CGameState.cpp 127 KB

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  1. #define VCMI_DLL
  2. #include "../hch/CCampaignHandler.h"
  3. #include <algorithm>
  4. #include <queue>
  5. #include <fstream>
  6. #include "CGameState.h"
  7. #include <boost/random/linear_congruential.hpp>
  8. #include "../hch/CDefObjInfoHandler.h"
  9. #include "../hch/CArtHandler.h"
  10. #include "../hch/CBuildingHandler.h"
  11. #include "../hch/CGeneralTextHandler.h"
  12. #include "../hch/CTownHandler.h"
  13. #include "../hch/CSpellHandler.h"
  14. #include "../hch/CHeroHandler.h"
  15. #include "../hch/CObjectHandler.h"
  16. #include "../hch/CCreatureHandler.h"
  17. //#include "../lib/IGameCallback.h"
  18. #include "VCMI_Lib.h"
  19. #include "Connection.h"
  20. #include "map.h"
  21. #include "../StartInfo.h"
  22. #include "NetPacks.h"
  23. #include <boost/foreach.hpp>
  24. #include <boost/lexical_cast.hpp>
  25. #include <boost/thread.hpp>
  26. #include <boost/thread/shared_mutex.hpp>
  27. #include <boost/assign/list_of.hpp>
  28. #include "RegisterTypes.cpp"
  29. #include <algorithm>
  30. #include <numeric>
  31. boost::rand48 ran;
  32. class CGObjectInstance;
  33. #ifdef min
  34. #undef min
  35. #endif
  36. #ifdef max
  37. #undef max
  38. #endif
  39. /*
  40. * CGameState.cpp, part of VCMI engine
  41. *
  42. * Authors: listed in file AUTHORS in main folder
  43. *
  44. * License: GNU General Public License v2.0 or later
  45. * Full text of license available in license.txt file, in main folder
  46. *
  47. */
  48. void foofoofoo()
  49. {
  50. //never called function to force instantation of templates
  51. int *ccc = NULL;
  52. registerTypes((CISer<CConnection>&)*ccc);
  53. registerTypes((COSer<CConnection>&)*ccc);
  54. registerTypes((CSaveFile&)*ccc);
  55. registerTypes((CLoadFile&)*ccc);
  56. registerTypes((CTypeList&)*ccc);
  57. }
  58. class CBaseForGSApply
  59. {
  60. public:
  61. virtual void applyOnGS(CGameState *gs, void *pack) const =0;
  62. virtual ~CBaseForGSApply(){};
  63. };
  64. template <typename T> class CApplyOnGS : public CBaseForGSApply
  65. {
  66. public:
  67. void applyOnGS(CGameState *gs, void *pack) const
  68. {
  69. T *ptr = static_cast<T*>(pack);
  70. while(!gs->mx->try_lock())
  71. boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
  72. ptr->applyGs(gs);
  73. gs->mx->unlock();
  74. }
  75. };
  76. class CGSApplier
  77. {
  78. public:
  79. std::map<ui16,CBaseForGSApply*> apps;
  80. CGSApplier()
  81. {
  82. registerTypes2(*this);
  83. }
  84. ~CGSApplier()
  85. {
  86. std::map<ui16,CBaseForGSApply*>::iterator iter;
  87. for(iter = apps.begin(); iter != apps.end(); iter++)
  88. delete iter->second;
  89. }
  90. template<typename T> void registerType(const T * t=NULL)
  91. {
  92. ui16 ID = typeList.registerType(t);
  93. apps[ID] = new CApplyOnGS<T>;
  94. }
  95. } *applierGs = NULL;
  96. class IObjectCaller
  97. {
  98. public:
  99. virtual void preInit()=0;
  100. virtual void postInit()=0;
  101. };
  102. template <typename T>
  103. class CObjectCaller : public IObjectCaller
  104. {
  105. public:
  106. void preInit()
  107. {
  108. //T::preInit();
  109. }
  110. void postInit()
  111. {
  112. //T::postInit();
  113. }
  114. };
  115. class CObjectCallersHandler
  116. {
  117. public:
  118. std::vector<IObjectCaller*> apps;
  119. template<typename T> void registerType(const T * t=NULL)
  120. {
  121. apps.push_back(new CObjectCaller<T>);
  122. }
  123. CObjectCallersHandler()
  124. {
  125. registerTypes1(*this);
  126. }
  127. ~CObjectCallersHandler()
  128. {
  129. for (size_t i = 0; i < apps.size(); i++)
  130. delete apps[i];
  131. }
  132. void preInit()
  133. {
  134. // for (size_t i = 0; i < apps.size(); i++)
  135. // apps[i]->preInit();
  136. }
  137. void postInit()
  138. {
  139. //for (size_t i = 0; i < apps.size(); i++)
  140. //apps[i]->postInit();
  141. }
  142. } *objCaller = NULL;
  143. void MetaString::getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const
  144. {
  145. int type = txt.first, ser = txt.second;
  146. if(type == ART_NAMES)
  147. {
  148. dst = VLC->arth->artifacts[ser]->Name();
  149. }
  150. else if(type == CRE_PL_NAMES)
  151. {
  152. dst = VLC->creh->creatures[ser]->namePl;
  153. }
  154. else if(type == MINE_NAMES)
  155. {
  156. dst = VLC->generaltexth->mines[ser].first;
  157. }
  158. else if(type == MINE_EVNTS)
  159. {
  160. dst = VLC->generaltexth->mines[ser].second;
  161. }
  162. else if(type == SPELL_NAME)
  163. {
  164. dst = VLC->spellh->spells[ser].name;
  165. }
  166. else if(type == CRE_SING_NAMES)
  167. {
  168. dst = VLC->creh->creatures[ser]->nameSing;
  169. }
  170. else if(type == ART_DESCR)
  171. {
  172. dst = VLC->arth->artifacts[ser]->Description();
  173. }
  174. else
  175. {
  176. std::vector<std::string> *vec;
  177. switch(type)
  178. {
  179. case GENERAL_TXT:
  180. vec = &VLC->generaltexth->allTexts;
  181. break;
  182. case XTRAINFO_TXT:
  183. vec = &VLC->generaltexth->xtrainfo;
  184. break;
  185. case OBJ_NAMES:
  186. vec = &VLC->generaltexth->names;
  187. break;
  188. case RES_NAMES:
  189. vec = &VLC->generaltexth->restypes;
  190. break;
  191. case ARRAY_TXT:
  192. vec = &VLC->generaltexth->arraytxt;
  193. break;
  194. case CREGENS:
  195. vec = &VLC->generaltexth->creGens;
  196. break;
  197. case CREGENS4:
  198. vec = &VLC->generaltexth->creGens4;
  199. break;
  200. case ADVOB_TXT:
  201. vec = &VLC->generaltexth->advobtxt;
  202. break;
  203. case ART_EVNTS:
  204. vec = &VLC->generaltexth->artifEvents;
  205. break;
  206. case SEC_SKILL_NAME:
  207. vec = &VLC->generaltexth->skillName;
  208. break;
  209. case COLOR:
  210. vec = &VLC->generaltexth->capColors;
  211. break;
  212. }
  213. dst = (*vec)[ser];
  214. }
  215. }
  216. DLL_EXPORT void MetaString::toString(std::string &dst) const
  217. {
  218. size_t exSt = 0, loSt = 0, nums = 0;
  219. dst.clear();
  220. for(size_t i=0;i<message.size();++i)
  221. {//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER
  222. switch(message[i])
  223. {
  224. case TEXACT_STRING:
  225. dst += exactStrings[exSt++];
  226. break;
  227. case TLOCAL_STRING:
  228. {
  229. std::string hlp;
  230. getLocalString(localStrings[loSt++], hlp);
  231. dst += hlp;
  232. }
  233. break;
  234. case TNUMBER:
  235. dst += boost::lexical_cast<std::string>(numbers[nums++]);
  236. break;
  237. case TREPLACE_ESTRING:
  238. dst.replace (dst.find("%s"), 2, exactStrings[exSt++]);
  239. break;
  240. case TREPLACE_LSTRING:
  241. {
  242. std::string hlp;
  243. getLocalString(localStrings[loSt++], hlp);
  244. dst.replace (dst.find("%s"), 2, hlp);
  245. }
  246. break;
  247. case TREPLACE_NUMBER:
  248. dst.replace (dst.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
  249. break;
  250. case TREPLACE_PLUSNUMBER:
  251. dst.replace (dst.find("%+d"), 3, '+' + boost::lexical_cast<std::string>(numbers[nums++]));
  252. break;
  253. default:
  254. tlog1 << "MetaString processing error!\n";
  255. break;
  256. }
  257. }
  258. }
  259. DLL_EXPORT std::string MetaString::toString() const
  260. {
  261. std::string ret;
  262. toString(ret);
  263. return ret;
  264. }
  265. DLL_EXPORT std::string MetaString::buildList () const
  266. ///used to handle loot from creature bank
  267. {
  268. size_t exSt = 0, loSt = 0, nums = 0;
  269. std::string lista;
  270. for (int i = 0; i < message.size(); ++i)
  271. {
  272. if (i > 0 && message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING)
  273. {
  274. if (exSt == exactStrings.size() - 1)
  275. lista += VLC->generaltexth->allTexts[141]; //" and "
  276. else
  277. lista += ", ";
  278. }
  279. switch (message[i])
  280. {
  281. case TEXACT_STRING:
  282. lista += exactStrings[exSt++];
  283. break;
  284. case TLOCAL_STRING:
  285. {
  286. std::string hlp;
  287. getLocalString (localStrings[loSt++], hlp);
  288. lista += hlp;
  289. }
  290. break;
  291. case TNUMBER:
  292. lista += boost::lexical_cast<std::string>(numbers[nums++]);
  293. break;
  294. case TREPLACE_ESTRING:
  295. lista.replace (lista.find("%s"), 2, exactStrings[exSt++]);
  296. break;
  297. case TREPLACE_LSTRING:
  298. {
  299. std::string hlp;
  300. getLocalString (localStrings[loSt++], hlp);
  301. lista.replace (lista.find("%s"), 2, hlp);
  302. }
  303. break;
  304. case TREPLACE_NUMBER:
  305. lista.replace (lista.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
  306. break;
  307. default:
  308. tlog1 << "MetaString processing error!\n";
  309. }
  310. }
  311. return lista;
  312. }
  313. void MetaString::addReplacement(const CStackInstance &stack)
  314. {
  315. assert(stack.count); //valid count
  316. assert(stack.type); //valid type
  317. if (stack.count == 1)
  318. addReplacement (CRE_SING_NAMES, stack.type->idNumber);
  319. else
  320. addReplacement (CRE_PL_NAMES, stack.type->idNumber);
  321. }
  322. static CGObjectInstance * createObject(int id, int subid, int3 pos, int owner)
  323. {
  324. CGObjectInstance * nobj;
  325. switch(id)
  326. {
  327. case HEROI_TYPE: //hero
  328. {
  329. CGHeroInstance * nobj = new CGHeroInstance();
  330. nobj->pos = pos;
  331. nobj->tempOwner = owner;
  332. nobj->subID = subid;
  333. //nobj->initHero(ran);
  334. return nobj;
  335. }
  336. case TOWNI_TYPE: //town
  337. nobj = new CGTownInstance;
  338. break;
  339. default: //rest of objects
  340. nobj = new CGObjectInstance;
  341. nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
  342. break;
  343. }
  344. nobj->ID = id;
  345. nobj->subID = subid;
  346. if(!nobj->defInfo)
  347. tlog3 <<"No def declaration for " <<id <<" "<<subid<<std::endl;
  348. nobj->pos = pos;
  349. //nobj->state = NULL;//new CLuaObjectScript();
  350. nobj->tempOwner = owner;
  351. nobj->defInfo->id = id;
  352. nobj->defInfo->subid = subid;
  353. //assigning defhandler
  354. if(nobj->ID==HEROI_TYPE || nobj->ID==TOWNI_TYPE)
  355. return nobj;
  356. nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
  357. return nobj;
  358. }
  359. CStack * BattleInfo::getStack(int stackID, bool onlyAlive)
  360. {
  361. for(unsigned int g=0; g<stacks.size(); ++g)
  362. {
  363. if(stacks[g]->ID == stackID && (!onlyAlive || stacks[g]->alive()))
  364. return stacks[g];
  365. }
  366. return NULL;
  367. }
  368. const CStack * BattleInfo::getStack(int stackID, bool onlyAlive) const
  369. {
  370. return const_cast<BattleInfo * const>(this)->getStack(stackID, onlyAlive);
  371. }
  372. CStack * BattleInfo::getStackT(int tileID, bool onlyAlive)
  373. {
  374. for(unsigned int g=0; g<stacks.size(); ++g)
  375. {
  376. if(stacks[g]->position == tileID
  377. || (stacks[g]->doubleWide() && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
  378. || (stacks[g]->doubleWide() && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))
  379. {
  380. if(!onlyAlive || stacks[g]->alive())
  381. {
  382. return stacks[g];
  383. }
  384. }
  385. }
  386. return NULL;
  387. }
  388. const CStack * BattleInfo::getStackT(int tileID, bool onlyAlive) const
  389. {
  390. return const_cast<BattleInfo * const>(this)->getStackT(tileID, onlyAlive);
  391. }
  392. void BattleInfo::getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<int> & occupyable, bool flying, int stackToOmmit) const
  393. {
  394. memset(accessibility, 1, BFIELD_SIZE); //initialize array with trues
  395. //removing accessibility for side columns of hexes
  396. for(int v = 0; v < BFIELD_SIZE; ++v)
  397. {
  398. if( v % BFIELD_WIDTH == 0 || v % BFIELD_WIDTH == (BFIELD_WIDTH - 1) )
  399. accessibility[v] = false;
  400. }
  401. for(unsigned int g=0; g<stacks.size(); ++g)
  402. {
  403. if(!stacks[g]->alive() || stacks[g]->ID==stackToOmmit || stacks[g]->position < 0) //we don't want to lock position of this stack (eg. if it's a turret)
  404. continue;
  405. accessibility[stacks[g]->position] = false;
  406. if(stacks[g]->doubleWide()) //if it's a double hex creature
  407. {
  408. if(stacks[g]->attackerOwned)
  409. accessibility[stacks[g]->position-1] = false;
  410. else
  411. accessibility[stacks[g]->position+1] = false;
  412. }
  413. }
  414. //obstacles
  415. for(unsigned int b=0; b<obstacles.size(); ++b)
  416. {
  417. std::vector<int> blocked = VLC->heroh->obstacles[obstacles[b].ID].getBlocked(obstacles[b].pos);
  418. for(unsigned int c=0; c<blocked.size(); ++c)
  419. {
  420. if(blocked[c] >=0 && blocked[c] < BFIELD_SIZE)
  421. accessibility[blocked[c]] = false;
  422. }
  423. }
  424. //walls
  425. if(siege > 0)
  426. {
  427. static const int permanentlyLocked[] = {12, 45, 78, 112, 147, 165};
  428. for(int b=0; b<ARRAY_COUNT(permanentlyLocked); ++b)
  429. {
  430. accessibility[permanentlyLocked[b]] = false;
  431. }
  432. static const std::pair<int, int> lockedIfNotDestroyed[] = //(which part of wall, which hex is blocked if this part of wall is not destroyed
  433. {std::make_pair(2, 182), std::make_pair(3, 130), std::make_pair(4, 62), std::make_pair(5, 29)};
  434. for(int b=0; b<ARRAY_COUNT(lockedIfNotDestroyed); ++b)
  435. {
  436. if(si.wallState[lockedIfNotDestroyed[b].first] < 3)
  437. {
  438. accessibility[lockedIfNotDestroyed[b].second] = false;
  439. }
  440. }
  441. //gate
  442. if(attackerOwned && si.wallState[7] < 3) //if it attacker's unit and gate is not destroyed
  443. {
  444. accessibility[95] = accessibility[96] = false; //block gate's hexes
  445. }
  446. }
  447. //occupyability
  448. if(addOccupiable && twoHex)
  449. {
  450. std::set<int> rem; //tiles to unlock
  451. for(int h=0; h<BFIELD_HEIGHT; ++h)
  452. {
  453. for(int w=1; w<BFIELD_WIDTH-1; ++w)
  454. {
  455. int hex = h * BFIELD_WIDTH + w;
  456. if(!isAccessible(hex, accessibility, twoHex, attackerOwned, flying, true)
  457. && (attackerOwned ? isAccessible(hex+1, accessibility, twoHex, attackerOwned, flying, true) : isAccessible(hex-1, accessibility, twoHex, attackerOwned, flying, true) )
  458. )
  459. rem.insert(hex);
  460. }
  461. }
  462. occupyable = rem;
  463. /*for(std::set<int>::const_iterator it = rem.begin(); it != rem.end(); ++it)
  464. {
  465. accessibility[*it] = true;
  466. }*/
  467. }
  468. }
  469. bool BattleInfo::isAccessible(int hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos)
  470. {
  471. if(flying && !lastPos)
  472. return true;
  473. if(twoHex)
  474. {
  475. //if given hex is accessible and appropriate adjacent one is free too
  476. return accessibility[hex] && accessibility[hex + (attackerOwned ? -1 : 1 )];
  477. }
  478. else
  479. {
  480. return accessibility[hex];
  481. }
  482. }
  483. void BattleInfo::makeBFS(int start, bool *accessibility, int *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const //both pointers must point to the at least 187-elements int arrays
  484. {
  485. //inits
  486. for(int b=0; b<BFIELD_SIZE; ++b)
  487. predecessor[b] = -1;
  488. for(int g=0; g<BFIELD_SIZE; ++g)
  489. dists[g] = 100000000;
  490. std::queue< std::pair<int, bool> > hexq; //bfs queue <hex, accessible> (second filed used only if fillPredecessors is true)
  491. hexq.push(std::make_pair(start, true));
  492. dists[hexq.front().first] = 0;
  493. int curNext = -1; //for bfs loop only (helper var)
  494. while(!hexq.empty()) //bfs loop
  495. {
  496. std::pair<int, bool> curHex = hexq.front();
  497. std::vector<int> neighbours = neighbouringTiles(curHex.first);
  498. hexq.pop();
  499. for(unsigned int nr=0; nr<neighbours.size(); nr++)
  500. {
  501. curNext = neighbours[nr]; //if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
  502. bool accessible = isAccessible(curNext, accessibility, twoHex, attackerOwned, flying, dists[curHex.first]+1 == dists[curNext]);
  503. if( dists[curHex.first]+1 >= dists[curNext] )
  504. continue;
  505. if(accessible && curHex.second)
  506. {
  507. hexq.push(std::make_pair(curNext, true));
  508. dists[curNext] = dists[curHex.first] + 1;
  509. }
  510. else if(fillPredecessors && !(accessible && !curHex.second))
  511. {
  512. hexq.push(std::make_pair(curNext, false));
  513. dists[curNext] = dists[curHex.first] + 1;
  514. }
  515. predecessor[curNext] = curHex.first;
  516. }
  517. }
  518. };
  519. std::vector<int> BattleInfo::getAccessibility(int stackID, bool addOccupiable) const
  520. {
  521. std::vector<int> ret;
  522. bool ac[BFIELD_SIZE];
  523. const CStack *s = getStack(stackID, false); //this function is called from healedOrResurrected, so our stack can be dead
  524. if(s->position < 0) //turrets
  525. return std::vector<int>();
  526. std::set<int> occupyable;
  527. getAccessibilityMap(ac, s->doubleWide(), s->attackerOwned, addOccupiable, occupyable, s->hasBonusOfType(Bonus::FLYING), stackID);
  528. int pr[BFIELD_SIZE], dist[BFIELD_SIZE];
  529. makeBFS(s->position, ac, pr, dist, s->doubleWide(), s->attackerOwned, s->hasBonusOfType(Bonus::FLYING), false);
  530. if(s->doubleWide())
  531. {
  532. if(!addOccupiable)
  533. {
  534. std::vector<int> rem;
  535. for(int b=0; b<BFIELD_SIZE; ++b)
  536. {
  537. //don't take into account most left and most right columns of hexes
  538. if( b % BFIELD_WIDTH == 0 || b % BFIELD_WIDTH == BFIELD_WIDTH - 1 )
  539. continue;
  540. if( ac[b] && !(s->attackerOwned ? ac[b-1] : ac[b+1]) )
  541. {
  542. rem.push_back(b);
  543. }
  544. }
  545. for(unsigned int g=0; g<rem.size(); ++g)
  546. {
  547. ac[rem[g]] = false;
  548. }
  549. //removing accessibility for side hexes
  550. for(int v=0; v<BFIELD_SIZE; ++v)
  551. if(s->attackerOwned ? (v%BFIELD_WIDTH)==1 : (v%BFIELD_WIDTH)==(BFIELD_WIDTH - 2))
  552. ac[v] = false;
  553. }
  554. }
  555. for (int i=0; i < BFIELD_SIZE ; ++i) {
  556. if(
  557. ( ( !addOccupiable && dist[i] <= s->Speed() && ac[i] ) || ( addOccupiable && dist[i] <= s->Speed() && isAccessible(i, ac, s->doubleWide(), s->attackerOwned, s->hasBonusOfType(Bonus::FLYING), true) ) )//we can reach it
  558. || (vstd::contains(occupyable, i) && ( dist[ i + (s->attackerOwned ? 1 : -1 ) ] <= s->Speed() ) &&
  559. ac[i + (s->attackerOwned ? 1 : -1 )] ) //it's occupyable and we can reach adjacent hex
  560. )
  561. {
  562. ret.push_back(i);
  563. }
  564. }
  565. return ret;
  566. }
  567. bool BattleInfo::isStackBlocked(int ID)
  568. {
  569. CStack *our = getStack(ID);
  570. if(our->hasBonusOfType(Bonus::SIEGE_WEAPON)) //siege weapons cannot be blocked
  571. return false;
  572. for(unsigned int i=0; i<stacks.size();i++)
  573. {
  574. if( !stacks[i]->alive()
  575. || stacks[i]->owner==our->owner
  576. )
  577. continue; //we omit dead and allied stacks
  578. if(stacks[i]->doubleWide())
  579. {
  580. if( mutualPosition(stacks[i]->position, our->position) >= 0
  581. || mutualPosition(stacks[i]->position + (stacks[i]->attackerOwned ? -1 : 1), our->position) >= 0)
  582. return true;
  583. }
  584. else
  585. {
  586. if( mutualPosition(stacks[i]->position, our->position) >= 0 )
  587. return true;
  588. }
  589. }
  590. return false;
  591. }
  592. signed char BattleInfo::mutualPosition(int hex1, int hex2)
  593. {
  594. if(hex2 == hex1 - ( (hex1/17)%2 ? 18 : 17 )) //top left
  595. return 0;
  596. if(hex2 == hex1 - ( (hex1/17)%2 ? 17 : 16 )) //top right
  597. return 1;
  598. if(hex2 == hex1 - 1 && hex1%17 != 0) //left
  599. return 5;
  600. if(hex2 == hex1 + 1 && hex1%17 != 16) //right
  601. return 2;
  602. if(hex2 == hex1 + ( (hex1/17)%2 ? 16 : 17 )) //bottom left
  603. return 4;
  604. if(hex2 == hex1 + ( (hex1/17)%2 ? 17 : 18 )) //bottom right
  605. return 3;
  606. return -1;
  607. }
  608. std::vector<int> BattleInfo::neighbouringTiles(int hex)
  609. {
  610. #define CHECK_AND_PUSH(tile) {int hlp = (tile); if(hlp>=0 && hlp<BFIELD_SIZE && (hlp%BFIELD_WIDTH!=16) && hlp%BFIELD_WIDTH) ret.push_back(hlp);}
  611. std::vector<int> ret;
  612. CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 18 : 17 ));
  613. CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 17 : 16 ));
  614. CHECK_AND_PUSH(hex - 1);
  615. CHECK_AND_PUSH(hex + 1);
  616. CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 16 : 17 ));
