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- #define VCMI_DLL
- #include <algorithm>
- #include <queue>
- #include <fstream>
- #include "CGameState.h"
- #include <boost/random/linear_congruential.hpp>
- #include "../hch/CDefObjInfoHandler.h"
- #include "../hch/CArtHandler.h"
- #include "../hch/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 "RegisterTypes.cpp"
- 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;
- };
- 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);
- }
- template<typename T> void registerType(const T * t=NULL)
- {
- ui16 ID = typeList.registerType(t);
- apps[ID] = new CApplyOnGS<T>;
- }
- } *applierGs = 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
- {
- 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;
- }
- 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;
- }
- }
- }
- 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->info = NULL;
- 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)
- {
- for(unsigned int g=0; g<stacks.size(); ++g)
- {
- if(stacks[g]->ID == stackID)
- return stacks[g];
- }
- return NULL;
- }
- CStack * BattleInfo::getStackT(int tileID)
- {
- for(unsigned int g=0; g<stacks.size(); ++g)
- {
- if(stacks[g]->position == tileID
- || (stacks[g]->creature->isDoubleWide() && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
- || (stacks[g]->creature->isDoubleWide() && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))
- {
- if(stacks[g]->alive())
- {
- return stacks[g];
- }
- }
- }
- return NULL;
- }
- void BattleInfo::getAccessibilityMap(bool *accessibility, int stackToOmmit)
- {
- memset(accessibility,1,BFIELD_SIZE); //initialize array with trues
- for(unsigned int g=0; g<stacks.size(); ++g)
- {
- if(!stacks[g]->alive() || stacks[g]->ID==stackToOmmit) //we don't want to lock position of this stack
- continue;
- accessibility[stacks[g]->position] = false;
- if(stacks[g]->creature->isDoubleWide()) //if it's a double hex creature
- {
- if(stacks[g]->attackerOwned)
- accessibility[stacks[g]->position-1] = false;
- else
- accessibility[stacks[g]->position+1] = false;
- }
- }
- //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;
- }
- }
- }
- void BattleInfo::getAccessibilityMapForTwoHex(bool *accessibility, bool atackerSide, int stackToOmmit, bool addOccupiable) //send pointer to at least 187 allocated bytes
- {
- bool mac[BFIELD_SIZE];
- getAccessibilityMap(mac,stackToOmmit);
- memcpy(accessibility,mac,BFIELD_SIZE);
- }
- void BattleInfo::makeBFS(int start, bool*accessibility, int *predecessor, int *dists) //both pointers must point to the at least 187-elements int arrays
- {
- //inits
- for(int b=0; b<BFIELD_SIZE; ++b)
- predecessor[b] = -1;
- for(int g=0; g<BFIELD_SIZE; ++g)
- dists[g] = 100000000;
-
- std::queue<int> hexq; //bfs queue
- hexq.push(start);
- dists[hexq.front()] = 0;
- int curNext = -1; //for bfs loop only (helper var)
- while(!hexq.empty()) //bfs loop
- {
- int curHex = hexq.front();
- std::vector<int> neighbours = neighbouringTiles(curHex);
- hexq.pop();
- for(unsigned int nr=0; nr<neighbours.size(); nr++)
- {
- curNext = neighbours[nr];
- if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
- continue;
- hexq.push(curNext);
- dists[curNext] = dists[curHex] + 1;
- predecessor[curNext] = curHex;
- }
- }
- };
- std::vector<int> BattleInfo::getAccessibility(int stackID, bool addOccupiable)
- {
- std::vector<int> ret;
- bool ac[BFIELD_SIZE];
- CStack *s = getStack(stackID);
- if(s->creature->isDoubleWide())
- getAccessibilityMapForTwoHex(ac,s->attackerOwned,stackID,addOccupiable);
- else
- getAccessibilityMap(ac,stackID);
- int pr[BFIELD_SIZE], dist[BFIELD_SIZE];
- makeBFS(s->position,ac,pr,dist);
- if(s->creature->isDoubleWide())
- {
- if(!addOccupiable)
- {
- std::vector<int> rem;
- for(int b=0; b<BFIELD_SIZE; ++b)
- {
