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- #define VCMI_DLL
- #include "CCampaignHandler.h"
- #include <algorithm>
- #include <queue>
- #include <fstream>
- #include "CGameState.h"
- #include <boost/random/linear_congruential.hpp>
- #include "CDefObjInfoHandler.h"
- #include "CArtHandler.h"
- #include "CBuildingHandler.h"
- #include "CGeneralTextHandler.h"
- #include "CTownHandler.h"
- #include "CSpellHandler.h"
- #include "CHeroHandler.h"
- #include "CObjectHandler.h"
- #include "CCreatureHandler.h"
- //#include "../lib/IGameCallback.h"
- #include "VCMI_Lib.h"
- #include "Connection.h"
- #include "map.h"
- #include "../StartInfo.h"
- #include "NetPacks.h"
- #include <boost/foreach.hpp>
- #include <boost/lexical_cast.hpp>
- #include <boost/thread.hpp>
- #include <boost/thread/shared_mutex.hpp>
- #include <boost/assign/list_of.hpp>
- #include "RegisterTypes.cpp"
- #include <algorithm>
- #include <numeric>
- #include "CMapInfo.h"
- #include "BattleState.h"
- boost::rand48 ran;
- class CGObjectInstance;
- #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);
- }
- template <typename T> class CApplyOnGS;
- class CBaseForGSApply
- {
- public:
- virtual void applyOnGS(CGameState *gs, void *pack) const =0;
- virtual ~CBaseForGSApply(){};
- template<typename U> static CBaseForGSApply *getApplier(const U * t=NULL)
- {
- return new CApplyOnGS<U>;
- }
- };
- template <typename T> class CApplyOnGS : public CBaseForGSApply
- {
- public:
- void applyOnGS(CGameState *gs, void *pack) const
- {
- T *ptr = static_cast<T*>(pack);
- gs->mx->lock();
- // while(!gs->mx->try_lock())
- // boost::this_thread::sleep(boost::posix_time::milliseconds(1)); //give other threads time to finish
- ptr->applyGs(gs);
- gs->mx->unlock();
- }
- };
- static CApplier<CBaseForGSApply> *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;
- InfoAboutTown::InfoAboutTown()
- {
- tType = NULL;
- details = NULL;
- fortLevel = 0;
- owner = -1;
- }
- InfoAboutTown::~InfoAboutTown()
- {
- delete details;
- }
- void InfoAboutTown::initFromTown( const CGTownInstance *t, bool detailed )
- {
- obj = t;
- army = ArmyDescriptor(t->getUpperArmy(), detailed);
- built = t->builded;
- fortLevel = t->fortLevel();
- name = t->name;
- tType = t->town;
- owner = t->tempOwner;
- if(detailed)
- {
- //include details about hero
- details = new Details;
- details->goldIncome = t->dailyIncome();
- details->customRes = vstd::contains(t->builtBuildings, 15);
- details->hallLevel = t->hallLevel();
- details->garrisonedHero = t->garrisonHero;
- }
- //TODO: adjust undetailed info about army to our count of thieves guilds
- }
- void InfoAboutTown::initFromGarrison(const CGGarrison *garr, bool detailed)
- {
- obj = garr;
- fortLevel = 0;
- army = ArmyDescriptor(garr, detailed);
- name = VLC->generaltexth->names[33]; // "Garrison"
- owner = garr->tempOwner;
- built = false;
- tType = NULL;
- // Show detailed info only to owning player.
- if(detailed)
- {
- details = new InfoAboutTown::Details;
- details->customRes = false;
- details->garrisonedHero = false;
- details->goldIncome = -1;
- details->hallLevel = -1;
- }
- }
- void MetaString::getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const
- {
- int type = txt.first, ser = txt.second;
- if(type == ART_NAMES)
- {
- dst = VLC->arth->artifacts[ser]->Name();
- }
- else if(type == CRE_PL_NAMES)
- {
- dst = VLC->creh->creatures[ser]->namePl;
- }
- else if(type == MINE_NAMES)
- {
- dst = VLC->generaltexth->mines[ser].first;
- }
- else if(type == MINE_EVNTS)
- {
- dst = VLC->generaltexth->mines[ser].second;
- }
- else if(type == SPELL_NAME)
- {
- dst = VLC->spellh->spells[ser]->name;
- }
- else if(type == CRE_SING_NAMES)
- {
- dst = VLC->creh->creatures[ser]->nameSing;
- }
- else if(type == ART_DESCR)
- {
- dst = VLC->arth->artifacts[ser]->Description();
- }
- else
- {
- std::vector<std::string> *vec;
- switch(type)
- {
- case GENERAL_TXT:
- vec = &VLC->generaltexth->allTexts;
- break;
- case XTRAINFO_TXT:
- vec = &VLC->generaltexth->xtrainfo;
- break;
- case OBJ_NAMES:
- vec = &VLC->generaltexth->names;
- break;
- case RES_NAMES:
- vec = &VLC->generaltexth->restypes;
- break;
- case ARRAY_TXT:
- vec = &VLC->generaltexth->arraytxt;
- break;
- case CREGENS:
- vec = &VLC->generaltexth->creGens;
- break;
- case CREGENS4:
- vec = &VLC->generaltexth->creGens4;
- break;
- case ADVOB_TXT:
- vec = &VLC->generaltexth->advobtxt;
- break;
- case ART_EVNTS:
- vec = &VLC->generaltexth->artifEvents;
- break;
- case SEC_SKILL_NAME:
- vec = &VLC->generaltexth->skillName;
- break;
- case COLOR:
- vec = &VLC->generaltexth->capColors;
- break;
- default:
- tlog1 << "Failed string substitution because type is " << type << std::endl;
- dst = "#@#";
- return;
- }
- if(vec->size() <= ser)
- {
- tlog1 << "Failed string substitution with type " << type << " because index " << ser << " is out of bounds!\n";
- dst = "#!#";
- }
- else
- 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;
- case TREPLACE_PLUSNUMBER:
- dst.replace (dst.find("%+d"), 3, '+' + boost::lexical_cast<std::string>(numbers[nums++]));
- break;
- default:
- tlog1 << "MetaString processing error!\n";
- break;
- }
- }
- }
- DLL_EXPORT std::string MetaString::toString() const
- {
- std::string ret;
- toString(ret);
- return ret;
- }
- DLL_EXPORT std::string MetaString::buildList () const
- ///used to handle loot from creature bank
- {
- size_t exSt = 0, loSt = 0, nums = 0;
- std::string lista;
- for (int i = 0; i < message.size(); ++i)
- {
- if (i > 0 && (message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING))
- {
- if (exSt == exactStrings.size() - 1)
- lista += VLC->generaltexth->allTexts[141]; //" and "
- else
- lista += ", ";
- }
- switch (message[i])
- {
- case TEXACT_STRING:
- lista += exactStrings[exSt++];
- break;
- case TLOCAL_STRING:
- {
- std::string hlp;
- getLocalString (localStrings[loSt++], hlp);
- lista += hlp;
- }
- break;
- case TNUMBER:
- lista += boost::lexical_cast<std::string>(numbers[nums++]);
- break;
- case TREPLACE_ESTRING:
- lista.replace (lista.find("%s"), 2, exactStrings[exSt++]);
- break;
- case TREPLACE_LSTRING:
- {
- std::string hlp;
- getLocalString (localStrings[loSt++], hlp);
- lista.replace (lista.find("%s"), 2, hlp);
- }
- break;
- case TREPLACE_NUMBER:
- lista.replace (lista.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
- break;
- default:
- tlog1 << "MetaString processing error!\n";
- }
- }
- return lista;
- }
- void MetaString::addCreReplacement(TCreature id, TQuantity count) //adds sing or plural name;
- {
- assert(count);
- if (count == 1)
- addReplacement (CRE_SING_NAMES, id);
- else
- addReplacement (CRE_PL_NAMES, id);
- }
- void MetaString::addReplacement(const CStackBasicDescriptor &stack)
- {
- assert(stack.count); //valid count
- assert(stack.type); //valid type
- addCreReplacement(stack.type->idNumber, stack.count);
- }
- static CGObjectInstance * createObject(int id, int subid, int3 pos, int owner)
- {
- CGObjectInstance * nobj;
- switch(id)
- {
- case HEROI_TYPE: //hero
- {
- CGHeroInstance * nobj = new CGHeroInstance();
- nobj->pos = pos;
- nobj->tempOwner = owner;
- nobj->subID = subid;
- //nobj->initHero(ran);
- return nobj;
- }
- case TOWNI_TYPE: //town
- nobj = new CGTownInstance;
- break;
- default: //rest of objects
- nobj = new CGObjectInstance;
- nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
- break;
- }
- nobj->ID = id;
- nobj->subID = subid;
- if(!nobj->defInfo)
- tlog3 <<"No def declaration for " <<id <<" "<<subid<<std::endl;
- nobj->pos = pos;
- //nobj->state = NULL;//new CLuaObjectScript();
- nobj->tempOwner = owner;
- nobj->defInfo->id = id;
- nobj->defInfo->subid = subid;
- //assigning defhandler
- if(nobj->ID==HEROI_TYPE || nobj->ID==TOWNI_TYPE)
- return nobj;
- nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
- return nobj;
- }
- CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, int player, const CTown *town, bmap<ui32, ConstTransitivePtr<CGHeroInstance> > &available, const CHeroClass *bannedClass /*= NULL*/) 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(bmap<ui32, ConstTransitivePtr<CGHeroInstance> >::iterator i=available.begin(); i!=available.end(); i++)
- {
- if(pavailable.find(i->first)->second & 1<<player
- && i->second->type->heroType/2 == town->typeID)
- {
- pool.push_back(i->second); //get all avaliable heroes
- }
- }
- if(!pool.size())
- {
- tlog1 << "Cannot pick native hero for " << player << ". Picking any...\n";
- return pickHeroFor(false, player, town, available);
- }
- else
- {
- ret = pool[rand()%pool.size()];
- }
- }
- else
- {
- int sum=0, r;
- for(bmap<ui32, ConstTransitivePtr<CGHeroInstance> >::iterator i=available.begin(); i!=available.end(); i++)
- {
- if ((!bannedClass && (pavailable.find(i->first)->second & (1<<player))) ||
- i->second->type->heroClass != bannedClass)
- {
- pool.push_back(i->second);
- sum += i->second->type->heroClass->selectionProbability[town->typeID]; //total weight
- }
- }
- if(!pool.size())
- {
- tlog1 << "There are no heroes available for player " << player<<"!\n";
- return NULL;
- }
- r = rand()%sum;
- for (unsigned int i=0; i<pool.size(); i++)
- {
- r -= pool[i]->type->heroClass->selectionProbability[town->typeID];
- if(r < 0)
- {
- ret = pool[i];
- break;
- }
- }
- if(!ret)
- ret = pool.back();
- }
- available.erase(ret->subID);
- return ret;
- }
- //void CGameState::apply(CPack * pack)
- //{
- // while(!mx->try_lock())
- // boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
- // //applyNL(pack);
- // mx->unlock();
- //}
- int CGameState::pickHero(int owner)
- {
- int h=-1;
- const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
- if(!map->getHero(h = ps.hero,0) && h>=0) //we haven't used selected hero
- return h;
- int i=0;
- do //try to find free hero of our faction
- {
- i++;
- h = ps.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;
- }
- std::pair<int,int> CGameState::pickObject (CGObjectInstance *obj)
- {
- switch(obj->ID)
- {
- case 65:
- return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));
- case 66: //random treasure artifact
