();i!=reqs.end();i++)
- {
- if(used.find(*i)==used.end()) //we haven't added requirements for this building
- {
- used.insert(*i);
- for(
- std::set<int>::iterator j=VLC->townh->requirements[t->subID][*i].begin();
- j!=VLC->townh->requirements[t->subID][*i].end();
- j++)
- {
- reqs.insert(*j);//creating full list of requirements
- }
- }
- else
- {
- noloop++;
- }
- }
- if(noloop==reqs.size())
- break;
- }
- return reqs;
- }
- int CGameState::canBuildStructure( const CGTownInstance *t, int ID )
- {
- int ret = 7; //allowed by default
- if(t->builded >= MAX_BUILDING_PER_TURN)
- ret = 5; //building limit
- //checking resources
- CBuilding * pom = VLC->buildh->buildings[t->subID][ID];
-
- if(!pom)
- return 8;
- // if(pom->Name().size()==0||pom->resources.size()==0)
- // return 2;//TODO: why does this happen?
- for(int res=0;res<pom->resources.size();res++) //TODO: support custom amount of resources
- {
- if(pom->resources[res] > getPlayer(t->tempOwner)->resources[res])
- ret = 6; //lack of res
- }
- //checking for requirements
- std::set<int> reqs = getBuildingRequiments(t, ID);//getting all requiments
- for( std::set<int>::iterator ri = reqs.begin(); ri != reqs.end(); ri++ )
- {
- if(t->builtBuildings.find(*ri)==t->builtBuildings.end())
- ret = 8; //lack of requirements - cannot build
- }
- //can we build it?
- if(t->forbiddenBuildings.find(ID)!=t->forbiddenBuildings.end())
- ret = 2; //forbidden
- if(ID == 13) //capitol
- {
- for(unsigned int in = 0; in < map->towns.size(); in++)
- {
- if(map->towns[in]->tempOwner==t->tempOwner && vstd::contains(map->towns[in]->builtBuildings,13))
- {
- ret = 0; //no more than one capitol
- break;
- }
- }
- }
- else if(ID == 6) //shipyard
- {
- int3 t1(t->pos + int3(-1,3,0)),
- t2(t->pos + int3(-3,3,0));
- if(map->isInTheMap(t1) && map->getTile(t1).tertype != TerrainTile::water
- && (map->isInTheMap(t2) && map->getTile(t2).tertype != TerrainTile::water))
- ret = 1; //lack of water
- }
- if(t->builtBuildings.find(ID)!=t->builtBuildings.end()) //already built
- ret = 4;
- return ret;
- }
- void CGameState::apply(CPack *pack)
- {
- ui16 typ = typeList.getTypeID(pack);
- assert(typ >= 0);
- applierGs->apps[typ]->applyOnGS(this,pack);
- }
- PlayerState * CGameState::getPlayer( ui8 color, bool verbose )
- {
- if(vstd::contains(players,color))
- {
- return &players[color];
- }
- else
- {
- if(verbose)
- tlog2 << "Warning: Cannot find info for player " << int(color) << std::endl;
- return NULL;
- }
- }
- const PlayerState * CGameState::getPlayer( ui8 color, bool verbose ) const
- {
- return (const_cast<CGameState *>(this))->getPlayer(color, verbose);
- }
- bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret)
- {
- if(!map->isInTheMap(src) || !map->isInTheMap(dest)) //check input
- return false;
- int3 hpos = hero->getPosition(false);
- bool flying = false; //hero is under flying effect TODO
- bool waterWalking = false; //hero is on land and can walk on water TODO
- bool onLand = map->getTile(hpos).tertype != TerrainTile::water;
- // tribool blockLandSea; //true - blocks sea, false - blocks land, indeterminate - allows all
- //
- // if (!hero->canWalkOnSea())
- // blockLandSea = (map->getTile(hpos).tertype != TerrainTile::water); //block land if hero is on water and vice versa
- // else
- // blockLandSea = boost::logic::indeterminate;
- const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayer(hero->tempOwner)->fogOfWarMap;
- //graph initialization
- std::vector< std::vector<CPathNode> > graph;
- graph.resize(map->width);
- for(size_t i=0; i<graph.size(); ++i)
- {
- graph[i].resize(map->height);
- for(size_t j=0; j<graph[i].size(); ++j)
- {
- const TerrainTile *tinfo = &map->terrain[i][j][src.z];
- CPathNode &node = graph[i][j];
- node.accessible = !tinfo->blocked;
- node.dist = -1;
- node.theNodeBefore = NULL;
- node.visited = false;
- node.coord.x = i;
- node.coord.y = j;
- node.coord.z = dest.z;
- if(!tinfo->entrableTerrain(onLand, flying || waterWalking)
- || !FoW[i][j][src.z] //tile is covered by the FoW
- )
- {
- node.accessible = false;
- }
- }
- }
- //Special rules for the destination tile
- {
- const TerrainTile *t = &map->terrain[dest.x][dest.y][dest.z];
- CPathNode &d = graph[dest.x][dest.y];
- //tile may be blocked by blockvis / normal vis obj but it still must be accessible
- if(t->visitable)
- {
- d.accessible = true; //for allowing visiting objects
- }
- if(onLand && t->tertype == TerrainTile::water) //hero can walk only on land and dst lays on the water
- {
- size_t i = 0;
- for(; i < t->visitableObjects.size(); i++)
- if(t->visitableObjects[i]->ID == 8 || t->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat
- break;
- d.accessible = (i < t->visitableObjects.size()); //dest is accessible only if there is boat/hero
- }
- else if(!onLand && t->tertype != TerrainTile::water) //hero is moving by water
- {
- d.accessible = (t->siodmyTajemniczyBajt & 64) && !t->blocked; //tile is accessible if it's coastal and not blocked
- }
- }
- //graph initialized
- //initial tile - set cost on 0 and add to the queue
- graph[src.x][src.y].dist = 0;
- std::queue<CPathNode> mq;
- mq.push(graph[src.x][src.y]);
- ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
- std::vector<int3> neighbours;
- neighbours.reserve(8);
- while(!mq.empty())
- {
- CPathNode &cp = graph[mq.front().coord.x][mq.front().coord.y];
- mq.pop();
- if (cp.coord == dest) //it's destination tile
- {
- if (cp.dist < curDist) //that path is better than previous one
- curDist = cp.dist;
- continue;
- }
- else
- {
- if (cp.dist > curDist) //it's not dest and current length is greater than cost of already found path
- continue;
- }
- //add accessible neighbouring nodes to the queue
- getNeighbours(map->getTile(cp.coord), cp.coord, neighbours, boost::logic::indeterminate);
- for(unsigned int i=0; i < neighbours.size(); i++)
- {
- CPathNode & dp = graph[neighbours[i].x][neighbours[i].y];
- if(dp.accessible)
- {
- int cost = getMovementCost(hero,cp.coord,dp.coord,hero->movement - cp.dist);
- if((dp.dist==-1 || (dp.dist > cp.dist + cost)) && dp.accessible && checkForVisitableDir(cp.coord, dp.coord) && checkForVisitableDir(dp.coord, cp.coord))
- {
- dp.dist = cp.dist + cost;
- dp.theNodeBefore = &cp;
- mq.push(dp);
- }
- }
- }
- }
- CPathNode *curNode = &graph[dest.x][dest.y];
- if(!curNode->theNodeBefore) //destination is not accessible
- return false;
- //fill ret with found path
- ret.nodes.clear();
- while(curNode->coord != graph[src.x][src.y].coord)
- {
- ret.nodes.push_back(*curNode);
- curNode = curNode->theNodeBefore;
- }
- ret.nodes.push_back(graph[src.x][src.y]);
