CGameState.h 13 KB

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  1. #ifndef __CGAMESTATE_H__
  2. #define __CGAMESTATE_H__
  3. #include "../global.h"
  4. #ifndef _MSC_VER
  5. #include "../hch/CCreatureHandler.h"
  6. #include "VCMI_Lib.h"
  7. #include "map.h"
  8. #endif
  9. #include <set>
  10. #include <vector>
  11. #include "StackFeature.h"
  12. #ifdef _WIN32
  13. #include <tchar.h>
  14. #else
  15. #include "../tchar_amigaos4.h"
  16. #endif
  17. /*
  18. * CGameState.h, part of VCMI engine
  19. *
  20. * Authors: listed in file AUTHORS in main folder
  21. *
  22. * License: GNU General Public License v2.0 or later
  23. * Full text of license available in license.txt file, in main folder
  24. *
  25. */
  26. class CTown;
  27. class CScriptCallback;
  28. class CCallback;
  29. class CLuaCallback;
  30. class CCPPObjectScript;
  31. class CCreatureSet;
  32. class CStack;
  33. class CGHeroInstance;
  34. class CGTownInstance;
  35. class CArmedInstance;
  36. class CGDefInfo;
  37. class CObjectScript;
  38. class CGObjectInstance;
  39. class CCreature;
  40. struct Mapa;
  41. struct StartInfo;
  42. struct SDL_Surface;
  43. class CMapHandler;
  44. class CPathfinder;
  45. struct SetObjectProperty;
  46. struct MetaString;
  47. struct CPack;
  48. class CSpell;
  49. namespace boost
  50. {
  51. class shared_mutex;
  52. }
  53. struct DLL_EXPORT PlayerState
  54. {
  55. public:
  56. ui8 color, serial;
  57. ui8 human; //true if human controlled player, false for AI
  58. ui32 currentSelection; //id of hero/town, 0xffffffff if none
  59. std::vector<std::vector<std::vector<ui8> > > fogOfWarMap; //true - visible, false - hidden
  60. std::vector<si32> resources;
  61. std::vector<CGHeroInstance *> heroes;
  62. std::vector<CGTownInstance *> towns;
  63. std::vector<CGHeroInstance *> availableHeroes; //heroes available in taverns
  64. PlayerState():color(-1),currentSelection(0xffffffff){};
  65. template <typename Handler> void serialize(Handler &h, const int version)
  66. {
  67. h & color & serial & human & currentSelection & fogOfWarMap & resources;
  68. ui32 size;
  69. if(h.saving) //write subids of available heroes
  70. {
  71. size = availableHeroes.size();
  72. h & size;
  73. for(size_t i=0; i < size; i++)
  74. h & availableHeroes[i]->subID;
  75. }
  76. else
  77. {
  78. ui32 hid;
  79. h & size;
  80. for(size_t i=0; i < size; i++)
  81. {
  82. //fill availableHeroes with dummy hero instances, holding subids
  83. h & hid;
  84. availableHeroes.push_back(new CGHeroInstance);
  85. availableHeroes[availableHeroes.size()-1]->subID = hid;
  86. }
  87. }
  88. }
  89. };
  90. struct DLL_EXPORT CObstacleInstance
  91. {
  92. int ID; //ID of obstacle
  93. int pos; //position on battlefield
  94. template <typename Handler> void serialize(Handler &h, const int version)
  95. {
  96. h & ID & pos;
  97. }
  98. };
  99. struct DLL_EXPORT BattleInfo
  100. {
  101. ui8 side1, side2; //side1 - attacker, side2 - defender
  102. si32 round, activeStack;
  103. ui8 siege; // = 0 ordinary battle = 1 a siege with a Fort = 2 a siege with a Citadel = 3 a siege with a Castle
  104. int3 tile; //for background and bonuses
  105. si32 hero1, hero2;
  106. CCreatureSet army1, army2;
  107. std::vector<CStack*> stacks;
  108. std::vector<CObstacleInstance> obstacles;
  109. ui8 castSpells[2]; //[0] - attacker, [1] - defender
  110. template <typename Handler> void serialize(Handler &h, const int version)
  111. {
  112. h & side1 & side2 & round & activeStack & siege & tile & stacks & army1 & army2 & hero1 & hero2 & obstacles
  113. & castSpells;
  114. }
  115. CStack * getNextStack(); //which stack will have turn after current one
  116. std::vector<CStack> getStackQueue(); //returns stack in order of their movement action
  117. CStack * getStack(int stackID);
  118. CStack * getStackT(int tileID);
  119. void getAccessibilityMap(bool *accessibility, int stackToOmmit=-1); //send pointer to at least 187 allocated bytes
  120. void getAccessibilityMapForTwoHex(bool *accessibility, bool atackerSide, int stackToOmmit=-1, bool addOccupiable = false); //send pointer to at least 187 allocated bytes
  121. void makeBFS(int start, bool*accessibility, int *predecessor, int *dists); //*accessibility must be prepared bool[187] array; last two pointers must point to the at least 187-elements int arrays - there is written result
  122. std::pair< std::vector<int>, int > getPath(int start, int dest, bool*accessibility, bool flyingCreature); //returned value: pair<path, length>; length may be different than number of elements in path since flying vreatures jump between distant hexes
