CGameState.h 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290
  1. #ifndef __CGAMESTATE_H__
  2. #define __CGAMESTATE_H__
  3. #include "global.h"
  4. #ifndef _MSC_VER
  5. #include "hch/CCreatureHandler.h"
  6. #include "lib/VCMI_Lib.h"
  7. #include "map.h"
  8. #endif
  9. #include <set>
  10. #include <vector>
  11. #ifdef _WIN32
  12. #include <tchar.h>
  13. #else
  14. #include "tchar_amigaos4.h"
  15. #endif
  16. class CTown;
  17. class CScriptCallback;
  18. class CCallback;
  19. class CLuaCallback;
  20. class CCPPObjectScript;
  21. class CCreatureSet;
  22. class CStack;
  23. class CGHeroInstance;
  24. class CGTownInstance;
  25. class CArmedInstance;
  26. class CGDefInfo;
  27. class CObjectScript;
  28. class CGObjectInstance;
  29. class CCreature;
  30. struct Mapa;
  31. struct StartInfo;
  32. struct SDL_Surface;
  33. class CMapHandler;
  34. class CPathfinder;
  35. struct SetObjectProperty;
  36. struct MetaString;
  37. struct CPack;
  38. std::string DLL_EXPORT toString(MetaString &ms);
  39. namespace boost
  40. {
  41. class shared_mutex;
  42. }
  43. struct DLL_EXPORT PlayerState
  44. {
  45. public:
  46. ui8 color, serial;
  47. ui8 human; //true if human controlled player, false for AI
  48. ui32 currentSelection; //id of hero/town, 0xffffffff if none
  49. std::vector<std::vector<std::vector<ui8> > > fogOfWarMap; //true - visible, false - hidden
  50. std::vector<si32> resources;
  51. std::vector<CGHeroInstance *> heroes;
  52. std::vector<CGTownInstance *> towns;
  53. std::vector<CGHeroInstance *> availableHeroes; //heroes available in taverns
  54. PlayerState():color(-1),currentSelection(0xffffffff){};
  55. template <typename Handler> void serialize(Handler &h, const int version)
  56. {
  57. h & color & serial & human & currentSelection & fogOfWarMap & resources;
  58. ui32 size;
  59. if(h.saving) //write subids of available heroes
  60. {
  61. size = availableHeroes.size();
  62. h & size;
  63. for(size_t i=0; i < size; i++)
  64. h & availableHeroes[i]->subID;
  65. }
  66. else
  67. {
  68. ui32 hid;
  69. h & size;
  70. for(size_t i=0; i < size; i++)
  71. {
  72. //fill availableHeroes with dummy hero instances, holding subids
  73. h & hid;
  74. availableHeroes.push_back(new CGHeroInstance);
  75. availableHeroes[availableHeroes.size()-1]->subID = hid;
  76. }
  77. }
  78. }
  79. };
  80. struct DLL_EXPORT CObstacleInstance
  81. {
  82. int ID; //ID of obstacle
  83. int pos; //position on battlefield
  84. template <typename Handler> void serialize(Handler &h, const int version)
  85. {
  86. h & ID & pos;
  87. }
  88. };
  89. struct DLL_EXPORT BattleInfo
  90. {
  91. ui8 side1, side2;
  92. si32 round, activeStack;
  93. ui8 siege; // = 0 ordinary battle = 1 a siege with a Fort = 2 a siege with a Citadel = 3 a siege with a Castle
  94. int3 tile; //for background and bonuses
  95. si32 hero1, hero2;
  96. CCreatureSet army1, army2;
  97. std::vector<CStack*> stacks;
  98. std::vector<CObstacleInstance> obstacles;
  99. ui8 castedSpells[2];
  100. template <typename Handler> void serialize(Handler &h, const int version)
  101. {
  102. h & side1 & side2 & round & activeStack & siege & tile & stacks & army1 & army2 & hero1 & hero2 & obstacles
  103. & castedSpells;
  104. }
  105. CStack * getNextStack(); //which stack will have turn after current one
  106. std::vector<CStack> getStackQueue(); //returns stack in order of their movement action
  107. CStack * getStack(int stackID);
  108. CStack * getStackT(int tileID);