- 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;
- }
- else
- {
- std::vector<int> rem;
- for(int b=0; b<BFIELD_SIZE; ++b)
- {
- if( ac[b] && (!ac[b-1] || dist[b-1] > s->Speed() ) && ( !ac[b+1] || dist[b+1] > s->Speed() ) && b%BFIELD_WIDTH != 0 && b%BFIELD_WIDTH != (BFIELD_WIDTH-1))
- {
- rem.push_back(b);
- }
- }
- for(unsigned int g=0; g<rem.size(); ++g)
- {
- ac[rem[g]] = false;
- }
- }
- }
-
- for(int i=0;i<BFIELD_SIZE;i++)
- if(dist[i] <= s->Speed() && ac[i])
- {
- ret.push_back(i);
- }
- return ret;
- }
- bool BattleInfo::isStackBlocked(int ID)
- {
- CStack *our = getStack(ID);
- 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]->creature->isDoubleWide())
- {
- 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)
- {
- int predecessor[BFIELD_SIZE]; //for getting the Path
- int dist[BFIELD_SIZE]; //calculated distances
- if(flyingCreature)
- {
- bool acc[BFIELD_SIZE]; //full accessibility table
- for(int b=0; b<BFIELD_SIZE; ++b) //initialization of acc
- {
- acc[b] = true;
- }
- makeBFS(start, acc, predecessor, dist);
- }
- else
- {
- makeBFS(start, accessibility, predecessor, dist);
- }
- //making the Path
- std::vector<int> path;
- int curElem = dest;
- while(curElem != start)
- {
- path.push_back(curElem);
- curElem = predecessor[curElem];
- }
- return std::make_pair(path, dist[dest]);
- }
- int CStack::valOfFeatures(StackFeature::ECombatFeatures type, int subtype) const
- {
- int ret = 0;
- if(subtype == -1024) //any subtype
- {
- for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
- if(i->type == type)
- ret += i->value;
- }
- else //given subtype
- {
- for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
- if(i->type == type && i->subtype == subtype)
- ret += i->value;
- }
- return ret;
- }
- bool CStack::hasFeatureOfType(StackFeature::ECombatFeatures type, int subtype) const
- {
- if(subtype == -1024) //any subtype
- {
- for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
- if(i->type == type)
- return true;
- }
- else //given subtype
- {
- for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
- if(i->type == type && i->subtype == subtype)
- return true;
- }
- return false;
- }
- CStack::CStack(CCreature * C, int A, int O, int I, bool AO, int S)
- :ID(I), creature(C), amount(A), baseAmount(A), firstHPleft(C->hitPoints), owner(O), slot(S), attackerOwned(AO), position(-1),
- counterAttacks(1), shots(C->shots), features(C->abilities)
- {
- state.insert(ALIVE);
- }
- ui32 CStack::Speed() const
- {
- if(hasFeatureOfType(StackFeature::SIEGE_WEAPON)) //war machnes cannot move
- return 0;
- int speed = creature->speed;
- speed += valOfFeatures(StackFeature::SPEED_BONUS);
- int percentBonus = 0;
- for(int g=0; g<features.size(); ++g)
- {
- if(features[g].type == StackFeature::SPEED_BONUS)
- {
- percentBonus += features[g].additionalInfo;
- }
- }
- if(percentBonus < 0)
- {
- speed = (abs(percentBonus) * speed)/100;
- }
- else
- {
- speed = ((100 + percentBonus) * speed)/100;
- }
- //bind effect check
- if(getEffect(72))
- {
- return 0;
- }
- return speed;
- }
- const CStack::StackEffect * CStack::getEffect(ui16 id) const
- {
- for (unsigned int i=0; i< effects.size(); i++)
- if(effects[i].id == id)
- 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;
- }
- si8 CStack::Morale() const
- {
- si8 ret = morale;
- if(hasFeatureOfType(StackFeature::NON_LIVING) || hasFeatureOfType(StackFeature::UNDEAD) || hasFeatureOfType(StackFeature::NO_MORALE))
- return 0;
-
- ret += valOfFeatures(StackFeature::MORALE_BONUS); //mirth & sorrow & other
- if(hasFeatureOfType(StackFeature::SELF_MORALE)) //eg. minotaur
- {
- ret = std::max<si8>(ret, +1);
- }
- if(ret > 3) ret = 3;
- if(ret < -3) ret = -3;
- return ret;
- }
- si8 CStack::Luck() const
- {
- si8 ret = luck;
- if(hasFeatureOfType(StackFeature::NO_LUCK))
- return 0;
-
