CGameState.cpp 92 KB

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  1. #include "StdInc.h"
  2. #include "CGameState.h"
  3. #include <boost/random/linear_congruential.hpp>
  4. #include "Mapping/CCampaignHandler.h"
  5. #include "CDefObjInfoHandler.h"
  6. #include "CArtHandler.h"
  7. #include "CBuildingHandler.h"
  8. #include "CGeneralTextHandler.h"
  9. #include "CTownHandler.h"
  10. #include "CSpellHandler.h"
  11. #include "CHeroHandler.h"
  12. #include "CObjectHandler.h"
  13. #include "CCreatureHandler.h"
  14. #include "CModHandler.h"
  15. #include "VCMI_Lib.h"
  16. #include "Connection.h"
  17. #include "Mapping/CMap.h"
  18. #include "Mapping/CMapService.h"
  19. #include "StartInfo.h"
  20. #include "NetPacks.h"
  21. #include "RegisterTypes.h"
  22. #include "Mapping/CMapInfo.h"
  23. #include "BattleState.h"
  24. #include "JsonNode.h"
  25. #include "Filesystem/CResourceLoader.h"
  26. #include "GameConstants.h"
  27. #include "RMG/CMapGenOptions.h"
  28. #include "RMG/CMapGenerator.h"
  29. DLL_LINKAGE boost::rand48 ran;
  30. class CGObjectInstance;
  31. #ifdef min
  32. #undef min
  33. #endif
  34. #ifdef max
  35. #undef max
  36. #endif
  37. /*
  38. * CGameState.cpp, part of VCMI engine
  39. *
  40. * Authors: listed in file AUTHORS in main folder
  41. *
  42. * License: GNU General Public License v2.0 or later
  43. * Full text of license available in license.txt file, in main folder
  44. *
  45. */
  46. void foofoofoo()
  47. {
  48. //never called function to force instantation of templates
  49. int *ccc = NULL;
  50. registerTypes((CISer<CConnection>&)*ccc);
  51. registerTypes((COSer<CConnection>&)*ccc);
  52. registerTypes((CSaveFile&)*ccc);
  53. registerTypes((CLoadFile&)*ccc);
  54. registerTypes((CTypeList&)*ccc);
  55. }
  56. template <typename T> class CApplyOnGS;
  57. class CBaseForGSApply
  58. {
  59. public:
  60. virtual void applyOnGS(CGameState *gs, void *pack) const =0;
  61. virtual ~CBaseForGSApply(){};
  62. template<typename U> static CBaseForGSApply *getApplier(const U * t=NULL)
  63. {
  64. return new CApplyOnGS<U>;
  65. }
  66. };
  67. template <typename T> class CApplyOnGS : public CBaseForGSApply
  68. {
  69. public:
  70. void applyOnGS(CGameState *gs, void *pack) const
  71. {
  72. T *ptr = static_cast<T*>(pack);
  73. boost::unique_lock<boost::shared_mutex> lock(*gs->mx);
  74. ptr->applyGs(gs);
  75. }
  76. };
  77. static CApplier<CBaseForGSApply> *applierGs = NULL;
  78. class IObjectCaller
  79. {
  80. public:
  81. virtual ~IObjectCaller(){};
  82. virtual void preInit()=0;
  83. virtual void postInit()=0;
  84. };
  85. template <typename T>
  86. class CObjectCaller : public IObjectCaller
  87. {
  88. public:
  89. void preInit()
  90. {
  91. //T::preInit();
  92. }
  93. void postInit()
  94. {
  95. //T::postInit();
  96. }
  97. };
  98. class CObjectCallersHandler
  99. {
  100. public:
  101. std::vector<IObjectCaller*> apps;
  102. template<typename T> void registerType(const T * t=NULL)
  103. {
  104. apps.push_back(new CObjectCaller<T>);
  105. }
  106. CObjectCallersHandler()
  107. {
  108. registerTypes1(*this);
  109. }
  110. ~CObjectCallersHandler()
  111. {
  112. for (size_t i = 0; i < apps.size(); i++)
  113. delete apps[i];
  114. }
  115. void preInit()
  116. {
  117. // for (size_t i = 0; i < apps.size(); i++)
  118. // apps[i]->preInit();
  119. }
  120. void postInit()
  121. {
  122. //for (size_t i = 0; i < apps.size(); i++)
  123. //apps[i]->postInit();
  124. }
  125. } *objCaller = NULL;
  126. void MetaString::getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const
  127. {
  128. int type = txt.first, ser = txt.second;
  129. if(type == ART_NAMES)
  130. {
  131. dst = VLC->arth->artifacts[ser]->Name();
  132. }
  133. else if(type == CRE_PL_NAMES)
  134. {
  135. dst = VLC->creh->creatures[ser]->namePl;
  136. }
  137. else if(type == MINE_NAMES)
  138. {
  139. dst = VLC->generaltexth->mines[ser].first;
  140. }
  141. else if(type == MINE_EVNTS)
  142. {
  143. dst = VLC->generaltexth->mines[ser].second;
  144. }
  145. else if(type == SPELL_NAME)
  146. {
  147. dst = VLC->spellh->spells[ser]->name;
  148. }
  149. else if(type == CRE_SING_NAMES)
  150. {
  151. dst = VLC->creh->creatures[ser]->nameSing;
  152. }
  153. else if(type == ART_DESCR)
  154. {
  155. dst = VLC->arth->artifacts[ser]->Description();
  156. }
  157. else if (type == ART_EVNTS)
  158. {
  159. dst = VLC->arth->artifacts[ser]->EventText();
  160. }
  161. else
  162. {
  163. std::vector<std::string> *vec;
  164. switch(type)
  165. {
  166. case GENERAL_TXT:
  167. vec = &VLC->generaltexth->allTexts;
  168. break;
  169. case XTRAINFO_TXT:
  170. vec = &VLC->generaltexth->xtrainfo;
  171. break;
  172. case OBJ_NAMES:
  173. vec = &VLC->generaltexth->names;
  174. break;
  175. case RES_NAMES:
  176. vec = &VLC->generaltexth->restypes;
  177. break;
  178. case ARRAY_TXT:
  179. vec = &VLC->generaltexth->arraytxt;
  180. break;
  181. case CREGENS:
  182. vec = &VLC->generaltexth->creGens;
  183. break;
  184. case CREGENS4:
  185. vec = &VLC->generaltexth->creGens4;
  186. break;
  187. case ADVOB_TXT:
  188. vec = &VLC->generaltexth->advobtxt;
  189. break;
  190. case SEC_SKILL_NAME:
  191. vec = &VLC->generaltexth->skillName;
  192. break;
  193. case COLOR:
  194. vec = &VLC->generaltexth->capColors;
  195. break;
  196. default:
  197. tlog1 << "Failed string substitution because type is " << type << std::endl;
  198. dst = "#@#";
  199. return;
  200. }
  201. if(vec->size() <= ser)
  202. {
  203. tlog1 << "Failed string substitution with type " << type << " because index " << ser << " is out of bounds!\n";
  204. dst = "#!#";
  205. }
  206. else
  207. dst = (*vec)[ser];
  208. }
  209. }
  210. DLL_LINKAGE void MetaString::toString(std::string &dst) const
  211. {
  212. size_t exSt = 0, loSt = 0, nums = 0;
  213. dst.clear();
  214. for(size_t i=0;i<message.size();++i)
  215. {//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER
  216. switch(message[i])
  217. {
  218. case TEXACT_STRING:
  219. dst += exactStrings[exSt++];
  220. break;
  221. case TLOCAL_STRING:
  222. {
  223. std::string hlp;
  224. getLocalString(localStrings[loSt++], hlp);
  225. dst += hlp;
  226. }
  227. break;
  228. case TNUMBER:
  229. dst += boost::lexical_cast<std::string>(numbers[nums++]);
  230. break;
  231. case TREPLACE_ESTRING:
  232. boost::replace_first(dst, "%s", exactStrings[exSt++]);
  233. break;
  234. case TREPLACE_LSTRING:
  235. {
  236. std::string hlp;
  237. getLocalString(localStrings[loSt++], hlp);
  238. boost::replace_first(dst, "%s", hlp);
  239. }
  240. break;
  241. case TREPLACE_NUMBER:
  242. boost::replace_first(dst, "%d", boost::lexical_cast<std::string>(numbers[nums++]));
  243. break;
  244. case TREPLACE_PLUSNUMBER:
  245. boost::replace_first(dst, "%+d", '+' + boost::lexical_cast<std::string>(numbers[nums++]));
  246. break;
  247. default:
  248. tlog1 << "MetaString processing error!\n";
  249. break;
  250. }
  251. }
  252. }
  253. DLL_LINKAGE std::string MetaString::toString() const
  254. {
  255. std::string ret;
  256. toString(ret);
  257. return ret;
  258. }
  259. DLL_LINKAGE std::string MetaString::buildList () const
  260. ///used to handle loot from creature bank
  261. {
  262. size_t exSt = 0, loSt = 0, nums = 0;
  263. std::string lista;
  264. for (int i = 0; i < message.size(); ++i)
  265. {
  266. if (i > 0 && (message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING))
  267. {
  268. if (exSt == exactStrings.size() - 1)
  269. lista += VLC->generaltexth->allTexts[141]; //" and "
  270. else
  271. lista += ", ";
  272. }
  273. switch (message[i])
  274. {
  275. case TEXACT_STRING:
  276. lista += exactStrings[exSt++];
  277. break;
  278. case TLOCAL_STRING:
  279. {
  280. std::string hlp;
  281. getLocalString (localStrings[loSt++], hlp);
  282. lista += hlp;
  283. }
  284. break;
  285. case TNUMBER:
  286. lista += boost::lexical_cast<std::string>(numbers[nums++]);
  287. break;
  288. case TREPLACE_ESTRING:
  289. lista.replace (lista.find("%s"), 2, exactStrings[exSt++]);
  290. break;
  291. case TREPLACE_LSTRING:
  292. {
  293. std::string hlp;
  294. getLocalString (localStrings[loSt++], hlp);
  295. lista.replace (lista.find("%s"), 2, hlp);
  296. }
  297. break;
  298. case TREPLACE_NUMBER:
  299. lista.replace (lista.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
  300. break;
  301. default:
  302. tlog1 << "MetaString processing error!\n";
  303. }
  304. }
  305. return lista;
  306. }
  307. void MetaString::addCreReplacement(CreatureID id, TQuantity count) //adds sing or plural name;
  308. {
  309. if (!count)
  310. addReplacement (CRE_PL_NAMES, id); //no creatures - just empty name (eg. defeat Angels)
  311. else if (count == 1)
  312. addReplacement (CRE_SING_NAMES, id);
  313. else
  314. addReplacement (CRE_PL_NAMES, id);
  315. }
  316. void MetaString::addReplacement(const CStackBasicDescriptor &stack)
  317. {
  318. assert(stack.type); //valid type
  319. addCreReplacement(stack.type->idNumber, stack.count);
  320. }
  321. static CGObjectInstance * createObject(Obj id, int subid, int3 pos, int owner)
  322. {
  323. CGObjectInstance * nobj;
  324. switch(id)
  325. {
  326. case Obj::HERO:
  327. {
  328. CGHeroInstance * nobj = new CGHeroInstance();
  329. nobj->pos = pos;
  330. nobj->tempOwner = owner;
  331. nobj->subID = subid;
  332. //nobj->initHero(ran);
  333. return nobj;
  334. }
  335. case Obj::TOWN:
  336. nobj = new CGTownInstance;
  337. break;
  338. default: //rest of objects
  339. nobj = new CGObjectInstance;
  340. nobj->defInfo = id.toDefObjInfo()[subid];
  341. break;
  342. }
  343. nobj->ID = id;
  344. nobj->subID = subid;
  345. if(!nobj->defInfo)
  346. tlog3 <<"No def declaration for " <<id <<" "<<subid<<std::endl;
  347. nobj->pos = pos;
  348. //nobj->state = NULL;//new CLuaObjectScript();
  349. nobj->tempOwner = owner;
  350. nobj->defInfo->id = id;
  351. nobj->defInfo->subid = subid;
  352. //assigning defhandler
  353. if(nobj->ID==Obj::HERO || nobj->ID==Obj::TOWN)
  354. return nobj;
  355. nobj->defInfo = id.toDefObjInfo()[subid];
  356. return nobj;
  357. }
  358. CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, TPlayerColor player, const CTown *town, bmap<ui32, ConstTransitivePtr<CGHeroInstance> > &available, const CHeroClass *bannedClass /*= NULL*/) const
  359. {
  360. CGHeroInstance *ret = NULL;
  361. if(player>=GameConstants::PLAYER_LIMIT)
  362. {
  363. tlog1 << "Cannot pick hero for " << town->typeID << ". Wrong owner!\n";
  364. return NULL;
  365. }
  366. std::vector<CGHeroInstance *> pool;
  367. if(native)
  368. {
  369. for(auto i=available.begin(); i!=available.end(); i++)
  370. {
  371. if(pavailable.find(i->first)->second & 1<<player
  372. && i->second->type->heroClass->faction == town->typeID)
  373. {
  374. pool.push_back(i->second); //get all available heroes
  375. }
  376. }
  377. if(!pool.size())
  378. {
  379. tlog1 << "Cannot pick native hero for " << int(player) << ". Picking any...\n";
  380. return pickHeroFor(false, player, town, available);
  381. }
  382. else
  383. {
  384. ret = pool[rand()%pool.size()];
  385. }
  386. }
  387. else
  388. {
  389. int sum=0, r;
  390. for(auto i=available.begin(); i!=available.end(); i++)
  391. {
  392. if ((!bannedClass && (pavailable.find(i->first)->second & (1<<player))) ||
  393. i->second->type->heroClass != bannedClass)
  394. {
  395. pool.push_back(i->second);
  396. sum += i->second->type->heroClass->selectionProbability[town->typeID]; //total weight
  397. }
  398. }
  399. if(!pool.size() || sum == 0)
  400. {
  401. tlog1 << "There are no heroes available for player " << player<<"!\n";
  402. return nullptr;
  403. }
  404. r = rand()%sum;
  405. for (ui32 i=0; i<pool.size(); i++)
  406. {
  407. r -= pool[i]->type->heroClass->selectionProbability[town->typeID];
  408. if(r < 0)
  409. {
  410. ret = pool[i];
  411. break;
  412. }
  413. }
  414. if(!ret)
  415. ret = pool.back();
  416. }
  417. available.erase(ret->subID);
  418. return ret;
  419. }
  420. //void CGameState::apply(CPack * pack)
  421. //{
  422. // while(!mx->try_lock())
  423. // boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
  424. // //applyNL(pack);
  425. // mx->unlock();
  426. //}
  427. int CGameState::pickHero(int owner)
  428. {
  429. int h=-1;
  430. const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
  431. if(!map->getHero(h = ps.hero) && h>=0) //we haven't used selected hero
  432. return h;
  433. if(scenarioOps->mode == StartInfo::CAMPAIGN)
  434. {
  435. auto bonus = scenarioOps->campState->getBonusForCurrentMap();
  436. if(bonus.is_initialized() && bonus->type == CScenarioTravel::STravelBonus::HERO && owner == bonus->info1)
  437. {
  438. if(bonus->info2 != 0xffff && !map->getHero(bonus->info2)) //not random and not taken
  439. {
  440. return bonus->info2;
  441. }
  442. }
  443. }
  444. //list of heroes for this faction
  445. std::vector<si32> factionHeroes;
