| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333 |
- #pragma once
- #include "CCreatureHandler.h"
- #include "VCMI_Lib.h"
- #include "HeroBonus.h"
- #include "CCreatureSet.h"
- #include "ConstTransitivePtr.h"
- #include "IGameCallback.h"
- #include "ResourceSet.h"
- #include "int3.h"
- #include "CRandomGenerator.h"
- #include "CGameStateFwd.h"
- #include "CPathfinder.h"
- /*
- * CGameState.h, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- class CTown;
- class CCallback;
- class IGameCallback;
- class CCreatureSet;
- class CStack;
- class CQuest;
- class CGHeroInstance;
- class CGTownInstance;
- class CArmedInstance;
- class CGDwelling;
- class CObjectScript;
- class CGObjectInstance;
- class CCreature;
- class CMap;
- struct StartInfo;
- struct SDL_Surface;
- class CMapHandler;
- struct SetObjectProperty;
- struct MetaString;
- struct CPack;
- class CSpell;
- struct TerrainTile;
- class CHeroClass;
- class CCampaign;
- class CCampaignState;
- class IModableArt;
- class CGGarrison;
- class CGameInfo;
- struct QuestInfo;
- class CQuest;
- class CCampaignScenario;
- struct EventCondition;
- class CScenarioTravel;
- namespace boost
- {
- class shared_mutex;
- }
- struct DLL_LINKAGE SThievesGuildInfo
- {
- std::vector<PlayerColor> playerColors; //colors of players that are in-game
- std::vector< std::vector< PlayerColor > > numOfTowns, numOfHeroes, gold, woodOre, mercSulfCrystGems, obelisks, artifacts, army, income; // [place] -> [colours of players]
- std::map<PlayerColor, InfoAboutHero> colorToBestHero; //maps player's color to his best heros'
- std::map<PlayerColor, EAiTactic::EAiTactic> personality; // color to personality // ai tactic
- std::map<PlayerColor, si32> bestCreature; // color to ID // id or -1 if not known
- // template <typename Handler> void serialize(Handler &h, const int version)
- // {
- // h & playerColors & numOfTowns & numOfHeroes & gold & woodOre & mercSulfCrystGems & obelisks & artifacts & army & income;
- // h & colorToBestHero & personality & bestCreature;
- // }
- };
- struct DLL_LINKAGE RumorState
- {
- enum ERumorType : ui8
- {
- TYPE_NONE = 0, TYPE_RAND, TYPE_SPECIAL, TYPE_MAP
- };
- enum ERumorTypeSpecial : ui8
- {
- RUMOR_OBELISKS = 208,
- RUMOR_ARTIFACTS = 209,
- RUMOR_ARMY = 210,
- RUMOR_INCOME = 211,
- RUMOR_GRAIL = 212
- };
- ERumorType type;
- std::map<ERumorType, std::pair<int, int>> last;
- RumorState(){type = TYPE_NONE; last = {};};
- bool update(int id, int extra);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & type & last;
- }
- };
- struct UpgradeInfo
- {
- CreatureID oldID; //creature to be upgraded
- std::vector<CreatureID> newID; //possible upgrades
- std::vector<TResources> cost; // cost[upgrade_serial] -> set of pairs<resource_ID,resource_amount>; cost is for single unit (not entire stack)
- UpgradeInfo(){oldID = CreatureID::NONE;};
- };
- struct DLL_EXPORT DuelParameters
- {
- ETerrainType terType;
- BFieldType bfieldType;
- struct DLL_EXPORT SideSettings
- {
- struct DLL_EXPORT StackSettings
- {
- CreatureID type;
- si32 count;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & type & count;
- }
- StackSettings();
- StackSettings(CreatureID Type, si32 Count);
- } stacks[GameConstants::ARMY_SIZE];
- si32 heroId; //-1 if none
- std::vector<si32> heroPrimSkills; //may be empty
- std::map<si32, CArtifactInstance*> artifacts;
- std::vector<std::pair<si32, si8> > heroSecSkills; //may be empty; pairs <id, level>, level [0-3]
- std::set<SpellID> spells;
- SideSettings();
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & stacks & heroId & heroPrimSkills & artifacts & heroSecSkills & spells;
- }
- } sides[2];
- std::vector<shared_ptr<CObstacleInstance> > obstacles;
- static DuelParameters fromJSON(const std::string &fname);
- struct CusomCreature
- {
- int id;
- int attack, defense, dmg, HP, speed, shoots;
- CusomCreature()
- {
- id = attack = defense = dmg = HP = speed = shoots = -1;
- }
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & id & attack & defense & dmg & HP & speed & shoots;
- }
- };
- std::vector<CusomCreature> creatures;
- DuelParameters();
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & terType & bfieldType & sides & obstacles & creatures;
- }
- };
- struct BattleInfo;
- DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult);
- class DLL_LINKAGE CGameState : public CNonConstInfoCallback
- {
- public:
- struct DLL_LINKAGE HeroesPool
- {
- std::map<ui32, ConstTransitivePtr<CGHeroInstance> > heroesPool; //[subID] - heroes available to buy; nullptr if not available
- std::map<ui32,ui8> pavailable; // [subid] -> which players can recruit hero (binary flags)
- CGHeroInstance * pickHeroFor(bool native, PlayerColor player, const CTown *town,
- std::map<ui32, ConstTransitivePtr<CGHeroInstance> > &available, CRandomGenerator & rand, const CHeroClass *bannedClass = nullptr) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & heroesPool & pavailable;
- }
- } hpool; //we have here all heroes available on this map that are not hired
- CGameState();
- virtual ~CGameState();
- void init(StartInfo * si);
- ConstTransitivePtr<StartInfo> scenarioOps, initialOpts; //second one is a copy of settings received from pregame (not randomized)
