BattleState.cpp 65 KB

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  1. #define VCMI_DLL
  2. #include "BattleState.h"
  3. #include <fstream>
  4. #include <queue>
  5. #include <algorithm>
  6. #include <numeric>
  7. #include <sstream>
  8. #include <boost/foreach.hpp>
  9. #include <boost/assign/list_of.hpp>
  10. #include "VCMI_Lib.h"
  11. #include "CObjectHandler.h"
  12. #include "CHeroHandler.h"
  13. #include "CCreatureHandler.h"
  14. #include "CSpellHandler.h"
  15. #include "CTownHandler.h"
  16. #include "NetPacks.h"
  17. /*
  18. * BattleState.h, part of VCMI engine
  19. *
  20. * Authors: listed in file AUTHORS in main folder
  21. *
  22. * License: GNU General Public License v2.0 or later
  23. * Full text of license available in license.txt file, in main folder
  24. *
  25. */
  26. const CStack * BattleInfo::getNextStack() const
  27. {
  28. std::vector<const CStack *> hlp;
  29. getStackQueue(hlp, 1, -1);
  30. if(hlp.size())
  31. return hlp[0];
  32. else
  33. return NULL;
  34. }
  35. static const CStack *takeStack(std::vector<const CStack *> &st, int &curside, int turn)
  36. {
  37. const CStack *ret = NULL;
  38. unsigned i, //fastest stack
  39. j; //fastest stack of the other side
  40. for(i = 0; i < st.size(); i++)
  41. if(st[i])
  42. break;
  43. //no stacks left
  44. if(i == st.size())
  45. return NULL;
  46. const CStack *fastest = st[i], *other = NULL;
  47. int bestSpeed = fastest->Speed(turn);
  48. if(fastest->attackerOwned != curside)
  49. {
  50. ret = fastest;
  51. }
  52. else
  53. {
  54. for(j = i + 1; j < st.size(); j++)
  55. {
  56. if(!st[j]) continue;
  57. if(st[j]->attackerOwned != curside || st[j]->Speed(turn) != bestSpeed)
  58. break;
  59. }
  60. if(j >= st.size())
  61. {
  62. ret = fastest;
  63. }
  64. else
  65. {
  66. other = st[j];
  67. if(other->Speed(turn) != bestSpeed)
  68. ret = fastest;
  69. else
  70. ret = other;
  71. }
  72. }
  73. assert(ret);
  74. if(ret == fastest)
  75. st[i] = NULL;
  76. else
  77. st[j] = NULL;
  78. curside = ret->attackerOwned;
  79. return ret;
  80. }
  81. CStack * BattleInfo::getStack(int stackID, bool onlyAlive)
  82. {
  83. for(unsigned int g=0; g<stacks.size(); ++g)
  84. {
  85. if(stacks[g]->ID == stackID && (!onlyAlive || stacks[g]->alive()))
  86. return stacks[g];
  87. }
  88. return NULL;
  89. }
  90. const CStack * BattleInfo::getStack(int stackID, bool onlyAlive) const
  91. {
  92. return const_cast<BattleInfo * const>(this)->getStack(stackID, onlyAlive);
  93. }
  94. CStack * BattleInfo::getStackT(THex tileID, bool onlyAlive)
  95. {
  96. for(unsigned int g=0; g<stacks.size(); ++g)
  97. {
  98. if(stacks[g]->position == tileID
  99. || (stacks[g]->doubleWide() && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
  100. || (stacks[g]->doubleWide() && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))
  101. {
  102. if(!onlyAlive || stacks[g]->alive())
  103. {
  104. return stacks[g];
  105. }
  106. }
  107. }
  108. return NULL;
  109. }
  110. const CStack * BattleInfo::getStackT(THex tileID, bool onlyAlive) const
  111. {
  112. return const_cast<BattleInfo * const>(this)->getStackT(tileID, onlyAlive);
  113. }
  114. void BattleInfo::getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<THex> & occupyable, bool flying, const CStack * stackToOmmit) const
  115. {
  116. memset(accessibility, 1, BFIELD_SIZE); //initialize array with trues
  117. //removing accessibility for side columns of hexes
  118. for(int v = 0; v < BFIELD_SIZE; ++v)
  119. {
  120. if( v % BFIELD_WIDTH == 0 || v % BFIELD_WIDTH == (BFIELD_WIDTH - 1) )
  121. accessibility[v] = false;
  122. }
  123. for(unsigned int g=0; g<stacks.size(); ++g)
  124. {
  125. if(!stacks[g]->alive() || (stackToOmmit && stacks[g]->ID==stackToOmmit->ID) || stacks[g]->position < 0) //we don't want to lock position of this stack (eg. if it's a turret)
  126. continue;
  127. accessibility[stacks[g]->position] = false;
  128. if(stacks[g]->doubleWide()) //if it's a double hex creature
  129. {
  130. if(stacks[g]->attackerOwned)
  131. accessibility[stacks[g]->position-1] = false;
  132. else
  133. accessibility[stacks[g]->position+1] = false;
  134. }
  135. }
  136. //obstacles
  137. for(unsigned int b=0; b<obstacles.size(); ++b)
  138. {
  139. std::vector<THex> blocked = VLC->heroh->obstacles[obstacles[b].ID].getBlocked(obstacles[b].pos);
  140. for(unsigned int c=0; c<blocked.size(); ++c)
  141. {
  142. if(blocked[c] >=0 && blocked[c] < BFIELD_SIZE)
  143. accessibility[blocked[c]] = false;
  144. }
  145. }
  146. //walls
  147. if(siege > 0)
  148. {
  149. static const int permanentlyLocked[] = {12, 45, 78, 112, 147, 165};
  150. for(int b=0; b<ARRAY_COUNT(permanentlyLocked); ++b)
  151. {
  152. accessibility[permanentlyLocked[b]] = false;
  153. }
  154. static const std::pair<int, THex> lockedIfNotDestroyed[] = //(which part of wall, which hex is blocked if this part of wall is not destroyed
  155. {std::make_pair(2, THex(182)), std::make_pair(3, THex(130)),
  156. std::make_pair(4, THex(62)), std::make_pair(5, THex(29))};
  157. for(int b=0; b<ARRAY_COUNT(lockedIfNotDestroyed); ++b)
  158. {
  159. if(si.wallState[lockedIfNotDestroyed[b].first] < 3)
  160. {
  161. accessibility[lockedIfNotDestroyed[b].second] = false;
  162. }
  163. }
  164. //gate
  165. if(attackerOwned && si.wallState[7] < 3) //if it attacker's unit and gate is not destroyed
  166. {
  167. accessibility[95] = accessibility[96] = false; //block gate's hexes
  168. }
  169. }
  170. //occupyability
  171. if(addOccupiable && twoHex)
  172. {
  173. std::set<THex> rem; //tiles to unlock
  174. for(int h=0; h<BFIELD_HEIGHT; ++h)
  175. {
  176. for(int w=1; w<BFIELD_WIDTH-1; ++w)
  177. {
  178. THex hex(w, h);
  179. if(!isAccessible(hex, accessibility, twoHex, attackerOwned, flying, true)
  180. && (attackerOwned ? isAccessible(hex+1, accessibility, twoHex, attackerOwned, flying, true) : isAccessible(hex-1, accessibility, twoHex, attackerOwned, flying, true) )
  181. )
  182. rem.insert(hex);
  183. }
  184. }
  185. occupyable = rem;
  186. /*for(std::set<int>::const_iterator it = rem.begin(); it != rem.end(); ++it)
  187. {
  188. accessibility[*it] = true;
  189. }*/
  190. }
  191. }
  192. bool BattleInfo::isAccessible(THex hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos)
  193. {
  194. if(flying && !lastPos)
  195. return true;
  196. if(twoHex)
  197. {
  198. //if given hex is accessible and appropriate adjacent one is free too
  199. return accessibility[hex] && accessibility[hex + (attackerOwned ? -1 : 1 )];
  200. }
  201. else
  202. {
  203. return accessibility[hex];
  204. }
  205. }
  206. void BattleInfo::makeBFS(THex start, bool *accessibility, THex *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const //both pointers must point to the at least 187-elements int arrays
  207. {
  208. //inits
  209. for(int b=0; b<BFIELD_SIZE; ++b)
  210. predecessor[b] = -1;
  211. for(int g=0; g<BFIELD_SIZE; ++g)
  212. dists[g] = 100000000;
  213. std::queue< std::pair<THex, bool> > hexq; //bfs queue <hex, accessible> (second filed used only if fillPredecessors is true)
  214. hexq.push(std::make_pair(start, true));
  215. dists[hexq.front().first] = 0;
  216. int curNext = -1; //for bfs loop only (helper var)
  217. while(!hexq.empty()) //bfs loop
  218. {
  219. std::pair<THex, bool> curHex = hexq.front();
  220. std::vector<THex> neighbours = curHex.first.neighbouringTiles();
  221. hexq.pop();
  222. for(unsigned int nr=0; nr<neighbours.size(); nr++)
  223. {
  224. curNext = neighbours[nr]; //if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
  225. bool accessible = isAccessible(curNext, accessibility, twoHex, attackerOwned, flying, dists[curHex.first]+1 == dists[curNext]);
  226. if( dists[curHex.first]+1 >= dists[curNext] )
  227. continue;
  228. if(accessible && curHex.second)
  229. {
  230. hexq.push(std::make_pair(curNext, true));
  231. dists[curNext] = dists[curHex.first] + 1;
  232. }
  233. else if(fillPredecessors && !(accessible && !curHex.second))
  234. {
  235. hexq.push(std::make_pair(curNext, false));
  236. dists[curNext] = dists[curHex.first] + 1;
  237. }
  238. predecessor[curNext] = curHex.first;
  239. }
  240. }
  241. };
  242. std::vector<THex> BattleInfo::getAccessibility(const CStack * stack, bool addOccupiable) const
  243. {
  244. std::vector<THex> ret;
  245. bool ac[BFIELD_SIZE];
  246. if(stack->position < 0) //turrets
  247. return std::vector<THex>();
  248. std::set<THex> occupyable;
  249. getAccessibilityMap(ac, stack->doubleWide(), stack->attackerOwned, addOccupiable, occupyable, stack->hasBonusOfType(Bonus::FLYING), stack);
  250. THex pr[BFIELD_SIZE];
  251. int dist[BFIELD_SIZE];