- return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_TREASURE));
- case 67: //random minor artifact
- return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_MINOR));
- case 68: //random major artifact
- return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_MAJOR));
- case 69: //random relic artifact
- return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_RELIC));
- case 70: //random hero
- return std::pair<int,int>(HEROI_TYPE,pickHero(obj->tempOwner));
- case 71: //random monster
- return std::pair<int,int>(54,VLC->creh->pickRandomMonster(boost::ref(ran)));
- case 72: //random monster lvl1
- return std::pair<int,int>(54,VLC->creh->pickRandomMonster(boost::ref(ran), 1));
- case 73: //random monster lvl2
- return std::pair<int,int>(54,VLC->creh->pickRandomMonster(boost::ref(ran), 2));
- case 74: //random monster lvl3
- return std::pair<int,int>(54,VLC->creh->pickRandomMonster(boost::ref(ran), 3));
- case 75: //random monster lvl4
- return std::pair<int,int>(54, VLC->creh->pickRandomMonster(boost::ref(ran), 4));
- 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->pickRandomMonster(boost::ref(ran), 5));
- case 163: //random monster lvl6
- return std::pair<int,int>(54, VLC->creh->pickRandomMonster(boost::ref(ran), 6));
- case 164: //random monster lvl7
- return std::pair<int,int>(54, VLC->creh->pickRandomMonster(boost::ref(ran), 7));
- case 216: //random dwelling
- {
- int faction = ran()%F_NUMBER;
- CGDwelling * dwl = static_cast<CGDwelling*>(obj);
- CCreGen2ObjInfo* info = static_cast<CCreGen2ObjInfo*>(dwl->info);
- if (info->asCastle)
- {
- for(unsigned int i=0;i<map->objects.size();i++)
- {
- if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i].get())->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].get())->identifier == info->identifier)
- {
- faction = map->objects[i]->subID;
- break;
- }
- }
- }
- else
- {
- while((!(info->castles[0]&(1<<faction))))
- {
- if((faction>7) && (info->castles[1]&(1<<(faction-8))))
- break;
- faction = ran()%F_NUMBER;
- }
- }
- int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
- int cid = VLC->townh->towns[faction].basicCreatures[level];
- for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
- if(VLC->objh->cregens[i]==cid)
- return std::pair<int,int>(17,i);
- tlog3 << "Cannot find a dwelling for creature "<< cid << std::endl;
- return std::pair<int,int>(17,0);
- delete dwl->info;
- dwl->info = NULL;
- }
- case 217:
- {
- int faction = ran()%F_NUMBER;
- CGDwelling * dwl = static_cast<CGDwelling*>(obj);
- CCreGenObjInfo* info = static_cast<CCreGenObjInfo*>(dwl->info);
- if (info->asCastle)
- {
- for(unsigned int i=0;i<map->objects.size();i++)
- {
- if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i].get())->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].get())->identifier == info->identifier)
- {
- faction = map->objects[i]->subID;
- break;
- }
- }
- }
- else
- {
- while((!(info->castles[0]&(1<<faction))))
- {
- if((faction>7) && (info->castles[1]&(1<<(faction-8))))
- break;
- faction = ran()%F_NUMBER;
- }
- }
- int cid = VLC->townh->towns[faction].basicCreatures[obj->subID];
- for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
- if(VLC->objh->cregens[i]==cid)
- return std::pair<int,int>(17,i);
- tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
- return std::pair<int,int>(17,0);
- delete dwl->info;
- dwl->info = NULL;
- }
- case 218:
- {
- CGDwelling * dwl = static_cast<CGDwelling*>(obj);
- CCreGen3ObjInfo* info = static_cast<CCreGen3ObjInfo*>(dwl->info);
- int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
- int cid = VLC->townh->towns[obj->subID].basicCreatures[level];
- for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
- if(VLC->objh->cregens[i]==cid)
- return std::pair<int,int>(17,i);
- tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
- return std::pair<int,int>(17,0);
- delete dwl->info;
- dwl->info = NULL;
- }
- }
- return std::pair<int,int>(-1,-1);
- }
- void CGameState::randomizeObject(CGObjectInstance *cur)
- {
- std::pair<int,int> ran = pickObject(cur);
- if(ran.first<0 || ran.second<0) //this is not a random object, or we couldn't find anything
- {
- if(cur->ID==TOWNI_TYPE) //town - set def
- {
- CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
- t->town = &VLC->townh->towns[t->subID];
- if(t->hasCapitol())
- t->defInfo = capitols[t->subID];
- else if(t->hasFort())
- t->defInfo = forts[t->subID];
- else
- t->defInfo = villages[t->subID];
- }
- return;
- }
- else if(ran.first==HEROI_TYPE)//special code for hero
- {
- CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
- if(!h) {tlog2<<"Wrong random hero at "<<cur->pos<<std::endl; return;}
- cur->ID = ran.first;
- h->portrait = cur->subID = ran.second;
- h->type = VLC->heroh->heroes[ran.second];
- h->randomizeArmy(h->type->heroType/2);
- map->heroes.push_back(h);
- return; //TODO: maybe we should do something with definfo?
- }
- else if(ran.first==TOWNI_TYPE)//special code for town
- {
- CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
- if(!t) {tlog2<<"Wrong random town at "<<cur->pos<<std::endl; return;}
- cur->ID = ran.first;
- cur->subID = ran.second;
- t->town = &VLC->townh->towns[ran.second];
- if(t->hasCapitol())
- t->defInfo = capitols[t->subID];
- else if(t->hasFort())
- t->defInfo = forts[t->subID];
- else
- t->defInfo = villages[t->subID];
- t->randomizeArmy(t->subID);
- map->towns.push_back(t);
- return;
- }
- //we have to replace normal random object
- cur->ID = ran.first;
- cur->subID = ran.second;
- map->removeBlockVisTiles(cur); //recalculate blockvis tiles - picked object might have different than random placeholder
- map->defy.push_back(cur->defInfo = VLC->dobjinfo->gobjs[ran.first][ran.second]);
- if(!cur->defInfo)
- {
- tlog1<<"*BIG* WARNING: Missing def declaration for "<<cur->ID<<" "<<cur->subID<<std::endl;
- return;
- }
- map->addBlockVisTiles(cur);
- }
- int CGameState::getDate(int mode) const
- {
- int temp;
- switch (mode)
- {
- case 0: //day number
- return day;
- break;
- case 1: //day of week
- temp = (day)%7; // 1 - Monday, 7 - Sunday
- if (temp)
- return temp;
- else return 7;
- break;
- case 2: //current week
- temp = ((day-1)/7)+1;
- if (!(temp%4))
- return 4;
- else
- return (temp%4);
- break;
- case 3: //current month
- return ((day-1)/28)+1;
- break;
- case 4: //day of month
- temp = (day)%28;
- if (temp)
- return temp;
- else return 28;
- break;
- }
- return 0;
- }
- CGameState::CGameState()
- {
- gs = this;
- mx = new boost::shared_mutex();
- applierGs = new CApplier<CBaseForGSApply>;
- registerTypes2(*applierGs);
- objCaller = new CObjectCallersHandler;
- globalEffects.description = "Global effects";
- }
- CGameState::~CGameState()
- {
- delete mx;
- map.dellNull();
- curB.dellNull();
- //delete scenarioOps; //TODO: fix for loading ind delete
- //delete initialOpts;
- delete applierGs;
- delete objCaller;
- //TODO: delete properly that definfos
- villages.clear();
- capitols.clear();
- }
- BattleInfo * CGameState::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town)
- {
- int terrain = map->getTile(tile).tertype;
- int terType = battleGetBattlefieldType(tile);
- return BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
- }
- void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
- {
- struct HLP
- {
- //it's assumed that given hero should receive the bonus
- static void giveCampaignBonusToHero(CGHeroInstance * hero, const StartInfo * si, const CScenarioTravel & st )
- {
- const CScenarioTravel::STravelBonus & curBonus = st.bonusesToChoose[si->choosenCampaignBonus];
- if(curBonus.isBonusForHero())
- {
- //apply bonus
- switch (curBonus.type)
- {
- case 0: //spell
- hero->spells.insert(curBonus.info2);
- break;
- case 1: //monster
- {
- for(int i=0; i<ARMY_SIZE; i++)
- {
- if(hero->slotEmpty(i))
- {
- hero->addToSlot(i, curBonus.info2, curBonus.info3);
- break;
- }
- }
- }
- break;
- case 3: //artifact
- hero->giveArtifact(curBonus.info2);
- break;
- case 4: //spell scroll
- {
- CArtifactInstance * scroll = CArtifactInstance::createScroll(VLC->spellh->spells[curBonus.info2]);
- scroll->putAt(hero, scroll->firstAvailableSlot(hero));
- }
- break;
- case 5: //prim skill
- {
- const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus.info2);
- for (int g=0; g<PRIMARY_SKILLS; ++g)
- {
- int val = ptr[g];
- if (val == 0)
- {
- continue;
- }
- Bonus *bb = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, si->whichMapInCampaign, g);
- hero->addNewBonus(bb);
- }
- }
- break;
- case 6: //sec skills
- hero->setSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(curBonus.info2), curBonus.info3, true);
- break;
- }
- }
- }
- static std::vector<const PlayerSettings *> getHumanPlayerInfo(const StartInfo * si)
- {
- std::vector<const PlayerSettings *> ret;
- for(std::map<int, PlayerSettings>::const_iterator it = si->playerInfos.begin();
- it != si->playerInfos.end(); ++it)
- {
- if(it->second.human)
- ret.push_back(&it->second);
- }
- return ret;
- }
- static void replaceHero( CGameState * gs, int objId, CGHeroInstance * ghi )
- {
- ghi->id = objId;
- gs->map->objects[objId] = ghi;
- gs->map->heroes.push_back(ghi);
- }
- //sort in descending order by power
- static bool heroPowerSorter(const CGHeroInstance * a, const CGHeroInstance * b)
- {
- return a->getHeroStrength() > b->getHeroStrength();
- }
- };
- seed = Seed;
- ran.seed((boost::int32_t)seed);
- scenarioOps = new StartInfo(*si);
- initialOpts = new StartInfo(*si);
- si = NULL;
- switch(scenarioOps->mode)
- {
- case StartInfo::NEW_GAME:
- map = new Mapa(scenarioOps->mapname);
- break;
- case StartInfo::CAMPAIGN:
- {
- campaign = new CCampaignState();
- campaign->initNewCampaign(*scenarioOps);
- assert(vstd::contains(campaign->camp->mapPieces, scenarioOps->whichMapInCampaign));
- std::string &mapContent = campaign->camp->mapPieces[scenarioOps->whichMapInCampaign];
- map = new Mapa();
- map->initFromBytes((const unsigned char*)mapContent.c_str());
- }
- break;
- case StartInfo::DUEL:
- {
- bool success = false;
- DuelParameters dp;
- try
- {
- CLoadFile lf(scenarioOps->mapname);
- lf >> dp;
- success = true;
- }
- catch(...)