  446. factionHeroes.reserve(GameConstants::HEROES_PER_TYPE*2);
  447. size_t firstHero = ps.castle*GameConstants::HEROES_PER_TYPE*2;
  448. size_t lastHero = std::min(firstHero + GameConstants::HEROES_PER_TYPE*2, VLC->heroh->heroes.size());
  449. //generate list of heroes
  450. for (si32 i=firstHero; i<lastHero; i++)
  451. factionHeroes.push_back(i);
  452. // we need random order to select hero
  453. std::random_shuffle(factionHeroes.begin(), factionHeroes.end(), [](size_t range)
  454. {
  455. return ran() % range;
  456. });
  457. for (size_t i=0; i<factionHeroes.size(); i++)
  458. {
  459. if (!map->getHero(factionHeroes[i]))
  460. return factionHeroes[i];
  461. }
  462. tlog3 << "Warning: cannot find free hero - trying to get first available..."<<std::endl;
  463. for(int j=0; j<VLC->heroh->heroes.size(); j++)
  464. if(!map->getHero(j))
  465. return j;
  466. assert(0); //currrent code can't handle this situation
  467. return -1; // no available heroes at all
  468. }
  469. std::pair<Obj,int> CGameState::pickObject (CGObjectInstance *obj)
  470. {
  471. switch(obj->ID)
  472. {
  473. case Obj::RANDOM_ART:
  474. return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));
  475. case Obj::RANDOM_TREASURE_ART:
  476. return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_TREASURE));
  477. case Obj::RANDOM_MINOR_ART:
  478. return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_MINOR));
  479. case Obj::RANDOM_MAJOR_ART:
  480. return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_MAJOR));
  481. case Obj::RANDOM_RELIC_ART:
  482. return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_RELIC));
  483. case Obj::RANDOM_HERO:
  484. return std::make_pair(Obj::HERO, pickHero(obj->tempOwner));
  485. case Obj::RANDOM_MONSTER:
  486. return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(boost::ref(ran)));
  487. case Obj::RANDOM_MONSTER_L1:
  488. return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(boost::ref(ran), 1));
  489. case Obj::RANDOM_MONSTER_L2:
  490. return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(boost::ref(ran), 2));
  491. case Obj::RANDOM_MONSTER_L3:
  492. return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(boost::ref(ran), 3));
  493. case Obj::RANDOM_MONSTER_L4:
  494. return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(boost::ref(ran), 4));
  495. case Obj::RANDOM_RESOURCE:
  496. return std::make_pair(Obj::RESOURCE,ran()%7); //now it's OH3 style, use %8 for mithril
  497. case Obj::RANDOM_TOWN:
  498. {
  499. int align = (static_cast<CGTownInstance*>(obj))->alignment,
  500. f;
  501. if(align>GameConstants::PLAYER_LIMIT-1)//same as owner / random
  502. {
  503. if(obj->tempOwner > GameConstants::PLAYER_LIMIT-1)
  504. f = -1; //random
  505. else
  506. f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
  507. }
  508. else
  509. {
  510. f = scenarioOps->getIthPlayersSettings(align).castle;
  511. }
  512. if(f<0)
  513. {
  514. auto iter = VLC->townh->towns.begin();
  515. std::advance(iter, ran()%VLC->townh->towns.size());
  516. f = iter->first;
  517. }
  518. return std::make_pair(Obj::TOWN,f);
  519. }
  520. case Obj::RANDOM_MONSTER_L5:
  521. return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(boost::ref(ran), 5));
  522. case Obj::RANDOM_MONSTER_L6:
  523. return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(boost::ref(ran), 6));
  524. case Obj::RANDOM_MONSTER_L7:
  525. return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(boost::ref(ran), 7));
  526. case Obj::RANDOM_DWELLING:
  527. case Obj::RANDOM_DWELLING_LVL:
  528. case Obj::RANDOM_DWELLING_FACTION:
  529. {
  530. CGDwelling * dwl = static_cast<CGDwelling*>(obj);
  531. int faction;
  532. //if castle alignment available
  533. if (auto info = dynamic_cast<CCreGenAsCastleInfo*>(dwl->info))
  534. {
  535. faction = ran() % VLC->townh->factions.size();
  536. if (info->asCastle)
  537. {
  538. for(ui32 i=0;i<map->objects.size();i++)
  539. {
  540. if(!map->objects[i])
  541. continue;
  542. if(map->objects[i]->ID==Obj::RANDOM_TOWN
  543. && dynamic_cast<CGTownInstance*>(map->objects[i].get())->identifier == info->identifier)
  544. {
  545. randomizeObject(map->objects[i]); //we have to randomize the castle first
  546. faction = map->objects[i]->subID;
  547. break;
  548. }
  549. else if(map->objects[i]->ID==Obj::TOWN
  550. && dynamic_cast<CGTownInstance*>(map->objects[i].get())->identifier == info->identifier)
  551. {
  552. faction = map->objects[i]->subID;
  553. break;
  554. }
  555. }
  556. }
  557. else
  558. {
  559. while((!(info->castles[0]&(1<<faction))))
  560. {
  561. if((faction>7) && (info->castles[1]&(1<<(faction-8))))
  562. break;
  563. faction = ran()%GameConstants::F_NUMBER;
  564. }
  565. }
  566. }
  567. else // castle alignment fixed
  568. faction = obj->subID;
  569. int level;
  570. //if level set to range
  571. if (auto info = dynamic_cast<CCreGenLeveledInfo*>(dwl->info))
  572. level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
  573. else // fixed level
  574. level = obj->subID;
  575. delete dwl->info;
  576. dwl->info = nullptr;
  577. std::pair<Obj, int> result(Obj::NO_OBJ, -1);
  578. CreatureID cid = VLC->townh->towns[faction].creatures[level][0];
  579. //golem factory is not in list of cregens but can be placed as random object
  580. static const CreatureID factoryCreatures[] = {CreatureID::STONE_GOLEM, CreatureID::IRON_GOLEM,
  581. CreatureID::GOLD_GOLEM, CreatureID::DIAMOND_GOLEM};
  582. std::vector<CreatureID> factory(factoryCreatures, factoryCreatures + ARRAY_COUNT(factoryCreatures));
  583. if (vstd::contains(factory, cid))
  584. result = std::make_pair(Obj::CREATURE_GENERATOR4, 1);
  585. //NOTE: this will pick last dwelling with this creature (Mantis #900)
  586. //check for block map equality is better but more complex solution
  587. BOOST_FOREACH(auto &iter, VLC->objh->cregens)
  588. if (iter.second == cid)
  589. result = std::make_pair(Obj::CREATURE_GENERATOR1, iter.first);
  590. if (result.first == Obj::NO_OBJ)
  591. {
  592. tlog0 << "Error: failed to find creature for dwelling of "<< int(faction) << " of level " << int(level) << "\n";
  593. auto iter = VLC->objh->cregens.begin();
  594. std::advance(iter, ran() % VLC->objh->cregens.size() );
  595. result = std::make_pair(Obj::CREATURE_GENERATOR1, iter->first);
  596. }
  597. return result;
  598. }
  599. }
  600. return std::make_pair(Obj::NO_OBJ,-1);
  601. }
  602. void CGameState::randomizeObject(CGObjectInstance *cur)
  603. {
  604. std::pair<Obj,int> ran = pickObject(cur);
  605. if(ran.first == Obj::NO_OBJ || ran.second<0) //this is not a random object, or we couldn't find anything
  606. {
  607. if(cur->ID==Obj::TOWN) //town - set def
  608. {
  609. CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
  610. t->town = &VLC->townh->towns[t->subID];
  611. if(t->hasCapitol())
  612. t->defInfo = VLC->dobjinfo->capitols[t->subID];
  613. else if(t->hasFort())
  614. t->defInfo = VLC->dobjinfo->gobjs[Obj::TOWN][t->subID];
  615. else
  616. t->defInfo = VLC->dobjinfo->villages[t->subID];
  617. }
  618. return;
  619. }
  620. else if(ran.first==Obj::HERO)//special code for hero
  621. {
  622. CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
  623. if(!h) {tlog2<<"Wrong random hero at "<<cur->pos<<std::endl; return;}
  624. cur->ID = ran.first;
  625. h->portrait = cur->subID = ran.second;
  626. h->type = VLC->heroh->heroes[ran.second];
  627. h->randomizeArmy(h->type->heroClass->faction);
  628. map->heroes.push_back(h);
  629. return; //TODO: maybe we should do something with definfo?
  630. }
  631. else if(ran.first==Obj::TOWN)//special code for town
  632. {
  633. CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
  634. if(!t) {tlog2<<"Wrong random town at "<<cur->pos<<std::endl; return;}
  635. cur->ID = ran.first;
  636. cur->subID = ran.second;
  637. //FIXME: copy-pasted from above
  638. t->town = &VLC->townh->towns[t->subID];
  639. if(t->hasCapitol())
  640. t->defInfo = VLC->dobjinfo->capitols[t->subID];
  641. else if(t->hasFort())
  642. t->defInfo = VLC->dobjinfo->gobjs[Obj::TOWN][t->subID];
  643. else
  644. t->defInfo = VLC->dobjinfo->villages[t->subID];
  645. t->randomizeArmy(t->subID);
  646. map->towns.push_back(t);
  647. return;
  648. }
  649. //we have to replace normal random object
  650. cur->ID = ran.first;
  651. cur->subID = ran.second;
  652. map->removeBlockVisTiles(cur); //recalculate blockvis tiles - picked object might have different than random placeholder
  653. map->customDefs.push_back(cur->defInfo = ran.first.toDefObjInfo()[ran.second]);
  654. if(!cur->defInfo)
  655. {
  656. tlog1<<"*BIG* WARNING: Missing def declaration for "<<cur->ID<<" "<<cur->subID<<std::endl;
  657. return;
  658. }
  659. map->addBlockVisTiles(cur);
  660. }
  661. int CGameState::getDate(Date::EDateType mode) const
  662. {
  663. int temp;
  664. switch (mode)
  665. {
  666. case Date::DAY:
  667. return day;
  668. break;
  669. case Date::DAY_OF_WEEK: //day of week
  670. temp = (day)%7; // 1 - Monday, 7 - Sunday
  671. if (temp)
  672. return temp;
  673. else return 7;
  674. break;
  675. case Date::WEEK: //current week
  676. temp = ((day-1)/7)+1;
  677. if (!(temp%4))
  678. return 4;
  679. else
  680. return (temp%4);
  681. break;
  682. case Date::MONTH: //current month
  683. return ((day-1)/28)+1;
  684. break;
  685. case Date::DAY_OF_MONTH: //day of month
  686. temp = (day)%28;
  687. if (temp)
  688. return temp;
  689. else return 28;
  690. break;
  691. }
  692. return 0;
  693. }
  694. CGameState::CGameState()
  695. {
  696. gs = this;
  697. mx = new boost::shared_mutex();
  698. applierGs = new CApplier<CBaseForGSApply>;
  699. registerTypes2(*applierGs);
  700. objCaller = new CObjectCallersHandler;
  701. globalEffects.setDescription("Global effects");
  702. }
  703. CGameState::~CGameState()
  704. {
  705. //delete mx;//TODO: crash on Linux (mutex must be unlocked before destruction)
  706. map.dellNull();
  707. curB.dellNull();
  708. //delete scenarioOps; //TODO: fix for loading ind delete
  709. //delete initialOpts;
  710. delete applierGs;
  711. delete objCaller;
  712. }
  713. BattleInfo * CGameState::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town)
  714. {
  715. const TerrainTile &t = map->getTile(tile);
  716. ETerrainType::ETerrainType terrain = t.terType;
  717. if(t.isCoastal() && !t.isWater())
  718. terrain = ETerrainType::SAND;
  719. BFieldType::BFieldType terType = battleGetBattlefieldType(tile);
  720. return BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  721. }
  722. void CGameState::init(StartInfo * si)
  723. {
  724. auto giveCampaignBonusToHero = [&](CGHeroInstance * hero)
  725. {
  726. const boost::optional<CScenarioTravel::STravelBonus> & curBonus = scenarioOps->campState->getBonusForCurrentMap();
  727. if(!curBonus)
  728. return;
  729. if(curBonus->isBonusForHero())
  730. {
  731. //apply bonus
  732. switch (curBonus->type)
  733. {
  734. case CScenarioTravel::STravelBonus::SPELL:
  735. hero->spells.insert(SpellID(curBonus->info2));
  736. break;
  737. case CScenarioTravel::STravelBonus::MONSTER:
  738. {
  739. for(int i=0; i<GameConstants::ARMY_SIZE; i++)
  740. {
  741. if(hero->slotEmpty(i))
  742. {
  743. hero->addToSlot(i, CreatureID(curBonus->info2), curBonus->info3);
  744. break;
  745. }
  746. }
  747. }
  748. break;
  749. case CScenarioTravel::STravelBonus::ARTIFACT:
  750. gs->giveHeroArtifact(hero, curBonus->info2);
  751. break;
  752. case CScenarioTravel::STravelBonus::SPELL_SCROLL:
  753. {
  754. CArtifactInstance * scroll = CArtifactInstance::createScroll(VLC->spellh->spells[curBonus->info2]);
  755. scroll->putAt(ArtifactLocation(hero, scroll->firstAvailableSlot(hero)));
  756. }
  757. break;
  758. case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
  759. {
  760. const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus->info2);
  761. for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  762. {
  763. int val = ptr[g];
  764. if (val == 0)
  765. {
  766. continue;
  767. }
  768. Bonus *bb = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, scenarioOps->campState->currentMap, g);
  769. hero->addNewBonus(bb);
  770. }
  771. }
  772. break;
  773. case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
  774. hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
  775. break;
  776. }
  777. }
  778. };
  779. auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
  780. {
  781. std::vector<const PlayerSettings *> ret;
  782. for(auto it = scenarioOps->playerInfos.cbegin();
  783. it != scenarioOps->playerInfos.cend(); ++it)
  784. {
  785. if(it->second.playerID != PlayerSettings::PLAYER_AI)
  786. ret.push_back(&it->second);
  787. }
  788. return ret;
  789. };
  790. tlog0 << "\tUsing random seed: "<< si->seedToBeUsed << std::endl;
  791. ran.seed((boost::int32_t)si->seedToBeUsed);
  792. scenarioOps = new StartInfo(*si);
  793. initialOpts = new StartInfo(*si);
  794. si = NULL;
  795. switch(scenarioOps->mode)
  796. {