  252. makeBFS(stack->position, ac, pr, dist, stack->doubleWide(), stack->attackerOwned, stack->hasBonusOfType(Bonus::FLYING), false);
  253. if(stack->doubleWide())
  254. {
  255. if(!addOccupiable)
  256. {
  257. std::vector<THex> rem;
  258. for(int b=0; b<BFIELD_SIZE; ++b)
  259. {
  260. //don't take into account most left and most right columns of hexes
  261. if( b % BFIELD_WIDTH == 0 || b % BFIELD_WIDTH == BFIELD_WIDTH - 1 )
  262. continue;
  263. if( ac[b] && !(stack->attackerOwned ? ac[b-1] : ac[b+1]) )
  264. {
  265. rem.push_back(b);
  266. }
  267. }
  268. for(unsigned int g=0; g<rem.size(); ++g)
  269. {
  270. ac[rem[g]] = false;
  271. }
  272. //removing accessibility for side hexes
  273. for(int v=0; v<BFIELD_SIZE; ++v)
  274. if(stack->attackerOwned ? (v%BFIELD_WIDTH)==1 : (v%BFIELD_WIDTH)==(BFIELD_WIDTH - 2))
  275. ac[v] = false;
  276. }
  277. }
  278. for (int i=0; i < BFIELD_SIZE ; ++i)
  279. {
  280. bool rangeFits = tacticDistance
  281. ? isInTacticRange(i)
  282. : dist[i] <= stack->Speed();
  283. if( ( !addOccupiable && rangeFits && ac[i] )
  284. || ( addOccupiable && rangeFits && isAccessible(i, ac, stack->doubleWide(), stack->attackerOwned, stack->hasBonusOfType(Bonus::FLYING), true) )//we can reach it
  285. || (vstd::contains(occupyable, i) && (!tacticDistance && dist[ i + (stack->attackerOwned ? 1 : -1 ) ] <= stack->Speed() ) && ac[i + (stack->attackerOwned ? 1 : -1 )] ) //it's occupyable and we can reach adjacent hex
  286. )
  287. {
  288. ret.push_back(i);
  289. }
  290. }
  291. return ret;
  292. }
  293. bool BattleInfo::isStackBlocked(const CStack * stack) const
  294. {
  295. if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON)) //siege weapons cannot be blocked
  296. return false;
  297. for(unsigned int i=0; i<stacks.size();i++)
  298. {
  299. if( !stacks[i]->alive()
  300. || stacks[i]->owner==stack->owner
  301. )
  302. continue; //we omit dead and allied stacks
  303. if(stacks[i]->doubleWide())
  304. {
  305. if( THex::mutualPosition(stacks[i]->position, stack->position) >= 0
  306. || THex::mutualPosition(stacks[i]->position + (stacks[i]->attackerOwned ? -1 : 1), stack->position) >= 0)
  307. return true;
  308. }
  309. else
  310. {
  311. if( THex::mutualPosition(stacks[i]->position, stack->position) >= 0 )
  312. return true;
  313. }
  314. }
  315. return false;
  316. }
  317. std::pair< std::vector<THex>, int > BattleInfo::getPath(THex start, THex dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned)
  318. {
  319. THex predecessor[BFIELD_SIZE]; //for getting the Path
  320. int dist[BFIELD_SIZE]; //calculated distances
  321. makeBFS(start, accessibility, predecessor, dist, twoHex, attackerOwned, flyingCreature, false);
  322. if(predecessor[dest] == -1) //cannot reach destination
  323. {
  324. return std::make_pair(std::vector<THex>(), 0);
  325. }
  326. //making the Path
  327. std::vector<THex> path;
  328. THex curElem = dest;
  329. while(curElem != start)
  330. {
  331. path.push_back(curElem);
  332. curElem = predecessor[curElem];
  333. }
  334. return std::make_pair(path, dist[dest]);
  335. }
  336. TDmgRange BattleInfo::calculateDmgRange( const CStack* attacker, const CStack* defender, TQuantity attackerCount, TQuantity defenderCount, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky ) const
  337. {
  338. float additiveBonus=1.0f, multBonus=1.0f,
  339. minDmg = attacker->getMinDamage() * attackerCount,
  340. maxDmg = attacker->getMaxDamage() * attackerCount;
  341. if(attacker->getCreature()->idNumber == 149) //arrow turret
  342. {
  343. switch(attacker->position)
  344. {
  345. case -2: //keep
  346. minDmg = 15;
  347. maxDmg = 15;
  348. break;
  349. case -3: case -4: //turrets
  350. minDmg = 7.5f;
  351. maxDmg = 7.5f;
  352. break;
  353. }
  354. }
  355. if(attacker->hasBonusOfType(Bonus::SIEGE_WEAPON) && attacker->getCreature()->idNumber != 149) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
  356. { //minDmg and maxDmg are multiplied by hero attack + 1
  357. minDmg *= attackerHero->getPrimSkillLevel(0) + 1;
  358. maxDmg *= attackerHero->getPrimSkillLevel(0) + 1;
  359. }
  360. int attackDefenceDifference = 0;
  361. if(attacker->hasBonusOfType(Bonus::GENERAL_ATTACK_REDUCTION))
  362. {
  363. float multAttackReduction = attacker->valOfBonuses(Bonus::GENERAL_ATTACK_REDUCTION, -1024) / 100.0f;
  364. attackDefenceDifference = attacker->Attack() * multAttackReduction;
  365. }
  366. else
  367. {
  368. attackDefenceDifference = attacker->Attack();
  369. }
  370. if(attacker->hasBonusOfType(Bonus::ENEMY_DEFENCE_REDUCTION))
  371. {
  372. float multDefenceReduction = (100.0f - attacker->valOfBonuses(Bonus::ENEMY_DEFENCE_REDUCTION, -1024)) / 100.0f;
  373. attackDefenceDifference -= defender->Defense() * multDefenceReduction;
  374. }
  375. else
  376. {
  377. attackDefenceDifference -= defender->Defense();
  378. }
  379. //calculating total attack/defense skills modifier
  380. if(shooting) //precision handling (etc.)
  381. attackDefenceDifference += attacker->getBonuses(Selector::typeSybtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT)).totalValue();
  382. else //bloodlust handling (etc.)
  383. attackDefenceDifference += attacker->getBonuses(Selector::typeSybtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_MELEE_FIGHT)).totalValue();
  384. if(attacker->getEffect(55)) //slayer handling
  385. {
  386. std::vector<int> affectedIds;
  387. int spLevel = attacker->getEffect(55)->val;
  388. for(int g = 0; g < VLC->creh->creatures.size(); ++g)
  389. {
  390. BOOST_FOREACH(const Bonus *b, VLC->creh->creatures[g]->bonuses)
  391. {
  392. if ( (b->type == Bonus::KING3 && spLevel >= 3) || //expert
  393. (b->type == Bonus::KING2 && spLevel >= 2) || //adv +
  394. (b->type == Bonus::KING1 && spLevel >= 0) ) //none or basic +
  395. {
  396. affectedIds.push_back(g);
  397. break;
  398. }
  399. }
  400. }
  401. for(unsigned int g=0; g<affectedIds.size(); ++g)
  402. {
  403. if(defender->getCreature()->idNumber == affectedIds[g])
  404. {
  405. attackDefenceDifference += VLC->spellh->spells[55]->powers[attacker->getEffect(55)->val];
  406. break;
  407. }
  408. }
  409. }
  410. //bonus from attack/defense skills
  411. if(attackDefenceDifference < 0) //decreasing dmg
  412. {
  413. float dec = 0.025f * (-attackDefenceDifference);
  414. if(dec > 0.7f)
  415. {
  416. multBonus *= 0.3f; //1.0 - 0.7
  417. }
  418. else
  419. {
  420. multBonus *= 1.0f - dec;
  421. }
  422. }
  423. else //increasing dmg
  424. {
  425. float inc = 0.05f * attackDefenceDifference;
  426. if(inc > 4.0f)
  427. {
  428. additiveBonus += 4.0f;
  429. }
  430. else
  431. {
  432. additiveBonus += inc;
  433. }
  434. }
  435. //applying jousting bonus
  436. if( attacker->hasBonusOfType(Bonus::JOUSTING) && !defender->hasBonusOfType(Bonus::CHARGE_IMMUNITY) )
  437. additiveBonus += charge * 0.05f;
  438. //handling secondary abilities and artifacts giving premies to them
  439. if(attackerHero)
  440. {
  441. if(shooting)
  442. {
  443. additiveBonus += attackerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::ARCHERY) / 100.0f;
  444. }
  445. else
  446. {
  447. additiveBonus += attackerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::OFFENCE) / 100.0f;
  448. }
  449. }
  450. if(defendingHero)
  451. {
  452. multBonus *= (std::max(0, 100-defendingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::ARMORER))) / 100.0f;
  453. }
  454. //handling hate effect
  455. if( attacker->hasBonusOfType(Bonus::HATE, defender->getCreature()->idNumber) )
  456. additiveBonus += 0.5f;
  457. //luck bonus
  458. if (lucky)
  459. {
  460. additiveBonus += 1.0f;
  461. }
  462. //handling spell effects
  463. if(!shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) //eg. shield
  464. {
  465. multBonus *= float(defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) / 100.0f;
  466. }
  467. else if(shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) //eg. air shield
  468. {
  469. multBonus *= float(defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) / 100.0f;
  470. }
  471. if(attacker->getEffect(42)) //curse handling (partial, the rest is below)
  472. {
  473. multBonus *= 0.8f * float(VLC->spellh->spells[42]->powers[attacker->getEffect(42)->val]); //the second factor is 1 or 0
  474. }
  475. class HLP
  476. {
  477. public:
  478. static bool hasAdvancedAirShield(const CStack * stack)
  479. {
  480. BOOST_FOREACH(const Bonus *it, stack->bonuses)
  481. {
  482. if (it->source == Bonus::SPELL_EFFECT && it->sid == 28 && it->val >= 2)
  483. {
  484. return true;
  485. }
  486. }
  487. return false;
  488. }
  489. };
  490. //wall / distance penalty + advanced air shield
  491. if (shooting && !NBonus::hasOfType(attackerHero, Bonus::NO_SHOTING_PENALTY) && (