- {}
- const CArmedInstance *armies[2] = {0};
- const CGHeroInstance *heroes[2] = {0};
- CGTownInstance *town = NULL;
- for(int i = 0; i < 2; i++)
- {
- CArmedInstance *obj = NULL;
- if(dp.sides[i].heroId >= 0)
- {
- CGHeroInstance *h = new CGHeroInstance();
- armies[i] = heroes[i] = h;
- obj = h;
- h->subID = dp.sides[i].heroId;
- h->initHero(h->subID);
- }
- else
- {
- CGCreature *c = new CGCreature();
- armies[i] = obj = c;
- c->subID = 34;
-
- }
- obj->initObj();
- obj->setOwner(i);
- for(int j = 0; j < ARRAY_COUNT(dp.sides[i].stacks); j++)
- {
- int cre = dp.sides[i].stacks[j].type, count = dp.sides[i].stacks[j].count;
- if(count || obj->hasStackAtSlot(j))
- obj->setCreature(j, cre, count);
- }
- }
- curB = BattleInfo::setupBattle(int3(), dp.bfieldType, dp.terType, armies, heroes, false, town);
- curB->localInit();
- return;
- }
- break;
- default:
- tlog1 << "Wrong mode: " << (int)scenarioOps->mode << std::endl;
- return;
- }
- VLC->arth->initAllowedArtifactsList(map->allowedArtifact);
- tlog0 << "Map loaded!" << std::endl;
- //tlog0 <<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;
- if(checksum)
- {
- tlog0 << "\tServer checksum for " << scenarioOps->mapname <<": "<< checksum << std::endl;
- tlog0 << "\tOur checksum for the map: "<< map->checksum << std::endl;
- if(map->checksum != checksum)
- {
- tlog1 << "Wrong map checksum!!!" << std::endl;
- throw std::string("Wrong checksum");
- }
- }
- day = 0;
- loadTownDInfos();
- //pick grail location
- if(map->grailPos.x < 0 || map->grailRadious) //grail not set or set within a radius around some place
- {
- if(!map->grailRadious) //radius not given -> anywhere on map
- map->grailRadious = map->width * 2;
- std::vector<int3> allowedPos;
-
- // add all not blocked tiles in range
- for (int i = 0; i < map->width ; i++)
- {
- for (int j = 0; j < map->height ; j++)
- {
- for (int k = 0; k <= map->twoLevel ; k++)
- {
- const TerrainTile &t = map->terrain[i][j][k];
- if(!t.blocked
- && !t.visitable
- && t.tertype != TerrainTile::water
- && t.tertype != TerrainTile::rock
- && map->grailPos.dist2d(int3(i,j,k)) <= map->grailRadious)
- allowedPos.push_back(int3(i,j,k));
- }
- }
- }
-
- //remove tiles with holes
- for(unsigned int no=0; no<map->objects.size(); ++no)
- if(map->objects[no]->ID == 124)
- allowedPos -= map->objects[no]->pos;
- if(allowedPos.size())
- map->grailPos = allowedPos[ran() % allowedPos.size()];
- else
- tlog2 << "Warning: Grail cannot be placed, no appropriate tile found!\n";
- }
- //picking random factions for players
- for(std::map<int, PlayerSettings>::iterator it = scenarioOps->playerInfos.begin();
- it != scenarioOps->playerInfos.end(); ++it)
- {
- if(it->second.castle==-1)
- {
- int f;
- do
- {
- f = ran()%F_NUMBER;
- }while(!(map->players[it->first].allowedFactions & 1<<f));
- it->second.castle = f;
- }
- }
- //randomizing objects
- BOOST_FOREACH(CGObjectInstance *obj, map->objects)
- {
- randomizeObject(obj);
- obj->hoverName = VLC->generaltexth->names[obj->ID];
- //handle Favouring Winds - mark tiles under it
- if(obj->ID == 225)
- for (int i = 0; i < obj->getWidth() ; i++)
- for (int j = 0; j < obj->getHeight() ; j++)
- {
- int3 pos = obj->pos - int3(i,j,0);
- if(map->isInTheMap(pos))
- map->getTile(pos).siodmyTajemniczyBajt |= 128;
- }
- }
- //std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
- /*********creating players entries in gs****************************************/
- for(std::map<int, PlayerSettings>::iterator it = scenarioOps->playerInfos.begin();
- it != scenarioOps->playerInfos.end(); ++it)
- {
- std::pair<int,PlayerState> ins(it->first,PlayerState());
- ins.second.color=ins.first;
- ins.second.human = it->second.human;
- ins.second.team = map->players[ins.first].team;
- teams[ins.second.team].id = ins.second.team;//init team
- teams[ins.second.team].players.insert(ins.first);//add player to team
- players.insert(ins);
- }
- /*********give starting hero****************************************/
- for(int i=0;i<PLAYER_LIMIT;i++)
- {
- const PlayerInfo &p = map->players[i];
- bool generateHero = (p.generateHeroAtMainTown && p.hasMainTown);
- if(generateHero && vstd::contains(scenarioOps->playerInfos, i))
- {
- int3 hpos = p.posOfMainTown;
- hpos.x+=1;
- int h = pickHero(i);
- if(scenarioOps->playerInfos[i].hero == -1)
- scenarioOps->playerInfos[i].hero = h;
- CGHeroInstance * nnn = static_cast<CGHeroInstance*>(createObject(HEROI_TYPE,h,hpos,i));
- nnn->id = map->objects.size();
- nnn->initHero();
- map->heroes.push_back(nnn);
- map->objects.push_back(nnn);
- map->addBlockVisTiles(nnn);
- }
- }
- /*************************replace hero placeholders*****************************/
- if (campaign)
- {
- CScenarioTravel::STravelBonus bonus =
- campaign->camp->scenarios[scenarioOps->whichMapInCampaign].travelOptions.bonusesToChoose[scenarioOps->choosenCampaignBonus];
- std::vector<CGHeroInstance *> Xheroes;
- if (bonus.type == 8) //hero crossover
- {
- Xheroes = campaign->camp->scenarios[bonus.info2].crossoverHeroes;
- }
- //selecting heroes by type
- for(int g=0; g<map->objects.size(); ++g)
- {
- CGObjectInstance * obj = map->objects[g];
- if (obj->ID != 214) //not a placeholder
- {
- continue;
- }
- CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);
- if(hp->subID != 0xFF) //select by type
- {
- bool found = false;
- BOOST_FOREACH(CGHeroInstance * ghi, Xheroes)
- {
- if (ghi->subID == hp->subID)
- {
- found = true;
- HLP::replaceHero(this, g, ghi);
- Xheroes -= ghi;
- break;
- }
- }
- if (!found)
- {
- //TODO: create new hero of this type
- }
- }
- }
- //selecting heroes by power
- std::sort(Xheroes.begin(), Xheroes.end(), HLP::heroPowerSorter);
- for(int g=0; g<map->objects.size(); ++g)
- {
- CGObjectInstance * obj = map->objects[g];
- if (obj->ID != 214) //not a placeholder
- {
- continue;
- }
- CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);
- if (hp->subID == 0xFF) //select by power
- {
- if(Xheroes.size() > hp->power - 1)
- HLP::replaceHero(this, g, Xheroes[hp->power - 1]);
- else
- tlog2 << "Warning, to hero to replace!\n";
- //we don't have to remove hero from Xheroes because it would destroy the order and duplicates shouldn't happen
- }
- }
- }
- /******************RESOURCES****************************************************/
- TResources startresAI, startresHuman;
- std::ifstream tis(DATA_DIR "/config/startres.txt");
- int k;
- for (int j=0; j<scenarioOps->difficulty * 2; j++)
- {
- tis >> k;
- for (int z=0;z<RESOURCE_QUANTITY;z++)
- tis>>k;
- }
- tis >> k;
- for (int i=0; i<RESOURCE_QUANTITY; i++)
- tis >> startresHuman[i];
- tis >> k;
- for (int i=0; i<RESOURCE_QUANTITY; i++)
- tis >> startresAI[i];
- tis.close();
- tis.clear();
- for (std::map<ui8,PlayerState>::iterator i = players.begin(); i!=players.end(); i++)
- {
- PlayerState &p = i->second;
- if (p.human)
- p.resources = startresHuman;
- else
- p.resources = startresAI;
- }
- //give start resource bonus in case of campaign
- if (scenarioOps->mode == StartInfo::CAMPAIGN)
- {
- CScenarioTravel::STravelBonus chosenBonus =
- campaign->camp->scenarios[scenarioOps->whichMapInCampaign].travelOptions.bonusesToChoose[scenarioOps->choosenCampaignBonus];
- if(chosenBonus.type == 7) //resource
- {
- std::vector<const PlayerSettings *> people = HLP::getHumanPlayerInfo(scenarioOps); //players we will give resource bonus
- BOOST_FOREACH(const PlayerSettings *ps, people)
- {
- std::vector<int> res; //resources we will give
- switch (chosenBonus.info1)
- {
- case 0: case 1: case 2: case 3: case 4: case 5: case 6:
- res.push_back(chosenBonus.info1);
- break;
- case 0xFD: //wood+ore
- res.push_back(Res::WOOD); res.push_back(Res::ORE);
- break;
- case 0xFE: //rare
- res.push_back(Res::MERCURY); res.push_back(Res::SULFUR); res.push_back(Res::CRYSTAL); res.push_back(Res::GEMS);
- break;
- default:
- assert(0);
- break;
- }
- //increasing resource quantity
- for (int n=0; n<res.size(); ++n)
- {
- players[ps->color].resources[res[n]] += chosenBonus.info2;
- }
- }
- }
- }