  617. CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 17 : 18 ));
  618. #undef CHECK_AND_PUSH
  619. return ret;
  620. }
  621. std::pair< std::vector<int>, int > BattleInfo::getPath(int start, int dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned)
  622. {
  623. int predecessor[BFIELD_SIZE]; //for getting the Path
  624. int dist[BFIELD_SIZE]; //calculated distances
  625. makeBFS(start, accessibility, predecessor, dist, twoHex, attackerOwned, flyingCreature, false);
  626. if(predecessor[dest] == -1) //cannot reach destination
  627. {
  628. return std::make_pair(std::vector<int>(), 0);
  629. }
  630. //making the Path
  631. std::vector<int> path;
  632. int curElem = dest;
  633. while(curElem != start)
  634. {
  635. path.push_back(curElem);
  636. curElem = predecessor[curElem];
  637. }
  638. return std::make_pair(path, dist[dest]);
  639. }
  640. CStack::CStack(const CStackInstance *base, int O, int I, bool AO, int S)
  641. : CStackInstance(*base), ID(I), owner(O), slot(S), attackerOwned(AO), position(-1),
  642. counterAttacks(1)
  643. {
  644. baseAmount = base->count;
  645. firstHPleft = valOfBonuses(Bonus::STACK_HEALTH);
  646. shots = type->shots;
  647. counterAttacks += valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
  648. //alive state indication
  649. state.insert(ALIVE);
  650. }
  651. ui32 CStack::Speed( int turn /*= 0*/ ) const
  652. {
  653. if(hasBonus(Selector::type(Bonus::SIEGE_WEAPON) && Selector::turns(turn))) //war machines cannot move
  654. return 0;
  655. int speed = valOfBonuses(Selector::type(Bonus::STACKS_SPEED) && Selector::turns(turn));
  656. int percentBonus = 0;
  657. BOOST_FOREACH(const Bonus &b, bonuses)
  658. {
  659. if(b.type == Bonus::STACKS_SPEED)
  660. {
  661. percentBonus += b.additionalInfo;
  662. }
  663. }
  664. speed = ((100 + percentBonus) * speed)/100;
  665. //bind effect check
  666. if(getEffect(72))
  667. {
  668. return 0;
  669. }
  670. return speed;
  671. }
  672. const Bonus * CStack::getEffect( ui16 id, int turn /*= 0*/ ) const
  673. {
  674. for (BonusList::const_iterator it = bonuses.begin(); it != bonuses.end(); it++)
  675. {
  676. if(it->id == id)
  677. {
  678. if(!turn || it->turnsRemain > turn)
  679. return &(*it);
  680. }
  681. }
  682. return NULL;
  683. }
  684. void CStack::stackEffectToFeature(BonusList & sf, const Bonus & sse)
  685. {
  686. si32 power = VLC->spellh->spells[sse.id].powers[sse.val];
  687. switch(sse.id)
  688. {
  689. case 27: //shield
  690. sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
  691. sf.back().id = sse.id;
  692. break;
  693. case 28: //air shield
  694. sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
  695. sf.back().id = sse.id;
  696. break;
  697. case 29: //fire shield
  698. sf.push_back(featureGenerator(Bonus::FIRE_SHIELD, 0, power, sse.turnsRemain));
  699. sf.back().id = sse.id;
  700. break;
  701. case 30: //protection from air
  702. sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
  703. sf.back().id = sse.id;
  704. break;
  705. case 31: //protection from fire
  706. sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
  707. sf.back().id = sse.id;
  708. break;
  709. case 32: //protection from water
  710. sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 2, power, sse.turnsRemain));
  711. sf.back().id = sse.id;
  712. break;
  713. case 33: //protection from earth
  714. sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 3, power, sse.turnsRemain));
  715. sf.back().id = sse.id;
  716. break;
  717. case 34: //anti-magic
  718. sf.push_back(featureGenerator(Bonus::LEVEL_SPELL_IMMUNITY, 0, power - 1, sse.turnsRemain));
  719. sf.back().id = sse.id;
  720. break;
  721. case 41: //bless
  722. if (hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, 41)) //TODO: better handling of bonus percentages
  723. {
  724. int damagePercent = dynamic_cast<const CGHeroInstance*>(armyObj)->level * valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, 41) / type->level;
  725. sf.push_back(featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, sse.turnsRemain));
  726. sf.back().id = sse.id;
  727. sf.back().valType = Bonus::PERCENT_TO_ALL;
  728. }
  729. sf.push_back(featureGenerator(Bonus::ALWAYS_MAXIMUM_DAMAGE, -1, power, sse.turnsRemain));
  730. sf.back().id = sse.id;
  731. break;
  732. case 42: //curse
  733. sf.push_back(featureGenerator(Bonus::ALWAYS_MINIMUM_DAMAGE, -1, -1 * power, sse.turnsRemain, sse.val >= 2 ? 20 : 0));
  734. sf.back().id = sse.id;
  735. break;
  736. case 43: //bloodlust
  737. sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_MELEE_FIGHT));
  738. sf.back().id = sse.id;
  739. break;
  740. case 44: //precision
  741. sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_DISTANCE_FIGHT));
  742. sf.back().id = sse.id;
  743. break;
  744. case 45: //weakness
  745. sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, -1 * power, sse.turnsRemain));
  746. sf.back().id = sse.id;
  747. break;
  748. case 46: //stone skin
  749. sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
  750. sf.back().id = sse.id;
  751. break;
  752. case 47: //disrupting ray
  753. sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -1 * power, sse.turnsRemain));
  754. sf.back().id = sse.id;
  755. break;
  756. case 48: //prayer
  757. sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
  758. sf.back().id = sse.id;
  759. sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
  760. sf.back().id = sse.id;
  761. sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
  762. sf.back().id = sse.id;
  763. break;
  764. case 49: //mirth
  765. sf.push_back(featureGenerator(Bonus::MORALE, 0, power, sse.turnsRemain));
  766. sf.back().id = sse.id;
  767. break;
  768. case 50: //sorrow
  769. sf.push_back(featureGenerator(Bonus::MORALE, 0, -1 * power, sse.turnsRemain));
  770. sf.back().id = sse.id;
  771. break;
  772. case 51: //fortune
  773. sf.push_back(featureGenerator(Bonus::LUCK, 0, power, sse.turnsRemain));
  774. sf.back().id = sse.id;
  775. break;
  776. case 52: //misfortune
  777. sf.push_back(featureGenerator(Bonus::LUCK, 0, -1 * power, sse.turnsRemain));
  778. sf.back().id = sse.id;
  779. break;
  780. case 53: //haste
  781. sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
  782. sf.back().id = sse.id;
  783. break;
  784. case 54: //slow
  785. sf.push_back(featureGeneratorVT(Bonus::STACKS_SPEED, 0, -1 * ( 100 - power ), sse.turnsRemain, Bonus::PERCENT_TO_ALL));
  786. sf.back().id = sse.id;
  787. break;
  788. case 55: //slayer
  789. sf.push_back(featureGenerator(Bonus::SLAYER, 0, sse.val, sse.turnsRemain));
  790. sf.back().id = sse.id;
  791. break;
  792. case 56: //frenzy
  793. sf.push_back(featureGenerator(Bonus::IN_FRENZY, 0, VLC->spellh->spells[56].powers[sse.val]/100.0, sse.turnsRemain));
  794. sf.back().id = sse.id;
  795. break;
  796. case 58: //counterstrike
  797. sf.push_back(featureGenerator(Bonus::ADDITIONAL_RETALIATION, 0, power, sse.turnsRemain));
  798. sf.back().id = sse.id;
  799. break;
  800. case 59: //bersek
  801. sf.push_back(featureGenerator(Bonus::ATTACKS_NEAREST_CREATURE, 0, sse.val, sse.turnsRemain));
  802. sf.back().id = sse.id;
  803. break;
  804. case 60: //hypnotize
  805. sf.push_back(featureGenerator(Bonus::HYPNOTIZED, 0, sse.val, sse.turnsRemain));
  806. sf.back().id = sse.id;
  807. break;
  808. case 61: //forgetfulness
  809. sf.push_back(featureGenerator(Bonus::FORGETFULL, 0, sse.val, sse.turnsRemain));
  810. sf.back().id = sse.id;
  811. break;
  812. case 62: //blind
  813. sf.push_back(makeFeature(Bonus::NOT_ACTIVE, Bonus::UNITL_BEING_ATTACKED | Bonus::N_TURNS, 0, 0, Bonus::SPELL_EFFECT, sse.turnsRemain));
  814. sf.back().id = sse.id;
  815. sf.push_back(makeFeature(Bonus::GENERAL_ATTACK_REDUCTION, Bonus::UNTIL_ATTACK | Bonus::N_TURNS, 0, power, Bonus::SPELL_EFFECT, sse.turnsRemain));
  816. sf.back().id = sse.id;
  817. break;
  818. }
  819. }
  820. ui8 CStack::howManyEffectsSet(ui16 id) const
  821. {
  822. ui8 ret = 0;
  823. for (BonusList::const_iterator it = bonuses.begin(); it != bonuses.end(); it++)
  824. if(it->id == id) //effect found
  825. {
  826. ++ret;
  827. }
  828. return ret;
  829. }
  830. bool CStack::willMove(int turn /*= 0*/) const
  831. {
  832. return ( turn ? true : !vstd::contains(state, DEFENDING) )
  833. && !moved(turn)
  834. && canMove(turn);
  835. }
  836. bool CStack::canMove( int turn /*= 0*/ ) const
  837. {
  838. return alive()
  839. && !hasBonus(Selector::type(Bonus::NOT_ACTIVE) && Selector::turns(turn)); //eg. Ammo Cart or blinded creature
  840. }
  841. bool CStack::moved( int turn /*= 0*/ ) const
  842. {
  843. if(!turn)
  844. return vstd::contains(state, MOVED);
  845. else
  846. return false;
  847. }
  848. bool CStack::doubleWide() const
  849. {
  850. return type->doubleWide;
  851. }
  852. int CStack::occupiedHex() const
  853. {
  854. if (doubleWide())
  855. {
  856. if (attackerOwned)
  857. return position - 1;
  858. else
  859. return position + 1;
  860. }
  861. else
  862. {
  863. return -1;
  864. }
  865. }
  866. CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, int player, const CTown *town, std::map<ui32,CGHeroInstance *> &available, const CHeroClass *bannedClass /*= NULL*/) const
  867. {
  868. CGHeroInstance *ret = NULL;
  869. if(player<0 || player>=PLAYER_LIMIT)
  870. {
  871. tlog1 << "Cannot pick hero for " << town->Name() << ". Wrong owner!\n";
  872. return NULL;
  873. }
  874. std::vector<CGHeroInstance *> pool;
  875. if(native)
  876. {
  877. for(std::map<ui32,CGHeroInstance *>::iterator i=available.begin(); i!=available.end(); i++)
  878. {
  879. if(pavailable.find(i->first)->second & 1<<player
  880. && i->second->type->heroType/2 == town->typeID)
  881. {
  882. pool.push_back(i->second); //get all avaliable heroes
  883. }
  884. }
  885. if(!pool.size())
  886. {
  887. tlog1 << "Cannot pick native hero for " << player << ". Picking any...\n";
  888. return pickHeroFor(false, player, town, available);
  889. }
  890. else
  891. {
  892. ret = pool[rand()%pool.size()];
  893. }
  894. }
  895. else
  896. {
  897. int sum=0, r;
  898. for(std::map<ui32,CGHeroInstance *>::iterator i=available.begin(); i!=available.end(); i++)
  899. {
  900. if(pavailable.find(i->first)->second & 1<<player
  901. && !bannedClass || i->second->type->heroClass != bannedClass)
  902. {
  903. pool.push_back(i->second);
  904. sum += i->second->type->heroClass->selectionProbability[town->typeID]; //total weight
  905. }
  906. }
  907. if(!pool.size())
  908. {
  909. tlog1 << "There are no heroes available for player " << player<<"!\n";
  910. return NULL;
  911. }
  912. r = rand()%sum;
  913. for (unsigned int i=0; i<pool.size(); i++)
  914. {
  915. r -= pool[i]->type->heroClass->selectionProbability[town->typeID];
  916. if(r < 0)
  917. {
  918. ret = pool[i];
  919. break;
  920. }
  921. }
  922. if(!ret)
  923. ret = pool.back();
  924. }
  925. available.erase(ret->subID);
  926. return ret;
  927. }
  928. //void CGameState::apply(CPack * pack)
  929. //{
  930. // while(!mx->try_lock())
  931. // boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
  932. // //applyNL(pack);
  933. // mx->unlock();
  934. //}
  935. int CGameState::pickHero(int owner)
  936. {
  937. int h=-1;
  938. if(!map->getHero(h = scenarioOps->getIthPlayersSettings(owner).hero,0) && h>=0) //we haven't used selected hero
  939. return h;
  940. int f = scenarioOps->getIthPlayersSettings(owner).castle;
  941. int i=0;
  942. do //try to find free hero of our faction
  943. {
  944. i++;
  945. h = scenarioOps->getIthPlayersSettings(owner).castle*HEROES_PER_TYPE*2+(ran()%(HEROES_PER_TYPE*2));//->scenarioOps->playerInfos[pru].hero = VLC->
  946. } while( map->getHero(h) && i<175);
  947. if(i>174) //probably no free heroes - there's no point in further search, we'll take first free
  948. {
  949. tlog3 << "Warning: cannot find free hero - trying to get first available..."<<std::endl;
  950. for(int j=0; j<HEROES_PER_TYPE * 2 * F_NUMBER; j++)
  951. if(!map->getHero(j))
  952. h=j;
  953. }
  954. return h;
  955. }
  956. CGHeroInstance *CGameState::getHero(int objid)
  957. {
  958. if(objid<0 || objid>=map->objects.size() || map->objects[objid]->ID!=HEROI_TYPE)
  959. return NULL;
  960. return static_cast<CGHeroInstance *>(map->objects[objid]);
  961. }
  962. const CGHeroInstance * CGameState::getHero( int objid ) const
  963. {
  964. return (const_cast<CGameState *>(this))->getHero(objid);
  965. }
  966. CGTownInstance *CGameState::getTown(int objid)
  967. {
  968. if(objid<0 || objid>=map->objects.size())
  969. return NULL;
  970. CGObjectInstance *obj = map->objects[objid];
  971. if(obj->ID != TOWNI_TYPE)
  972. return NULL;
  973. return static_cast<CGTownInstance *>(obj);
  974. }
  975. const CGTownInstance * CGameState::getTown( int objid ) const
  976. {
  977. return (const_cast<CGameState *>(this))->getTown(objid);
  978. }
  979. std::pair<int,int> CGameState::pickObject (CGObjectInstance *obj)
  980. {
  981. switch(obj->ID)
  982. {
  983. case 65:
  984. return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));
  985. case 66: //random treasure artifact
  986. return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_TREASURE));
  987. case 67: //random minor artifact
  988. return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_MINOR));
  989. case 68: //random major artifact
  990. return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_MAJOR));
  991. case 69: //random relic artifact
  992. return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_RELIC));
  993. case 70: //random hero
  994. {
  995. return std::pair<int,int>(HEROI_TYPE,pickHero(obj->tempOwner));
  996. }
  997. case 71: //random monster
  998. {
  999. return std::pair<int,int>(54,VLC->creh->pickRandomMonster(boost::ref(ran)));
  1000. }
  1001. case 72: //random monster lvl1
  1002. return std::pair<int,int>(54,VLC->creh->levelCreatures[1][ran()%VLC->creh->levelCreatures[1].size()]->idNumber);
  1003. case 73: //random monster lvl2
  1004. return std::pair<int,int>(54,VLC->creh->levelCreatures[2][ran()%VLC->creh->levelCreatures[2].size()]->idNumber);
  1005. case 74: //random monster lvl3
  1006. return std::pair<int,int>(54,VLC->creh->levelCreatures[3][ran()%VLC->creh->levelCreatures[3].size()]->idNumber);
  1007. case 75: //random monster lvl4
  1008. return std::pair<int,int>(54,VLC->creh->levelCreatures[4][ran()%VLC->creh->levelCreatures[4].size()]->idNumber);
  1009. case 76: //random resource
  1010. return std::pair<int,int>(79,ran()%7); //now it's OH3 style, use %8 for mithril
  1011. case 77: //random town
  1012. {
  1013. int align = (static_cast<CGTownInstance*>(obj))->alignment,
  1014. f;
  1015. if(align>PLAYER_LIMIT-1)//same as owner / random
  1016. {
  1017. if(obj->tempOwner > PLAYER_LIMIT-1)
  1018. f = -1; //random
  1019. else
  1020. f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
  1021. }
  1022. else
  1023. {
  1024. f = scenarioOps->getIthPlayersSettings(align).castle;
  1025. }
  1026. if(f<0) f = ran()%VLC->townh->towns.size();
  1027. return std::pair<int,int>(TOWNI_TYPE,f);
  1028. }
  1029. case 162: //random monster lvl5
  1030. return std::pair<int,int>(54,VLC->creh->levelCreatures[5][ran()%VLC->creh->levelCreatures[5].size()]->idNumber);
  1031. case 163: //random monster lvl6
  1032. return std::pair<int,int>(54,VLC->creh->levelCreatures[6][ran()%VLC->creh->levelCreatures[6].size()]->idNumber);
  1033. case 164: //random monster lvl7
  1034. return std::pair<int,int>(54,VLC->creh->levelCreatures[7][ran()%VLC->creh->levelCreatures[7].size()]->idNumber);
  1035. case 216: //random dwelling
  1036. {
  1037. int faction = ran()%F_NUMBER;
  1038. CGDwelling * dwl = static_cast<CGDwelling*>(obj);
  1039. CCreGen2ObjInfo* info = static_cast<CCreGen2ObjInfo*>(dwl->info);
  1040. if (info->asCastle)
  1041. {
  1042. for(unsigned int i=0;i<map->objects.size();i++)
  1043. {
  1044. if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
  1045. {
  1046. randomizeObject(map->objects[i]); //we have to randomize the castle first
  1047. faction = map->objects[i]->subID;
  1048. break;
  1049. }
  1050. else if(map->objects[i]->ID==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
  1051. {
  1052. faction = map->objects[i]->subID;
  1053. break;
  1054. }
  1055. }
  1056. }
  1057. else
  1058. {
  1059. while((!(info->castles[0]&(1<<faction))))
  1060. {
  1061. if((faction>7) && (info->castles[1]&(1<<(faction-8))))
  1062. break;
  1063. faction = ran()%F_NUMBER;
  1064. }
  1065. }
  1066. int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
  1067. int cid = VLC->townh->towns[faction].basicCreatures[level];
  1068. for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
  1069. if(VLC->objh->cregens[i]==cid)
  1070. return std::pair<int,int>(17,i);
  1071. tlog3 << "Cannot find a dwelling for creature "<< cid << std::endl;
  1072. return std::pair<int,int>(17,0);
  1073. delete dwl->info;
  1074. dwl->info = NULL;
  1075. }
  1076. case 217:
  1077. {
  1078. int faction = ran()%F_NUMBER;
  1079. CGDwelling * dwl = static_cast<CGDwelling*>(obj);
  1080. CCreGenObjInfo* info = static_cast<CCreGenObjInfo*>(dwl->info);
  1081. if (info->asCastle)
  1082. {
  1083. for(unsigned int i=0;i<map->objects.size();i++)
  1084. {
  1085. if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
  1086. {
  1087. randomizeObject(map->objects[i]); //we have to randomize the castle first
  1088. faction = map->objects[i]->subID;
  1089. break;
  1090. }
  1091. else if(map->objects[i]->ID==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
  1092. {
  1093. faction = map->objects[i]->subID;
  1094. break;
  1095. }
  1096. }
  1097. }
  1098. else
  1099. {
  1100. while((!(info->castles[0]&(1<<faction))))
  1101. {
  1102. if((faction>7) && (info->castles[1]&(1<<(faction-8))))
  1103. break;
  1104. faction = ran()%F_NUMBER;
  1105. }
  1106. }
  1107. int cid = VLC->townh->towns[faction].basicCreatures[obj->subID];
  1108. for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
  1109. if(VLC->objh->cregens[i]==cid)
  1110. return std::pair<int,int>(17,i);
  1111. tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
  1112. return std::pair<int,int>(17,0);
  1113. delete dwl->info;
  1114. dwl->info = NULL;
  1115. }
  1116. case 218:
  1117. {
  1118. CGDwelling * dwl = static_cast<CGDwelling*>(obj);
  1119. CCreGen3ObjInfo* info = static_cast<CCreGen3ObjInfo*>(dwl->info);
  1120. int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
  1121. int cid = VLC->townh->towns[obj->subID].basicCreatures[level];
  1122. for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
  1123. if(VLC->objh->cregens[i]==cid)
  1124. return std::pair<int,int>(17,i);
  1125. tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
  1126. return std::pair<int,int>(17,0);
  1127. delete dwl->info;
  1128. dwl->info = NULL;
  1129. }
  1130. }
  1131. return std::pair<int,int>(-1,-1);
  1132. }
  1133. void CGameState::randomizeObject(CGObjectInstance *cur)
  1134. {
  1135. std::pair<int,int> ran = pickObject(cur);
  1136. if(ran.first<0 || ran.second<0) //this is not a random object, or we couldn't find anything
  1137. {
  1138. if(cur->ID==TOWNI_TYPE) //town - set def
  1139. {
  1140. CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
  1141. t->town = &VLC->townh->towns[t->subID];
  1142. if(t->hasCapitol())
  1143. t->defInfo = capitols[t->subID];
  1144. else if(t->hasFort())
  1145. t->defInfo = forts[t->subID];
  1146. else
  1147. t->defInfo = villages[t->subID];
  1148. }
  1149. return;
  1150. }
  1151. else if(ran.first==HEROI_TYPE)//special code for hero
  1152. {
  1153. CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
  1154. if(!h) {tlog2<<"Wrong random hero at "<<cur->pos<<std::endl; return;}
  1155. cur->ID = ran.first;
  1156. h->portrait = cur->subID = ran.second;
  1157. h->type = VLC->heroh->heroes[ran.second];
  1158. h->randomizeArmy(h->type->heroType/2);
  1159. map->heroes.push_back(h);
  1160. return; //TODO: maybe we should do something with definfo?
