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CGameState.cpp 91 KB

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  1. #define VCMI_DLL
  2. #include <algorithm>
  3. #include <queue>
  4. #include <fstream>
  5. #include "CGameState.h"
  6. #include <boost/random/linear_congruential.hpp>
  7. #include "../hch/CDefObjInfoHandler.h"
  8. #include "../hch/CArtHandler.h"
  9. #include "../hch/CBuildingHandler.h"
  10. #include "../hch/CGeneralTextHandler.h"
  11. #include "../hch/CTownHandler.h"
  12. #include "../hch/CSpellHandler.h"
  13. #include "../hch/CHeroHandler.h"
  14. #include "../hch/CObjectHandler.h"
  15. #include "../hch/CCreatureHandler.h"
  16. #include "VCMI_Lib.h"
  17. #include "Connection.h"
  18. #include "map.h"
  19. #include "../StartInfo.h"
  20. #include "NetPacks.h"
  21. #include <boost/foreach.hpp>
  22. #include <boost/lexical_cast.hpp>
  23. #include <boost/thread.hpp>
  24. #include <boost/thread/shared_mutex.hpp>
  25. #include <boost/assign/list_of.hpp>
  26. #include "RegisterTypes.cpp"
  27. boost::rand48 ran;
  28. #ifdef min
  29. #undef min
  30. #endif
  31. #ifdef max
  32. #undef max
  33. #endif
  34. /*
  35. * CGameState.cpp, part of VCMI engine
  36. *
  37. * Authors: listed in file AUTHORS in main folder
  38. *
  39. * License: GNU General Public License v2.0 or later
  40. * Full text of license available in license.txt file, in main folder
  41. *
  42. */
  43. void foofoofoo()
  44. {
  45. //never called function to force instantation of templates
  46. int *ccc = NULL;
  47. registerTypes((CISer<CConnection>&)*ccc);
  48. registerTypes((COSer<CConnection>&)*ccc);
  49. registerTypes((CSaveFile&)*ccc);
  50. registerTypes((CLoadFile&)*ccc);
  51. registerTypes((CTypeList&)*ccc);
  52. }
  53. class CBaseForGSApply
  54. {
  55. public:
  56. virtual void applyOnGS(CGameState *gs, void *pack) const =0;
  57. };
  58. template <typename T> class CApplyOnGS : public CBaseForGSApply
  59. {
  60. public:
  61. void applyOnGS(CGameState *gs, void *pack) const
  62. {
  63. T *ptr = static_cast<T*>(pack);
  64. while(!gs->mx->try_lock())
  65. boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
  66. ptr->applyGs(gs);
  67. gs->mx->unlock();
  68. }
  69. };
  70. class CGSApplier
  71. {
  72. public:
  73. std::map<ui16,CBaseForGSApply*> apps;
  74. CGSApplier()
  75. {
  76. registerTypes2(*this);
  77. }
  78. template<typename T> void registerType(const T * t=NULL)
  79. {
  80. ui16 ID = typeList.registerType(t);
  81. apps[ID] = new CApplyOnGS<T>;
  82. }
  83. } *applierGs = NULL;
  84. class IObjectCaller
  85. {
  86. public:
  87. virtual void preInit()=0;
  88. virtual void postInit()=0;
  89. };
  90. template <typename T>
  91. class CObjectCaller : public IObjectCaller
  92. {
  93. public:
  94. void preInit()
  95. {
  96. T::preInit();
  97. }
  98. void postInit()
  99. {
  100. T::postInit();
  101. }
  102. };
  103. class CObjectCallersHandler
  104. {
  105. public:
  106. std::vector<IObjectCaller*> apps;
  107. template<typename T> void registerType(const T * t=NULL)
  108. {
  109. apps.push_back(new CObjectCaller<T>);
  110. }
  111. CObjectCallersHandler()
  112. {
  113. registerTypes1(*this);
  114. }
  115. ~CObjectCallersHandler()
  116. {
  117. for (size_t i = 0; i < apps.size(); i++)
  118. delete apps[i];
  119. }
  120. void preInit()
  121. {
  122. for (size_t i = 0; i < apps.size(); i++)
  123. apps[i]->preInit();
  124. }
  125. void postInit()
  126. {
  127. for (size_t i = 0; i < apps.size(); i++)
  128. apps[i]->postInit();
  129. }
  130. } *objCaller = NULL;
  131. void MetaString::getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const
  132. {
  133. int type = txt.first, ser = txt.second;
  134. if(type == ART_NAMES)
  135. {
  136. dst = VLC->arth->artifacts[ser].Name();
  137. }
  138. else if(type == CRE_PL_NAMES)
  139. {
  140. dst = VLC->creh->creatures[ser].namePl;
  141. }
  142. else if(type == MINE_NAMES)
  143. {
  144. dst = VLC->generaltexth->mines[ser].first;
  145. }
  146. else if(type == MINE_EVNTS)
  147. {
  148. dst = VLC->generaltexth->mines[ser].second;
  149. }
  150. else if(type == SPELL_NAME)
  151. {
  152. dst = VLC->spellh->spells[ser].name;
  153. }
  154. else if(type == CRE_SING_NAMES)
  155. {
  156. dst = VLC->creh->creatures[ser].nameSing;
  157. }
  158. else
  159. {
  160. std::vector<std::string> *vec;
  161. switch(type)
  162. {
  163. case GENERAL_TXT:
  164. vec = &VLC->generaltexth->allTexts;
  165. break;
  166. case XTRAINFO_TXT:
  167. vec = &VLC->generaltexth->xtrainfo;
  168. break;
  169. case OBJ_NAMES:
  170. vec = &VLC->generaltexth->names;
  171. break;
  172. case RES_NAMES:
  173. vec = &VLC->generaltexth->restypes;
  174. break;
  175. case ARRAY_TXT:
  176. vec = &VLC->generaltexth->arraytxt;
  177. break;
  178. case CREGENS:
  179. vec = &VLC->generaltexth->creGens;
  180. break;
  181. case CREGENS4:
  182. vec = &VLC->generaltexth->creGens4;
  183. break;
  184. case ADVOB_TXT:
  185. vec = &VLC->generaltexth->advobtxt;
  186. break;
  187. case ART_EVNTS:
  188. vec = &VLC->generaltexth->artifEvents;
  189. break;
  190. case SEC_SKILL_NAME:
  191. vec = &VLC->generaltexth->skillName;
  192. break;
  193. }
  194. dst = (*vec)[ser];
  195. }
  196. }
  197. DLL_EXPORT void MetaString::toString(std::string &dst) const
  198. {
  199. size_t exSt = 0, loSt = 0, nums = 0;
  200. dst.clear();
  201. for(size_t i=0;i<message.size();++i)
  202. {//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER
  203. switch(message[i])
  204. {
  205. case TEXACT_STRING:
  206. dst += exactStrings[exSt++];
  207. break;
  208. case TLOCAL_STRING:
  209. {
  210. std::string hlp;
  211. getLocalString(localStrings[loSt++], hlp);
  212. dst += hlp;
  213. }
  214. break;
  215. case TNUMBER:
  216. dst += boost::lexical_cast<std::string>(numbers[nums++]);
  217. break;
  218. case TREPLACE_ESTRING:
  219. dst.replace (dst.find("%s"), 2, exactStrings[exSt++]);
  220. break;
  221. case TREPLACE_LSTRING:
  222. {
  223. std::string hlp;
  224. getLocalString(localStrings[loSt++], hlp);
  225. dst.replace (dst.find("%s"), 2, hlp);
  226. }
  227. break;
  228. case TREPLACE_NUMBER:
  229. dst.replace (dst.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
  230. break;
  231. default:
  232. tlog1 << "MetaString processing error!\n";
  233. break;
  234. }
  235. }
  236. }
  237. DLL_EXPORT std::string MetaString::buildList () const
  238. ///used to handle loot from creature bank
  239. {
  240. size_t exSt = 0, loSt = 0, nums = 0;
  241. std::string lista;
  242. for (int i = 0; i < message.size(); ++i)
  243. {
  244. if (i > 0 && message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING)
  245. {
  246. if (exSt == exactStrings.size() - 1)
  247. lista += VLC->generaltexth->allTexts[141]; //" and "
  248. else
  249. lista += ", ";
  250. }
  251. switch (message[i])
  252. {
  253. case TEXACT_STRING:
  254. lista += exactStrings[exSt++];
  255. break;
  256. case TLOCAL_STRING:
  257. {
  258. std::string hlp;
  259. getLocalString (localStrings[loSt++], hlp);
  260. lista += hlp;
  261. }
  262. break;
  263. case TNUMBER:
  264. lista += boost::lexical_cast<std::string>(numbers[nums++]);
  265. break;
  266. case TREPLACE_ESTRING:
  267. lista.replace (lista.find("%s"), 2, exactStrings[exSt++]);
  268. break;
  269. case TREPLACE_LSTRING:
  270. {
  271. std::string hlp;
  272. getLocalString (localStrings[loSt++], hlp);
  273. lista.replace (lista.find("%s"), 2, hlp);
  274. }
  275. break;
  276. case TREPLACE_NUMBER:
  277. lista.replace (lista.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
  278. break;
  279. default:
  280. tlog1 << "MetaString processing error!\n";
  281. }
  282. }
  283. return lista;
  284. }
  285. static CGObjectInstance * createObject(int id, int subid, int3 pos, int owner)
  286. {
  287. CGObjectInstance * nobj;
  288. switch(id)
  289. {
  290. case HEROI_TYPE: //hero
  291. {
  292. CGHeroInstance * nobj = new CGHeroInstance();
  293. nobj->pos = pos;
  294. nobj->tempOwner = owner;
  295. nobj->subID = subid;
  296. //nobj->initHero(ran);
  297. return nobj;
  298. }
  299. case TOWNI_TYPE: //town
  300. nobj = new CGTownInstance;
  301. break;
  302. default: //rest of objects
  303. nobj = new CGObjectInstance;
  304. nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
  305. break;
  306. }
  307. nobj->ID = id;
  308. nobj->subID = subid;
  309. if(!nobj->defInfo)
  310. tlog3 <<"No def declaration for " <<id <<" "<<subid<<std::endl;
  311. nobj->pos = pos;
  312. //nobj->state = NULL;//new CLuaObjectScript();
  313. nobj->tempOwner = owner;
  314. nobj->info = NULL;
  315. nobj->defInfo->id = id;
  316. nobj->defInfo->subid = subid;
  317. //assigning defhandler
  318. if(nobj->ID==HEROI_TYPE || nobj->ID==TOWNI_TYPE)
  319. return nobj;
  320. nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
  321. return nobj;
  322. }
  323. CStack * BattleInfo::getStack(int stackID, bool onlyAlive)
  324. {
  325. for(unsigned int g=0; g<stacks.size(); ++g)
  326. {
  327. if(stacks[g]->ID == stackID && (!onlyAlive || stacks[g]->alive()))
  328. return stacks[g];
  329. }
  330. return NULL;
  331. }
  332. const CStack * BattleInfo::getStack(int stackID, bool onlyAlive) const
  333. {
  334. return const_cast<BattleInfo * const>(this)->getStack(stackID, onlyAlive);
  335. }
  336. CStack * BattleInfo::getStackT(int tileID, bool onlyAlive)
  337. {
  338. for(unsigned int g=0; g<stacks.size(); ++g)
  339. {
  340. if(stacks[g]->position == tileID
  341. || (stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
  342. || (stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))
  343. {
  344. if(!onlyAlive || stacks[g]->alive())
  345. {
  346. return stacks[g];
  347. }
  348. }
  349. }
  350. return NULL;
  351. }
  352. const CStack * BattleInfo::getStackT(int tileID, bool onlyAlive) const
  353. {
  354. return const_cast<BattleInfo * const>(this)->getStackT(tileID, onlyAlive);
  355. }
  356. void BattleInfo::getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<int> & occupyable, bool flying, int stackToOmmit) const
  357. {
  358. memset(accessibility, 1, BFIELD_SIZE); //initialize array with trues
  359. //removing accessibility for side columns of hexes
  360. for(int v = 0; v < BFIELD_SIZE; ++v)
  361. {
  362. if( v % BFIELD_WIDTH == 0 || v % BFIELD_WIDTH == (BFIELD_WIDTH - 1) )
  363. accessibility[v] = false;
  364. }
  365. for(unsigned int g=0; g<stacks.size(); ++g)
  366. {
  367. 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)
  368. continue;
  369. accessibility[stacks[g]->position] = false;
  370. if(stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE)) //if it's a double hex creature
  371. {
  372. if(stacks[g]->attackerOwned)
  373. accessibility[stacks[g]->position-1] = false;
  374. else
  375. accessibility[stacks[g]->position+1] = false;
  376. }
  377. }
  378. //obstacles
  379. for(unsigned int b=0; b<obstacles.size(); ++b)
  380. {
  381. std::vector<int> blocked = VLC->heroh->obstacles[obstacles[b].ID].getBlocked(obstacles[b].pos);
  382. for(unsigned int c=0; c<blocked.size(); ++c)
  383. {
  384. if(blocked[c] >=0 && blocked[c] < BFIELD_SIZE)
  385. accessibility[blocked[c]] = false;
  386. }
  387. }
  388. //walls
  389. if(siege > 0)
  390. {
  391. static const int permanentlyLocked[] = {12, 45, 78, 112, 147, 165};
  392. for(int b=0; b<ARRAY_COUNT(permanentlyLocked); ++b)
  393. {
  394. accessibility[permanentlyLocked[b]] = false;
  395. }
  396. static const std::pair<int, int> lockedIfNotDestroyed[] = //(which part of wall, which hex is blocked if this part of wall is not destroyed
  397. {std::make_pair(2, 182), std::make_pair(3, 130), std::make_pair(4, 62), std::make_pair(5, 29)};
  398. for(int b=0; b<ARRAY_COUNT(lockedIfNotDestroyed); ++b)
  399. {