- /*************************HEROES************************************************/
- std::set<int> hids; //hero ids to create pool
- for(unsigned int i=0; i<map->allowedHeroes.size(); i++) //add to hids all allowed heroes
- if(map->allowedHeroes[i])
- hids.insert(i);
- for (unsigned int i=0; i<map->heroes.size();i++) //heroes instances initialization
- {
- if (map->heroes[i]->getOwner()<0)
- {
- tlog2 << "Warning - hero with uninitialized owner!\n";
- continue;
- }
- CGHeroInstance * vhi = (map->heroes[i]);
- vhi->initHero();
- players.find(vhi->getOwner())->second.heroes.push_back(vhi);
- hids.erase(vhi->subID);
- }
- for (unsigned int i=0; i<map->objects.size();i++) //prisons
- {
- if (map->objects[i]->ID == 62)
- hids.erase(map->objects[i]->subID);
- }
- for(unsigned int i=0; i<map->predefinedHeroes.size(); i++)
- {
- if(!vstd::contains(hids,map->predefinedHeroes[i]->subID))
- continue;
- map->predefinedHeroes[i]->initHero();
- hpool.heroesPool[map->predefinedHeroes[i]->subID] = map->predefinedHeroes[i];
- hpool.pavailable[map->predefinedHeroes[i]->subID] = 0xff;
- hids.erase(map->predefinedHeroes[i]->subID);
- }
- BOOST_FOREACH(int hid, hids) //all not used allowed heroes go with default state 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;
- }
- if (scenarioOps->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero
- {
- CScenarioTravel::STravelBonus chosenBonus =
- campaign->camp->scenarios[scenarioOps->whichMapInCampaign].travelOptions.bonusesToChoose[scenarioOps->choosenCampaignBonus];
- if (chosenBonus.isBonusForHero() && chosenBonus.info1 != 0xFFFE) //exclude generated heroes
- {
- //find human player
- int humanPlayer;
- for (std::map<ui8, PlayerState>::iterator it=players.begin(); it != players.end(); ++it)
- {
- if(it->second.human)
- {
- humanPlayer = it->first;
- break;
- }
- }
- std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = players[humanPlayer].heroes;
- if (chosenBonus.info1 == 0xFFFD) //most powerful
- {
- int maxB = -1;
- for (int b=0; b<heroes.size(); ++b)
- {
- if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())
- {
- maxB = b;
- }
- }
- if(maxB < 0)
- tlog2 << "Warning - cannot give bonus to hero cause there are no heroes!\n";
- else
- HLP::giveCampaignBonusToHero(heroes[maxB], scenarioOps, campaign->camp->scenarios[scenarioOps->whichMapInCampaign].travelOptions);
- }
- else //specific hero
- {
- for (int b=0; b<heroes.size(); ++b)
- {
- if (heroes[b]->subID == chosenBonus.info1)
- {
- HLP::giveCampaignBonusToHero(heroes[b], scenarioOps, campaign->camp->scenarios[scenarioOps->whichMapInCampaign].travelOptions);
- break;
- }
- }
- }
- }
- }
- /*************************FOG**OF**WAR******************************************/
- for(std::map<ui8, TeamState>::iterator k=teams.begin(); k!=teams.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( !vstd::contains(k->second.players, obj->tempOwner)) continue; //not a flagged object
- boost::unordered_set<int3, ShashInt3> tiles;
- obj->getSightTiles(tiles);
- BOOST_FOREACH(int3 tile, tiles)
- {
- k->second.fogOfWarMap[tile.x][tile.y][tile.z] = 1;
- }
- }
- }
-
- for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
- {
- //starting bonus
- if(scenarioOps->playerInfos[k->first].bonus==PlayerSettings::brandom)
- scenarioOps->playerInfos[k->first].bonus = ran()%3;
- switch(scenarioOps->playerInfos[k->first].bonus)
- {
- case PlayerSettings::bgold:
- k->second.resources[Res::GOLD] += 500 + (ran()%6)*100;
- break;
- case PlayerSettings::bresource:
- {
- int res = VLC->townh->towns[scenarioOps->playerInfos[k->first].castle].primaryRes;
- if(res == 127)
- {
- k->second.resources[Res::WOOD] += 5 + ran()%6;
- k->second.resources[Res::ORE] += 5 + ran()%6;
- }
- else
- {
- k->second.resources[res] += 3 + ran()%4;
- }
- break;
- }
- case PlayerSettings::bartifact:
- {
- if(!k->second.heroes.size())
- {
- tlog5 << "Cannot give starting artifact - no heroes!" << std::endl;
- break;
- }
- CArtifact *toGive;
- toGive = VLC->arth->artifacts[VLC->arth->getRandomArt (CArtifact::ART_TREASURE)];
- CGHeroInstance *hero = k->second.heroes[0];
- hero->giveArtifact(toGive->id);
- }
- }
- }
- /****************************TOWNS************************************************/
- for ( int i=0; i<4; i++)
- CGTownInstance::universitySkills.push_back(14+i);//skills for university
-
- 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);
- }
-
- if (vstd::contains(vti->builtBuildings,(6)) && vti->state()==2)
- vti->builtBuildings.erase(6);//if we have harbor without water - erase it (this is H3 behaviour)
-
- //init hordes
- for (int i = 0; i<CREATURES_PER_TOWN; i++)
- if (vstd::contains(vti->builtBuildings,(-31-i))) //if we have horde for this level
- {
- vti->builtBuildings.erase(-31-i);//remove old ID
- if (vti->town->hordeLvl[0] == i)//if town first horde is this one
- {
- vti->builtBuildings.insert(18);//add it
- if (vstd::contains(vti->builtBuildings,(37+i)))//if we have upgraded dwelling as well
- vti->builtBuildings.insert(19);//add it as well
- }
- if (vti->town->hordeLvl[1] == i)//if town second horde is this one
- {
- vti->builtBuildings.insert(24);
- if (vstd::contains(vti->builtBuildings,(37+i)))
- vti->builtBuildings.insert(25);
- }
- }
-
- for (std::list<CCastleEvent*>::iterator ev=vti->events.begin(); ev!=vti->events.end(); ev++)
- for (int i = 0; i<CREATURES_PER_TOWN; i++)
- if (vstd::contains((*ev)->buildings,(-31-i))) //if we have horde for this level
- {
- (*ev)->buildings.erase(-31-i);
- if (vti->town->hordeLvl[0] == i)
- (*ev)->buildings.insert(18);
- if (vti->town->hordeLvl[1] == i)
- (*ev)->buildings.insert(24);
- }
- //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;
- int sel = -1;
- for(unsigned int ps=0;ps<vti->possibleSpells.size();ps++)
- total += VLC->spellh->spells[vti->possibleSpells[ps]]->probabilities[vti->subID];
- int r = (total)? ran()%total : -1;
- for(unsigned int ps=0; ps<vti->possibleSpells.size();ps++)
- {
- r -= VLC->spellh->spells[vti->possibleSpells[ps]]->probabilities[vti->subID];
- if(r<0)
- {
- sel = ps;
- break;
- }
- }
- if(sel<0)
- sel=0;
- CSpell *s = VLC->spellh->spells[vti->possibleSpells[sel]];
- vti->spells[s->level-1].push_back(s->id);
- vti->possibleSpells -= s->id;
- }
- if(vti->getOwner() != 255)
- getPlayer(vti->getOwner())->towns.push_back(vti);
- }
- //campaign bonuses for towns
- if (scenarioOps->mode == StartInfo::CAMPAIGN)
- {
- CScenarioTravel::STravelBonus chosenBonus =
- campaign->camp->scenarios[scenarioOps->whichMapInCampaign].travelOptions.bonusesToChoose[scenarioOps->choosenCampaignBonus];
- if (chosenBonus.type == 2)
- {
- for (int g=0; g<map->towns.size(); ++g)
- {
- PlayerState * owner = getPlayer(map->towns[g]->getOwner());
- PlayerInfo & pi = map->players[owner->color];
-
- if (owner->human && //human-owned
- map->towns[g]->pos == pi.posOfMainTown + int3(2, 0, 0))
- {
- map->towns[g]->builtBuildings.insert(
- CBuildingHandler::campToERMU(chosenBonus.info1, map->towns[g]->town->typeID, map->towns[g]->builtBuildings));
- break;
- }
- }
- }
- }
- objCaller->preInit();
- BOOST_FOREACH(CGObjectInstance *obj, map->objects)
- {
- obj->initObj();
- if(obj->ID == 62) //prison also needs to initialize hero
- static_cast<CGHeroInstance*>(obj)->initHero();
- }
- CGTeleport::postInit(); //pairing subterranean gates
- buildBonusSystemTree();
- 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
- BOOST_FOREACH(CGHeroInstance *h, k->second.heroes)
- {
- BOOST_FOREACH(CGTownInstance *t, k->second.towns)
- {
- int3 vistile = t->pos; vistile.x--; //tile next to the entrance
- if(vistile == h->pos || h->pos==t->pos)
- {
- t->setVisitingHero(h);
- if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it
- {
- map->removeBlockVisTiles(h);
- h->pos.x -= 1;
- map->addBlockVisTiles(h);
- }
- break;
- }
- }
- }
- }
- map->checkForObjectives(); //needs to be run when all objects are properly placed
- }
- int CGameState::battleGetBattlefieldType(int3 tile)
- {
- if(tile==int3() && curB)
- tile = curB->tile;
- else if(tile==int3() && !curB)
- return -1;
