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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;
- 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
- {
- 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, 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]->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
- || (stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && !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]->hasFeatureOfType(StackFeature::DOUBLE_WIDE)) //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);
- if(s->position < 0) //turrets
- return std::vector<int>();
- std::set<int> occupyable;
- getAccessibilityMap(ac, s->hasFeatureOfType(StackFeature::DOUBLE_WIDE), s->attackerOwned, addOccupiable, occupyable, s->hasFeatureOfType(StackFeature::FLYING), stackID);
- int pr[BFIELD_SIZE], dist[BFIELD_SIZE];
- makeBFS(s->position, ac, pr, dist, s->hasFeatureOfType(StackFeature::DOUBLE_WIDE), s->attackerOwned, s->hasFeatureOfType(StackFeature::FLYING), false);
- if(s->hasFeatureOfType(StackFeature::DOUBLE_WIDE))
- {
- 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->hasFeatureOfType(StackFeature::DOUBLE_WIDE), s->attackerOwned, s->hasFeatureOfType(StackFeature::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->hasFeatureOfType(StackFeature::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]->hasFeatureOfType(StackFeature::DOUBLE_WIDE))
- {
- 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]);
- }
- 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)
- {
- //additional retaliations
- for(int h=0; h<C->abilities.size(); ++h)
- {
- if(C->abilities[h].type == StackFeature::ADDITIONAL_RETALIATION)
- {
- counterAttacks += C->abilities[h].value;
- }
- }
- //alive state indication
- 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 += si32(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() const
- {
- return !vstd::contains(state, DEFENDING)
- && !moved()
- && canMove();
- }
- bool CStack::canMove() const
- {
- return alive()
- && ! hasFeatureOfType(StackFeature::NOT_ACTIVE); //eg. Ammo Cart
- }
- bool CStack::moved() const
- {
- return vstd::contains(state, MOVED);
- }
- 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);
- }
- }
- 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];
- }
- }
- 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];
- }
- 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]);
- }
- 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;
- objCaller = new CObjectCallersHandler;
- }
- CGameState::~CGameState()
- {
- delete mx;
- delete map;
- delete curB;
- delete scenarioOps;
- delete applierGs;
- delete objCaller;
- }
- 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);
- 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 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;
- }
- 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;
- const CGHeroInstance *h1 = getHero(curB->hero1);
- const CGHeroInstance *h2 = getHero(curB->hero2);
- if(h1 && h1->hasBonusOfType(HeroBonus::ENEMY_CANT_ESCAPE) //eg. one of heroes is wearing shakles of war
- || h2 && h2->hasBonusOfType(HeroBonus::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]->hasFeatureOfType(StackFeature::DOUBLE_WIDE)
- &&( (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;
- si32 ourHero = curB->getStack(stackID)->attackerOwned ? curB->hero1 : curB->hero2;
- return getHero(ourHero);
- }
- 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( 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);
- if((indeterminate(onLand) || onLand == (hlpt.tertype!=8) )
- && hlpt.tertype!=9)
- {
- 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(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;
- }
- int CGameState::canBuildStructure( const CGTownInstance *t, int ID )
- {
- int ret = 7; //allowed by default
- //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
- 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
- }
- 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 )
- {
- 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;
- 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.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