  1161. }
  1162. else if(ran.first==TOWNI_TYPE)//special code for town
  1163. {
  1164. CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
  1165. if(!t) {tlog2<<"Wrong random town at "<<cur->pos<<std::endl; return;}
  1166. cur->ID = ran.first;
  1167. cur->subID = ran.second;
  1168. t->town = &VLC->townh->towns[ran.second];
  1169. if(t->hasCapitol())
  1170. t->defInfo = capitols[t->subID];
  1171. else if(t->hasFort())
  1172. t->defInfo = forts[t->subID];
  1173. else
  1174. t->defInfo = villages[t->subID];
  1175. t->randomizeArmy(t->subID);
  1176. map->towns.push_back(t);
  1177. return;
  1178. }
  1179. //we have to replace normal random object
  1180. cur->ID = ran.first;
  1181. cur->subID = ran.second;
  1182. map->removeBlockVisTiles(cur); //recalculate blockvis tiles - picked object might have different than random placeholder
  1183. map->defy.push_back(cur->defInfo = VLC->dobjinfo->gobjs[ran.first][ran.second]);
  1184. if(!cur->defInfo)
  1185. {
  1186. tlog1<<"*BIG* WARNING: Missing def declaration for "<<cur->ID<<" "<<cur->subID<<std::endl;
  1187. return;
  1188. }
  1189. map->addBlockVisTiles(cur);
  1190. }
  1191. int CGameState::getDate(int mode) const
  1192. {
  1193. int temp;
  1194. switch (mode)
  1195. {
  1196. case 0: //day number
  1197. return day;
  1198. break;
  1199. case 1: //day of week
  1200. temp = (day)%7; // 1 - Monday, 7 - Sunday
  1201. if (temp)
  1202. return temp;
  1203. else return 7;
  1204. break;
  1205. case 2: //current week
  1206. temp = ((day-1)/7)+1;
  1207. if (!(temp%4))
  1208. return 4;
  1209. else
  1210. return (temp%4);
  1211. break;
  1212. case 3: //current month
  1213. return ((day-1)/28)+1;
  1214. break;
  1215. case 4: //day of month
  1216. temp = (day)%28;
  1217. if (temp)
  1218. return temp;
  1219. else return 28;
  1220. break;
  1221. }
  1222. return 0;
  1223. }
  1224. CGameState::CGameState()
  1225. {
  1226. mx = new boost::shared_mutex();
  1227. map = NULL;
  1228. curB = NULL;
  1229. scenarioOps = NULL;
  1230. applierGs = new CGSApplier;
  1231. objCaller = new CObjectCallersHandler;
  1232. campaign = NULL;
  1233. }
  1234. CGameState::~CGameState()
  1235. {
  1236. delete mx;
  1237. delete map;
  1238. delete curB;
  1239. //delete scenarioOps;
  1240. delete applierGs;
  1241. delete objCaller;
  1242. //TODO: delete properly that definfos
  1243. villages.clear();
  1244. capitols.clear();
  1245. }
  1246. namespace HHLP
  1247. {
  1248. class HeroRemoverHelper
  1249. {
  1250. public:
  1251. si32 allowedplayer;
  1252. HeroRemoverHelper(si32 player) : allowedplayer(player)
  1253. {
  1254. }
  1255. bool operator()(const CGHeroInstance * cgh)
  1256. {
  1257. return cgh->tempOwner != allowedplayer;
  1258. }
  1259. };
  1260. }
  1261. void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
  1262. {
  1263. VLC->creh->globalEffects = &globalEffects;
  1264. struct HLP
  1265. {
  1266. //it's assumed that given hero should receive the bonus
  1267. static void giveCampaignBonusToHero(CGHeroInstance * hero, const StartInfo * si, const CScenarioTravel & st )
  1268. {
  1269. const CScenarioTravel::STravelBonus & curBonus = st.bonusesToChoose[si->choosenCampaignBonus];
  1270. if(curBonus.isBonusForHero())
  1271. {
  1272. //apply bonus
  1273. switch (curBonus.type)
  1274. {
  1275. case 0: //spell
  1276. hero->spells.insert(curBonus.info2);
  1277. break;
  1278. case 1: //monster
  1279. {
  1280. CCreatureSet newArmy = hero->getArmy();
  1281. for(int i=0; i<ARMY_SIZE; i++)
  1282. {
  1283. if(newArmy.slotEmpty(i))
  1284. {
  1285. newArmy.addToSlot(i, CStackInstance(curBonus.info2, curBonus.info3));
  1286. break;
  1287. }
  1288. }
  1289. hero->setArmy(newArmy);
  1290. }
  1291. break;
  1292. case 3: //artifact
  1293. hero->giveArtifact(curBonus.info2);
  1294. break;
  1295. case 4: //spell scroll
  1296. //TODO
  1297. break;
  1298. case 5: //prim skill
  1299. {
  1300. const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus.info2);
  1301. for (int g=0; g<PRIMARY_SKILLS; ++g)
  1302. {
  1303. int val = ptr[g];
  1304. if (val == 0)
  1305. {
  1306. continue;
  1307. }
  1308. Bonus bb(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, si->whichMapInCampaign, g);
  1309. hero->bonuses.push_back(bb);
  1310. }
  1311. }
  1312. break;
  1313. case 6: //sec skills
  1314. hero->setSecSkillLevel(curBonus.info2, curBonus.info3, true);
  1315. break;
  1316. }
  1317. }
  1318. }
  1319. static std::vector<const PlayerSettings *> getHumanPlayerInfo(const StartInfo * si)
  1320. {
  1321. std::vector<const PlayerSettings *> ret;
  1322. for(std::map<int, PlayerSettings>::const_iterator it = si->playerInfos.begin();
  1323. it != si->playerInfos.end(); ++it)
  1324. {
  1325. if(it->second.human)
  1326. ret.push_back(&it->second);
  1327. }
  1328. return ret;
  1329. }
  1330. static void replaceHero( CGameState * gs, int objId, CGHeroInstance * ghi )
  1331. {
  1332. ghi->id = objId;
  1333. gs->map->objects[objId] = ghi;
  1334. gs->map->heroes.push_back(ghi);
  1335. }
  1336. //sort in descending order by power
  1337. static bool heroPowerSorter(const CGHeroInstance * a, const CGHeroInstance * b)
  1338. {
  1339. return a->getHeroStrength() > b->getHeroStrength();
  1340. }
  1341. };
  1342. switch(si->mode)
  1343. {
  1344. case StartInfo::NEW_GAME:
  1345. map = new Mapa(si->mapname);
  1346. break;
  1347. case StartInfo::CAMPAIGN:
  1348. {
  1349. campaign = new CCampaignState();
  1350. campaign->initNewCampaign(*si);
  1351. assert(vstd::contains(campaign->camp->mapPieces, si->whichMapInCampaign));
  1352. std::string &mapContent = campaign->camp->mapPieces[si->whichMapInCampaign];
  1353. map = new Mapa();
  1354. map->initFromBytes((const unsigned char*)mapContent.c_str());
  1355. }
  1356. break;
  1357. default:
  1358. tlog1 << "Wrong mode: " << (int)si->mode << std::endl;
  1359. return;
  1360. }
  1361. VLC->arth->initAllowedArtifactsList(map->allowedArtifact);
  1362. tlog0 << "Map loaded!" << std::endl;
  1363. //tlog0 <<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;
  1364. if(checksum)
  1365. {
  1366. tlog0 << "\tServer checksum for " << si->mapname <<": "<< checksum << std::endl;
  1367. tlog0 << "\tOur checksum for the map: "<< map->checksum << std::endl;
  1368. if(map->checksum != checksum)
  1369. {
  1370. tlog1 << "Wrong map checksum!!!" << std::endl;
  1371. throw std::string("Wrong checksum");
  1372. }
  1373. }
  1374. day = 0;
  1375. seed = Seed;
  1376. ran.seed((boost::int32_t)seed);
  1377. scenarioOps = si;
  1378. loadTownDInfos();
  1379. //pick grail location
  1380. if(map->grailPos.x < 0 || map->grailRadious) //grail not set or set within a radius around some place
  1381. {
  1382. if(!map->grailRadious) //radius not given -> anywhere on map
  1383. map->grailRadious = map->width * 2;
  1384. std::vector<int3> allowedPos;
  1385. // add all not blocked tiles in range
  1386. for (int i = 0; i < map->width ; i++)
  1387. {
  1388. for (int j = 0; j < map->height ; j++)
  1389. {
  1390. for (int k = 0; k <= map->twoLevel ; k++)
  1391. {
  1392. const TerrainTile &t = map->terrain[i][j][k];
  1393. if(!t.blocked
  1394. && !t.visitable
  1395. && t.tertype != TerrainTile::water
  1396. && t.tertype != TerrainTile::rock
  1397. && map->grailPos.dist2d(int3(i,j,k)) <= map->grailRadious)
  1398. allowedPos.push_back(int3(i,j,k));
  1399. }
  1400. }
  1401. }
  1402. //remove tiles with holes
  1403. for(unsigned int no=0; no<map->objects.size(); ++no)
  1404. if(map->objects[no]->ID == 124)
  1405. allowedPos -= map->objects[no]->pos;
  1406. if(allowedPos.size())
  1407. map->grailPos = allowedPos[ran() % allowedPos.size()];
  1408. else
  1409. tlog2 << "Warning: Grail cannot be placed, no appropriate tile found!\n";
  1410. }
  1411. //picking random factions for players
  1412. for(std::map<int, PlayerSettings>::iterator it = scenarioOps->playerInfos.begin();
  1413. it != scenarioOps->playerInfos.end(); ++it)
  1414. {
  1415. if(it->second.castle==-1)
  1416. {
  1417. int f;
  1418. do
  1419. {
  1420. f = ran()%F_NUMBER;
  1421. }while(!(map->players[it->first].allowedFactions & 1<<f));
  1422. it->second.castle = f;
  1423. }
  1424. }
  1425. //randomizing objects
  1426. BOOST_FOREACH(CGObjectInstance *obj, map->objects)
  1427. {
  1428. randomizeObject(obj);
  1429. if(obj->ID==EVENTI_TYPE)
  1430. {
  1431. obj->defInfo->handler=NULL;
  1432. }
  1433. obj->hoverName = VLC->generaltexth->names[obj->ID];
  1434. //handle Favouring Winds - mark tiles under it
  1435. if(obj->ID == 225)
  1436. for (int i = 0; i < obj->getWidth() ; i++)
  1437. for (int j = 0; j < obj->getHeight() ; j++)
  1438. {
  1439. int3 pos = obj->pos - int3(i,j,0);
  1440. if(map->isInTheMap(pos))
  1441. map->getTile(pos).siodmyTajemniczyBajt |= 128;
  1442. }
  1443. }
  1444. //std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
  1445. /*********creating players entries in gs****************************************/
  1446. for(std::map<int, PlayerSettings>::iterator it = scenarioOps->playerInfos.begin();
  1447. it != scenarioOps->playerInfos.end(); ++it)
  1448. {
  1449. std::pair<int,PlayerState> ins(it->first,PlayerState());
  1450. ins.second.color=ins.first;
  1451. ins.second.human = it->second.human;
  1452. ins.second.team = map->players[ins.first].team;
  1453. teams[ins.second.team].id = ins.second.team;//init team
  1454. teams[ins.second.team].players.insert(ins.first);//add player to team
  1455. players.insert(ins);
  1456. }
  1457. /*********give starting hero****************************************/
  1458. for(int i=0;i<PLAYER_LIMIT;i++)
  1459. {
  1460. if((map->players[i].generateHeroAtMainTown && map->players[i].hasMainTown) || (map->players[i].hasMainTown && map->version==CMapHeader::RoE))
  1461. {
  1462. int3 hpos = map->players[i].posOfMainTown;
  1463. hpos.x+=1;// hpos.y+=1;
  1464. if (scenarioOps->playerInfos.find(i) == scenarioOps->playerInfos.end())
  1465. {
  1466. continue;
  1467. }
  1468. int h=pickHero(i);
  1469. if(scenarioOps->playerInfos[i].hero == -1)
  1470. scenarioOps->playerInfos[i].hero = h;
  1471. CGHeroInstance * nnn = static_cast<CGHeroInstance*>(createObject(HEROI_TYPE,h,hpos,i));
  1472. nnn->id = map->objects.size();
  1473. hpos = map->players[i].posOfMainTown;hpos.x+=2;
  1474. for(unsigned int o=0;o<map->towns.size();o++) //find main town
  1475. {
  1476. if(map->towns[o]->pos == hpos)
  1477. {
  1478. map->towns[o]->visitingHero = nnn;
  1479. nnn->visitedTown = map->towns[o];
  1480. nnn->inTownGarrison = false;
  1481. break;
  1482. }
  1483. }
  1484. nnn->initHero();
  1485. map->heroes.push_back(nnn);
  1486. map->objects.push_back(nnn);
  1487. map->addBlockVisTiles(nnn);
  1488. //give campaign bonus
  1489. if (si->mode == StartInfo::CAMPAIGN && getPlayer(nnn->tempOwner)->human)
  1490. {
  1491. HLP::giveCampaignBonusToHero(nnn, si, campaign->camp->scenarios[si->whichMapInCampaign].travelOptions);
  1492. }
  1493. }
  1494. }
  1495. /*************************replace hero placeholders*****************************/
  1496. if (campaign)
  1497. {
  1498. CScenarioTravel::STravelBonus bonus =
  1499. campaign->camp->scenarios[si->whichMapInCampaign].travelOptions.bonusesToChoose[si->choosenCampaignBonus];
  1500. for(int g=0; g<map->objects.size(); ++g)
  1501. {
  1502. CGObjectInstance * obj = map->objects[g];
  1503. if (obj->ID != 214) //not a placeholder
  1504. {
  1505. continue;
  1506. }
  1507. CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);
  1508. CGHeroInstance * substitution = NULL;
  1509. std::vector<CGHeroInstance *> Xheroes;
  1510. if (bonus.type == 8) //hero crossover
  1511. {
  1512. Xheroes = campaign->camp->scenarios[bonus.info2].crossoverHeroes;
  1513. std::remove_if(Xheroes.begin(), Xheroes.end(), HHLP::HeroRemoverHelper(bonus.info1));
  1514. }
  1515. else if (bonus.type == 9) //starting hero
  1516. {
  1517. }
  1518. if (hp->subID == 0xFF) //select by power
  1519. {
  1520. std::sort(Xheroes.begin(), Xheroes.end(), HLP::heroPowerSorter);
  1521. HLP::replaceHero(this, g, Xheroes[hp->power - 1]);
  1522. }
  1523. else //select by type
  1524. {
  1525. BOOST_FOREACH(CGHeroInstance * ghi, Xheroes)
  1526. {
  1527. if (ghi->subID == hp->subID)
  1528. {
  1529. HLP::replaceHero(this, g, ghi);
  1530. break;
  1531. }
  1532. }
  1533. }
  1534. }
  1535. }
  1536. /******************RESOURCES****************************************************/
  1537. std::vector<int> startresAI, startresHuman;
  1538. std::ifstream tis(DATA_DIR "/config/startres.txt");
  1539. int k;
  1540. for (int j=0; j<scenarioOps->difficulty * 2; j++)
  1541. {
  1542. tis >> k;
  1543. for (int z=0;z<RESOURCE_QUANTITY;z++)
  1544. tis>>k;
  1545. }
  1546. tis >> k;
  1547. for (int i=0; i<RESOURCE_QUANTITY; i++)
  1548. {
  1549. tis >> k;
  1550. startresHuman.push_back(k);
  1551. }
  1552. tis >> k;
  1553. for (int i=0; i<RESOURCE_QUANTITY; i++)
  1554. {
  1555. tis >> k;
  1556. startresAI.push_back(k);
  1557. }
  1558. tis.close();
  1559. tis.clear();
  1560. for (std::map<ui8,PlayerState>::iterator i = players.begin(); i!=players.end(); i++)
  1561. {
  1562. (*i).second.resources.resize(RESOURCE_QUANTITY);
  1563. for (int x=0;x<RESOURCE_QUANTITY;x++)
  1564. {
  1565. if (i->second.human)
  1566. {
  1567. (*i).second.resources[x] = startresHuman[x];
  1568. }
  1569. else
  1570. {
  1571. (*i).second.resources[x] = startresAI[x];
  1572. }
  1573. }
  1574. }
  1575. //give start resource bonus in case of campaign
  1576. if (si->mode == StartInfo::CAMPAIGN)
  1577. {
  1578. CScenarioTravel::STravelBonus chosenBonus =
  1579. campaign->camp->scenarios[si->whichMapInCampaign].travelOptions.bonusesToChoose[si->choosenCampaignBonus];
  1580. if(chosenBonus.type == 7) //resource
  1581. {
  1582. std::vector<const PlayerSettings *> people = HLP::getHumanPlayerInfo(si); //players we will give resource bonus
  1583. for (int b=0; b<people.size(); ++b)
  1584. {
  1585. std::vector<int> res; //resources we will give
  1586. switch (chosenBonus.info1)
  1587. {
  1588. case 0: case 1: case 2: case 3: case 4: case 5: case 6:
  1589. res.push_back(chosenBonus.info1);
  1590. break;
  1591. case 0xFD: //wood+ore
  1592. res.push_back(0); res.push_back(2);
  1593. break;
  1594. case 0xFE: //rare
  1595. res.push_back(1); res.push_back(3); res.push_back(4); res.push_back(5);
  1596. break;
  1597. default:
  1598. assert(0);
  1599. break;
  1600. }
  1601. //increasing resource quantity
  1602. for (int n=0; n<res.size(); ++n)
  1603. {
  1604. players[people[b]->color].resources[res[n]] += chosenBonus.info2;
  1605. }
  1606. }
  1607. }
  1608. }
  1609. /*************************HEROES************************************************/
  1610. std::set<int> hids; //hero ids to create pool
  1611. for(unsigned int i=0; i<map->allowedHeroes.size(); i++) //add to hids all allowed heroes
  1612. if(map->allowedHeroes[i])
  1613. hids.insert(i);
  1614. for (unsigned int i=0; i<map->heroes.size();i++) //heroes instances initialization
  1615. {
  1616. if (map->heroes[i]->getOwner()<0)
  1617. {
  1618. tlog2 << "Warning - hero with uninitialized owner!\n";
  1619. continue;
  1620. }
  1621. CGHeroInstance * vhi = (map->heroes[i]);
  1622. vhi->initHero();