- return true;
- }
- void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement)
- {
- assert(hero);
- boost::shared_lock<boost::shared_mutex> lock(*mx);
- if(src.x < 0)
- src = hero->getPosition(false);
- if(movement < 0)
- movement = hero->movement;
- out.hero = hero;
- out.hpos = src;
- if(!map->isInTheMap(src)/* || !map->isInTheMap(dest)*/) //check input
- {
- tlog1 << "CGameState::calculatePaths: Hero outside the map? How dare you...\n";
- return;
- }
- tribool onLand; //true - blocks sea, false - blocks land, indeterminate - allows all
- if (!hero->canWalkOnSea())
- onLand = (map->getTile(src).tertype != TerrainTile::water); //block land if hero is on water and vice versa
- else
- onLand = boost::logic::indeterminate;
- const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayer(hero->tempOwner)->fogOfWarMap;
- bool flying = hero->hasBonusOfType(Bonus::FLYING_MOVEMENT);
- bool waterWalk = hero->hasBonusOfType(Bonus::WATER_WALKING);
- //graph initialization
- CGPathNode ***graph = out.nodes;
- for(size_t i=0; i < out.sizes.x; ++i)
- {
- for(size_t j=0; j < out.sizes.y; ++j)
- {
- for(size_t k=0; k < out.sizes.z; ++k)
- {
- const TerrainTile *tinfo = &map->terrain[i][j][k];
- CGPathNode &node = graph[i][j][k];
- node.accessible = (tinfo->blocked ? CGPathNode::FLYABLE : CGPathNode::ACCESSIBLE);
- if(!flying && node.accessible == CGPathNode::FLYABLE)
- {
- node.accessible = CGPathNode::BLOCKED;
- }
- node.turns = 0xff;
- node.moveRemains = 0;
- node.coord.x = i;
- node.coord.y = j;
- node.coord.z = k;
- node.land = tinfo->tertype != TerrainTile::water;
- node.theNodeBefore = NULL;
- if((onLand || indeterminate(onLand)) && !node.land)//it's sea and we cannot walk on sea
- {
- if (waterWalk || flying)
- {
- node.accessible = CGPathNode::FLYABLE;
- }
- else
- {
- node.accessible = CGPathNode::BLOCKED;
- }
- }
- if ( tinfo->tertype == TerrainTile::rock//it's rock
- || !onLand && node.land //it's land and we cannot walk on land (complementary condition is handled above)
- || !FoW[i][j][k] //tile is covered by the FoW
- )
- {
- node.accessible = CGPathNode::BLOCKED;
- }
- else if(tinfo->visitable)
- {
- for(size_t ii = 0; ii < tinfo->visitableObjects.size(); ii++)
- {
- const CGObjectInstance * const obj = tinfo->visitableObjects[ii];
- if(obj->getPassableness() & 1<<hero->tempOwner) //special object instance specific passableness flag - overwrites other accessibility flags
- {
- node.accessible = CGPathNode::ACCESSIBLE;
- }
- else if(obj->blockVisit)
- {
- node.accessible = CGPathNode::BLOCKVIS;
- break;
- }
- else if(obj->ID != EVENTI_TYPE) //pathfinder should ignore placed events
- {
- node.accessible = CGPathNode::VISITABLE;
- }
- }
- }
- else if (map->isInTheMap(guardingCreaturePosition(int3(i, j, k)))
- && tinfo->blockingObjects.size() == 0)
- {
- // Monster close by; blocked visit for battle.
- node.accessible = CGPathNode::BLOCKVIS;
- }
- if(onLand && !node.land) //hero can walk only on land and tile lays on the water
- {
- size_t i = 0;
- for(; i < tinfo->visitableObjects.size(); i++)
- if(tinfo->visitableObjects[i]->ID == 8 || tinfo->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat
- break;
- if(i < tinfo->visitableObjects.size())
- node.accessible = CGPathNode::BLOCKVIS; //dest is accessible only if there is boat/hero
- }
- else if(!onLand && tinfo->tertype != TerrainTile::water) //hero is moving by water
- {
- if((tinfo->siodmyTajemniczyBajt & 64) && !tinfo->blocked)
- node.accessible = CGPathNode::VISITABLE; //tile is accessible if it's coastal and not blocked
- }
- }
- }
- }
- //graph initialized
- //initial tile - set cost on 0 and add to the queue
- graph[src.x][src.y][src.z].turns = 0;
- graph[src.x][src.y][src.z].moveRemains = movement;
- std::queue<CGPathNode*> mq;
- mq.push(&graph[src.x][src.y][src.z]);
- //ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
- std::vector<int3> neighbours;
- neighbours.reserve(8);
- while(!mq.empty())
- {
- CGPathNode *cp = mq.front();
- mq.pop();
- const int3 guardPosition = guardingCreaturePosition(cp->coord);
- const bool guardedPosition = (guardPosition != int3(-1, -1, -1) && cp->coord != src);
- const TerrainTile &ct = map->getTile(cp->coord);
- int movement = cp->moveRemains, turn = cp->turns;
- if(!movement)
- {
- movement = hero->maxMovePoints(ct.tertype != TerrainTile::water);
- turn++;
- }
- //add accessible neighbouring nodes to the queue
- getNeighbours(ct, cp->coord, neighbours, boost::logic::indeterminate);
- for(unsigned int i=0; i < neighbours.size(); i++)
- {
- int moveAtNextTile = movement;
- int turnAtNextTile = turn;
- const int3 &n = neighbours[i]; //current neighbor
- CGPathNode & dp = graph[n.x][n.y][n.z];
- if( !checkForVisitableDir(cp->coord, dp.coord)
- || !checkForVisitableDir(dp.coord, cp->coord)
- || dp.accessible == CGPathNode::BLOCKED )
- {
- continue;
- }
- int cost = getMovementCost(hero, cp->coord, dp.coord, movement);
- int remains = movement - cost;
- if(remains < 0)
- {
- //occurs rarely, when hero with low movepoints tries to go leave the road
- turnAtNextTile++;
- moveAtNextTile = hero->maxMovePoints(ct.tertype != TerrainTile::water);
- cost = getMovementCost(hero, cp->coord, dp.coord, moveAtNextTile); //cost must be updated, movement points changed :(
- remains = moveAtNextTile - cost;
- }
- const bool neighborIsGuard = guardingCreaturePosition(cp->coord) == dp.coord;
- if((dp.turns==0xff //we haven't been here before
- || dp.turns > turnAtNextTile
- || (dp.turns >= turnAtNextTile && dp.moveRemains < remains)) //this route is faster
- && (!guardedPosition || neighborIsGuard)) // Can step into tile of guard
- {
-
- assert(&dp != cp->theNodeBefore); //two tiles can't point to each other
- dp.moveRemains = remains;
- dp.turns = turnAtNextTile;
- dp.theNodeBefore = cp;
- const bool guardedNeighbor = guardingCreaturePosition(dp.coord) != int3(-1, -1, -1);
- //const bool positionIsGuard = guardingCreaturePosition(cp->coord) == cp->coord; //can this be true? hero never passes from monster tile...
- if (dp.accessible == CGPathNode::ACCESSIBLE || dp.accessible == CGPathNode::FLYABLE
- || (guardedNeighbor && !guardedPosition)) // Can step into a hostile tile once.
- {
- mq.push(&dp);
- }
- }
- } //neighbours loop
- } //queue loop
- }
- /**
- * Tells if the tile is guarded by a monster as well as the position
- * of the monster that will attack on it.
- *
- * @return int3(-1, -1, -1) if the tile is unguarded, or the position of
- * the monster guarding the tile.
- */
- int3 CGameState::guardingCreaturePosition (int3 pos) const
- {
- // Give monster at position priority.