  492. hasDistancePenalty(attacker, defender->position) || hasWallPenalty(attacker, defender->position) ||
  493. HLP::hasAdvancedAirShield(defender) )
  494. )
  495. {
  496. multBonus *= 0.5;
  497. }
  498. if (!shooting && attacker->hasBonusOfType(Bonus::SHOOTER) && !attacker->hasBonusOfType(Bonus::NO_MELEE_PENALTY))
  499. {
  500. multBonus *= 0.5;
  501. }
  502. minDmg *= additiveBonus * multBonus;
  503. maxDmg *= additiveBonus * multBonus;
  504. TDmgRange returnedVal;
  505. if(attacker->getEffect(42)) //curse handling (rest)
  506. {
  507. minDmg -= VLC->spellh->spells[42]->powers[attacker->getEffect(42)->val];
  508. returnedVal = std::make_pair(int(minDmg), int(minDmg));
  509. }
  510. else if(attacker->getEffect(41)) //bless handling
  511. {
  512. maxDmg += VLC->spellh->spells[41]->powers[attacker->getEffect(41)->val];
  513. returnedVal = std::make_pair(int(maxDmg), int(maxDmg));
  514. }
  515. else
  516. {
  517. returnedVal = std::make_pair(int(minDmg), int(maxDmg));
  518. }
  519. //damage cannot be less than 1
  520. amax(returnedVal.first, 1);
  521. amax(returnedVal.second, 1);
  522. return returnedVal;
  523. }
  524. TDmgRange BattleInfo::calculateDmgRange(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky) const
  525. {
  526. return calculateDmgRange(attacker, defender, attacker->count, defender->count, attackerHero, defendingHero, shooting, charge, lucky);
  527. }
  528. ui32 BattleInfo::calculateDmg( const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky )
  529. {
  530. TDmgRange range = calculateDmgRange(attacker, defender, attackerHero, defendingHero, shooting, charge, lucky);
  531. if(range.first != range.second)
  532. {
  533. int valuesToAverage[10];
  534. int howManyToAv = std::min<ui32>(10, attacker->count);
  535. for (int g=0; g<howManyToAv; ++g)
  536. {
  537. valuesToAverage[g] = range.first + rand() % (range.second - range.first + 1);
  538. }
  539. return std::accumulate(valuesToAverage, valuesToAverage + howManyToAv, 0) / howManyToAv;
  540. }
  541. else
  542. return range.first;
  543. }
  544. void BattleInfo::calculateCasualties( std::map<ui32,si32> *casualties ) const
  545. {
  546. for(unsigned int i=0; i<stacks.size();i++)//setting casualties
  547. {
  548. const CStack * const st = stacks[i];
  549. si32 killed = (st->alive() ? st->baseAmount - st->count : st->baseAmount);
  550. amax(killed, 0);
  551. if(killed)
  552. casualties[!st->attackerOwned][st->getCreature()->idNumber] += killed;
  553. }
  554. }
  555. std::set<CStack*> BattleInfo::getAttackedCreatures( const CSpell * s, int skillLevel, ui8 attackerOwner, THex destinationTile )
  556. {
  557. std::set<ui16> attackedHexes = s->rangeInHexes(destinationTile, skillLevel);
  558. std::set<CStack*> attackedCres; /*std::set to exclude multiple occurrences of two hex creatures*/
  559. bool onlyAlive = s->id != 38 && s->id != 39; //when casting resurrection or animate dead we should be allow to select dead stack
  560. if(s->id == 24 || s->id == 25 || s->id == 26) //death ripple, destroy undead and Armageddon
  561. {
  562. for(int it=0; it<stacks.size(); ++it)
  563. {
  564. if((s->id == 24 && !stacks[it]->getCreature()->isUndead()) //death ripple
  565. || (s->id == 25 && stacks[it]->getCreature()->isUndead()) //destroy undead
  566. || (s->id == 26) //Armageddon
  567. )
  568. {
  569. if(stacks[it]->alive())
  570. attackedCres.insert(stacks[it]);
  571. }
  572. }
  573. }
  574. else if (s->range[skillLevel].size() > 1) //custom many-hex range
  575. {
  576. for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
  577. {
  578. CStack * st = getStackT(*it, onlyAlive);
  579. if(st)
  580. attackedCres.insert(st);
  581. }
  582. }
  583. else if(s->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE)
  584. {
  585. if(skillLevel < 3) /*not expert */
  586. {
  587. CStack * st = getStackT(destinationTile, onlyAlive);
  588. if(st)
  589. attackedCres.insert(st);
  590. }
  591. else
  592. {
  593. for(int it=0; it<stacks.size(); ++it)
  594. {
  595. /*if it's non negative spell and our unit or non positive spell and hostile unit */
  596. if((s->positiveness >= 0 && stacks[it]->owner == attackerOwner)
  597. ||(s->positiveness <= 0 && stacks[it]->owner != attackerOwner )
  598. )
  599. {
  600. if(!onlyAlive || stacks[it]->alive())
  601. attackedCres.insert(stacks[it]);
  602. }
  603. }
  604. } //if(caster->getSpellSchoolLevel(s) < 3)
  605. }
  606. else if(s->getTargetType() == CSpell::CREATURE)
  607. {
  608. CStack * st = getStackT(destinationTile, onlyAlive);
  609. if(st)
  610. attackedCres.insert(st);
  611. }
  612. else //custom range from attackedHexes
  613. {
  614. for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
  615. {
  616. CStack * st = getStackT(*it, onlyAlive);
  617. if(st)
  618. attackedCres.insert(st);
  619. }
  620. }
  621. return attackedCres;
  622. }
  623. int BattleInfo::calculateSpellDuration( const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower )
  624. {
  625. if(!caster) //TODO: something better
  626. return std::max(5, usedSpellPower);
  627. switch(spell->id)
  628. {
  629. case 56: //frenzy
  630. return 1;
  631. default: //other spells
  632. return caster->getPrimSkillLevel(2) + caster->valOfBonuses(Bonus::SPELL_DURATION);
  633. }
  634. }
  635. CStack * BattleInfo::generateNewStack(const CStackInstance &base, int stackID, bool attackerOwned, int slot, THex position) const
  636. {
  637. int owner = attackerOwned ? sides[0] : sides[1];
  638. assert(owner >= PLAYER_LIMIT || base.armyObj && base.armyObj->tempOwner == owner);
  639. CStack * ret = new CStack(&base, owner, stackID, attackerOwned, slot);
  640. ret->position = position;
  641. return ret;
  642. }
  643. CStack * BattleInfo::generateNewStack(const CStackBasicDescriptor &base, int stackID, bool attackerOwned, int slot, THex position) const
  644. {
  645. int owner = attackerOwned ? sides[0] : sides[1];
  646. CStack * ret = new CStack(&base, owner, stackID, attackerOwned, slot);
  647. ret->position = position;
  648. return ret;
  649. }
  650. ui32 BattleInfo::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
  651. {
  652. ui32 ret = caster->getSpellCost(sp);
  653. //checking for friendly stacks reducing cost of the spell and
  654. //enemy stacks increasing it
  655. si32 manaReduction = 0;
  656. si32 manaIncrease = 0;
  657. for(int g=0; g<stacks.size(); ++g)
  658. {
  659. if( stacks[g]->owner == caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ALLY) )
  660. {
  661. amin(manaReduction, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ALLY));
  662. }
  663. if( stacks[g]->owner != caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ENEMY) )
  664. {
  665. amax(manaIncrease, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ENEMY));
  666. }
  667. }
  668. return ret + manaReduction + manaIncrease;
  669. }
  670. int BattleInfo::hexToWallPart(THex hex) const
  671. {
  672. if(siege == 0) //there is no battle!
  673. return -1;
  674. static const std::pair<int, int> attackable[] = //potentially attackable parts of wall
  675. {std::make_pair(50, 0), std::make_pair(183, 1), std::make_pair(182, 2), std::make_pair(130, 3),
  676. std::make_pair(62, 4), std::make_pair(29, 5), std::make_pair(12, 6), std::make_pair(95, 7), std::make_pair(96, 7)};
  677. for(int g = 0; g < ARRAY_COUNT(attackable); ++g)
  678. {
  679. if(attackable[g].first == hex)
  680. return attackable[g].second;
  681. }
  682. return -1; //not found!
  683. }
  684. int BattleInfo::lineToWallHex( int line ) const
  685. {
  686. static const int lineToHex[] = {12, 29, 45, 62, 78, 95, 112, 130, 147, 165, 182};
  687. return lineToHex[line];
  688. }
  689. std::pair<const CStack *, THex> BattleInfo::getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const
  690. {
  691. bool ac[BFIELD_SIZE];
  692. std::set<THex> occupyable;
  693. getAccessibilityMap(ac, closest->doubleWide(), closest->attackerOwned, false, occupyable, closest->hasBonusOfType(Bonus::FLYING), closest);
  694. THex predecessor[BFIELD_SIZE];
  695. int dist[BFIELD_SIZE];
  696. makeBFS(closest->position, ac, predecessor, dist, closest->doubleWide(), closest->attackerOwned, closest->hasBonusOfType(Bonus::FLYING), true);
  697. std::vector< std::pair< std::pair<int, int>, const CStack *> > stackPairs; //pairs <<distance, hex>, stack>
  698. for(int g=0; g<BFIELD_SIZE; ++g)
  699. {
  700. const CStack * atG = getStackT(g);
  701. if(!atG || atG->ID == closest->ID) //if there is not stack or we are the closest one
  702. continue;
  703. if(boost::logic::indeterminate(attackerOwned) || atG->attackerOwned == attackerOwned)
  704. {
  705. if(predecessor[g] == -1) //TODO: is it really the best solution?