  400. if(si.wallState[lockedIfNotDestroyed[b].first] < 3)
  401. {
  402. accessibility[lockedIfNotDestroyed[b].second] = false;
  403. }
  404. }
  405. //gate
  406. if(attackerOwned && si.wallState[7] < 3) //if it attacker's unit and gate is not destroyed
  407. {
  408. accessibility[95] = accessibility[96] = false; //block gate's hexes
  409. }
  410. }
  411. //occupyability
  412. if(addOccupiable && twoHex)
  413. {
  414. std::set<int> rem; //tiles to unlock
  415. for(int h=0; h<BFIELD_HEIGHT; ++h)
  416. {
  417. for(int w=1; w<BFIELD_WIDTH-1; ++w)
  418. {
  419. int hex = h * BFIELD_WIDTH + w;
  420. if(!isAccessible(hex, accessibility, twoHex, attackerOwned, flying, true)
  421. && (attackerOwned ? isAccessible(hex+1, accessibility, twoHex, attackerOwned, flying, true) : isAccessible(hex-1, accessibility, twoHex, attackerOwned, flying, true) )
  422. )
  423. rem.insert(hex);
  424. }
  425. }
  426. occupyable = rem;
  427. /*for(std::set<int>::const_iterator it = rem.begin(); it != rem.end(); ++it)
  428. {
  429. accessibility[*it] = true;
  430. }*/
  431. }
  432. }
  433. bool BattleInfo::isAccessible(int hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos)
  434. {
  435. if(flying && !lastPos)
  436. return true;
  437. if(twoHex)
  438. {
  439. //if given hex is accessible and appropriate adjacent one is free too
  440. return accessibility[hex] && accessibility[hex + (attackerOwned ? -1 : 1 )];
  441. }
  442. else
  443. {
  444. return accessibility[hex];
  445. }
  446. }
  447. 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
  448. {
  449. //inits
  450. for(int b=0; b<BFIELD_SIZE; ++b)
  451. predecessor[b] = -1;
  452. for(int g=0; g<BFIELD_SIZE; ++g)
  453. dists[g] = 100000000;
  454. std::queue< std::pair<int, bool> > hexq; //bfs queue <hex, accessible> (second filed used only if fillPredecessors is true)
  455. hexq.push(std::make_pair(start, true));
  456. dists[hexq.front().first] = 0;
  457. int curNext = -1; //for bfs loop only (helper var)
  458. while(!hexq.empty()) //bfs loop
  459. {
  460. std::pair<int, bool> curHex = hexq.front();
  461. std::vector<int> neighbours = neighbouringTiles(curHex.first);
  462. hexq.pop();
  463. for(unsigned int nr=0; nr<neighbours.size(); nr++)
  464. {
  465. curNext = neighbours[nr]; //if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
  466. bool accessible = isAccessible(curNext, accessibility, twoHex, attackerOwned, flying, dists[curHex.first]+1 == dists[curNext]);
  467. if( dists[curHex.first]+1 >= dists[curNext] )
  468. continue;
  469. if(accessible && curHex.second)
  470. {
  471. hexq.push(std::make_pair(curNext, true));
  472. dists[curNext] = dists[curHex.first] + 1;
  473. }
  474. else if(fillPredecessors && !(accessible && !curHex.second))
  475. {
  476. hexq.push(std::make_pair(curNext, false));
  477. dists[curNext] = dists[curHex.first] + 1;
  478. }
  479. predecessor[curNext] = curHex.first;
  480. }
  481. }
  482. };
  483. std::vector<int> BattleInfo::getAccessibility(int stackID, bool addOccupiable) const
  484. {
  485. std::vector<int> ret;
  486. bool ac[BFIELD_SIZE];
  487. const CStack *s = getStack(stackID, false); //this function is called from healedOrResurrected, so our stack can be dead
  488. if(s->position < 0) //turrets
  489. return std::vector<int>();
  490. std::set<int> occupyable;
  491. getAccessibilityMap(ac, s->hasFeatureOfType(StackFeature::DOUBLE_WIDE), s->attackerOwned, addOccupiable, occupyable, s->hasFeatureOfType(StackFeature::FLYING), stackID);
  492. int pr[BFIELD_SIZE], dist[BFIELD_SIZE];
  493. makeBFS(s->position, ac, pr, dist, s->hasFeatureOfType(StackFeature::DOUBLE_WIDE), s->attackerOwned, s->hasFeatureOfType(StackFeature::FLYING), false);
  494. if(s->hasFeatureOfType(StackFeature::DOUBLE_WIDE))
  495. {
  496. if(!addOccupiable)
  497. {
  498. std::vector<int> rem;
  499. for(int b=0; b<BFIELD_SIZE; ++b)
  500. {
  501. //don't take into account most left and most right columns of hexes
  502. if( b % BFIELD_WIDTH == 0 || b % BFIELD_WIDTH == BFIELD_WIDTH - 1 )
  503. continue;
  504. if( ac[b] && !(s->attackerOwned ? ac[b-1] : ac[b+1]) )
  505. {
  506. rem.push_back(b);
  507. }
  508. }
  509. for(unsigned int g=0; g<rem.size(); ++g)
  510. {
  511. ac[rem[g]] = false;
  512. }
  513. //removing accessibility for side hexes
  514. for(int v=0; v<BFIELD_SIZE; ++v)
  515. if(s->attackerOwned ? (v%BFIELD_WIDTH)==1 : (v%BFIELD_WIDTH)==(BFIELD_WIDTH - 2))
  516. ac[v] = false;
  517. }
  518. }
  519. for (int i=0; i < BFIELD_SIZE ; ++i) {
  520. if(
  521. ( ( !addOccupiable && dist[i] <= s->Speed() && ac[i] ) || ( addOccupiable && dist[i] <= s->Speed() && isAccessible(i, ac, s->hasFeatureOfType(StackFeature::DOUBLE_WIDE), s->attackerOwned, s->hasFeatureOfType(StackFeature::FLYING), true) ) )//we can reach it
  522. || (vstd::contains(occupyable, i) && ( dist[ i + (s->attackerOwned ? 1 : -1 ) ] <= s->Speed() ) &&
  523. ac[i + (s->attackerOwned ? 1 : -1 )] ) //it's occupyable and we can reach adjacent hex
  524. )
  525. {
  526. ret.push_back(i);
  527. }
  528. }
  529. return ret;
  530. }
  531. bool BattleInfo::isStackBlocked(int ID)
  532. {
  533. CStack *our = getStack(ID);
  534. if(our->hasFeatureOfType(StackFeature::SIEGE_WEAPON)) //siege weapons cannot be blocked
  535. return false;
  536. for(unsigned int i=0; i<stacks.size();i++)
  537. {
  538. if( !stacks[i]->alive()
  539. || stacks[i]->owner==our->owner
  540. )
  541. continue; //we omit dead and allied stacks
  542. if(stacks[i]->hasFeatureOfType(StackFeature::DOUBLE_WIDE))
  543. {
  544. if( mutualPosition(stacks[i]->position, our->position) >= 0
  545. || mutualPosition(stacks[i]->position + (stacks[i]->attackerOwned ? -1 : 1), our->position) >= 0)
  546. return true;
  547. }
  548. else
  549. {
  550. if( mutualPosition(stacks[i]->position, our->position) >= 0 )
  551. return true;
  552. }
  553. }
  554. return false;
  555. }
  556. signed char BattleInfo::mutualPosition(int hex1, int hex2)
  557. {
  558. if(hex2 == hex1 - ( (hex1/17)%2 ? 18 : 17 )) //top left
  559. return 0;
  560. if(hex2 == hex1 - ( (hex1/17)%2 ? 17 : 16 )) //top right
  561. return 1;
  562. if(hex2 == hex1 - 1 && hex1%17 != 0) //left
  563. return 5;
  564. if(hex2 == hex1 + 1 && hex1%17 != 16) //right
  565. return 2;
  566. if(hex2 == hex1 + ( (hex1/17)%2 ? 16 : 17 )) //bottom left
  567. return 4;
  568. if(hex2 == hex1 + ( (hex1/17)%2 ? 17 : 18 )) //bottom right
  569. return 3;
  570. return -1;
  571. }
  572. std::vector<int> BattleInfo::neighbouringTiles(int hex)
  573. {
  574. #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);}
  575. std::vector<int> ret;
  576. CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 18 : 17 ));
  577. CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 17 : 16 ));
  578. CHECK_AND_PUSH(hex - 1);
  579. CHECK_AND_PUSH(hex + 1);
  580. CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 16 : 17 ));
  581. CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 17 : 18 ));
  582. #undef CHECK_AND_PUSH
  583. return ret;
  584. }
  585. std::pair< std::vector<int>, int > BattleInfo::getPath(int start, int dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned)
  586. {
  587. int predecessor[BFIELD_SIZE]; //for getting the Path
  588. int dist[BFIELD_SIZE]; //calculated distances
  589. makeBFS(start, accessibility, predecessor, dist, twoHex, attackerOwned, flyingCreature, false);
  590. if(predecessor[dest] == -1) //cannot reach destination
  591. {
  592. return std::make_pair(std::vector<int>(), 0);
  593. }
  594. //making the Path
  595. std::vector<int> path;
  596. int curElem = dest;
  597. while(curElem != start)
  598. {
  599. path.push_back(curElem);
  600. curElem = predecessor[curElem];
  601. }
  602. return std::make_pair(path, dist[dest]);
  603. }
  604. int CStack::valOfFeatures(StackFeature::ECombatFeatures type, int subtype, int turn) const
  605. {
  606. int ret = 0;
  607. if(subtype == -1024) //any subtype
  608. {
  609. for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
  610. if(i->type == type && (!turn || i->turnsRemain > turn))
  611. ret += i->value;
  612. }
  613. else //given subtype
  614. {
  615. for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
  616. if(i->type == type && i->subtype == subtype && (!turn || i->turnsRemain > turn))
  617. ret += i->value;
  618. }
  619. return ret;
  620. }
  621. bool CStack::hasFeatureOfType(StackFeature::ECombatFeatures type, int subtype, int turn) const
  622. {
  623. if(subtype == -1024) //any subtype
  624. {
  625. for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
  626. if(i->type == type && (!turn || i->turnsRemain > turn))
  627. return true;
  628. }
  629. else //given subtype
  630. {
  631. for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
  632. if(i->type == type && i->subtype == subtype && (!turn || i->turnsRemain > turn))
  633. return true;
  634. }
  635. return false;
  636. }
  637. CStack::CStack(CCreature * C, int A, int O, int I, bool AO, int S)
  638. :ID(I), creature(C), amount(A), baseAmount(A), firstHPleft(C->hitPoints), owner(O), slot(S), attackerOwned(AO), position(-1),
  639. counterAttacks(1), shots(C->shots), features(C->abilities)
  640. {
  641. //additional retaliations
  642. for(int h=0; h<C->abilities.size(); ++h)
  643. {
  644. if(C->abilities[h].type == StackFeature::ADDITIONAL_RETALIATION)
  645. {
  646. counterAttacks += C->abilities[h].value;
  647. }
  648. }
  649. //alive state indication
  650. state.insert(ALIVE);
  651. }
  652. ui32 CStack::Speed( int turn /*= 0*/ ) const
  653. {
  654. if(hasFeatureOfType(StackFeature::SIEGE_WEAPON, -1024, turn)) //war machnes cannot move
  655. return 0;
  656. int speed = creature->speed;
  657. speed += valOfFeatures(StackFeature::SPEED_BONUS, -1024, turn);
  658. int percentBonus = 0;
  659. for(int g=0; g<features.size(); ++g)
  660. {
  661. if(features[g].type == StackFeature::SPEED_BONUS)
  662. {
  663. percentBonus += features[g].additionalInfo;
  664. }
  665. }
  666. speed = ((100 + percentBonus) * speed)/100;
  667. //bind effect check
  668. if(getEffect(72))
  669. {
  670. return 0;
  671. }
  672. return speed;
  673. }
  674. const CStack::StackEffect * CStack::getEffect( ui16 id, int turn /*= 0*/ ) const
  675. {
  676. for (unsigned int i=0; i< effects.size(); i++)
  677. if(effects[i].id == id)
  678. if(!turn || effects[i].turnsRemain > turn)
  679. return &effects[i];
  680. return NULL;
  681. }
  682. ui8 CStack::howManyEffectsSet(ui16 id) const
  683. {
  684. ui8 ret = 0;
  685. for (unsigned int i=0; i< effects.size(); i++)
  686. if(effects[i].id == id) //effect found
  687. {
  688. ++ret;
  689. }
  690. return ret;
  691. }
  692. si8 CStack::Morale() const
  693. {
  694. si8 ret = morale;
  695. if(hasFeatureOfType(StackFeature::NON_LIVING) || hasFeatureOfType(StackFeature::UNDEAD) || hasFeatureOfType(StackFeature::NO_MORALE))
  696. return 0;
  697. ret += valOfFeatures(StackFeature::MORALE_BONUS); //mirth & sorrow & other
  698. if(hasFeatureOfType(StackFeature::SELF_MORALE)) //eg. minotaur
  699. {
  700. ret = std::max<si8>(ret, +1);
  701. }
  702. if(ret > 3) ret = 3;
  703. if(ret < -3) ret = -3;
  704. return ret;
  705. }
  706. si8 CStack::Luck() const
  707. {
  708. si8 ret = luck;
  709. if(hasFeatureOfType(StackFeature::NO_LUCK))
  710. return 0;
  711. ret += valOfFeatures(StackFeature::LUCK_BONUS); //fortune & misfortune & other
  712. if(hasFeatureOfType(StackFeature::SELF_LUCK)) //eg. halfling
  713. {
  714. ret = std::max<si8>(ret, +1);
  715. }
  716. if(ret > 3) ret = 3;
  717. if(ret < -3) ret = -3;
  718. return ret;
  719. }
  720. si32 CStack::Attack() const
  721. {
  722. si32 ret = creature->attack; //value to be returned
  723. if(hasFeatureOfType(StackFeature::IN_FRENZY)) //frenzy for attacker
  724. {
  725. ret += si32(VLC->spellh->spells[56].powers[getEffect(56)->level]/100.0) * Defense(false);