  1623. players.find(vhi->getOwner())->second.heroes.push_back(vhi);
  1624. hids.erase(vhi->subID);
  1625. }
  1626. for (unsigned int i=0; i<map->objects.size();i++) //prisons
  1627. {
  1628. if (map->objects[i]->ID == 62)
  1629. hids.erase(map->objects[i]->subID);
  1630. }
  1631. for(unsigned int i=0; i<map->predefinedHeroes.size(); i++)
  1632. {
  1633. if(!vstd::contains(hids,map->predefinedHeroes[i]->subID))
  1634. continue;
  1635. map->predefinedHeroes[i]->initHero();
  1636. hpool.heroesPool[map->predefinedHeroes[i]->subID] = map->predefinedHeroes[i];
  1637. hpool.pavailable[map->predefinedHeroes[i]->subID] = 0xff;
  1638. hids.erase(map->predefinedHeroes[i]->subID);
  1639. }
  1640. BOOST_FOREACH(int hid, hids) //all not used allowed heroes go with default state into the pool
  1641. {
  1642. CGHeroInstance * vhi = new CGHeroInstance();
  1643. vhi->initHero(hid);
  1644. hpool.heroesPool[hid] = vhi;
  1645. hpool.pavailable[hid] = 0xff;
  1646. }
  1647. for(unsigned int i=0; i<map->disposedHeroes.size(); i++)
  1648. {
  1649. hpool.pavailable[map->disposedHeroes[i].ID] = map->disposedHeroes[i].players;
  1650. }
  1651. if (si->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero
  1652. {
  1653. CScenarioTravel::STravelBonus chosenBonus =
  1654. campaign->camp->scenarios[si->whichMapInCampaign].travelOptions.bonusesToChoose[si->choosenCampaignBonus];
  1655. if (chosenBonus.isBonusForHero() && chosenBonus.info1 != 0xFFFE) //exclude generated heroes
  1656. {
  1657. //find human player
  1658. int humanPlayer;
  1659. for (std::map<ui8, PlayerState>::iterator it=players.begin(); it != players.end(); ++it)
  1660. {
  1661. if(it->second.human)
  1662. {
  1663. humanPlayer = it->first;
  1664. break;
  1665. }
  1666. }
  1667. std::vector<CGHeroInstance *> & heroes = players[humanPlayer].heroes;
  1668. if (chosenBonus.info1 == 0xFFFD) //most powerful
  1669. {
  1670. int maxB = -1;
  1671. for (int b=0; b<heroes.size(); ++b)
  1672. {
  1673. if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())
  1674. {
  1675. maxB = b;
  1676. }
  1677. }
  1678. HLP::giveCampaignBonusToHero(heroes[maxB], si, campaign->camp->scenarios[si->whichMapInCampaign].travelOptions);
  1679. }
  1680. else //specific hero
  1681. {
  1682. for (int b=0; b<heroes.size(); ++b)
  1683. {
  1684. if (heroes[b]->subID == chosenBonus.info1)
  1685. {
  1686. HLP::giveCampaignBonusToHero(heroes[b], si, campaign->camp->scenarios[si->whichMapInCampaign].travelOptions);
  1687. break;
  1688. }
  1689. }
  1690. }
  1691. }
  1692. }
  1693. /*************************FOG**OF**WAR******************************************/
  1694. for(std::map<ui8, TeamState>::iterator k=teams.begin(); k!=teams.end(); ++k)
  1695. {
  1696. k->second.fogOfWarMap.resize(map->width);
  1697. for(int g=0; g<map->width; ++g)
  1698. k->second.fogOfWarMap[g].resize(map->height);
  1699. for(int g=-0; g<map->width; ++g)
  1700. for(int h=0; h<map->height; ++h)
  1701. k->second.fogOfWarMap[g][h].resize(map->twoLevel+1, 0);
  1702. for(int g=0; g<map->width; ++g)
  1703. for(int h=0; h<map->height; ++h)
  1704. for(int v=0; v<map->twoLevel+1; ++v)
  1705. k->second.fogOfWarMap[g][h][v] = 0;
  1706. BOOST_FOREACH(CGObjectInstance *obj, map->objects)
  1707. {
  1708. if( !vstd::contains(k->second.players, obj->tempOwner)) continue; //not a flagged object
  1709. std::set<int3> tiles;
  1710. obj->getSightTiles(tiles);
  1711. BOOST_FOREACH(int3 tile, tiles)
  1712. {
  1713. k->second.fogOfWarMap[tile.x][tile.y][tile.z] = 1;
  1714. }
  1715. }
  1716. }
  1717. for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
  1718. {
  1719. //starting bonus
  1720. if(si->playerInfos[k->first].bonus==PlayerSettings::brandom)
  1721. si->playerInfos[k->first].bonus = ran()%3;
  1722. switch(si->playerInfos[k->first].bonus)
  1723. {
  1724. case PlayerSettings::bgold:
  1725. k->second.resources[6] += 500 + (ran()%6)*100;
  1726. break;
  1727. case PlayerSettings::bresource:
  1728. {
  1729. int res = VLC->townh->towns[si->playerInfos[k->first].castle].primaryRes;
  1730. if(res == 127)
  1731. {
  1732. k->second.resources[0] += 5 + ran()%6;
  1733. k->second.resources[2] += 5 + ran()%6;
  1734. }
  1735. else
  1736. {
  1737. k->second.resources[res] += 3 + ran()%4;
  1738. }
  1739. break;
  1740. }
  1741. case PlayerSettings::bartifact:
  1742. {
  1743. if(!k->second.heroes.size())
  1744. {
  1745. tlog5 << "Cannot give starting artifact - no heroes!" << std::endl;
  1746. break;
  1747. }
  1748. CArtifact *toGive;
  1749. toGive = VLC->arth->artifacts[VLC->arth->getRandomArt (CArtifact::ART_TREASURE)];
  1750. CGHeroInstance *hero = k->second.heroes[0];
  1751. std::vector<ui16>::iterator slot = vstd::findFirstNot (hero->artifWorn, toGive->possibleSlots);
  1752. if(slot != toGive->possibleSlots.end())
  1753. VLC->arth->equipArtifact(hero->artifWorn, *slot, toGive->id);
  1754. else
  1755. hero->giveArtifact(toGive->id);
  1756. }
  1757. }
  1758. }
  1759. /****************************TOWNS************************************************/
  1760. for ( int i=0; i<4; i++)
  1761. CGTownInstance::universitySkills.push_back(14+i);//skills for university
  1762. for (unsigned int i=0;i<map->towns.size();i++)
  1763. {
  1764. CGTownInstance * vti =(map->towns[i]);
  1765. if(!vti->town)
  1766. vti->town = &VLC->townh->towns[vti->subID];
  1767. if (vti->name.length()==0) // if town hasn't name we draw it
  1768. vti->name = vti->town->Names()[ran()%vti->town->Names().size()];
  1769. //init buildings
  1770. if(vti->builtBuildings.find(-50)!=vti->builtBuildings.end()) //give standard set of buildings
  1771. {
  1772. vti->builtBuildings.erase(-50);
  1773. vti->builtBuildings.insert(10);
  1774. vti->builtBuildings.insert(5);
  1775. vti->builtBuildings.insert(30);
  1776. if(ran()%2)
  1777. vti->builtBuildings.insert(31);
  1778. }
  1779. if (vstd::contains(vti->builtBuildings,(6)) && vti->state()==2)
  1780. vti->builtBuildings.erase(6);//if we have harbor without water - erase it (this is H3 behaviour)
  1781. //init hordes
  1782. for (int i = 0; i<CREATURES_PER_TOWN; i++)
  1783. if (vstd::contains(vti->builtBuildings,(-31-i))) //if we have horde for this level
  1784. {
  1785. vti->builtBuildings.erase(-31-i);//remove old ID
  1786. if (vti->town->hordeLvl[0] == i)//if town first horde is this one
  1787. {
  1788. vti->builtBuildings.insert(18);//add it
  1789. if (vstd::contains(vti->builtBuildings,(37+i)))//if we have upgraded dwelling as well
  1790. vti->builtBuildings.insert(19);//add it as well
  1791. }
  1792. if (vti->town->hordeLvl[1] == i)//if town second horde is this one
  1793. {
  1794. vti->builtBuildings.insert(24);
  1795. if (vstd::contains(vti->builtBuildings,(37+i)))
  1796. vti->builtBuildings.insert(25);
  1797. }
  1798. }
  1799. for (std::list<CCastleEvent*>::iterator ev=vti->events.begin(); ev!=vti->events.end(); ev++)
  1800. for (int i = 0; i<CREATURES_PER_TOWN; i++)
  1801. if (vstd::contains((*ev)->buildings,(-31-i))) //if we have horde for this level
  1802. {
  1803. (*ev)->buildings.erase(-31-i);
  1804. if (vti->town->hordeLvl[0] == i)
  1805. (*ev)->buildings.insert(18);
  1806. if (vti->town->hordeLvl[1] == i)
  1807. (*ev)->buildings.insert(24);
  1808. }
  1809. //init spells
  1810. vti->spells.resize(SPELL_LEVELS);
  1811. CSpell *s;
  1812. for(unsigned int z=0; z<vti->obligatorySpells.size();z++)
  1813. {
  1814. s = &VLC->spellh->spells[vti->obligatorySpells[z]];
  1815. vti->spells[s->level-1].push_back(s->id);
  1816. vti->possibleSpells -= s->id;
  1817. }
  1818. while(vti->possibleSpells.size())
  1819. {
  1820. ui32 total=0, sel=-1;
  1821. for(unsigned int ps=0;ps<vti->possibleSpells.size();ps++)
  1822. total += VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];
  1823. int r = (total)? ran()%total : -1;
  1824. for(unsigned int ps=0; ps<vti->possibleSpells.size();ps++)
  1825. {
  1826. r -= VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];
  1827. if(r<0)
  1828. {
  1829. sel = ps;
  1830. break;
  1831. }
  1832. }
  1833. if(sel<0)
  1834. sel=0;
  1835. CSpell *s = &VLC->spellh->spells[vti->possibleSpells[sel]];
  1836. vti->spells[s->level-1].push_back(s->id);
  1837. vti->possibleSpells -= s->id;
  1838. }
  1839. if(vti->getOwner() != 255)
  1840. getPlayer(vti->getOwner())->towns.push_back(vti);
  1841. }
  1842. //campaign bonuses for towns
  1843. if (si->mode == StartInfo::CAMPAIGN)
  1844. {
  1845. CScenarioTravel::STravelBonus chosenBonus =
  1846. campaign->camp->scenarios[si->whichMapInCampaign].travelOptions.bonusesToChoose[si->choosenCampaignBonus];
  1847. if (chosenBonus.type == 2)
  1848. {
  1849. for (int g=0; g<map->towns.size(); ++g)
  1850. {
  1851. PlayerState * owner = getPlayer(map->towns[g]->getOwner());
  1852. PlayerInfo & pi = map->players[owner->color];
  1853. if (owner->human && //human-owned
  1854. map->towns[g]->pos == pi.posOfMainTown + int3(2, 0, 0))
  1855. {
  1856. map->towns[g]->builtBuildings.insert(
  1857. CBuildingHandler::campToERMU(chosenBonus.info1, map->towns[g]->town->typeID, map->towns[g]->builtBuildings));
  1858. break;
  1859. }
  1860. }
  1861. }
  1862. }
  1863. for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
  1864. {
  1865. if(k->first==-1 || k->first==255)
  1866. continue;
  1867. //init visiting and garrisoned heroes
  1868. for(unsigned int l=0; l<k->second.heroes.size();l++)
  1869. {
  1870. CGHeroInstance *h = k->second.heroes[l];
  1871. for(unsigned int m=0; m<k->second.towns.size();m++)
  1872. {
  1873. CGTownInstance *t = k->second.towns[m];
  1874. int3 vistile = t->pos; vistile.x--; //tile next to the entrance
  1875. if(vistile == h->pos || h->pos==t->pos)
  1876. {
  1877. t->visitingHero = h;
  1878. h->visitedTown = t;
  1879. h->inTownGarrison = false;
  1880. if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it
  1881. {
  1882. map->removeBlockVisTiles(h);
  1883. h->pos.x -= 1;
  1884. map->addBlockVisTiles(h);
  1885. }
  1886. break;
  1887. }
  1888. }
  1889. }
  1890. }
  1891. objCaller->preInit();
  1892. for(unsigned int i=0; i<map->objects.size(); i++)
  1893. {
  1894. map->objects[i]->initObj();
  1895. if(map->objects[i]->ID == 62) //prison also needs to initialize hero
  1896. static_cast<CGHeroInstance*>(map->objects[i])->initHero();
  1897. }
  1898. CGTeleport::postInit(); //pairing subterranean gates
  1899. }
  1900. bool CGameState::battleCanFlee(int player)
  1901. {
  1902. if(!curB) //there is no battle
  1903. return false;
  1904. if (player == curB->side1)
  1905. {
  1906. if (!curB->heroes[0])
  1907. return false;//current player have no hero
  1908. }
  1909. else
  1910. {
  1911. if (!curB->heroes[1])
  1912. return false;
  1913. }
  1914. if( ( curB->heroes[0] && curB->heroes[0]->hasBonusOfType(Bonus::ENEMY_CANT_ESCAPE) ) //eg. one of heroes is wearing shakles of war
  1915. || ( curB->heroes[1] && curB->heroes[1]->hasBonusOfType(Bonus::ENEMY_CANT_ESCAPE)))
  1916. return false;
  1917. if (player == curB->side2 && curB->siege //defender in siege
  1918. && !(getTown(curB->tid)->subID == 6 && vstd::contains(getTown(curB->tid)->builtBuildings, 17)))//without escape tunnel
  1919. return false;
  1920. return true;
  1921. }
  1922. int CGameState::battleGetStack(int pos, bool onlyAlive)
  1923. {
  1924. if(!curB)
  1925. return -1;
  1926. for(unsigned int g=0; g<curB->stacks.size(); ++g)
  1927. {
  1928. if((curB->stacks[g]->position == pos
  1929. || (curB->stacks[g]->doubleWide()
  1930. &&( (curB->stacks[g]->attackerOwned && curB->stacks[g]->position-1 == pos)
  1931. || (!curB->stacks[g]->attackerOwned && curB->stacks[g]->position+1 == pos) )
  1932. ))
  1933. && (!onlyAlive || curB->stacks[g]->alive())
  1934. )
  1935. return curB->stacks[g]->ID;
  1936. }
  1937. return -1;
  1938. }
  1939. int CGameState::battleGetBattlefieldType(int3 tile)
  1940. {
  1941. if(tile==int3() && curB)
  1942. tile = curB->tile;
  1943. else if(tile==int3() && !curB)
  1944. return -1;
  1945. const TerrainTile &t = map->getTile(tile);
  1946. //fight in mine -> subterranean
  1947. if(const CGMine *mine = dynamic_cast<const CGMine *>(t.visitableObjects.front()))
  1948. return 12;
  1949. const std::vector <CGObjectInstance*> & objs = map->objects;
  1950. for(int g=0; g<objs.size(); ++g)
  1951. {
  1952. if( !objs[g] || objs[g]->pos.x - tile.x < 0 || objs[g]->pos.x - tile.x >= 8
  1953. || tile.y - objs[g]->pos.y + 5 < 0 || tile.y - objs[g]->pos.y + 5 >=6
  1954. || !objs[g]->coveringAt(objs[g]->pos.x - tile.x, tile.y - objs[g]->pos.y + 5)
  1955. ) //look only for objects covering given tile
  1956. continue;
  1957. switch(objs[g]->ID)
  1958. {
  1959. case 222: //clover field
  1960. return 19;
  1961. case 21: case 223: //cursed ground
  1962. return 22;
  1963. case 224: //evil fog
  1964. return 20;
  1965. case 225: //favourable winds
  1966. return 21;
  1967. case 226: //fiery fields
  1968. return 14;
  1969. case 227: //holy ground
  1970. return 18;
  1971. case 228: //lucid pools
  1972. return 17;
  1973. case 229: //magic clouds
  1974. return 16;
  1975. case 46: case 230: //magic plains
  1976. return 9;
  1977. case 231: //rocklands
  1978. return 15;
  1979. }
  1980. }
  1981. switch(t.tertype)
  1982. {
  1983. case TerrainTile::dirt:
  1984. return rand()%3+3;
  1985. case TerrainTile::sand:
  1986. return 2; //TODO: coast support
  1987. case TerrainTile::grass:
  1988. return rand()%2+6;
  1989. case TerrainTile::snow:
  1990. return rand()%2+10;
  1991. case TerrainTile::swamp:
  1992. return 13;
  1993. case TerrainTile::rough:
  1994. return 23;
  1995. case TerrainTile::subterranean:
  1996. return 12;
  1997. case TerrainTile::lava:
  1998. return 8;
  1999. case TerrainTile::water:
  2000. return 25;
  2001. case TerrainTile::rock:
  2002. return 15;
  2003. default:
  2004. return -1;
  2005. }
  2006. }
  2007. const CGHeroInstance * CGameState::battleGetOwner(int stackID)
  2008. {
  2009. if(!curB)
  2010. return NULL;
  2011. return curB->heroes[!curB->getStack(stackID)->attackerOwned];
  2012. }
  2013. std::set<std::pair<int, int> > costDiff(const std::vector<ui32> &a, const std::vector<ui32> &b, const int modifier = 100) //modifer %
  2014. {
  2015. std::set<std::pair<int, int> > ret;
  2016. for(int j=0;j<RESOURCE_QUANTITY;j++)
  2017. {
  2018. assert(a[j] >= b[j]);
  2019. if(int dif = modifier * (a[j] - b[j]) / 100)
  2020. ret.insert(std::make_pair(j,dif));
  2021. }
  2022. return ret;
  2023. }
  2024. UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack)
  2025. {
  2026. UpgradeInfo ret;
  2027. const CCreature *base = stack.type;
  2028. const CGHeroInstance *h = stack.armyObj->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(stack.armyObj) : NULL;
  2029. const CGTownInstance *t = NULL;
  2030. if(stack.armyObj->ID == TOWNI_TYPE)
  2031. t = static_cast<const CGTownInstance *>(stack.armyObj);
  2032. else if(h)
  2033. { //hero speciality
  2034. BonusList lista = h->speciality.getBonuses(Selector::typeSybtype(Bonus::SPECIAL_UPGRADE, base->idNumber));
  2035. for (BonusList::iterator it = lista.begin(); it != lista.end(); it++)
  2036. {
  2037. ui16 nid = it->additionalInfo;
  2038. if (nid != base->idNumber) //in very specific case the upgrade is avaliable by default (?)