  706. continue;
  707. stackPairs.push_back( std::make_pair( std::make_pair(dist[predecessor[g]], g), atG) );
  708. }
  709. }
  710. if(stackPairs.size() > 0)
  711. {
  712. std::vector< std::pair< std::pair<int, int>, const CStack *> > minimalPairs;
  713. minimalPairs.push_back(stackPairs[0]);
  714. for(int b=1; b<stackPairs.size(); ++b)
  715. {
  716. if(stackPairs[b].first.first < minimalPairs[0].first.first)
  717. {
  718. minimalPairs.clear();
  719. minimalPairs.push_back(stackPairs[b]);
  720. }
  721. else if(stackPairs[b].first.first == minimalPairs[0].first.first)
  722. {
  723. minimalPairs.push_back(stackPairs[b]);
  724. }
  725. }
  726. std::pair< std::pair<int, int>, const CStack *> minPair = minimalPairs[minimalPairs.size()/2];
  727. return std::make_pair(minPair.second, predecessor[minPair.first.second]);
  728. }
  729. return std::make_pair<const CStack * , THex>(NULL, THex::INVALID);
  730. }
  731. ui32 BattleInfo::calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const
  732. {
  733. ui32 ret = baseDamage;
  734. //applying sorcery secondary skill
  735. if(caster)
  736. {
  737. ret *= (100.f + caster->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::SORCERY)) / 100.0f;
  738. ret *= (100.f + caster->valOfBonuses(Bonus::SPELL_DAMAGE) + caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, sp->id)) / 100.0f;
  739. if(sp->air)
  740. ret *= (100.0f + caster->valOfBonuses(Bonus::AIR_SPELL_DMG_PREMY)) / 100.0f;
  741. else if(sp->fire) //only one type of bonus for Magic Arrow
  742. ret *= (100.0f + caster->valOfBonuses(Bonus::FIRE_SPELL_DMG_PREMY)) / 100.0f;
  743. else if(sp->water)
  744. ret *= (100.0f + caster->valOfBonuses(Bonus::WATER_SPELL_DMG_PREMY)) / 100.0f;
  745. else if(sp->earth)
  746. ret *= (100.0f + caster->valOfBonuses(Bonus::EARTH_SPELL_DMG_PREMY)) / 100.0f;
  747. if (affectedCreature && affectedCreature->getCreature()->level) //Hero specials like Solmyr, Deemer
  748. ret *= (100.f + ((caster->valOfBonuses(Bonus::SPECIAL_SPELL_LEV, sp->id) * caster->level) / affectedCreature->getCreature()->level)) / 100.0f;
  749. }
  750. return ret;
  751. }
  752. ui32 BattleInfo::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower ) const
  753. {
  754. ui32 ret = 0; //value to return
  755. //15 - magic arrows, 16 - ice bolt, 17 - lightning bolt, 18 - implosion, 20 - frost ring, 21 - fireball, 22 - inferno, 23 - meteor shower,
  756. //24 - death ripple, 25 - destroy undead, 26 - armageddon, 77 - thunderbolt
  757. //FIXME: what point of dmgMultipliers map? all damage multipliers are already present in CSpell::power
  758. static std::map <int, int> dmgMultipliers = boost::assign::map_list_of(15, 10)(16, 20)(17, 25)(18, 75)(20, 10)(21, 10)(22, 10)(23, 10)(24, 5)(25, 10)(26, 50)(77, 10);
  759. //check if spell really does damage - if not, return 0
  760. if(dmgMultipliers.find(sp->id) == dmgMultipliers.end())
  761. return 0;
  762. ret = usedSpellPower * dmgMultipliers[sp->id];
  763. ret += sp->powers[spellSchoolLevel];
  764. //affected creature-specific part
  765. if(affectedCreature)
  766. {
  767. //applying protections - when spell has more then one elements, only one protection should be applied (I think)
  768. if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 0)) //air spell & protection from air
  769. {
  770. ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 0);
  771. ret /= 100;
  772. }
  773. else if(sp->fire && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 1)) //fire spell & protection from fire
  774. {
  775. ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 1);
  776. ret /= 100;
  777. }
  778. else if(sp->water && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 2)) //water spell & protection from water
  779. {
  780. ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 2);
  781. ret /= 100;
  782. }
  783. else if (sp->earth && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 3)) //earth spell & protection from earth
  784. {
  785. ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 3);
  786. ret /= 100;
  787. }
  788. //general spell dmg reduction
  789. if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, -1)) //air spell & protection from air
  790. {
  791. ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, -1);
  792. ret /= 100;
  793. }
  794. //dmg increasing
  795. if( affectedCreature->hasBonusOfType(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id) )
  796. {
  797. ret *= 100 + affectedCreature->valOfBonuses(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id);
  798. ret /= 100;
  799. }
  800. }
  801. ret = calculateSpellBonus(ret, sp, caster, affectedCreature);
  802. return ret;
  803. }
  804. ui32 BattleInfo::calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack) const
  805. {
  806. int powerPerLevel;
  807. bool resurrect;
  808. switch(spell->id)
  809. {
  810. case 37: //cure
  811. {
  812. powerPerLevel = 5;
  813. resurrect = false;
  814. break;
  815. }
  816. case 38: //resurrection
  817. case 39: //animate dead
  818. {
  819. powerPerLevel = 50;
  820. resurrect = true;
  821. break;
  822. }
  823. }
  824. int healedHealth = caster->getPrimSkillLevel(2) * powerPerLevel + spell->powers[caster->getSpellSchoolLevel(spell)];
  825. healedHealth = calculateSpellBonus(healedHealth, spell, caster, stack);
  826. return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
  827. }
  828. void BattleInfo::getStackQueue( std::vector<const CStack *> &out, int howMany, int turn /*= 0*/, int lastMoved /*= -1*/ ) const
  829. {
  830. //we'll split creatures with remaining movement to 4 parts
  831. std::vector<const CStack *> phase[4]; //0 - turrets/catapult, 1 - normal (unmoved) creatures, other war machines, 2 - waited cres that had morale, 3 - rest of waited cres
  832. int toMove = 0; //how many stacks still has move
  833. const CStack *active = getStack(activeStack);
  834. //active stack hasn't taken any action yet - must be placed at the beginning of queue, no matter what
  835. if(!turn && active && active->willMove() && !vstd::contains(active->state, WAITING))
  836. {
  837. out.push_back(active);
  838. if(out.size() == howMany)
  839. return;
  840. }
  841. for(unsigned int i=0; i<stacks.size(); ++i)
  842. {
  843. const CStack * const s = stacks[i];
  844. if(turn <= 0 && !s->willMove() //we are considering current round and stack won't move
  845. || turn > 0 && !s->canMove(turn) //stack won't be able to move in later rounds
  846. || turn <= 0 && s == active && out.size() && s == out.front()) //it's active stack already added at the beginning of queue
  847. {
  848. continue;
  849. }
  850. int p = -1; //in which phase this tack will move?
  851. if(turn <= 0 && vstd::contains(s->state, WAITING)) //consider waiting state only for ongoing round
  852. {
  853. if(vstd::contains(s->state, HAD_MORALE))
  854. p = 2;
  855. else
  856. p = 3;
  857. }
  858. else if(s->getCreature()->idNumber == 145 || s->getCreature()->idNumber == 149) //catapult and turrets are first
  859. {
  860. p = 0;
  861. }
  862. else
  863. {
  864. p = 1;
  865. }
  866. phase[p].push_back(s);
  867. toMove++;
  868. }
  869. for(int i = 0; i < 4; i++)
  870. std::sort(phase[i].begin(), phase[i].end(), CMP_stack(i, turn > 0 ? turn : 0));
  871. for(size_t i = 0; i < phase[0].size() && i < howMany; i++)
  872. out.push_back(phase[0][i]);
  873. if(out.size() == howMany)
  874. return;
  875. if(lastMoved == -1)
  876. {
  877. if(active)
  878. {
  879. if(out.size() && out.front() == active)
  880. lastMoved = active->attackerOwned;
  881. else
  882. lastMoved = active->attackerOwned;
  883. }
  884. else
  885. {
  886. lastMoved = 0;
  887. }
  888. }
  889. int pi = 1;
  890. while(out.size() < howMany)
  891. {
  892. const CStack *hlp = takeStack(phase[pi], lastMoved, turn);
  893. if(!hlp)
  894. {
  895. pi++;
  896. if(pi > 3)
  897. {
  898. //if(turn != 2)
  899. getStackQueue(out, howMany, turn + 1, lastMoved);
  900. return;
  901. }
  902. }
  903. else
  904. {
  905. out.push_back(hlp);
  906. }
  907. }
  908. }
  909. si8 BattleInfo::hasDistancePenalty( const CStack * stack, THex destHex ) const
  910. {
  911. struct HLP
  912. {
  913. static bool lowerAnalyze(const CStack * stack, THex hex)
  914. {
  915. int distance = THex::getDistance(hex, stack->position);
  916. //I hope it's approximately correct
  917. return distance > 10 && !stack->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY);
  918. }
  919. };
  920. const CStack * dstStack = getStackT(destHex, false);
  921. if (dstStack->doubleWide())
  922. return HLP::lowerAnalyze(stack, destHex) && HLP::lowerAnalyze(stack, dstStack->occupiedHex());
  923. else
  924. return HLP::lowerAnalyze(stack, destHex);
  925. }
  926. si8 BattleInfo::sameSideOfWall(int pos1, int pos2) const
  927. {
  928. int wallInStackLine = lineToWallHex(pos1/BFIELD_WIDTH);
  929. int wallInDestLine = lineToWallHex(pos2/BFIELD_WIDTH);
  930. bool stackLeft = pos1 < wallInStackLine;
  931. bool destLeft = pos2 < wallInDestLine;
  932. return stackLeft != destLeft;
  933. }
  934. si8 BattleInfo::hasWallPenalty( const CStack* stack, THex destHex ) const
  935. {
  936. if (siege == 0)
  937. {