- ret += valOfFeatures(StackFeature::LUCK_BONUS); //fortune & misfortune & other
- if(hasFeatureOfType(StackFeature::SELF_LUCK)) //eg. halfling
- {
- ret = std::max<si8>(ret, +1);
- }
- if(ret > 3) ret = 3;
- if(ret < -3) ret = -3;
- return ret;
- }
- si32 CStack::Attack() const
- {
- si32 ret = creature->attack; //value to be returned
- if(hasFeatureOfType(StackFeature::IN_FRENZY)) //frenzy for attacker
- {
- ret += (VLC->spellh->spells[56].powers[getEffect(56)->level]/100.0) * Defense(false);
- }
- ret += valOfFeatures(StackFeature::ATTACK_BONUS);
- return ret;
- }
- si32 CStack::Defense(bool withFrenzy /*= true*/) const
- {
- si32 ret = creature->defence;
- if(withFrenzy && getEffect(56)) //frenzy for defender
- {
- return 0;
- }
- ret += valOfFeatures(StackFeature::DEFENCE_BONUS);
- return ret;
- }
- ui16 CStack::MaxHealth() const
- {
- return creature->hitPoints + valOfFeatures(StackFeature::HP_BONUS);
- }
- bool CStack::willMove()
- {
- return !vstd::contains(state, DEFENDING)
- && !vstd::contains(state, MOVED)
- && alive()
- && ! hasFeatureOfType(StackFeature::NOT_ACTIVE); //eg. Ammo Cart
- }
- CGHeroInstance* CGameState::HeroesPool::pickHeroFor(bool native, int player, const CTown *town, int notThatOne)
- {
- if(player<0 || player>=PLAYER_LIMIT)
- {
- tlog1 << "Cannot pick hero for " << town->Name() << ". Wrong owner!\n";
- return NULL;
- }
- std::vector<CGHeroInstance *> pool;
- int sum=0, r;
- if(native)
- {
- for(std::map<ui32,CGHeroInstance *>::iterator i=heroesPool.begin(); i!=heroesPool.end(); i++)
- {
- if(pavailable[i->first] & 1<<player
- && i->second->type->heroType/2 == town->typeID
- && i->second->subID != notThatOne
- )
- {
- pool.push_back(i->second);
- }
- }
- if(!pool.size())
- return pickHeroFor(false,player,town,notThatOne);
- else
- return pool[rand()%pool.size()];
- }
- else
- {
- for(std::map<ui32,CGHeroInstance *>::iterator i=heroesPool.begin(); i!=heroesPool.end(); i++)
- {
- if(pavailable[i->first] & 1<<player
- && i->second->subID != notThatOne
- )
- {
- pool.push_back(i->second);
- sum += i->second->type->heroClass->selectionProbability[town->typeID];
- }
- }
- 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)
- return pool[i];
- }
- return pool[pool.size()-1];
- }
- }
- //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!=34)
- return NULL;
- return static_cast<CGHeroInstance *>(map->objects[objid]);
- }
- CGTownInstance *CGameState::getTown(int objid)
- {
- if(objid<0 || objid>=map->objects.size())
- return NULL;
- return static_cast<CGTownInstance *>(map->objects[objid]);
- }
- std::pair<int,int> CGameState::pickObject(CGObjectInstance *obj)
- {
- switch(obj->ID)
- {
- case 65: //random artifact
- return std::pair<int,int>(5,(ran()%136)+7); //tylko sensowny zakres - na poczatku sa katapulty itp, na koncu specjalne i blanki
- case 66: //random treasure artifact
- return std::pair<int,int>(5,VLC->arth->treasures[ran()%VLC->arth->treasures.size()]->id);
- case 67: //random minor artifact
- return std::pair<int,int>(5,VLC->arth->minors[ran()%VLC->arth->minors.size()]->id);
- case 68: //random major artifact
- return std::pair<int,int>(5,VLC->arth->majors[ran()%VLC->arth->majors.size()]->id);
- case 69: //random relic artifact
- return std::pair<int,int>(5,VLC->arth->relics[ran()%VLC->arth->relics.size()]->id);
- case 70: //random hero
- {
- return std::pair<int,int>(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;
- CCreGen2ObjInfo* info = static_cast<CCreGen2ObjInfo*>(obj->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);
- }
- case 217:
- {
- int faction = ran()%F_NUMBER;
- CCreGenObjInfo* info = static_cast<CCreGenObjInfo*>(obj->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);
- }
- case 218:
- {
- CCreGen3ObjInfo* info = static_cast<CCreGen3ObjInfo*>(obj->info);
- int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