  2039. {
  2040. ret.newID.push_back(nid);
  2041. ret.cost.push_back(costDiff(VLC->creh->creatures[nid]->cost, base->cost));
  2042. }
  2043. }
  2044. t = h->visitedTown;
  2045. }
  2046. if(t)
  2047. {
  2048. BOOST_FOREACH(si32 bid, t->builtBuildings)
  2049. {
  2050. if( bid >= 37 && bid < 44 ) //upgraded creature dwelling
  2051. {
  2052. int nid = t->town->upgradedCreatures[bid-37]; //upgrade offered by that building
  2053. if(vstd::contains(base->upgrades, nid)) //possible upgrade
  2054. {
  2055. ret.newID.push_back(nid);
  2056. ret.cost.push_back(costDiff(VLC->creh->creatures[nid]->cost, base->cost));
  2057. }
  2058. }
  2059. }
  2060. }
  2061. //hero is visiting Hill Fort
  2062. if(h && map->getTile(h->visitablePos()).visitableObjects.front()->ID == 35)
  2063. {
  2064. static const int costModifiers[] = {0, 25, 50, 75, 100}; //we get cheaper upgrades depending on level
  2065. const int costModifier = costModifiers[std::min<int>(std::max((int)base->level - 1, 0), ARRAY_COUNT(costModifiers) - 1)];
  2066. BOOST_FOREACH(si32 nid, base->upgrades)
  2067. {
  2068. ret.newID.push_back(nid);
  2069. ret.cost.push_back(costDiff(VLC->creh->creatures[nid]->cost, base->cost, costModifier));
  2070. }
  2071. }
  2072. if(ret.newID.size())
  2073. ret.oldID = base->idNumber;
  2074. return ret;
  2075. }
  2076. int CGameState::getPlayerRelations( ui8 color1, ui8 color2 )
  2077. {
  2078. if ( color1 == color2 )
  2079. return 2;
  2080. const TeamState * ts = getPlayerTeam(color1);
  2081. if (ts && vstd::contains(ts->players, color2))
  2082. return 1;
  2083. return 0;
  2084. }
  2085. void CGameState::loadTownDInfos()
  2086. {
  2087. for(int i=0;i<F_NUMBER;i++)
  2088. {
  2089. villages[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
  2090. forts[i] = VLC->dobjinfo->castles[i];
  2091. map->defy.push_back(forts[i]);
  2092. capitols[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
  2093. }
  2094. std::ifstream ifs(DATA_DIR "/config/townsDefs.txt");
  2095. int ccc;
  2096. ifs>>ccc;
  2097. for(int i=0; i < ccc*2; i++)
  2098. {
  2099. CGDefInfo *n;
  2100. if(i<ccc)
  2101. n = villages[i];
  2102. else
  2103. n = capitols[i%ccc];
  2104. ifs >> n->name;
  2105. map->defy.push_back(n);
  2106. }
  2107. }
  2108. void CGameState::getNeighbours(const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand, bool limitCoastSailing)
  2109. {
  2110. static int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
  2111. int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
  2112. vec.clear();
  2113. for (size_t i = 0; i < ARRAY_COUNT(dirs); i++)
  2114. {
  2115. const int3 hlp = tile + dirs[i];
  2116. if(!map->isInTheMap(hlp))
  2117. continue;
  2118. const TerrainTile &hlpt = map->getTile(hlp);
  2119. //we cannot visit things from blocked tiles
  2120. if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)
  2121. {
  2122. continue;
  2123. }
  2124. if(srct.tertype == TerrainTile::water && limitCoastSailing && hlpt.tertype == TerrainTile::water && dirs[i].x && dirs[i].y) //diagonal move through water
  2125. {
  2126. int3 hlp1 = tile,
  2127. hlp2 = tile;
  2128. hlp1.x += dirs[i].x;
  2129. hlp2.y += dirs[i].y;
  2130. if(map->getTile(hlp1).tertype != TerrainTile::water || map->getTile(hlp2).tertype != TerrainTile::water)
  2131. continue;
  2132. }
  2133. if((indeterminate(onLand) || onLand == (hlpt.tertype!=TerrainTile::water) )
  2134. && hlpt.tertype != TerrainTile::rock)
  2135. {
  2136. vec.push_back(hlp);
  2137. }
  2138. }
  2139. }
  2140. int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, int remainingMovePoints, bool checkLast)
  2141. {
  2142. if(src == dest) //same tile
  2143. return 0;
  2144. TerrainTile &s = map->terrain[src.x][src.y][src.z],
  2145. &d = map->terrain[dest.x][dest.y][dest.z];
  2146. //get basic cost
  2147. int ret = h->getTileCost(d,s);
  2148. if(d.blocked && h->hasBonusOfType(Bonus::FLYING_MOVEMENT))
  2149. {
  2150. bool freeFlying = h->getBonusesCount(Selector::typeSybtype(Bonus::FLYING_MOVEMENT, 1)) > 0;
  2151. if(!freeFlying)
  2152. {
  2153. ret *= 1.4f; //40% penalty for movement over blocked tile
  2154. }
  2155. }
  2156. else if (d.tertype == TerrainTile::water)
  2157. {
  2158. if(h->boat && s.siodmyTajemniczyBajt & 128 && d.siodmyTajemniczyBajt & 128) //Favourable Winds
  2159. ret *= 0.666f;
  2160. else if (!h->boat && h->getBonusesCount(Selector::typeSybtype(Bonus::WATER_WALKING, 1)) > 0)
  2161. ret *= 1.4f; //40% penalty for water walking
  2162. }
  2163. if(src.x != dest.x && src.y != dest.y) //it's diagonal move
  2164. {
  2165. int old = ret;
  2166. ret *= 1.414213;
  2167. //diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
  2168. if(ret > remainingMovePoints && remainingMovePoints >= old)
  2169. {
  2170. return remainingMovePoints;
  2171. }
  2172. }
  2173. int left = remainingMovePoints-ret;
  2174. if(checkLast && left > 0 && remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
  2175. {
  2176. std::vector<int3> vec;
  2177. getNeighbours(d, dest, vec, s.tertype != TerrainTile::water, true);
  2178. for(size_t i=0; i < vec.size(); i++)
  2179. {
  2180. int fcost = getMovementCost(h,dest,vec[i],left,false);
  2181. if(fcost <= left)
  2182. {
  2183. return ret;
  2184. }
  2185. }
  2186. ret = remainingMovePoints;
  2187. }
  2188. return ret;
  2189. }
  2190. std::set<int> CGameState::getBuildingRequiments(const CGTownInstance *t, int ID)
  2191. {
  2192. std::set<int> used;
  2193. used.insert(ID);
  2194. std::set<int> reqs = VLC->townh->requirements[t->subID][ID];
  2195. while(true)
  2196. {
  2197. size_t noloop=0;
  2198. for(std::set<int>::iterator i=reqs.begin();i!=reqs.end();i++)
  2199. {
  2200. if(used.find(*i)==used.end()) //we haven't added requirements for this building
  2201. {
  2202. used.insert(*i);
  2203. for(
  2204. std::set<int>::iterator j=VLC->townh->requirements[t->subID][*i].begin();
  2205. j!=VLC->townh->requirements[t->subID][*i].end();
  2206. j++)
  2207. {
  2208. reqs.insert(*j);//creating full list of requirements
  2209. }
  2210. }
  2211. else
  2212. {
  2213. noloop++;
  2214. }
  2215. }
  2216. if(noloop==reqs.size())
  2217. break;
  2218. }
  2219. return reqs;
  2220. }
  2221. int CGameState::canBuildStructure( const CGTownInstance *t, int ID )
  2222. {
  2223. int ret = 7; //allowed by default
  2224. if(t->builded >= MAX_BUILDING_PER_TURN)
  2225. ret = 5; //building limit
  2226. //checking resources
  2227. CBuilding * pom = VLC->buildh->buildings[t->subID][ID];
  2228. if(!pom)
  2229. return 8;
  2230. // if(pom->Name().size()==0||pom->resources.size()==0)
  2231. // return 2;//TODO: why does this happen?
  2232. for(int res=0;res<pom->resources.size();res++) //TODO: support custom amount of resources
  2233. {
  2234. if(pom->resources[res] > getPlayer(t->tempOwner)->resources[res])
  2235. ret = 6; //lack of res
  2236. }
  2237. //checking for requirements
  2238. std::set<int> reqs = getBuildingRequiments(t, ID);//getting all requiments
  2239. for( std::set<int>::iterator ri = reqs.begin(); ri != reqs.end(); ri++ )
  2240. {
  2241. if(t->builtBuildings.find(*ri)==t->builtBuildings.end())
  2242. ret = 8; //lack of requirements - cannot build
  2243. }
  2244. //can we build it?
  2245. if(t->forbiddenBuildings.find(ID)!=t->forbiddenBuildings.end())
  2246. ret = 2; //forbidden
  2247. if(ID == 13) //capitol
  2248. {
  2249. for(unsigned int in = 0; in < map->towns.size(); in++)
  2250. {
  2251. if(map->towns[in]->tempOwner==t->tempOwner && vstd::contains(map->towns[in]->builtBuildings,13))
  2252. {
  2253. ret = 0; //no more than one capitol
  2254. break;
  2255. }
  2256. }
  2257. }
  2258. else if(ID == 6) //shipyard
  2259. {
  2260. int3 t1(t->pos + int3(-1,3,0)),
  2261. t2(t->pos + int3(-3,3,0));
  2262. if(map->isInTheMap(t1) && map->getTile(t1).tertype != TerrainTile::water
  2263. && (map->isInTheMap(t2) && map->getTile(t2).tertype != TerrainTile::water))
  2264. ret = 1; //lack of water
  2265. }
  2266. if(t->builtBuildings.find(ID)!=t->builtBuildings.end()) //already built
  2267. ret = 4;
  2268. return ret;
  2269. }
  2270. void CGameState::apply(CPack *pack)
  2271. {
  2272. ui16 typ = typeList.getTypeID(pack);
  2273. applierGs->apps[typ]->applyOnGS(this,pack);
  2274. }
  2275. TeamState *CGameState::getTeam(ui8 teamID)
  2276. {
  2277. if(vstd::contains(teams,teamID))
  2278. {
  2279. return &teams[teamID];
  2280. }
  2281. else
  2282. {
  2283. tlog2 << "Warning: Cannot find info for team " << int(teamID) << std::endl;
  2284. return NULL;
  2285. }
  2286. }
  2287. TeamState *CGameState::getPlayerTeam(ui8 color)
  2288. {
  2289. PlayerState * ps = getPlayer(color);
  2290. if (ps)
  2291. return getTeam(ps->team);
  2292. return NULL;
  2293. }
  2294. PlayerState * CGameState::getPlayer( ui8 color, bool verbose )
  2295. {
  2296. if(vstd::contains(players,color))
  2297. {
  2298. return &players[color];
  2299. }
  2300. else
  2301. {
  2302. if(verbose)
  2303. tlog2 << "Warning: Cannot find info for player " << int(color) << std::endl;
  2304. return NULL;
  2305. }
  2306. }
  2307. const PlayerState * CGameState::getPlayer( ui8 color, bool verbose ) const
  2308. {
  2309. return (const_cast<CGameState *>(this))->getPlayer(color, verbose);
  2310. }
  2311. const TeamState * CGameState::getTeam( ui8 teamID ) const
  2312. {
  2313. return (const_cast<CGameState *>(this))->getTeam(teamID);
  2314. }
  2315. const TeamState * CGameState::getPlayerTeam( ui8 teamID ) const
  2316. {
  2317. return (const_cast<CGameState *>(this))->getPlayerTeam(teamID);
  2318. }
  2319. bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret)
  2320. {
  2321. if(!map->isInTheMap(src) || !map->isInTheMap(dest)) //check input
  2322. return false;
  2323. int3 hpos = hero->getPosition(false);
  2324. bool flying = false; //hero is under flying effect TODO
  2325. bool waterWalking = false; //hero is on land and can walk on water TODO
  2326. bool onLand = map->getTile(hpos).tertype != TerrainTile::water;
  2327. // tribool blockLandSea; //true - blocks sea, false - blocks land, indeterminate - allows all
  2328. //
  2329. // if (!hero->canWalkOnSea())
  2330. // blockLandSea = (map->getTile(hpos).tertype != TerrainTile::water); //block land if hero is on water and vice versa
  2331. // else
  2332. // blockLandSea = boost::logic::indeterminate;
  2333. const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayerTeam(hero->tempOwner)->fogOfWarMap;
  2334. //graph initialization
  2335. std::vector< std::vector<CPathNode> > graph;
  2336. graph.resize(map->width);
  2337. for(size_t i=0; i<graph.size(); ++i)
  2338. {
  2339. graph[i].resize(map->height);
  2340. for(size_t j=0; j<graph[i].size(); ++j)
  2341. {
  2342. const TerrainTile *tinfo = &map->terrain[i][j][src.z];
  2343. CPathNode &node = graph[i][j];
  2344. node.accessible = !tinfo->blocked;
  2345. node.dist = -1;
  2346. node.theNodeBefore = NULL;
  2347. node.visited = false;
  2348. node.coord.x = i;
  2349. node.coord.y = j;
  2350. node.coord.z = dest.z;
  2351. if(!tinfo->entrableTerrain(onLand, flying || waterWalking)
  2352. || !FoW[i][j][src.z] //tile is covered by the FoW
  2353. )
  2354. {
  2355. node.accessible = false;
  2356. }
  2357. }
  2358. }
  2359. //Special rules for the destination tile
  2360. {
  2361. const TerrainTile *t = &map->terrain[dest.x][dest.y][dest.z];
  2362. CPathNode &d = graph[dest.x][dest.y];
  2363. //tile may be blocked by blockvis / normal vis obj but it still must be accessible
  2364. if(t->visitable)
  2365. {
  2366. d.accessible = true; //for allowing visiting objects
  2367. }
  2368. if(onLand && t->tertype == TerrainTile::water) //hero can walk only on land and dst lays on the water
  2369. {
  2370. size_t i = 0;
  2371. for(; i < t->visitableObjects.size(); i++)
  2372. if(t->visitableObjects[i]->ID == 8 || t->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat
  2373. break;
  2374. d.accessible = (i < t->visitableObjects.size()); //dest is accessible only if there is boat/hero
  2375. }
  2376. else if(!onLand && t->tertype != TerrainTile::water) //hero is moving by water
  2377. {
  2378. d.accessible = (t->siodmyTajemniczyBajt & 64) && !t->blocked; //tile is accessible if it's coastal and not blocked
  2379. }
  2380. }
  2381. //graph initialized
  2382. //initial tile - set cost on 0 and add to the queue
  2383. graph[src.x][src.y].dist = 0;
  2384. std::queue<CPathNode> mq;
  2385. mq.push(graph[src.x][src.y]);
  2386. ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
  2387. std::vector<int3> neighbours;
  2388. neighbours.reserve(8);
  2389. while(!mq.empty())
  2390. {
  2391. CPathNode &cp = graph[mq.front().coord.x][mq.front().coord.y];
  2392. mq.pop();
  2393. if (cp.coord == dest) //it's destination tile
  2394. {
  2395. if (cp.dist < curDist) //that path is better than previous one
  2396. curDist = cp.dist;
  2397. continue;
  2398. }
  2399. else
  2400. {
  2401. if (cp.dist > curDist) //it's not dest and current length is greater than cost of already found path
  2402. continue;
  2403. }
  2404. //add accessible neighbouring nodes to the queue
  2405. getNeighbours(map->getTile(cp.coord), cp.coord, neighbours, boost::logic::indeterminate, true);
  2406. for(unsigned int i=0; i < neighbours.size(); i++)
  2407. {
  2408. CPathNode & dp = graph[neighbours[i].x][neighbours[i].y];
  2409. if(dp.accessible)
  2410. {
  2411. int cost = getMovementCost(hero,cp.coord,dp.coord,hero->movement - cp.dist);
  2412. if((dp.dist==-1 || (dp.dist > cp.dist + cost)) && dp.accessible && checkForVisitableDir(cp.coord, dp.coord) && checkForVisitableDir(dp.coord, cp.coord))
  2413. {
  2414. dp.dist = cp.dist + cost;
  2415. dp.theNodeBefore = &cp;
  2416. mq.push(dp);
  2417. }
  2418. }
  2419. }
  2420. }
  2421. CPathNode *curNode = &graph[dest.x][dest.y];
  2422. if(!curNode->theNodeBefore) //destination is not accessible
  2423. return false;
  2424. //fill ret with found path
  2425. ret.nodes.clear();
  2426. while(curNode->coord != graph[src.x][src.y].coord)
  2427. {
  2428. ret.nodes.push_back(*curNode);
  2429. curNode = curNode->theNodeBefore;
  2430. }
  2431. ret.nodes.push_back(graph[src.x][src.y]);
  2432. return true;
  2433. }
  2434. void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement)
  2435. {
  2436. assert(hero);
  2437. boost::shared_lock<boost::shared_mutex> lock(*mx);
  2438. if(src.x < 0)
  2439. src = hero->getPosition(false);
  2440. if(movement < 0)
  2441. movement = hero->movement;
  2442. out.hero = hero;
  2443. out.hpos = src;
  2444. if(!map->isInTheMap(src)/* || !map->isInTheMap(dest)*/) //check input
  2445. {
  2446. tlog1 << "CGameState::calculatePaths: Hero outside the map? How dare you...\n";
  2447. return;
  2448. }
  2449. tribool onLand; //true - blocks sea, false - blocks land, indeterminate - allows all
  2450. if (!hero->canWalkOnSea())
  2451. onLand = (map->getTile(src).tertype != TerrainTile::water); //block land if hero is on water and vice versa
  2452. else
  2453. onLand = boost::logic::indeterminate;
  2454. const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayerTeam(hero->tempOwner)->fogOfWarMap;
  2455. bool flying = hero->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  2456. bool waterWalk = hero->hasBonusOfType(Bonus::WATER_WALKING);
  2457. //graph initialization
  2458. CGPathNode ***graph = out.nodes;
  2459. for(size_t i=0; i < out.sizes.x; ++i)
  2460. {
  2461. for(size_t j=0; j < out.sizes.y; ++j)
  2462. {
  2463. for(size_t k=0; k < out.sizes.z; ++k)
  2464. {
  2465. const TerrainTile *tinfo = &map->terrain[i][j][k];
  2466. CGPathNode &node = graph[i][j][k];
  2467. node.accessible = (tinfo->blocked ? CGPathNode::FLYABLE : CGPathNode::ACCESSIBLE);
  2468. if(!flying && node.accessible == CGPathNode::FLYABLE)
  2469. {
  2470. node.accessible = CGPathNode::BLOCKED;
  2471. }
  2472. node.turns = 0xff;
  2473. node.moveRemains = 0;
  2474. node.coord.x = i;
  2475. node.coord.y = j;
  2476. node.coord.z = k;
  2477. node.land = tinfo->tertype != TerrainTile::water;
  2478. node.theNodeBefore = NULL;
  2479. bool leaveAsBlocked = false;
  2480. if((onLand || indeterminate(onLand)) && !node.land)//it's sea and we cannot walk on sea
  2481. {
  2482. if (waterWalk || flying)
  2483. {
  2484. node.accessible = CGPathNode::FLYABLE;
  2485. }
  2486. else
  2487. {
  2488. node.accessible = CGPathNode::BLOCKED;
  2489. leaveAsBlocked = true;
  2490. }
  2491. }
  2492. if ( tinfo->tertype == TerrainTile::rock//it's rock
  2493. || !onLand && node.land //it's land and we cannot walk on land (complementary condition is handled above)
  2494. || !FoW[i][j][k] //tile is covered by the FoW
  2495. || leaveAsBlocked
  2496. )
  2497. {
  2498. node.accessible = CGPathNode::BLOCKED;
  2499. }
  2500. else if(tinfo->visitable)
  2501. {
  2502. //hero is protected in Sanctuary
  2503. if(tinfo->visitableObjects.front()->ID == 80 && tinfo->visitableObjects.back()->ID == HEROI_TYPE && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner)
  2504. node.accessible = CGPathNode::BLOCKED;
  2505. else
  2506. {
  2507. for(size_t ii = 0; ii < tinfo->visitableObjects.size(); ii++)
  2508. {
  2509. const CGObjectInstance * const obj = tinfo->visitableObjects[ii];
  2510. if(obj->getPassableness() & 1<<hero->tempOwner) //special object instance specific passableness flag - overwrites other accessibility flags
  2511. {
  2512. node.accessible = CGPathNode::ACCESSIBLE;
  2513. }
  2514. else if(obj->blockVisit)
  2515. {
  2516. node.accessible = CGPathNode::BLOCKVIS;
  2517. break;
  2518. }
  2519. else if(obj->ID != EVENTI_TYPE) //pathfinder should ignore placed events
  2520. {
  2521. node.accessible = CGPathNode::VISITABLE;
  2522. }
  2523. }
  2524. }
  2525. }
  2526. else if (map->isInTheMap(guardingCreaturePosition(int3(i, j, k)))
  2527. && tinfo->blockingObjects.size() == 0)
  2528. {
  2529. // Monster close by; blocked visit for battle.