- || !FoW[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 || t->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat
- break;
- d.accesible = (i < t->visitableObjects.size()); //dest is accessible only if there is boat/hero
- }
- 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(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.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;
- }
- void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement)
- {
- assert(hero);
- 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;
- //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::BLOCKED : CGPathNode::ACCESSIBLE);
- 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 ( tinfo->tertype == TerrainTile::rock//it's rock
- || onLand && !node.land //it's sea and we cannot walk on sea
- || !onLand && node.land //it's land and we cannot walk on land
- || !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++)
- {
- if(tinfo->visitableObjects[ii]->blockVisit)
- {
- node.accessible = CGPathNode::BLOCKVIS;
- break;
- }
- else
- node.accessible = CGPathNode::VISITABLE;
- }
- }
- 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 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++)
- {
- 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(dp.turns==0xff //we haven't been here before
- || dp.turns > turn
- || (dp.turns >= turn && dp.moveRemains < remains)) //this route is faster
- {
- dp.moveRemains = remains;
- dp.turns = turn;
- dp.theNodeBefore = cp;
- if(dp.accessible == CGPathNode::ACCESSIBLE)
- {
- mq.push(&dp);
- }
- }
- } //neighbours loop
- } //queue loop
- }
- 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)
- {
- float attackDefenseBonus,
- minDmg = attacker->creature->damageMin * attacker->amount,
- maxDmg = attacker->creature->damageMax * attacker->amount;
- if(attacker->creature->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->hasFeatureOfType(StackFeature::SIEGE_WEAPON) && attacker->creature->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;
- }
- if(attacker->hasFeatureOfType(StackFeature::GENERAL_ATTACK_REDUCTION))
- {
- attackDefenseBonus = attacker->Attack() * (attacker->valOfFeatures(StackFeature::GENERAL_ATTACK_REDUCTION, -1024) / 100.0f) - defender->Defense();
- }
- else
- {
- attackDefenseBonus = attacker->Attack() - defender->Defense();
- }
- //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 behemoth
- 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;
- //applying jousting bonus
- if( attacker->hasFeatureOfType(StackFeature::JOUSTING) && !defender->hasFeatureOfType(StackFeature::CHARGE_IMMUNITY) )
- dmgBonusMultiplier += charge * 0.05f;
- //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 += 0.1f;
- break;
- case 2: //advanced
- dmgBonusMultiplier += 0.25f;
- break;
- case 3: //expert
- dmgBonusMultiplier += 0.5f;
- break;
- }
- if(attackerHero->getSecSkillLevel(1) > 0) //non-none level
- {
- //apply artifact premy to archery
- dmgBonusMultiplier += attackerHero->valOfBonuses(HeroBonus::SECONDARY_SKILL_PREMY, 1) / 100.0f;
- }
- }
- else
- {
- switch(attackerHero->getSecSkillLevel(22)) //offense
- {
- case 1: //basic
- dmgBonusMultiplier += 0.1f;
- break;
- case 2: //advanced
- dmgBonusMultiplier += 0.2f;
- break;
- case 3: //expert
- dmgBonusMultiplier += 0.3f;
- 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 hate effect
- if( attacker->hasFeatureOfType(StackFeature::HATE, defender->creature->idNumber) )
- dmgBonusMultiplier += 0.5f;
- //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 std::make_pair(int(minDmg), int(minDmg));
- }
- else if(attacker->getEffect(41)) //bless handling
- {
- maxDmg += VLC->spellh->spells[41].powers[attacker->getEffect(41)->level];
- return std::make_pair(int(maxDmg), int(maxDmg));
- }
- else
- {
- return std::make_pair(int(minDmg), int(maxDmg));
- }
- tlog1 << "We are too far in calculateDmg...\n";
- return std::make_pair(0, 0);
- }
- ui32 BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge)
- {
- std::pair<ui32, ui32> range = calculateDmgRange(attacker, defender, attackerHero, defendingHero, shooting, charge);
- if(range.first != range.second)