- int cid = VLC->townh->towns[obj->subID].basicCreatures[level];
- for(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);
- }
- }
- 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);
- 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];
- 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];
- 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;
- }
- CGameState::~CGameState()
- {
- delete mx;
- delete map;
- delete curB;
- delete scenarioOps;
- delete applierGs;
- }
- void CGameState::init(StartInfo * si, Mapa * map, int Seed)
- {
- day = 0;
- seed = Seed;
- ran.seed((boost::int32_t)seed);
- scenarioOps = si;
- this->map = map;
- loadTownDInfos();
- //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==26)
- {
- 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);
- 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 computer (depending on difficulty)
- std::vector<int> startres;
- std::ifstream tis("config/startres.txt");
- int k;
- for (int j=0;j<scenarioOps->difficulty;j++)
- {
- tis >> k;
- for (int z=0;z<RESOURCE_QUANTITY;z++)
- tis>>k;
- }
- tis >> k;
- for (int i=0;i<RESOURCE_QUANTITY;i++)
- {
- tis >> k;
- startres.push_back(k);
- }
- tis.close();
- 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];
- }
- tis.open("config/resources.txt");
- tis >> k;
- int pom;
- for(int i=0;i<k;i++)
- {
- tis >> pom;
- resVals.push_back(pom);
- }
- /*************************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->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
- int3 objCenter = obj->getSightCenter();
- int radious = obj->getSightRadious();
- for (int xd = std::max<int>(objCenter.x - radious , 0); xd <= std::min<int>(objCenter.x + radious, map->width - 1); xd++)
- {
- for (int yd = std::max<int>(objCenter.y - radious, 0); yd <= std::min<int>(objCenter.y + radious, map->height - 1); yd++)
- {
- double distance = objCenter.dist2d(int3(xd,yd,objCenter.z)) - 0.5;
- if(distance <= radious)
- k->second.fogOfWarMap[xd][yd][objCenter.z] = 1;
- }
- }
- }
- //for(int xd=0; xd<map->width; ++xd) //revealing part of map around heroes
- //{
- // for(int yd=0; yd<map->height; ++yd)
- // {
- // for(int ch=0; ch<k->second.heroes.size(); ++ch)
- // {
- // int deltaX = (k->second.heroes[ch]->getPosition(false).x-xd)*(k->second.heroes[ch]->getPosition(false).x-xd);
- // int deltaY = (k->second.heroes[ch]->getPosition(false).y-yd)*(k->second.heroes[ch]->getPosition(false).y-yd);
- // if(deltaX+deltaY<k->second.heroes[ch]->getSightDistance()*k->second.heroes[ch]->getSightDistance())
- // k->second.fogOfWarMap[xd][yd][k->second.heroes[ch]->getPosition(false).z] = 1;
- // }
- // }
- //}
- //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())
- {
- hero->artifWorn[*slot] = toGive->id;
- hero->recreateArtBonuses();
- }
- else
- hero->artifacts.push_back(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 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;
- }
- //init garrisons
- for (std::map<si32,std::pair<ui32,si32> >::iterator j=vti->army.slots.begin(); j!=vti->army.slots.end();j++)
- {
- if(j->second.first > 196 && j->second.first < 211)
- {
- if(j->second.first%2)
- j->second.first = vti->town->basicCreatures[ (j->second.first-197) / 2 ];
- else
- j->second.first = vti->town->upgradedCreatures[ (j->second.first-197) / 2 ];
- }
- }
- 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++)
- {
- for(unsigned int m=0; m<k->second.towns.size();m++)
- {
- int3 vistile = k->second.towns[m]->pos; vistile.x--; //tile next to the entrance
- if(vistile == k->second.heroes[l]->pos || k->second.heroes[l]->pos==k->second.towns[m]->pos)
- {
- k->second.towns[m]->visitingHero = k->second.heroes[l];
- k->second.heroes[l]->visitedTown = k->second.towns[m];
- k->second.heroes[l]->inTownGarrison = false;