  938. return false;
  939. }
  940. if (stack->hasBonusOfType(Bonus::NO_WALL_PENALTY))
  941. {
  942. return false;
  943. }
  944. return !sameSideOfWall(stack->position, destHex);
  945. }
  946. si8 BattleInfo::canTeleportTo(const CStack * stack, THex destHex, int telportLevel) const
  947. {
  948. bool ac[BFIELD_SIZE];
  949. std::set<THex> occupyable;
  950. getAccessibilityMap(ac, stack->doubleWide(), stack->attackerOwned, false, occupyable, stack->hasBonusOfType(Bonus::FLYING), stack);
  951. if (siege && telportLevel < 2) //check for wall
  952. {
  953. return ac[destHex] && sameSideOfWall(stack->position, destHex);
  954. }
  955. else
  956. {
  957. return ac[destHex];
  958. }
  959. }
  960. bool BattleInfo::battleCanShoot(const CStack * stack, THex dest) const
  961. {
  962. const CStack *dst = getStackT(dest);
  963. if(!stack || !dst) return false;
  964. const CGHeroInstance * stackHero = battleGetOwner(stack);
  965. if(stack->hasBonusOfType(Bonus::FORGETFULL)) //forgetfulness
  966. return false;
  967. if(stack->getCreature()->idNumber == 145 && dst) //catapult cannot attack creatures
  968. return false;
  969. if(stack->hasBonusOfType(Bonus::SHOOTER)//it's shooter
  970. && stack->owner != dst->owner
  971. && dst->alive()
  972. && (!isStackBlocked(stack) || NBonus::hasOfType(stackHero, Bonus::FREE_SHOOTING))
  973. && stack->shots
  974. )
  975. return true;
  976. return false;
  977. }
  978. bool BattleInfo::battleCanFlee(int player) const
  979. {
  980. if (player == sides[0])
  981. {
  982. if (!heroes[0])
  983. return false;//current player have no hero
  984. }
  985. else
  986. {
  987. if (!heroes[1])
  988. return false;
  989. }
  990. if( ( heroes[0] && heroes[0]->hasBonusOfType(Bonus::ENEMY_CANT_ESCAPE) ) //eg. one of heroes is wearing shakles of war
  991. || ( heroes[1] && heroes[1]->hasBonusOfType(Bonus::ENEMY_CANT_ESCAPE)))
  992. return false;
  993. if (player == sides[1] && siege //defender in siege
  994. && !(town->subID == 6 && vstd::contains(town->builtBuildings, 17)))//without escape tunnel
  995. return false;
  996. return true;
  997. }
  998. const CStack * BattleInfo::battleGetStack(THex pos, bool onlyAlive)
  999. {
  1000. for(unsigned int g=0; g<stacks.size(); ++g)
  1001. {
  1002. if((stacks[g]->position == pos
  1003. || (stacks[g]->doubleWide()
  1004. &&( (stacks[g]->attackerOwned && stacks[g]->position-1 == pos)
  1005. || (!stacks[g]->attackerOwned && stacks[g]->position+1 == pos) )
  1006. ))
  1007. && (!onlyAlive || stacks[g]->alive())
  1008. )
  1009. return stacks[g];
  1010. }
  1011. return NULL;
  1012. }
  1013. const CGHeroInstance * BattleInfo::battleGetOwner(const CStack * stack) const
  1014. {
  1015. return heroes[!stack->attackerOwned];
  1016. }
  1017. si8 BattleInfo::battleMinSpellLevel() const
  1018. {
  1019. si8 levelLimit = 0;
  1020. if(const CGHeroInstance *h1 = heroes[0])
  1021. {
  1022. amax(levelLimit, h1->valOfBonuses(Bonus::LEVEL_SPELL_IMMUNITY));
  1023. }
  1024. if(const CGHeroInstance *h2 = heroes[1])
  1025. {
  1026. amax(levelLimit, h2->valOfBonuses(Bonus::LEVEL_SPELL_IMMUNITY));
  1027. }
  1028. return levelLimit;
  1029. }
  1030. void BattleInfo::localInit()
  1031. {
  1032. belligerents[0]->battle = belligerents[1]->battle = this;
  1033. BOOST_FOREACH(CArmedInstance *b, belligerents)
  1034. b->attachTo(this);
  1035. BOOST_FOREACH(CStack *s, stacks)
  1036. {
  1037. if(s->base) //stack originating from "real" stack in garrison -> attach to it
  1038. {
  1039. s->attachTo(const_cast<CStackInstance*>(s->base));
  1040. }
  1041. else //attach directly to obj to which stack belongs and creature type
  1042. {
  1043. CArmedInstance *army = belligerents[!s->attackerOwned];
  1044. s->attachTo(army);
  1045. assert(s->type);
  1046. s->attachTo(const_cast<CCreature*>(s->type));
  1047. }
  1048. s->postInit();
  1049. }
  1050. }
  1051. namespace CGH
  1052. {
  1053. using namespace std;
  1054. static void readItTo(ifstream & input, vector< vector<int> > & dest) //reads 7 lines, i-th one containing i integers, and puts it to dest
  1055. {
  1056. for(int j=0; j<7; ++j)
  1057. {
  1058. std::vector<int> pom;
  1059. for(int g=0; g<j+1; ++g)
  1060. {
  1061. int hlp; input>>hlp;
  1062. pom.push_back(hlp);
  1063. }
  1064. dest.push_back(pom);
  1065. }
  1066. }
  1067. }
  1068. BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int terType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town )
  1069. {
  1070. CMP_stack cmpst;
  1071. BattleInfo *curB = new BattleInfo;
  1072. curB->sides[0] = armies[0]->tempOwner;
  1073. curB->sides[1] = armies[1]->tempOwner;
  1074. if(curB->sides[1] == 254)
  1075. curB->sides[1] = 255;
  1076. std::vector<CStack*> & stacks = (curB->stacks);
  1077. curB->tile = tile;
  1078. curB->battlefieldType = terType;
  1079. curB->belligerents[0] = const_cast<CArmedInstance*>(armies[0]);
  1080. curB->belligerents[1] = const_cast<CArmedInstance*>(armies[1]);
  1081. curB->heroes[0] = const_cast<CGHeroInstance*>(heroes[0]);
  1082. curB->heroes[1] = const_cast<CGHeroInstance*>(heroes[1]);
  1083. curB->round = -2;
  1084. curB->activeStack = -1;
  1085. if(town)
  1086. {
  1087. curB->town = town;
  1088. curB->siege = town->fortLevel();
  1089. }
  1090. else
  1091. {
  1092. curB->town = NULL;
  1093. curB->siege = 0;
  1094. }
  1095. //reading battleStartpos
  1096. std::ifstream positions;
  1097. positions.open(DATA_DIR "/config/battleStartpos.txt", std::ios_base::in|std::ios_base::binary);
  1098. if(!positions.is_open())
  1099. {
  1100. tlog1<<"Unable to open battleStartpos.txt!"<<std::endl;
  1101. }
  1102. std::string dump;
  1103. positions>>dump; positions>>dump;
  1104. std::vector< std::vector<int> > attackerLoose, defenderLoose, attackerTight, defenderTight, attackerCreBank, defenderCreBank;
  1105. CGH::readItTo(positions, attackerLoose);
  1106. positions>>dump;
  1107. CGH::readItTo(positions, defenderLoose);
  1108. positions>>dump;
  1109. positions>>dump;
  1110. CGH::readItTo(positions, attackerTight);
  1111. positions>>dump;
  1112. CGH::readItTo(positions, defenderTight);
  1113. positions>>dump;
  1114. positions>>dump;
  1115. CGH::readItTo(positions, attackerCreBank);
  1116. positions>>dump;
  1117. CGH::readItTo(positions, defenderCreBank);
  1118. positions.close();
  1119. //battleStartpos read
  1120. int k = 0; //stack serial
  1121. for(TSlots::const_iterator i = armies[0]->Slots().begin(); i!=armies[0]->Slots().end(); i++, k++)
  1122. {
  1123. int pos;
  1124. if(creatureBank)
  1125. pos = attackerCreBank[armies[0]->stacksCount()-1][k];
  1126. else if(armies[0]->formation)
  1127. pos = attackerTight[armies[0]->stacksCount()-1][k];
  1128. else
  1129. pos = attackerLoose[armies[0]->stacksCount()-1][k];
  1130. CStack * stack = curB->generateNewStack(*i->second, stacks.size(), true, i->first, pos);
  1131. stacks.push_back(stack);
  1132. }
  1133. k = 0;
  1134. for(TSlots::const_iterator i = armies[1]->Slots().begin(); i!=armies[1]->Slots().end(); i++, k++)
  1135. {
  1136. int pos;
  1137. if(creatureBank)
  1138. pos = defenderCreBank[armies[1]->stacksCount()-1][k];
  1139. else if(armies[1]->formation)
  1140. pos = defenderTight[armies[1]->stacksCount()-1][k];
  1141. else
  1142. pos = defenderLoose[armies[1]->stacksCount()-1][k];
  1143. CStack * stack = curB->generateNewStack(*i->second, stacks.size(), false, i->first, pos);
  1144. stacks.push_back(stack);
  1145. }
  1146. for(unsigned g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
  1147. {
  1148. //we should do that for creature bank too
  1149. if(stacks[g]->doubleWide() && stacks[g]->attackerOwned)
  1150. {
  1151. stacks[g]->position += THex::RIGHT;
  1152. }
  1153. else if(stacks[g]->doubleWide() && !stacks[g]->attackerOwned)
  1154. {
  1155. stacks[g]->position += THex::LEFT;
  1156. }
  1157. }
  1158. //adding war machines
  1159. if(heroes[0])
  1160. {
  1161. if(heroes[0]->getArt(13)) //ballista
  1162. {
  1163. CStack * stack = curB->generateNewStack(CStackBasicDescriptor(146, 1), stacks.size(), true, 255, 52);
  1164. stacks.push_back(stack);
  1165. }
  1166. if(heroes[0]->getArt(14)) //ammo cart
  1167. {
  1168. CStack * stack = curB->generateNewStack(CStackBasicDescriptor(148, 1), stacks.size(), true, 255, 18);
  1169. stacks.push_back(stack);
  1170. }
  1171. if(heroes[0]->getArt(15)) //first aid tent
  1172. {
  1173. CStack * stack = curB->generateNewStack(CStackBasicDescriptor(147, 1), stacks.size(), true, 255, 154);
  1174. stacks.push_back(stack);
  1175. }
  1176. }
  1177. if(heroes[1])
  1178. {
  1179. //defending hero shouldn't receive ballista (bug #551)
  1180. if(heroes[1]->getArt(13) && !town) //ballista
  1181. {
  1182. CStack * stack = curB->generateNewStack(CStackBasicDescriptor(146, 1), stacks.size(), false, 255, 66);
  1183. stacks.push_back(stack);
  1184. }
  1185. if(heroes[1]->getArt(14)) //ammo cart
  1186. {
  1187. CStack * stack = curB->generateNewStack(CStackBasicDescriptor(148, 1), stacks.size(), false, 255, 32);
  1188. stacks.push_back(stack);
  1189. }
  1190. if(heroes[1]->getArt(15)) //first aid tent
  1191. {
  1192. CStack * stack = curB->generateNewStack(CStackBasicDescriptor(147, 1), stacks.size(), false, 255, 168);