  726. }
  727. ret += valOfFeatures(StackFeature::ATTACK_BONUS);
  728. return ret;
  729. }
  730. si32 CStack::Defense(bool withFrenzy /*= true*/) const
  731. {
  732. si32 ret = creature->defence;
  733. if(withFrenzy && getEffect(56)) //frenzy for defender
  734. {
  735. return 0;
  736. }
  737. ret += valOfFeatures(StackFeature::DEFENCE_BONUS);
  738. return ret;
  739. }
  740. ui16 CStack::MaxHealth() const
  741. {
  742. return creature->hitPoints + valOfFeatures(StackFeature::HP_BONUS);
  743. }
  744. bool CStack::willMove(int turn /*= 0*/) const
  745. {
  746. return ( turn ? true : !vstd::contains(state, DEFENDING) )
  747. && !moved(turn)
  748. && canMove(turn);
  749. }
  750. bool CStack::canMove( int turn /*= 0*/ ) const
  751. {
  752. return alive()
  753. && !hasFeatureOfType(StackFeature::NOT_ACTIVE, -1024, turn); //eg. Ammo Cart
  754. }
  755. bool CStack::moved( int turn /*= 0*/ ) const
  756. {
  757. if(!turn)
  758. return vstd::contains(state, MOVED);
  759. else
  760. return false;
  761. }
  762. CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, int player, const CTown *town, std::map<ui32,CGHeroInstance *> &available) const
  763. {
  764. CGHeroInstance *ret = NULL;
  765. if(player<0 || player>=PLAYER_LIMIT)
  766. {
  767. tlog1 << "Cannot pick hero for " << town->Name() << ". Wrong owner!\n";
  768. return NULL;
  769. }
  770. std::vector<CGHeroInstance *> pool;
  771. if(native)
  772. {
  773. for(std::map<ui32,CGHeroInstance *>::iterator i=available.begin(); i!=available.end(); i++)
  774. {
  775. if(pavailable.find(i->first)->second & 1<<player
  776. && i->second->type->heroType/2 == town->typeID)
  777. {
  778. pool.push_back(i->second);
  779. }
  780. }
  781. if(!pool.size())
  782. {
  783. tlog1 << "Cannot pick native hero for " << player << ". Picking any...\n";
  784. return pickHeroFor(false, player, town, available);
  785. }
  786. else
  787. {
  788. ret = pool[rand()%pool.size()];
  789. }
  790. }
  791. else
  792. {
  793. int sum=0, r;
  794. for(std::map<ui32,CGHeroInstance *>::iterator i=available.begin(); i!=available.end(); i++)
  795. {
  796. if(pavailable.find(i->first)->second & 1<<player)
  797. {
  798. pool.push_back(i->second);
  799. sum += i->second->type->heroClass->selectionProbability[town->typeID];
  800. }
  801. }
  802. if(!pool.size())
  803. {
  804. tlog1 << "There are no heroes available for player " << player<<"!\n";
  805. return NULL;
  806. }
  807. r = rand()%sum;
  808. for(unsigned int i=0; i<pool.size(); i++)
  809. {
  810. r -= pool[i]->type->heroClass->selectionProbability[town->typeID];
  811. if(r<0)
  812. ret = pool[i];
  813. }
  814. if(!ret)
  815. ret = pool.back();
  816. }
  817. available.erase(ret->subID);
  818. return ret;
  819. }
  820. //void CGameState::apply(CPack * pack)
  821. //{
  822. // while(!mx->try_lock())
  823. // boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
  824. // //applyNL(pack);
  825. // mx->unlock();
  826. //}
  827. int CGameState::pickHero(int owner)
  828. {
  829. int h=-1;
  830. if(!map->getHero(h = scenarioOps->getIthPlayersSettings(owner).hero,0) && h>=0) //we haven't used selected hero
  831. return h;
  832. int f = scenarioOps->getIthPlayersSettings(owner).castle;
  833. int i=0;
  834. do //try to find free hero of our faction
  835. {
  836. i++;
  837. h = scenarioOps->getIthPlayersSettings(owner).castle*HEROES_PER_TYPE*2+(ran()%(HEROES_PER_TYPE*2));//->scenarioOps->playerInfos[pru].hero = VLC->
  838. } while( map->getHero(h) && i<175);
  839. if(i>174) //probably no free heroes - there's no point in further search, we'll take first free
  840. {
  841. tlog3 << "Warning: cannot find free hero - trying to get first available..."<<std::endl;
  842. for(int j=0; j<HEROES_PER_TYPE * 2 * F_NUMBER; j++)
  843. if(!map->getHero(j))
  844. h=j;
  845. }
  846. return h;
  847. }
  848. CGHeroInstance *CGameState::getHero(int objid)
  849. {
  850. if(objid<0 || objid>=map->objects.size() || map->objects[objid]->ID!=HEROI_TYPE)
  851. return NULL;
  852. return static_cast<CGHeroInstance *>(map->objects[objid]);
  853. }
  854. CGTownInstance *CGameState::getTown(int objid)
  855. {
  856. if(objid<0 || objid>=map->objects.size())
  857. return NULL;
  858. return static_cast<CGTownInstance *>(map->objects[objid]);
  859. }
  860. std::pair<int,int> CGameState::pickObject (CGObjectInstance *obj)
  861. {
  862. switch(obj->ID)
  863. {
  864. case 65: //random artifact
  865. return std::pair<int,int>(5,(ran()%136)+7); //the only reasonable range - there are siege weapons and blanks we must ommit
  866. case 66: //random treasure artifact
  867. return std::pair<int,int>(5,VLC->arth->treasures[ran()%VLC->arth->treasures.size()]->id);
  868. case 67: //random minor artifact
  869. return std::pair<int,int>(5,VLC->arth->minors[ran()%VLC->arth->minors.size()]->id);
  870. case 68: //random major artifact
  871. return std::pair<int,int>(5,VLC->arth->majors[ran()%VLC->arth->majors.size()]->id);
  872. case 69: //random relic artifact
  873. return std::pair<int,int>(5,VLC->arth->relics[ran()%VLC->arth->relics.size()]->id);
  874. /*case 65: //random artifact //TODO: apply new randndomization system
  875. return std::pair<int,int>(5, cb.getRandomArt (CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));
  876. case 66: //random treasure artifact
  877. return std::pair<int,int>(5, cb.getRandomArt (CArtifact::ART_TREASURE));
  878. case 67: //random minor artifact
  879. return std::pair<int,int>(5, cb.getRandomArt (CArtifact::ART_MINOR));
  880. case 68: //random major artifact
  881. return std::pair<int,int>(5, cb.getRandomArt (CArtifact::ART_MAJOR));
  882. case 69: //random relic artifact
  883. return std::pair<int,int>(5, cb.getRandomArt (CArtifact::ART_RELIC));*/
  884. case 70: //random hero
  885. {
  886. return std::pair<int,int>(HEROI_TYPE,pickHero(obj->tempOwner));
  887. }
  888. case 71: //random monster
  889. {
  890. int r;
  891. do
  892. {
  893. r = ran()%197;
  894. } while (vstd::contains(VLC->creh->notUsedMonsters,r));
  895. return std::pair<int,int>(54,r);
  896. }
  897. case 72: //random monster lvl1
  898. return std::pair<int,int>(54,VLC->creh->levelCreatures[1][ran()%VLC->creh->levelCreatures[1].size()]->idNumber);
  899. case 73: //random monster lvl2
  900. return std::pair<int,int>(54,VLC->creh->levelCreatures[2][ran()%VLC->creh->levelCreatures[2].size()]->idNumber);
  901. case 74: //random monster lvl3
  902. return std::pair<int,int>(54,VLC->creh->levelCreatures[3][ran()%VLC->creh->levelCreatures[3].size()]->idNumber);
  903. case 75: //random monster lvl4
  904. return std::pair<int,int>(54,VLC->creh->levelCreatures[4][ran()%VLC->creh->levelCreatures[4].size()]->idNumber);
  905. case 76: //random resource
  906. return std::pair<int,int>(79,ran()%7); //now it's OH3 style, use %8 for mithril
  907. case 77: //random town
  908. {
  909. int align = (static_cast<CGTownInstance*>(obj))->alignment,
  910. f;
  911. if(align>PLAYER_LIMIT-1)//same as owner / random
  912. {
  913. if(obj->tempOwner > PLAYER_LIMIT-1)
  914. f = -1; //random
  915. else
  916. f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
  917. }
  918. else
  919. {
  920. f = scenarioOps->getIthPlayersSettings(align).castle;
  921. }
  922. if(f<0) f = ran()%VLC->townh->towns.size();
  923. return std::pair<int,int>(TOWNI_TYPE,f);
  924. }
  925. case 162: //random monster lvl5
  926. return std::pair<int,int>(54,VLC->creh->levelCreatures[5][ran()%VLC->creh->levelCreatures[5].size()]->idNumber);
  927. case 163: //random monster lvl6
  928. return std::pair<int,int>(54,VLC->creh->levelCreatures[6][ran()%VLC->creh->levelCreatures[6].size()]->idNumber);
  929. case 164: //random monster lvl7
  930. return std::pair<int,int>(54,VLC->creh->levelCreatures[7][ran()%VLC->creh->levelCreatures[7].size()]->idNumber);
  931. case 216: //random dwelling
  932. {
  933. int faction = ran()%F_NUMBER;
  934. CCreGen2ObjInfo* info = static_cast<CCreGen2ObjInfo*>(obj->info);
  935. if (info->asCastle)
  936. {
  937. for(unsigned int i=0;i<map->objects.size();i++)
  938. {
  939. if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
  940. {
  941. randomizeObject(map->objects[i]); //we have to randomize the castle first
  942. faction = map->objects[i]->subID;
  943. break;
  944. }
  945. else if(map->objects[i]->ID==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
  946. {
  947. faction = map->objects[i]->subID;
  948. break;
  949. }
  950. }
  951. }
  952. else
  953. {
  954. while((!(info->castles[0]&(1<<faction))))
  955. {
  956. if((faction>7) && (info->castles[1]&(1<<(faction-8))))
  957. break;
  958. faction = ran()%F_NUMBER;
  959. }
  960. }
  961. int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
  962. int cid = VLC->townh->towns[faction].basicCreatures[level];
  963. for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
  964. if(VLC->objh->cregens[i]==cid)
  965. return std::pair<int,int>(17,i);
  966. tlog3 << "Cannot find a dwelling for creature "<< cid << std::endl;
  967. return std::pair<int,int>(17,0);
  968. }
  969. case 217:
  970. {
  971. int faction = ran()%F_NUMBER;
  972. CCreGenObjInfo* info = static_cast<CCreGenObjInfo*>(obj->info);
  973. if (info->asCastle)
  974. {
  975. for(unsigned int i=0;i<map->objects.size();i++)
  976. {
  977. if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
  978. {
  979. randomizeObject(map->objects[i]); //we have to randomize the castle first
  980. faction = map->objects[i]->subID;
  981. break;
  982. }
  983. else if(map->objects[i]->ID==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
  984. {
  985. faction = map->objects[i]->subID;
  986. break;
  987. }
  988. }
  989. }
  990. else
  991. {
  992. while((!(info->castles[0]&(1<<faction))))
  993. {
  994. if((faction>7) && (info->castles[1]&(1<<(faction-8))))
  995. break;
  996. faction = ran()%F_NUMBER;
  997. }
  998. }
  999. int cid = VLC->townh->towns[faction].basicCreatures[obj->subID];
  1000. for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
  1001. if(VLC->objh->cregens[i]==cid)
  1002. return std::pair<int,int>(17,i);
  1003. tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
  1004. return std::pair<int,int>(17,0);
  1005. }
  1006. case 218:
  1007. {
  1008. CCreGen3ObjInfo* info = static_cast<CCreGen3ObjInfo*>(obj->info);
  1009. int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
  1010. int cid = VLC->townh->towns[obj->subID].basicCreatures[level];
  1011. for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
  1012. if(VLC->objh->cregens[i]==cid)
  1013. return std::pair<int,int>(17,i);
  1014. tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
  1015. return std::pair<int,int>(17,0);
  1016. }
  1017. }
  1018. return std::pair<int,int>(-1,-1);
  1019. }
  1020. void CGameState::randomizeObject(CGObjectInstance *cur)
  1021. {
  1022. std::pair<int,int> ran = pickObject(cur);
  1023. if(ran.first<0 || ran.second<0) //this is not a random object, or we couldn't find anything
  1024. {
  1025. if(cur->ID==TOWNI_TYPE) //town - set def
  1026. {
  1027. CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
  1028. if(t->hasCapitol())
  1029. t->defInfo = capitols[t->subID];
  1030. else if(t->hasFort())
  1031. t->defInfo = forts[t->subID];
  1032. else
  1033. t->defInfo = villages[t->subID];
  1034. }
  1035. return;
  1036. }
  1037. else if(ran.first==HEROI_TYPE)//special code for hero
  1038. {
  1039. CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
  1040. if(!h) {tlog2<<"Wrong random hero at "<<cur->pos<<std::endl; return;}
  1041. cur->ID = ran.first;
  1042. h->portrait = cur->subID = ran.second;
  1043. h->type = VLC->heroh->heroes[ran.second];
  1044. map->heroes.push_back(h);
  1045. return; //TODO: maybe we should do something with definfo?