- const TerrainTile &t = map->getTile(tile);
- //fight in mine -> subterranean
- if(dynamic_cast<const CGMine *>(t.visitableObjects.front()))
- return 12;
- const std::vector <ConstTransitivePtr<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(t.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;
- }
- }
- std::set<std::pair<int, int> > costDiff(const std::vector<ui32> &a, const std::vector<ui32> &b, const int modifier = 100) //modifer %
- {
- std::set<std::pair<int, int> > ret;
- for(int j=0;j<RESOURCE_QUANTITY;j++)
- {
- assert(a[j] >= b[j]);
- if(int dif = modifier * (a[j] - b[j]) / 100)
- ret.insert(std::make_pair(j,dif));
- }
- return ret;
- }
- UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack)
- {
- UpgradeInfo ret;
- const CCreature *base = stack.type;
- const CGHeroInstance *h = stack.armyObj->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(stack.armyObj) : NULL;
- const CGTownInstance *t = NULL;
- if(stack.armyObj->ID == TOWNI_TYPE)
- t = static_cast<const CGTownInstance *>(stack.armyObj);
- else if(h)
- { //hero speciality
- boost::shared_ptr<BonusList> lista = h->speciality.getBonuses(Selector::typeSubtype(Bonus::SPECIAL_UPGRADE, base->idNumber));
- BOOST_FOREACH(const Bonus *it, *lista)
- {
- ui16 nid = it->additionalInfo;
- if (nid != base->idNumber) //in very specific case the upgrade is available by default (?)
- {
- ret.newID.push_back(nid);
- ret.cost.push_back(VLC->creh->creatures[nid]->cost - base->cost);
- }
- }
- t = h->visitedTown;
- }
- if(t)
- {
- BOOST_FOREACH(si32 bid, t->builtBuildings)
- {
- if( bid >= 37 && bid < 44 ) //upgraded creature dwelling
- {
- int nid = t->town->upgradedCreatures[bid-37]; //upgrade offered by that building
- if(vstd::contains(base->upgrades, nid)) //possible upgrade
- {
- ret.newID.push_back(nid);
- ret.cost.push_back(VLC->creh->creatures[nid]->cost - base->cost);
- }
- }
- }
- }
- //hero is visiting Hill Fort
- if(h && map->getTile(h->visitablePos()).visitableObjects.front()->ID == 35)
- {
- static const int costModifiers[] = {0, 25, 50, 75, 100}; //we get cheaper upgrades depending on level
- const int costModifier = costModifiers[std::min<int>(std::max((int)base->level - 1, 0), ARRAY_COUNT(costModifiers) - 1)];
- BOOST_FOREACH(si32 nid, base->upgrades)
- {
- ret.newID.push_back(nid);
- ret.cost.push_back((VLC->creh->creatures[nid]->cost - base->cost) * costModifier / 100);
- }
- }
- if(ret.newID.size())
- ret.oldID = base->idNumber;
- return ret;
- }
- int CGameState::getPlayerRelations( ui8 color1, ui8 color2 )
- {
- if ( color1 == color2 )
- return 2;
- const TeamState * ts = getPlayerTeam(color1);
- if (ts && vstd::contains(ts->players, color2))
- return 1;
- return 0;
- }
- 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];
- map->defy.push_back(forts[i]);
- capitols[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
- }
- std::ifstream ifs(DATA_DIR "/config/townsDefs.txt");
- int ccc;
- ifs>>ccc;
- for(int i=0; i < ccc*2; i++)
- {
- CGDefInfo *n;
- if(i<ccc)
- n = villages[i];
- else
- n = capitols[i%ccc];
- ifs >> n->name;
- map->defy.push_back(n);
- }
- }
- void CGameState::getNeighbours(const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand, bool limitCoastSailing)
- {
- static int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
- int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
- vec.clear();
- for (size_t i = 0; i < ARRAY_COUNT(dirs); i++)
- {
- const int3 hlp = tile + dirs[i];
- if(!map->isInTheMap(hlp))
- continue;
- const TerrainTile &hlpt = map->getTile(hlp);
- //we cannot visit things from blocked tiles
- if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)
- {
- continue;
- }
- if(srct.tertype == TerrainTile::water && limitCoastSailing && hlpt.tertype == TerrainTile::water && dirs[i].x && dirs[i].y) //diagonal move through water
- {
- int3 hlp1 = tile,
- hlp2 = tile;
- hlp1.x += dirs[i].x;
- hlp2.y += dirs[i].y;
- if(map->getTile(hlp1).tertype != TerrainTile::water || map->getTile(hlp2).tertype != TerrainTile::water)
- continue;
- }
- if((indeterminate(onLand) || onLand == (hlpt.tertype!=TerrainTile::water) )
- && hlpt.tertype != TerrainTile::rock)
- {
- vec.push_back(hlp);
- }
- }
- }
- int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, int remainingMovePoints, bool checkLast)
- {
- if(src == dest) //same tile
- return 0;
- TerrainTile &s = map->terrain[src.x][src.y][src.z],
- &d = map->terrain[dest.x][dest.y][dest.z];
- //get basic cost
- int ret = h->getTileCost(d,s);
- if(d.blocked && h->hasBonusOfType(Bonus::FLYING_MOVEMENT))
- {
- bool freeFlying = h->getBonusesCount(Selector::typeSubtype(Bonus::FLYING_MOVEMENT, 1)) > 0;
- if(!freeFlying)
- {
- ret *= 1.4f; //40% penalty for movement over blocked tile
- }
- }
- else if (d.tertype == TerrainTile::water)
- {
- if(h->boat && s.siodmyTajemniczyBajt & 128 && d.siodmyTajemniczyBajt & 128) //Favourable Winds
- ret *= 0.666f;
- else if (!h->boat && h->getBonusesCount(Selector::typeSubtype(Bonus::WATER_WALKING, 1)) > 0)
- ret *= 1.4f; //40% penalty for water walking
- }
- if(src.x != dest.x && src.y != dest.y) //it's diagonal move
- {
- int old = ret;
- ret *= 1.414213;
- //diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
- if(ret > remainingMovePoints && remainingMovePoints >= old)
- {
- return remainingMovePoints;
- }
- }
- int left = remainingMovePoints-ret;
- if(checkLast && left > 0 && remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
- {
- std::vector<int3> vec;
- getNeighbours(d, dest, vec, s.tertype != TerrainTile::water, true);
- 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;
- }
- void CGameState::apply(CPack *pack)
- {
- ui16 typ = typeList.getTypeID(pack);
- applierGs->apps[typ]->applyOnGS(this,pack);
- }
- bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret)
- {
- if(!map->isInTheMap(src) || !map->isInTheMap(dest)) //check input
- return false;
- int3 hpos = hero->getPosition(false);
- bool flying = false; //hero is under flying effect TODO
- bool waterWalking = false; //hero is on land and can walk on water TODO
- bool onLand = map->getTile(hpos).tertype != TerrainTile::water;
- // tribool blockLandSea; //true - blocks sea, false - blocks land, indeterminate - allows all
- //
- // if (!hero->canWalkOnSea())
- // blockLandSea = (map->getTile(hpos).tertype != TerrainTile::water); //block land if hero is on water and vice versa
- // else
- // blockLandSea = boost::logic::indeterminate;
- const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayerTeam(hero->tempOwner)->fogOfWarMap;
- //graph initialization
- std::vector< std::vector<CPathNode> > graph;
- graph.resize(map->width);
- for(size_t i=0; i<graph.size(); ++i)
- {
- graph[i].resize(map->height);
- for(size_t j=0; j<graph[i].size(); ++j)
- {
- const TerrainTile *tinfo = &map->terrain[i][j][src.z];
- CPathNode &node = graph[i][j];
- node.accessible = !tinfo->blocked;
- node.dist = -1;
- node.theNodeBefore = NULL;
- node.visited = false;
- node.coord.x = i;
- node.coord.y = j;
- node.coord.z = dest.z;
- if(!tinfo->entrableTerrain(onLand, flying || waterWalking)
- || !FoW[i][j][src.z] //tile is covered by the FoW
- )
- {
- node.accessible = false;
- }
- }
- }
- //Special rules for the destination tile
- {
- const TerrainTile *t = &map->terrain[dest.x][dest.y][dest.z];
- CPathNode &d = graph[dest.x][dest.y];
- //tile may be blocked by blockvis / normal vis obj but it still must be accessible
- if(t->visitable)
- {
- d.accessible = true; //for allowing visiting objects
- }
- if(onLand && t->tertype == TerrainTile::water) //hero can walk only on land and dst lays on the water
- {
- size_t i = 0;
- for(; i < t->visitableObjects.size(); i++)
- if(t->visitableObjects[i]->ID == 8 || t->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat
- break;
- d.accessible = (i < t->visitableObjects.size()); //dest is accessible only if there is boat/hero
- }
- else if(!onLand && t->tertype != TerrainTile::water) //hero is moving by water
- {
- d.accessible = (t->siodmyTajemniczyBajt & 64) && !t->blocked; //tile is accessible if it's coastal and not blocked