  797. case StartInfo::NEW_GAME:
  798. {
  799. if(scenarioOps->createRandomMap)
  800. {
  801. tlog0 << "Create random map." << std::endl;
  802. // Create player settings for RMG
  803. std::map<TPlayerColor, CMapGenerator::CPlayerSettings> players;
  804. BOOST_FOREACH(auto pInfo, scenarioOps->playerInfos)
  805. {
  806. const PlayerSettings & startSettings = pInfo.second;
  807. CMapGenerator::CPlayerSettings player;
  808. player.setColor(startSettings.color);
  809. player.setStartingTown(startSettings.castle);
  810. if(startSettings.playerID > 0)
  811. {
  812. player.setPlayerType(CMapGenerator::CPlayerSettings::HUMAN);
  813. }
  814. else if(startSettings.compOnly)
  815. {
  816. player.setPlayerType(CMapGenerator::CPlayerSettings::COMP_ONLY);
  817. }
  818. players[player.getColor()] = player;
  819. }
  820. // Gen map
  821. CMapGenerator mapGen(*scenarioOps->mapGenOptions, players, scenarioOps->seedToBeUsed);
  822. map = mapGen.generate().release();
  823. // Update starting options
  824. for(int i = 0; i < map->players.size(); ++i)
  825. {
  826. const PlayerInfo & pInfo = map->players[i];
  827. if(pInfo.canComputerPlay || pInfo.canHumanPlay)
  828. {
  829. PlayerSettings & pSettings = scenarioOps->playerInfos[i];
  830. pSettings.compOnly = !pInfo.canHumanPlay;
  831. pSettings.team = pInfo.team;
  832. pSettings.castle = pInfo.defaultCastle();
  833. if(pSettings.playerID == PlayerSettings::PLAYER_AI && pSettings.name.empty())
  834. {
  835. pSettings.name = VLC->generaltexth->allTexts[468];
  836. }
  837. pSettings.color = i;
  838. }
  839. else
  840. {
  841. scenarioOps->playerInfos.erase(i);
  842. }
  843. }
  844. }
  845. else
  846. {
  847. tlog0 << "Open map file: " << scenarioOps->mapname << std::endl;
  848. map = CMapService::loadMap(scenarioOps->mapname).release();
  849. }
  850. }
  851. break;
  852. case StartInfo::CAMPAIGN:
  853. {
  854. tlog0 << "Open campaign map file: " << scenarioOps->campState->currentMap << std::endl;
  855. auto campaign = scenarioOps->campState;
  856. assert(vstd::contains(campaign->camp->mapPieces, scenarioOps->campState->currentMap));
  857. std::string & mapContent = campaign->camp->mapPieces[scenarioOps->campState->currentMap];
  858. auto buffer = reinterpret_cast<const ui8 *>(mapContent.data());
  859. map = CMapService::loadMap(buffer, mapContent.size()).release();
  860. }
  861. break;
  862. case StartInfo::DUEL:
  863. initDuel();
  864. return;
  865. default:
  866. tlog1 << "Wrong mode: " << (int)scenarioOps->mode << std::endl;
  867. return;
  868. }
  869. VLC->arth->initAllowedArtifactsList(map->allowedArtifact);
  870. tlog0 << "Map loaded!" << std::endl;
  871. //tlog0 <<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;
  872. tlog0 << "\tOur checksum for the map: "<< map->checksum << std::endl;
  873. if(scenarioOps->mapfileChecksum)
  874. {
  875. tlog0 << "\tServer checksum for " << scenarioOps->mapname <<": "<< scenarioOps->mapfileChecksum << std::endl;
  876. if(map->checksum != scenarioOps->mapfileChecksum)
  877. {
  878. tlog1 << "Wrong map checksum!!!" << std::endl;
  879. throw std::runtime_error("Wrong checksum");
  880. }
  881. }
  882. else
  883. scenarioOps->mapfileChecksum = map->checksum;
  884. day = 0;
  885. tlog4 << "Initialization:";
  886. tlog4 << "\tPicking grail position";
  887. //pick grail location
  888. if(map->grailPos.x < 0 || map->grailRadious) //grail not set or set within a radius around some place
  889. {
  890. if(!map->grailRadious) //radius not given -> anywhere on map
  891. map->grailRadious = map->width * 2;
  892. std::vector<int3> allowedPos;
  893. // add all not blocked tiles in range
  894. for (int i = 0; i < map->width ; i++)
  895. {
  896. for (int j = 0; j < map->height ; j++)
  897. {
  898. for (int k = 0; k < (map->twoLevel ? 2 : 1); k++)
  899. {
  900. const TerrainTile &t = map->terrain[i][j][k];
  901. if(!t.blocked
  902. && !t.visitable
  903. && t.terType != ETerrainType::WATER
  904. && t.terType != ETerrainType::ROCK
  905. && map->grailPos.dist2d(int3(i,j,k)) <= map->grailRadious)
  906. allowedPos.push_back(int3(i,j,k));
  907. }
  908. }
  909. }
  910. //remove tiles with holes
  911. for(ui32 no=0; no<map->objects.size(); ++no)
  912. if(map->objects[no] && map->objects[no]->ID == Obj::HOLE)
  913. allowedPos -= map->objects[no]->pos;
  914. if(allowedPos.size())
  915. map->grailPos = allowedPos[ran() % allowedPos.size()];
  916. else
  917. tlog2 << "Warning: Grail cannot be placed, no appropriate tile found!\n";
  918. }
  919. //picking random factions for players
  920. tlog4 << "\tPicking random factions for players";
  921. for(auto it = scenarioOps->playerInfos.begin();
  922. it != scenarioOps->playerInfos.end(); ++it)
  923. {
  924. if(it->second.castle==-1)
  925. {
  926. int randomID = ran() % map->players[it->first].allowedFactions.size();
  927. auto iter = map->players[it->first].allowedFactions.begin();
  928. std::advance(iter, randomID);
  929. it->second.castle = *iter;
  930. }
  931. }
  932. //randomizing objects
  933. tlog4 << "\tRandomizing objects";
  934. BOOST_FOREACH(CGObjectInstance *obj, map->objects)
  935. {
  936. if(!obj)
  937. continue;
  938. randomizeObject(obj);
  939. obj->hoverName = VLC->generaltexth->names[obj->ID];
  940. //handle Favouring Winds - mark tiles under it
  941. if(obj->ID == Obj::FAVORABLE_WINDS)
  942. for (int i = 0; i < obj->getWidth() ; i++)
  943. for (int j = 0; j < obj->getHeight() ; j++)
  944. {
  945. int3 pos = obj->pos - int3(i,j,0);
  946. if(map->isInTheMap(pos))
  947. map->getTile(pos).extTileFlags |= 128;
  948. }
  949. }
  950. //std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
  951. /*********creating players entries in gs****************************************/
  952. tlog4 << "\tCreating player entries in gs";
  953. for(auto it = scenarioOps->playerInfos.begin();
  954. it != scenarioOps->playerInfos.end(); ++it)
  955. {
  956. std::pair<TPlayerColor,PlayerState> ins(it->first,PlayerState());
  957. ins.second.color=ins.first;
  958. ins.second.human = it->second.playerID;
  959. ins.second.team = map->players[ins.first].team;
  960. teams[ins.second.team].id = ins.second.team;//init team
  961. teams[ins.second.team].players.insert(ins.first);//add player to team
  962. players.insert(ins);
  963. }
  964. /*********give starting hero****************************************/
  965. tlog4 << "\tGiving starting hero";
  966. {
  967. bool campaignGiveHero = false;
  968. if(scenarioOps->campState)
  969. {
  970. auto bonus = scenarioOps->campState->getBonusForCurrentMap();
  971. if(bonus.is_initialized())
  972. {
  973. campaignGiveHero = scenarioOps->mode == StartInfo::CAMPAIGN &&
  974. bonus.get().type == CScenarioTravel::STravelBonus::HERO;
  975. }
  976. }
  977. for(auto it = scenarioOps->playerInfos.begin(); it != scenarioOps->playerInfos.end(); ++it)
  978. {
  979. const PlayerInfo &p = map->players[it->first];
  980. bool generateHero = (p.generateHeroAtMainTown ||
  981. (it->second.playerID != PlayerSettings::PLAYER_AI && campaignGiveHero)) && p.hasMainTown;
  982. if(generateHero && vstd::contains(scenarioOps->playerInfos, it->first))
  983. {
  984. int3 hpos = p.posOfMainTown;
  985. hpos.x+=1;
  986. int h = pickHero(it->first);
  987. if(it->second.hero == -1)
  988. it->second.hero = h;
  989. CGHeroInstance * nnn = static_cast<CGHeroInstance*>(createObject(Obj::HERO,h,hpos,it->first));
  990. nnn->id = map->objects.size();
  991. nnn->initHero();
  992. map->heroes.push_back(nnn);
  993. map->objects.push_back(nnn);
  994. map->addBlockVisTiles(nnn);
  995. }
  996. }
  997. }
  998. /*************************replace hero placeholders*****************************/
  999. tlog4 << "\tReplacing hero placeholders";
  1000. std::vector<std::pair<CGHeroInstance*, int> > campHeroReplacements; //instance, id in vector
  1001. if (scenarioOps->campState)
  1002. {
  1003. auto replaceHero = [&](int objId, CGHeroInstance * ghi)
  1004. {
  1005. campHeroReplacements.push_back(std::make_pair(ghi, objId));
  1006. // ghi->tempOwner = getHumanPlayerInfo()[0]->color;
  1007. // ghi->id = objId;
  1008. // gs->map->objects[objId] = ghi;
  1009. // gs->map->heroes.push_back(ghi);
  1010. };
  1011. auto campaign = scenarioOps->campState;
  1012. auto bonus = campaign->getBonusForCurrentMap();
  1013. if(bonus.is_initialized())
  1014. {
  1015. std::vector<CGHeroInstance*> Xheroes;
  1016. if (bonus->type == CScenarioTravel::STravelBonus::PLAYER_PREV_SCENARIO)
  1017. {
  1018. Xheroes = campaign->camp->scenarios[bonus->info2].crossoverHeroes;
  1019. }
  1020. //selecting heroes by type
  1021. for(int g=0; g<map->objects.size(); ++g)
  1022. {
  1023. CGObjectInstance * obj = map->objects[g];
  1024. if (obj->ID != Obj::HERO_PLACEHOLDER)
  1025. {
  1026. continue;
  1027. }
  1028. CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);
  1029. if(hp->subID != 0xFF) //select by type
  1030. {
  1031. bool found = false;
  1032. BOOST_FOREACH(auto ghi, Xheroes)
  1033. {
  1034. if (ghi->subID == hp->subID)
  1035. {
  1036. found = true;
  1037. replaceHero(g, ghi);
  1038. Xheroes -= ghi;
  1039. break;
  1040. }
  1041. }
  1042. if (!found)
  1043. {
  1044. CGHeroInstance * nh = new CGHeroInstance();
  1045. nh->initHero(hp->subID);
  1046. replaceHero(g, nh);
  1047. }
  1048. }
  1049. }
  1050. //selecting heroes by power
  1051. std::sort(Xheroes.begin(), Xheroes.end(), [](const CGHeroInstance * a, const CGHeroInstance * b)
  1052. {
  1053. return a->getHeroStrength() > b->getHeroStrength();
  1054. }); //sort, descending strength
  1055. for(int g=0; g<map->objects.size(); ++g)
  1056. {
  1057. CGObjectInstance * obj = map->objects[g];
  1058. if (obj->ID != Obj::HERO_PLACEHOLDER)
  1059. {
  1060. continue;
  1061. }
  1062. CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);
  1063. if (hp->subID == 0xFF) //select by power
  1064. {
  1065. if(Xheroes.size() > hp->power - 1)
  1066. replaceHero(g, Xheroes[hp->power - 1]);
  1067. else
  1068. {
  1069. tlog3 << "Warning, no hero to replace!\n";
  1070. map->removeBlockVisTiles(hp, true);
  1071. delete hp;
  1072. map->objects[g] = NULL;
  1073. }
  1074. //we don't have to remove hero from Xheroes because it would destroy the order and duplicates shouldn't happen
  1075. }
  1076. }
  1077. }
  1078. }
  1079. /******************RESOURCES****************************************************/
  1080. tlog4 << "\tSetting up resources";
  1081. const JsonNode config(ResourceID("config/startres.json"));
  1082. const JsonVector &vector = config["difficulty"].Vector();
  1083. const JsonNode &level = vector[scenarioOps->difficulty];
  1084. TResources startresAI(level["ai"]);
  1085. TResources startresHuman(level["human"]);
  1086. for (auto i = players.begin(); i!=players.end(); i++)
  1087. {
  1088. PlayerState &p = i->second;
  1089. if (p.human)
  1090. p.resources = startresHuman;
  1091. else
  1092. p.resources = startresAI;
  1093. }
  1094. //give start resource bonus in case of campaign
  1095. if (scenarioOps->mode == StartInfo::CAMPAIGN)
  1096. {
  1097. auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
  1098. if(chosenBonus.is_initialized() && chosenBonus->type == CScenarioTravel::STravelBonus::RESOURCE)
  1099. {
  1100. std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
  1101. BOOST_FOREACH(const PlayerSettings *ps, people)
  1102. {
  1103. std::vector<int> res; //resources we will give
  1104. switch (chosenBonus->info1)
  1105. {
  1106. case 0: case 1: case 2: case 3: case 4: case 5: case 6:
  1107. res.push_back(chosenBonus->info1);
  1108. break;
  1109. case 0xFD: //wood+ore
  1110. res.push_back(Res::WOOD); res.push_back(Res::ORE);
  1111. break;
  1112. case 0xFE: //rare
  1113. res.push_back(Res::MERCURY); res.push_back(Res::SULFUR); res.push_back(Res::CRYSTAL); res.push_back(Res::GEMS);
  1114. break;
  1115. default:
  1116. assert(0);
  1117. break;
  1118. }
  1119. //increasing resource quantity
  1120. for (int n=0; n<res.size(); ++n)
  1121. {
  1122. players[ps->color].resources[res[n]] += chosenBonus->info2;
  1123. }
  1124. }
  1125. }
  1126. }
  1127. /*************************HEROES************************************************/
  1128. tlog4 << "\tSetting up heroes";
  1129. //Replace placeholders with heroes from previous missions
  1130. BOOST_FOREACH(auto obj, campHeroReplacements)
  1131. {
  1132. CGHeroPlaceholder *placeholder = dynamic_cast<CGHeroPlaceholder*>(&*map->objects[obj.second]);
  1133. CGHeroInstance *heroToPlace = obj.first;
  1134. heroToPlace->id = obj.second;
  1135. heroToPlace->tempOwner = placeholder->tempOwner;
  1136. heroToPlace->pos = placeholder->pos;
  1137. heroToPlace->type = VLC->heroh->heroes[heroToPlace->type->ID];
  1138. BOOST_FOREACH(auto &&i, heroToPlace->stacks)
  1139. i.second->type = VLC->creh->creatures[i.second->getCreatureID()];
  1140. auto fixArtifact = [&](CArtifactInstance * art)
  1141. {
  1142. art->artType = VLC->arth->artifacts[art->artType->id];
  1143. gs->map->artInstances.push_back(art);