  1193. stacks.push_back(stack);
  1194. }
  1195. }
  1196. if(town && heroes[0] && town->hasFort()) //catapult
  1197. {
  1198. CStack * stack = curB->generateNewStack(CStackBasicDescriptor(145, 1), stacks.size(), true, 255, 120);
  1199. stacks.push_back(stack);
  1200. }
  1201. //war machines added
  1202. switch(curB->siege) //adding towers
  1203. {
  1204. case 3: //castle
  1205. {//lower tower / upper tower
  1206. CStack * stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), stacks.size(), false, 255, -4);
  1207. stacks.push_back(stack);
  1208. stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), stacks.size(), false, 255, -3);
  1209. stacks.push_back(stack);
  1210. }
  1211. case 2: //citadel
  1212. {//main tower
  1213. CStack * stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), stacks.size(), false, 255, -2);
  1214. stacks.push_back(stack);
  1215. }
  1216. }
  1217. std::stable_sort(stacks.begin(),stacks.end(),cmpst);
  1218. //seting up siege
  1219. if(town && town->hasFort())
  1220. {
  1221. for(int b=0; b<ARRAY_COUNT(curB->si.wallState); ++b)
  1222. {
  1223. curB->si.wallState[b] = 1;
  1224. }
  1225. }
  1226. //randomize obstacles
  1227. if(town == NULL && !creatureBank) //do it only when it's not siege and not creature bank
  1228. {
  1229. bool obAv[BFIELD_SIZE]; //availability of hexes for obstacles;
  1230. std::vector<int> possibleObstacles;
  1231. for(int i=0; i<BFIELD_SIZE; ++i)
  1232. {
  1233. if(i%17 < 4 || i%17 > 12)
  1234. {
  1235. obAv[i] = false;
  1236. }
  1237. else
  1238. {
  1239. obAv[i] = true;
  1240. }
  1241. }
  1242. for(std::map<int, CObstacleInfo>::const_iterator g=VLC->heroh->obstacles.begin(); g!=VLC->heroh->obstacles.end(); ++g)
  1243. {
  1244. if(g->second.allowedTerrains[terType-1] == '1') //we need to take terType with -1 because terrain ids start from 1 and allowedTerrains array is indexed from 0
  1245. {
  1246. possibleObstacles.push_back(g->first);
  1247. }
  1248. }
  1249. srand(time(NULL));
  1250. if(possibleObstacles.size() > 0) //we cannot place any obstacles when we don't have them
  1251. {
  1252. int toBlock = rand()%6 + 6; //how many hexes should be blocked by obstacles
  1253. while(toBlock>0)
  1254. {
  1255. CObstacleInstance coi;
  1256. coi.uniqueID = curB->obstacles.size();
  1257. coi.ID = possibleObstacles[rand()%possibleObstacles.size()];
  1258. coi.pos = rand()%BFIELD_SIZE;
  1259. std::vector<THex> block = VLC->heroh->obstacles[coi.ID].getBlocked(coi.pos);
  1260. bool badObstacle = false;
  1261. for(int b=0; b<block.size(); ++b)
  1262. {
  1263. if(block[b] < 0 || block[b] >= BFIELD_SIZE || !obAv[block[b]])
  1264. {
  1265. badObstacle = true;
  1266. break;
  1267. }
  1268. }
  1269. if(badObstacle) continue;
  1270. //obstacle can be placed
  1271. curB->obstacles.push_back(coi);
  1272. for(int b=0; b<block.size(); ++b)
  1273. {
  1274. if(block[b] >= 0 && block[b] < BFIELD_SIZE)
  1275. obAv[block[b]] = false;
  1276. }
  1277. toBlock -= block.size();
  1278. }
  1279. }
  1280. }
  1281. //spell level limiting bonus
  1282. curB->addNewBonus(new Bonus(Bonus::ONE_BATTLE, Bonus::LEVEL_SPELL_IMMUNITY, Bonus::OTHER,
  1283. 0, -1, -1, Bonus::INDEPENDENT_MAX));
  1284. //giving terrain overalay premies
  1285. int bonusSubtype = -1;
  1286. switch(terType)
  1287. {
  1288. case 9: //magic plains
  1289. {
  1290. bonusSubtype = 0;
  1291. }
  1292. case 14: //fiery fields
  1293. {
  1294. if(bonusSubtype == -1) bonusSubtype = 1;
  1295. }
  1296. case 15: //rock lands
  1297. {
  1298. if(bonusSubtype == -1) bonusSubtype = 8;
  1299. }
  1300. case 16: //magic clouds
  1301. {
  1302. if(bonusSubtype == -1) bonusSubtype = 2;
  1303. }
  1304. case 17: //lucid pools
  1305. {
  1306. if(bonusSubtype == -1) bonusSubtype = 4;
  1307. }
  1308. { //common part for cases 9, 14, 15, 16, 17
  1309. curB->addNewBonus(new Bonus(Bonus::ONE_BATTLE, Bonus::MAGIC_SCHOOL_SKILL, Bonus::TERRAIN_OVERLAY, 3, -1, "", bonusSubtype));
  1310. break;
  1311. }
  1312. case 18: //holy ground
  1313. {
  1314. curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureAlignmentLimiter(GOOD)));
  1315. curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureAlignmentLimiter(EVIL)));
  1316. break;
  1317. }
  1318. case 19: //clover field
  1319. { //+2 luck bonus for neutral creatures
  1320. curB->addNewBonus(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, +2, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureFactionLimiter(-1)));
  1321. break;
  1322. }
  1323. case 20: //evil fog
  1324. {
  1325. curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureAlignmentLimiter(GOOD)));
  1326. curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureAlignmentLimiter(EVIL)));
  1327. break;
  1328. }
  1329. case 22: //cursed ground
  1330. {
  1331. curB->addNewBonus(makeFeature(Bonus::NO_MORALE, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
  1332. curB->addNewBonus(makeFeature(Bonus::NO_LUCK, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
  1333. Bonus * b = makeFeature(Bonus::LEVEL_SPELL_IMMUNITY, Bonus::ONE_BATTLE, SPELL_LEVELS, 1, Bonus::TERRAIN_OVERLAY);
  1334. b->valType = Bonus::INDEPENDENT_MAX;
  1335. curB->addNewBonus(b);
  1336. break;
  1337. }
  1338. }
  1339. //overlay premies given
  1340. //native terrain bonuses
  1341. if(town) //during siege always take premies for native terrain of faction
  1342. terrain = VLC->heroh->nativeTerrains[town->town->typeID];
  1343. boost::shared_ptr<ILimiter> nativeTerrain(new CreatureNativeTerrainLimiter(terrain));
  1344. curB->addNewBonus(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
  1345. curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::ATTACK, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
  1346. curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
  1347. //////////////////////////////////////////////////////////////////////////
  1348. //tactics
  1349. int tacticLvls[2] = {0};
  1350. for(int i = 0; i < ARRAY_COUNT(tacticLvls); i++)
  1351. {
  1352. if(heroes[i])
  1353. tacticLvls[i] += heroes[i]->getSecSkillLevel(CGHeroInstance::TACTICS);
  1354. }
  1355. if(int diff = tacticLvls[0] - tacticLvls[1])
  1356. {
  1357. curB->tacticsSide = diff < 0;
  1358. curB->tacticDistance = std::abs(diff)*2 + 1;
  1359. }
  1360. else
  1361. curB->tacticDistance = 0;
  1362. // workaround — bonuses affecting only enemy
  1363. for(int i = 0; i < 2; i++)
  1364. {
  1365. TNodes nodes;
  1366. curB->belligerents[i]->getRedAncestors(nodes);
  1367. BOOST_FOREACH(CBonusSystemNode *n, nodes)
  1368. {
  1369. BOOST_FOREACH(Bonus *b, n->exportedBonuses)
  1370. {
  1371. if(b->effectRange == Bonus::ONLY_ENEMY_ARMY/* && b->propagator && b->propagator->shouldBeAttached(curB)*/)
  1372. {
  1373. Bonus *bCopy = new Bonus(*b);
  1374. bCopy->effectRange = Bonus::NO_LIMIT;
  1375. bCopy->propagator.reset();
  1376. bCopy->limiter.reset(new StackOwnerLimiter(curB->sides[!i]));
  1377. curB->addNewBonus(bCopy);
  1378. }
  1379. }
  1380. }
  1381. }
  1382. return curB;
  1383. }
  1384. bool BattleInfo::isInTacticRange( THex dest ) const
  1385. {
  1386. return ((!tacticsSide && dest.getX() > 0 && dest.getX() <= tacticDistance)
  1387. || (tacticsSide && dest.getX() < BFIELD_WIDTH - 1 && dest.getX() >= BFIELD_WIDTH - tacticDistance - 1));
  1388. }
  1389. SpellCasting::ESpellCastProblem BattleInfo::battleCanCastSpell(int player, ECastingMode mode) const
  1390. {
  1391. int side = sides[0] == player ? 0 : 1;
  1392. switch (mode)
  1393. {
  1394. case HERO_CASTING:
  1395. {
  1396. if(castSpells[side] > 0)
  1397. return SpellCasting::ALREADY_CASTED_THIS_TURN;
  1398. if(!heroes[side])
  1399. return SpellCasting::NO_HERO_TO_CAST_SPELL;
  1400. if(!heroes[side]->getArt(17))
  1401. return SpellCasting::NO_SPELLBOOK;
  1402. }
  1403. break;
  1404. }
  1405. return SpellCasting::OK;
  1406. }
  1407. SpellCasting::ESpellCastProblem BattleInfo::battleCanCastThisSpell( int player, const CSpell * spell, ECastingMode mode ) const
  1408. {
  1409. SpellCasting::ESpellCastProblem genProblem = battleCanCastSpell(player, mode);
  1410. if(genProblem != SpellCasting::OK)
  1411. return genProblem;
  1412. int cside = sides[0] == player ? 0 : 1; //caster's side
  1413. switch(mode)
  1414. {
  1415. HERO_CASTING:
  1416. {
  1417. const CGHeroInstance * caster = heroes[cside];
  1418. if(!caster->canCastThisSpell(spell))
  1419. return SpellCasting::HERO_DOESNT_KNOW_SPELL;
  1420. if(caster->mana < getSpellCost(spell, caster)) //not enough mana
  1421. return SpellCasting::NOT_ENOUGH_MANA;
  1422. }
  1423. break;
  1424. }
  1425. if(spell->id < 10) //it's adventure spell (not combat))
  1426. return SpellCasting::ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL;
  1427. if(NBonus::hasOfType(heroes[1-cside], Bonus::SPELL_IMMUNITY, spell->id)) //non - casting hero provides immunity for this spell
  1428. return SpellCasting::SECOND_HEROS_SPELL_IMMUNITY;
  1429. if(battleMinSpellLevel() > spell->level) //non - casting hero stops caster from casting this spell
  1430. return SpellCasting::SPELL_LEVEL_LIMIT_EXCEEDED;
  1431. int spellIDs[] = {66, 67, 68, 69}; //IDs of summon elemental spells (fire, earth, water, air)