- if(k->second.heroes[l]->pos==k->second.towns[m]->pos)
- k->second.heroes[l]->pos.x -= 1;
- break;
- }
- }
- }
- }
- for(unsigned int i=0; i<map->defy.size(); i++)
- {
- map->defy[i]->serial = i;
- }
- 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();
- }
- }
- bool CGameState::battleShootCreatureStack(int ID, int dest)
- {
- return true;
- }
- int CGameState::battleGetStack(int pos)
- {
- if(!curB)
- return -1;
- for(unsigned int g=0; g<curB->stacks.size(); ++g)
- {
- if((curB->stacks[g]->position == pos
- || (curB->stacks[g]->creature->isDoubleWide()
- &&( (curB->stacks[g]->attackerOwned && curB->stacks[g]->position-1 == pos)
- || (!curB->stacks[g]->attackerOwned && curB->stacks[g]->position+1 == pos) )
- ))
- && 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;
- }
- }
- UpgradeInfo CGameState::getUpgradeInfo(CArmedInstance *obj, int stackPos)
- {
- UpgradeInfo ret;
- CCreature *base = &VLC->creh->creatures[obj->army.slots[stackPos].first];
- if((obj->ID == TOWNI_TYPE) || ((obj->ID == HEROI_TYPE) && static_cast<const CGHeroInstance*>(obj)->visitedTown))
- {
- CGTownInstance * t;
- if(obj->ID == TOWNI_TYPE)
- t = static_cast<CGTownInstance *>(const_cast<CArmedInstance *>(obj));
- else
- t = static_cast<const CGHeroInstance*>(obj)->visitedTown;
- for(std::set<si32>::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;
- }
- float CGameState::getMarketEfficiency( int player, int mode/*=0*/ )
- {
- boost::shared_lock<boost::shared_mutex> lock(*mx);
- if(mode) return -1; //todo - support other modes
- int mcount = 0;
- for(unsigned int i=0;i<getPlayer(player)->towns.size();i++)
- if(vstd::contains(getPlayer(player)->towns[i]->builtBuildings,14))
- mcount++;
- float ret = std::min(((float)mcount+1.0f)/20.0f,0.5f);
- 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(int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand)
- {
- 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++)
- {
- int3 hlp = tile + dirs[i];
- if(!map->isInTheMap(hlp))
- continue;
- if((indeterminate(onLand) || onLand == (map->getTile(hlp).tertype!=8) )
- && map->getTile(hlp).tertype!=9)
- {
- vec.push_back(hlp);
- }
- }
- }
- int CGameState::getMovementCost(const CGHeroInstance *h, int3 src, 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(src.x!=dest.x && src.y!=dest.y) //it's diagonal move
- {
- int old = ret;
- ret *= 1.414;
- //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(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;
- }
- int CGameState::canBuildStructure( const CGTownInstance *t, int ID )
- {
- int ret = 7; //allowed by default
- //checking resources
- CBuilding * pom = VLC->buildh->buildings[t->subID][ID];
- for(int res=0;res<7;res++) //TODO: support custom amount of resources
- {
- if(pom->resources[res] > getPlayer(t->tempOwner)->resources[res])
- ret = 6; //lack of res
- }
- //checking for requirements
- for( std::set<int>::iterator ri = VLC->townh->requirements[t->subID][ID].begin();
- ri != VLC->townh->requirements[t->subID][ID].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
- else if(t->builded >= MAX_BUILDING_PER_TURN)
- ret = 5; //building limit
- 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
- }
- return ret;
- }
- void CGameState::apply(CPack *pack)
- {
- applierGs->apps[typeList.getTypeID(pack)]->applyOnGS(this,pack);
- }
- PlayerState * CGameState::getPlayer( ui8 color )
- {
- if(vstd::contains(players,color))
- {
- return &players[color];
- }
- else
- {
- tlog2 << "Warning: Cannot find info for player " << int(color) << std::endl;
- return NULL;
- }
- }
- 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);
- 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;
- //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.accesible = !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->tertype == TerrainTile::rock) //it's rock