- if (!map->isInTheMap(pos))
- return int3(-1, -1, -1);
- const TerrainTile &posTile = map->terrain[pos.x][pos.y][pos.z];
- if (posTile.visitable) {
- BOOST_FOREACH (CGObjectInstance* obj, posTile.visitableObjects) {
- if (obj->ID == 54) { // Monster
- return pos;
- }
- }
- }
- // See if there are any monsters adjacent.
- pos -= int3(1, 1, 0); // Start with top left.
- for (int dx = 0; dx < 3; dx++) {
- for (int dy = 0; dy < 3; dy++) {
- if (map->isInTheMap(pos)) {
- TerrainTile &tile = map->terrain[pos.x][pos.y][pos.z];
- if (tile.visitable) {
- BOOST_FOREACH (CGObjectInstance* obj, tile.visitableObjects) {
- if (obj->ID == 54) { // Monster
- return pos;
- }
- }
- }
- }
- pos.y++;
- }
- pos.y -= 3;
- pos.x++;
- }
- return int3(-1, -1, -1);
- }
- bool CGameState::isVisible(int3 pos, int player)
- {
- if(player == 255) //neutral player
- return false;
- return players[player].fogOfWarMap[pos.x][pos.y][pos.z];
- }
- bool CGameState::isVisible( const CGObjectInstance *obj, int player )
- {
- if(player == 255) //neutral player
- return false;
- //object is visible when at least one blocked tile is visible
- for(int fx=0; fx<8; ++fx)
- {
- for(int fy=0; fy<6; ++fy)
- {
- int3 pos = obj->pos + int3(fx-7,fy-5,0);
- if(map->isInTheMap(pos)
- && !((obj->defInfo->blockMap[fy] >> (7 - fx)) & 1)
- && isVisible(pos, player) )
- return true;
- }
- }
- return false;
- }
- bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
- {
- const TerrainTile * pom = &map->getTile(dst);
- return checkForVisitableDir(src, pom, dst);
- }
- bool CGameState::checkForVisitableDir( const int3 & src, const TerrainTile *pom, const int3 & dst ) const
- {
- for(unsigned int b=0; b<pom->visitableObjects.size(); ++b) //checking destination tile
- {
- if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore
- continue;
- CGDefInfo * di = pom->visitableObjects[b]->defInfo;
- if( (dst.x == src.x-1 && dst.y == src.y-1) && !(di->visitDir & (1<<4)) )
- {
- return false;
- }
- if( (dst.x == src.x && dst.y == src.y-1) && !(di->visitDir & (1<<5)) )
- {
- return false;
- }
- if( (dst.x == src.x+1 && dst.y == src.y-1) && !(di->visitDir & (1<<6)) )
- {
- return false;
- }
- if( (dst.x == src.x+1 && dst.y == src.y) && !(di->visitDir & (1<<7)) )
- {
- return false;
- }
- if( (dst.x == src.x+1 && dst.y == src.y+1) && !(di->visitDir & (1<<0)) )
- {
- return false;
- }
- if( (dst.x == src.x && dst.y == src.y+1) && !(di->visitDir & (1<<1)) )
- {
- return false;
- }
- if( (dst.x == src.x-1 && dst.y == src.y+1) && !(di->visitDir & (1<<2)) )
- {
- return false;
- }
- if( (dst.x == src.x-1 && dst.y == src.y) && !(di->visitDir & (1<<3)) )
- {
- return false;
- }
- }
- return true;
- }
- std::pair<ui32, ui32> BattleInfo::calculateDmgRange( const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky )
- {
- float additiveBonus=1.0f, multBonus=1.0f,
- minDmg = attacker->type->damageMin * attacker->count,
- maxDmg = attacker->type->damageMax * attacker->count;
- if(attacker->type->idNumber == 149) //arrow turret
- {
- switch(attacker->position)
- {
- case -2: //keep
- minDmg = 15;
- maxDmg = 15;
- break;
- case -3: case -4: //turrets
- minDmg = 7.5f;
- maxDmg = 7.5f;
- break;
- }
- }
- if(attacker->hasBonusOfType(Bonus::SIEGE_WEAPON) && attacker->type->idNumber != 149) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
- { //minDmg and maxDmg are multiplied by hero attack + 1
- minDmg *= attackerHero->getPrimSkillLevel(0) + 1;
- maxDmg *= attackerHero->getPrimSkillLevel(0) + 1;
- }
- int attackDefenceDifference = 0;
- if(attacker->hasBonusOfType(Bonus::GENERAL_ATTACK_REDUCTION))
- {
- float multAttackReduction = attacker->valOfBonuses(Bonus::GENERAL_ATTACK_REDUCTION, -1024) / 100.0f;
- attackDefenceDifference = attacker->Attack() * multAttackReduction;
- }
- else
- {
- attackDefenceDifference = attacker->Attack();
- }
- if(attacker->hasBonusOfType(Bonus::ENEMY_DEFENCE_REDUCTION))
- {
- float multDefenceReduction = (100.0f - attacker->valOfBonuses(Bonus::ENEMY_DEFENCE_REDUCTION, -1024)) / 100.0f;
- attackDefenceDifference -= defender->Defense() * multDefenceReduction;
- }
- else
- {
- attackDefenceDifference -= defender->Defense();
- }
- //calculating total attack/defense skills modifier
- if(shooting) //precision handling (etc.)
- attackDefenceDifference += attacker->getBonuses(Selector::typeSybtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT)).totalValue();
- else //bloodlust handling (etc.)
- attackDefenceDifference += attacker->getBonuses(Selector::typeSybtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_MELEE_FIGHT)).totalValue();
- if(attacker->getEffect(55)) //slayer handling
- {
- std::vector<int> affectedIds;
- int spLevel = attacker->getEffect(55)->level;
- for(int g = 0; g < VLC->creh->creatures.size(); ++g)
- {
- BOOST_FOREACH(const Bonus &b, VLC->creh->creatures[g]->bonuses)
- {
- if ( (b.type == Bonus::KING3 && spLevel >= 3) || //expert
- (b.type == Bonus::KING2 && spLevel >= 2) || //adv +
- (b.type == Bonus::KING1 && spLevel >= 0) ) //none or basic +
- {
- affectedIds.push_back(g);
- break;
- }
- }
- }
- for(unsigned int g=0; g<affectedIds.size(); ++g)
- {
- if(defender->type->idNumber == affectedIds[g])
- {
- attackDefenceDifference += VLC->spellh->spells[55].powers[attacker->getEffect(55)->level];
- break;
- }
- }
- }
- //bonus from attack/defense skills
- if(attackDefenceDifference < 0) //decreasing dmg
- {
- float dec = 0.025f * (-attackDefenceDifference);
- if(dec > 0.7f)
- {
- multBonus *= 0.3f; //1.0 - 0.7
- }
- else
- {
- multBonus *= 1.0f - dec;
- }
- }
- else //increasing dmg
- {
- float inc = 0.05f * attackDefenceDifference;
- if(inc > 4.0f)
- {
- additiveBonus += 4.0f;
- }
- else
- {
- additiveBonus += inc;
- }
- }
-
- //applying jousting bonus
- if( attacker->hasBonusOfType(Bonus::JOUSTING) && !defender->hasBonusOfType(Bonus::CHARGE_IMMUNITY) )
- additiveBonus += charge * 0.05f;
-
- //handling secondary abilities and artifacts giving premies to them
- if(attackerHero)
- {
- if(shooting)
- {
- switch(attackerHero->getSecSkillLevel(1)) //archery
- {
- case 1: //basic
- additiveBonus += 0.1f;
- break;
- case 2: //advanced
- additiveBonus += 0.25f;
- break;
- case 3: //expert
- additiveBonus += 0.5f;
- break;
- }
- if(attackerHero->getSecSkillLevel(1) > 0) //non-none level
- {
- //apply artifact premy to archery
- additiveBonus += attackerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 1) / 100.0f;
- }
- }
- else
- {
- switch(attackerHero->getSecSkillLevel(22)) //offense
- {
- case 1: //basic
- additiveBonus += 0.1f;
- break;
- case 2: //advanced
- additiveBonus += 0.2f;
- break;
- case 3: //expert
- additiveBonus += 0.3f;
- break;
- }
- }
- }
- if(defendingHero)
- {
- switch(defendingHero->getSecSkillLevel(23)) //armorer
- {
- case 1: //basic
- multBonus *= 0.95f;
- break;
- case 2: //advanced
- multBonus *= 0.9f;
- break;
- case 3: //expert
- multBonus *= 0.85f;
- break;
- }
- }
- //handling hate effect
- if( attacker->hasBonusOfType(Bonus::HATE, defender->type->idNumber) )
- additiveBonus += 0.5f;
- //luck bonus
- if (lucky)
- {
- additiveBonus += 1.0f;
- }
- //handling spell effects
- if(!shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) //eg. shield
- {
- multBonus *= float(defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) / 100.0f;
- }
- else if(shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) //eg. air shield
- {