  1144. art->id = gs->map->artInstances.size() - 1;
  1145. };
  1146. BOOST_FOREACH(auto &&i, heroToPlace->artifactsWorn)
  1147. fixArtifact(i.second.artifact);
  1148. BOOST_FOREACH(auto &&i, heroToPlace->artifactsInBackpack)
  1149. fixArtifact(i.artifact);
  1150. map->heroes.push_back(heroToPlace);
  1151. map->objects[heroToPlace->id] = heroToPlace;
  1152. map->addBlockVisTiles(heroToPlace);
  1153. //const auto & travelOptions = scenarioOps->campState->getCurrentScenario().travelOptions;
  1154. }
  1155. std::set<int> hids; //hero ids to create pool
  1156. for(ui32 i=0; i<map->allowedHeroes.size(); i++) //add to hids all allowed heroes
  1157. if(map->allowedHeroes[i])
  1158. hids.insert(i);
  1159. for (ui32 i=0; i<map->heroes.size();i++) //heroes instances initialization
  1160. {
  1161. if (map->heroes[i]->getOwner()<0)
  1162. {
  1163. tlog2 << "Warning - hero with uninitialized owner!\n";
  1164. continue;
  1165. }
  1166. CGHeroInstance * vhi = map->heroes[i];
  1167. vhi->initHero();
  1168. players.find(vhi->getOwner())->second.heroes.push_back(vhi);
  1169. hids.erase(vhi->subID);
  1170. }
  1171. BOOST_FOREACH(auto obj, map->objects) //prisons
  1172. {
  1173. if(obj && obj->ID == Obj::PRISON)
  1174. hids.erase(obj->subID);
  1175. }
  1176. BOOST_FOREACH(auto ph, map->predefinedHeroes)
  1177. {
  1178. if(!vstd::contains(hids, ph->subID))
  1179. continue;
  1180. ph->initHero();
  1181. hpool.heroesPool[ph->subID] = ph;
  1182. hpool.pavailable[ph->subID] = 0xff;
  1183. hids.erase(ph->subID);
  1184. }
  1185. BOOST_FOREACH(int hid, hids) //all not used allowed heroes go with default state into the pool
  1186. {
  1187. CGHeroInstance * vhi = new CGHeroInstance();
  1188. vhi->initHero(hid);
  1189. hpool.heroesPool[hid] = vhi;
  1190. hpool.pavailable[hid] = 0xff;
  1191. }
  1192. for(ui32 i=0; i<map->disposedHeroes.size(); i++)
  1193. {
  1194. hpool.pavailable[map->disposedHeroes[i].heroId] = map->disposedHeroes[i].players;
  1195. }
  1196. if (scenarioOps->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero
  1197. {
  1198. auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
  1199. if (chosenBonus.is_initialized() && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
  1200. {
  1201. //find human player
  1202. int humanPlayer=GameConstants::NEUTRAL_PLAYER;
  1203. for (auto it=players.begin(); it != players.end(); ++it)
  1204. {
  1205. if(it->second.human)
  1206. {
  1207. humanPlayer = it->first;
  1208. break;
  1209. }
  1210. }
  1211. assert(humanPlayer != GameConstants::NEUTRAL_PLAYER);
  1212. std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = players[humanPlayer].heroes;
  1213. if (chosenBonus->info1 == 0xFFFD) //most powerful
  1214. {
  1215. int maxB = -1;
  1216. for (int b=0; b<heroes.size(); ++b)
  1217. {
  1218. if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())
  1219. {
  1220. maxB = b;
  1221. }
  1222. }
  1223. if(maxB < 0)
  1224. tlog2 << "Warning - cannot give bonus to hero cause there are no heroes!\n";
  1225. else
  1226. giveCampaignBonusToHero(heroes[maxB]);
  1227. }
  1228. else //specific hero
  1229. {
  1230. for (int b=0; b<heroes.size(); ++b)
  1231. {
  1232. if (heroes[b]->subID == chosenBonus->info1)
  1233. {
  1234. giveCampaignBonusToHero(heroes[b]);
  1235. break;
  1236. }
  1237. }
  1238. }
  1239. }
  1240. }
  1241. /*************************FOG**OF**WAR******************************************/
  1242. tlog4 << "\tFog of war"; //FIXME: should be initialized after all bonuses are set
  1243. for(auto k=teams.begin(); k!=teams.end(); ++k)
  1244. {
  1245. k->second.fogOfWarMap.resize(map->width);
  1246. for(int g=0; g<map->width; ++g)
  1247. k->second.fogOfWarMap[g].resize(map->height);
  1248. for(int g=-0; g<map->width; ++g)
  1249. for(int h=0; h<map->height; ++h)
  1250. k->second.fogOfWarMap[g][h].resize(map->twoLevel ? 2 : 1, 0);
  1251. for(int g=0; g<map->width; ++g)
  1252. for(int h=0; h<map->height; ++h)
  1253. for(int v = 0; v < (map->twoLevel ? 2 : 1); ++v)
  1254. k->second.fogOfWarMap[g][h][v] = 0;
  1255. BOOST_FOREACH(CGObjectInstance *obj, map->objects)
  1256. {
  1257. if(!obj || !vstd::contains(k->second.players, obj->tempOwner)) continue; //not a flagged object
  1258. boost::unordered_set<int3, ShashInt3> tiles;
  1259. obj->getSightTiles(tiles);
  1260. BOOST_FOREACH(int3 tile, tiles)
  1261. {
  1262. k->second.fogOfWarMap[tile.x][tile.y][tile.z] = 1;
  1263. }
  1264. }
  1265. }
  1266. tlog4 << "\tStarting bonuses";
  1267. for(auto k=players.begin(); k!=players.end(); ++k)
  1268. {
  1269. //starting bonus
  1270. if(scenarioOps->playerInfos[k->first].bonus==PlayerSettings::RANDOM)
  1271. scenarioOps->playerInfos[k->first].bonus = static_cast<PlayerSettings::Ebonus>(ran()%3);
  1272. switch(scenarioOps->playerInfos[k->first].bonus)
  1273. {
  1274. case PlayerSettings::GOLD:
  1275. k->second.resources[Res::GOLD] += 500 + (ran()%6)*100;
  1276. break;
  1277. case PlayerSettings::RESOURCE:
  1278. {
  1279. int res = VLC->townh->towns[scenarioOps->playerInfos[k->first].castle].primaryRes;
  1280. if(res == 127)
  1281. {
  1282. k->second.resources[Res::WOOD] += 5 + ran()%6;
  1283. k->second.resources[Res::ORE] += 5 + ran()%6;
  1284. }
  1285. else
  1286. {
  1287. k->second.resources[res] += 3 + ran()%4;
  1288. }
  1289. break;
  1290. }
  1291. case PlayerSettings::ARTIFACT:
  1292. {
  1293. if(!k->second.heroes.size())
  1294. {
  1295. tlog5 << "Cannot give starting artifact - no heroes!" << std::endl;
  1296. break;
  1297. }
  1298. CArtifact *toGive;
  1299. toGive = VLC->arth->artifacts[VLC->arth->getRandomArt (CArtifact::ART_TREASURE)];
  1300. CGHeroInstance *hero = k->second.heroes[0];
  1301. giveHeroArtifact(hero, toGive->id);
  1302. }
  1303. break;
  1304. }
  1305. }
  1306. /****************************TOWNS************************************************/
  1307. tlog4 << "\tTowns";
  1308. //campaign bonuses for towns
  1309. if (scenarioOps->mode == StartInfo::CAMPAIGN)
  1310. {
  1311. auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
  1312. if (chosenBonus.is_initialized() && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING)
  1313. {
  1314. for (int g=0; g<map->towns.size(); ++g)
  1315. {
  1316. PlayerState * owner = getPlayer(map->towns[g]->getOwner());
  1317. if (owner)
  1318. {
  1319. PlayerInfo & pi = map->players[owner->color];
  1320. if (owner->human && //human-owned
  1321. map->towns[g]->pos == pi.posOfMainTown + int3(2, 0, 0))
  1322. {
  1323. map->towns[g]->builtBuildings.insert(
  1324. CBuildingHandler::campToERMU(chosenBonus->info1, map->towns[g]->town->typeID, map->towns[g]->builtBuildings));
  1325. break;
  1326. }
  1327. }
  1328. }
  1329. }
  1330. }
  1331. CGTownInstance::universitySkills.clear();
  1332. for ( int i=0; i<4; i++)
  1333. CGTownInstance::universitySkills.push_back(14+i);//skills for university
  1334. for (ui32 i=0;i<map->towns.size();i++)
  1335. {
  1336. CGTownInstance * vti =(map->towns[i]);
  1337. if(!vti->town)
  1338. vti->town = &VLC->townh->towns[vti->subID];
  1339. if (vti->name.length()==0) // if town hasn't name we draw it
  1340. vti->name = vti->town->names[ran()%vti->town->names.size()];
  1341. //init buildings
  1342. if(vstd::contains(vti->builtBuildings, BuildingID::DEFAULT)) //give standard set of buildings
  1343. {
  1344. vti->builtBuildings.erase(BuildingID::DEFAULT);
  1345. vti->builtBuildings.insert(BuildingID::VILLAGE_HALL);
  1346. vti->builtBuildings.insert(BuildingID::TAVERN);
  1347. vti->builtBuildings.insert(BuildingID::DWELL_FIRST);
  1348. if(ran()%2)
  1349. vti->builtBuildings.insert(BuildingID::DWELL_LVL_2);
  1350. }
  1351. if (vstd::contains(vti->builtBuildings, BuildingID::SHIPYARD) && vti->state()==IBoatGenerator::TILE_BLOCKED)
  1352. vti->builtBuildings.erase(BuildingID::SHIPYARD);//if we have harbor without water - erase it (this is H3 behaviour)
  1353. //init hordes
  1354. for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
  1355. if (vstd::contains(vti->builtBuildings,(-31-i))) //if we have horde for this level
  1356. {
  1357. vti->builtBuildings.erase(BuildingID(-31-i));//remove old ID
  1358. if (vti->town->hordeLvl[0] == i)//if town first horde is this one
  1359. {
  1360. vti->builtBuildings.insert(BuildingID::HORDE_1);//add it
  1361. if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i)))//if we have upgraded dwelling as well
  1362. vti->builtBuildings.insert(BuildingID::HORDE_1_UPGR);//add it as well
  1363. }
  1364. if (vti->town->hordeLvl[1] == i)//if town second horde is this one
  1365. {
  1366. vti->builtBuildings.insert(BuildingID::HORDE_2);
  1367. if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i)))
  1368. vti->builtBuildings.insert(BuildingID::HORDE_2_UPGR);
  1369. }
  1370. }
  1371. //town events
  1372. BOOST_FOREACH(CCastleEvent *ev, vti->events)
  1373. {
  1374. for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
  1375. if (vstd::contains(ev->buildings,(-31-i))) //if we have horde for this level
  1376. {
  1377. ev->buildings.erase(BuildingID(-31-i));
  1378. if (vti->town->hordeLvl[0] == i)
  1379. ev->buildings.insert(BuildingID::HORDE_1);
  1380. if (vti->town->hordeLvl[1] == i)
  1381. ev->buildings.insert(BuildingID::HORDE_2);
  1382. }
  1383. }
  1384. //init spells
  1385. vti->spells.resize(GameConstants::SPELL_LEVELS);
  1386. CSpell *s;
  1387. for(ui32 z=0; z<vti->obligatorySpells.size();z++)
  1388. {
  1389. s = VLC->spellh->spells[vti->obligatorySpells[z]];
  1390. vti->spells[s->level-1].push_back(s->id);
  1391. vti->possibleSpells -= s->id;
  1392. }
  1393. while(vti->possibleSpells.size())
  1394. {
  1395. ui32 total=0;
  1396. int sel = -1;
  1397. for(ui32 ps=0;ps<vti->possibleSpells.size();ps++)
  1398. total += VLC->spellh->spells[vti->possibleSpells[ps]]->probabilities[vti->subID];
  1399. if (total == 0) // remaining spells have 0 probability
  1400. break;
  1401. int r = ran()%total;
  1402. for(ui32 ps=0; ps<vti->possibleSpells.size();ps++)
  1403. {
  1404. r -= VLC->spellh->spells[vti->possibleSpells[ps]]->probabilities[vti->subID];
  1405. if(r<0)
  1406. {
  1407. sel = ps;
  1408. break;
  1409. }
  1410. }
  1411. if(sel<0)
  1412. sel=0;
  1413. CSpell *s = VLC->spellh->spells[vti->possibleSpells[sel]];
  1414. vti->spells[s->level-1].push_back(s->id);
  1415. vti->possibleSpells -= s->id;
  1416. }
  1417. vti->possibleSpells.clear();
  1418. if(vti->getOwner() != 255)
  1419. getPlayer(vti->getOwner())->towns.push_back(vti);
  1420. }
  1421. tlog4 << "\tObject initialization";
  1422. objCaller->preInit();
  1423. BOOST_FOREACH(CGObjectInstance *obj, map->objects)
  1424. {
  1425. if(obj)
  1426. obj->initObj();
  1427. }
  1428. BOOST_FOREACH(CGObjectInstance *obj, map->objects)
  1429. {
  1430. if(!obj)
  1431. continue;
  1432. switch (obj->ID)
  1433. {
  1434. case Obj::QUEST_GUARD:
  1435. case Obj::SEER_HUT:
  1436. {
  1437. auto q = static_cast<CGSeerHut*>(obj);
  1438. assert (q);
  1439. q->setObjToKill();
  1440. }
  1441. }
  1442. }
  1443. CGTeleport::postInit(); //pairing subterranean gates
  1444. buildBonusSystemTree();
  1445. for(auto k=players.begin(); k!=players.end(); ++k)
  1446. {
  1447. if(k->first==GameConstants::NEUTRAL_PLAYER)
  1448. continue;
  1449. //init visiting and garrisoned heroes
  1450. BOOST_FOREACH(CGHeroInstance *h, k->second.heroes)
  1451. {
  1452. BOOST_FOREACH(CGTownInstance *t, k->second.towns)
  1453. {
  1454. int3 vistile = t->pos; vistile.x--; //tile next to the entrance
  1455. if(vistile == h->pos || h->pos==t->pos)
  1456. {
  1457. t->setVisitingHero(h);
  1458. if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it
  1459. {
  1460. map->removeBlockVisTiles(h);
  1461. h->pos.x -= 1;
  1462. map->addBlockVisTiles(h);
  1463. }
  1464. break;
  1465. }
  1466. }
  1467. }
  1468. }
  1469. tlog4 << "\tChecking objectives";
  1470. map->checkForObjectives(); //needs to be run when all objects are properly placed
  1471. int seedAfterInit = ran();
  1472. tlog0 << "Seed after init is " << seedAfterInit << " (before was " << scenarioOps->seedToBeUsed << ")" << std::endl;
  1473. if(scenarioOps->seedPostInit > 0)
  1474. {
  1475. //RNG must be in the same state on all machines when initialization is done (otherwise we have desync)
  1476. assert(scenarioOps->seedPostInit == seedAfterInit);
  1477. }
  1478. else
  1479. {
  1480. scenarioOps->seedPostInit = seedAfterInit; //store the post init "seed"
  1481. }
  1482. }
  1483. void CGameState::initDuel()
  1484. {
  1485. DuelParameters dp;
  1486. try //CLoadFile likes throwing
  1487. {
  1488. if(boost::algorithm::ends_with(scenarioOps->mapname, ".json"))
  1489. {
  1490. tlog0 << "Loading duel settings from JSON file: " << scenarioOps->mapname << std::endl;
  1491. dp = DuelParameters::fromJSON(scenarioOps->mapname);
  1492. tlog0 << "JSON file has been successfully read!\n";
  1493. }
  1494. else
  1495. {
  1496. CLoadFile lf(scenarioOps->mapname);
  1497. lf >> dp;
  1498. }
  1499. }
  1500. catch(...)