- || ((blockLandSea) && (tinfo->tertype == TerrainTile::water)) //it's sea and we cannot walk on sea
- || ((!blockLandSea) && (tinfo->tertype != TerrainTile::water)) //it's land and we cannot walk on land
- || !getPlayer(hero->tempOwner)->fogOfWarMap[i][j][src.z] //tile is covered by the FoW
- )
- {
- node.accesible = 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.accesible = true; //for allowing visiting objects
- }
- if(blockLandSea && 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) //it's a Boat
- break;
- d.accesible = (i < t->visitableObjects.size()); //dest is accessible only if there is boat
- }
- else if(!blockLandSea && t->tertype != TerrainTile::water) //hero is moving by water
- {
- d.accesible = (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(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.accesible)
- {
- int cost = getMovementCost(hero,cp.coord,dp.coord,hero->movement - cp.dist);
- if((dp.dist==-1 || (dp.dist > cp.dist + cost)) && dp.accesible && 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;
- }
- bool CGameState::isVisible(int3 pos, int player)
- {
- return players[player].fogOfWarMap[pos.x][pos.y][pos.z];
- }
- bool CGameState::isVisible( const CGObjectInstance *obj, int player )
- {
- //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);
- 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;
- }
- int BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting)
- {
- int attackDefenseBonus = attacker->Attack() - defender->Defense(),
- minDmg = attacker->creature->damageMin * attacker->amount,
- maxDmg = attacker->creature->damageMax * attacker->amount;
- if(attacker->hasFeatureOfType(StackFeature::SIEGE_WEAPON)) //any siege weapon, but only ballista can attack
- { //minDmg and maxDmg are multiplied by hero attack + 1
- minDmg *= attackerHero->getPrimSkillLevel(0) + 1;
- maxDmg *= attackerHero->getPrimSkillLevel(0) + 1;
- }
- //calculating total attack/defense skills modifier
- if(!shooting && attacker->hasFeatureOfType(StackFeature::ATTACK_BONUS, 0)) //bloodlust handling (etc.)
- {
- attackDefenseBonus += attacker->valOfFeatures(StackFeature::ATTACK_BONUS, 0);
- }
- if(shooting && attacker->hasFeatureOfType(StackFeature::ATTACK_BONUS, 1)) //precision handling (etc.)
- {
- attackDefenseBonus += attacker->valOfFeatures(StackFeature::ATTACK_BONUS, 1);
- }
- if(attacker->getEffect(55)) //slayer handling
- {
- std::vector<int> affectedIds;
- switch(attacker->getEffect(55)->level)
- {
- case 3: //expert
- {
- affectedIds.push_back(40); //giant
- affectedIds.push_back(41); //titan
- affectedIds.push_back(152); //lord of thunder
- } //continue adding ...
- case 2: //advanced
- {
- affectedIds.push_back(12); //angel
- affectedIds.push_back(13); //archangel
- affectedIds.push_back(54); //devil
- affectedIds.push_back(55); //arch devil
- affectedIds.push_back(150); //supreme archangel
- affectedIds.push_back(153); //antichrist
- } //continue adding ...
- case 0: case 1: //none and basic
- {
- affectedIds.push_back(26); //green dragon
- affectedIds.push_back(27); //gold dragon
- affectedIds.push_back(82); //red dragon
- affectedIds.push_back(83); //black dragon
- affectedIds.push_back(96); //behemot
- affectedIds.push_back(97); //ancient behemot
- affectedIds.push_back(110); //hydra
- affectedIds.push_back(111); //chaos hydra
- affectedIds.push_back(132); //azure dragon
- affectedIds.push_back(133); //crystal dragon
- affectedIds.push_back(134); //faerie dragon
- affectedIds.push_back(135); //rust dragon
- affectedIds.push_back(151); //diamond dragon
- affectedIds.push_back(154); //blood dragon
- affectedIds.push_back(155); //darkness dragon
- affectedIds.push_back(156); //ghost behemot
- affectedIds.push_back(157); //hell hydra
- break;
- }
- }