- multBonus *= float(defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) / 100.0f;
- }
- if(attacker->getEffect(42)) //curse handling (partial, the rest is below)
- {
- multBonus *= 0.8f * float(VLC->spellh->spells[42].powers[attacker->getEffect(42)->level]); //the second factor is 1 or 0
- }
- class HLP
- {
- public:
- static bool hasAdvancedAirShield(const CStack * stack)
- {
- for(int g=0; g<stack->effects.size(); ++g)
- {
- if (stack->effects[g].id == 28 && stack->effects[g].level >= 2)
- {
- return true;
- }
- }
- return false;
- }
- };
- //wall / distance penalty + advanced air shield
- if (shooting && !NBonus::hasOfType(attackerHero, Bonus::NO_SHOTING_PENALTY) && (
- hasDistancePenalty(attacker->ID, defender->position) || hasWallPenalty(attacker->ID, defender->position) ||
- HLP::hasAdvancedAirShield(defender) )
- )
- {
- multBonus *= 0.5;
- }
- if (!shooting && attacker->hasBonusOfType(Bonus::SHOOTER) && !attacker->hasBonusOfType(Bonus::NO_MELEE_PENALTY))
- {
- multBonus *= 0.5;
- }
- minDmg *= additiveBonus * multBonus;
- maxDmg *= additiveBonus * multBonus;
- std::pair<ui32, ui32> returnedVal;
- if(attacker->getEffect(42)) //curse handling (rest)
- {
- minDmg -= VLC->spellh->spells[42].powers[attacker->getEffect(42)->level];
- returnedVal = std::make_pair(int(minDmg), int(minDmg));
- }
- else if(attacker->getEffect(41)) //bless handling
- {
- maxDmg += VLC->spellh->spells[41].powers[attacker->getEffect(41)->level];
- returnedVal = std::make_pair(int(maxDmg), int(maxDmg));
- }
- else
- {
- returnedVal = std::make_pair(int(minDmg), int(maxDmg));
- }
- //damage cannot be less than 1
- amax(returnedVal.first, 1);
- amax(returnedVal.second, 1);
- return returnedVal;
- }
- ui32 BattleInfo::calculateDmg( const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky )
- {
- std::pair<ui32, ui32> range = calculateDmgRange(attacker, defender, attackerHero, defendingHero, shooting, charge, lucky);
- if(range.first != range.second)
- {
- int valuesToAverage[10];
- int howManyToAv = std::min<ui32>(10, attacker->count);
- for (int g=0; g<howManyToAv; ++g)
- {
- valuesToAverage[g] = range.first + rand() % (range.second - range.first + 1);
- }
- return std::accumulate(valuesToAverage, valuesToAverage + howManyToAv, 0) / howManyToAv;
- }
- else
- return range.first;
- }
- void BattleInfo::calculateCasualties( std::map<ui32,si32> *casualties ) const
- {
- for(unsigned int i=0; i<stacks.size();i++)//setting casualties
- {
- const CStack * const st = stacks[i];
- si32 killed = (st->alive() ? st->baseAmount - st->count : st->baseAmount);
- amax(killed, 0);
- if(killed)
- casualties[!st->attackerOwned][st->type->idNumber] += killed;
- }
- }
- si8 CGameState::battleMaxSpellLevel()
- {
- if(!curB) //there is not battle
- {
- tlog1 << "si8 CGameState::maxSpellLevel() call when there is no battle!" << std::endl;
- throw "si8 CGameState::maxSpellLevel() call when there is no battle!";
- }
- si8 levelLimit = SPELL_LEVELS;
- const CGHeroInstance *h1 = curB->heroes[0];
- if(h1)
- {
- for(std::list<Bonus>::const_iterator i = h1->bonuses.begin(); i != h1->bonuses.end(); i++)
- if(i->type == Bonus::BLOCK_SPELLS_ABOVE_LEVEL)
- amin(levelLimit, i->val);
- }
- const CGHeroInstance *h2 = curB->heroes[1];
- if(h2)
- {
- for(std::list<Bonus>::const_iterator i = h2->bonuses.begin(); i != h2->bonuses.end(); i++)
- if(i->type == Bonus::BLOCK_SPELLS_ABOVE_LEVEL)
- amin(levelLimit, i->val);
- }
- return levelLimit;
- }
- std::set<CStack*> BattleInfo::getAttackedCreatures( const CSpell * s, int skillLevel, ui8 attackerOwner, int destinationTile )
- {
- std::set<ui16> attackedHexes = s->rangeInHexes(destinationTile, skillLevel);
- std::set<CStack*> attackedCres; /*std::set to exclude multiple occurrences of two hex creatures*/
- bool onlyAlive = s->id != 38 && s->id != 39; //when casting resurrection or animate dead we should be allow to select dead stack
- if(s->id == 24 || s->id == 25 || s->id == 26) //death ripple, destroy undead and Armageddon
- {
- for(int it=0; it<stacks.size(); ++it)
- {
- if((s->id == 24 && !stacks[it]->type->isUndead()) //death ripple
- || (s->id == 25 && stacks[it]->type->isUndead()) //destroy undead
- || (s->id == 26) //Armageddon
- )
- {
- if(stacks[it]->alive())
- attackedCres.insert(stacks[it]);
- }
- }
- }
- else if(VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET_1") != std::string::npos
- || 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
- {
- if(skillLevel < 3) /*not expert */
- {
- CStack * st = getStackT(destinationTile, onlyAlive);
- if(st)
- attackedCres.insert(st);
- }
- else
- {
- for(int it=0; it<stacks.size(); ++it)
- {
- /*if it's non negative spell and our unit or non positive spell and hostile unit */
- if((VLC->spellh->spells[s->id].positiveness >= 0 && stacks[it]->owner == attackerOwner)
- ||(VLC->spellh->spells[s->id].positiveness <= 0 && stacks[it]->owner != attackerOwner )
- )
- {
- if(!onlyAlive || stacks[it]->alive())
- attackedCres.insert(stacks[it]);
- }
- }
- } //if(caster->getSpellSchoolLevel(s) < 3)
- }
- else if(VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET") != std::string::npos) //spell to be cast on one specific creature
- {
- CStack * st = getStackT(destinationTile, onlyAlive);
- if(st)
- attackedCres.insert(st);
- }
- else //custom range from attackedHexes
- {
- for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
- {
- CStack * st = getStackT(*it, onlyAlive);
- if(st)
- attackedCres.insert(st);
- }
- }
- return attackedCres;
- }
- int BattleInfo::calculateSpellDuration( const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower )
- {
- if(!caster) //TODO: something better
- return std::max(5, usedSpellPower);
- switch(spell->id)
- {
- case 56: //frenzy
- return 1;
- default: //other spells
- return caster->getPrimSkillLevel(2) + caster->valOfBonuses(Bonus::SPELL_DURATION);
- }
- }
- CStack * BattleInfo::generateNewStack(const CStackInstance &base, int stackID, bool attackerOwned, int slot, int /*TerrainTile::EterrainType*/ terrain, int position) const
- {
- CStack * ret = new CStack(&base, attackerOwned ? side1 : side2, stackID, attackerOwned, slot);
- //native terrain bonuses
- int faction = ret->type->faction;
- if(faction >= 0 && VLC->heroh->nativeTerrains[faction] == terrain)
- {
- ret->bonuses.push_back(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE));
- ret->bonuses.push_back(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::ATTACK, 1, Bonus::TERRAIN_NATIVE));
- ret->bonuses.push_back(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 1, Bonus::TERRAIN_NATIVE));
- }
- ret->position = position;
- return ret;
- }
- ui32 BattleInfo::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
- {
- ui32 ret = caster->getSpellCost(sp);
- //checking for friendly stacks reducing cost of the spell and
- //enemy stacks increasing it
- si32 manaReduction = 0;
- si32 manaIncrease = 0;
- for(int g=0; g<stacks.size(); ++g)
- {
- if( stacks[g]->owner == caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ALLY) )
- {
- amin(manaReduction, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ALLY));
- }
- if( stacks[g]->owner != caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ENEMY) )
- {
- amax(manaIncrease, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ENEMY));
- }
- }
- return ret + manaReduction + manaIncrease;
- }
- int BattleInfo::hexToWallPart(int hex) const
- {
- if(siege == 0) //there is no battle!