  2530. node.accessible = CGPathNode::BLOCKVIS;
  2531. }
  2532. if(onLand && !node.land) //hero can walk only on land and tile lays on the water
  2533. {
  2534. size_t i = 0;
  2535. for(; i < tinfo->visitableObjects.size(); i++)
  2536. if(tinfo->visitableObjects[i]->ID == 8 || tinfo->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat
  2537. break;
  2538. if(i < tinfo->visitableObjects.size())
  2539. node.accessible = CGPathNode::BLOCKVIS; //dest is accessible only if there is boat/hero
  2540. }
  2541. else if(!onLand && tinfo->tertype != TerrainTile::water) //hero is moving by water
  2542. {
  2543. if((tinfo->siodmyTajemniczyBajt & 64) && !tinfo->blocked)
  2544. node.accessible = CGPathNode::VISITABLE; //tile is accessible if it's coastal and not blocked
  2545. }
  2546. }
  2547. }
  2548. }
  2549. //graph initialized
  2550. //initial tile - set cost on 0 and add to the queue
  2551. graph[src.x][src.y][src.z].turns = 0;
  2552. graph[src.x][src.y][src.z].moveRemains = movement;
  2553. std::queue<CGPathNode*> mq;
  2554. mq.push(&graph[src.x][src.y][src.z]);
  2555. //ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
  2556. std::vector<int3> neighbours;
  2557. neighbours.reserve(8);
  2558. while(!mq.empty())
  2559. {
  2560. CGPathNode *cp = mq.front();
  2561. mq.pop();
  2562. const int3 guardPosition = guardingCreaturePosition(cp->coord);
  2563. const bool guardedPosition = (guardPosition != int3(-1, -1, -1) && cp->coord != src);
  2564. const TerrainTile &ct = map->getTile(cp->coord);
  2565. int movement = cp->moveRemains, turn = cp->turns;
  2566. if(!movement)
  2567. {
  2568. movement = hero->maxMovePoints(ct.tertype != TerrainTile::water);
  2569. turn++;
  2570. }
  2571. //add accessible neighbouring nodes to the queue
  2572. getNeighbours(ct, cp->coord, neighbours, boost::logic::indeterminate, !onLand);
  2573. for(unsigned int i=0; i < neighbours.size(); i++)
  2574. {
  2575. int moveAtNextTile = movement;
  2576. int turnAtNextTile = turn;
  2577. const int3 &n = neighbours[i]; //current neighbor
  2578. CGPathNode & dp = graph[n.x][n.y][n.z];
  2579. if( !checkForVisitableDir(cp->coord, dp.coord)
  2580. || !checkForVisitableDir(dp.coord, cp->coord)
  2581. || dp.accessible == CGPathNode::BLOCKED )
  2582. {
  2583. continue;
  2584. }
  2585. int cost = getMovementCost(hero, cp->coord, dp.coord, movement);
  2586. int remains = movement - cost;
  2587. if(remains < 0)
  2588. {
  2589. //occurs rarely, when hero with low movepoints tries to go leave the road
  2590. turnAtNextTile++;
  2591. moveAtNextTile = hero->maxMovePoints(ct.tertype != TerrainTile::water);
  2592. cost = getMovementCost(hero, cp->coord, dp.coord, moveAtNextTile); //cost must be updated, movement points changed :(
  2593. remains = moveAtNextTile - cost;
  2594. }
  2595. const bool neighborIsGuard = guardingCreaturePosition(cp->coord) == dp.coord;
  2596. if((dp.turns==0xff //we haven't been here before
  2597. || dp.turns > turnAtNextTile
  2598. || (dp.turns >= turnAtNextTile && dp.moveRemains < remains)) //this route is faster
  2599. && (!guardedPosition || neighborIsGuard)) // Can step into tile of guard
  2600. {
  2601. assert(&dp != cp->theNodeBefore); //two tiles can't point to each other
  2602. dp.moveRemains = remains;
  2603. dp.turns = turnAtNextTile;
  2604. dp.theNodeBefore = cp;
  2605. const bool guardedNeighbor = guardingCreaturePosition(dp.coord) != int3(-1, -1, -1);
  2606. //const bool positionIsGuard = guardingCreaturePosition(cp->coord) == cp->coord; //can this be true? hero never passes from monster tile...
  2607. if (dp.accessible == CGPathNode::ACCESSIBLE || dp.accessible == CGPathNode::FLYABLE
  2608. || (guardedNeighbor && !guardedPosition)) // Can step into a hostile tile once.
  2609. {
  2610. mq.push(&dp);
  2611. }
  2612. }
  2613. } //neighbours loop
  2614. } //queue loop
  2615. }
  2616. /**
  2617. * Tells if the tile is guarded by a monster as well as the position
  2618. * of the monster that will attack on it.
  2619. *
  2620. * @return int3(-1, -1, -1) if the tile is unguarded, or the position of
  2621. * the monster guarding the tile.
  2622. */
  2623. int3 CGameState::guardingCreaturePosition (int3 pos) const
  2624. {
  2625. const int3 originalPos = pos;
  2626. // Give monster at position priority.
  2627. if (!map->isInTheMap(pos))
  2628. return int3(-1, -1, -1);
  2629. const TerrainTile &posTile = map->terrain[pos.x][pos.y][pos.z];
  2630. if (posTile.visitable)
  2631. {
  2632. BOOST_FOREACH (CGObjectInstance* obj, posTile.visitableObjects)
  2633. {
  2634. if(obj->blockVisit)
  2635. {
  2636. if (obj->ID == 54) // Monster
  2637. return pos;
  2638. else
  2639. return int3(-1, -1, -1); //blockvis objects are not guarded by neighbouring creatures
  2640. }
  2641. }
  2642. }
  2643. // See if there are any monsters adjacent.
  2644. pos -= int3(1, 1, 0); // Start with top left.
  2645. for (int dx = 0; dx < 3; dx++)
  2646. {
  2647. for (int dy = 0; dy < 3; dy++)
  2648. {
  2649. if (map->isInTheMap(pos))
  2650. {
  2651. TerrainTile &tile = map->terrain[pos.x][pos.y][pos.z];
  2652. if (tile.visitable && (tile.tertype == TerrainTile::water) == (posTile.tertype == TerrainTile::water))
  2653. {
  2654. BOOST_FOREACH (CGObjectInstance* obj, tile.visitableObjects)
  2655. {
  2656. if (obj->ID == 54 && checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile
  2657. {
  2658. return pos;
  2659. }
  2660. }
  2661. }
  2662. }
  2663. pos.y++;
  2664. }
  2665. pos.y -= 3;
  2666. pos.x++;
  2667. }
  2668. return int3(-1, -1, -1);
  2669. }
  2670. bool CGameState::isVisible(int3 pos, int player)
  2671. {
  2672. if(player == 255) //neutral player
  2673. return false;
  2674. return getPlayerTeam(player)->fogOfWarMap[pos.x][pos.y][pos.z];
  2675. }
  2676. bool CGameState::isVisible( const CGObjectInstance *obj, int player )
  2677. {
  2678. if(player == 255) //neutral player
  2679. return false;
  2680. //object is visible when at least one blocked tile is visible
  2681. for(int fx=0; fx<8; ++fx)
  2682. {
  2683. for(int fy=0; fy<6; ++fy)
  2684. {
  2685. int3 pos = obj->pos + int3(fx-7,fy-5,0);
  2686. if(map->isInTheMap(pos)
  2687. && !((obj->defInfo->blockMap[fy] >> (7 - fx)) & 1)
  2688. && isVisible(pos, player) )
  2689. return true;
  2690. }
  2691. }
  2692. return false;
  2693. }
  2694. bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
  2695. {
  2696. const TerrainTile * pom = &map->getTile(dst);
  2697. return checkForVisitableDir(src, pom, dst);
  2698. }
  2699. bool CGameState::checkForVisitableDir( const int3 & src, const TerrainTile *pom, const int3 & dst ) const
  2700. {
  2701. for(unsigned int b=0; b<pom->visitableObjects.size(); ++b) //checking destination tile
  2702. {
  2703. if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore
  2704. continue;
  2705. CGDefInfo * di = pom->visitableObjects[b]->defInfo;
  2706. if( (dst.x == src.x-1 && dst.y == src.y-1) && !(di->visitDir & (1<<4)) )
  2707. {
  2708. return false;
  2709. }
  2710. if( (dst.x == src.x && dst.y == src.y-1) && !(di->visitDir & (1<<5)) )
  2711. {
  2712. return false;
  2713. }
  2714. if( (dst.x == src.x+1 && dst.y == src.y-1) && !(di->visitDir & (1<<6)) )
  2715. {
  2716. return false;
  2717. }
  2718. if( (dst.x == src.x+1 && dst.y == src.y) && !(di->visitDir & (1<<7)) )
  2719. {
  2720. return false;
  2721. }
  2722. if( (dst.x == src.x+1 && dst.y == src.y+1) && !(di->visitDir & (1<<0)) )
  2723. {
  2724. return false;
  2725. }
  2726. if( (dst.x == src.x && dst.y == src.y+1) && !(di->visitDir & (1<<1)) )
  2727. {
  2728. return false;
  2729. }
  2730. if( (dst.x == src.x-1 && dst.y == src.y+1) && !(di->visitDir & (1<<2)) )
  2731. {
  2732. return false;
  2733. }
  2734. if( (dst.x == src.x-1 && dst.y == src.y) && !(di->visitDir & (1<<3)) )
  2735. {
  2736. return false;
  2737. }
  2738. }
  2739. return true;
  2740. }
  2741. std::pair<ui32, ui32> BattleInfo::calculateDmgRange( const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky )
  2742. {
  2743. float additiveBonus=1.0f, multBonus=1.0f,
  2744. minDmg = attacker->getMinDamage() * attacker->count,
  2745. maxDmg = attacker->getMaxDamage() * attacker->count;
  2746. if(attacker->type->idNumber == 149) //arrow turret
  2747. {
  2748. switch(attacker->position)
  2749. {
  2750. case -2: //keep
  2751. minDmg = 15;
  2752. maxDmg = 15;
  2753. break;
  2754. case -3: case -4: //turrets
  2755. minDmg = 7.5f;
  2756. maxDmg = 7.5f;
  2757. break;
  2758. }
  2759. }
  2760. if(attacker->hasBonusOfType(Bonus::SIEGE_WEAPON) && attacker->type->idNumber != 149) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
  2761. { //minDmg and maxDmg are multiplied by hero attack + 1
  2762. minDmg *= attackerHero->getPrimSkillLevel(0) + 1;
  2763. maxDmg *= attackerHero->getPrimSkillLevel(0) + 1;
  2764. }
  2765. int attackDefenceDifference = 0;
  2766. if(attacker->hasBonusOfType(Bonus::GENERAL_ATTACK_REDUCTION))
  2767. {
  2768. float multAttackReduction = attacker->valOfBonuses(Bonus::GENERAL_ATTACK_REDUCTION, -1024) / 100.0f;
  2769. attackDefenceDifference = attacker->Attack() * multAttackReduction;
  2770. }
  2771. else
  2772. {
  2773. attackDefenceDifference = attacker->Attack();
  2774. }
  2775. if(attacker->hasBonusOfType(Bonus::ENEMY_DEFENCE_REDUCTION))
  2776. {
  2777. float multDefenceReduction = (100.0f - attacker->valOfBonuses(Bonus::ENEMY_DEFENCE_REDUCTION, -1024)) / 100.0f;
  2778. attackDefenceDifference -= defender->Defense() * multDefenceReduction;
  2779. }
  2780. else
  2781. {
  2782. attackDefenceDifference -= defender->Defense();
  2783. }
  2784. //calculating total attack/defense skills modifier
  2785. if(shooting) //precision handling (etc.)
  2786. attackDefenceDifference += attacker->getBonuses(Selector::typeSybtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT)).totalValue();
  2787. else //bloodlust handling (etc.)
  2788. attackDefenceDifference += attacker->getBonuses(Selector::typeSybtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_MELEE_FIGHT)).totalValue();
  2789. if(attacker->getEffect(55)) //slayer handling
  2790. {
  2791. std::vector<int> affectedIds;
  2792. int spLevel = attacker->getEffect(55)->val;
  2793. for(int g = 0; g < VLC->creh->creatures.size(); ++g)
  2794. {
  2795. BOOST_FOREACH(const Bonus &b, VLC->creh->creatures[g]->bonuses)
  2796. {
  2797. if ( (b.type == Bonus::KING3 && spLevel >= 3) || //expert
  2798. (b.type == Bonus::KING2 && spLevel >= 2) || //adv +
  2799. (b.type == Bonus::KING1 && spLevel >= 0) ) //none or basic +
  2800. {
  2801. affectedIds.push_back(g);
  2802. break;
  2803. }
  2804. }
  2805. }
  2806. for(unsigned int g=0; g<affectedIds.size(); ++g)
  2807. {
  2808. if(defender->type->idNumber == affectedIds[g])
  2809. {
  2810. attackDefenceDifference += VLC->spellh->spells[55].powers[attacker->getEffect(55)->val];
  2811. break;
  2812. }
  2813. }
  2814. }
  2815. //bonus from attack/defense skills
  2816. if(attackDefenceDifference < 0) //decreasing dmg
  2817. {
  2818. float dec = 0.025f * (-attackDefenceDifference);
  2819. if(dec > 0.7f)
  2820. {
  2821. multBonus *= 0.3f; //1.0 - 0.7
  2822. }
  2823. else
  2824. {
  2825. multBonus *= 1.0f - dec;
  2826. }
  2827. }
  2828. else //increasing dmg
  2829. {
  2830. float inc = 0.05f * attackDefenceDifference;
  2831. if(inc > 4.0f)
  2832. {
  2833. additiveBonus += 4.0f;
  2834. }
  2835. else
  2836. {
  2837. additiveBonus += inc;
  2838. }
  2839. }
  2840. //applying jousting bonus
  2841. if( attacker->hasBonusOfType(Bonus::JOUSTING) && !defender->hasBonusOfType(Bonus::CHARGE_IMMUNITY) )
  2842. additiveBonus += charge * 0.05f;
  2843. //handling secondary abilities and artifacts giving premies to them
  2844. if(attackerHero)
  2845. {
  2846. if(shooting)
  2847. {
  2848. additiveBonus += attackerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 1) / 100.0f;
  2849. }
  2850. else
  2851. {
  2852. additiveBonus += attackerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 22) / 100.0f;
  2853. }
  2854. }
  2855. if(defendingHero)
  2856. {
  2857. multBonus *= (std::max(0, 100-defendingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 23))) / 100.0f;
  2858. }
  2859. //handling hate effect
  2860. if( attacker->hasBonusOfType(Bonus::HATE, defender->type->idNumber) )
  2861. additiveBonus += 0.5f;
  2862. //luck bonus
  2863. if (lucky)
  2864. {
  2865. additiveBonus += 1.0f;
  2866. }
  2867. //handling spell effects
  2868. if(!shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) //eg. shield
  2869. {
  2870. multBonus *= float(defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) / 100.0f;
  2871. }
  2872. else if(shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) //eg. air shield
  2873. {
  2874. multBonus *= float(defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) / 100.0f;
  2875. }
  2876. if(attacker->getEffect(42)) //curse handling (partial, the rest is below)
  2877. {
  2878. multBonus *= 0.8f * float(VLC->spellh->spells[42].powers[attacker->getEffect(42)->val]); //the second factor is 1 or 0
  2879. }
  2880. class HLP
  2881. {
  2882. public:
  2883. static bool hasAdvancedAirShield(const CStack * stack)
  2884. {
  2885. for (BonusList::const_iterator it = stack->bonuses.begin(); it != stack->bonuses.end(); it++)
  2886. {
  2887. if (it->id == 28 && it->val >= 2)
  2888. {
  2889. return true;
  2890. }
  2891. }
  2892. return false;
  2893. }
  2894. };
  2895. //wall / distance penalty + advanced air shield
  2896. if (shooting && !NBonus::hasOfType(attackerHero, Bonus::NO_SHOTING_PENALTY) && (
  2897. hasDistancePenalty(attacker->ID, defender->position) || hasWallPenalty(attacker->ID, defender->position) ||
  2898. HLP::hasAdvancedAirShield(defender) )
  2899. )
  2900. {
  2901. multBonus *= 0.5;
  2902. }
  2903. if (!shooting && attacker->hasBonusOfType(Bonus::SHOOTER) && !attacker->hasBonusOfType(Bonus::NO_MELEE_PENALTY))
  2904. {
  2905. multBonus *= 0.5;
  2906. }
  2907. minDmg *= additiveBonus * multBonus;
  2908. maxDmg *= additiveBonus * multBonus;
  2909. std::pair<ui32, ui32> returnedVal;
  2910. if(attacker->getEffect(42)) //curse handling (rest)
  2911. {
  2912. minDmg -= VLC->spellh->spells[42].powers[attacker->getEffect(42)->val];
  2913. returnedVal = std::make_pair(int(minDmg), int(minDmg));
  2914. }
  2915. else if(attacker->getEffect(41)) //bless handling
  2916. {
  2917. maxDmg += VLC->spellh->spells[41].powers[attacker->getEffect(41)->val];
  2918. returnedVal = std::make_pair(int(maxDmg), int(maxDmg));
  2919. }
  2920. else
  2921. {
  2922. returnedVal = std::make_pair(int(minDmg), int(maxDmg));
  2923. }
  2924. //damage cannot be less than 1
  2925. amax(returnedVal.first, 1);
  2926. amax(returnedVal.second, 1);
  2927. return returnedVal;
  2928. }
  2929. ui32 BattleInfo::calculateDmg( const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky )
  2930. {
  2931. std::pair<ui32, ui32> range = calculateDmgRange(attacker, defender, attackerHero, defendingHero, shooting, charge, lucky);
  2932. if(range.first != range.second)
  2933. {
  2934. int valuesToAverage[10];
  2935. int howManyToAv = std::min<ui32>(10, attacker->count);
  2936. for (int g=0; g<howManyToAv; ++g)
  2937. {
  2938. valuesToAverage[g] = range.first + rand() % (range.second - range.first + 1);
  2939. }
  2940. return std::accumulate(valuesToAverage, valuesToAverage + howManyToAv, 0) / howManyToAv;
  2941. }
  2942. else
  2943. return range.first;
  2944. }
  2945. void BattleInfo::calculateCasualties( std::map<ui32,si32> *casualties ) const
  2946. {
  2947. for(unsigned int i=0; i<stacks.size();i++)//setting casualties
  2948. {
  2949. const CStack * const st = stacks[i];
  2950. si32 killed = (st->alive() ? st->baseAmount - st->count : st->baseAmount);
  2951. amax(killed, 0);
  2952. if(killed)
  2953. casualties[!st->attackerOwned][st->type->idNumber] += killed;
  2954. }
  2955. }
  2956. si8 CGameState::battleMaxSpellLevel()
  2957. {
  2958. if(!curB) //there is not battle
  2959. {
  2960. tlog1 << "si8 CGameState::maxSpellLevel() call when there is no battle!" << std::endl;
  2961. throw "si8 CGameState::maxSpellLevel() call when there is no battle!";
  2962. }
  2963. si8 levelLimit = SPELL_LEVELS;
  2964. const CGHeroInstance *h1 = curB->heroes[0];
  2965. if(h1)
  2966. {
  2967. for(std::list<Bonus>::const_iterator i = h1->bonuses.begin(); i != h1->bonuses.end(); i++)
  2968. if(i->type == Bonus::BLOCK_SPELLS_ABOVE_LEVEL)
  2969. amin(levelLimit, i->val);
  2970. }
  2971. const CGHeroInstance *h2 = curB->heroes[1];
  2972. if(h2)
  2973. {
  2974. for(std::list<Bonus>::const_iterator i = h2->bonuses.begin(); i != h2->bonuses.end(); i++)
  2975. if(i->type == Bonus::BLOCK_SPELLS_ABOVE_LEVEL)
  2976. amin(levelLimit, i->val);
  2977. }
  2978. return levelLimit;
  2979. }
  2980. std::set<CStack*> BattleInfo::getAttackedCreatures( const CSpell * s, int skillLevel, ui8 attackerOwner, int destinationTile )
  2981. {
  2982. std::set<ui16> attackedHexes = s->rangeInHexes(destinationTile, skillLevel);
  2983. std::set<CStack*> attackedCres; /*std::set to exclude multiple occurrences of two hex creatures*/
  2984. bool onlyAlive = s->id != 38 && s->id != 39; //when casting resurrection or animate dead we should be allow to select dead stack
  2985. if(s->id == 24 || s->id == 25 || s->id == 26) //death ripple, destroy undead and Armageddon
  2986. {
  2987. for(int it=0; it<stacks.size(); ++it)
  2988. {
  2989. if((s->id == 24 && !stacks[it]->type->isUndead()) //death ripple
  2990. || (s->id == 25 && stacks[it]->type->isUndead()) //destroy undead
  2991. || (s->id == 26) //Armageddon
  2992. )
  2993. {
  2994. if(stacks[it]->alive())
  2995. attackedCres.insert(stacks[it]);
  2996. }
  2997. }
  2998. }
  2999. else if (s->range[skillLevel].size() > 1) //custom many-hex range
  3000. {
  3001. for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
  3002. {
  3003. CStack * st = getStackT(*it, onlyAlive);
  3004. if(st)
  3005. attackedCres.insert(st);
  3006. }
  3007. }
  3008. else if(VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET_1") != std::string::npos
  3009. || VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET_2") != std::string::npos) //spell to be cast on a specific creature but massive on expert
  3010. {
  3011. if(skillLevel < 3) /*not expert */
  3012. {
  3013. CStack * st = getStackT(destinationTile, onlyAlive);
  3014. if(st)
  3015. attackedCres.insert(st);
  3016. }
  3017. else
  3018. {
  3019. for(int it=0; it<stacks.size(); ++it)
  3020. {
  3021. /*if it's non negative spell and our unit or non positive spell and hostile unit */
  3022. if((VLC->spellh->spells[s->id].positiveness >= 0 && stacks[it]->owner == attackerOwner)
  3023. ||(VLC->spellh->spells[s->id].positiveness <= 0 && stacks[it]->owner != attackerOwner )
  3024. )
  3025. {
  3026. if(!onlyAlive || stacks[it]->alive())
  3027. attackedCres.insert(stacks[it]);
  3028. }
  3029. }
  3030. } //if(caster->getSpellSchoolLevel(s) < 3)
  3031. }
  3032. else if(VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET") != std::string::npos) //spell to be cast on one specific creature
  3033. {
  3034. CStack * st = getStackT(destinationTile, onlyAlive);
  3035. if(st)
  3036. attackedCres.insert(st);
  3037. }
  3038. else //custom range from attackedHexes
  3039. {
  3040. for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
  3041. {
  3042. CStack * st = getStackT(*it, onlyAlive);
  3043. if(st)
  3044. attackedCres.insert(st);
  3045. }
  3046. }
  3047. return attackedCres;
  3048. }
  3049. int BattleInfo::calculateSpellDuration( const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower )
  3050. {
  3051. if(!caster) //TODO: something better
  3052. return std::max(5, usedSpellPower);
  3053. switch(spell->id)
  3054. {
  3055. case 56: //frenzy
  3056. return 1;
  3057. default: //other spells
  3058. return caster->getPrimSkillLevel(2) + caster->valOfBonuses(Bonus::SPELL_DURATION);
  3059. }
  3060. }
  3061. CStack * BattleInfo::generateNewStack(const CStackInstance &base, int stackID, bool attackerOwned, int slot, int /*TerrainTile::EterrainType*/ terrain, int position) const
  3062. {
  3063. CStack * ret = new CStack(&base, attackerOwned ? side1 : side2, stackID, attackerOwned, slot);
  3064. //native terrain bonuses
  3065. int faction = ret->type->faction;
  3066. if(faction >= 0 && VLC->heroh->nativeTerrains[faction] == terrain)
  3067. {
  3068. ret->bonuses.push_back(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE));
  3069. ret->bonuses.push_back(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::ATTACK, 1, Bonus::TERRAIN_NATIVE));
  3070. ret->bonuses.push_back(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 1, Bonus::TERRAIN_NATIVE));
  3071. }
  3072. ret->position = position;
  3073. return ret;
  3074. }
  3075. ui32 BattleInfo::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
  3076. {
  3077. ui32 ret = caster->getSpellCost(sp);
  3078. //checking for friendly stacks reducing cost of the spell and
  3079. //enemy stacks increasing it
  3080. si32 manaReduction = 0;
  3081. si32 manaIncrease = 0;
  3082. for(int g=0; g<stacks.size(); ++g)
  3083. {
  3084. if( stacks[g]->owner == caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ALLY) )
  3085. {
  3086. amin(manaReduction, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ALLY));
  3087. }
  3088. if( stacks[g]->owner != caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ENEMY) )
  3089. {
  3090. amax(manaIncrease, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ENEMY));
  3091. }
  3092. }
  3093. return ret + manaReduction + manaIncrease;
  3094. }
  3095. int BattleInfo::hexToWallPart(int hex) const
  3096. {
  3097. if(siege == 0) //there is no battle!