- for(unsigned int g=0; g<affectedIds.size(); ++g)
- {
- if(defender->creature->idNumber == affectedIds[g])
- {
- attackDefenseBonus += VLC->spellh->spells[55].powers[attacker->getEffect(55)->level];
- break;
- }
- }
- }
- float dmgBonusMultiplier = 1.0f;
- //bonus from attack/defense skills
- if(attackDefenseBonus < 0) //decreasing dmg
- {
- if(0.02f * (-attackDefenseBonus) > 0.3f)
- {
- dmgBonusMultiplier += -0.3f;
- }
- else
- {
- dmgBonusMultiplier += 0.02f * attackDefenseBonus;
- }
- }
- else //increasing dmg
- {
- if(0.05f * attackDefenseBonus > 4.0f)
- {
- dmgBonusMultiplier += 4.0f;
- }
- else
- {
- dmgBonusMultiplier += 0.05f * attackDefenseBonus;
- }
- }
- //handling secondary abilities and artifacts giving premies to them
- if(attackerHero)
- {
- if(shooting)
- {
- switch(attackerHero->getSecSkillLevel(1)) //archery
- {
- case 1: //basic
- dmgBonusMultiplier *= 1.1f;
- break;
- case 2: //advanced
- dmgBonusMultiplier *= 1.25f;
- break;
- case 3: //expert
- dmgBonusMultiplier *= 1.5f;
- break;
- }
- if(attackerHero->getSecSkillLevel(1) > 0) //non-none level
- {
- //apply artifact premy to archery
- dmgBonusMultiplier *= (100.0f + attackerHero->valOfBonuses(HeroBonus::SECONDARY_SKILL_PREMY, 1)) / 100.0f;
- }
- }
- else
- {
- switch(attackerHero->getSecSkillLevel(22)) //offense
- {
- case 1: //basic
- dmgBonusMultiplier *= 1.1f;
- break;
- case 2: //advanced
- dmgBonusMultiplier *= 1.2f;
- break;
- case 3: //expert
- dmgBonusMultiplier *= 1.3f;
- break;
- }
- }
- }
- if(defendingHero)
- {
- switch(defendingHero->getSecSkillLevel(23)) //armorer
- {
- case 1: //basic
- dmgBonusMultiplier *= 0.95f;
- break;
- case 2: //advanced
- dmgBonusMultiplier *= 0.9f;
- break;
- case 3: //expert
- dmgBonusMultiplier *= 0.85f;
- break;
- }
- }
- //handling spell effects
- if(!shooting && defender->hasFeatureOfType(StackFeature::GENERAL_DAMAGE_REDUCTION, 0)) //eg. shield
- {
- dmgBonusMultiplier *= float(defender->valOfFeatures(StackFeature::GENERAL_DAMAGE_REDUCTION, 0)) / 100.0f;
- }
- else if(shooting && defender->hasFeatureOfType(StackFeature::GENERAL_DAMAGE_REDUCTION, 1)) //eg. air shield
- {
- dmgBonusMultiplier *= float(defender->valOfFeatures(StackFeature::GENERAL_DAMAGE_REDUCTION, 1)) / 100.0f;
- }
- if(attacker->getEffect(42)) //curse handling (partial, the rest is below)
- {
- dmgBonusMultiplier *= 0.8f * float(VLC->spellh->spells[42].powers[attacker->getEffect(42)->level]); //the second factor is 1 or 0
- }
- minDmg *= dmgBonusMultiplier;
- maxDmg *= dmgBonusMultiplier;
- if(attacker->getEffect(42)) //curse handling (rest)
- {
- minDmg -= VLC->spellh->spells[42].powers[attacker->getEffect(42)->level];
- return minDmg;
- }
- else if(attacker->getEffect(41)) //bless handling
- {
- maxDmg += VLC->spellh->spells[41].powers[attacker->getEffect(41)->level];
- return maxDmg;
- }
- else
- {
- if(minDmg != maxDmg)
- return minDmg + rand() % (maxDmg - minDmg + 1);
- else
- return minDmg;
- }
- tlog1 << "We are too far in calculateDmg...\n";
- return -1;
- }
- void BattleInfo::calculateCasualties( std::set<std::pair<ui32,si32> > *casualties )
- {
- for(unsigned int i=0; i<stacks.size();i++)//setting casualties
- {
- if(!stacks[i]->alive())
- {
- casualties[!stacks[i]->attackerOwned].insert(std::pair<ui32,si32>(stacks[i]->creature->idNumber,stacks[i]->baseAmount));
- }
- else if(stacks[i]->amount != stacks[i]->baseAmount)
- {
- casualties[!stacks[i]->attackerOwned].insert(std::pair<ui32,si32>(stacks[i]->creature->idNumber,stacks[i]->baseAmount - stacks[i]->amount));
- }
- }
- }
- 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 = getHero(curB->hero1);
- if(h1)
- {
- for(std::list<HeroBonus>::const_iterator i = h1->bonuses.begin(); i != h1->bonuses.end(); i++)
- if(i->type == HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL)
- amin(levelLimit, i->val);
- }