- return -1;
- static const std::pair<int, int> attackable[] = //potentially attackable parts of wall
- {std::make_pair(50, 0), std::make_pair(183, 1), std::make_pair(182, 2), std::make_pair(130, 3),
- 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)};
- for(int g = 0; g < ARRAY_COUNT(attackable); ++g)
- {
- if(attackable[g].first == hex)
- return attackable[g].second;
- }
- return -1; //not found!
- }
- int BattleInfo::lineToWallHex( int line ) const
- {
- static const int lineToHex[] = {12, 29, 45, 62, 78, 95, 112, 130, 147, 165, 182};
- return lineToHex[line];
- }
- std::pair<const CStack *, int> BattleInfo::getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const
- {
- bool ac[BFIELD_SIZE];
- std::set<int> occupyable;
- getAccessibilityMap(ac, closest->doubleWide(), closest->attackerOwned, false, occupyable, closest->hasBonusOfType(Bonus::FLYING), closest->ID);
- int predecessor[BFIELD_SIZE], dist[BFIELD_SIZE];
- makeBFS(closest->position, ac, predecessor, dist, closest->doubleWide(), closest->attackerOwned, closest->hasBonusOfType(Bonus::FLYING), true);
- std::vector< std::pair< std::pair<int, int>, const CStack *> > stackPairs; //pairs <<distance, hex>, stack>
- for(int g=0; g<BFIELD_SIZE; ++g)
- {
- const CStack * atG = getStackT(g);
- if(!atG || atG->ID == closest->ID) //if there is not stack or we are the closest one
- continue;
- if(boost::logic::indeterminate(attackerOwned) || atG->attackerOwned == attackerOwned)
- {
- if(predecessor[g] == -1) //TODO: is it really the best solution?
- continue;
- stackPairs.push_back( std::make_pair( std::make_pair(dist[predecessor[g]], g), atG) );
- }
- }
- if(stackPairs.size() > 0)
- {
- std::vector< std::pair< std::pair<int, int>, const CStack *> > minimalPairs;
- minimalPairs.push_back(stackPairs[0]);
-
- for(int b=1; b<stackPairs.size(); ++b)
- {
- if(stackPairs[b].first.first < minimalPairs[0].first.first)
- {
- minimalPairs.clear();
- minimalPairs.push_back(stackPairs[b]);
- }
- else if(stackPairs[b].first.first == minimalPairs[0].first.first)
- {
- minimalPairs.push_back(stackPairs[b]);
- }
- }
- std::pair< std::pair<int, int>, const CStack *> minPair = minimalPairs[minimalPairs.size()/2];
- return std::make_pair(minPair.second, predecessor[minPair.first.second]);
- }
- return std::make_pair<const CStack * , int>(NULL, -1);
- }
- ui32 BattleInfo::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower ) const
- {
- ui32 ret = 0; //value to return
- //15 - magic arrows, 16 - ice bolt, 17 - lightning bolt, 18 - implosion, 20 - frost ring, 21 - fireball, 22 - inferno, 23 - meteor shower,
- //24 - death ripple, 25 - destroy undead, 26 - armageddon, 77 - thunderbolt
- static std::map <int, int> dmgMultipliers = boost::assign::map_list_of(15, 10)(16, 20)(17, 25)(18, 75)(20, 10)(21, 10)(22, 10)(23, 10)(24, 5)(25, 10)(26, 50)(77, 10);
- //check if spell really does damage - if not, return 0
- if(dmgMultipliers.find(sp->id) == dmgMultipliers.end())
- return 0;
- ret = usedSpellPower * dmgMultipliers[sp->id];
- ret += sp->powers[spellSchoolLevel];
-
- //applying sorcerery secondary skill
- if(caster)
- {
- switch(caster->getSecSkillLevel(25))
- {
- case 1: //basic
- ret *= 1.05f;
- break;
- case 2: //advanced
- ret *= 1.1f;
- break;
- case 3: //expert
- ret *= 1.15f;
- break;
- }
- }
- //applying hero bonuses
- if(sp->air && caster && caster->valOfBonuses(Bonus::AIR_SPELL_DMG_PREMY) != 0)
- {
- ret *= (100.0f + caster->valOfBonuses(Bonus::AIR_SPELL_DMG_PREMY)) / 100.0f;
- }
- else if(sp->fire && caster && caster->valOfBonuses(Bonus::FIRE_SPELL_DMG_PREMY) != 0)
- {
- ret *= (100.0f + caster->valOfBonuses(Bonus::FIRE_SPELL_DMG_PREMY)) / 100.0f;
- }
- else if(sp->water && caster && caster->valOfBonuses(Bonus::WATER_SPELL_DMG_PREMY) != 0)
- {
- ret *= (100.0f + caster->valOfBonuses(Bonus::WATER_SPELL_DMG_PREMY)) / 100.0f;
- }
- else if(sp->earth && caster && caster->valOfBonuses(Bonus::EARTH_SPELL_DMG_PREMY) != 0)
- {
- ret *= (100.0f + caster->valOfBonuses(Bonus::EARTH_SPELL_DMG_PREMY)) / 100.0f;
- }
- //affected creature-specific part
- if(affectedCreature)
- {
- //applying protections - when spell has more then one elements, only one protection should be applied (I think)
- if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 0)) //air spell & protection from air
- {
- ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 0);
- ret /= 100;
- }
- else if(sp->fire && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 1)) //fire spell & protection from fire
- {
- ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 1);
- ret /= 100;
- }
- else if(sp->water && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 2)) //water spell & protection from water
- {
- ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 2);
- ret /= 100;
- }
- else if (sp->earth && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 3)) //earth spell & protection from earth
- {
- ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 3);
- ret /= 100;
- }
- //general spell dmg reduction
- if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, -1)) //air spell & protection from air
- {
- ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, -1);
- ret /= 100;
- }
- //dmg increasing
- if( affectedCreature->hasBonusOfType(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id) )
- {
- ret *= 100 + affectedCreature->valOfBonuses(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id);
- ret /= 100;
- }
- }
- return ret;
- }
- bool CGameState::battleCanShoot(int ID, int dest)
- {
- if(!curB)
- return false;
- const CStack *our = curB->getStack(ID),
- *dst = curB->getStackT(dest);
- if(!our || !dst) return false;
- const CGHeroInstance * ourHero = battleGetOwner(our->ID);
- if(our->hasBonusOfType(Bonus::FORGETFULL)) //forgetfulness
- return false;
- if(our->type->idNumber == 145 && dst) //catapult cannot attack creatures