  3098. return -1;
  3099. static const std::pair<int, int> attackable[] = //potentially attackable parts of wall
  3100. {std::make_pair(50, 0), std::make_pair(183, 1), std::make_pair(182, 2), std::make_pair(130, 3),
  3101. std::make_pair(62, 4), std::make_pair(29, 5), std::make_pair(12, 6), std::make_pair(95, 7), std::make_pair(96, 7)};
  3102. for(int g = 0; g < ARRAY_COUNT(attackable); ++g)
  3103. {
  3104. if(attackable[g].first == hex)
  3105. return attackable[g].second;
  3106. }
  3107. return -1; //not found!
  3108. }
  3109. int BattleInfo::lineToWallHex( int line ) const
  3110. {
  3111. static const int lineToHex[] = {12, 29, 45, 62, 78, 95, 112, 130, 147, 165, 182};
  3112. return lineToHex[line];
  3113. }
  3114. std::pair<const CStack *, int> BattleInfo::getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const
  3115. {
  3116. bool ac[BFIELD_SIZE];
  3117. std::set<int> occupyable;
  3118. getAccessibilityMap(ac, closest->doubleWide(), closest->attackerOwned, false, occupyable, closest->hasBonusOfType(Bonus::FLYING), closest->ID);
  3119. int predecessor[BFIELD_SIZE], dist[BFIELD_SIZE];
  3120. makeBFS(closest->position, ac, predecessor, dist, closest->doubleWide(), closest->attackerOwned, closest->hasBonusOfType(Bonus::FLYING), true);
  3121. std::vector< std::pair< std::pair<int, int>, const CStack *> > stackPairs; //pairs <<distance, hex>, stack>
  3122. for(int g=0; g<BFIELD_SIZE; ++g)
  3123. {
  3124. const CStack * atG = getStackT(g);
  3125. if(!atG || atG->ID == closest->ID) //if there is not stack or we are the closest one
  3126. continue;
  3127. if(boost::logic::indeterminate(attackerOwned) || atG->attackerOwned == attackerOwned)
  3128. {
  3129. if(predecessor[g] == -1) //TODO: is it really the best solution?
  3130. continue;
  3131. stackPairs.push_back( std::make_pair( std::make_pair(dist[predecessor[g]], g), atG) );
  3132. }
  3133. }
  3134. if(stackPairs.size() > 0)
  3135. {
  3136. std::vector< std::pair< std::pair<int, int>, const CStack *> > minimalPairs;
  3137. minimalPairs.push_back(stackPairs[0]);
  3138. for(int b=1; b<stackPairs.size(); ++b)
  3139. {
  3140. if(stackPairs[b].first.first < minimalPairs[0].first.first)
  3141. {
  3142. minimalPairs.clear();
  3143. minimalPairs.push_back(stackPairs[b]);
  3144. }
  3145. else if(stackPairs[b].first.first == minimalPairs[0].first.first)
  3146. {
  3147. minimalPairs.push_back(stackPairs[b]);
  3148. }
  3149. }
  3150. std::pair< std::pair<int, int>, const CStack *> minPair = minimalPairs[minimalPairs.size()/2];
  3151. return std::make_pair(minPair.second, predecessor[minPair.first.second]);
  3152. }
  3153. return std::make_pair<const CStack * , int>(NULL, -1);
  3154. }
  3155. ui32 BattleInfo::calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const
  3156. {
  3157. ui32 ret = baseDamage;
  3158. //applying sorcery secondary skill
  3159. if(caster)
  3160. {
  3161. ret *= (100.f + caster->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 25)) / 100.0f; //sorcery
  3162. ret *= (100.f + caster->valOfBonuses(Bonus::SPELL_DAMAGE) + caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, sp->id)) / 100.0f;
  3163. if(sp->air)
  3164. ret *= (100.0f + caster->valOfBonuses(Bonus::AIR_SPELL_DMG_PREMY)) / 100.0f;
  3165. else if(sp->fire) //only one type of bonus for Magic Arrow
  3166. ret *= (100.0f + caster->valOfBonuses(Bonus::FIRE_SPELL_DMG_PREMY)) / 100.0f;
  3167. else if(sp->water)
  3168. ret *= (100.0f + caster->valOfBonuses(Bonus::WATER_SPELL_DMG_PREMY)) / 100.0f;
  3169. else if(sp->earth)
  3170. ret *= (100.0f + caster->valOfBonuses(Bonus::EARTH_SPELL_DMG_PREMY)) / 100.0f;
  3171. }
  3172. if (caster) //Hero specials like Solmyr, Deemer
  3173. ret *= (100.f + ((caster->valOfBonuses(Bonus::SPECIAL_SPELL_LEV, sp->id) * caster->level) / affectedCreature->type->level)) / 100.0f;
  3174. return ret;
  3175. }
  3176. ui32 BattleInfo::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower ) const
  3177. {
  3178. ui32 ret = 0; //value to return
  3179. //15 - magic arrows, 16 - ice bolt, 17 - lightning bolt, 18 - implosion, 20 - frost ring, 21 - fireball, 22 - inferno, 23 - meteor shower,
  3180. //24 - death ripple, 25 - destroy undead, 26 - armageddon, 77 - thunderbolt
  3181. static std::map <int, int> dmgMultipliers = boost::assign::map_list_of(15, 10)(16, 20)(17, 25)(18, 75)(20, 10)(21, 10)(22, 10)(23, 10)(24, 5)(25, 10)(26, 50)(77, 10);
  3182. //check if spell really does damage - if not, return 0
  3183. if(dmgMultipliers.find(sp->id) == dmgMultipliers.end())
  3184. return 0;
  3185. ret = usedSpellPower * dmgMultipliers[sp->id];
  3186. ret += sp->powers[spellSchoolLevel];
  3187. //affected creature-specific part
  3188. if(affectedCreature)
  3189. {
  3190. //applying protections - when spell has more then one elements, only one protection should be applied (I think)
  3191. if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 0)) //air spell & protection from air
  3192. {
  3193. ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 0);
  3194. ret /= 100;
  3195. }
  3196. else if(sp->fire && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 1)) //fire spell & protection from fire
  3197. {
  3198. ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 1);
  3199. ret /= 100;
  3200. }
  3201. else if(sp->water && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 2)) //water spell & protection from water
  3202. {
  3203. ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 2);
  3204. ret /= 100;
  3205. }
  3206. else if (sp->earth && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 3)) //earth spell & protection from earth
  3207. {
  3208. ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 3);
  3209. ret /= 100;
  3210. }
  3211. //general spell dmg reduction
  3212. if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, -1)) //air spell & protection from air
  3213. {
  3214. ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, -1);
  3215. ret /= 100;
  3216. }
  3217. //dmg increasing
  3218. if( affectedCreature->hasBonusOfType(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id) )
  3219. {
  3220. ret *= 100 + affectedCreature->valOfBonuses(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id);
  3221. ret /= 100;
  3222. }
  3223. }
  3224. calculateSpellBonus(ret, sp, caster, affectedCreature);
  3225. return ret;
  3226. }
  3227. ui32 BattleInfo::calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack) const
  3228. {
  3229. int powerPerLevel;
  3230. bool resurrect;
  3231. switch(spell->id)
  3232. {
  3233. case 37: //cure
  3234. {
  3235. powerPerLevel = 5;
  3236. resurrect = false;
  3237. break;
  3238. }
  3239. case 38: //resurrection
  3240. case 39: //animate dead
  3241. {
  3242. powerPerLevel = 50;
  3243. resurrect = true;
  3244. break;
  3245. }
  3246. }
  3247. int healedHealth = caster->getPrimSkillLevel(2) * powerPerLevel + spell->powers[caster->getSpellSchoolLevel(spell)];
  3248. healedHealth = calculateSpellBonus(healedHealth, spell, caster, stack);
  3249. return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
  3250. }
  3251. bool CGameState::battleCanShoot(int ID, int dest)
  3252. {
  3253. if(!curB)
  3254. return false;
  3255. const CStack *our = curB->getStack(ID),
  3256. *dst = curB->getStackT(dest);
  3257. if(!our || !dst) return false;
  3258. const CGHeroInstance * ourHero = battleGetOwner(our->ID);
  3259. if(our->hasBonusOfType(Bonus::FORGETFULL)) //forgetfulness
  3260. return false;
  3261. if(our->type->idNumber == 145 && dst) //catapult cannot attack creatures
  3262. return false;
  3263. if(our->hasBonusOfType(Bonus::SHOOTER)//it's shooter
  3264. && our->owner != dst->owner
  3265. && dst->alive()
  3266. && (!curB->isStackBlocked(ID) || NBonus::hasOfType(ourHero, Bonus::FREE_SHOOTING))
  3267. && our->shots
  3268. )
  3269. return true;
  3270. return false;
  3271. }
  3272. int CGameState::victoryCheck( ui8 player ) const
  3273. {
  3274. const PlayerState *p = getPlayer(player);
  3275. if(map->victoryCondition.condition == winStandard || map->victoryCondition.allowNormalVictory)
  3276. if(player == checkForStandardWin())
  3277. return -1;
  3278. if (p->enteredWinningCheatCode)
  3279. { //cheater or tester, but has entered the code...
  3280. return 1;
  3281. }
  3282. if(p->human || map->victoryCondition.appliesToAI)
  3283. {
  3284. switch(map->victoryCondition.condition)
  3285. {
  3286. case artifact:
  3287. //check if any hero has winning artifact
  3288. for(size_t i = 0; i < p->heroes.size(); i++)
  3289. if(p->heroes[i]->hasArt(map->victoryCondition.ID))
  3290. return 1;
  3291. break;
  3292. case gatherTroop:
  3293. {
  3294. //check if in players armies there is enough creatures
  3295. int total = 0; //creature counter
  3296. for(size_t i = 0; i < map->objects.size(); i++)
  3297. {
  3298. const CArmedInstance *ai = NULL;
  3299. if(map->objects[i]
  3300. && map->objects[i]->tempOwner == player //object controlled by player
  3301. && (ai = dynamic_cast<const CArmedInstance*>(map->objects[i]))) //contains army
  3302. {
  3303. for(TSlots::const_iterator i=ai->Slots().begin(); i!=ai->Slots().end(); ++i) //iterate through army
  3304. if(i->second.type->idNumber == map->victoryCondition.ID) //it's searched creature
  3305. total += i->second.count;
  3306. }
  3307. }
  3308. if(total >= map->victoryCondition.count)
  3309. return 1;
  3310. }
  3311. break;
  3312. case gatherResource:
  3313. if(p->resources[map->victoryCondition.ID] >= map->victoryCondition.count)
  3314. return 1;
  3315. break;
  3316. case buildCity:
  3317. {
  3318. const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);
  3319. if(t->tempOwner == player && t->fortLevel()-1 >= map->victoryCondition.ID && t->hallLevel()-1 >= map->victoryCondition.count)
  3320. return 1;
  3321. }
  3322. break;
  3323. case buildGrail:
  3324. BOOST_FOREACH(const CGTownInstance *t, map->towns)
  3325. if((t == map->victoryCondition.obj || !map->victoryCondition.obj)
  3326. && t->tempOwner == player
  3327. && vstd::contains(t->builtBuildings, 26))
  3328. return 1;
  3329. break;
  3330. case beatHero:
  3331. if(map->victoryCondition.obj->tempOwner >= PLAYER_LIMIT) //target hero not present on map
  3332. return 1;
  3333. break;
  3334. case captureCity:
  3335. {
  3336. if(map->victoryCondition.obj->tempOwner == player)
  3337. return 1;
  3338. }
  3339. break;
  3340. case beatMonster:
  3341. if(!map->objects[map->victoryCondition.obj->id]) //target monster not present on map
  3342. return 1;
  3343. break;
  3344. case takeDwellings:
  3345. for(size_t i = 0; i < map->objects.size(); i++)
  3346. {
  3347. if(map->objects[i] && map->objects[i]->tempOwner != player) //check not flagged objs
  3348. {
  3349. switch(map->objects[i]->ID)
  3350. {
  3351. case 17: case 18: case 19: case 20: //dwellings
  3352. case 216: case 217: case 218:
  3353. return 0; //found not flagged dwelling - player not won
  3354. }
  3355. }
  3356. }
  3357. return 1;
  3358. break;
  3359. case takeMines:
  3360. for(size_t i = 0; i < map->objects.size(); i++)
  3361. {
  3362. if(map->objects[i] && map->objects[i]->tempOwner != player) //check not flagged objs
  3363. {
  3364. switch(map->objects[i]->ID)
  3365. {
  3366. case 53: case 220:
  3367. return 0; //found not flagged mine - player not won
  3368. }
  3369. }
  3370. }
  3371. return 1;
  3372. break;
  3373. case transportItem:
  3374. {
  3375. const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);
  3376. if(t->visitingHero && t->visitingHero->hasArt(map->victoryCondition.ID)
  3377. || t->garrisonHero && t->garrisonHero->hasArt(map->victoryCondition.ID))
  3378. {
  3379. return 1;
  3380. }
  3381. }
  3382. break;
  3383. }
  3384. }
  3385. return 0;
  3386. }
  3387. ui8 CGameState::checkForStandardWin() const
  3388. {
  3389. //std victory condition is:
  3390. //all enemies lost
  3391. ui8 supposedWinner = 255, winnerTeam = 255;
  3392. for(std::map<ui8,PlayerState>::const_iterator i = players.begin(); i != players.end(); i++)
  3393. {
  3394. if(i->second.status == PlayerState::INGAME && i->first < PLAYER_LIMIT)
  3395. {
  3396. if(supposedWinner == 255)
  3397. {
  3398. //first player remaining ingame - candidate for victory
  3399. supposedWinner = i->second.color;
  3400. winnerTeam = i->second.team;
  3401. }
  3402. else if(winnerTeam != i->second.team)
  3403. {
  3404. //current candidate has enemy remaining in game -> no vicotry
  3405. return 255;
  3406. }
  3407. }
  3408. }
  3409. return supposedWinner;
  3410. }
  3411. bool CGameState::checkForStandardLoss( ui8 player ) const
  3412. {
  3413. //std loss condition is: player lost all towns and heroes
  3414. const PlayerState &p = *getPlayer(player);
  3415. return !p.heroes.size() && !p.towns.size();
  3416. }
  3417. struct statsHLP
  3418. {
  3419. typedef std::pair< ui8, si64 > TStat;
  3420. //converts [<player's color, value>] to vec[place] -> platers
  3421. static std::vector< std::list< ui8 > > getRank( std::vector<TStat> stats )
  3422. {
  3423. std::sort(stats.begin(), stats.end(), statsHLP());
  3424. //put first element
  3425. std::vector< std::list<ui8> > ret;
  3426. std::list<ui8> tmp;
  3427. tmp.push_back( stats[0].first );
  3428. ret.push_back( tmp );
  3429. //the rest of elements
  3430. for(int g=1; g<stats.size(); ++g)
  3431. {
  3432. if(stats[g].second == stats[g-1].second)
  3433. {
  3434. (ret.end()-1)->push_back( stats[g].first );
  3435. }
  3436. else
  3437. {
  3438. //create next occupied rank
  3439. std::list<ui8> tmp;
  3440. tmp.push_back(stats[g].first);
  3441. ret.push_back(tmp);
  3442. }
  3443. }
  3444. return ret;
  3445. }
  3446. bool operator()(const TStat & a, const TStat & b) const
  3447. {
  3448. return a.second > b.second;
  3449. }
  3450. static const CGHeroInstance * findBestHero(CGameState * gs, int color)
  3451. {
  3452. std::vector<CGHeroInstance *> &h = gs->players[color].heroes;
  3453. if(!h.size())
  3454. return NULL;
  3455. //best hero will be that with highest exp
  3456. int best = 0;
  3457. for(int b=1; b<h.size(); ++b)
  3458. {
  3459. if(h[b]->exp > h[best]->exp)
  3460. {
  3461. best = b;
  3462. }
  3463. }
  3464. return h[best];
  3465. }
  3466. //calculates total number of artifacts that belong to given player
  3467. static int getNumberOfArts(const PlayerState * ps)
  3468. {
  3469. int ret = 0;
  3470. for(int g=0; g<ps->heroes.size(); ++g)
  3471. {
  3472. ret += ps->heroes[g]->artifacts.size() + ps->heroes[g]->artifWorn.size();
  3473. }
  3474. return ret;
  3475. }
  3476. };
  3477. void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
  3478. {
  3479. #define FILL_FIELD(FIELD, VAL_GETTER) \
  3480. { \
  3481. std::vector< std::pair< ui8, si64 > > stats; \
  3482. for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g) \
  3483. { \
  3484. if(g->second.color == 255) \
  3485. continue; \
  3486. std::pair< ui8, si64 > stat; \
  3487. stat.first = g->second.color; \
  3488. stat.second = VAL_GETTER; \
  3489. stats.push_back(stat); \
  3490. } \
  3491. tgi.FIELD = statsHLP::getRank(stats); \
  3492. }
  3493. for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
  3494. {
  3495. if(g->second.color != 255)
  3496. tgi.playerColors.push_back(g->second.color);
  3497. }
  3498. if(level >= 1) //num of towns & num of heroes
  3499. {
  3500. //num of towns
  3501. FILL_FIELD(numOfTowns, g->second.towns.size())
  3502. //num of heroes
  3503. FILL_FIELD(numOfHeroes, g->second.heroes.size())
  3504. //best hero's portrait
  3505. for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
  3506. {
  3507. if(g->second.color == 255)
  3508. continue;
  3509. const CGHeroInstance * best = statsHLP::findBestHero(this, g->second.color);
  3510. InfoAboutHero iah;
  3511. iah.initFromHero(best, level >= 8);
  3512. iah.army.clear();
  3513. tgi.colorToBestHero[g->second.color] = iah;
  3514. }
  3515. }
  3516. if(level >= 2) //gold
  3517. {
  3518. FILL_FIELD(gold, g->second.resources[6])
  3519. }
  3520. if(level >= 2) //wood & ore
  3521. {
  3522. FILL_FIELD(woodOre, g->second.resources[0] + g->second.resources[1])
  3523. }
  3524. if(level >= 3) //mercury, sulfur, crystal, gems
  3525. {
  3526. FILL_FIELD(mercSulfCrystGems, g->second.resources[2] + g->second.resources[3] + g->second.resources[4] + g->second.resources[5])
  3527. }
  3528. if(level >= 4) //obelisks found
  3529. {
  3530. //TODO
  3531. }
  3532. if(level >= 5) //artifacts
  3533. {
  3534. FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))
  3535. }