- }
- }
- //graph initialized
- //initial tile - set cost on 0 and add to the queue
- graph[src.x][src.y].dist = 0;
- std::queue<CPathNode> mq;
- mq.push(graph[src.x][src.y]);
- ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
- std::vector<int3> neighbours;
- neighbours.reserve(8);
- while(!mq.empty())
- {
- CPathNode &cp = graph[mq.front().coord.x][mq.front().coord.y];
- mq.pop();
- if (cp.coord == dest) //it's destination tile
- {
- if (cp.dist < curDist) //that path is better than previous one
- curDist = cp.dist;
- continue;
- }
- else
- {
- if (cp.dist > curDist) //it's not dest and current length is greater than cost of already found path
- continue;
- }
- //add accessible neighbouring nodes to the queue
- getNeighbours(map->getTile(cp.coord), cp.coord, neighbours, boost::logic::indeterminate, true);
- for(unsigned int i=0; i < neighbours.size(); i++)
- {
- CPathNode & dp = graph[neighbours[i].x][neighbours[i].y];
- if(dp.accessible)
- {
- int cost = getMovementCost(hero,cp.coord,dp.coord,hero->movement - cp.dist);
- if((dp.dist==-1 || (dp.dist > cp.dist + cost)) && dp.accessible && checkForVisitableDir(cp.coord, dp.coord) && checkForVisitableDir(dp.coord, cp.coord))
- {
- dp.dist = cp.dist + cost;
- dp.theNodeBefore = &cp;
- mq.push(dp);
- }
- }
- }
- }
- CPathNode *curNode = &graph[dest.x][dest.y];
- if(!curNode->theNodeBefore) //destination is not accessible
- return false;
- //fill ret with found path
- ret.nodes.clear();
- while(curNode->coord != graph[src.x][src.y].coord)
- {
- ret.nodes.push_back(*curNode);
- curNode = curNode->theNodeBefore;
- }
- ret.nodes.push_back(graph[src.x][src.y]);
- return true;
- }
- void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement)
- {
- assert(hero);
- 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 = getPlayerTeam(hero->tempOwner)->fogOfWarMap;
- bool flying = hero->hasBonusOfType(Bonus::FLYING_MOVEMENT);
- bool waterWalk = hero->hasBonusOfType(Bonus::WATER_WALKING);
- //graph initialization
- CGPathNode ***graph = out.nodes;
- for(size_t i=0; i < out.sizes.x; ++i)
- {
- for(size_t j=0; j < out.sizes.y; ++j)
- {
- for(size_t k=0; k < out.sizes.z; ++k)
- {
- const TerrainTile *tinfo = &map->terrain[i][j][k];
- CGPathNode &node = graph[i][j][k];
- node.accessible = (tinfo->blocked ? CGPathNode::FLYABLE : CGPathNode::ACCESSIBLE);
- if(!flying && node.accessible == CGPathNode::FLYABLE)
- {
- node.accessible = CGPathNode::BLOCKED;
- }
- node.turns = 0xff;
- node.moveRemains = 0;
- node.coord.x = i;
- node.coord.y = j;
- node.coord.z = k;
- node.land = tinfo->tertype != TerrainTile::water;
- node.theNodeBefore = NULL;
- bool leaveAsBlocked = false;
- if((onLand || indeterminate(onLand)) && !node.land)//it's sea and we cannot walk on sea
- {
- if (waterWalk || flying)
- {
- node.accessible = CGPathNode::FLYABLE;
- }
- else
- {
- node.accessible = CGPathNode::BLOCKED;
- leaveAsBlocked = true;
- }
- }
- if ( tinfo->tertype == TerrainTile::rock//it's rock
- || (!onLand && node.land) //it's land and we cannot walk on land (complementary condition is handled above)
- || !FoW[i][j][k] //tile is covered by the FoW
- || leaveAsBlocked
- )
- {
- node.accessible = CGPathNode::BLOCKED;
- }
- else if(tinfo->visitable)
- {
- //hero is protected in Sanctuary
- if(tinfo->visitableObjects.front()->ID == 80 && tinfo->visitableObjects.back()->ID == HEROI_TYPE && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner)
- node.accessible = CGPathNode::BLOCKED;
- else
- {
- for(size_t ii = 0; ii < tinfo->visitableObjects.size(); ii++)
- {
- const CGObjectInstance * const obj = tinfo->visitableObjects[ii];
- if(obj->getPassableness() & 1<<hero->tempOwner) //special object instance specific passableness flag - overwrites other accessibility flags
- {
- node.accessible = CGPathNode::ACCESSIBLE;
- }
- else if(obj->blockVisit)
- {
- node.accessible = CGPathNode::BLOCKVIS;
- break;
- }
- else if(obj->ID != EVENTI_TYPE) //pathfinder should ignore placed events
- {
- node.accessible = CGPathNode::VISITABLE;
- }
- }
- }
- }
- else if (map->isInTheMap(guardingCreaturePosition(int3(i, j, k)))
- && tinfo->blockingObjects.size() == 0)
- {
- // Monster close by; blocked visit for battle.
- node.accessible = CGPathNode::BLOCKVIS;
- }
- if(onLand && !node.land) //hero can walk only on land and tile lays on the water
- {
- size_t i = 0;
- for(; i < tinfo->visitableObjects.size(); i++)
- if(tinfo->visitableObjects[i]->ID == 8 || tinfo->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat
- break;
- if(i < tinfo->visitableObjects.size())
- node.accessible = CGPathNode::BLOCKVIS; //dest is accessible only if there is boat/hero
- }
- else if(!onLand && tinfo->tertype != TerrainTile::water) //hero is moving by water
- {
- if((tinfo->siodmyTajemniczyBajt & 64) && !tinfo->blocked)
- node.accessible = CGPathNode::VISITABLE; //tile is accessible if it's coastal and not blocked
- }
- }
- }
- }
- //graph initialized
- //initial tile - set cost on 0 and add to the queue
- graph[src.x][src.y][src.z].turns = 0;
- graph[src.x][src.y][src.z].moveRemains = movement;
- std::queue<CGPathNode*> mq;
- mq.push(&graph[src.x][src.y][src.z]);
- //ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
- std::vector<int3> neighbours;
- neighbours.reserve(8);
- while(!mq.empty())
- {
- CGPathNode *cp = mq.front();
- mq.pop();
- const int3 guardPosition = guardingCreaturePosition(cp->coord);
- const bool guardedPosition = (guardPosition != int3(-1, -1, -1) && cp->coord != src);
- const TerrainTile &ct = map->getTile(cp->coord);
- int movement = cp->moveRemains, turn = cp->turns;
- if(!movement)
- {
- movement = hero->maxMovePoints(ct.tertype != TerrainTile::water);
- turn++;
- }
- //add accessible neighbouring nodes to the queue
- getNeighbours(ct, cp->coord, neighbours, boost::logic::indeterminate, !onLand);
- for(unsigned int i=0; i < neighbours.size(); i++)
- {
- int moveAtNextTile = movement;
- int turnAtNextTile = turn;
- const int3 &n = neighbours[i]; //current neighbor
- CGPathNode & dp = graph[n.x][n.y][n.z];
- if( !checkForVisitableDir(cp->coord, dp.coord)
- || !checkForVisitableDir(dp.coord, cp->coord)
- || dp.accessible == CGPathNode::BLOCKED )
- {
- continue;
- }
- int cost = getMovementCost(hero, cp->coord, dp.coord, movement);
- int remains = movement - cost;
- if(remains < 0)
- {
- //occurs rarely, when hero with low movepoints tries to go leave the road
- turnAtNextTile++;
- moveAtNextTile = hero->maxMovePoints(ct.tertype != TerrainTile::water);
- cost = getMovementCost(hero, cp->coord, dp.coord, moveAtNextTile); //cost must be updated, movement points changed :(
- remains = moveAtNextTile - cost;
- }
- const bool neighborIsGuard = guardingCreaturePosition(cp->coord) == dp.coord;
- if((dp.turns==0xff //we haven't been here before
- || dp.turns > turnAtNextTile
- || (dp.turns >= turnAtNextTile && dp.moveRemains < remains)) //this route is faster
- && (!guardedPosition || neighborIsGuard)) // Can step into tile of guard
- {
-
- assert(&dp != cp->theNodeBefore); //two tiles can't point to each other
- dp.moveRemains = remains;
- dp.turns = turnAtNextTile;
- dp.theNodeBefore = cp;
- const bool guardedNeighbor = guardingCreaturePosition(dp.coord) != int3(-1, -1, -1);
- //const bool positionIsGuard = guardingCreaturePosition(cp->coord) == cp->coord; //can this be true? hero never passes from monster tile...
- if (dp.accessible == CGPathNode::ACCESSIBLE || dp.accessible == CGPathNode::FLYABLE
- || (guardedNeighbor && !guardedPosition)) // Can step into a hostile tile once.
- {
- mq.push(&dp);
- }
- }
- } //neighbours loop
- } //queue loop
- }
- /**
- * Tells if the tile is guarded by a monster as well as the position
- * of the monster that will attack on it.
- *
- * @return int3(-1, -1, -1) if the tile is unguarded, or the position of
- * the monster guarding the tile.
- */
- int3 CGameState::guardingCreaturePosition (int3 pos) const
- {
- const int3 originalPos = pos;
- // Give monster at position priority.