  123. std::vector<int> getAccessibility(int stackID, bool addOccupiable); //returns vector of accessible tiles (taking into account the creature range)
  124. bool isStackBlocked(int ID); //returns true if there is neighbouring enemy stack
  125. static signed char mutualPosition(int hex1, int hex2); //returns info about mutual position of given hexes (-1 - they're distant, 0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left)
  126. static std::vector<int> neighbouringTiles(int hex);
  127. static int calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting); //TODO: add additional conditions and require necessary data
  128. void calculateCasualties(std::set<std::pair<ui32,si32> > *casualties);
  129. std::set<CStack*> getAttackedCreatures(const CSpell * s, const CGHeroInstance * caster, int destinationTile); //calculates stack affected by given spell
  130. };
  131. class DLL_EXPORT CStack
  132. {
  133. public:
  134. ui32 ID; //unique ID of stack
  135. CCreature * creature;
  136. ui32 amount, baseAmount;
  137. ui32 firstHPleft; //HP of first creature in stack
  138. ui8 owner, slot; //owner - player colour (255 for neutrals), slot - position in garrison (may be 255 for neutrals/called creatures)
  139. ui8 attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
  140. ui16 position; //position on battlefield
  141. ui8 counterAttacks; //how many counter attacks can be performed more in this turn (by default set at the beginning of the round to 1)
  142. si16 shots; //how many shots left
  143. si8 morale, luck; //base stack luck/morale
  144. std::vector<StackFeature> features;
  145. std::set<ECombatInfo> state;
  146. struct StackEffect
  147. {
  148. ui16 id; //spell id
  149. ui8 level; //skill level
  150. ui16 turnsRemain;
  151. template <typename Handler> void serialize(Handler &h, const int version)
  152. {
  153. h & id & level & turnsRemain;
  154. }
  155. };
  156. std::vector<StackEffect> effects;
  157. int valOfFeatures(StackFeature::ECombatFeatures type, int subtype = -1024) const;//subtype -> subtype of bonus, if -1024 then any
  158. bool hasFeatureOfType(StackFeature::ECombatFeatures type, int subtype = -1024) const; //determines if stack has a bonus of given type (and optionally subtype)
  159. CStack(CCreature * C, int A, int O, int I, bool AO, int S); //c-tor
  160. CStack() : ID(-1), creature(NULL), amount(-1), baseAmount(-1), firstHPleft(-1), owner(255), slot(255), attackerOwned(true), position(-1), counterAttacks(1) {} //c-tor
  161. const StackEffect * getEffect(ui16 id) const; //effect id (SP)
  162. ui8 howManyEffectsSet(ui16 id) const; //returns amount of effects with given id set for this stack
  163. bool willMove(); //if stack has remaining move this turn
  164. ui32 Speed() const; //get speed of creature with all modificators
  165. si8 Morale() const; //get morale of stack with all modificators
  166. si8 Luck() const; //get luck of stack with all modificators
  167. si32 Attack() const; //get attack of stack with all modificators
  168. si32 Defense(bool withFrenzy = true) const; //get defense of stack with all modificators
  169. ui16 MaxHealth() const; //get max HP of stack with all modifiers
  170. template <typename Handler> void save(Handler &h, const int version)
  171. {
  172. h & creature->idNumber;
  173. }
  174. template <typename Handler> void load(Handler &h, const int version)
  175. {
  176. ui32 id;
  177. h & id;
  178. creature = &VLC->creh->creatures[id];
  179. //features = creature->abilities;
  180. }
  181. template <typename Handler> void serialize(Handler &h, const int version)
  182. {
  183. h & ID & amount & baseAmount & firstHPleft & owner & slot & attackerOwned & position & state & counterAttacks
  184. & shots & morale & luck & features;
  185. if(h.saving)
  186. save(h,version);
  187. else
  188. load(h,version);
  189. }
  190. bool alive() const //determines if stack is alive
  191. {
  192. return vstd::contains(state,ALIVE);
  193. }
  194. };
  195. struct UpgradeInfo
  196. {
  197. int oldID; //creature to be upgraded
  198. std::vector<int> newID; //possible upgrades
  199. std::vector<std::set<std::pair<int,int> > > cost; // cost[upgrade_serial] -> set of pairs<resource_ID,resource_amount>
  200. UpgradeInfo(){oldID = -1;};
  201. };
  202. struct CPathNode
  203. {
  204. bool accesible; //true if a hero can be on this node
  205. int dist; //distance from the first node of searching; -1 is infinity
  206. CPathNode * theNodeBefore;
  207. int3 coord; //coordiantes
  208. bool visited;
  209. };
  210. struct DLL_EXPORT CPath
  211. {
  212. std::vector<CPathNode> nodes; //just get node by node
  213. int3 startPos() const; // start point