  1046. }
  1047. else if(ran.first==TOWNI_TYPE)//special code for town
  1048. {
  1049. CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
  1050. if(!t) {tlog2<<"Wrong random town at "<<cur->pos<<std::endl; return;}
  1051. cur->ID = ran.first;
  1052. cur->subID = ran.second;
  1053. t->town = &VLC->townh->towns[ran.second];
  1054. if(t->hasCapitol())
  1055. t->defInfo = capitols[t->subID];
  1056. else if(t->hasFort())
  1057. t->defInfo = forts[t->subID];
  1058. else
  1059. t->defInfo = villages[t->subID];
  1060. map->towns.push_back(t);
  1061. return;
  1062. }
  1063. //we have to replace normal random object
  1064. cur->ID = ran.first;
  1065. cur->subID = ran.second;
  1066. map->removeBlockVisTiles(cur); //recalculate blockvis tiles - picked object might have different than random placeholder
  1067. map->defy.push_back(cur->defInfo = VLC->dobjinfo->gobjs[ran.first][ran.second]);
  1068. if(!cur->defInfo)
  1069. {
  1070. tlog1<<"*BIG* WARNING: Missing def declaration for "<<cur->ID<<" "<<cur->subID<<std::endl;
  1071. return;
  1072. }
  1073. map->addBlockVisTiles(cur);
  1074. }
  1075. int CGameState::getDate(int mode) const
  1076. {
  1077. int temp;
  1078. switch (mode)
  1079. {
  1080. case 0:
  1081. return day;
  1082. break;
  1083. case 1:
  1084. temp = (day)%7;
  1085. if (temp)
  1086. return temp;
  1087. else return 7;
  1088. break;
  1089. case 2:
  1090. temp = ((day-1)/7)+1;
  1091. if (!(temp%4))
  1092. return 4;
  1093. else
  1094. return (temp%4);
  1095. break;
  1096. case 3:
  1097. return ((day-1)/28)+1;
  1098. break;
  1099. }
  1100. return 0;
  1101. }
  1102. CGameState::CGameState()
  1103. {
  1104. mx = new boost::shared_mutex();
  1105. map = NULL;
  1106. curB = NULL;
  1107. scenarioOps = NULL;
  1108. applierGs = new CGSApplier;
  1109. objCaller = new CObjectCallersHandler;
  1110. }
  1111. CGameState::~CGameState()
  1112. {
  1113. delete mx;
  1114. delete map;
  1115. delete curB;
  1116. delete scenarioOps;
  1117. delete applierGs;
  1118. delete objCaller;
  1119. }
  1120. void CGameState::init(StartInfo * si, Mapa * map, int Seed)
  1121. {
  1122. day = 0;
  1123. seed = Seed;
  1124. ran.seed((boost::int32_t)seed);
  1125. scenarioOps = si;
  1126. this->map = map;
  1127. loadTownDInfos();
  1128. //picking random factions for players
  1129. for(unsigned int i=0;i<scenarioOps->playerInfos.size();i++)
  1130. {
  1131. if(scenarioOps->playerInfos[i].castle==-1)
  1132. {
  1133. int f;
  1134. do
  1135. {
  1136. f = ran()%F_NUMBER;
  1137. }while(!(map->players[scenarioOps->playerInfos[i].color].allowedFactions & 1<<f));
  1138. scenarioOps->playerInfos[i].castle = f;
  1139. }
  1140. }
  1141. //randomizing objects
  1142. for(unsigned int no=0; no<map->objects.size(); ++no)
  1143. {
  1144. randomizeObject(map->objects[no]);
  1145. if(map->objects[no]->ID==26)
  1146. {
  1147. map->objects[no]->defInfo->handler=NULL;
  1148. }
  1149. map->objects[no]->hoverName = VLC->generaltexth->names[map->objects[no]->ID];
  1150. }
  1151. //std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
  1152. /*********give starting hero****************************************/
  1153. for(int i=0;i<PLAYER_LIMIT;i++)
  1154. {
  1155. if((map->players[i].generateHeroAtMainTown && map->players[i].hasMainTown) || (map->players[i].hasMainTown && map->version==CMapHeader::RoE))
  1156. {
  1157. int3 hpos = map->players[i].posOfMainTown;
  1158. hpos.x+=1;// hpos.y+=1;
  1159. int j;
  1160. for(j=0; j<scenarioOps->playerInfos.size(); j++) //don't add unsigned here - we are refering to the variable above
  1161. if(scenarioOps->playerInfos[j].color == i)
  1162. break;
  1163. if(j == scenarioOps->playerInfos.size())
  1164. continue;
  1165. int h=pickHero(i);
  1166. if(scenarioOps->playerInfos[j].hero == -1)
  1167. scenarioOps->playerInfos[j].hero = h;
  1168. CGHeroInstance * nnn = static_cast<CGHeroInstance*>(createObject(HEROI_TYPE,h,hpos,i));
  1169. nnn->id = map->objects.size();
  1170. hpos = map->players[i].posOfMainTown;hpos.x+=2;
  1171. for(unsigned int o=0;o<map->towns.size();o++) //find main town
  1172. {
  1173. if(map->towns[o]->pos == hpos)
  1174. {
  1175. map->towns[o]->visitingHero = nnn;
  1176. nnn->visitedTown = map->towns[o];
  1177. nnn->inTownGarrison = false;
  1178. break;
  1179. }
  1180. }
  1181. nnn->initHero();
  1182. map->heroes.push_back(nnn);
  1183. map->objects.push_back(nnn);
  1184. map->addBlockVisTiles(nnn);
  1185. }
  1186. }
  1187. /*********creating players entries in gs****************************************/
  1188. for (unsigned int i=0; i<scenarioOps->playerInfos.size();i++)
  1189. {
  1190. std::pair<int,PlayerState> ins(scenarioOps->playerInfos[i].color,PlayerState());
  1191. ins.second.color=ins.first;
  1192. ins.second.serial=i;
  1193. ins.second.human = scenarioOps->playerInfos[i].human;
  1194. players.insert(ins);
  1195. }
  1196. /******************RESOURCES****************************************************/
  1197. //TODO: computer player should receive other amount of resource than computer (depending on difficulty)
  1198. std::vector<int> startres;
  1199. std::ifstream tis(DATA_DIR "/config/startres.txt");
  1200. int k;
  1201. for (int j=0;j<scenarioOps->difficulty;j++)
  1202. {
  1203. tis >> k;
  1204. for (int z=0;z<RESOURCE_QUANTITY;z++)
  1205. tis>>k;
  1206. }
  1207. tis >> k;
  1208. for (int i=0;i<RESOURCE_QUANTITY;i++)
  1209. {
  1210. tis >> k;
  1211. startres.push_back(k);
  1212. }
  1213. tis.close();
  1214. tis.clear();
  1215. for (std::map<ui8,PlayerState>::iterator i = players.begin(); i!=players.end(); i++)
  1216. {
  1217. (*i).second.resources.resize(RESOURCE_QUANTITY);
  1218. for (int x=0;x<RESOURCE_QUANTITY;x++)
  1219. (*i).second.resources[x] = startres[x];
  1220. }
  1221. tis.open(DATA_DIR "/config/resources.txt");
  1222. tis >> k;
  1223. int pom;
  1224. for(int i=0;i<k;i++)
  1225. {
  1226. tis >> pom;
  1227. resVals.push_back(pom);
  1228. }
  1229. /*************************HEROES************************************************/
  1230. std::set<int> hids;
  1231. for(unsigned int i=0; i<map->allowedHeroes.size(); i++) //add to hids all allowed heroes
  1232. if(map->allowedHeroes[i])
  1233. hids.insert(i);
  1234. for (unsigned int i=0; i<map->heroes.size();i++) //heroes instances initialization
  1235. {
  1236. if (map->heroes[i]->getOwner()<0)
  1237. {
  1238. tlog2 << "Warning - hero with uninitialized owner!\n";
  1239. continue;
  1240. }
  1241. CGHeroInstance * vhi = (map->heroes[i]);
  1242. vhi->initHero();
  1243. players.find(vhi->getOwner())->second.heroes.push_back(vhi);
  1244. hids.erase(vhi->subID);
  1245. }
  1246. for(unsigned int i=0; i<map->predefinedHeroes.size(); i++)
  1247. {
  1248. if(!vstd::contains(hids,map->predefinedHeroes[i]->subID))
  1249. continue;
  1250. map->predefinedHeroes[i]->initHero();
  1251. hpool.heroesPool[map->predefinedHeroes[i]->subID] = map->predefinedHeroes[i];
  1252. hpool.pavailable[map->predefinedHeroes[i]->subID] = 0xff;
  1253. hids.erase(map->predefinedHeroes[i]->subID);
  1254. }
  1255. BOOST_FOREACH(int hid, hids) //all not used allowed heroes go into the pool
  1256. {
  1257. CGHeroInstance * vhi = new CGHeroInstance();
  1258. vhi->initHero(hid);
  1259. hpool.heroesPool[hid] = vhi;
  1260. hpool.pavailable[hid] = 0xff;
  1261. }
  1262. for(unsigned int i=0; i<map->disposedHeroes.size(); i++)
  1263. {
  1264. hpool.pavailable[map->disposedHeroes[i].ID] = map->disposedHeroes[i].players;
  1265. }
  1266. /*************************FOG**OF**WAR******************************************/
  1267. for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
  1268. {
  1269. k->second.fogOfWarMap.resize(map->width);
  1270. for(int g=0; g<map->width; ++g)
  1271. k->second.fogOfWarMap[g].resize(map->height);
  1272. for(int g=-0; g<map->width; ++g)
  1273. for(int h=0; h<map->height; ++h)
  1274. k->second.fogOfWarMap[g][h].resize(map->twoLevel+1, 0);
  1275. for(int g=0; g<map->width; ++g)
  1276. for(int h=0; h<map->height; ++h)
  1277. for(int v=0; v<map->twoLevel+1; ++v)
  1278. k->second.fogOfWarMap[g][h][v] = 0;
  1279. BOOST_FOREACH(CGObjectInstance *obj, map->objects)
  1280. {
  1281. if(obj->tempOwner != k->first) continue; //not a flagged object
  1282. /*
  1283. int3 objCenter = obj->getSightCenter();
  1284. int radious = obj->getSightRadious();
  1285. if (radious == -1) //maybe better handle it via getTilesInRange as below?
  1286. radious = map->width + map->height;
  1287. for (int xd = std::max<int>(objCenter.x - radious , 0); xd <= std::min<int>(objCenter.x + radious, map->width - 1); xd++)
  1288. {
  1289. for (int yd = std::max<int>(objCenter.y - radious, 0); yd <= std::min<int>(objCenter.y + radious, map->height - 1); yd++)
  1290. {
  1291. double distance = objCenter.dist2d(int3(xd,yd,objCenter.z)) - 0.5;
  1292. if(distance <= radious)
  1293. k->second.fogOfWarMap[xd][yd][objCenter.z] = 1;
  1294. }
  1295. }
  1296. */
  1297. std::set<int3> tiles;
  1298. obj->getSightTiles(tiles);
  1299. BOOST_FOREACH(int3 tile, tiles)
  1300. {
  1301. k->second.fogOfWarMap[tile.x][tile.y][tile.z] = 1;
  1302. }
  1303. }
  1304. //for(int xd=0; xd<map->width; ++xd) //revealing part of map around heroes
  1305. //{
  1306. // for(int yd=0; yd<map->height; ++yd)
  1307. // {
  1308. // for(int ch=0; ch<k->second.heroes.size(); ++ch)
  1309. // {
  1310. // int deltaX = (k->second.heroes[ch]->getPosition(false).x-xd)*(k->second.heroes[ch]->getPosition(false).x-xd);
  1311. // int deltaY = (k->second.heroes[ch]->getPosition(false).y-yd)*(k->second.heroes[ch]->getPosition(false).y-yd);
  1312. // if(deltaX+deltaY<k->second.heroes[ch]->getSightDistance()*k->second.heroes[ch]->getSightDistance())
  1313. // k->second.fogOfWarMap[xd][yd][k->second.heroes[ch]->getPosition(false).z] = 1;
  1314. // }
  1315. // }
  1316. //}
  1317. //starting bonus
  1318. if(si->playerInfos[k->second.serial].bonus==brandom)
  1319. si->playerInfos[k->second.serial].bonus = ran()%3;
  1320. switch(si->playerInfos[k->second.serial].bonus)
  1321. {
  1322. case bgold:
  1323. k->second.resources[6] += 500 + (ran()%6)*100;
  1324. break;
  1325. case bresource:
  1326. {
  1327. int res = VLC->townh->towns[si->playerInfos[k->second.serial].castle].primaryRes;
  1328. if(res == 127)
  1329. {
  1330. k->second.resources[0] += 5 + ran()%6;
  1331. k->second.resources[2] += 5 + ran()%6;
  1332. }
  1333. else
  1334. {
  1335. k->second.resources[res] += 3 + ran()%4;
  1336. }
  1337. break;
  1338. }
  1339. case bartifact:
  1340. {
  1341. if(!k->second.heroes.size())
  1342. {
  1343. tlog5 << "Cannot give starting artifact - no heroes!" << std::endl;
  1344. break;
  1345. }
  1346. CArtifact *toGive;
  1347. do
  1348. {
  1349. toGive = VLC->arth->treasures[ran() % VLC->arth->treasures.size()];
  1350. } while (!map->allowedArtifact[toGive->id]);
  1351. CGHeroInstance *hero = k->second.heroes[0];
  1352. std::vector<ui16>::iterator slot = vstd::findFirstNot(hero->artifWorn,toGive->possibleSlots);
  1353. if(slot!=toGive->possibleSlots.end())
  1354. {
  1355. hero->artifWorn[*slot] = toGive->id;
  1356. hero->recreateArtBonuses();
  1357. }
  1358. else
  1359. hero->artifacts.push_back(toGive->id);
  1360. }
  1361. }
  1362. }
  1363. /****************************TOWNS************************************************/
  1364. for (unsigned int i=0;i<map->towns.size();i++)
  1365. {
  1366. CGTownInstance * vti =(map->towns[i]);
  1367. if(!vti->town)