  1501. {
  1502. tlog1 << "Cannot load duel settings from " << scenarioOps->mapname << std::endl;
  1503. throw;
  1504. }
  1505. const CArmedInstance *armies[2] = {0};
  1506. const CGHeroInstance *heroes[2] = {0};
  1507. CGTownInstance *town = NULL;
  1508. for(int i = 0; i < 2; i++)
  1509. {
  1510. CArmedInstance *obj = NULL;
  1511. if(dp.sides[i].heroId >= 0)
  1512. {
  1513. const DuelParameters::SideSettings &ss = dp.sides[i];
  1514. CGHeroInstance *h = new CGHeroInstance();
  1515. armies[i] = heroes[i] = h;
  1516. obj = h;
  1517. h->subID = ss.heroId;
  1518. for(int i = 0; i < ss.heroPrimSkills.size(); i++)
  1519. h->pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), ss.heroPrimSkills[i]);
  1520. if(ss.spells.size())
  1521. {
  1522. h->putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0));
  1523. boost::copy(ss.spells, std::inserter(h->spells, h->spells.begin()));
  1524. }
  1525. BOOST_FOREACH(auto &parka, ss.artifacts)
  1526. {
  1527. h->putArtifact(ArtifactPosition(parka.first), parka.second);
  1528. }
  1529. typedef const std::pair<si32, si8> &TSecSKill;
  1530. BOOST_FOREACH(TSecSKill secSkill, ss.heroSecSkills)
  1531. h->setSecSkillLevel(SecondarySkill(secSkill.first), secSkill.second, 1);
  1532. h->initHero(h->subID);
  1533. obj->initObj();
  1534. }
  1535. else
  1536. {
  1537. CGCreature *c = new CGCreature();
  1538. armies[i] = obj = c;
  1539. //c->subID = 34;
  1540. }
  1541. obj->setOwner(i);
  1542. for(int j = 0; j < ARRAY_COUNT(dp.sides[i].stacks); j++)
  1543. {
  1544. CreatureID cre = dp.sides[i].stacks[j].type;
  1545. TQuantity count = dp.sides[i].stacks[j].count;
  1546. if(count || obj->hasStackAtSlot(j))
  1547. obj->setCreature(j, cre, count);
  1548. }
  1549. BOOST_FOREACH(const DuelParameters::CusomCreature &cc, dp.creatures)
  1550. {
  1551. CCreature *c = VLC->creh->creatures[cc.id];
  1552. if(cc.attack >= 0)
  1553. c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK))->val = cc.attack;
  1554. if(cc.defense >= 0)
  1555. c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE))->val = cc.defense;
  1556. if(cc.speed >= 0)
  1557. c->getBonusLocalFirst(Selector::type(Bonus::STACKS_SPEED))->val = cc.speed;
  1558. if(cc.HP >= 0)
  1559. c->getBonusLocalFirst(Selector::type(Bonus::STACK_HEALTH))->val = cc.HP;
  1560. if(cc.dmg >= 0)
  1561. {
  1562. c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1))->val = cc.dmg;
  1563. c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2))->val = cc.dmg;
  1564. }
  1565. if(cc.shoots >= 0)
  1566. c->getBonusLocalFirst(Selector::type(Bonus::SHOTS))->val = cc.shoots;
  1567. }
  1568. }
  1569. curB = BattleInfo::setupBattle(int3(), dp.terType, dp.bfieldType, armies, heroes, false, town);
  1570. curB->obstacles = dp.obstacles;
  1571. curB->localInit();
  1572. return;
  1573. }
  1574. BFieldType::BFieldType CGameState::battleGetBattlefieldType(int3 tile) const
  1575. {
  1576. if(tile==int3() && curB)
  1577. tile = curB->tile;
  1578. else if(tile==int3() && !curB)
  1579. return BFieldType::NONE;
  1580. const TerrainTile &t = map->getTile(tile);
  1581. //fight in mine -> subterranean
  1582. if(dynamic_cast<const CGMine *>(t.visitableObjects.front()))
  1583. return BFieldType::SUBTERRANEAN;
  1584. BOOST_FOREACH(auto &obj, map->objects)
  1585. {
  1586. //look only for objects covering given tile
  1587. if( !obj || obj->pos.z != tile.z
  1588. || !obj->coveringAt(tile.x - obj->pos.x, tile.y - obj->pos.y))
  1589. continue;
  1590. switch(obj->ID)
  1591. {
  1592. case Obj::CLOVER_FIELD:
  1593. return BFieldType::CLOVER_FIELD;
  1594. case Obj::CURSED_GROUND1: case Obj::CURSED_GROUND2:
  1595. return BFieldType::CURSED_GROUND;
  1596. case Obj::EVIL_FOG:
  1597. return BFieldType::EVIL_FOG;
  1598. case Obj::FAVORABLE_WINDS:
  1599. return BFieldType::FAVOURABLE_WINDS;
  1600. case Obj::FIERY_FIELDS:
  1601. return BFieldType::FIERY_FIELDS;
  1602. case Obj::HOLY_GROUNDS:
  1603. return BFieldType::HOLY_GROUND;
  1604. case Obj::LUCID_POOLS:
  1605. return BFieldType::LUCID_POOLS;
  1606. case Obj::MAGIC_CLOUDS:
  1607. return BFieldType::MAGIC_CLOUDS;
  1608. case Obj::MAGIC_PLAINS1: case Obj::MAGIC_PLAINS2:
  1609. return BFieldType::MAGIC_PLAINS;
  1610. case Obj::ROCKLANDS:
  1611. return BFieldType::ROCKLANDS;
  1612. }
  1613. }
  1614. if(!t.isWater() && t.isCoastal())
  1615. return BFieldType::SAND_SHORE;
  1616. switch(t.terType)
  1617. {
  1618. case ETerrainType::DIRT:
  1619. return static_cast<BFieldType::BFieldType>(rand()%3+3);
  1620. case ETerrainType::SAND:
  1621. return BFieldType::SAND_MESAS; //TODO: coast support
  1622. case ETerrainType::GRASS:
  1623. return static_cast<BFieldType::BFieldType>(rand()%2+6);
  1624. case ETerrainType::SNOW:
  1625. return static_cast<BFieldType::BFieldType>(rand()%2+10);
  1626. case ETerrainType::SWAMP:
  1627. return BFieldType::SWAMP_TREES;
  1628. case ETerrainType::ROUGH:
  1629. return BFieldType::ROUGH;
  1630. case ETerrainType::SUBTERRANEAN:
  1631. return BFieldType::SUBTERRANEAN;
  1632. case ETerrainType::LAVA:
  1633. return BFieldType::LAVA;
  1634. case ETerrainType::WATER:
  1635. return BFieldType::SHIP;
  1636. case ETerrainType::ROCK:
  1637. return BFieldType::ROCKLANDS;
  1638. default:
  1639. return BFieldType::NONE;
  1640. }
  1641. }
  1642. UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack)
  1643. {
  1644. UpgradeInfo ret;
  1645. const CCreature *base = stack.type;
  1646. const CGHeroInstance *h = stack.armyObj->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(stack.armyObj) : NULL;
  1647. const CGTownInstance *t = NULL;
  1648. if(stack.armyObj->ID == Obj::TOWN)
  1649. t = static_cast<const CGTownInstance *>(stack.armyObj);
  1650. else if(h)
  1651. { //hero specialty
  1652. TBonusListPtr lista = h->getBonuses(Selector::typeSubtype(Bonus::SPECIAL_UPGRADE, base->idNumber));
  1653. BOOST_FOREACH(const Bonus *it, *lista)
  1654. {
  1655. auto nid = CreatureID(it->additionalInfo);
  1656. if (nid != base->idNumber) //in very specific case the upgrade is available by default (?)
  1657. {
  1658. ret.newID.push_back(nid);
  1659. ret.cost.push_back(VLC->creh->creatures[nid]->cost - base->cost);
  1660. }
  1661. }
  1662. t = h->visitedTown;
  1663. }
  1664. if(t)
  1665. {
  1666. BOOST_FOREACH(const CGTownInstance::TCreaturesSet::value_type & dwelling, t->creatures)
  1667. {
  1668. if (vstd::contains(dwelling.second, base->idNumber)) //Dwelling with our creature
  1669. {
  1670. BOOST_FOREACH(auto upgrID, dwelling.second)
  1671. {
  1672. if(vstd::contains(base->upgrades, upgrID)) //possible upgrade
  1673. {
  1674. ret.newID.push_back(upgrID);
  1675. ret.cost.push_back(VLC->creh->creatures[upgrID]->cost - base->cost);
  1676. }
  1677. }
  1678. }
  1679. }
  1680. }
  1681. //hero is visiting Hill Fort
  1682. if(h && map->getTile(h->visitablePos()).visitableObjects.front()->ID == Obj::HILL_FORT)
  1683. {
  1684. static const int costModifiers[] = {0, 25, 50, 75, 100}; //we get cheaper upgrades depending on level
  1685. const int costModifier = costModifiers[std::min<int>(std::max((int)base->level - 1, 0), ARRAY_COUNT(costModifiers) - 1)];
  1686. BOOST_FOREACH(auto nid, base->upgrades)
  1687. {
  1688. ret.newID.push_back(nid);
  1689. ret.cost.push_back((VLC->creh->creatures[nid]->cost - base->cost) * costModifier / 100);
  1690. }
  1691. }
  1692. if(ret.newID.size())
  1693. ret.oldID = base->idNumber;
  1694. return ret;
  1695. }
  1696. PlayerRelations::PlayerRelations CGameState::getPlayerRelations( TPlayerColor color1, TPlayerColor color2 )
  1697. {
  1698. if ( color1 == color2 )
  1699. return PlayerRelations::SAME_PLAYER;
  1700. if(color1 == GameConstants::NEUTRAL_PLAYER || color2 == GameConstants::NEUTRAL_PLAYER) //neutral player has no friends
  1701. return PlayerRelations::ENEMIES;
  1702. const TeamState * ts = getPlayerTeam(color1);
  1703. if (ts && vstd::contains(ts->players, color2))
  1704. return PlayerRelations::ALLIES;
  1705. return PlayerRelations::ENEMIES;
  1706. }
  1707. void CGameState::getNeighbours(const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand, bool limitCoastSailing)
  1708. {
  1709. static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
  1710. int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
  1711. for (size_t i = 0; i < ARRAY_COUNT(dirs); i++)
  1712. {
  1713. const int3 hlp = tile + dirs[i];
  1714. if(!map->isInTheMap(hlp))
  1715. continue;
  1716. const TerrainTile &hlpt = map->getTile(hlp);
  1717. // //we cannot visit things from blocked tiles
  1718. // if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)
  1719. // {
  1720. // continue;
  1721. // }
  1722. if(srct.terType == ETerrainType::WATER && limitCoastSailing && hlpt.terType == ETerrainType::WATER && dirs[i].x && dirs[i].y) //diagonal move through water
  1723. {
  1724. int3 hlp1 = tile,
  1725. hlp2 = tile;
  1726. hlp1.x += dirs[i].x;
  1727. hlp2.y += dirs[i].y;
  1728. if(map->getTile(hlp1).terType != ETerrainType::WATER || map->getTile(hlp2).terType != ETerrainType::WATER)
  1729. continue;
  1730. }
  1731. if((indeterminate(onLand) || onLand == (hlpt.terType!=ETerrainType::WATER) )
  1732. && hlpt.terType != ETerrainType::ROCK)
  1733. {
  1734. vec.push_back(hlp);
  1735. }
  1736. }
  1737. }
  1738. int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, int remainingMovePoints, bool checkLast)
  1739. {
  1740. if(src == dest) //same tile
  1741. return 0;
  1742. TerrainTile &s = map->terrain[src.x][src.y][src.z],
  1743. &d = map->terrain[dest.x][dest.y][dest.z];
  1744. //get basic cost
  1745. int ret = h->getTileCost(d,s);
  1746. if(d.blocked && h->hasBonusOfType(Bonus::FLYING_MOVEMENT))
  1747. {
  1748. bool freeFlying = h->getBonusesCount(Selector::typeSubtype(Bonus::FLYING_MOVEMENT, 1)) > 0;
  1749. if(!freeFlying)
  1750. {
  1751. ret *= 1.4; //40% penalty for movement over blocked tile
  1752. }
  1753. }
  1754. else if (d.terType == ETerrainType::WATER)
  1755. {
  1756. if(h->boat && s.hasFavourableWinds() && d.hasFavourableWinds()) //Favourable Winds
  1757. ret *= 0.666;
  1758. else if (!h->boat && h->getBonusesCount(Selector::typeSubtype(Bonus::WATER_WALKING, 1)) > 0)
  1759. ret *= 1.4; //40% penalty for water walking
  1760. }
  1761. if(src.x != dest.x && src.y != dest.y) //it's diagonal move
  1762. {
  1763. int old = ret;
  1764. ret *= 1.414213;
  1765. //diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
  1766. if(ret > remainingMovePoints && remainingMovePoints >= old)
  1767. {
  1768. return remainingMovePoints;
  1769. }
  1770. }
  1771. int left = remainingMovePoints-ret;
  1772. if(checkLast && left > 0 && remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
  1773. {
  1774. std::vector<int3> vec;
  1775. getNeighbours(d, dest, vec, s.terType != ETerrainType::WATER, true);
  1776. for(size_t i=0; i < vec.size(); i++)
  1777. {
  1778. int fcost = getMovementCost(h,dest,vec[i],left,false);
  1779. if(fcost <= left)
  1780. {
  1781. return ret;
  1782. }
  1783. }
  1784. ret = remainingMovePoints;
  1785. }
  1786. return ret;
  1787. }
  1788. void CGameState::apply(CPack *pack)
  1789. {
  1790. ui16 typ = typeList.getTypeID(pack);
  1791. applierGs->apps[typ]->applyOnGS(this,pack);
  1792. }
  1793. void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement)
  1794. {
  1795. CPathfinder pathfinder(out, this, hero);
  1796. pathfinder.calculatePaths(src, movement);
  1797. }
  1798. /**
  1799. * Tells if the tile is guarded by a monster as well as the position
  1800. * of the monster that will attack on it.
  1801. *
  1802. * @return int3(-1, -1, -1) if the tile is unguarded, or the position of
  1803. * the monster guarding the tile.
  1804. */
  1805. std::vector<CGObjectInstance*> CGameState::guardingCreatures (int3 pos) const
  1806. {
  1807. std::vector<CGObjectInstance*> guards;
  1808. const int3 originalPos = pos;
  1809. if (!map->isInTheMap(pos))
  1810. return guards;
  1811. const TerrainTile &posTile = map->terrain[pos.x][pos.y][pos.z];
  1812. if (posTile.visitable)
  1813. {
  1814. BOOST_FOREACH (CGObjectInstance* obj, posTile.visitableObjects)
  1815. {
  1816. if(obj->blockVisit)
  1817. {
  1818. if (obj->ID == Obj::MONSTER) // Monster
  1819. guards.push_back(obj);
  1820. }
  1821. }
  1822. }
  1823. pos -= int3(1, 1, 0); // Start with top left.