- PlayerColor currentPlayer; //ID of player currently having turn
- ConstTransitivePtr<BattleInfo> curB; //current battle
- ui32 day; //total number of days in game
- ConstTransitivePtr<CMap> map;
- std::map<PlayerColor, PlayerState> players;
- std::map<TeamID, TeamState> teams;
- CBonusSystemNode globalEffects;
- RumorState rumor;
- boost::shared_mutex *mx;
- void giveHeroArtifact(CGHeroInstance *h, ArtifactID aid);
- void apply(CPack *pack);
- BFieldType battleGetBattlefieldType(int3 tile);
- UpgradeInfo getUpgradeInfo(const CStackInstance &stack);
- PlayerRelations::PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2);
- bool checkForVisitableDir(const int3 & src, const int3 & dst) const; //check if src tile is visitable from dst tile
- void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out); //calculates possible paths for hero, by default uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
- int3 guardingCreaturePosition (int3 pos) const;
- std::vector<CGObjectInstance*> guardingCreatures (int3 pos) const;
- void updateRumor();
- // ----- victory, loss condition checks -----
- EVictoryLossCheckResult checkForVictoryAndLoss(PlayerColor player) const;
- bool checkForVictory(PlayerColor player, const EventCondition & condition) const; //checks if given player is winner
- PlayerColor checkForStandardWin() const; //returns color of player that accomplished standard victory conditions or 255 (NEUTRAL) if no winner
- bool checkForStandardLoss(PlayerColor player) const; //checks if given player lost the game
- void obtainPlayersStats(SThievesGuildInfo & tgi, int level); //fills tgi with info about other players that is available at given level of thieves' guild
- std::map<ui32, ConstTransitivePtr<CGHeroInstance> > unusedHeroesFromPool(); //heroes pool without heroes that are available in taverns
- BattleInfo * setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town);
- bool isVisible(int3 pos, PlayerColor player);
- bool isVisible(const CGObjectInstance *obj, boost::optional<PlayerColor> player);
- int getDate(Date::EDateType mode=Date::DAY) const; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
- // ----- getters, setters -----
- CRandomGenerator & getRandomGenerator();
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & scenarioOps & initialOpts & currentPlayer & day & map & players & teams & hpool & globalEffects & rand;
- if(version >= 755)
- {
- h & rumor;
- }
- else if(!h.saving)
- rumor = RumorState();
- BONUS_TREE_DESERIALIZATION_FIX
- }
- private:
- struct CrossoverHeroesList
- {
- std::vector<CGHeroInstance *> heroesFromPreviousScenario, heroesFromAnyPreviousScenarios;
- void addHeroToBothLists(CGHeroInstance * hero);
- void removeHeroFromBothLists(CGHeroInstance * hero);
- };
- struct CampaignHeroReplacement
- {
- CampaignHeroReplacement(CGHeroInstance * hero, ObjectInstanceID heroPlaceholderId);
- CGHeroInstance * hero;
- ObjectInstanceID heroPlaceholderId;
- };
- // ----- initialization -----
- void initNewGame();
- void initCampaign();
- void initDuel();
- void checkMapChecksum();
- void initGrailPosition();
- void initRandomFactionsForPlayers();
- void randomizeMapObjects();
- void randomizeObject(CGObjectInstance *cur);
- void initPlayerStates();
- void placeCampaignHeroes();
- CrossoverHeroesList getCrossoverHeroesFromPreviousScenarios() const;
- /// returns heroes and placeholders in where heroes will be put
- std::vector<CampaignHeroReplacement> generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes);
- /// gets prepared and copied hero instances with crossover heroes from prev. scenario and travel options from current scenario
- void prepareCrossoverHeroes(std::vector<CampaignHeroReplacement> & campaignHeroReplacements, const CScenarioTravel & travelOptions) const;
- void replaceHeroesPlaceholders(const std::vector<CampaignHeroReplacement> & campaignHeroReplacements);
- void placeStartingHeroes();
- void placeStartingHero(PlayerColor playerColor, HeroTypeID heroTypeId, int3 townPos);
- void initStartingResources();
- void initHeroes();
- void giveCampaignBonusToHero(CGHeroInstance * hero);
- void initFogOfWar();
- void initStartingBonus();
- void initTowns();
- void initMapObjects();
- void initVisitingAndGarrisonedHeroes();
- // ----- bonus system handling -----
- void buildBonusSystemTree();
- void attachArmedObjects();
- void buildGlobalTeamPlayerTree();
- void deserializationFix();
- // ---- misc helpers -----
- CGHeroInstance * getUsedHero(HeroTypeID hid) const;
- bool isUsedHero(HeroTypeID hid) const; //looks in heroes and prisons
- std::set<HeroTypeID> getUnusedAllowedHeroes(bool alsoIncludeNotAllowed = false) const;
- std::pair<Obj,int> pickObject(CGObjectInstance *obj); //chooses type of object to be randomized, returns <type, subtype>
- int pickUnusedHeroTypeRandomly(PlayerColor owner); // picks a unused hero type randomly
- int pickNextHeroType(PlayerColor owner); // picks next free hero type of the H3 hero init sequence -> chosen starting hero, then unused hero type randomly
- // ---- data -----
- CRandomGenerator rand;
- friend class CCallback;
- friend class CClient;
- friend class IGameCallback;
- friend class CMapHandler;
- friend class CGameHandler;
- };
|