  1368. vti->town = &VLC->townh->towns[vti->subID];
  1369. if (vti->name.length()==0) // if town hasn't name we draw it
  1370. vti->name = vti->town->Names()[ran()%vti->town->Names().size()];
  1371. //init buildings
  1372. if(vti->builtBuildings.find(-50)!=vti->builtBuildings.end()) //give standard set of buildings
  1373. {
  1374. vti->builtBuildings.erase(-50);
  1375. vti->builtBuildings.insert(10);
  1376. vti->builtBuildings.insert(5);
  1377. vti->builtBuildings.insert(30);
  1378. if(ran()%2)
  1379. vti->builtBuildings.insert(31);
  1380. }
  1381. //init spells
  1382. vti->spells.resize(SPELL_LEVELS);
  1383. CSpell *s;
  1384. for(unsigned int z=0; z<vti->obligatorySpells.size();z++)
  1385. {
  1386. s = &VLC->spellh->spells[vti->obligatorySpells[z]];
  1387. vti->spells[s->level-1].push_back(s->id);
  1388. vti->possibleSpells -= s->id;
  1389. }
  1390. while(vti->possibleSpells.size())
  1391. {
  1392. ui32 total=0, sel=-1;
  1393. for(unsigned int ps=0;ps<vti->possibleSpells.size();ps++)
  1394. total += VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];
  1395. int r = (total)? ran()%total : -1;
  1396. for(unsigned int ps=0; ps<vti->possibleSpells.size();ps++)
  1397. {
  1398. r -= VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];
  1399. if(r<0)
  1400. {
  1401. sel = ps;
  1402. break;
  1403. }
  1404. }
  1405. if(sel<0)
  1406. sel=0;
  1407. CSpell *s = &VLC->spellh->spells[vti->possibleSpells[sel]];
  1408. vti->spells[s->level-1].push_back(s->id);
  1409. vti->possibleSpells -= s->id;
  1410. }
  1411. //init garrisons
  1412. for (std::map<si32,std::pair<ui32,si32> >::iterator j=vti->army.slots.begin(); j!=vti->army.slots.end();j++)
  1413. {
  1414. if(j->second.first > 196 && j->second.first < 211)
  1415. {
  1416. if(j->second.first%2)
  1417. j->second.first = vti->town->basicCreatures[ (j->second.first-197) / 2 ];
  1418. else
  1419. j->second.first = vti->town->upgradedCreatures[ (j->second.first-197) / 2 ];
  1420. }
  1421. }
  1422. if(vti->getOwner() != 255)
  1423. getPlayer(vti->getOwner())->towns.push_back(vti);
  1424. }
  1425. for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
  1426. {
  1427. if(k->first==-1 || k->first==255)
  1428. continue;
  1429. //init visiting and garrisoned heroes
  1430. for(unsigned int l=0; l<k->second.heroes.size();l++)
  1431. {
  1432. CGHeroInstance *h = k->second.heroes[l];
  1433. for(unsigned int m=0; m<k->second.towns.size();m++)
  1434. {
  1435. CGTownInstance *t = k->second.towns[m];
  1436. int3 vistile = t->pos; vistile.x--; //tile next to the entrance
  1437. if(vistile == h->pos || h->pos==t->pos)
  1438. {
  1439. t->visitingHero = h;
  1440. h->visitedTown = t;
  1441. h->inTownGarrison = false;
  1442. if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it
  1443. {
  1444. map->removeBlockVisTiles(h);
  1445. h->pos.x -= 1;
  1446. map->addBlockVisTiles(h);
  1447. }
  1448. break;
  1449. }
  1450. }
  1451. }
  1452. }
  1453. for(unsigned int i=0; i<map->defy.size(); i++)
  1454. {
  1455. map->defy[i]->serial = i;
  1456. }
  1457. objCaller->preInit();
  1458. for(unsigned int i=0; i<map->objects.size(); i++)
  1459. {
  1460. map->objects[i]->initObj();
  1461. if(map->objects[i]->ID == 62) //prison also needs to initialize hero
  1462. static_cast<CGHeroInstance*>(map->objects[i])->initHero();
  1463. }
  1464. objCaller->postInit();
  1465. }
  1466. bool CGameState::battleShootCreatureStack(int ID, int dest)
  1467. {
  1468. return true;
  1469. }
  1470. bool CGameState::battleCanFlee(int player)
  1471. {
  1472. if(!curB) //there is no battle
  1473. return false;
  1474. if(curB->heroes[0]->hasBonusOfType(HeroBonus::ENEMY_CANT_ESCAPE) //eg. one of heroes is wearing shakles of war
  1475. || curB->heroes[0]->hasBonusOfType(HeroBonus::ENEMY_CANT_ESCAPE))
  1476. return false;
  1477. return true;
  1478. }
  1479. int CGameState::battleGetStack(int pos, bool onlyAlive)
  1480. {
  1481. if(!curB)
  1482. return -1;
  1483. for(unsigned int g=0; g<curB->stacks.size(); ++g)
  1484. {
  1485. if((curB->stacks[g]->position == pos
  1486. || (curB->stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE)
  1487. &&( (curB->stacks[g]->attackerOwned && curB->stacks[g]->position-1 == pos)
  1488. || (!curB->stacks[g]->attackerOwned && curB->stacks[g]->position+1 == pos) )
  1489. ))
  1490. && (!onlyAlive || curB->stacks[g]->alive())
  1491. )
  1492. return curB->stacks[g]->ID;
  1493. }
  1494. return -1;
  1495. }
  1496. int CGameState::battleGetBattlefieldType(int3 tile)
  1497. {
  1498. if(tile==int3() && curB)
  1499. tile = curB->tile;
  1500. else if(tile==int3() && !curB)
  1501. return -1;
  1502. const std::vector <CGObjectInstance*> & objs = map->objects;
  1503. for(int g=0; g<objs.size(); ++g)
  1504. {
  1505. if( !objs[g] || objs[g]->pos.x - tile.x < 0 || objs[g]->pos.x - tile.x >= 8
  1506. || tile.y - objs[g]->pos.y + 5 < 0 || tile.y - objs[g]->pos.y + 5 >=6
  1507. || !objs[g]->coveringAt(objs[g]->pos.x - tile.x, tile.y - objs[g]->pos.y + 5)
  1508. ) //look only for objects covering given tile
  1509. continue;
  1510. switch(objs[g]->ID)
  1511. {
  1512. case 222: //clover field
  1513. return 19;
  1514. case 21: case 223: //cursed ground
  1515. return 22;
  1516. case 224: //evil fog
  1517. return 20;
  1518. case 225: //favourable winds
  1519. return 21;
  1520. case 226: //fiery fields
  1521. return 14;
  1522. case 227: //holy ground
  1523. return 18;
  1524. case 228: //lucid pools
  1525. return 17;
  1526. case 229: //magic clouds
  1527. return 16;
  1528. case 46: case 230: //magic plains
  1529. return 9;
  1530. case 231: //rocklands
  1531. return 15;
  1532. }
  1533. }
  1534. switch(map->terrain[tile.x][tile.y][tile.z].tertype)
  1535. {
  1536. case TerrainTile::dirt:
  1537. return rand()%3+3;
  1538. case TerrainTile::sand:
  1539. return 2; //TODO: coast support
  1540. case TerrainTile::grass:
  1541. return rand()%2+6;
  1542. case TerrainTile::snow:
  1543. return rand()%2+10;
  1544. case TerrainTile::swamp:
  1545. return 13;
  1546. case TerrainTile::rough:
  1547. return 23;
  1548. case TerrainTile::subterranean:
  1549. return 12;
  1550. case TerrainTile::lava:
  1551. return 8;
  1552. case TerrainTile::water:
  1553. return 25;
  1554. case TerrainTile::rock:
  1555. return 15;
  1556. default:
  1557. return -1;
  1558. }
  1559. }
  1560. const CGHeroInstance * CGameState::battleGetOwner(int stackID)
  1561. {
  1562. if(!curB)
  1563. return NULL;
  1564. return curB->heroes[!curB->getStack(stackID)->attackerOwned];
  1565. }
  1566. UpgradeInfo CGameState::getUpgradeInfo(const CArmedInstance *obj, int stackPos)
  1567. {
  1568. UpgradeInfo ret;
  1569. const CCreature *base = &VLC->creh->creatures[obj->army.slots.find(stackPos)->second.first];
  1570. if((obj->ID == TOWNI_TYPE) || ((obj->ID == HEROI_TYPE) && static_cast<const CGHeroInstance*>(obj)->visitedTown))
  1571. {
  1572. const CGTownInstance * t;
  1573. if(obj->ID == TOWNI_TYPE)
  1574. t = static_cast<const CGTownInstance *>(obj);
  1575. else
  1576. t = static_cast<const CGHeroInstance*>(obj)->visitedTown;
  1577. for(std::set<si32>::const_iterator i=t->builtBuildings.begin(); i!=t->builtBuildings.end(); i++)
  1578. {
  1579. if( (*i) >= 37 && (*i) < 44 ) //upgraded creature dwelling
  1580. {
  1581. int nid = t->town->upgradedCreatures[(*i)-37]; //upgrade offered by that building
  1582. if(base->upgrades.find(nid) != base->upgrades.end()) //possible upgrade
  1583. {
  1584. ret.newID.push_back(nid);
  1585. ret.cost.push_back(std::set<std::pair<int,int> >());
  1586. for(int j=0;j<RESOURCE_QUANTITY;j++)
  1587. {
  1588. int dif = VLC->creh->creatures[nid].cost[j] - base->cost[j];
  1589. if(dif)
  1590. ret.cost[ret.cost.size()-1].insert(std::make_pair(j,dif));
  1591. }
  1592. }
  1593. }
  1594. }//end for
  1595. }
  1596. //TODO: check if hero ability makes some upgrades possible
  1597. if(ret.newID.size())
  1598. ret.oldID = base->idNumber;
  1599. return ret;
  1600. }
  1601. float CGameState::getMarketEfficiency( int player, int mode/*=0*/ )
  1602. {
  1603. boost::shared_lock<boost::shared_mutex> lock(*mx);
  1604. if(mode) return -1; //todo - support other modes
  1605. int mcount = 0;
  1606. for(unsigned int i=0;i<getPlayer(player)->towns.size();i++)
  1607. if(vstd::contains(getPlayer(player)->towns[i]->builtBuildings,14))
  1608. mcount++;
  1609. float ret = std::min(((float)mcount+1.0f)/20.0f,0.5f);
  1610. return ret;
  1611. }
  1612. void CGameState::loadTownDInfos()
  1613. {
  1614. for(int i=0;i<F_NUMBER;i++)
  1615. {
  1616. villages[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
  1617. forts[i] = VLC->dobjinfo->castles[i];
  1618. capitols[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
  1619. }
  1620. }
  1621. void CGameState::getNeighbours( const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand )
  1622. {
  1623. static int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
  1624. int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
  1625. vec.clear();
  1626. for (size_t i = 0; i < ARRAY_COUNT(dirs); i++)
  1627. {
  1628. const int3 hlp = tile + dirs[i];
  1629. if(!map->isInTheMap(hlp))
  1630. continue;
  1631. const TerrainTile &hlpt = map->getTile(hlp);
  1632. if((indeterminate(onLand) || onLand == (hlpt.tertype!=8) )
  1633. && hlpt.tertype!=9)
  1634. {
  1635. vec.push_back(hlp);
  1636. }
  1637. }
  1638. }
  1639. int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, int remainingMovePoints, bool checkLast)
  1640. {
  1641. if(src == dest) //same tile
  1642. return 0;
  1643. TerrainTile &s = map->terrain[src.x][src.y][src.z],
  1644. &d = map->terrain[dest.x][dest.y][dest.z];
  1645. //get basic cost
  1646. int ret = h->getTileCost(d,s);
  1647. if(src.x != dest.x && src.y != dest.y) //it's diagonal move
  1648. {
  1649. int old = ret;
  1650. ret *= 1.414213;
  1651. //diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
  1652. if(ret > remainingMovePoints && remainingMovePoints >= old)
  1653. {
  1654. return remainingMovePoints;
  1655. }
  1656. }
  1657. int left = remainingMovePoints-ret;
  1658. if(checkLast && left > 0 && remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
  1659. {
  1660. std::vector<int3> vec;
  1661. getNeighbours(d, dest, vec, s.tertype != TerrainTile::water);
  1662. for(size_t i=0; i < vec.size(); i++)
  1663. {
  1664. int fcost = getMovementCost(h,dest,vec[i],left,false);
  1665. if(fcost <= left)
  1666. {
  1667. return ret;
  1668. }
  1669. }
  1670. ret = remainingMovePoints;
  1671. }
  1672. return ret;
  1673. }
  1674. int CGameState::canBuildStructure( const CGTownInstance *t, int ID )
  1675. {
  1676. int ret = 7; //allowed by default
  1677. //checking resources
  1678. CBuilding * pom = VLC->buildh->buildings[t->subID][ID];
  1679. if(!pom)return 8;
  1680. if(pom->Name().size()==0||pom->resources.size()==0)return 2;//TODO: why does this happen?
  1681. for(int res=0;res<pom->resources.size();res++) //TODO: support custom amount of resources
  1682. {
  1683. if(pom->resources[res] > getPlayer(t->tempOwner)->resources[res])
  1684. ret = 6; //lack of res
  1685. }
  1686. //checking for requirements
  1687. for( std::set<int>::iterator ri = VLC->townh->requirements[t->subID][ID].begin();
  1688. ri != VLC->townh->requirements[t->subID][ID].end();
  1689. ri++ )
  1690. {
  1691. if(t->builtBuildings.find(*ri)==t->builtBuildings.end())
  1692. ret = 8; //lack of requirements - cannot build
  1693. }
  1694. //can we build it?