- return range.first + rand() % (range.second - range.first + 1);
- else
- return range.first;
- }
- void BattleInfo::calculateCasualties( std::set<std::pair<ui32,si32> > *casualties ) const
- {
- 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 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]->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_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(caster->getSpellSchoolLevel(s) < 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 == caster->tempOwner)
- ||(VLC->spellh->spells[s->id].positiveness <= 0 && stacks[it]->owner != caster->tempOwner )
- )
- {
- 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)
- {
- switch(spell->id)
- {
- case 56: //frenzy
- return 1;
- default: //other spells
- return caster->getPrimSkillLevel(2) + caster->valOfBonuses(HeroBonus::SPELL_DURATION);
- }
- }
- CStack * BattleInfo::generateNewStack(const CGHeroInstance * owner, int creatureID, int amount, int stackID, bool attackerOwned, int slot, int /*TerrainTile::EterrainType*/ terrain, int position) const
- {
- CStack * ret = new CStack(&VLC->creh->creatures[creatureID], amount, attackerOwned ? side1 : side2, stackID, attackerOwned, slot);
- if(owner)
- {
- ret->features.push_back(makeFeature(StackFeature::SPEED_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->valOfBonuses(HeroBonus::STACKS_SPEED), StackFeature::BONUS_FROM_HERO));
- //base luck/morale calculations
- ret->morale = owner->getCurrentMorale(slot, false);
- ret->luck = owner->getCurrentLuck(slot, false);
- //other bonuses
- ret->features.push_back(makeFeature(StackFeature::ATTACK_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->getPrimSkillLevel(0), StackFeature::BONUS_FROM_HERO));
- ret->features.push_back(makeFeature(StackFeature::DEFENCE_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->getPrimSkillLevel(1), StackFeature::BONUS_FROM_HERO));
- if ( owner->hasBonusOfType(HeroBonus::STACK_HEALTH_PERCENT) ) // e.g. Elixir of Life
- ret->features.push_back(makeFeature(StackFeature::HP_BONUS, StackFeature::WHOLE_BATTLE, 0,
- (ret->creature->hitPoints * owner->valOfBonuses(HeroBonus::STACK_HEALTH_PERCENT)) / 100,
- StackFeature::BONUS_FROM_HERO));
- if (owner->hasBonusOfType(HeroBonus::HP_REGENERATION)) // e.g. Elixir of Life
- ret->features.push_back(makeFeature(StackFeature::HP_REGENERATION, StackFeature::WHOLE_BATTLE, 0,
- owner->valOfBonuses(HeroBonus::HP_REGENERATION), StackFeature::BONUS_FROM_HERO));
- if (owner->hasBonusOfType(HeroBonus::LEVEL_SPELL_IMMUNITY)) // e.g. Power of the Dragon Father
- ret->features.push_back(makeFeature(StackFeature::LEVEL_SPELL_IMMUNITY, StackFeature::WHOLE_BATTLE, 0,
- owner->valOfBonuses(HeroBonus::LEVEL_SPELL_IMMUNITY), StackFeature::BONUS_FROM_HERO));
- ret->features.push_back(makeFeature(StackFeature::HP_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->valOfBonuses(HeroBonus::STACK_HEALTH), StackFeature::BONUS_FROM_HERO));
- ret->firstHPleft = ret->MaxHealth();
- }
- else
- {
- ret->morale = 0;
- ret->luck = 0;
- }
- //native terrain bonuses
- int faction = ret->creature->faction;
- if(faction >= 0 && VLC->heroh->nativeTerrains[faction] == terrain)
- {
- ret->features.push_back(makeFeature(StackFeature::SPEED_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
- ret->features.push_back(makeFeature(StackFeature::ATTACK_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
- ret->features.push_back(makeFeature(StackFeature::DEFENCE_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
- }
- ret->position = position;
- return ret;
- }
- ui32 BattleInfo::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
- {
- ui32 ret = VLC->spellh->spells[sp->id].costs[caster->getSpellSchoolLevel(sp)];
- //checking for friendly stacks reducing cost of the spell
- si32 manaReduction = 0;
- for(int g=0; g<stacks.size(); ++g)
- {
- if( stacks[g]->owner == caster->tempOwner && stacks[g]->hasFeatureOfType(StackFeature::CHANGES_SPELL_COST_FOR_ALLY) )
- {
- amin(manaReduction, stacks[g]->valOfFeatures(StackFeature::CHANGES_SPELL_COST_FOR_ALLY));
- }
- }
- return ret + manaReduction;
- }
- 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!