  3536. if(level >= 6) //army strength
  3537. {
  3538. //TODO
  3539. }
  3540. if(level >= 7) //income
  3541. {
  3542. //TODO
  3543. }
  3544. if(level >= 8) //best hero's stats
  3545. {
  3546. //already set in lvl 1 handling
  3547. }
  3548. if(level >= 9) //personality
  3549. {
  3550. for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
  3551. {
  3552. if(g->second.color == 255) //do nothing for neutral player
  3553. continue;
  3554. if(g->second.human)
  3555. {
  3556. tgi.personality[g->second.color] = -1;
  3557. }
  3558. else //AI
  3559. {
  3560. tgi.personality[g->second.color] = map->players[g->second.color].AITactic;
  3561. }
  3562. }
  3563. }
  3564. if(level >= 10) //best creature
  3565. {
  3566. //best creatures belonging to player (highest AI value)
  3567. for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
  3568. {
  3569. if(g->second.color == 255) //do nothing for neutral player
  3570. continue;
  3571. int bestCre = -1; //best creature's ID
  3572. for(int b=0; b<g->second.heroes.size(); ++b)
  3573. {
  3574. for(TSlots::const_iterator it = g->second.heroes[b]->Slots().begin(); it != g->second.heroes[b]->Slots().end(); ++it)
  3575. {
  3576. int toCmp = it->second.type->idNumber; //ID of creature we should compare with the best one
  3577. if(bestCre == -1 || VLC->creh->creatures[bestCre]->AIValue < VLC->creh->creatures[toCmp]->AIValue)
  3578. {
  3579. bestCre = toCmp;
  3580. }
  3581. }
  3582. }
  3583. tgi.bestCreature[g->second.color] = bestCre;
  3584. }
  3585. }
  3586. #undef FILL_FIELD
  3587. }
  3588. int CGameState::lossCheck( ui8 player ) const
  3589. {
  3590. const PlayerState *p = getPlayer(player);
  3591. //if(map->lossCondition.typeOfLossCon == lossStandard)
  3592. if(checkForStandardLoss(player))
  3593. return -1;
  3594. if (p->enteredLosingCheatCode)
  3595. {
  3596. return 1;
  3597. }
  3598. if(p->human) //special loss condition applies only to human player
  3599. {
  3600. switch(map->lossCondition.typeOfLossCon)
  3601. {
  3602. case lossCastle:
  3603. {
  3604. const CGTownInstance *t = dynamic_cast<const CGTownInstance *>(map->lossCondition.obj);
  3605. assert(t);
  3606. if(t->tempOwner != player)
  3607. return 1;
  3608. }
  3609. break;
  3610. case lossHero:
  3611. {
  3612. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(map->lossCondition.obj);
  3613. assert(h);
  3614. if(h->tempOwner != player)
  3615. return 1;
  3616. }
  3617. break;
  3618. case timeExpires:
  3619. if(map->lossCondition.timeLimit < day)
  3620. return 1;
  3621. break;
  3622. }
  3623. }
  3624. if(!p->towns.size() && p->daysWithoutCastle >= 7)
  3625. return 2;
  3626. return false;
  3627. }
  3628. std::map<ui32,CGHeroInstance *> CGameState::unusedHeroesFromPool()
  3629. {
  3630. std::map<ui32,CGHeroInstance *> pool = hpool.heroesPool;
  3631. for ( std::map<ui8, PlayerState>::iterator i = players.begin() ; i != players.end();i++)
  3632. for(std::vector<CGHeroInstance *>::iterator j = i->second.availableHeroes.begin(); j != i->second.availableHeroes.end(); j++)
  3633. if(*j)
  3634. pool.erase((**j).subID);
  3635. return pool;
  3636. }
  3637. const CStack * BattleInfo::getNextStack() const
  3638. {
  3639. std::vector<const CStack *> hlp;
  3640. getStackQueue(hlp, 1, -1);
  3641. if(hlp.size())
  3642. return hlp[0];
  3643. else
  3644. return NULL;
  3645. }
  3646. static const CStack *takeStack(std::vector<const CStack *> &st, int &curside, int turn)
  3647. {
  3648. const CStack *ret = NULL;
  3649. unsigned i, //fastest stack
  3650. j; //fastest stack of the other side
  3651. for(i = 0; i < st.size(); i++)
  3652. if(st[i])
  3653. break;
  3654. //no stacks left
  3655. if(i == st.size())
  3656. return NULL;
  3657. const CStack *fastest = st[i], *other = NULL;
  3658. int bestSpeed = fastest->Speed(turn);
  3659. if(fastest->attackerOwned != curside)
  3660. {
  3661. ret = fastest;
  3662. }
  3663. else
  3664. {
  3665. for(j = i + 1; j < st.size(); j++)
  3666. {
  3667. if(!st[j]) continue;
  3668. if(st[j]->attackerOwned != curside || st[j]->Speed(turn) != bestSpeed)
  3669. break;
  3670. }
  3671. if(j >= st.size())
  3672. {
  3673. ret = fastest;
  3674. }
  3675. else
  3676. {
  3677. other = st[j];
  3678. if(other->Speed(turn) != bestSpeed)
  3679. ret = fastest;
  3680. else
  3681. ret = other;
  3682. }
  3683. }
  3684. assert(ret);
  3685. if(ret == fastest)
  3686. st[i] = NULL;
  3687. else
  3688. st[j] = NULL;
  3689. curside = ret->attackerOwned;
  3690. return ret;
  3691. }
  3692. void BattleInfo::getStackQueue( std::vector<const CStack *> &out, int howMany, int turn /*= 0*/, int lastMoved /*= -1*/ ) const
  3693. {
  3694. //we'll split creatures with remaining movement to 4 parts
  3695. std::vector<const CStack *> phase[4]; //0 - turrets/catapult, 1 - normal (unmoved) creatures, other war machines, 2 - waited cres that had morale, 3 - rest of waited cres
  3696. int toMove = 0; //how many stacks still has move
  3697. const CStack *active = getStack(activeStack);
  3698. //active stack hasn't taken any action yet - must be placed at the beginning of queue, no matter what
  3699. if(!turn && active && active->willMove() && !vstd::contains(active->state, WAITING))
  3700. {
  3701. out.push_back(active);
  3702. if(out.size() == howMany)
  3703. return;
  3704. }
  3705. for(unsigned int i=0; i<stacks.size(); ++i)
  3706. {
  3707. const CStack * const s = stacks[i];
  3708. if(turn <= 0 && !s->willMove() //we are considering current round and stack won't move
  3709. || turn > 0 && !s->canMove(turn) //stack won't be able to move in later rounds
  3710. || turn <= 0 && s == active && out.size() && s == out.front()) //it's active stack already added at the beginning of queue
  3711. {
  3712. continue;
  3713. }
  3714. int p = -1; //in which phase this tack will move?
  3715. if(turn <= 0 && vstd::contains(s->state, WAITING)) //consider waiting state only for ongoing round
  3716. {
  3717. if(vstd::contains(s->state, HAD_MORALE))
  3718. p = 2;
  3719. else
  3720. p = 3;
  3721. }
  3722. else if(s->type->idNumber == 145 || s->type->idNumber == 149) //catapult and turrets are first
  3723. {
  3724. p = 0;
  3725. }
  3726. else
  3727. {
  3728. p = 1;
  3729. }
  3730. phase[p].push_back(s);
  3731. toMove++;
  3732. }
  3733. for(int i = 0; i < 4; i++)
  3734. std::sort(phase[i].begin(), phase[i].end(), CMP_stack(i, turn > 0 ? turn : 0));
  3735. for(size_t i = 0; i < phase[0].size() && i < howMany; i++)
  3736. out.push_back(phase[0][i]);
  3737. if(out.size() == howMany)
  3738. return;
  3739. if(lastMoved == -1)
  3740. {
  3741. if(active)
  3742. {
  3743. if(out.size() && out.front() == active)
  3744. lastMoved = active->attackerOwned;
  3745. else
  3746. lastMoved = active->attackerOwned;
  3747. }
  3748. else
  3749. {
  3750. lastMoved = 0;
  3751. }
  3752. }
  3753. int pi = 1;
  3754. while(out.size() < howMany)
  3755. {
  3756. const CStack *hlp = takeStack(phase[pi], lastMoved, turn);
  3757. if(!hlp)
  3758. {
  3759. pi++;
  3760. if(pi > 3)
  3761. {
  3762. //if(turn != 2)
  3763. getStackQueue(out, howMany, turn + 1, lastMoved);
  3764. return;
  3765. }
  3766. }
  3767. else
  3768. {
  3769. out.push_back(hlp);
  3770. }
  3771. }
  3772. }
  3773. si8 BattleInfo::hasDistancePenalty( int stackID, int destHex )
  3774. {
  3775. const CStack * stack = getStack(stackID);
  3776. struct HLP
  3777. {
  3778. static bool lowerAnalyze(const CStack * stack, int hex)
  3779. {
  3780. int distance = BattleInfo::getDistance(hex, stack->position);
  3781. //I hope it's approximately correct
  3782. return distance > 10 && !stack->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY);
  3783. }
  3784. };
  3785. const CStack * dstStack = getStackT(destHex, false);
  3786. if (dstStack->doubleWide())
  3787. return HLP::lowerAnalyze(stack, destHex) && HLP::lowerAnalyze(stack, dstStack->occupiedHex());
  3788. else
  3789. return HLP::lowerAnalyze(stack, destHex);
  3790. }
  3791. si8 BattleInfo::sameSideOfWall(int pos1, int pos2)
  3792. {
  3793. int wallInStackLine = lineToWallHex(pos1/BFIELD_WIDTH);
  3794. int wallInDestLine = lineToWallHex(pos2/BFIELD_WIDTH);
  3795. bool stackLeft = pos1 < wallInStackLine;
  3796. bool destLeft = pos2 < wallInDestLine;
  3797. return stackLeft != destLeft;
  3798. }
  3799. si8 BattleInfo::hasWallPenalty( int stackID, int destHex )
  3800. {
  3801. if (siege == 0)
  3802. {
  3803. return false;
  3804. }
  3805. const CStack * stack = getStack(stackID);
  3806. if (stack->hasBonusOfType(Bonus::NO_WALL_PENALTY));
  3807. {
  3808. return false;
  3809. }
  3810. return !sameSideOfWall(stack->position, destHex);
  3811. }
  3812. si8 BattleInfo::canTeleportTo(int stackID, int destHex, int telportLevel)
  3813. {
  3814. bool ac[BFIELD_SIZE];
  3815. const CStack *s = getStack(stackID, false); //this function is called from healedOrResurrected, so our stack can be dead
  3816. std::set<int> occupyable;
  3817. getAccessibilityMap(ac, s->doubleWide(), s->attackerOwned, false, occupyable, s->hasBonusOfType(Bonus::FLYING), stackID);
  3818. if (siege && telportLevel < 2) //check for wall
  3819. {
  3820. return ac[destHex] && sameSideOfWall(s->position, destHex);
  3821. }
  3822. else
  3823. {
  3824. return ac[destHex];
  3825. }
  3826. }
  3827. void BattleInfo::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
  3828. {
  3829. CBonusSystemNode::getBonuses(out, selector, root);
  3830. const CStack *dest = dynamic_cast<const CStack*>(root);
  3831. if (!dest)
  3832. return;
  3833. //TODO: make it in clean way
  3834. if(Selector::matchesType(selector, Bonus::MORALE) || Selector::matchesType(selector, Bonus::LUCK))
  3835. {
  3836. BOOST_FOREACH(const CStack *s, stacks)
  3837. {
  3838. if(s->owner == dest->owner)
  3839. s->getBonuses(out, selector, Selector::effectRange(Bonus::ONLY_ALLIED_ARMY), this);
  3840. else
  3841. s->getBonuses(out, selector, Selector::effectRange(Bonus::ONLY_ENEMY_ARMY), this);
  3842. }
  3843. }
  3844. }
  3845. si8 BattleInfo::getDistance( int hex1, int hex2 )
  3846. {
  3847. int xDst = std::abs(hex1 % BFIELD_WIDTH - hex2 % BFIELD_WIDTH),
  3848. yDst = std::abs(hex1 / BFIELD_WIDTH - hex2 / BFIELD_WIDTH);
  3849. return std::max(xDst, yDst) + std::min(xDst, yDst) - (yDst + 1)/2;
  3850. }
  3851. int3 CPath::startPos() const
  3852. {
  3853. return nodes[nodes.size()-1].coord;
  3854. }
  3855. void CPath::convert(ui8 mode) //mode=0 -> from 'manifest' to 'object'
  3856. {
  3857. if (mode==0)
  3858. {
  3859. for (unsigned int i=0;i<nodes.size();i++)
  3860. {
  3861. nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
  3862. }
  3863. }
  3864. }
  3865. int3 CPath::endPos() const
  3866. {
  3867. return nodes[0].coord;
  3868. }
  3869. CGPathNode::CGPathNode()
  3870. :coord(-1,-1,-1)
  3871. {
  3872. accessible = 0;
  3873. land = 0;
  3874. moveRemains = 0;
  3875. turns = 255;
  3876. theNodeBefore = NULL;
  3877. }
  3878. bool CPathsInfo::getPath( const int3 &dst, CGPath &out )
  3879. {
  3880. out.nodes.clear();
  3881. const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
  3882. if(!curnode->theNodeBefore || curnode->accessible == CGPathNode::FLYABLE)
  3883. return false;
  3884. //we'll transform number of turns to conform the rule that hero cannot stop on blocked tile
  3885. bool transition01 = false;
  3886. while(curnode)
  3887. {
  3888. CGPathNode cpn = *curnode;
  3889. if(transition01)
  3890. {
  3891. if (curnode->accessible == CGPathNode::ACCESSIBLE)
  3892. {
  3893. transition01 = false;
  3894. }
  3895. else if (curnode->accessible == CGPathNode::FLYABLE)
  3896. {
  3897. cpn.turns = 1;
  3898. }
  3899. }
  3900. if(curnode->turns == 1 && curnode->theNodeBefore->turns == 0)
  3901. {
  3902. transition01 = true;
  3903. }
  3904. curnode = curnode->theNodeBefore;
  3905. out.nodes.push_back(cpn);
  3906. }
  3907. return true;
  3908. }
  3909. CPathsInfo::CPathsInfo( const int3 &Sizes )
  3910. :sizes(Sizes)
  3911. {
  3912. hero = NULL;
  3913. nodes = new CGPathNode**[sizes.x];
  3914. for(int i = 0; i < sizes.x; i++)
  3915. {
  3916. nodes[i] = new CGPathNode*[sizes.y];
  3917. for (int j = 0; j < sizes.y; j++)
  3918. {
  3919. nodes[i][j] = new CGPathNode[sizes.z];
  3920. }
  3921. }
  3922. }
  3923. CPathsInfo::~CPathsInfo()
  3924. {
  3925. for(int i = 0; i < sizes.x; i++)
  3926. {
  3927. for (int j = 0; j < sizes.y; j++)
  3928. {
  3929. delete [] nodes[i][j];
  3930. }
  3931. delete [] nodes[i];
  3932. }
  3933. delete [] nodes;
  3934. }
  3935. int3 CGPath::startPos() const
  3936. {
  3937. return nodes[nodes.size()-1].coord;
  3938. }
  3939. int3 CGPath::endPos() const
  3940. {
  3941. return nodes[0].coord;
  3942. }
  3943. void CGPath::convert( ui8 mode )
  3944. {
  3945. if(mode==0)
  3946. {
  3947. for(unsigned int i=0;i<nodes.size();i++)
  3948. {
  3949. nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
  3950. }
  3951. }
  3952. }
  3953. bool CMP_stack::operator()( const CStack* a, const CStack* b )
  3954. {
  3955. switch(phase)
  3956. {
  3957. case 0: //catapult moves after turrets
  3958. return a->type->idNumber < b->type->idNumber; //catapult is 145 and turrets are 149
  3959. //TODO? turrets order
  3960. case 1: //fastest first, upper slot first
  3961. {
  3962. int as = a->Speed(turn), bs = b->Speed(turn);
  3963. if(as != bs)
  3964. return as > bs;
  3965. else
  3966. return a->slot < b->slot;
  3967. }
  3968. case 2: //fastest last, upper slot first
  3969. //TODO: should be replaced with order of receiving morale!
  3970. case 3: //fastest last, upper slot first
  3971. {
  3972. int as = a->Speed(turn), bs = b->Speed(turn);
  3973. if(as != bs)
  3974. return as < bs;
  3975. else
  3976. return a->slot < b->slot;
  3977. }
  3978. default:
  3979. assert(0);
  3980. return false;
  3981. }
  3982. }
  3983. CMP_stack::CMP_stack( int Phase /*= 1*/, int Turn )
  3984. {
  3985. phase = Phase;
  3986. turn = Turn;
  3987. }
  3988. PlayerState::PlayerState()
  3989. : color(-1), currentSelection(0xffffffff), status(INGAME), daysWithoutCastle(0),
  3990. enteredLosingCheatCode(0), enteredWinningCheatCode(0)
  3991. {
  3992. }
  3993. void PlayerState::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
  3994. {
  3995. /*
  3996. for (std::vector<CGHeroInstance *>::const_iterator it = heroes.begin(); it != heroes.end(); ++it)
  3997. {
  3998. if (*it != root)
  3999. (*it)->getParents(out, root);
  4000. }
  4001. for (std::vector<CGTownInstance *>::const_iterator it = towns.begin(); it != towns.end(); ++it)
  4002. {
  4003. if (*it != root)
  4004. (*it)->getParents(out, root);
  4005. }
  4006. */
  4007. //TODO - dwellings
  4008. }
  4009. void PlayerState::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
  4010. {
  4011. CBonusSystemNode::getBonuses(out, selector, root);
  4012. }
  4013. InfoAboutHero::InfoAboutHero()
  4014. {
  4015. details = NULL;
  4016. hclass = NULL;
  4017. portrait = -1;
  4018. }
  4019. InfoAboutHero::InfoAboutHero( const InfoAboutHero & iah )
  4020. {
  4021. assign(iah);
  4022. }
  4023. InfoAboutHero::~InfoAboutHero()
  4024. {
  4025. delete details;
  4026. }
  4027. void InfoAboutHero::initFromHero( const CGHeroInstance *h, bool detailed )
  4028. {
  4029. if(!h) return;
  4030. owner = h->tempOwner;
  4031. hclass = h->type->heroClass;
  4032. name = h->name;
  4033. portrait = h->portrait;
  4034. army = h->getArmy();
  4035. if(detailed)
  4036. {
  4037. //include details about hero
  4038. details = new Details;
  4039. details->luck = h->LuckVal();
  4040. details->morale = h->MoraleVal();
  4041. details->mana = h->mana;
  4042. details->primskills.resize(PRIMARY_SKILLS);
  4043. for (int i = 0; i < PRIMARY_SKILLS ; i++)
  4044. {
  4045. details->primskills[i] = h->getPrimSkillLevel(i);
  4046. }
  4047. }
  4048. else
  4049. {
  4050. //hide info about hero stacks counts using descriptives names ids
  4051. for(TSlots::const_iterator i = army.Slots().begin(); i != army.Slots().end(); ++i)
  4052. {
  4053. army.setStackCount(i->first, i->second.getQuantityID()+1);
  4054. }
  4055. }
  4056. }
  4057. void InfoAboutHero::assign( const InfoAboutHero & iah )
  4058. {
  4059. army = iah.army;
  4060. details = (iah.details ? new Details(*iah.details) : NULL);
  4061. hclass = iah.hclass;
  4062. name = iah.name;
  4063. owner = iah.owner;
  4064. portrait = iah.portrait;
  4065. }
  4066. InfoAboutHero & InfoAboutHero::operator=( const InfoAboutHero & iah )
  4067. {
  4068. assign(iah);
  4069. return *this;
  4070. }