- return false;
- if(our->hasBonusOfType(Bonus::SHOOTER)//it's shooter
- && our->owner != dst->owner
- && dst->alive()
- && (!curB->isStackBlocked(ID) || NBonus::hasOfType(ourHero, Bonus::FREE_SHOOTING))
- && our->shots
- )
- return true;
- return false;
- }
- int CGameState::victoryCheck( ui8 player ) const
- {
- const PlayerState *p = getPlayer(player);
- if(map->victoryCondition.condition == winStandard || map->victoryCondition.allowNormalVictory)
- if(player == checkForStandardWin())
- return -1;
- if(p->human || map->victoryCondition.appliesToAI)
- {
- switch(map->victoryCondition.condition)
- {
- case artifact:
- //check if any hero has winning artifact
- for(size_t i = 0; i < p->heroes.size(); i++)
- if(p->heroes[i]->hasArt(map->victoryCondition.ID))
- return 1;
- break;
- case gatherTroop:
- {
- //check if in players armies there is enough creatures
- int total = 0; //creature counter
- for(size_t i = 0; i < map->objects.size(); i++)
- {
- const CArmedInstance *ai = NULL;
- if(map->objects[i]
- && map->objects[i]->tempOwner == player //object controlled by player
- && (ai = dynamic_cast<const CArmedInstance*>(map->objects[i]))) //contains army
- {
- for(TSlots::const_iterator i=ai->Slots().begin(); i!=ai->Slots().end(); ++i) //iterate through army
- if(i->second.type->idNumber == map->victoryCondition.ID) //it's searched creature
- total += i->second.count;
- }
- }
- if(total >= map->victoryCondition.count)
- return 1;
- }
- break;
- case gatherResource:
- if(p->resources[map->victoryCondition.ID] >= map->victoryCondition.count)
- return 1;
- break;
- case buildCity:
- {
- const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);
- if(t->tempOwner == player && t->fortLevel()-1 >= map->victoryCondition.ID && t->hallLevel()-1 >= map->victoryCondition.count)
- return 1;
- }
- break;
- case buildGrail:
- BOOST_FOREACH(const CGTownInstance *t, map->towns)
- if((t == map->victoryCondition.obj || !map->victoryCondition.obj)
- && t->tempOwner == player
- && vstd::contains(t->builtBuildings, 26))
- return 1;
- break;
- case beatHero:
- if(map->victoryCondition.obj->tempOwner >= PLAYER_LIMIT) //target hero not present on map
- return 1;
- break;
- case captureCity:
- {
- if(map->victoryCondition.obj->tempOwner == player)
- return 1;
- }
- break;
- case beatMonster:
- if(!map->objects[map->victoryCondition.obj->id]) //target monster not present on map
- return 1;
- break;
- case takeDwellings:
- for(size_t i = 0; i < map->objects.size(); i++)
- {
- if(map->objects[i] && map->objects[i]->tempOwner != player) //check not flagged objs
- {
- switch(map->objects[i]->ID)
- {
- case 17: case 18: case 19: case 20: //dwellings
- case 216: case 217: case 218:
- return 0; //found not flagged dwelling - player not won
- }
- }
- }
- return 1;
- break;
- case takeMines:
- for(size_t i = 0; i < map->objects.size(); i++)
- {
- if(map->objects[i] && map->objects[i]->tempOwner != player) //check not flagged objs
- {
- switch(map->objects[i]->ID)
- {
- case 53: case 220:
- return 0; //found not flagged mine - player not won
- }
- }
- }
- return 1;
- break;
- case transportItem:
- {
- const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);
- if(t->visitingHero && t->visitingHero->hasArt(map->victoryCondition.ID)
- || t->garrisonHero && t->garrisonHero->hasArt(map->victoryCondition.ID))
- {
- return 1;
- }
- }
- break;
- }
- }
- return 0;
- }
- ui8 CGameState::checkForStandardWin() const
- {
- //std victory condition is:
- //all enemies lost
- ui8 supposedWinner = 255, winnerTeam = 255;
- for(std::map<ui8,PlayerState>::const_iterator i = players.begin(); i != players.end(); i++)
- {
- if(i->second.status == PlayerState::INGAME && i->first < PLAYER_LIMIT)
- {
- if(supposedWinner == 255)
- {
- //first player remaining ingame - candidate for victory
- supposedWinner = i->second.color;
- winnerTeam = map->players[supposedWinner].team;
- }
- else if(winnerTeam != map->players[i->second.color].team)
- {
- //current candidate has enemy remaining in game -> no vicotry
- return 255;
- }
- }
- }
- return supposedWinner;
- }
- bool CGameState::checkForStandardLoss( ui8 player ) const
- {
- //std loss condition is: player lost all towns and heroes
- const PlayerState &p = *getPlayer(player);
- return !p.heroes.size() && !p.towns.size();
- }
- struct statsHLP
- {
- typedef std::pair< ui8, si64 > TStat;
- //converts [<player's color, value>] to vec[place] -> platers
- static std::vector< std::list< ui8 > > getRank( std::vector<TStat> stats )
- {
- std::sort(stats.begin(), stats.end(), statsHLP());
- //put first element
- std::vector< std::list<ui8> > ret;
- std::list<ui8> tmp;
- tmp.push_back( stats[0].first );
- ret.push_back( tmp );
- //the rest of elements
- for(int g=1; g<stats.size(); ++g)
- {
- if(stats[g].second == stats[g-1].second)
- {
- (ret.end()-1)->push_back( stats[g].first );
- }
- else
- {
- //create next occupied rank
- std::list<ui8> tmp;
- tmp.push_back(stats[g].first);
- ret.push_back(tmp);
- }
- }
- return ret;
- }
- bool operator()(const TStat & a, const TStat & b) const
- {
- return a.second > b.second;
- }
- static const CGHeroInstance * findBestHero(CGameState * gs, int color)
- {
- std::vector<CGHeroInstance *> &h = gs->players[color].heroes;
- if(!h.size())
- return NULL;
- //best hero will be that with highest exp
- int best = 0;
- for(int b=1; b<h.size(); ++b)
- {
- if(h[b]->exp > h[best]->exp)
- {
- best = b;
- }
- }
- return h[best];
- }
- //calculates total number of artifacts that belong to given player
- static int getNumberOfArts(const PlayerState * ps)
- {
- int ret = 0;
- for(int g=0; g<ps->heroes.size(); ++g)
- {
- ret += ps->heroes[g]->artifacts.size() + ps->heroes[g]->artifWorn.size();
- }
- return ret;
- }
- };
- void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
- {