  109. void getAccessibilityMap(bool *accessibility, int stackToOmmit=-1); //send pointer to at least 187 allocated bytes
  110. void getAccessibilityMapForTwoHex(bool *accessibility, bool atackerSide, int stackToOmmit=-1, bool addOccupiable = false); //send pointer to at least 187 allocated bytes
  111. 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
  112. 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
  113. std::vector<int> getAccessibility(int stackID, bool addOccupiable); //returns vector of accessible tiles (taking into account the creature range)
  114. bool isStackBlocked(int ID); //returns true if there is neighbouring enemy stack
  115. 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)
  116. static std::vector<int> neighbouringTiles(int hex);
  117. 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
  118. void calculateCasualties(std::set<std::pair<ui32,si32> > *casualties);
  119. };
  120. class DLL_EXPORT CStack
  121. {
  122. public:
  123. ui32 ID; //unique ID of stack
  124. CCreature * creature;
  125. ui32 amount, baseAmount;
  126. ui32 firstHPleft; //HP of first creature in stack
  127. ui8 owner, slot; //owner - player colour (255 for neutrals), slot - position in garrison (may be 255 for neutrals/called creatures)
  128. ui8 attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
  129. ui16 position; //position on battlefield
  130. ui8 counterAttacks; //how many counter attacks can be performed more in this turn (by default set at the beginning of the round to 1)
  131. si16 shots; //how many shots left
  132. si8 morale, luck; //base stack luck/morale
  133. std::set<EAbilities> abilities;
  134. std::set<ECombatInfo> state;
  135. struct StackEffect
  136. {
  137. ui16 id; //spell id
  138. ui8 level; //skill level
  139. ui16 turnsRemain;
  140. template <typename Handler> void serialize(Handler &h, const int version)
  141. {
  142. h & id & level & turnsRemain;
  143. }
  144. };
  145. std::vector<StackEffect> effects;
  146. CStack(CCreature * C, int A, int O, int I, bool AO, int S);
  147. CStack() : creature(NULL),amount(-1),owner(255), position(-1), ID(-1), attackerOwned(true), firstHPleft(-1), slot(255), baseAmount(-1), counterAttacks(1), effects(), state(), abilities(){}
  148. const StackEffect * getEffect(ui16 id) const; //effect id (SP)
  149. ui32 speed() const;
  150. si8 Morale() const;
  151. si8 Luck() const;
  152. template <typename Handler> void save(Handler &h, const int version)
  153. {
  154. h & creature->idNumber;
  155. }
  156. template <typename Handler> void load(Handler &h, const int version)
  157. {
  158. ui32 id;
  159. h & id;
  160. creature = &VLC->creh->creatures[id];
  161. abilities = creature->abilities;
  162. }
  163. template <typename Handler> void serialize(Handler &h, const int version)
  164. {
  165. h & ID & amount & baseAmount & firstHPleft & owner & slot & attackerOwned & position & state & counterAttacks
  166. & shots & morale & luck;
  167. if(h.saving)
  168. save(h,version);
  169. else
  170. load(h,version);
  171. }
  172. bool alive() const
  173. {
  174. return vstd::contains(state,ALIVE);
  175. }
  176. };
  177. struct UpgradeInfo
  178. {
  179. int oldID; //creature to be upgraded
  180. std::vector<int> newID; //possible upgrades
  181. std::vector<std::set<std::pair<int,int> > > cost; // cost[upgrade_serial] -> set of pairs<resource_ID,resource_amount>
  182. UpgradeInfo(){oldID = -1;};
  183. };
  184. class DLL_EXPORT CGameState
  185. {
  186. public:
  187. StartInfo* scenarioOps;
  188. ui32 seed;
  189. ui8 currentPlayer; //ID of player currently having turn