  1695. if(t->forbiddenBuildings.find(ID)!=t->forbiddenBuildings.end())
  1696. ret = 2; //forbidden
  1697. else if(t->builded >= MAX_BUILDING_PER_TURN)
  1698. ret = 5; //building limit
  1699. if(ID == 13) //capitol
  1700. {
  1701. for(unsigned int in = 0; in < map->towns.size(); in++)
  1702. {
  1703. if(map->towns[in]->tempOwner==t->tempOwner && vstd::contains(map->towns[in]->builtBuildings,13))
  1704. {
  1705. ret = 0; //no more than one capitol
  1706. break;
  1707. }
  1708. }
  1709. }
  1710. else if(ID == 6) //shipyard
  1711. {
  1712. int3 t1(t->pos + int3(-1,3,0)),
  1713. t2(t->pos + int3(-3,3,0));
  1714. if(map->isInTheMap(t1) && map->getTile(t1).tertype != TerrainTile::water
  1715. && (map->isInTheMap(t2) && map->getTile(t2).tertype != TerrainTile::water))
  1716. ret = 1; //lack of water
  1717. }
  1718. if(t->builtBuildings.find(ID)!=t->builtBuildings.end()) //already built
  1719. ret = 4;
  1720. return ret;
  1721. }
  1722. void CGameState::apply(CPack *pack)
  1723. {
  1724. ui16 typ = typeList.getTypeID(pack);
  1725. assert(typ >= 0);
  1726. applierGs->apps[typ]->applyOnGS(this,pack);
  1727. }
  1728. PlayerState * CGameState::getPlayer( ui8 color )
  1729. {
  1730. if(vstd::contains(players,color))
  1731. {
  1732. return &players[color];
  1733. }
  1734. else
  1735. {
  1736. tlog2 << "Warning: Cannot find info for player " << int(color) << std::endl;
  1737. return NULL;
  1738. }
  1739. }
  1740. bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret)
  1741. {
  1742. if(!map->isInTheMap(src) || !map->isInTheMap(dest)) //check input
  1743. return false;
  1744. int3 hpos = hero->getPosition(false);
  1745. tribool blockLandSea; //true - blocks sea, false - blocks land, indeterminate - allows all
  1746. if (!hero->canWalkOnSea())
  1747. blockLandSea = (map->getTile(hpos).tertype != TerrainTile::water); //block land if hero is on water and vice versa
  1748. else
  1749. blockLandSea = boost::logic::indeterminate;
  1750. const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayer(hero->tempOwner)->fogOfWarMap;
  1751. //graph initialization
  1752. std::vector< std::vector<CPathNode> > graph;
  1753. graph.resize(map->width);
  1754. for(size_t i=0; i<graph.size(); ++i)
  1755. {
  1756. graph[i].resize(map->height);
  1757. for(size_t j=0; j<graph[i].size(); ++j)
  1758. {
  1759. const TerrainTile *tinfo = &map->terrain[i][j][src.z];
  1760. CPathNode &node = graph[i][j];
  1761. node.accessible = !tinfo->blocked;
  1762. node.dist = -1;
  1763. node.theNodeBefore = NULL;
  1764. node.visited = false;
  1765. node.coord.x = i;
  1766. node.coord.y = j;
  1767. node.coord.z = dest.z;
  1768. if ((tinfo->tertype == TerrainTile::rock) //it's rock
  1769. || ((blockLandSea) && (tinfo->tertype == TerrainTile::water)) //it's sea and we cannot walk on sea
  1770. || ((!blockLandSea) && (tinfo->tertype != TerrainTile::water)) //it's land and we cannot walk on land
  1771. || !FoW[i][j][src.z] //tile is covered by the FoW
  1772. )
  1773. {
  1774. node.accessible = false;
  1775. }
  1776. }
  1777. }
  1778. //Special rules for the destination tile
  1779. {
  1780. const TerrainTile *t = &map->terrain[dest.x][dest.y][dest.z];
  1781. CPathNode &d = graph[dest.x][dest.y];
  1782. //tile may be blocked by blockvis / normal vis obj but it still must be accessible
  1783. if(t->visitable)
  1784. {
  1785. d.accessible = true; //for allowing visiting objects
  1786. }
  1787. if(blockLandSea && t->tertype == TerrainTile::water) //hero can walk only on land and dst lays on the water
  1788. {
  1789. size_t i = 0;
  1790. for(; i < t->visitableObjects.size(); i++)
  1791. if(t->visitableObjects[i]->ID == 8 || t->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat
  1792. break;
  1793. d.accessible = (i < t->visitableObjects.size()); //dest is accessible only if there is boat/hero
  1794. }
  1795. else if(!blockLandSea && t->tertype != TerrainTile::water) //hero is moving by water
  1796. {
  1797. d.accessible = (t->siodmyTajemniczyBajt & 64) && !t->blocked; //tile is accessible if it's coastal and not blocked
  1798. }
  1799. }
  1800. //graph initialized
  1801. //initial tile - set cost on 0 and add to the queue
  1802. graph[src.x][src.y].dist = 0;
  1803. std::queue<CPathNode> mq;
  1804. mq.push(graph[src.x][src.y]);
  1805. ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
  1806. std::vector<int3> neighbours;
  1807. neighbours.reserve(8);
  1808. while(!mq.empty())
  1809. {
  1810. CPathNode &cp = graph[mq.front().coord.x][mq.front().coord.y];
  1811. mq.pop();
  1812. if (cp.coord == dest) //it's destination tile
  1813. {
  1814. if (cp.dist < curDist) //that path is better than previous one
  1815. curDist = cp.dist;
  1816. continue;
  1817. }
  1818. else
  1819. {
  1820. if (cp.dist > curDist) //it's not dest and current length is greater than cost of already found path
  1821. continue;
  1822. }
  1823. //add accessible neighbouring nodes to the queue
  1824. getNeighbours(map->getTile(cp.coord), cp.coord, neighbours, boost::logic::indeterminate);
  1825. for(unsigned int i=0; i < neighbours.size(); i++)
  1826. {
  1827. CPathNode & dp = graph[neighbours[i].x][neighbours[i].y];
  1828. if(dp.accessible)
  1829. {
  1830. int cost = getMovementCost(hero,cp.coord,dp.coord,hero->movement - cp.dist);
  1831. if((dp.dist==-1 || (dp.dist > cp.dist + cost)) && dp.accessible && checkForVisitableDir(cp.coord, dp.coord) && checkForVisitableDir(dp.coord, cp.coord))
  1832. {
  1833. dp.dist = cp.dist + cost;
  1834. dp.theNodeBefore = &cp;
  1835. mq.push(dp);
  1836. }
  1837. }
  1838. }
  1839. }
  1840. CPathNode *curNode = &graph[dest.x][dest.y];
  1841. if(!curNode->theNodeBefore) //destination is not accessible
  1842. return false;
  1843. //fill ret with found path
  1844. ret.nodes.clear();
  1845. while(curNode->coord != graph[src.x][src.y].coord)
  1846. {
  1847. ret.nodes.push_back(*curNode);
  1848. curNode = curNode->theNodeBefore;
  1849. }
  1850. ret.nodes.push_back(graph[src.x][src.y]);
  1851. return true;
  1852. }
  1853. void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement)
  1854. {
  1855. assert(hero);
  1856. if(src.x < 0)
  1857. src = hero->getPosition(false);
  1858. if(movement < 0)
  1859. movement = hero->movement;
  1860. out.hero = hero;
  1861. out.hpos = src;
  1862. if(!map->isInTheMap(src)/* || !map->isInTheMap(dest)*/) //check input
  1863. {
  1864. tlog1 << "CGameState::calculatePaths: Hero outside the map? How dare you...\n";
  1865. return;
  1866. }
  1867. tribool onLand; //true - blocks sea, false - blocks land, indeterminate - allows all
  1868. if (!hero->canWalkOnSea())
  1869. onLand = (map->getTile(src).tertype != TerrainTile::water); //block land if hero is on water and vice versa
  1870. else
  1871. onLand = boost::logic::indeterminate;
  1872. const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayer(hero->tempOwner)->fogOfWarMap;
  1873. //graph initialization
  1874. CGPathNode ***graph = out.nodes;
  1875. for(size_t i=0; i < out.sizes.x; ++i)
  1876. {
  1877. for(size_t j=0; j < out.sizes.y; ++j)
  1878. {
  1879. for(size_t k=0; k < out.sizes.z; ++k)
  1880. {
  1881. const TerrainTile *tinfo = &map->terrain[i][j][k];
  1882. CGPathNode &node = graph[i][j][k];
  1883. node.accessible = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);
  1884. node.turns = 0xff;
  1885. node.moveRemains = 0;
  1886. node.coord.x = i;
  1887. node.coord.y = j;
  1888. node.coord.z = k;
  1889. node.land = tinfo->tertype != TerrainTile::water;
  1890. node.theNodeBefore = NULL;
  1891. if ( tinfo->tertype == TerrainTile::rock//it's rock
  1892. || onLand && !node.land //it's sea and we cannot walk on sea
  1893. || !onLand && node.land //it's land and we cannot walk on land
  1894. || !FoW[i][j][k] //tile is covered by the FoW
  1895. )
  1896. {
  1897. node.accessible = CGPathNode::BLOCKED;
  1898. }
  1899. else if(tinfo->visitable)
  1900. {
  1901. for(size_t ii = 0; ii < tinfo->visitableObjects.size(); ii++)
  1902. {
  1903. if(tinfo->visitableObjects[ii]->blockVisit)
  1904. {
  1905. node.accessible = CGPathNode::BLOCKVIS;
  1906. break;
  1907. }
  1908. else
  1909. node.accessible = CGPathNode::VISITABLE;
  1910. }
  1911. }
  1912. if(onLand && !node.land) //hero can walk only on land and tile lays on the water
  1913. {
  1914. size_t i = 0;
  1915. for(; i < tinfo->visitableObjects.size(); i++)
  1916. if(tinfo->visitableObjects[i]->ID == 8 || tinfo->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat
  1917. break;
  1918. if(i < tinfo->visitableObjects.size())
  1919. node.accessible = CGPathNode::BLOCKVIS; //dest is accessible only if there is boat/hero
  1920. }
  1921. else if(!onLand && tinfo->tertype != TerrainTile::water) //hero is moving by water
  1922. {
  1923. if((tinfo->siodmyTajemniczyBajt & 64) && !tinfo->blocked)
  1924. node.accessible = CGPathNode::VISITABLE; //tile is accessible if it's coastal and not blocked
  1925. }
  1926. }
  1927. }
  1928. }
  1929. //graph initialized
  1930. //initial tile - set cost on 0 and add to the queue
  1931. graph[src.x][src.y][src.z].turns = 0;
  1932. graph[src.x][src.y][src.z].moveRemains = movement;
  1933. std::queue<CGPathNode*> mq;
  1934. mq.push(&graph[src.x][src.y][src.z]);
  1935. ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
  1936. std::vector<int3> neighbours;
  1937. neighbours.reserve(8);
  1938. while(!mq.empty())
  1939. {
  1940. CGPathNode *cp = mq.front();
  1941. mq.pop();
  1942. const TerrainTile &ct = map->getTile(cp->coord);
  1943. int movement = cp->moveRemains, turn = cp->turns;
  1944. if(!movement)
  1945. {
  1946. movement = hero->maxMovePoints(ct.tertype != TerrainTile::water);
  1947. turn++;
  1948. }
  1949. //add accessible neighbouring nodes to the queue
  1950. getNeighbours(ct, cp->coord, neighbours, boost::logic::indeterminate);
  1951. for(unsigned int i=0; i < neighbours.size(); i++)
  1952. {
  1953. const int3 &n = neighbours[i]; //current neighbor
  1954. CGPathNode & dp = graph[n.x][n.y][n.z];
  1955. if( !checkForVisitableDir(cp->coord, dp.coord)
  1956. || !checkForVisitableDir(dp.coord, cp->coord)
  1957. || dp.accessible == CGPathNode::BLOCKED )
  1958. {
  1959. continue;
  1960. }
  1961. int cost = getMovementCost(hero, cp->coord, dp.coord, movement);
  1962. int remains = movement - cost;
  1963. if(remains < 0)
  1964. {
  1965. //occurs rarely, when hero with low movepoints tries to go leave the road
  1966. turn++;
  1967. movement = hero->maxMovePoints(ct.tertype != TerrainTile::water);
  1968. cost = getMovementCost(hero, cp->coord, dp.coord, movement); //cost must be updated, movement points changed :(
  1969. remains = movement - cost;
  1970. }
  1971. if(dp.turns==0xff //we haven't been here before
  1972. || dp.turns > turn
  1973. || (dp.turns >= turn && dp.moveRemains < remains)) //this route is faster
  1974. {
  1975. assert(&dp != cp->theNodeBefore); //two tiles can't point to each other
  1976. dp.moveRemains = remains;
  1977. dp.turns = turn;
  1978. dp.theNodeBefore = cp;
  1979. if(dp.accessible == CGPathNode::ACCESSIBLE)
  1980. {
  1981. mq.push(&dp);
  1982. }
  1983. }
  1984. } //neighbours loop
  1985. } //queue loop
  1986. }
  1987. bool CGameState::isVisible(int3 pos, int player)
  1988. {
  1989. if(player == 255) //neutral player
  1990. return false;
  1991. return players[player].fogOfWarMap[pos.x][pos.y][pos.z];
  1992. }
  1993. bool CGameState::isVisible( const CGObjectInstance *obj, int player )
  1994. {
  1995. if(player == 255) //neutral player
  1996. return false;
  1997. //object is visible when at least one blocked tile is visible
  1998. for(int fx=0; fx<8; ++fx)
  1999. {
  2000. for(int fy=0; fy<6; ++fy)
  2001. {
  2002. int3 pos = obj->pos + int3(fx-7,fy-5,0);
  2003. if(map->isInTheMap(pos)
  2004. && !((obj->defInfo->blockMap[fy] >> (7 - fx)) & 1)
  2005. && isVisible(pos, player) )
  2006. return true;
  2007. }
  2008. }
  2009. return false;
  2010. }
  2011. bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
  2012. {
  2013. const TerrainTile * pom = &map->getTile(dst);
  2014. return checkForVisitableDir(src, pom, dst);
  2015. }
  2016. bool CGameState::checkForVisitableDir( const int3 & src, const TerrainTile *pom, const int3 & dst ) const
  2017. {
  2018. for(unsigned int b=0; b<pom->visitableObjects.size(); ++b) //checking destination tile
  2019. {
  2020. if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore
  2021. continue;
  2022. CGDefInfo * di = pom->visitableObjects[b]->defInfo;
  2023. if( (dst.x == src.x-1 && dst.y == src.y-1) && !(di->visitDir & (1<<4)) )
  2024. {
  2025. return false;
  2026. }
  2027. if( (dst.x == src.x && dst.y == src.y-1) && !(di->visitDir & (1<<5)) )
  2028. {
  2029. return false;
  2030. }
  2031. if( (dst.x == src.x+1 && dst.y == src.y-1) && !(di->visitDir & (1<<6)) )
  2032. {
  2033. return false;
  2034. }
  2035. if( (dst.x == src.x+1 && dst.y == src.y) && !(di->visitDir & (1<<7)) )
  2036. {
  2037. return false;
  2038. }
  2039. if( (dst.x == src.x+1 && dst.y == src.y+1) && !(di->visitDir & (1<<0)) )
  2040. {
  2041. return false;
  2042. }
  2043. if( (dst.x == src.x && dst.y == src.y+1) && !(di->visitDir & (1<<1)) )
  2044. {
  2045. return false;
  2046. }
  2047. if( (dst.x == src.x-1 && dst.y == src.y+1) && !(di->visitDir & (1<<2)) )
  2048. {
  2049. return false;
  2050. }
  2051. if( (dst.x == src.x-1 && dst.y == src.y) && !(di->visitDir & (1<<3)) )
  2052. {
  2053. return false;
  2054. }
  2055. }
  2056. return true;
  2057. }
  2058. std::pair<ui32, ui32> BattleInfo::calculateDmgRange(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge)
  2059. {
  2060. float attackDefenseBonus,
  2061. minDmg = attacker->creature->damageMin * attacker->amount,
  2062. maxDmg = attacker->creature->damageMax * attacker->amount;
  2063. if(attacker->creature->idNumber == 149) //arrow turret
  2064. {
  2065. switch(attacker->position)
  2066. {
  2067. case -2: //keep
  2068. minDmg = 15;
  2069. maxDmg = 15;
  2070. break;
  2071. case -3: case -4: //turrets
  2072. minDmg = 7.5f;
  2073. maxDmg = 7.5f;
  2074. break;
  2075. }
  2076. }
  2077. if(attacker->hasFeatureOfType(StackFeature::SIEGE_WEAPON) && attacker->creature->idNumber != 149) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
  2078. { //minDmg and maxDmg are multiplied by hero attack + 1
  2079. minDmg *= attackerHero->getPrimSkillLevel(0) + 1;
  2080. maxDmg *= attackerHero->getPrimSkillLevel(0) + 1;
  2081. }
  2082. if(attacker->hasFeatureOfType(StackFeature::GENERAL_ATTACK_REDUCTION))
  2083. {
  2084. attackDefenseBonus = attacker->Attack() * (attacker->valOfFeatures(StackFeature::GENERAL_ATTACK_REDUCTION, -1024) / 100.0f) - defender->Defense();
  2085. }
  2086. else
  2087. {
  2088. attackDefenseBonus = attacker->Attack() - defender->Defense();
  2089. }
  2090. //calculating total attack/defense skills modifier
  2091. if(!shooting && attacker->hasFeatureOfType(StackFeature::ATTACK_BONUS, 0)) //bloodlust handling (etc.)
  2092. {
  2093. attackDefenseBonus += attacker->valOfFeatures(StackFeature::ATTACK_BONUS, 0);
  2094. }
  2095. if(shooting && attacker->hasFeatureOfType(StackFeature::ATTACK_BONUS, 1)) //precision handling (etc.)
  2096. {
  2097. attackDefenseBonus += attacker->valOfFeatures(StackFeature::ATTACK_BONUS, 1);
  2098. }
  2099. if(attacker->getEffect(55)) //slayer handling
  2100. {
  2101. std::vector<int> affectedIds;
  2102. switch(attacker->getEffect(55)->level)
  2103. {
  2104. case 3: //expert
  2105. {
  2106. affectedIds.push_back(40); //giant
  2107. affectedIds.push_back(41); //titan
  2108. affectedIds.push_back(152); //lord of thunder
  2109. } //continue adding ...