  1824. for (int dx = 0; dx < 3; dx++)
  1825. {
  1826. for (int dy = 0; dy < 3; dy++)
  1827. {
  1828. if (map->isInTheMap(pos))
  1829. {
  1830. TerrainTile &tile = map->terrain[pos.x][pos.y][pos.z];
  1831. if (tile.visitable && (tile.isWater() == posTile.isWater()))
  1832. {
  1833. BOOST_FOREACH (CGObjectInstance* obj, tile.visitableObjects)
  1834. {
  1835. if (obj->ID == Obj::MONSTER && checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile
  1836. {
  1837. guards.push_back(obj);
  1838. }
  1839. }
  1840. }
  1841. }
  1842. pos.y++;
  1843. }
  1844. pos.y -= 3;
  1845. pos.x++;
  1846. }
  1847. return guards;
  1848. }
  1849. int3 CGameState::guardingCreaturePosition (int3 pos) const
  1850. {
  1851. const int3 originalPos = pos;
  1852. // Give monster at position priority.
  1853. if (!map->isInTheMap(pos))
  1854. return int3(-1, -1, -1);
  1855. const TerrainTile &posTile = map->terrain[pos.x][pos.y][pos.z];
  1856. if (posTile.visitable)
  1857. {
  1858. BOOST_FOREACH (CGObjectInstance* obj, posTile.visitableObjects)
  1859. {
  1860. if(obj->blockVisit)
  1861. {
  1862. if (obj->ID == Obj::MONSTER) // Monster
  1863. return pos;
  1864. else
  1865. return int3(-1, -1, -1); //blockvis objects are not guarded by neighbouring creatures
  1866. }
  1867. }
  1868. }
  1869. // See if there are any monsters adjacent.
  1870. pos -= int3(1, 1, 0); // Start with top left.
  1871. for (int dx = 0; dx < 3; dx++)
  1872. {
  1873. for (int dy = 0; dy < 3; dy++)
  1874. {
  1875. if (map->isInTheMap(pos))
  1876. {
  1877. TerrainTile &tile = map->terrain[pos.x][pos.y][pos.z];
  1878. if (tile.visitable && (tile.isWater() == posTile.isWater()))
  1879. {
  1880. BOOST_FOREACH (CGObjectInstance* obj, tile.visitableObjects)
  1881. {
  1882. if (obj->ID == Obj::MONSTER && checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile
  1883. {
  1884. return pos;
  1885. }
  1886. }
  1887. }
  1888. }
  1889. pos.y++;
  1890. }
  1891. pos.y -= 3;
  1892. pos.x++;
  1893. }
  1894. return int3(-1, -1, -1);
  1895. }
  1896. bool CGameState::isVisible(int3 pos, TPlayerColor player)
  1897. {
  1898. if(player == GameConstants::NEUTRAL_PLAYER)
  1899. return false;
  1900. return getPlayerTeam(player)->fogOfWarMap[pos.x][pos.y][pos.z];
  1901. }
  1902. bool CGameState::isVisible( const CGObjectInstance *obj, boost::optional<TPlayerColor> player )
  1903. {
  1904. if(!player)
  1905. return true;
  1906. if(*player == GameConstants::NEUTRAL_PLAYER) //-> TODO ??? needed?
  1907. return false;
  1908. //object is visible when at least one blocked tile is visible
  1909. for(int fx=0; fx<8; ++fx)
  1910. {
  1911. for(int fy=0; fy<6; ++fy)
  1912. {
  1913. int3 pos = obj->pos + int3(fx-7,fy-5,0);
  1914. if(map->isInTheMap(pos)
  1915. && !((obj->defInfo->blockMap[fy] >> (7 - fx)) & 1)
  1916. && isVisible(pos, *player) )
  1917. return true;
  1918. }
  1919. }
  1920. return false;
  1921. }
  1922. bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
  1923. {
  1924. const TerrainTile * pom = &map->getTile(dst);
  1925. return checkForVisitableDir(src, pom, dst);
  1926. }
  1927. bool CGameState::checkForVisitableDir( const int3 & src, const TerrainTile *pom, const int3 & dst ) const
  1928. {
  1929. for(ui32 b=0; b<pom->visitableObjects.size(); ++b) //checking destination tile
  1930. {
  1931. if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore
  1932. continue;
  1933. CGDefInfo * di = pom->visitableObjects[b]->defInfo;
  1934. if( (dst.x == src.x-1 && dst.y == src.y-1) && !(di->visitDir & (1<<4)) )
  1935. {
  1936. return false;
  1937. }
  1938. if( (dst.x == src.x && dst.y == src.y-1) && !(di->visitDir & (1<<5)) )
  1939. {
  1940. return false;
  1941. }
  1942. if( (dst.x == src.x+1 && dst.y == src.y-1) && !(di->visitDir & (1<<6)) )
  1943. {
  1944. return false;
  1945. }
  1946. if( (dst.x == src.x+1 && dst.y == src.y) && !(di->visitDir & (1<<7)) )
  1947. {
  1948. return false;
  1949. }
  1950. if( (dst.x == src.x+1 && dst.y == src.y+1) && !(di->visitDir & (1<<0)) )
  1951. {
  1952. return false;
  1953. }
  1954. if( (dst.x == src.x && dst.y == src.y+1) && !(di->visitDir & (1<<1)) )
  1955. {
  1956. return false;
  1957. }
  1958. if( (dst.x == src.x-1 && dst.y == src.y+1) && !(di->visitDir & (1<<2)) )
  1959. {
  1960. return false;
  1961. }
  1962. if( (dst.x == src.x-1 && dst.y == src.y) && !(di->visitDir & (1<<3)) )
  1963. {
  1964. return false;
  1965. }
  1966. }
  1967. return true;
  1968. }
  1969. int CGameState::victoryCheck( ui8 player ) const
  1970. {
  1971. const PlayerState *p = CGameInfoCallback::getPlayer(player);
  1972. if(map->victoryCondition.condition == EVictoryConditionType::WINSTANDARD || map->victoryCondition.allowNormalVictory
  1973. || (!p->human && !map->victoryCondition.appliesToAI)) //if the special victory condition applies only to human, AI has the standard)
  1974. {
  1975. if(player == checkForStandardWin())
  1976. return -1;
  1977. }
  1978. if (p->enteredWinningCheatCode)
  1979. { //cheater or tester, but has entered the code...
  1980. if(map->victoryCondition.condition == EVictoryConditionType::WINSTANDARD)
  1981. return -1;
  1982. else
  1983. return 1;
  1984. }
  1985. if(p->human || map->victoryCondition.appliesToAI)
  1986. {
  1987. switch(map->victoryCondition.condition)
  1988. {
  1989. case EVictoryConditionType::ARTIFACT:
  1990. //check if any hero has winning artifact
  1991. for(size_t i = 0; i < p->heroes.size(); i++)
  1992. if(p->heroes[i]->hasArt(map->victoryCondition.objectId))
  1993. return 1;
  1994. break;
  1995. case EVictoryConditionType::GATHERTROOP:
  1996. {
  1997. //check if in players armies there is enough creatures
  1998. int total = 0; //creature counter
  1999. for(size_t i = 0; i < map->objects.size(); i++)
  2000. {
  2001. const CArmedInstance *ai = NULL;
  2002. if(map->objects[i]
  2003. && map->objects[i]->tempOwner == player //object controlled by player
  2004. && (ai = dynamic_cast<const CArmedInstance*>(map->objects[i].get()))) //contains army
  2005. {
  2006. for(TSlots::const_iterator i=ai->Slots().begin(); i!=ai->Slots().end(); ++i) //iterate through army
  2007. if(i->second->type->idNumber == map->victoryCondition.objectId) //it's searched creature
  2008. total += i->second->count;
  2009. }
  2010. }
  2011. if(total >= map->victoryCondition.count)
  2012. return 1;
  2013. }
  2014. break;
  2015. case EVictoryConditionType::GATHERRESOURCE:
  2016. if(p->resources[map->victoryCondition.objectId] >= map->victoryCondition.count)
  2017. return 1;
  2018. break;
  2019. case EVictoryConditionType::BUILDCITY:
  2020. {
  2021. const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);
  2022. if(t->tempOwner == player && t->fortLevel()-1 >= map->victoryCondition.objectId && t->hallLevel()-1 >= map->victoryCondition.count)
  2023. return 1;
  2024. }
  2025. break;
  2026. case EVictoryConditionType::BUILDGRAIL:
  2027. BOOST_FOREACH(const CGTownInstance *t, map->towns)
  2028. if((t == map->victoryCondition.obj || !map->victoryCondition.obj)
  2029. && t->tempOwner == player
  2030. && t->hasBuilt(BuildingID::GRAIL))
  2031. return 1;
  2032. break;
  2033. case EVictoryConditionType::BEATHERO:
  2034. if(map->victoryCondition.obj->tempOwner >= GameConstants::PLAYER_LIMIT) //target hero not present on map
  2035. return 1;
  2036. break;
  2037. case EVictoryConditionType::CAPTURECITY:
  2038. {
  2039. if(map->victoryCondition.obj->tempOwner == player)
  2040. return 1;
  2041. }
  2042. break;
  2043. case EVictoryConditionType::BEATMONSTER:
  2044. if(!map->objects[map->victoryCondition.obj->id]) //target monster not present on map
  2045. return 1;
  2046. break;
  2047. case EVictoryConditionType::TAKEDWELLINGS:
  2048. for(size_t i = 0; i < map->objects.size(); i++)
  2049. {
  2050. if(map->objects[i] && map->objects[i]->tempOwner != player) //check not flagged objs
  2051. {
  2052. switch(map->objects[i]->ID)
  2053. {
  2054. case Obj::CREATURE_GENERATOR1: case Obj::CREATURE_GENERATOR2:
  2055. case Obj::CREATURE_GENERATOR3: case Obj::CREATURE_GENERATOR4:
  2056. case Obj::RANDOM_DWELLING: case Obj::RANDOM_DWELLING_LVL: case Obj::RANDOM_DWELLING_FACTION:
  2057. return 0; //found not flagged dwelling - player not won
  2058. }
  2059. }
  2060. }
  2061. return 1;
  2062. break;
  2063. case EVictoryConditionType::TAKEMINES:
  2064. for(size_t i = 0; i < map->objects.size(); i++)
  2065. {
  2066. if(map->objects[i] && map->objects[i]->tempOwner != player) //check not flagged objs
  2067. {
  2068. switch(map->objects[i]->ID)
  2069. {
  2070. case Obj::MINE: case Obj::ABANDONED_MINE:
  2071. return 0; //found not flagged mine - player not won
  2072. }
  2073. }
  2074. }
  2075. return 1;
  2076. break;
  2077. case EVictoryConditionType::TRANSPORTITEM:
  2078. {
  2079. const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);
  2080. if((t->visitingHero && t->visitingHero->hasArt(map->victoryCondition.objectId))
  2081. || (t->garrisonHero && t->garrisonHero->hasArt(map->victoryCondition.objectId)))
  2082. {
  2083. return 1;
  2084. }
  2085. }
  2086. break;
  2087. }
  2088. }
  2089. return 0;
  2090. }
  2091. ui8 CGameState::checkForStandardWin() const
  2092. {
  2093. //std victory condition is:
  2094. //all enemies lost
  2095. TPlayerColor supposedWinner = 255, winnerTeam = 255;
  2096. for(auto i = players.begin(); i != players.end(); i++)
  2097. {
  2098. if(i->second.status == EPlayerStatus::INGAME && i->first < GameConstants::PLAYER_LIMIT)
  2099. {
  2100. if(supposedWinner == 255)
  2101. {
  2102. //first player remaining ingame - candidate for victory
  2103. supposedWinner = i->second.color;
  2104. winnerTeam = i->second.team;
  2105. }
  2106. else if(winnerTeam != i->second.team)
  2107. {
  2108. //current candidate has enemy remaining in game -> no vicotry
  2109. return 255;
  2110. }
  2111. }
  2112. }
  2113. return supposedWinner;
  2114. }
  2115. bool CGameState::checkForStandardLoss( TPlayerColor player ) const
  2116. {
  2117. //std loss condition is: player lost all towns and heroes
  2118. const PlayerState &p = *CGameInfoCallback::getPlayer(player);
  2119. return !p.heroes.size() && !p.towns.size();
  2120. }
  2121. struct statsHLP
  2122. {
  2123. typedef std::pair< TPlayerColor, si64 > TStat;
  2124. //converts [<player's color, value>] to vec[place] -> platers
  2125. static std::vector< std::vector< TPlayerColor > > getRank( std::vector<TStat> stats )
  2126. {
  2127. std::sort(stats.begin(), stats.end(), statsHLP());
  2128. //put first element
  2129. std::vector< std::vector<TPlayerColor> > ret;
  2130. std::vector<TPlayerColor> tmp;
  2131. tmp.push_back( stats[0].first );
  2132. ret.push_back( tmp );
  2133. //the rest of elements
  2134. for(int g=1; g<stats.size(); ++g)
  2135. {
  2136. if(stats[g].second == stats[g-1].second)
  2137. {
  2138. (ret.end()-1)->push_back( stats[g].first );
  2139. }
  2140. else
  2141. {
  2142. //create next occupied rank
  2143. std::vector<TPlayerColor> tmp;
  2144. tmp.push_back(stats[g].first);
  2145. ret.push_back(tmp);
  2146. }
  2147. }
  2148. return ret;
  2149. }
  2150. bool operator()(const TStat & a, const TStat & b) const
  2151. {
  2152. return a.second > b.second;
  2153. }
  2154. static const CGHeroInstance * findBestHero(CGameState * gs, int color)
  2155. {
  2156. std::vector<ConstTransitivePtr<CGHeroInstance> > &h = gs->players[color].heroes;
  2157. if(!h.size())
  2158. return NULL;
  2159. //best hero will be that with highest exp
  2160. int best = 0;
  2161. for(int b=1; b<h.size(); ++b)
  2162. {
  2163. if(h[b]->exp > h[best]->exp)
  2164. {
  2165. best = b;
  2166. }
  2167. }
  2168. return h[best];
  2169. }
  2170. //calculates total number of artifacts that belong to given player
  2171. static int getNumberOfArts(const PlayerState * ps)
  2172. {
  2173. int ret = 0;
  2174. BOOST_FOREACH(auto h, ps->heroes)
  2175. {
  2176. ret += h->artifactsInBackpack.size() + h->artifactsWorn.size();
  2177. }
  2178. return ret;
  2179. }
  2180. // get total strength of player army
  2181. static si64 getArmyStrength(const PlayerState * ps)
  2182. {
  2183. si64 str = 0;
  2184. BOOST_FOREACH(auto h, ps->heroes)
  2185. {
  2186. if(!h->inTownGarrison) //original h3 behavior
  2187. str += h->getArmyStrength();
  2188. }
  2189. return str;
  2190. }
  2191. };
  2192. void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
  2193. {
  2194. #define FILL_FIELD(FIELD, VAL_GETTER) \
  2195. { \
  2196. std::vector< std::pair< TPlayerColor, si64 > > stats; \
  2197. for(auto g = players.begin(); g != players.end(); ++g) \
  2198. { \
  2199. if(g->second.color == 255) \
  2200. continue; \