- if (!map->isInTheMap(pos))
- return int3(-1, -1, -1);
- const TerrainTile &posTile = map->terrain[pos.x][pos.y][pos.z];
- if (posTile.visitable)
- {
- BOOST_FOREACH (CGObjectInstance* obj, posTile.visitableObjects)
- {
- if(obj->blockVisit)
- {
- if (obj->ID == 54) // Monster
- return pos;
- else
- return int3(-1, -1, -1); //blockvis objects are not guarded by neighbouring creatures
- }
- }
- }
- // See if there are any monsters adjacent.
- pos -= int3(1, 1, 0); // Start with top left.
- for (int dx = 0; dx < 3; dx++)
- {
- for (int dy = 0; dy < 3; dy++)
- {
- if (map->isInTheMap(pos))
- {
- TerrainTile &tile = map->terrain[pos.x][pos.y][pos.z];
- if (tile.visitable && (tile.tertype == TerrainTile::water) == (posTile.tertype == TerrainTile::water))
- {
- BOOST_FOREACH (CGObjectInstance* obj, tile.visitableObjects)
- {
- if (obj->ID == 54 && checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile
- {
- return pos;
- }
- }
- }
- }
- pos.y++;
- }
- pos.y -= 3;
- pos.x++;
- }
- return int3(-1, -1, -1);
- }
- bool CGameState::isVisible(int3 pos, int player)
- {
- if(player == 255) //neutral player
- return false;
- return getPlayerTeam(player)->fogOfWarMap[pos.x][pos.y][pos.z];
- }
- bool CGameState::isVisible( const CGObjectInstance *obj, int player )
- {
- if(player == -1)
- return true;
- if(player == 255) //neutral player -> TODO ??? needed?
- 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;
- }
- int CGameState::victoryCheck( ui8 player ) const
- {
- const PlayerState *p = CGameInfoCallback::getPlayer(player);
- if(map->victoryCondition.condition == winStandard || map->victoryCondition.allowNormalVictory)
- if(player == checkForStandardWin())
- return -1;
- if (p->enteredWinningCheatCode)
- { //cheater or tester, but has entered the code...
- return 1;
- }
- if(p->human || map->victoryCondition.appliesToAI)
- {
- switch(map->victoryCondition.condition)
- {
- case artifact:
- //check if any hero has winning artifact
- for(size_t i = 0; i < p->heroes.size(); i++)
- if(p->heroes[i]->hasArt(map->victoryCondition.ID))
- return 1;
- break;
- case gatherTroop:
- {
- //check if in players armies there is enough creatures
- int total = 0; //creature counter
- for(size_t i = 0; i < map->objects.size(); i++)
- {
- const CArmedInstance *ai = NULL;
- if(map->objects[i]
- && map->objects[i]->tempOwner == player //object controlled by player
- && (ai = dynamic_cast<const CArmedInstance*>(map->objects[i].get()))) //contains army
- {
- for(TSlots::const_iterator i=ai->Slots().begin(); i!=ai->Slots().end(); ++i) //iterate through army
- if(i->second->type->idNumber == map->victoryCondition.ID) //it's searched creature
- total += i->second->count;
- }
- }
- if(total >= map->victoryCondition.count)
- return 1;
- }
- break;
- case gatherResource:
- if(p->resources[map->victoryCondition.ID] >= map->victoryCondition.count)
- return 1;
- break;
- case buildCity:
- {
- const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);
- if(t->tempOwner == player && t->fortLevel()-1 >= map->victoryCondition.ID && t->hallLevel()-1 >= map->victoryCondition.count)
- return 1;
- }
- break;
- case buildGrail:
- BOOST_FOREACH(const CGTownInstance *t, map->towns)
- if((t == map->victoryCondition.obj || !map->victoryCondition.obj)
- && t->tempOwner == player
- && vstd::contains(t->builtBuildings, 26))
- return 1;
- break;
- case beatHero:
- if(map->victoryCondition.obj->tempOwner >= PLAYER_LIMIT) //target hero not present on map
- return 1;
- break;
- case captureCity:
- {
- if(map->victoryCondition.obj->tempOwner == player)
- return 1;
- }
- break;
- case beatMonster:
- if(!map->objects[map->victoryCondition.obj->id]) //target monster not present on map
- return 1;
- break;
- case takeDwellings:
- for(size_t i = 0; i < map->objects.size(); i++)
- {
- if(map->objects[i] && map->objects[i]->tempOwner != player) //check not flagged objs
- {
- switch(map->objects[i]->ID)
- {
- case 17: case 18: case 19: case 20: //dwellings
- case 216: case 217: case 218:
- return 0; //found not flagged dwelling - player not won
- }
- }
- }
- return 1;
- break;
- case takeMines:
- for(size_t i = 0; i < map->objects.size(); i++)
- {
- if(map->objects[i] && map->objects[i]->tempOwner != player) //check not flagged objs
- {
- switch(map->objects[i]->ID)
- {
- case 53: case 220:
- return 0; //found not flagged mine - player not won
- }
- }
- }
- return 1;
- break;
- case transportItem:
- {
- const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);
- if((t->visitingHero && t->visitingHero->hasArt(map->victoryCondition.ID))
- || (t->garrisonHero && t->garrisonHero->hasArt(map->victoryCondition.ID)))
- {
- return 1;
- }
- }
- break;
- }
- }
- return 0;
- }
- ui8 CGameState::checkForStandardWin() const
- {
- //std victory condition is:
- //all enemies lost
- ui8 supposedWinner = 255, winnerTeam = 255;
- for(std::map<ui8,PlayerState>::const_iterator i = players.begin(); i != players.end(); i++)
- {
- if(i->second.status == PlayerState::INGAME && i->first < PLAYER_LIMIT)
- {
- if(supposedWinner == 255)
- {
- //first player remaining ingame - candidate for victory
- supposedWinner = i->second.color;
- winnerTeam = i->second.team;
- }
- else if(winnerTeam != i->second.team)
- {
- //current candidate has enemy remaining in game -> no vicotry
- return 255;
- }
- }
- }
- return supposedWinner;
- }
- bool CGameState::checkForStandardLoss( ui8 player ) const
- {
- //std loss condition is: player lost all towns and heroes
- const PlayerState &p = *CGameInfoCallback::getPlayer(player);
- return !p.heroes.size() && !p.towns.size();
- }
- struct statsHLP
- {
- typedef std::pair< ui8, si64 > TStat;
- //converts [<player's color, value>] to vec[place] -> platers
- static std::vector< std::list< ui8 > > getRank( std::vector<TStat> stats )
- {
- std::sort(stats.begin(), stats.end(), statsHLP());
- //put first element
- std::vector< std::list<ui8> > ret;
- std::list<ui8> tmp;
- tmp.push_back( stats[0].first );
- ret.push_back( tmp );
- //the rest of elements
- for(int g=1; g<stats.size(); ++g)
- {
- if(stats[g].second == stats[g-1].second)
- {
- (ret.end()-1)->push_back( stats[g].first );
- }
- else
- {
- //create next occupied rank
- std::list<ui8> tmp;
- tmp.push_back(stats[g].first);
- ret.push_back(tmp);
- }
- }
- return ret;
- }
- bool operator()(const TStat & a, const TStat & b) const
- {
- return a.second > b.second;
- }
- static const CGHeroInstance * findBestHero(CGameState * gs, int color)
- {
- std::vector<ConstTransitivePtr<CGHeroInstance> > &h = gs->players[color].heroes;
- if(!h.size())
- return NULL;
- //best hero will be that with highest exp
- int best = 0;
- for(int b=1; b<h.size(); ++b)
- {
- if(h[b]->exp > h[best]->exp)
- {
- best = b;
- }
- }
- return h[best];
- }
- //calculates total number of artifacts that belong to given player
- static int getNumberOfArts(const PlayerState * ps)
- {
- int ret = 0;
- for(int g=0; g<ps->heroes.size(); ++g)
- {
- ret += ps->heroes[g]->artifactsInBackpack.size() + ps->heroes[g]->artifactsWorn.size();
- }
- return ret;
- }
- };
- void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
- {
- #define FILL_FIELD(FIELD, VAL_GETTER) \
- { \
- std::vector< std::pair< ui8, si64 > > stats; \
- for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g) \
- { \
- if(g->second.color == 255) \
- continue; \
- std::pair< ui8, si64 > stat; \
- stat.first = g->second.color; \
- stat.second = VAL_GETTER; \
- stats.push_back(stat); \
- } \
- tgi.FIELD = statsHLP::getRank(stats); \
- }
- for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
- {
- if(g->second.color != 255)
- tgi.playerColors.push_back(g->second.color);
- }
-
- if(level >= 1) //num of towns & num of heroes
- {
- //num of towns
- FILL_FIELD(numOfTowns, g->second.towns.size())
- //num of heroes
- FILL_FIELD(numOfHeroes, g->second.heroes.size())
- //best hero's portrait
- for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
- {
- if(g->second.color == 255)
- continue;
- const CGHeroInstance * best = statsHLP::findBestHero(this, g->second.color);
- InfoAboutHero iah;
- iah.initFromHero(best, level >= 8);
- iah.army.clear();
- tgi.colorToBestHero[g->second.color] = iah;
- }
- }
- if(level >= 2) //gold
- {
- FILL_FIELD(gold, g->second.resources[Res::GOLD])
- }
- if(level >= 2) //wood & ore
- {
- FILL_FIELD(woodOre, g->second.resources[Res::WOOD] + g->second.resources[Res::ORE])
- }
- if(level >= 3) //mercury, sulfur, crystal, gems
- {
- FILL_FIELD(mercSulfCrystGems, g->second.resources[Res::MERCURY] + g->second.resources[Res::SULFUR] + g->second.resources[Res::CRYSTAL] + g->second.resources[Res::GEMS])
- }
- if(level >= 4) //obelisks found
- {
- //TODO