  2110. case 2: //advanced
  2111. {
  2112. affectedIds.push_back(12); //angel
  2113. affectedIds.push_back(13); //archangel
  2114. affectedIds.push_back(54); //devil
  2115. affectedIds.push_back(55); //arch devil
  2116. affectedIds.push_back(150); //supreme archangel
  2117. affectedIds.push_back(153); //antichrist
  2118. } //continue adding ...
  2119. case 0: case 1: //none and basic
  2120. {
  2121. affectedIds.push_back(26); //green dragon
  2122. affectedIds.push_back(27); //gold dragon
  2123. affectedIds.push_back(82); //red dragon
  2124. affectedIds.push_back(83); //black dragon
  2125. affectedIds.push_back(96); //behemot
  2126. affectedIds.push_back(97); //ancient behemot
  2127. affectedIds.push_back(110); //hydra
  2128. affectedIds.push_back(111); //chaos hydra
  2129. affectedIds.push_back(132); //azure dragon
  2130. affectedIds.push_back(133); //crystal dragon
  2131. affectedIds.push_back(134); //faerie dragon
  2132. affectedIds.push_back(135); //rust dragon
  2133. affectedIds.push_back(151); //diamond dragon
  2134. affectedIds.push_back(154); //blood dragon
  2135. affectedIds.push_back(155); //darkness dragon
  2136. affectedIds.push_back(156); //ghost behemoth
  2137. affectedIds.push_back(157); //hell hydra
  2138. break;
  2139. }
  2140. }
  2141. for(unsigned int g=0; g<affectedIds.size(); ++g)
  2142. {
  2143. if(defender->creature->idNumber == affectedIds[g])
  2144. {
  2145. attackDefenseBonus += VLC->spellh->spells[55].powers[attacker->getEffect(55)->level];
  2146. break;
  2147. }
  2148. }
  2149. }
  2150. float dmgBonusMultiplier = 1.0f;
  2151. //applying jousting bonus
  2152. if( attacker->hasFeatureOfType(StackFeature::JOUSTING) && !defender->hasFeatureOfType(StackFeature::CHARGE_IMMUNITY) )
  2153. dmgBonusMultiplier += charge * 0.05f;
  2154. //bonus from attack/defense skills
  2155. if(attackDefenseBonus < 0) //decreasing dmg
  2156. {
  2157. if(0.02f * (-attackDefenseBonus) > 0.3f)
  2158. {
  2159. dmgBonusMultiplier += -0.3f;
  2160. }
  2161. else
  2162. {
  2163. dmgBonusMultiplier += 0.02f * attackDefenseBonus;
  2164. }
  2165. }
  2166. else //increasing dmg
  2167. {
  2168. if(0.05f * attackDefenseBonus > 4.0f)
  2169. {
  2170. dmgBonusMultiplier += 4.0f;
  2171. }
  2172. else
  2173. {
  2174. dmgBonusMultiplier += 0.05f * attackDefenseBonus;
  2175. }
  2176. }
  2177. //handling secondary abilities and artifacts giving premies to them
  2178. if(attackerHero)
  2179. {
  2180. if(shooting)
  2181. {
  2182. switch(attackerHero->getSecSkillLevel(1)) //archery
  2183. {
  2184. case 1: //basic
  2185. dmgBonusMultiplier += 0.1f;
  2186. break;
  2187. case 2: //advanced
  2188. dmgBonusMultiplier += 0.25f;
  2189. break;
  2190. case 3: //expert
  2191. dmgBonusMultiplier += 0.5f;
  2192. break;
  2193. }
  2194. if(attackerHero->getSecSkillLevel(1) > 0) //non-none level
  2195. {
  2196. //apply artifact premy to archery
  2197. dmgBonusMultiplier += attackerHero->valOfBonuses(HeroBonus::SECONDARY_SKILL_PREMY, 1) / 100.0f;
  2198. }
  2199. }
  2200. else
  2201. {
  2202. switch(attackerHero->getSecSkillLevel(22)) //offense
  2203. {
  2204. case 1: //basic
  2205. dmgBonusMultiplier += 0.1f;
  2206. break;
  2207. case 2: //advanced
  2208. dmgBonusMultiplier += 0.2f;
  2209. break;
  2210. case 3: //expert
  2211. dmgBonusMultiplier += 0.3f;
  2212. break;
  2213. }
  2214. }
  2215. }
  2216. if(defendingHero)
  2217. {
  2218. switch(defendingHero->getSecSkillLevel(23)) //armorer
  2219. {
  2220. case 1: //basic
  2221. dmgBonusMultiplier *= 0.95f;
  2222. break;
  2223. case 2: //advanced
  2224. dmgBonusMultiplier *= 0.9f;
  2225. break;
  2226. case 3: //expert
  2227. dmgBonusMultiplier *= 0.85f;
  2228. break;
  2229. }
  2230. }
  2231. //handling hate effect
  2232. if( attacker->hasFeatureOfType(StackFeature::HATE, defender->creature->idNumber) )
  2233. dmgBonusMultiplier += 0.5f;
  2234. //handling spell effects
  2235. if(!shooting && defender->hasFeatureOfType(StackFeature::GENERAL_DAMAGE_REDUCTION, 0)) //eg. shield
  2236. {
  2237. dmgBonusMultiplier *= float(defender->valOfFeatures(StackFeature::GENERAL_DAMAGE_REDUCTION, 0)) / 100.0f;
  2238. }
  2239. else if(shooting && defender->hasFeatureOfType(StackFeature::GENERAL_DAMAGE_REDUCTION, 1)) //eg. air shield
  2240. {
  2241. dmgBonusMultiplier *= float(defender->valOfFeatures(StackFeature::GENERAL_DAMAGE_REDUCTION, 1)) / 100.0f;
  2242. }
  2243. if(attacker->getEffect(42)) //curse handling (partial, the rest is below)
  2244. {
  2245. dmgBonusMultiplier *= 0.8f * float(VLC->spellh->spells[42].powers[attacker->getEffect(42)->level]); //the second factor is 1 or 0
  2246. }
  2247. minDmg *= dmgBonusMultiplier;
  2248. maxDmg *= dmgBonusMultiplier;
  2249. if(attacker->getEffect(42)) //curse handling (rest)
  2250. {
  2251. minDmg -= VLC->spellh->spells[42].powers[attacker->getEffect(42)->level];
  2252. return std::make_pair(int(minDmg), int(minDmg));
  2253. }
  2254. else if(attacker->getEffect(41)) //bless handling
  2255. {
  2256. maxDmg += VLC->spellh->spells[41].powers[attacker->getEffect(41)->level];
  2257. return std::make_pair(int(maxDmg), int(maxDmg));
  2258. }
  2259. else
  2260. {
  2261. return std::make_pair(int(minDmg), int(maxDmg));
  2262. }
  2263. tlog1 << "We are too far in calculateDmg...\n";
  2264. return std::make_pair(0, 0);
  2265. }
  2266. ui32 BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge)
  2267. {
  2268. std::pair<ui32, ui32> range = calculateDmgRange(attacker, defender, attackerHero, defendingHero, shooting, charge);
  2269. if(range.first != range.second)
  2270. return range.first + rand() % (range.second - range.first + 1);
  2271. else
  2272. return range.first;
  2273. }
  2274. void BattleInfo::calculateCasualties( std::map<ui32,si32> *casualties ) const
  2275. {
  2276. for(unsigned int i=0; i<stacks.size();i++)//setting casualties
  2277. {
  2278. const CStack * const st = stacks[i];
  2279. si32 killed = (st->alive() ? st->baseAmount - st->amount : st->baseAmount);
  2280. amax(killed, 0);
  2281. if(killed)
  2282. casualties[!st->attackerOwned][st->creature->idNumber] += killed;
  2283. }
  2284. }
  2285. si8 CGameState::battleMaxSpellLevel()
  2286. {
  2287. if(!curB) //there is not battle
  2288. {
  2289. tlog1 << "si8 CGameState::maxSpellLevel() call when there is no battle!" << std::endl;
  2290. throw "si8 CGameState::maxSpellLevel() call when there is no battle!";
  2291. }
  2292. si8 levelLimit = SPELL_LEVELS;
  2293. const CGHeroInstance *h1 = curB->heroes[0];
  2294. if(h1)
  2295. {
  2296. for(std::list<HeroBonus>::const_iterator i = h1->bonuses.begin(); i != h1->bonuses.end(); i++)
  2297. if(i->type == HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL)
  2298. amin(levelLimit, i->val);
  2299. }
  2300. const CGHeroInstance *h2 = curB->heroes[1];
  2301. if(h2)
  2302. {
  2303. for(std::list<HeroBonus>::const_iterator i = h2->bonuses.begin(); i != h2->bonuses.end(); i++)
  2304. if(i->type == HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL)
  2305. amin(levelLimit, i->val);
  2306. }
  2307. return levelLimit;
  2308. }
  2309. std::set<CStack*> BattleInfo::getAttackedCreatures(const CSpell * s, const CGHeroInstance * caster, int destinationTile)
  2310. {
  2311. std::set<ui16> attackedHexes = s->rangeInHexes(destinationTile, caster->getSpellSchoolLevel(s));
  2312. std::set<CStack*> attackedCres; /*std::set to exclude multiple occurrences of two hex creatures*/
  2313. bool onlyAlive = s->id != 38 && s->id != 39; //when casting resurrection or animate dead we should be allow to select dead stack
  2314. if(s->id == 24 || s->id == 25 || s->id == 26) //death ripple, destroy undead and Armageddon
  2315. {
  2316. for(int it=0; it<stacks.size(); ++it)
  2317. {
  2318. if((s->id == 24 && !stacks[it]->creature->isUndead()) //death ripple
  2319. || (s->id == 25 && stacks[it]->creature->isUndead()) //destroy undead
  2320. || (s->id == 26) //Armageddon
  2321. )
  2322. {
  2323. if(stacks[it]->alive())
  2324. attackedCres.insert(stacks[it]);
  2325. }
  2326. }
  2327. }
  2328. else if(VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET_1") != std::string::npos
  2329. || 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
  2330. {
  2331. if(caster->getSpellSchoolLevel(s) < 3) /*not expert */
  2332. {
  2333. CStack * st = getStackT(destinationTile, onlyAlive);
  2334. if(st)
  2335. attackedCres.insert(st);
  2336. }
  2337. else
  2338. {
  2339. for(int it=0; it<stacks.size(); ++it)
  2340. {
  2341. /*if it's non negative spell and our unit or non positive spell and hostile unit */
  2342. if((VLC->spellh->spells[s->id].positiveness >= 0 && stacks[it]->owner == caster->tempOwner)
  2343. ||(VLC->spellh->spells[s->id].positiveness <= 0 && stacks[it]->owner != caster->tempOwner )
  2344. )
  2345. {
  2346. if(!onlyAlive || stacks[it]->alive())
  2347. attackedCres.insert(stacks[it]);
  2348. }
  2349. }
  2350. } //if(caster->getSpellSchoolLevel(s) < 3)
  2351. }
  2352. else if(VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET") != std::string::npos) //spell to be cast on one specific creature
  2353. {
  2354. CStack * st = getStackT(destinationTile, onlyAlive);
  2355. if(st)
  2356. attackedCres.insert(st);
  2357. }
  2358. else //custom range from attackedHexes
  2359. {
  2360. for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
  2361. {
  2362. CStack * st = getStackT(*it, onlyAlive);
  2363. if(st)
  2364. attackedCres.insert(st);
  2365. }
  2366. }
  2367. return attackedCres;
  2368. }
  2369. int BattleInfo::calculateSpellDuration(const CSpell * spell, const CGHeroInstance * caster)
  2370. {
  2371. switch(spell->id)
  2372. {
  2373. case 56: //frenzy
  2374. return 1;
  2375. default: //other spells
  2376. return caster->getPrimSkillLevel(2) + caster->valOfBonuses(HeroBonus::SPELL_DURATION);
  2377. }
  2378. }
  2379. CStack * BattleInfo::generateNewStack(const CGHeroInstance * owner, int creatureID, int amount, int stackID, bool attackerOwned, int slot, int /*TerrainTile::EterrainType*/ terrain, int position) const
  2380. {
  2381. CStack * ret = new CStack(&VLC->creh->creatures[creatureID], amount, attackerOwned ? side1 : side2, stackID, attackerOwned, slot);
  2382. if(owner)
  2383. {
  2384. ret->features.push_back(makeFeature(StackFeature::SPEED_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->valOfBonuses(HeroBonus::STACKS_SPEED), StackFeature::BONUS_FROM_HERO));
  2385. //base luck/morale calculations
  2386. ret->morale = owner->getCurrentMorale(slot, false);
  2387. ret->luck = owner->getCurrentLuck(slot, false);
  2388. //other bonuses
  2389. ret->features.push_back(makeFeature(StackFeature::ATTACK_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->getPrimSkillLevel(0), StackFeature::BONUS_FROM_HERO));
  2390. ret->features.push_back(makeFeature(StackFeature::DEFENCE_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->getPrimSkillLevel(1), StackFeature::BONUS_FROM_HERO));
  2391. if ( owner->hasBonusOfType(HeroBonus::STACK_HEALTH_PERCENT) ) // e.g. Elixir of Life
  2392. ret->features.push_back(makeFeature(StackFeature::HP_BONUS, StackFeature::WHOLE_BATTLE, 0,
  2393. (ret->creature->hitPoints * owner->valOfBonuses(HeroBonus::STACK_HEALTH_PERCENT)) / 100,
  2394. StackFeature::BONUS_FROM_HERO));
  2395. if (owner->hasBonusOfType(HeroBonus::HP_REGENERATION)) // e.g. Elixir of Life
  2396. ret->features.push_back(makeFeature(StackFeature::HP_REGENERATION, StackFeature::WHOLE_BATTLE, 0,
  2397. owner->valOfBonuses(HeroBonus::HP_REGENERATION), StackFeature::BONUS_FROM_HERO));
  2398. if (owner->hasBonusOfType(HeroBonus::LEVEL_SPELL_IMMUNITY)) // e.g. Power of the Dragon Father
  2399. ret->features.push_back(makeFeature(StackFeature::LEVEL_SPELL_IMMUNITY, StackFeature::WHOLE_BATTLE, 0,
  2400. owner->valOfBonuses(HeroBonus::LEVEL_SPELL_IMMUNITY), StackFeature::BONUS_FROM_HERO));
  2401. ret->features.push_back(makeFeature(StackFeature::HP_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->valOfBonuses(HeroBonus::STACK_HEALTH), StackFeature::BONUS_FROM_HERO));
  2402. ret->firstHPleft = ret->MaxHealth();
  2403. }
  2404. else
  2405. {
  2406. ret->morale = 0;
  2407. ret->luck = 0;
  2408. }
  2409. //native terrain bonuses
  2410. int faction = ret->creature->faction;
  2411. if(faction >= 0 && VLC->heroh->nativeTerrains[faction] == terrain)
  2412. {
  2413. ret->features.push_back(makeFeature(StackFeature::SPEED_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
  2414. ret->features.push_back(makeFeature(StackFeature::ATTACK_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
  2415. ret->features.push_back(makeFeature(StackFeature::DEFENCE_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
  2416. }
  2417. ret->position = position;
  2418. return ret;
  2419. }
  2420. ui32 BattleInfo::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
  2421. {
  2422. ui32 ret = VLC->spellh->spells[sp->id].costs[caster->getSpellSchoolLevel(sp)];
  2423. //checking for friendly stacks reducing cost of the spell
  2424. si32 manaReduction = 0;
  2425. for(int g=0; g<stacks.size(); ++g)
  2426. {
  2427. if( stacks[g]->owner == caster->tempOwner && stacks[g]->hasFeatureOfType(StackFeature::CHANGES_SPELL_COST_FOR_ALLY) )
  2428. {
  2429. amin(manaReduction, stacks[g]->valOfFeatures(StackFeature::CHANGES_SPELL_COST_FOR_ALLY));
  2430. }
  2431. }
  2432. return ret + manaReduction;
  2433. }
  2434. int BattleInfo::hexToWallPart(int hex) const
  2435. {
  2436. if(siege == 0) //there is no battle!