  2201. std::pair< ui8, si64 > stat; \
  2202. stat.first = g->second.color; \
  2203. stat.second = VAL_GETTER; \
  2204. stats.push_back(stat); \
  2205. } \
  2206. tgi.FIELD = statsHLP::getRank(stats); \
  2207. }
  2208. for(auto g = players.begin(); g != players.end(); ++g)
  2209. {
  2210. if(g->second.color != GameConstants::NEUTRAL_PLAYER)
  2211. tgi.playerColors.push_back(g->second.color);
  2212. }
  2213. if(level >= 1) //num of towns & num of heroes
  2214. {
  2215. //num of towns
  2216. FILL_FIELD(numOfTowns, g->second.towns.size())
  2217. //num of heroes
  2218. FILL_FIELD(numOfHeroes, g->second.heroes.size())
  2219. //best hero's portrait
  2220. for(auto g = players.cbegin(); g != players.cend(); ++g)
  2221. {
  2222. if(g->second.color == GameConstants::NEUTRAL_PLAYER)
  2223. continue;
  2224. const CGHeroInstance * best = statsHLP::findBestHero(this, g->second.color);
  2225. InfoAboutHero iah;
  2226. iah.initFromHero(best, level >= 8);
  2227. iah.army.clear();
  2228. tgi.colorToBestHero[g->second.color] = iah;
  2229. }
  2230. }
  2231. if(level >= 2) //gold
  2232. {
  2233. FILL_FIELD(gold, g->second.resources[Res::GOLD])
  2234. }
  2235. if(level >= 2) //wood & ore
  2236. {
  2237. FILL_FIELD(woodOre, g->second.resources[Res::WOOD] + g->second.resources[Res::ORE])
  2238. }
  2239. if(level >= 3) //mercury, sulfur, crystal, gems
  2240. {
  2241. FILL_FIELD(mercSulfCrystGems, g->second.resources[Res::MERCURY] + g->second.resources[Res::SULFUR] + g->second.resources[Res::CRYSTAL] + g->second.resources[Res::GEMS])
  2242. }
  2243. if(level >= 4) //obelisks found
  2244. {
  2245. //TODO: obtainPlayersStats - obelisks found
  2246. }
  2247. if(level >= 5) //artifacts
  2248. {
  2249. FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))
  2250. }
  2251. if(level >= 6) //army strength
  2252. {
  2253. FILL_FIELD(army, statsHLP::getArmyStrength(&g->second))
  2254. }
  2255. if(level >= 7) //income
  2256. {
  2257. //TODO:obtainPlayersStats - income
  2258. }
  2259. if(level >= 8) //best hero's stats
  2260. {
  2261. //already set in lvl 1 handling
  2262. }
  2263. if(level >= 9) //personality
  2264. {
  2265. for(auto g = players.cbegin(); g != players.cend(); ++g)
  2266. {
  2267. if(g->second.color == GameConstants::NEUTRAL_PLAYER) //do nothing for neutral player
  2268. continue;
  2269. if(g->second.human)
  2270. {
  2271. tgi.personality[g->second.color] = EAiTactic::NONE;
  2272. }
  2273. else //AI
  2274. {
  2275. tgi.personality[g->second.color] = map->players[g->second.color].aiTactic;
  2276. }
  2277. }
  2278. }
  2279. if(level >= 10) //best creature
  2280. {
  2281. //best creatures belonging to player (highest AI value)
  2282. for(auto g = players.cbegin(); g != players.cend(); ++g)
  2283. {
  2284. if(g->second.color == GameConstants::NEUTRAL_PLAYER) //do nothing for neutral player
  2285. continue;
  2286. int bestCre = -1; //best creature's ID
  2287. for(int b=0; b<g->second.heroes.size(); ++b)
  2288. {
  2289. for(TSlots::const_iterator it = g->second.heroes[b]->Slots().begin(); it != g->second.heroes[b]->Slots().end(); ++it)
  2290. {
  2291. int toCmp = it->second->type->idNumber; //ID of creature we should compare with the best one
  2292. if(bestCre == -1 || VLC->creh->creatures[bestCre]->AIValue < VLC->creh->creatures[toCmp]->AIValue)
  2293. {
  2294. bestCre = toCmp;
  2295. }
  2296. }
  2297. }
  2298. tgi.bestCreature[g->second.color] = bestCre;
  2299. }
  2300. }
  2301. #undef FILL_FIELD
  2302. }
  2303. int CGameState::lossCheck( TPlayerColor player ) const
  2304. {
  2305. const PlayerState *p = CGameInfoCallback::getPlayer(player);
  2306. //if(map->lossCondition.typeOfLossCon == lossStandard)
  2307. if(checkForStandardLoss(player))
  2308. return -1;
  2309. if (p->enteredLosingCheatCode)
  2310. {
  2311. return 1;
  2312. }
  2313. if(p->human) //special loss condition applies only to human player
  2314. {
  2315. switch(map->lossCondition.typeOfLossCon)
  2316. {
  2317. case ELossConditionType::LOSSCASTLE:
  2318. case ELossConditionType::LOSSHERO:
  2319. {
  2320. const CGObjectInstance *obj = map->lossCondition.obj;
  2321. assert(obj);
  2322. if(obj->tempOwner != player)
  2323. return 1;
  2324. }
  2325. break;
  2326. case ELossConditionType::TIMEEXPIRES:
  2327. if(map->lossCondition.timeLimit < day)
  2328. return 1;
  2329. break;
  2330. }
  2331. }
  2332. if(!p->towns.size() && p->daysWithoutCastle >= 7)
  2333. return 2;
  2334. return false;
  2335. }
  2336. bmap<ui32, ConstTransitivePtr<CGHeroInstance> > CGameState::unusedHeroesFromPool()
  2337. {
  2338. bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = hpool.heroesPool;
  2339. for ( auto i = players.cbegin() ; i != players.cend();i++)
  2340. for(auto j = i->second.availableHeroes.cbegin(); j != i->second.availableHeroes.cend(); j++)
  2341. if(*j)
  2342. pool.erase((**j).subID);
  2343. return pool;
  2344. }
  2345. void CGameState::buildBonusSystemTree()
  2346. {
  2347. buildGlobalTeamPlayerTree();
  2348. attachArmedObjects();
  2349. BOOST_FOREACH(CGTownInstance *t, map->towns)
  2350. {
  2351. t->deserializationFix();
  2352. }
  2353. // CStackInstance <-> CCreature, CStackInstance <-> CArmedInstance, CArtifactInstance <-> CArtifact
  2354. // are provided on initializing / deserializing
  2355. }
  2356. void CGameState::deserializationFix()
  2357. {
  2358. buildGlobalTeamPlayerTree();
  2359. attachArmedObjects();
  2360. }
  2361. void CGameState::buildGlobalTeamPlayerTree()
  2362. {
  2363. for(auto k=teams.begin(); k!=teams.end(); ++k)
  2364. {
  2365. TeamState *t = &k->second;
  2366. t->attachTo(&globalEffects);
  2367. BOOST_FOREACH(ui8 teamMember, k->second.players)
  2368. {
  2369. PlayerState *p = getPlayer(teamMember);
  2370. assert(p);
  2371. p->attachTo(t);
  2372. }
  2373. }
  2374. }
  2375. void CGameState::attachArmedObjects()
  2376. {
  2377. BOOST_FOREACH(CGObjectInstance *obj, map->objects)
  2378. {
  2379. if(CArmedInstance *armed = dynamic_cast<CArmedInstance*>(obj))
  2380. armed->whatShouldBeAttached()->attachTo(armed->whereShouldBeAttached(this));
  2381. }
  2382. }
  2383. void CGameState::giveHeroArtifact(CGHeroInstance *h, int aid)
  2384. {
  2385. CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object
  2386. CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  2387. map->addNewArtifactInstance(ai);
  2388. ai->putAt(ArtifactLocation(h, ai->firstAvailableSlot(h)));
  2389. }
  2390. CGPathNode::CGPathNode()
  2391. :coord(-1,-1,-1)
  2392. {
  2393. accessible = NOT_SET;
  2394. land = 0;
  2395. moveRemains = 0;
  2396. turns = 255;
  2397. theNodeBefore = NULL;
  2398. }
  2399. bool CGPathNode::reachable() const
  2400. {
  2401. return turns < 255;
  2402. }
  2403. bool CPathsInfo::getPath( const int3 &dst, CGPath &out )
  2404. {
  2405. assert(isValid);
  2406. out.nodes.clear();
  2407. const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
  2408. if(!curnode->theNodeBefore)
  2409. return false;
  2410. while(curnode)
  2411. {
  2412. CGPathNode cpn = *curnode;
  2413. curnode = curnode->theNodeBefore;
  2414. out.nodes.push_back(cpn);
  2415. }
  2416. return true;
  2417. }
  2418. CPathsInfo::CPathsInfo( const int3 &Sizes )
  2419. :sizes(Sizes)
  2420. {
  2421. hero = NULL;
  2422. nodes = new CGPathNode**[sizes.x];
  2423. for(int i = 0; i < sizes.x; i++)
  2424. {
  2425. nodes[i] = new CGPathNode*[sizes.y];
  2426. for (int j = 0; j < sizes.y; j++)
  2427. {
  2428. nodes[i][j] = new CGPathNode[sizes.z];
  2429. }
  2430. }
  2431. }
  2432. CPathsInfo::~CPathsInfo()
  2433. {
  2434. for(int i = 0; i < sizes.x; i++)
  2435. {
  2436. for (int j = 0; j < sizes.y; j++)
  2437. {
  2438. delete [] nodes[i][j];
  2439. }
  2440. delete [] nodes[i];
  2441. }
  2442. delete [] nodes;
  2443. }
  2444. int3 CGPath::startPos() const
  2445. {
  2446. return nodes[nodes.size()-1].coord;
  2447. }
  2448. int3 CGPath::endPos() const
  2449. {
  2450. return nodes[0].coord;
  2451. }
  2452. void CGPath::convert( ui8 mode )
  2453. {
  2454. if(mode==0)
  2455. {
  2456. for(ui32 i=0;i<nodes.size();i++)
  2457. {
  2458. nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
  2459. }
  2460. }
  2461. }
  2462. PlayerState::PlayerState()
  2463. : color(-1), currentSelection(0xffffffff), enteredWinningCheatCode(0),
  2464. enteredLosingCheatCode(0), status(EPlayerStatus::INGAME), daysWithoutCastle(0)
  2465. {
  2466. setNodeType(PLAYER);
  2467. }
  2468. std::string PlayerState::nodeName() const
  2469. {
  2470. return "Player " + (color < VLC->generaltexth->capColors.size() ? VLC->generaltexth->capColors[color] : boost::lexical_cast<std::string>(color));
  2471. }
  2472. // void PlayerState::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
  2473. // {
  2474. // return; //no loops possible
  2475. // }
  2476. //
  2477. // void PlayerState::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
  2478. // {
  2479. // for (std::vector<CGHeroInstance *>::const_iterator it = heroes.begin(); it != heroes.end(); it++)
  2480. // {
  2481. // if (*it != root)
  2482. // (*it)->getBonuses(out, selector, this);
  2483. // }
  2484. // }
  2485. InfoAboutArmy::InfoAboutArmy():
  2486. owner(GameConstants::NEUTRAL_PLAYER)
  2487. {}
  2488. InfoAboutArmy::InfoAboutArmy(const CArmedInstance *Army, bool detailed)
  2489. {
  2490. initFromArmy(Army, detailed);
  2491. }
  2492. void InfoAboutArmy::initFromArmy(const CArmedInstance *Army, bool detailed)
  2493. {
  2494. army = ArmyDescriptor(Army, detailed);
  2495. owner = Army->tempOwner;
  2496. name = Army->getHoverText();
  2497. }
  2498. void InfoAboutHero::assign(const InfoAboutHero & iah)
  2499. {
  2500. InfoAboutArmy::operator = (iah);
  2501. details = (iah.details ? new Details(*iah.details) : NULL);
  2502. hclass = iah.hclass;
  2503. portrait = iah.portrait;
  2504. }
  2505. InfoAboutHero::InfoAboutHero():
  2506. details(nullptr),
  2507. hclass(nullptr),
  2508. portrait(-1)
  2509. {}
  2510. InfoAboutHero::InfoAboutHero(const InfoAboutHero & iah):
  2511. InfoAboutArmy()
  2512. {
  2513. assign(iah);
  2514. }
  2515. InfoAboutHero::InfoAboutHero(const CGHeroInstance *h, bool detailed)
  2516. : details(nullptr),
  2517. hclass(nullptr),
  2518. portrait(-1)
  2519. {
  2520. initFromHero(h, detailed);
  2521. }
  2522. InfoAboutHero::~InfoAboutHero()
  2523. {
  2524. delete details;
  2525. }
  2526. InfoAboutHero & InfoAboutHero::operator=(const InfoAboutHero & iah)
  2527. {
  2528. assign(iah);
  2529. return *this;
  2530. }
  2531. void InfoAboutHero::initFromHero(const CGHeroInstance *h, bool detailed)
  2532. {
  2533. if(!h)
  2534. return;
  2535. initFromArmy(h, detailed);
  2536. hclass = h->type->heroClass;
  2537. name = h->name;
  2538. portrait = h->portrait;
  2539. if(detailed)
  2540. {
  2541. //include details about hero
  2542. details = new Details;
  2543. details->luck = h->LuckVal();
  2544. details->morale = h->MoraleVal();
  2545. details->mana = h->mana;
  2546. details->primskills.resize(GameConstants::PRIMARY_SKILLS);
  2547. for (int i = 0; i < GameConstants::PRIMARY_SKILLS ; i++)
  2548. {
  2549. details->primskills[i] = h->getPrimSkillLevel(static_cast<PrimarySkill::PrimarySkill>(i));
  2550. }
  2551. }
  2552. }
  2553. InfoAboutTown::InfoAboutTown():
  2554. details(nullptr),
  2555. tType(nullptr),
  2556. built(0),
  2557. fortLevel(0)
  2558. {
  2559. }
  2560. InfoAboutTown::InfoAboutTown(const CGTownInstance *t, bool detailed)
  2561. {
  2562. initFromTown(t, detailed);
  2563. }
  2564. InfoAboutTown::~InfoAboutTown()
  2565. {
  2566. delete details;
  2567. }
  2568. void InfoAboutTown::initFromTown(const CGTownInstance *t, bool detailed)
  2569. {
  2570. initFromArmy(t, detailed);
  2571. army = ArmyDescriptor(t->getUpperArmy(), detailed);
  2572. built = t->builded;
  2573. fortLevel = t->fortLevel();
  2574. name = t->name;
  2575. tType = t->town;
  2576. if(detailed)
  2577. {
  2578. //include details about hero
  2579. details = new Details;
  2580. details->goldIncome = t->dailyIncome();
  2581. details->customRes = t->hasBuilt(BuildingID::RESOURCE_SILO);
  2582. details->hallLevel = t->hallLevel();
  2583. details->garrisonedHero = t->garrisonHero;
  2584. }
  2585. }
  2586. ArmyDescriptor::ArmyDescriptor(const CArmedInstance *army, bool detailed)
  2587. : isDetailed(detailed)
  2588. {
  2589. for(TSlots::const_iterator i = army->Slots().begin(); i != army->Slots().end(); i++)
  2590. {
  2591. if(detailed)
  2592. (*this)[i->first] = *i->second;
  2593. else
  2594. (*this)[i->first] = CStackBasicDescriptor(i->second->type, i->second->getQuantityID());
  2595. }
  2596. }
  2597. ArmyDescriptor::ArmyDescriptor()