- #define FILL_FIELD(FIELD, VAL_GETTER) \
- { \
- std::vector< std::pair< ui8, si64 > > stats; \
- for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g) \
- { \
- if(g->second.color == 255) \
- continue; \
- std::pair< ui8, si64 > stat; \
- stat.first = g->second.color; \
- stat.second = VAL_GETTER; \
- stats.push_back(stat); \
- } \
- tgi.FIELD = statsHLP::getRank(stats); \
- }
- for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
- {
- if(g->second.color != 255)
- tgi.playerColors.push_back(g->second.color);
- }
-
- if(level >= 1) //num of towns & num of heroes
- {
- //num of towns
- FILL_FIELD(numOfTowns, g->second.towns.size())
- //num of heroes
- FILL_FIELD(numOfHeroes, g->second.heroes.size())
- //best hero's portrait
- for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
- {
- if(g->second.color == 255)
- continue;
- const CGHeroInstance * best = statsHLP::findBestHero(this, g->second.color);
- InfoAboutHero iah;
- iah.initFromHero(best, level >= 8);
- iah.army.clear();
- tgi.colorToBestHero[g->second.color] = iah;
- }
- }
- if(level >= 2) //gold
- {
- FILL_FIELD(gold, g->second.resources[6])
- }
- if(level >= 2) //wood & ore
- {
- FILL_FIELD(woodOre, g->second.resources[0] + g->second.resources[1])
- }
- if(level >= 3) //mercury, sulfur, crystal, gems
- {
- FILL_FIELD(mercSulfCrystGems, g->second.resources[2] + g->second.resources[3] + g->second.resources[4] + g->second.resources[5])
- }
- if(level >= 4) //obelisks found
- {
- //TODO
- }
- if(level >= 5) //artifacts
- {
- FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))
- }
- if(level >= 6) //army strength
- {
- //TODO
- }
- if(level >= 7) //income
- {
- //TODO
- }
- if(level >= 8) //best hero's stats
- {
- //already set in lvl 1 handling
- }
- if(level >= 9) //personality
- {
- for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
- {
- if(g->second.color == 255) //do nothing for neutral player
- continue;
- if(g->second.human)
- {
- tgi.personality[g->second.color] = -1;
- }
- else //AI
- {
- tgi.personality[g->second.color] = map->players[g->second.serial].AITactic;
- }
-
- }
- }
- if(level >= 10) //best creature
- {
- //best creatures belonging to player (highest AI value)
- for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
- {
- if(g->second.color == 255) //do nothing for neutral player
- continue;
- int bestCre = -1; //best creature's ID
- for(int b=0; b<g->second.heroes.size(); ++b)
- {
- for(TSlots::const_iterator it = g->second.heroes[b]->Slots().begin(); it != g->second.heroes[b]->Slots().end(); ++it)
- {
- int toCmp = it->second.type->idNumber; //ID of creature we should compare with the best one
- if(bestCre == -1 || VLC->creh->creatures[bestCre]->AIValue < VLC->creh->creatures[toCmp]->AIValue)
- {
- bestCre = toCmp;
- }
- }
- }
- tgi.bestCreature[g->second.color] = bestCre;
- }
- }
- #undef FILL_FIELD
- }
- int CGameState::lossCheck( ui8 player ) const
- {
- const PlayerState *p = getPlayer(player);
- //if(map->lossCondition.typeOfLossCon == lossStandard)
- if(checkForStandardLoss(player))
- return -1;
- if(p->human) //special loss condition applies only to human player
- {
- switch(map->lossCondition.typeOfLossCon)
- {
- case lossCastle:
- {
- const CGTownInstance *t = dynamic_cast<const CGTownInstance *>(map->lossCondition.obj);
- assert(t);
- if(t->tempOwner != player)
- return 1;
- }
- break;
- case lossHero:
- {
- const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(map->lossCondition.obj);
- assert(h);
- if(h->tempOwner != player)
- return 1;
- }
- break;
- case timeExpires:
- if(map->lossCondition.timeLimit < day)
- return 1;
- break;
- }
- }
- if(!p->towns.size() && p->daysWithoutCastle >= 7)
- return 2;
- return false;
- }
- const CStack * BattleInfo::getNextStack() const
- {
- std::vector<const CStack *> hlp;
- getStackQueue(hlp, 1, -1);
- if(hlp.size())
- return hlp[0];
- else
- return NULL;
- }
- static const CStack *takeStack(std::vector<const CStack *> &st, int &curside, int turn)
- {
- const CStack *ret = NULL;
- unsigned i, //fastest stack
- j; //fastest stack of the other side
- for(i = 0; i < st.size(); i++)
- if(st[i])
- break;
- //no stacks left
- if(i == st.size())
- return NULL;
- const CStack *fastest = st[i], *other = NULL;
- int bestSpeed = fastest->Speed(turn);
- if(fastest->attackerOwned != curside)
- {
- ret = fastest;
- }
- else
- {
- for(j = i + 1; j < st.size(); j++)
- {
- if(!st[j]) continue;
- if(st[j]->attackerOwned != curside || st[j]->Speed(turn) != bestSpeed)
- break;
- }
- if(j >= st.size())
- {
- ret = fastest;
- }
- else
- {
- other = st[j];
- if(other->Speed(turn) != bestSpeed)
- ret = fastest;
- else
- ret = other;
- }
- }
- assert(ret);
- if(ret == fastest)
- st[i] = NULL;
- else
- st[j] = NULL;
- curside = ret->attackerOwned;
- return ret;
- }
- void BattleInfo::getStackQueue( std::vector<const CStack *> &out, int howMany, int turn /*= 0*/, int lastMoved /*= -1*/ ) const
- {
- //we'll split creatures with remaining movement to 4 parts
- 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
- int toMove = 0; //how many stacks still has move
- const CStack *active = getStack(activeStack);
- //active stack hasn't taken any action yet - must be placed at the beginning of queue, no matter what
- if(!turn && active && active->willMove() && !vstd::contains(active->state, WAITING))
- {
- out.push_back(active);
- if(out.size() == howMany)
- return;
- }
- for(unsigned int i=0; i<stacks.size(); ++i)
- {
- const CStack * const s = stacks[i];
- if(turn <= 0 && !s->willMove() //we are considering current round and stack won't move
- || turn > 0 && !s->canMove(turn) //stack won't be able to move in later rounds
- || turn <= 0 && s == active && out.size() && s == out.front()) //it's active stack already added at the beginning of queue
- {
- continue;
- }
- int p = -1; //in which phase this tack will move?