- }
- 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->hasFeatureOfType(StackFeature::DOUBLE_WIDE), closest->attackerOwned, false, occupyable, closest->hasFeatureOfType(StackFeature::FLYING), closest->ID);
- int predecessor[BFIELD_SIZE], dist[BFIELD_SIZE];
- makeBFS(closest->position, ac, predecessor, dist, closest->hasFeatureOfType(StackFeature::DOUBLE_WIDE), closest->attackerOwned, closest->hasFeatureOfType(StackFeature::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);
- }
- 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->hasFeatureOfType(StackFeature::FORGETFULL)) //forgetfulness
- return false;
- if(our->hasFeatureOfType(StackFeature::SHOOTER)//it's shooter
- && our->owner != dst->owner
- && dst->alive()
- && (!curB->isStackBlocked(ID) ||
- ( ourHero && ourHero->hasBonusOfType(HeroBonus::FREE_SHOOTING) ) )
- && our->shots
- )
- return true;
- return false;
- }
- const CStack * BattleInfo::getNextStack() const
- {
- std::vector<const CStack *> hlp;
- getStackQueue(hlp, 1, 2);
- if(hlp.size())
- return hlp[0];
- else
- return NULL;
- }
- static const CStack *takeStack(std::vector<const CStack *> &st, int &curside)
- {
- 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();
- 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() != bestSpeed)
- break;
- }
- if(j >= st.size())
- {
- ret = fastest;
- }
- else
- {
- other = st[j];
- if(other->Speed() != 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 mode, int lastMoved ) 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
- for(unsigned int i=0; i<stacks.size(); ++i)
- {
- const CStack * const s = stacks[i];
- if(mode != 1 && s->willMove()
- || mode == 1 && s->canMove())
- {
- int p = -1; //in which phase this tack will move?
- if(!mode && vstd::contains(s->state, WAITING))
- {
- if(vstd::contains(s->state, HAD_MORALE))
- p = 2;
- else
- p = 3;
- }
- else if(vstd::contains(s->state, StackFeature::SIEGE_WEAPON) //catapult and turrets are first
- && (s->creature->idNumber == 145 || s->creature->idNumber == 149))
- {
- 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));
- 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)
- {
- const CStack *current = getStack(activeStack);
- if(current)
- {
- lastMoved = !current->attackerOwned;
- if(!current->willMove() || mode == 2)
- lastMoved = !lastMoved;
- }
- else
- {
- lastMoved = 0;
- }
- }
- int pi = 1;
- while(out.size() < howMany)
- {
- const CStack *hlp = takeStack(phase[pi], lastMoved);
- if(!hlp)
- {
- pi++;
- if(pi > 3)
- {
- if(mode != 2)
- getStackQueue(out, howMany, 1, lastMoved);
- return;
- }
- }
- else
- {
- out.push_back(hlp);
- }
- }
- }
- 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)
- return false;
- while(curnode)
- {
- out.nodes.push_back(*curnode);
- curnode = curnode->theNodeBefore;
- }
- return true;
- }
- CPathsInfo::CPathsInfo( const int3 &Sizes )
- :sizes(Sizes)
- {
- 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->creature->idNumber < b->creature->idNumber; //catapult is 145 and turrets are 149
- //TODO? turrets order
- case 1: //fastest first, upper slot first
- {
- int as = a->Speed(), bs = b->Speed();
- 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(), bs = b->Speed();
- if(as != bs)
- return as < bs;
- else
- return a->slot < b->slot;
- }
- default:
- assert(0);
- return false;
- }
- }
- CMP_stack::CMP_stack( int Phase /*= 1*/ )
- {
- phase = Phase;
- }
- PlayerState::PlayerState()
- : color(-1), currentSelection(0xffffffff)
- {
- }
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