  214. int3 endPos() const; //destination point
  215. void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object'
  216. };
  217. class DLL_EXPORT CGameState
  218. {
  219. public:
  220. StartInfo* scenarioOps;
  221. ui32 seed;
  222. ui8 currentPlayer; //ID of player currently having turn
  223. BattleInfo *curB; //current battle
  224. ui32 day; //total number of days in game
  225. Mapa * map;
  226. std::map<ui8,PlayerState> players; //ID <-> player state
  227. std::map<int, CGDefInfo*> villages, forts, capitols; //def-info for town graphics
  228. std::vector<ui32> resVals; //default values of resources in gold
  229. struct DLL_EXPORT HeroesPool
  230. {
  231. std::map<ui32,CGHeroInstance *> heroesPool; //[subID] - heroes available to buy; NULL if not available
  232. std::map<ui32,ui8> pavailable; // [subid] -> which players can recruit hero
  233. CGHeroInstance * pickHeroFor(bool native, int player, const CTown *town, int notThatOne=-1);
  234. template <typename Handler> void serialize(Handler &h, const int version)
  235. {
  236. h & heroesPool & pavailable;
  237. }
  238. } hpool; //we have here all heroes available on this map that are not hired
  239. boost::shared_mutex *mx;
  240. PlayerState *getPlayer(ui8 color);
  241. void init(StartInfo * si, Mapa * map, int Seed);
  242. void loadTownDInfos();
  243. void randomizeObject(CGObjectInstance *cur);
  244. std::pair<int,int> pickObject(CGObjectInstance *obj);
  245. int pickHero(int owner);
  246. void apply(CPack *pack);
  247. CGHeroInstance *getHero(int objid);
  248. CGTownInstance *getTown(int objid);
  249. bool battleMoveCreatureStack(int ID, int dest);
  250. bool battleAttackCreatureStack(int ID, int dest);
  251. bool battleShootCreatureStack(int ID, int dest);
  252. int battleGetStack(int pos); //returns ID of stack at given tile
  253. int battleGetBattlefieldType(int3 tile = int3());// 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills 7. grass/pines 8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees 14. fiery fields 15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field 20. evil fog 21. "favourable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship
  254. si8 battleMaxSpellLevel(); //calculates maximum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, SPELL_LEVELS is returned
  255. UpgradeInfo getUpgradeInfo(CArmedInstance *obj, int stackPos);
  256. float getMarketEfficiency(int player, int mode=0);
  257. int canBuildStructure(const CGTownInstance *t, int ID);// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
  258. bool checkForVisitableDir(const int3 & src, const int3 & dst) const; //check if dst tile is visitable from dst tile
  259. bool getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret); //calculates path between src and dest; returns pointer to newly allocated CPath or NULL if path does not exists
  260. bool isVisible(int3 pos, int player);
  261. bool isVisible(const CGObjectInstance *obj, int player);
  262. CGameState(); //c-tor
  263. ~CGameState(); //d-tor
  264. void getNeighbours(int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand);
  265. int getMovementCost(const CGHeroInstance *h, int3 src, int3 dest, int remainingMovePoints=-1, bool checkLast=true);
  266. int getDate(int mode=0) const; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
  267. template <typename Handler> void serialize(Handler &h, const int version)
  268. {
  269. h & scenarioOps & seed & currentPlayer & day & map & players & resVals & hpool;
  270. if(!h.saving)
  271. {
  272. loadTownDInfos();
  273. //recreating towns/heroes vectors in players entries
  274. for(int i=0; i<map->towns.size(); i++)
  275. if(map->towns[i]->tempOwner < PLAYER_LIMIT)
  276. getPlayer(map->towns[i]->tempOwner)->towns.push_back(map->towns[i]);
  277. for(int i=0; i<map->heroes.size(); i++)
  278. if(map->heroes[i]->tempOwner < PLAYER_LIMIT)
  279. getPlayer(map->heroes[i]->tempOwner)->heroes.push_back(map->heroes[i]);
  280. //recreating available heroes
  281. for(std::map<ui8,PlayerState>::iterator i=players.begin(); i!=players.end(); i++)
  282. {
  283. for(size_t j=0; j < i->second.availableHeroes.size(); j++)
  284. {
  285. ui32 hlp = i->second.availableHeroes[j]->subID;
  286. delete i->second.availableHeroes[j];
  287. i->second.availableHeroes[j] = hpool.heroesPool[hlp];
  288. }
  289. }
  290. }
  291. }
  292. friend class CCallback;
  293. friend class CLuaCallback;
  294. friend class CClient;
  295. friend void initGameState(Mapa * map, CGameInfo * cgi);
  296. friend class IGameCallback;
  297. friend class CMapHandler;
  298. friend class CGameHandler;
  299. };
  300. #endif // __CGAMESTATE_H__