  190. BattleInfo *curB; //current battle
  191. ui32 day; //total number of days in game
  192. Mapa * map;
  193. std::map<ui8,PlayerState> players; //ID <-> player state
  194. std::map<int, CGDefInfo*> villages, forts, capitols; //def-info for town graphics
  195. std::vector<ui32> resVals;
  196. struct DLL_EXPORT HeroesPool
  197. {
  198. std::map<ui32,CGHeroInstance *> heroesPool; //[subID] - heroes available to buy; NULL if not available
  199. std::map<ui32,ui8> pavailable; // [subid] -> which players can recruit hero
  200. CGHeroInstance * pickHeroFor(bool native, int player, const CTown *town, int notThatOne=-1);
  201. template <typename Handler> void serialize(Handler &h, const int version)
  202. {
  203. h & heroesPool & pavailable;
  204. }
  205. } hpool; //we have here all heroes available on this map that are not hired
  206. boost::shared_mutex *mx;
  207. PlayerState *getPlayer(ui8 color);
  208. void init(StartInfo * si, Mapa * map, int Seed);
  209. void loadTownDInfos();
  210. void randomizeObject(CGObjectInstance *cur);
  211. std::pair<int,int> pickObject(CGObjectInstance *obj);
  212. int pickHero(int owner);
  213. void apply(CPack *pack);
  214. CGHeroInstance *getHero(int objid);
  215. CGTownInstance *getTown(int objid);
  216. bool battleMoveCreatureStack(int ID, int dest);
  217. bool battleAttackCreatureStack(int ID, int dest);
  218. bool battleShootCreatureStack(int ID, int dest);
  219. int battleGetStack(int pos); //returns ID of stack at given tile
  220. 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
  221. UpgradeInfo getUpgradeInfo(CArmedInstance *obj, int stackPos);
  222. float getMarketEfficiency(int player, int mode=0);
  223. std::set<int3> tilesToReveal(int3 pos, int radious, int player) const; //if player==-1 => adds all tiles in radious
  224. 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
  225. CGameState();
  226. ~CGameState();
  227. void getNeighbours(int3 tile, std::vector<int3> &vec, bool onLand);
  228. int getMovementCost(const CGHeroInstance *h, int3 src, int3 dest, int remainingMovePoints=-1, bool checkLast=true);
  229. 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
  230. template <typename Handler> void serialize(Handler &h, const int version)
  231. {
  232. h & scenarioOps & seed & currentPlayer & day & map & players & resVals & hpool;
  233. if(!h.saving)
  234. {
  235. loadTownDInfos();
  236. //recreating towns/heroes vectors in players entries
  237. for(int i=0; i<map->towns.size(); i++)
  238. if(map->towns[i]->tempOwner < PLAYER_LIMIT)
  239. getPlayer(map->towns[i]->tempOwner)->towns.push_back(map->towns[i]);
  240. for(int i=0; i<map->heroes.size(); i++)
  241. if(map->heroes[i]->tempOwner < PLAYER_LIMIT)
  242. getPlayer(map->heroes[i]->tempOwner)->heroes.push_back(map->heroes[i]);
  243. //recreating available heroes
  244. for(std::map<ui8,PlayerState>::iterator i=players.begin(); i!=players.end(); i++)
  245. {
  246. for(size_t j=0; j < i->second.availableHeroes.size(); j++)
  247. {
  248. ui32 hlp = i->second.availableHeroes[j]->subID;
  249. delete i->second.availableHeroes[j];
  250. i->second.availableHeroes[j] = hpool.heroesPool[hlp];
  251. }
  252. }
  253. }
  254. }
  255. friend class CCallback;
  256. friend class CPathfinder;;
  257. friend class CLuaCallback;
  258. friend class CClient;
  259. friend void initGameState(Mapa * map, CGameInfo * cgi);
  260. friend class IGameCallback;
  261. friend class CMapHandler;
  262. friend class CGameHandler;
  263. };
  264. #endif // __CGAMESTATE_H__