- const CGHeroInstance *h2 = getHero(curB->hero2);
- if(h2)
- {
- for(std::list<HeroBonus>::const_iterator i = h2->bonuses.begin(); i != h2->bonuses.end(); i++)
- if(i->type == HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL)
- amin(levelLimit, i->val);
- }
- return levelLimit;
- }
- std::set<CStack*> BattleInfo::getAttackedCreatures(const CSpell * s, const CGHeroInstance * caster, int destinationTile)
- {
- std::set<ui16> attackedHexes = s->rangeInHexes(destinationTile, caster->getSpellSchoolLevel(s));
- std::set<CStack*> attackedCres; /*std::set to exclude multiple occurences of two hex creatures*/
- 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]->creature->isUndead()) //death ripple
- || (s->id == 25 && stacks[it]->creature->isUndead()) //destroy undead
- || (s->id == 26) //armageddon
- )
- {
- attackedCres.insert(stacks[it]);
- }
- }
- }
- else if(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(caster->getSpellSchoolLevel(s) < 3) /*not expert */
- {
- CStack * st = getStackT(destinationTile);
- 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 == caster->tempOwner)
- ||(VLC->spellh->spells[s->id].positiveness <= 0 && stacks[it]->owner != caster->tempOwner )
- )
- {
- 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);
- 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);
- if(st)
- attackedCres.insert(st);
- }
- }
- return attackedCres;
- }
- CStack * BattleInfo::getNextStack()
- {
- CStack *current = getStack(activeStack);
- for (unsigned int i = 0; i < stacks.size(); i++) //find fastest not moved/waited stack (stacks vector is sorted by speed)
- {
- if(stacks[i]->willMove() && !vstd::contains(stacks[i]->state,WAITING))
- return stacks[i];
- }
- for (int i = stacks.size() - 1; i >= 0 ; i--) //find slowest waiting stack
- {
- if(stacks[i]->willMove())
- return stacks[i];
- }
- return NULL; //all stacks moved or defending!
- }
- std::vector<CStack> BattleInfo::getStackQueue()
- {
- std::vector<CStack> ret;
- std::vector<int> taken; //if non-zero value, corresponding stack has been placed in ret
- taken.resize(stacks.size());
- for(unsigned int g=0; g<taken.size(); ++g)
- {
- taken[g] = 0;
- }
- for(int moved=0; moved<2; ++moved) //in first cycle we add stacks that can act in current turn, in second one the rest of them
- {
- for(unsigned int gc=0; gc<stacks.size(); ++gc)
- {
- int id = -1, speed = -1;
- for(unsigned int i=0; i<stacks.size(); ++i) //find not waited stacks only
- {
- if((moved == 1 ||!vstd::contains(stacks[i]->state, DEFENDING))
- && stacks[i]->alive()
- && (moved == 1 || !vstd::contains(stacks[i]->state, MOVED))
- && !vstd::contains(stacks[i]->state,WAITING)
- && taken[i]==0
- && !stacks[i]->hasFeatureOfType(StackFeature::NOT_ACTIVE)) //eg. Ammo Cart
- {
- if(speed == -1 || stacks[i]->Speed() > speed)
- {
- id = i;
- speed = stacks[i]->Speed();
- }
- }
- }
- if(id != -1)
- {
- ret.push_back(*stacks[id]);
- taken[id] = 1;
- }
- else //choose something from not moved stacks
- {
- int id = -1, speed = 10000; //infinite speed
- for(unsigned int i=0; i<stacks.size(); ++i) //find waited stacks only
- {
- if((moved == 1 ||!vstd::contains(stacks[i]->state, DEFENDING))
- && stacks[i]->alive()
- && (moved == 1 || !vstd::contains(stacks[i]->state, MOVED))
- && vstd::contains(stacks[i]->state,WAITING)
- && taken[i]==0
- && !stacks[i]->hasFeatureOfType(StackFeature::NOT_ACTIVE)) //eg. Ammo Cart
- {
- if(stacks[i]->Speed() < speed) //slowest one
- {
- id = i;
- speed = stacks[i]->Speed();
- }
- }
- }
- if(id != -1)
- {
- ret.push_back(*stacks[id]);
- taken[id] = 1;
- }
- else
- {
- break; //no stacks have been found, so none of them will be found in next iterations
- }
- }
- }
- }
- return ret;
- }
- 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;
- }
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