- if(turn <= 0 && vstd::contains(s->state, WAITING)) //consider waiting state only for ongoing round
- {
- if(vstd::contains(s->state, HAD_MORALE))
- p = 2;
- else
- p = 3;
- }
- else if(s->type->idNumber == 145 || s->type->idNumber == 149) //catapult and turrets are first
- {
- p = 0;
- }
- else
- {
- p = 1;
- }
- phase[p].push_back(s);
- toMove++;
- }
- for(int i = 0; i < 4; i++)
- std::sort(phase[i].begin(), phase[i].end(), CMP_stack(i, turn > 0 ? turn : 0));
- for(size_t i = 0; i < phase[0].size() && i < howMany; i++)
- out.push_back(phase[0][i]);
- if(out.size() == howMany)
- return;
- if(lastMoved == -1)
- {
- if(active)
- {
- if(out.size() && out.front() == active)
- lastMoved = active->attackerOwned;
- else
- lastMoved = active->attackerOwned;
- }
- else
- {
- lastMoved = 0;
- }
- }
- int pi = 1;
- while(out.size() < howMany)
- {
- const CStack *hlp = takeStack(phase[pi], lastMoved, turn);
- if(!hlp)
- {
- pi++;
- if(pi > 3)
- {
- //if(turn != 2)
- getStackQueue(out, howMany, turn + 1, lastMoved);
- return;
- }
- }
- else
- {
- out.push_back(hlp);
- }
- }
- }
- si8 BattleInfo::hasDistancePenalty( int stackID, int destHex )
- {
- const CStack * stack = getStack(stackID);
- int distance = std::abs(destHex % BFIELD_WIDTH - stack->position % BFIELD_WIDTH);
- //I hope it's approximately correct
- return distance > 8 && !stack->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY);
- }
- si8 BattleInfo::sameSideOfWall(int pos1, int pos2)
- {
- int wallInStackLine = lineToWallHex(pos1/BFIELD_WIDTH);
- int wallInDestLine = lineToWallHex(pos2/BFIELD_WIDTH);
- bool stackLeft = pos1 < wallInStackLine;
- bool destLeft = pos2 < wallInDestLine;
- return stackLeft != destLeft;
- }
- si8 BattleInfo::hasWallPenalty( int stackID, int destHex )
- {
- if (siege == 0)
- {
- return false;
- }
- const CStack * stack = getStack(stackID);
- if (stack->hasBonusOfType(Bonus::NO_WALL_PENALTY));
- {
- return false;
- }
- return !sameSideOfWall(stack->position, destHex);
- }
- si8 BattleInfo::canTeleportTo(int stackID, int destHex, int telportLevel)
- {
- bool ac[BFIELD_SIZE];
- const CStack *s = getStack(stackID, false); //this function is called from healedOrResurrected, so our stack can be dead
- std::set<int> occupyable;
- getAccessibilityMap(ac, s->doubleWide(), s->attackerOwned, false, occupyable, s->hasBonusOfType(Bonus::FLYING), stackID);
- if (siege && telportLevel < 2) //check for wall
- {
- return ac[destHex] && sameSideOfWall(s->position, destHex);
- }
- else
- {
- return ac[destHex];
- }
- }
- void BattleInfo::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
- {
- CBonusSystemNode::getBonuses(out, selector, root);
- const CStack *dest = dynamic_cast<const CStack*>(root);
- if (!dest)
- return;
- //TODO: make it in clean way
- if(Selector::matchesType(selector, Bonus::MORALE) || Selector::matchesType(selector, Bonus::LUCK))
- {
- BOOST_FOREACH(const CStack *s, stacks)
- {
- if(s->owner == dest->owner)
- s->getBonuses(out, selector, Selector::effectRange(Bonus::ONLY_ALLIED_ARMY), this);
- else
- s->getBonuses(out, selector, Selector::effectRange(Bonus::ONLY_ENEMY_ARMY), this);
- }
- }
- }
- int3 CPath::startPos() const
- {
- return nodes[nodes.size()-1].coord;
- }
- void CPath::convert(ui8 mode) //mode=0 -> from 'manifest' to 'object'
- {
- if (mode==0)
- {
- for (unsigned int i=0;i<nodes.size();i++)
- {
- nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
- }
- }
- }
- int3 CPath::endPos() const
- {
- return nodes[0].coord;
- }
- CGPathNode::CGPathNode()
- :coord(-1,-1,-1)
- {
- accessible = 0;
- land = 0;
- moveRemains = 0;
- turns = 255;
- theNodeBefore = NULL;
- }
- bool CPathsInfo::getPath( const int3 &dst, CGPath &out )
- {
- out.nodes.clear();
- const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
- if(!curnode->theNodeBefore || curnode->accessible == CGPathNode::FLYABLE)
- return false;
- //we'll transform number of turns to conform the rule that hero cannot stop on blocked tile
- bool transition01 = false;
- while(curnode)
- {
- CGPathNode cpn = *curnode;
- if(transition01)
- {
- if (curnode->accessible == CGPathNode::ACCESSIBLE)
- {
- transition01 = false;
- }
- else if (curnode->accessible == CGPathNode::FLYABLE)
- {
- cpn.turns = 1;
- }
- }
- if(curnode->turns == 1 && curnode->theNodeBefore->turns == 0)
- {
- transition01 = true;
- }
- curnode = curnode->theNodeBefore;
- out.nodes.push_back(cpn);
- }
- return true;
- }
- CPathsInfo::CPathsInfo( const int3 &Sizes )
- :sizes(Sizes)
- {
- hero = NULL;
- nodes = new CGPathNode**[sizes.x];
- for(int i = 0; i < sizes.x; i++)
- {
- nodes[i] = new CGPathNode*[sizes.y];
- for (int j = 0; j < sizes.y; j++)
- {
- nodes[i][j] = new CGPathNode[sizes.z];
- }
- }
- }
- CPathsInfo::~CPathsInfo()
- {
- for(int i = 0; i < sizes.x; i++)
- {
- for (int j = 0; j < sizes.y; j++)
- {
- delete [] nodes[i][j];
- }
- delete [] nodes[i];
- }
- delete [] nodes;
- }
- int3 CGPath::startPos() const
- {
- return nodes[nodes.size()-1].coord;
- }
- int3 CGPath::endPos() const
- {
- return nodes[0].coord;
- }
- void CGPath::convert( ui8 mode )
- {
- if(mode==0)
- {
- for(unsigned int i=0;i<nodes.size();i++)
- {
- nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
- }
- }
- }
- bool CMP_stack::operator()( const CStack* a, const CStack* b )
- {
- switch(phase)
- {
- case 0: //catapult moves after turrets
- return a->type->idNumber < b->type->idNumber; //catapult is 145 and turrets are 149
- //TODO? turrets order
- case 1: //fastest first, upper slot first
- {
- int as = a->Speed(turn), bs = b->Speed(turn);
- if(as != bs)
- return as > bs;
- else
- return a->slot < b->slot;
- }
- case 2: //fastest last, upper slot first
- //TODO: should be replaced with order of receiving morale!
- case 3: //fastest last, upper slot first
- {
- int as = a->Speed(turn), bs = b->Speed(turn);
- if(as != bs)
- return as < bs;
- else
- return a->slot < b->slot;
- }
- default:
- assert(0);
- return false;
- }
- }
- CMP_stack::CMP_stack( int Phase /*= 1*/, int Turn )
- {
- phase = Phase;
- turn = Turn;
- }
- PlayerState::PlayerState()
- : color(-1), currentSelection(0xffffffff), status(INGAME), daysWithoutCastle(0)
- {
- }
- void PlayerState::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
- {
- //TODO: global effects
- }
- void PlayerState::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
- {
- }
- InfoAboutHero::InfoAboutHero()
- {
- details = NULL;
- hclass = NULL;
- portrait = -1;
- }
- InfoAboutHero::InfoAboutHero( const InfoAboutHero & iah )
- {
- assign(iah);
- }
- InfoAboutHero::~InfoAboutHero()
- {
- delete details;
- }
- void InfoAboutHero::initFromHero( const CGHeroInstance *h, bool detailed )
- {
- if(!h) return;
- owner = h->tempOwner;
- hclass = h->type->heroClass;
- name = h->name;
- portrait = h->portrait;
- army = h->getArmy();
- if(detailed)
- {
- //include details about hero
- details = new Details;
- details->luck = h->LuckVal();
- details->morale = h->MoraleVal();
- details->mana = h->mana;
- details->primskills.resize(PRIMARY_SKILLS);
- for (int i = 0; i < PRIMARY_SKILLS ; i++)
- {
- details->primskills[i] = h->getPrimSkillLevel(i);
- }
- }
- else
- {
- //hide info about hero stacks counts using descriptives names ids
- for(TSlots::const_iterator i = army.Slots().begin(); i != army.Slots().end(); ++i)
- {
- army.setStackCount(i->first, i->second.getQuantityID()+1);
- }
- }
- }
- void InfoAboutHero::assign( const InfoAboutHero & iah )
- {
- army = iah.army;
- details = (iah.details ? new Details(*iah.details) : NULL);
- hclass = iah.hclass;
- name = iah.name;
- owner = iah.owner;
- portrait = iah.portrait;
- }
- InfoAboutHero & InfoAboutHero::operator=( const InfoAboutHero & iah )
- {
- assign(iah);
- return *this;
- }
- void CCampaignState::initNewCampaign( const StartInfo &si )
- {
- assert(si.mode == 2);
- campaignName = si.mapname;
- currentMap = si.whichMapInCampaign;
-
- camp = CCampaignHandler::getCampaign(campaignName, true); //TODO lod???
- for (ui8 i = 0; i < camp->mapPieces.size(); i++)
- mapsRemaining.push_back(i);
- }
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