  1432. int creIDs[] = {114, 113, 115, 112}; //(fire, earth, water, air)
  1433. int * idp = std::find(spellIDs, spellIDs + ARRAY_COUNT(spellIDs), spell->id);
  1434. int arpos = idp - spellIDs;
  1435. if(arpos < ARRAY_COUNT(spellIDs))
  1436. {
  1437. //check if there are summoned elementals of other type
  1438. BOOST_FOREACH ( const CStack * st, stacks)
  1439. {
  1440. if (vstd::contains(st->state, SUMMONED) && st->getCreature()->idNumber != creIDs[arpos])
  1441. {
  1442. return SpellCasting::ANOTHER_ELEMENTAL_SUMMONED;
  1443. }
  1444. }
  1445. }
  1446. //checking if there exists an appropriate target
  1447. switch(spell->getTargetType())
  1448. {
  1449. case CSpell::CREATURE:
  1450. case CSpell::CREATURE_EXPERT_MASSIVE:
  1451. if(mode == HERO_CASTING)
  1452. {
  1453. const CGHeroInstance * caster = getHero(player);
  1454. bool targetExists = false;
  1455. BOOST_FOREACH(const CStack * stack, stacks)
  1456. {
  1457. switch (spell->positiveness)
  1458. {
  1459. case 1:
  1460. if(stack->owner == caster->getOwner())
  1461. {
  1462. if(battleIsImmune(player, spell, mode, stack->position) == SpellCasting::OK)
  1463. {
  1464. targetExists = true;
  1465. break;
  1466. }
  1467. }
  1468. break;
  1469. case 0:
  1470. if(battleIsImmune(player, spell, mode, stack->position) == SpellCasting::OK)
  1471. {
  1472. targetExists = true;
  1473. break;
  1474. }
  1475. break;
  1476. case -1:
  1477. if(stack->owner != caster->getOwner())
  1478. {
  1479. if(battleIsImmune(player, spell, mode, stack->position) == SpellCasting::OK)
  1480. {
  1481. targetExists = true;
  1482. break;
  1483. }
  1484. }
  1485. break;
  1486. }
  1487. }
  1488. if(!targetExists)
  1489. {
  1490. return SpellCasting::NO_APPROPRIATE_TARGET;
  1491. }
  1492. }
  1493. break;
  1494. case CSpell::OBSTACLE:
  1495. break;
  1496. }
  1497. return SpellCasting::OK;
  1498. }
  1499. SpellCasting::ESpellCastProblem BattleInfo::battleCanCastThisSpellHere( int player, const CSpell * spell, ECastingMode mode, THex dest )
  1500. {
  1501. SpellCasting::ESpellCastProblem moreGeneralProblem = battleCanCastThisSpell(player, spell, mode);
  1502. if(moreGeneralProblem != SpellCasting::OK)
  1503. return moreGeneralProblem;
  1504. return battleIsImmune(player, spell, mode, dest);
  1505. }
  1506. const CGHeroInstance * BattleInfo::getHero( int player ) const
  1507. {
  1508. if(heroes[0] && heroes[0]->getOwner() == player)
  1509. return heroes[0];
  1510. return heroes[1];
  1511. }
  1512. SpellCasting::ESpellCastProblem BattleInfo::battleIsImmune( int player, const CSpell * spell, ECastingMode mode, THex dest ) const
  1513. {
  1514. const CStack * subject = getStackT(dest, false);
  1515. const CGHeroInstance * caster = mode == HERO_CASTING ? getHero(player) : NULL;
  1516. if(subject)
  1517. {
  1518. if(subject->hasBonusOfType(Bonus::SPELL_IMMUNITY, spell->id)
  1519. || ( subject->hasBonusOfType(Bonus::LEVEL_SPELL_IMMUNITY) && subject->valOfBonuses(Bonus::LEVEL_SPELL_IMMUNITY) >= spell->level))
  1520. {
  1521. return SpellCasting::STACK_IMMUNE_TO_SPELL;
  1522. }
  1523. //dispel helpful spells
  1524. if(spell->id == 78)
  1525. {
  1526. BonusList spellBon = subject->getSpellBonuses();
  1527. bool hasPositiveSpell = false;
  1528. BOOST_FOREACH(const Bonus * b, spellBon)
  1529. {
  1530. if(VLC->spellh->spells[b->sid]->positiveness > 0)
  1531. {
  1532. hasPositiveSpell = true;
  1533. break;
  1534. }
  1535. }
  1536. if(!hasPositiveSpell)
  1537. {
  1538. return SpellCasting::NO_SPELLS_TO_DISPEL;
  1539. }
  1540. }
  1541. }
  1542. else
  1543. {
  1544. if(spell->getTargetType() == CSpell::CREATURE ||
  1545. (spell->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE && caster && caster->getSpellSchoolLevel(spell) < 3))
  1546. {
  1547. return SpellCasting::WRONG_SPELL_TARGET;
  1548. }
  1549. }
  1550. return SpellCasting::OK;
  1551. }
  1552. CStack::CStack(const CStackInstance *Base, int O, int I, bool AO, int S)
  1553. : base(Base), ID(I), owner(O), slot(S), attackerOwned(AO),
  1554. counterAttacks(1)
  1555. {
  1556. assert(base);
  1557. type = base->type;
  1558. count = baseAmount = base->count;
  1559. nodeType = STACK_BATTLE;
  1560. }
  1561. CStack::CStack()
  1562. {
  1563. init();
  1564. nodeType = STACK_BATTLE;
  1565. }
  1566. CStack::CStack(const CStackBasicDescriptor *stack, int O, int I, bool AO, int S)
  1567. : base(NULL), ID(I), owner(O), slot(S), attackerOwned(AO), counterAttacks(1)
  1568. {
  1569. type = stack->type;
  1570. count = baseAmount = stack->count;
  1571. nodeType = STACK_BATTLE;
  1572. }
  1573. void CStack::init()
  1574. {
  1575. base = NULL;
  1576. type = NULL;
  1577. ID = -1;
  1578. count = baseAmount = -1;
  1579. firstHPleft = -1;
  1580. owner = 255;
  1581. slot = 255;
  1582. attackerOwned = false;
  1583. position = THex();
  1584. counterAttacks = -1;
  1585. }
  1586. void CStack::postInit()
  1587. {
  1588. assert(type);
  1589. assert(parents.size());
  1590. firstHPleft = valOfBonuses(Bonus::STACK_HEALTH);
  1591. shots = getCreature()->shots;
  1592. counterAttacks = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
  1593. state.insert(ALIVE); //alive state indication
  1594. assert(firstHPleft > 0);
  1595. }
  1596. ui32 CStack::Speed( int turn /*= 0*/ ) const
  1597. {
  1598. if(hasBonus(Selector::type(Bonus::SIEGE_WEAPON) && Selector::turns(turn))) //war machines cannot move
  1599. return 0;
  1600. int speed = valOfBonuses(Selector::type(Bonus::STACKS_SPEED) && Selector::turns(turn));
  1601. int percentBonus = 0;
  1602. BOOST_FOREACH(const Bonus *b, bonuses)
  1603. {
  1604. if(b->type == Bonus::STACKS_SPEED)
  1605. {
  1606. percentBonus += b->additionalInfo;
  1607. }
  1608. }
  1609. speed = ((100 + percentBonus) * speed)/100;
  1610. //bind effect check
  1611. if(getEffect(72))
  1612. {
  1613. return 0;
  1614. }
  1615. return speed;
  1616. }
  1617. const Bonus * CStack::getEffect( ui16 id, int turn /*= 0*/ ) const
  1618. {
  1619. BOOST_FOREACH(Bonus *it, bonuses)
  1620. {
  1621. if(it->source == Bonus::SPELL_EFFECT && it->sid == id)
  1622. {
  1623. if(!turn || it->turnsRemain > turn)
  1624. return &(*it);
  1625. }
  1626. }
  1627. return NULL;
  1628. }
  1629. void CStack::stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse)
  1630. {
  1631. si32 power = VLC->spellh->spells[sse.sid]->powers[sse.val];
  1632. //why, why, WHY this code is here?!?
  1633. // Bonus * bonus = getBonus(Selector::typeSybtype(Bonus::SPECIAL_PECULIAR_ENCHANT, sse.id));
  1634. // if (bonus)
  1635. // {
  1636. // switch(bonus->additionalInfo)
  1637. // {
  1638. // case 0: //normal
  1639. // switch(type->level)
  1640. // {
  1641. // case 1: case 2:
  1642. // power += 3; //it doesn't necessarily make sense for some spells, use it wisely
  1643. // break;
  1644. // case 3: case 4:
  1645. // power += 2;
  1646. // break;
  1647. // case 5: case 6:
  1648. // power += 1;
  1649. // break;
  1650. // }
  1651. // break;
  1652. // case 1: //only Coronius as yet
  1653. // power = std::max(5 - type->level, 0);
  1654. // break;
  1655. // }
  1656. // }
  1657. switch(sse.sid)
  1658. {
  1659. case 27: //shield
  1660. sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
  1661. sf.back().sid = sse.sid;
  1662. break;
  1663. case 28: //air shield
  1664. sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
  1665. sf.back().sid = sse.sid;
  1666. break;
  1667. case 29: //fire shield
  1668. sf.push_back(featureGenerator(Bonus::FIRE_SHIELD, 0, power, sse.turnsRemain));
  1669. sf.back().sid = sse.sid;
  1670. break;
  1671. case 30: //protection from air
  1672. sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
  1673. sf.back().sid = sse.sid;
  1674. break;
  1675. case 31: //protection from fire
  1676. sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
  1677. sf.back().sid = sse.sid;
  1678. break;
  1679. case 32: //protection from water
  1680. sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 2, power, sse.turnsRemain));
  1681. sf.back().sid = sse.sid;
  1682. break;
  1683. case 33: //protection from earth
  1684. sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 3, power, sse.turnsRemain));
  1685. sf.back().sid = sse.sid;
  1686. break;
  1687. case 34: //anti-magic
  1688. sf.push_back(featureGenerator(Bonus::LEVEL_SPELL_IMMUNITY, SPELL_LEVELS, power - 1, sse.turnsRemain));
  1689. sf.back().valType = Bonus::INDEPENDENT_MAX;
  1690. sf.back().sid = sse.sid;
  1691. break;
  1692. case 41: //bless
  1693. // if (hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, 41)) //TODO: better handling of bonus percentages
  1694. // {
  1695. // int damagePercent = dynamic_cast<const CGHeroInstance*>(armyObj)->level * valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, 41) / type->level;
  1696. // sf.push_back(featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, sse.turnsRemain));
  1697. // sf.back().sid = sse.sid;
  1698. // sf.back().valType = Bonus::PERCENT_TO_ALL;
  1699. // }
  1700. sf.push_back(featureGenerator(Bonus::ALWAYS_MAXIMUM_DAMAGE, -1, power, sse.turnsRemain));
  1701. sf.back().sid = sse.sid;
  1702. break;
  1703. case 42: //curse