- }
- if(level >= 5) //artifacts
- {
- FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))
- }
- if(level >= 6) //army strength
- {
- //TODO
- }
- if(level >= 7) //income
- {
- //TODO
- }
- if(level >= 8) //best hero's stats
- {
- //already set in lvl 1 handling
- }
- if(level >= 9) //personality
- {
- for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
- {
- if(g->second.color == 255) //do nothing for neutral player
- continue;
- if(g->second.human)
- {
- tgi.personality[g->second.color] = -1;
- }
- else //AI
- {
- tgi.personality[g->second.color] = map->players[g->second.color].AITactic;
- }
-
- }
- }
- if(level >= 10) //best creature
- {
- //best creatures belonging to player (highest AI value)
- for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
- {
- if(g->second.color == 255) //do nothing for neutral player
- continue;
- int bestCre = -1; //best creature's ID
- for(int b=0; b<g->second.heroes.size(); ++b)
- {
- for(TSlots::const_iterator it = g->second.heroes[b]->Slots().begin(); it != g->second.heroes[b]->Slots().end(); ++it)
- {
- int toCmp = it->second->type->idNumber; //ID of creature we should compare with the best one
- if(bestCre == -1 || VLC->creh->creatures[bestCre]->AIValue < VLC->creh->creatures[toCmp]->AIValue)
- {
- bestCre = toCmp;
- }
- }
- }
- tgi.bestCreature[g->second.color] = bestCre;
- }
- }
- #undef FILL_FIELD
- }
- int CGameState::lossCheck( ui8 player ) const
- {
- const PlayerState *p = CGameInfoCallback::getPlayer(player);
- //if(map->lossCondition.typeOfLossCon == lossStandard)
- if(checkForStandardLoss(player))
- return -1;
- if (p->enteredLosingCheatCode)
- {
- return 1;
- }
- if(p->human) //special loss condition applies only to human player
- {
- switch(map->lossCondition.typeOfLossCon)
- {
- case lossCastle:
- {
- const CGTownInstance *t = dynamic_cast<const CGTownInstance *>(map->lossCondition.obj);
- assert(t);
- if(t->tempOwner != player)
- return 1;
- }
- break;
- case lossHero:
- {
- const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(map->lossCondition.obj);
- assert(h);
- if(h->tempOwner != player)
- return 1;
- }
- break;
- case timeExpires:
- if(map->lossCondition.timeLimit < day)
- return 1;
- break;
- }
- }
- if(!p->towns.size() && p->daysWithoutCastle >= 7)
- return 2;
- return false;
- }
- bmap<ui32, ConstTransitivePtr<CGHeroInstance> > CGameState::unusedHeroesFromPool()
- {
- bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = hpool.heroesPool;
- for ( std::map<ui8, PlayerState>::iterator i = players.begin() ; i != players.end();i++)
- for(std::vector< ConstTransitivePtr<CGHeroInstance> >::iterator j = i->second.availableHeroes.begin(); j != i->second.availableHeroes.end(); j++)
- if(*j)
- pool.erase((**j).subID);
- return pool;
- }
- void CGameState::buildBonusSystemTree()
- {
- buildGlobalTeamPlayerTree();
- attachArmedObjects();
- BOOST_FOREACH(CGTownInstance *t, map->towns)
- {
- t->deserializationFix();
- }
- // CStackInstance <-> CCreature, CStackInstance <-> CArmedInstance, CArtifactInstance <-> CArtifact
- // are provided on initializing / deserializing
- }
- void CGameState::deserializationFix()
- {
- buildGlobalTeamPlayerTree();
- attachArmedObjects();
- }
- void CGameState::buildGlobalTeamPlayerTree()
- {
- for(std::map<ui8, TeamState>::iterator k=teams.begin(); k!=teams.end(); ++k)
- {
- TeamState *t = &k->second;
- t->attachTo(&globalEffects);
- BOOST_FOREACH(ui8 teamMember, k->second.players)
- {
- PlayerState *p = getPlayer(teamMember);
- assert(p);
- p->attachTo(t);
- }
- }
- }
- void CGameState::attachArmedObjects()
- {
- BOOST_FOREACH(CGObjectInstance *obj, map->objects)
- {
- if(CArmedInstance *armed = dynamic_cast<CArmedInstance*>(obj))
- armed->whatShouldBeAttached()->attachTo(armed->whereShouldBeAttached(this));
- }
- }
- int3 CPath::startPos() const
- {
- return nodes[nodes.size()-1].coord;
- }
- void CPath::convert(ui8 mode) //mode=0 -> from 'manifest' to 'object'
- {
- if (mode==0)
- {
- for (unsigned int i=0;i<nodes.size();i++)
- {
- nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
- }
- }
- }
- int3 CPath::endPos() const
- {
- return nodes[0].coord;
- }
- CGPathNode::CGPathNode()
- :coord(-1,-1,-1)
- {
- accessible = 0;
- land = 0;
- moveRemains = 0;
- turns = 255;
- theNodeBefore = NULL;
- }
- bool CPathsInfo::getPath( const int3 &dst, CGPath &out )
- {
- out.nodes.clear();
- const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
- if(!curnode->theNodeBefore || curnode->accessible == CGPathNode::FLYABLE)
- return false;
- //we'll transform number of turns to conform the rule that hero cannot stop on blocked tile
- bool transition01 = false;
- while(curnode)
- {
- CGPathNode cpn = *curnode;
- if(transition01)
- {
- if (curnode->accessible == CGPathNode::ACCESSIBLE)
- {
- transition01 = false;
- }
- else if (curnode->accessible == CGPathNode::FLYABLE)
- {
- cpn.turns = 1;
- }
- }
- if(curnode->turns == 1 && curnode->theNodeBefore->turns == 0)
- {
- transition01 = true;
- }
- curnode = curnode->theNodeBefore;
- out.nodes.push_back(cpn);
- }
- return true;
- }
- CPathsInfo::CPathsInfo( const int3 &Sizes )
- :sizes(Sizes)
- {
- hero = NULL;
- nodes = new CGPathNode**[sizes.x];
- for(int i = 0; i < sizes.x; i++)
- {
- nodes[i] = new CGPathNode*[sizes.y];
- for (int j = 0; j < sizes.y; j++)
- {
- nodes[i][j] = new CGPathNode[sizes.z];
- }
- }
- }
- CPathsInfo::~CPathsInfo()
- {
- for(int i = 0; i < sizes.x; i++)
- {
- for (int j = 0; j < sizes.y; j++)
- {
- delete [] nodes[i][j];
- }
- delete [] nodes[i];
- }
- delete [] nodes;
- }
- int3 CGPath::startPos() const
- {
- return nodes[nodes.size()-1].coord;
- }
- int3 CGPath::endPos() const
- {
- return nodes[0].coord;
- }
- void CGPath::convert( ui8 mode )
- {
- if(mode==0)
- {
- for(unsigned int i=0;i<nodes.size();i++)
- {
- nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
- }
- }
- }
- PlayerState::PlayerState()
- : color(-1), currentSelection(0xffffffff), enteredWinningCheatCode(0),
- enteredLosingCheatCode(0), status(INGAME), daysWithoutCastle(0)
- {
- nodeType = PLAYER;
- }
- std::string PlayerState::nodeName() const
- {
- return "Player " + (color < VLC->generaltexth->capColors.size() ? VLC->generaltexth->capColors[color] : boost::lexical_cast<std::string>(color));
- }
- // void PlayerState::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
- // {
- // return; //no loops possible
- // }
- //
- // void PlayerState::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
- // {
- // for (std::vector<CGHeroInstance *>::const_iterator it = heroes.begin(); it != heroes.end(); it++)
- // {
- // if (*it != root)
- // (*it)->getBonuses(out, selector, this);
- // }
- // }
- InfoAboutHero::InfoAboutHero()
- {
- details = NULL;
- hclass = NULL;
- portrait = -1;
- }
- InfoAboutHero::InfoAboutHero( const InfoAboutHero & iah )
- {
- assign(iah);
- }
- InfoAboutHero::~InfoAboutHero()
- {
- delete details;
- }
- void InfoAboutHero::initFromHero( const CGHeroInstance *h, bool detailed )
- {
- if(!h) return;
- owner = h->tempOwner;
- hclass = h->type->heroClass;
- name = h->name;
- portrait = h->portrait;
- army = ArmyDescriptor(h, detailed);
- if(detailed)
- {
- //include details about hero
- details = new Details;
- details->luck = h->LuckVal();
- details->morale = h->MoraleVal();
- details->mana = h->mana;
- details->primskills.resize(PRIMARY_SKILLS);
- for (int i = 0; i < PRIMARY_SKILLS ; i++)
- {
- details->primskills[i] = h->getPrimSkillLevel(i);
- }
- }
- }
- void InfoAboutHero::assign( const InfoAboutHero & iah )
- {
- army = iah.army;
- details = (iah.details ? new Details(*iah.details) : NULL);
- hclass = iah.hclass;
- name = iah.name;
- owner = iah.owner;
- portrait = iah.portrait;
- }
- InfoAboutHero & InfoAboutHero::operator=( const InfoAboutHero & iah )
- {
- assign(iah);
- return *this;
- }
- ArmyDescriptor::ArmyDescriptor(const CArmedInstance *army, bool detailed)
- {
- for(TSlots::const_iterator i = army->Slots().begin(); i != army->Slots().end(); i++)
- {
- if(detailed)
- (*this)[i->first] = *i->second;
- else
- (*this)[i->first] = CStackBasicDescriptor(i->second->type, i->second->getQuantityID());
- }
- }
- ArmyDescriptor::ArmyDescriptor()
- {
- }
- DuelParameters::SideSettings::StackSettings::StackSettings()
- : type(-1), count(0)
- {
- }
- DuelParameters::SideSettings::StackSettings::StackSettings(si32 Type, si32 Count)
- : type(Type), count(Count)
- {
- }
- DuelParameters::SideSettings::SideSettings()
- {
- heroId = -1;
- }
- DuelParameters::DuelParameters()
- {
- terType = TerrainTile::dirt;
- bfieldType = 15;
- }
- TeamState::TeamState()
- {
- nodeType = TEAM;
- }
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