  2598. : isDetailed(false)
  2599. {
  2600. }
  2601. int ArmyDescriptor::getStrength() const
  2602. {
  2603. ui64 ret = 0;
  2604. if(isDetailed)
  2605. {
  2606. for(const_iterator i = begin(); i != end(); i++)
  2607. ret += i->second.type->AIValue * i->second.count;
  2608. }
  2609. else
  2610. {
  2611. for(const_iterator i = begin(); i != end(); i++)
  2612. ret += i->second.type->AIValue * CCreature::estimateCreatureCount(i->second.count);
  2613. }
  2614. return ret;
  2615. }
  2616. DuelParameters::SideSettings::StackSettings::StackSettings()
  2617. : type(CreatureID::NONE), count(0)
  2618. {
  2619. }
  2620. DuelParameters::SideSettings::StackSettings::StackSettings(CreatureID Type, si32 Count)
  2621. : type(Type), count(Count)
  2622. {
  2623. }
  2624. DuelParameters::SideSettings::SideSettings()
  2625. {
  2626. heroId = -1;
  2627. }
  2628. DuelParameters::DuelParameters()
  2629. {
  2630. terType = ETerrainType::DIRT;
  2631. bfieldType = BFieldType::ROCKLANDS;
  2632. }
  2633. DuelParameters DuelParameters::fromJSON(const std::string &fname)
  2634. {
  2635. DuelParameters ret;
  2636. const JsonNode duelData(ResourceID("DATA/" + fname, EResType::TEXT));
  2637. ret.terType = static_cast<ETerrainType::ETerrainType>((int)duelData["terType"].Float());
  2638. ret.bfieldType = static_cast<BFieldType::BFieldType>((int)duelData["bfieldType"].Float());
  2639. BOOST_FOREACH(const JsonNode &n, duelData["sides"].Vector())
  2640. {
  2641. SideSettings &ss = ret.sides[(int)n["side"].Float()];
  2642. int i = 0;
  2643. BOOST_FOREACH(const JsonNode &stackNode, n["army"].Vector())
  2644. {
  2645. ss.stacks[i].type = CreatureID((si32)stackNode.Vector()[0].Float());
  2646. ss.stacks[i].count = stackNode.Vector()[1].Float();
  2647. i++;
  2648. }
  2649. if(n["heroid"].getType() == JsonNode::DATA_FLOAT)
  2650. ss.heroId = n["heroid"].Float();
  2651. else
  2652. ss.heroId = -1;
  2653. BOOST_FOREACH(const JsonNode &n, n["heroPrimSkills"].Vector())
  2654. ss.heroPrimSkills.push_back(n.Float());
  2655. BOOST_FOREACH(const JsonNode &skillNode, n["heroSecSkills"].Vector())
  2656. {
  2657. std::pair<si32, si8> secSkill;
  2658. secSkill.first = skillNode.Vector()[0].Float();
  2659. secSkill.second = skillNode.Vector()[1].Float();
  2660. ss.heroSecSkills.push_back(secSkill);
  2661. }
  2662. assert(ss.heroPrimSkills.empty() || ss.heroPrimSkills.size() == GameConstants::PRIMARY_SKILLS);
  2663. if(ss.heroId != -1)
  2664. {
  2665. const JsonNode & spells = n["spells"];
  2666. if(spells.getType() == JsonNode::DATA_STRING && spells.String() == "all")
  2667. {
  2668. BOOST_FOREACH(auto spell, VLC->spellh->spells)
  2669. if(spell->id <= SpellID::SUMMON_AIR_ELEMENTAL)
  2670. ss.spells.insert(spell->id);
  2671. }
  2672. else
  2673. BOOST_FOREACH(const JsonNode &spell, n["spells"].Vector())
  2674. ss.spells.insert(SpellID(spell.Float()));
  2675. }
  2676. }
  2677. BOOST_FOREACH(const JsonNode &n, duelData["obstacles"].Vector())
  2678. {
  2679. auto oi = make_shared<CObstacleInstance>();
  2680. if(n.getType() == JsonNode::DATA_VECTOR)
  2681. {
  2682. oi->ID = n.Vector()[0].Float();
  2683. oi->pos = n.Vector()[1].Float();
  2684. }
  2685. else
  2686. {
  2687. assert(n.getType() == JsonNode::DATA_FLOAT);
  2688. oi->ID = 21;
  2689. oi->pos = n.Float();
  2690. }
  2691. oi->uniqueID = ret.obstacles.size();
  2692. ret.obstacles.push_back(oi);
  2693. }
  2694. BOOST_FOREACH(const JsonNode &n, duelData["creatures"].Vector())
  2695. {
  2696. CusomCreature cc;
  2697. cc.id = n["id"].Float();
  2698. #define retreive(name) \
  2699. if(n[ #name ].getType() == JsonNode::DATA_FLOAT)\
  2700. cc.name = n[ #name ].Float(); \
  2701. else \
  2702. cc.name = -1;
  2703. retreive(attack);
  2704. retreive(defense);
  2705. retreive(HP);
  2706. retreive(dmg);
  2707. retreive(shoots);
  2708. retreive(speed);
  2709. ret.creatures.push_back(cc);
  2710. }
  2711. return ret;
  2712. }
  2713. TeamState::TeamState()
  2714. {
  2715. setNodeType(TEAM);
  2716. }
  2717. void CPathfinder::initializeGraph()
  2718. {
  2719. CGPathNode ***graph = out.nodes;
  2720. for(size_t i=0; i < out.sizes.x; ++i)
  2721. {
  2722. for(size_t j=0; j < out.sizes.y; ++j)
  2723. {
  2724. for(size_t k=0; k < out.sizes.z; ++k)
  2725. {
  2726. curPos = int3(i,j,k);
  2727. const TerrainTile *tinfo = &gs->map->terrain[i][j][k];
  2728. CGPathNode &node = graph[i][j][k];
  2729. node.accessible = evaluateAccessibility(tinfo);
  2730. node.turns = 0xff;
  2731. node.moveRemains = 0;
  2732. node.coord.x = i;
  2733. node.coord.y = j;
  2734. node.coord.z = k;
  2735. node.land = tinfo->terType != ETerrainType::WATER;
  2736. node.theNodeBefore = NULL;
  2737. }
  2738. }
  2739. }
  2740. }
  2741. void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/)
  2742. {
  2743. assert(hero);
  2744. assert(hero == getHero(hero->id));
  2745. if(src.x < 0)
  2746. src = hero->getPosition(false);
  2747. if(movement < 0)
  2748. movement = hero->movement;
  2749. out.hero = hero;
  2750. out.hpos = src;
  2751. if(!gs->map->isInTheMap(src)/* || !gs->map->isInTheMap(dest)*/) //check input
  2752. {
  2753. tlog1 << "CGameState::calculatePaths: Hero outside the gs->map? How dare you...\n";
  2754. return;
  2755. }
  2756. initializeGraph();
  2757. //initial tile - set cost on 0 and add to the queue
  2758. CGPathNode &initialNode = *getNode(src);
  2759. initialNode.turns = 0;
  2760. initialNode.moveRemains = movement;
  2761. mq.push_back(&initialNode);
  2762. std::vector<int3> neighbours;
  2763. neighbours.reserve(16);
  2764. while(!mq.empty())
  2765. {
  2766. cp = mq.front();
  2767. mq.pop_front();
  2768. const int3 sourceGuardPosition = guardingCreaturePosition(cp->coord);
  2769. bool guardedSource = (sourceGuardPosition != int3(-1, -1, -1) && cp->coord != src);
  2770. ct = &gs->map->getTile(cp->coord);
  2771. int movement = cp->moveRemains, turn = cp->turns;
  2772. if(!movement)
  2773. {
  2774. movement = hero->maxMovePoints(cp->land);
  2775. turn++;
  2776. }
  2777. //add accessible neighbouring nodes to the queue
  2778. neighbours.clear();
  2779. //handling subterranean gate => it's exit is the only neighbour
  2780. bool subterraneanEntry = (ct->topVisitableId() == Obj::SUBTERRANEAN_GATE && useSubterraneanGates);
  2781. if(subterraneanEntry)
  2782. {
  2783. //try finding the exit gate
  2784. if(const CGObjectInstance *outGate = getObj(CGTeleport::getMatchingGate(ct->visitableObjects.back()->id), false))
  2785. {
  2786. const int3 outPos = outGate->visitablePos();
  2787. //gs->getNeighbours(*getTile(outPos), outPos, neighbours, boost::logic::indeterminate, !cp->land);
  2788. neighbours.push_back(outPos);
  2789. }
  2790. else
  2791. {
  2792. //gate with no exit (blocked) -> do nothing with this node
  2793. continue;
  2794. }
  2795. }
  2796. gs->getNeighbours(*ct, cp->coord, neighbours, boost::logic::indeterminate, !cp->land);
  2797. for(ui32 i=0; i < neighbours.size(); i++)
  2798. {
  2799. const int3 &n = neighbours[i]; //current neighbor
  2800. dp = getNode(n);
  2801. dt = &gs->map->getTile(n);
  2802. destTopVisObjID = dt->topVisitableId();
  2803. useEmbarkCost = 0; //0 - usual movement; 1 - embark; 2 - disembark
  2804. int turnAtNextTile = turn;
  2805. const bool destIsGuardian = sourceGuardPosition == n;
  2806. if(!goodForLandSeaTransition())
  2807. continue;
  2808. if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED )
  2809. continue;
  2810. //special case -> hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
  2811. if(cp->accessible == CGPathNode::VISITABLE && guardedSource && cp->theNodeBefore->land && ct->topVisitableId() == Obj::BOAT)
  2812. guardedSource = false;
  2813. int cost = gs->getMovementCost(hero, cp->coord, dp->coord, movement);
  2814. //special case -> moving from src Subterranean gate to dest gate -> it's free
  2815. if(subterraneanEntry && destTopVisObjID == Obj::SUBTERRANEAN_GATE && cp->coord.z != dp->coord.z)
  2816. cost = 0;
  2817. int remains = movement - cost;
  2818. if(useEmbarkCost)
  2819. {
  2820. remains = hero->movementPointsAfterEmbark(movement, cost, useEmbarkCost - 1);
  2821. cost = movement - remains;
  2822. }
  2823. if(remains < 0)
  2824. {
  2825. //occurs rarely, when hero with low movepoints tries to leave the road
  2826. turnAtNextTile++;
  2827. int moveAtNextTile = hero->maxMovePoints(cp->land);
  2828. cost = gs->getMovementCost(hero, cp->coord, dp->coord, moveAtNextTile); //cost must be updated, movement points changed :(
  2829. remains = moveAtNextTile - cost;
  2830. }
  2831. if((dp->turns==0xff //we haven't been here before
  2832. || dp->turns > turnAtNextTile
  2833. || (dp->turns >= turnAtNextTile && dp->moveRemains < remains)) //this route is faster
  2834. && (!guardedSource || destIsGuardian)) // Can step into tile of guard
  2835. {
  2836. assert(dp != cp->theNodeBefore); //two tiles can't point to each other
  2837. dp->moveRemains = remains;
  2838. dp->turns = turnAtNextTile;
  2839. dp->theNodeBefore = cp;
  2840. const bool guardedDst = guardingCreaturePosition(dp->coord) != int3(-1, -1, -1)
  2841. && dp->accessible == CGPathNode::BLOCKVIS;
  2842. if (dp->accessible == CGPathNode::ACCESSIBLE
  2843. || (useEmbarkCost && allowEmbarkAndDisembark)
  2844. || destTopVisObjID == Obj::SUBTERRANEAN_GATE
  2845. || (guardedDst && !guardedSource)) // Can step into a hostile tile once.
  2846. {
  2847. mq.push_back(dp);
  2848. }
  2849. }
  2850. } //neighbours loop
  2851. } //queue loop
  2852. out.isValid = true;
  2853. }
  2854. CGPathNode *CPathfinder::getNode(const int3 &coord)
  2855. {
  2856. return &out.nodes[coord.x][coord.y][coord.z];
  2857. }
  2858. bool CPathfinder::canMoveBetween(const int3 &a, const int3 &b) const
  2859. {
  2860. return gs->checkForVisitableDir(a, b) && gs->checkForVisitableDir(b, a);
  2861. }
  2862. CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const TerrainTile *tinfo) const
  2863. {
  2864. CGPathNode::EAccessibility ret = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);
  2865. if(tinfo->terType == ETerrainType::ROCK || !FoW[curPos.x][curPos.y][curPos.z])
  2866. return CGPathNode::BLOCKED;
  2867. if(tinfo->visitable)
  2868. {
  2869. if(tinfo->visitableObjects.front()->ID == Obj::SANCTUARY && tinfo->visitableObjects.back()->ID == Obj::HERO && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner) //non-owned hero stands on Sanctuary
  2870. {
  2871. return CGPathNode::BLOCKED;
  2872. }
  2873. else
  2874. {
  2875. BOOST_FOREACH(const CGObjectInstance *obj, tinfo->visitableObjects)
  2876. {
  2877. if(obj->getPassableness() & 1<<hero->tempOwner) //special object instance specific passableness flag - overwrites other accessibility flags
  2878. {
  2879. ret = CGPathNode::ACCESSIBLE;
  2880. }
  2881. else if(obj->blockVisit)
  2882. {
  2883. return CGPathNode::BLOCKVIS;
  2884. }
  2885. else if(obj->ID != Obj::EVENT) //pathfinder should ignore placed events
  2886. {
  2887. ret = CGPathNode::VISITABLE;
  2888. }
  2889. }
  2890. }
  2891. }
  2892. else if (gs->map->isInTheMap(guardingCreaturePosition(curPos))
  2893. && !tinfo->blocked)
  2894. {
  2895. // Monster close by; blocked visit for battle.
  2896. return CGPathNode::BLOCKVIS;
  2897. }
  2898. return ret;
  2899. }
  2900. bool CPathfinder::goodForLandSeaTransition()
  2901. {
  2902. if(cp->land != dp->land) //hero can traverse land<->sea only in special circumstances
  2903. {
  2904. if(cp->land) //from land to sea -> embark or assault hero on boat
  2905. {
  2906. if(dp->accessible == CGPathNode::ACCESSIBLE || destTopVisObjID < 0) //cannot enter empty water tile from land -> it has to be visitable
  2907. return false;
  2908. if(destTopVisObjID != Obj::HERO && destTopVisObjID != Obj::BOAT) //only boat or hero can be accessed from land
  2909. return false;
  2910. if(destTopVisObjID == Obj::BOAT)
  2911. useEmbarkCost = 1;
  2912. }
  2913. else //disembark
  2914. {
  2915. //can disembark only on coastal tiles
  2916. if(!dt->isCoastal())
  2917. return false;
  2918. //tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast
  2919. if( (dp->accessible != CGPathNode::ACCESSIBLE && (dp->accessible != CGPathNode::BLOCKVIS || dt->blocked))
  2920. || dt->visitable) //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate
  2921. return false;;
  2922. useEmbarkCost = 2;
  2923. }
  2924. }
  2925. return true;
  2926. }
  2927. CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero) : CGameInfoCallback(_gs, boost::optional<TPlayerColor>()), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap)
  2928. {
  2929. useSubterraneanGates = true;
  2930. allowEmbarkAndDisembark = true;
  2931. }