  1704. sf.push_back(featureGenerator(Bonus::ALWAYS_MINIMUM_DAMAGE, -1, -1 * power, sse.turnsRemain, sse.val >= 2 ? 20 : 0));
  1705. sf.back().sid = sse.sid;
  1706. break;
  1707. case 43: //bloodlust
  1708. sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_MELEE_FIGHT));
  1709. sf.back().sid = sse.sid;
  1710. break;
  1711. case 44: //precision
  1712. sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_DISTANCE_FIGHT));
  1713. sf.back().sid = sse.sid;
  1714. break;
  1715. case 45: //weakness
  1716. sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, -1 * power, sse.turnsRemain));
  1717. sf.back().sid = sse.sid;
  1718. break;
  1719. case 46: //stone skin
  1720. sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
  1721. sf.back().sid = sse.sid;
  1722. break;
  1723. case 47: //disrupting ray
  1724. sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -1 * power, sse.turnsRemain));
  1725. sf.back().sid = sse.sid;
  1726. sf.back().valType = Bonus::ADDITIVE_VALUE;
  1727. break;
  1728. case 48: //prayer
  1729. sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
  1730. sf.back().sid = sse.sid;
  1731. sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
  1732. sf.back().sid = sse.sid;
  1733. sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
  1734. sf.back().sid = sse.sid;
  1735. break;
  1736. case 49: //mirth
  1737. sf.push_back(featureGenerator(Bonus::MORALE, 0, power, sse.turnsRemain));
  1738. sf.back().sid = sse.sid;
  1739. break;
  1740. case 50: //sorrow
  1741. sf.push_back(featureGenerator(Bonus::MORALE, 0, -1 * power, sse.turnsRemain));
  1742. sf.back().sid = sse.sid;
  1743. break;
  1744. case 51: //fortune
  1745. sf.push_back(featureGenerator(Bonus::LUCK, 0, power, sse.turnsRemain));
  1746. sf.back().sid = sse.sid;
  1747. break;
  1748. case 52: //misfortune
  1749. sf.push_back(featureGenerator(Bonus::LUCK, 0, -1 * power, sse.turnsRemain));
  1750. sf.back().sid = sse.sid;
  1751. break;
  1752. case 53: //haste
  1753. sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
  1754. sf.back().sid = sse.sid;
  1755. break;
  1756. case 54: //slow
  1757. sf.push_back(featureGeneratorVT(Bonus::STACKS_SPEED, 0, -1 * ( 100 - power ), sse.turnsRemain, Bonus::PERCENT_TO_ALL));
  1758. sf.back().sid = sse.sid;
  1759. break;
  1760. case 55: //slayer
  1761. // if (bonus) //Coronius
  1762. // {
  1763. // sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
  1764. // sf.back().sid = sse.sid;
  1765. // }
  1766. sf.push_back(featureGenerator(Bonus::SLAYER, 0, sse.val, sse.turnsRemain));
  1767. sf.back().sid = sse.sid;
  1768. break;
  1769. case 56: //frenzy
  1770. sf.push_back(featureGenerator(Bonus::IN_FRENZY, 0, VLC->spellh->spells[56]->powers[sse.val]/100.0, sse.turnsRemain));
  1771. sf.back().sid = sse.sid;
  1772. break;
  1773. case 58: //counterstrike
  1774. sf.push_back(featureGenerator(Bonus::ADDITIONAL_RETALIATION, 0, power, sse.turnsRemain));
  1775. sf.back().sid = sse.sid;
  1776. break;
  1777. case 59: //bersek
  1778. sf.push_back(featureGenerator(Bonus::ATTACKS_NEAREST_CREATURE, 0, sse.val, sse.turnsRemain));
  1779. sf.back().sid = sse.sid;
  1780. break;
  1781. case 60: //hypnotize
  1782. sf.push_back(featureGenerator(Bonus::HYPNOTIZED, 0, sse.val, sse.turnsRemain));
  1783. sf.back().sid = sse.sid;
  1784. break;
  1785. case 61: //forgetfulness
  1786. sf.push_back(featureGenerator(Bonus::FORGETFULL, 0, sse.val, sse.turnsRemain));
  1787. sf.back().sid = sse.sid;
  1788. break;
  1789. case 62: //blind
  1790. sf.push_back(makeFeatureVal(Bonus::NOT_ACTIVE, Bonus::UNITL_BEING_ATTACKED | Bonus::N_TURNS, 0, 0, Bonus::SPELL_EFFECT, sse.turnsRemain));
  1791. sf.back().sid = sse.sid;
  1792. sf.push_back(makeFeatureVal(Bonus::GENERAL_ATTACK_REDUCTION, Bonus::UNTIL_ATTACK | Bonus::N_TURNS, 0, power, Bonus::SPELL_EFFECT, sse.turnsRemain));
  1793. sf.back().sid = sse.sid;
  1794. break;
  1795. }
  1796. }
  1797. ui8 CStack::howManyEffectsSet(ui16 id) const
  1798. {
  1799. ui8 ret = 0;
  1800. BOOST_FOREACH(const Bonus *it, bonuses)
  1801. if(it->source == Bonus::SPELL_EFFECT && it->sid == id) //effect found
  1802. {
  1803. ++ret;
  1804. }
  1805. return ret;
  1806. }
  1807. bool CStack::willMove(int turn /*= 0*/) const
  1808. {
  1809. return ( turn ? true : !vstd::contains(state, DEFENDING) )
  1810. && !moved(turn)
  1811. && canMove(turn);
  1812. }
  1813. bool CStack::canMove( int turn /*= 0*/ ) const
  1814. {
  1815. return alive()
  1816. && !hasBonus(Selector::type(Bonus::NOT_ACTIVE) && Selector::turns(turn)); //eg. Ammo Cart or blinded creature
  1817. }
  1818. bool CStack::moved( int turn /*= 0*/ ) const
  1819. {
  1820. if(!turn)
  1821. return vstd::contains(state, MOVED);
  1822. else
  1823. return false;
  1824. }
  1825. bool CStack::doubleWide() const
  1826. {
  1827. return getCreature()->doubleWide;
  1828. }
  1829. THex CStack::occupiedHex() const
  1830. {
  1831. if (doubleWide())
  1832. {
  1833. if (attackerOwned)
  1834. return position - 1;
  1835. else
  1836. return position + 1;
  1837. }
  1838. else
  1839. {
  1840. return THex::INVALID;
  1841. }
  1842. }
  1843. BonusList CStack::getSpellBonuses() const
  1844. {
  1845. return getBonuses(Selector::sourceTypeSel(Bonus::SPELL_EFFECT));
  1846. }
  1847. std::vector<si32> CStack::activeSpells() const
  1848. {
  1849. std::vector<si32> ret;
  1850. BonusList spellEffects = getSpellBonuses();
  1851. BOOST_FOREACH(const Bonus *it, spellEffects)
  1852. {
  1853. if (!vstd::contains(ret, it->sid)) //do not duplicate spells with multiple effects
  1854. ret.push_back(it->sid);
  1855. }
  1856. return ret;
  1857. }
  1858. CStack::~CStack()
  1859. {
  1860. detachFromAll();
  1861. if(vstd::contains(state, SUMMONED))
  1862. delNull(base);
  1863. }
  1864. const CGHeroInstance * CStack::getMyHero() const
  1865. {
  1866. if(base)
  1867. return dynamic_cast<const CGHeroInstance *>(base->armyObj);
  1868. else //we are attached directly?
  1869. BOOST_FOREACH(const CBonusSystemNode *n, parents)
  1870. if(n->nodeType == HERO)
  1871. dynamic_cast<const CGHeroInstance *>(n);
  1872. return NULL;
  1873. }
  1874. std::string CStack::nodeName() const
  1875. {
  1876. std::ostringstream oss;
  1877. oss << "Battle stack [" << ID << "]: " << count << " creatures of ";
  1878. if(type)
  1879. oss << type->namePl;
  1880. else
  1881. oss << "[UNDEFINED TYPE]";
  1882. oss << " from slot " << (int)slot;
  1883. if(base && base->armyObj)
  1884. oss << " of armyobj=" << base->armyObj->id;
  1885. return oss.str();
  1886. }
  1887. void CStack::prepareAttacked(BattleStackAttacked &bsa) const
  1888. {
  1889. bsa.killedAmount = bsa.damageAmount / MaxHealth();
  1890. unsigned damageFirst = bsa.damageAmount % MaxHealth();
  1891. if( firstHPleft <= damageFirst )
  1892. {
  1893. bsa.killedAmount++;
  1894. bsa.newHP = firstHPleft + MaxHealth() - damageFirst;
  1895. }
  1896. else
  1897. {
  1898. bsa.newHP = firstHPleft - damageFirst;
  1899. }
  1900. if(count <= bsa.killedAmount) //stack killed
  1901. {
  1902. bsa.newAmount = 0;
  1903. bsa.flags |= 1;
  1904. bsa.killedAmount = count; //we cannot kill more creatures than we have
  1905. }
  1906. else
  1907. {
  1908. bsa.newAmount = count - bsa.killedAmount;
  1909. }
  1910. }
  1911. bool CStack::isMeleeAttackPossible(const CStack * attacker, const CStack * defender, THex attackerPos /*= THex::INVALID*/, THex defenderPos /*= THex::INVALID*/)
  1912. {
  1913. if (!attackerPos.isValid())
  1914. {
  1915. attackerPos = attacker->position;
  1916. }
  1917. if (!defenderPos.isValid())
  1918. {
  1919. defenderPos = defender->position;
  1920. }
  1921. return
  1922. (THex::mutualPosition(attackerPos, defenderPos) >= 0) //front <=> front
  1923. || (attacker->doubleWide() //back <=> front
  1924. && THex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos) >= 0)
  1925. || (defender->doubleWide() //front <=> back
  1926. && THex::mutualPosition(attackerPos, defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0)
  1927. || (defender->doubleWide() && attacker->doubleWide()//back <=> back
  1928. && THex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0);
  1929. }
  1930. bool CMP_stack::operator()( const CStack* a, const CStack* b )
  1931. {
  1932. switch(phase)
  1933. {
  1934. case 0: //catapult moves after turrets
  1935. return a->getCreature()->idNumber < b->getCreature()->idNumber; //catapult is 145 and turrets are 149
  1936. //TODO? turrets order
  1937. case 1: //fastest first, upper slot first
  1938. {
  1939. int as = a->Speed(turn), bs = b->Speed(turn);
  1940. if(as != bs)
  1941. return as > bs;
  1942. else
  1943. return a->slot < b->slot;
  1944. }
  1945. case 2: //fastest last, upper slot first
  1946. //TODO: should be replaced with order of receiving morale!
  1947. case 3: //fastest last, upper slot first
  1948. {
  1949. int as = a->Speed(turn), bs = b->Speed(turn);
  1950. if(as != bs)
  1951. return as < bs;
  1952. else
  1953. return a->slot < b->slot;
  1954. }
  1955. default:
  1956. assert(0);
  1957. return false;
  1958. }
  1959. }
  1960. CMP_stack::CMP_stack( int Phase /*= 1*/, int Turn )
  1961. {
  1962. phase = Phase;
  1963. turn = Turn;
  1964. }