  2437. return -1;
  2438. static const std::pair<int, int> attackable[] = //potentially attackable parts of wall
  2439. {std::make_pair(50, 0), std::make_pair(183, 1), std::make_pair(182, 2), std::make_pair(130, 3),
  2440. 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)};
  2441. for(int g = 0; g < ARRAY_COUNT(attackable); ++g)
  2442. {
  2443. if(attackable[g].first == hex)
  2444. return attackable[g].second;
  2445. }
  2446. return -1; //not found!
  2447. }
  2448. std::pair<const CStack *, int> BattleInfo::getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const
  2449. {
  2450. bool ac[BFIELD_SIZE];
  2451. std::set<int> occupyable;
  2452. getAccessibilityMap(ac, closest->hasFeatureOfType(StackFeature::DOUBLE_WIDE), closest->attackerOwned, false, occupyable, closest->hasFeatureOfType(StackFeature::FLYING), closest->ID);
  2453. int predecessor[BFIELD_SIZE], dist[BFIELD_SIZE];
  2454. makeBFS(closest->position, ac, predecessor, dist, closest->hasFeatureOfType(StackFeature::DOUBLE_WIDE), closest->attackerOwned, closest->hasFeatureOfType(StackFeature::FLYING), true);
  2455. std::vector< std::pair< std::pair<int, int>, const CStack *> > stackPairs; //pairs <<distance, hex>, stack>
  2456. for(int g=0; g<BFIELD_SIZE; ++g)
  2457. {
  2458. const CStack * atG = getStackT(g);
  2459. if(!atG || atG->ID == closest->ID) //if there is not stack or we are the closest one
  2460. continue;
  2461. if(boost::logic::indeterminate(attackerOwned) || atG->attackerOwned == attackerOwned)
  2462. {
  2463. if(predecessor[g] == -1) //TODO: is it really the best solution?
  2464. continue;
  2465. stackPairs.push_back( std::make_pair( std::make_pair(dist[predecessor[g]], g), atG) );
  2466. }
  2467. }
  2468. if(stackPairs.size() > 0)
  2469. {
  2470. std::vector< std::pair< std::pair<int, int>, const CStack *> > minimalPairs;
  2471. minimalPairs.push_back(stackPairs[0]);
  2472. for(int b=1; b<stackPairs.size(); ++b)
  2473. {
  2474. if(stackPairs[b].first.first < minimalPairs[0].first.first)
  2475. {
  2476. minimalPairs.clear();
  2477. minimalPairs.push_back(stackPairs[b]);
  2478. }
  2479. else if(stackPairs[b].first.first == minimalPairs[0].first.first)
  2480. {
  2481. minimalPairs.push_back(stackPairs[b]);
  2482. }
  2483. }
  2484. std::pair< std::pair<int, int>, const CStack *> minPair = minimalPairs[minimalPairs.size()/2];
  2485. return std::make_pair(minPair.second, predecessor[minPair.first.second]);
  2486. }
  2487. return std::make_pair<const CStack * , int>(NULL, -1);
  2488. }
  2489. ui32 BattleInfo::calculateSpellDmg(const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const
  2490. {
  2491. ui32 ret = 0; //value to return
  2492. //15 - magic arrows, 16 - ice bolt, 17 - lightning bolt, 18 - implosion, 20 - frost ring, 21 - fireball, 22 - inferno, 23 - meteor shower,
  2493. //24 - death ripple, 25 - destroy undead, 26 - armageddon
  2494. 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);
  2495. //check if spell really does damage - if not, return 0
  2496. if(dmgMultipliers.find(sp->id) == dmgMultipliers.end())
  2497. return 0;
  2498. ret = caster->getPrimSkillLevel(2) * dmgMultipliers[sp->id] + sp->powers[caster->getSpellSchoolLevel(sp)];
  2499. //applying sorcerery secondary skill
  2500. switch(caster->getSecSkillLevel(25))
  2501. {
  2502. case 1: //basic
  2503. ret *= 1.05f;
  2504. break;
  2505. case 2: //advanced
  2506. ret *= 1.1f;
  2507. break;
  2508. case 3: //expert
  2509. ret *= 1.15f;
  2510. break;
  2511. }
  2512. //applying hero bonuses
  2513. if(sp->air && caster->valOfBonuses(HeroBonus::AIR_SPELL_DMG_PREMY) != 0)
  2514. {
  2515. ret *= (100.0f + caster->valOfBonuses(HeroBonus::AIR_SPELL_DMG_PREMY) / 100.0f);
  2516. }
  2517. else if(sp->fire && caster->valOfBonuses(HeroBonus::FIRE_SPELL_DMG_PREMY) != 0)
  2518. {
  2519. ret *= (100.0f + caster->valOfBonuses(HeroBonus::FIRE_SPELL_DMG_PREMY) / 100.0f);
  2520. }
  2521. else if(sp->water && caster->valOfBonuses(HeroBonus::WATER_SPELL_DMG_PREMY) != 0)
  2522. {
  2523. ret *= (100.0f + caster->valOfBonuses(HeroBonus::WATER_SPELL_DMG_PREMY) / 100.0f);
  2524. }
  2525. else if(sp->earth && caster->valOfBonuses(HeroBonus::EARTH_SPELL_DMG_PREMY) != 0)
  2526. {
  2527. ret *= (100.0f + caster->valOfBonuses(HeroBonus::EARTH_SPELL_DMG_PREMY) / 100.0f);
  2528. }
  2529. //affected creature-specific part
  2530. if(affectedCreature)
  2531. {
  2532. //applying protections - when spell has more then one elements, only one protection should be applied (I think)
  2533. if(sp->air && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 0)) //air spell & protection from air
  2534. {
  2535. ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 0);
  2536. ret /= 100;
  2537. }
  2538. else if(sp->fire && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 1)) //fire spell & protection from fire
  2539. {
  2540. ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 1);
  2541. ret /= 100;
  2542. }
  2543. else if(sp->water && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 2)) //water spell & protection from water
  2544. {
  2545. ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 2);
  2546. ret /= 100;
  2547. }
  2548. else if (sp->earth && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 3)) //earth spell & protection from earth
  2549. {
  2550. ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 3);
  2551. ret /= 100;
  2552. }
  2553. //general spell dmg reduction
  2554. if(sp->air && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, -1)) //air spell & protection from air
  2555. {
  2556. ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, -1);
  2557. ret /= 100;
  2558. }
  2559. //dmg increasing
  2560. if( affectedCreature->hasFeatureOfType(StackFeature::MORE_DAMAGE_FROM_SPELL, sp->id) )
  2561. {
  2562. ret *= 100 + affectedCreature->valOfFeatures(StackFeature::MORE_DAMAGE_FROM_SPELL, sp->id);
  2563. ret /= 100;
  2564. }
  2565. }
  2566. return ret;
  2567. }
  2568. bool CGameState::battleCanShoot(int ID, int dest)
  2569. {
  2570. if(!curB)
  2571. return false;
  2572. const CStack *our = curB->getStack(ID),
  2573. *dst = curB->getStackT(dest);
  2574. if(!our || !dst) return false;
  2575. const CGHeroInstance * ourHero = battleGetOwner(our->ID);
  2576. if(our->hasFeatureOfType(StackFeature::FORGETFULL)) //forgetfulness
  2577. return false;
  2578. if(our->hasFeatureOfType(StackFeature::SHOOTER)//it's shooter
  2579. && our->owner != dst->owner
  2580. && dst->alive()
  2581. && (!curB->isStackBlocked(ID)
  2582. || ourHero->hasBonusOfType(HeroBonus::FREE_SHOOTING))
  2583. && our->shots
  2584. )
  2585. return true;
  2586. return false;
  2587. }
  2588. const CStack * BattleInfo::getNextStack() const
  2589. {
  2590. std::vector<const CStack *> hlp;
  2591. getStackQueue(hlp, 1, -1);
  2592. if(hlp.size())
  2593. return hlp[0];
  2594. else
  2595. return NULL;
  2596. }
  2597. static const CStack *takeStack(std::vector<const CStack *> &st, int &curside, int turn)
  2598. {
  2599. const CStack *ret = NULL;
  2600. unsigned i, //fastest stack
  2601. j; //fastest stack of the other side
  2602. for(i = 0; i < st.size(); i++)
  2603. if(st[i])
  2604. break;
  2605. //no stacks left
  2606. if(i == st.size())
  2607. return NULL;
  2608. const CStack *fastest = st[i], *other = NULL;
  2609. int bestSpeed = fastest->Speed(turn);
  2610. if(fastest->attackerOwned != curside)
  2611. {
  2612. ret = fastest;
  2613. }
  2614. else
  2615. {
  2616. for(j = i + 1; j < st.size(); j++)
  2617. {
  2618. if(!st[j]) continue;
  2619. if(st[j]->attackerOwned != curside || st[j]->Speed(turn) != bestSpeed)
  2620. break;
  2621. }
  2622. if(j >= st.size())
  2623. {
  2624. ret = fastest;
  2625. }
  2626. else
  2627. {
  2628. other = st[j];
  2629. if(other->Speed(turn) != bestSpeed)
  2630. ret = fastest;
  2631. else
  2632. ret = other;
  2633. }
  2634. }
  2635. assert(ret);
  2636. if(ret == fastest)
  2637. st[i] = NULL;
  2638. else
  2639. st[j] = NULL;
  2640. curside = ret->attackerOwned;
  2641. return ret;
  2642. }
  2643. void BattleInfo::getStackQueue( std::vector<const CStack *> &out, int howMany, int turn /*= 0*/, int lastMoved /*= -1*/ ) const
  2644. {
  2645. //we'll split creatures with remaining movement to 4 parts
  2646. 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
  2647. int toMove = 0; //how many stacks still has move
  2648. const CStack *active = getStack(activeStack);
  2649. //active stack hasn't taken any action yet - must be placed at the beginning of queue, no matter what
  2650. if(!turn && active && active->willMove() && !vstd::contains(active->state, WAITING))
  2651. {
  2652. out.push_back(active);
  2653. if(out.size() == howMany)
  2654. return;
  2655. }
  2656. for(unsigned int i=0; i<stacks.size(); ++i)
  2657. {
  2658. const CStack * const s = stacks[i];
  2659. if(turn <= 0 && !s->willMove() //we are considering current round and stack won't move
  2660. || turn > 0 && !s->canMove(turn) //stack won't be able to move in later rounds
  2661. || turn <= 0 && s == active) //it's active stack already added at the beginning of queue
  2662. {
  2663. continue;
  2664. }
  2665. int p = -1; //in which phase this tack will move?
  2666. if(turn <= 0 && vstd::contains(s->state, WAITING)) //consider waiting state only for ongoing round
  2667. {
  2668. if(vstd::contains(s->state, HAD_MORALE))
  2669. p = 2;
  2670. else
  2671. p = 3;
  2672. }
  2673. else if(s->creature->idNumber == 145 || s->creature->idNumber == 149) //catapult and turrets are first
  2674. {
  2675. p = 0;
  2676. }
  2677. else
  2678. {
  2679. p = 1;
  2680. }
  2681. phase[p].push_back(s);
  2682. toMove++;
  2683. }
  2684. for(int i = 0; i < 4; i++)
  2685. std::sort(phase[i].begin(), phase[i].end(), CMP_stack(i, turn > 0 ? turn : 0));
  2686. for(size_t i = 0; i < phase[0].size() && i < howMany; i++)
  2687. out.push_back(phase[0][i]);
  2688. if(out.size() == howMany)
  2689. return;
  2690. if(lastMoved == -1)
  2691. {
  2692. if(active)
  2693. {
  2694. if(out.size() && out.front() == active)
  2695. lastMoved = active->attackerOwned;
  2696. else
  2697. lastMoved = active->attackerOwned;
  2698. }
  2699. else
  2700. {
  2701. lastMoved = 0;
  2702. }
  2703. }
  2704. int pi = 1;
  2705. while(out.size() < howMany)
  2706. {
  2707. const CStack *hlp = takeStack(phase[pi], lastMoved, turn);
  2708. if(!hlp)
  2709. {
  2710. pi++;
  2711. if(pi > 3)
  2712. {
  2713. //if(turn != 2)
  2714. getStackQueue(out, howMany, turn + 1, lastMoved);
  2715. return;
  2716. }
  2717. }
  2718. else
  2719. {
  2720. out.push_back(hlp);
  2721. }
  2722. }
  2723. }
  2724. int3 CPath::startPos() const
  2725. {
  2726. return nodes[nodes.size()-1].coord;
  2727. }
  2728. void CPath::convert(ui8 mode) //mode=0 -> from 'manifest' to 'object'
  2729. {
  2730. if (mode==0)
  2731. {
  2732. for (unsigned int i=0;i<nodes.size();i++)
  2733. {
  2734. nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
  2735. }
  2736. }
  2737. }
  2738. int3 CPath::endPos() const
  2739. {
  2740. return nodes[0].coord;
  2741. }
  2742. CGPathNode::CGPathNode()
  2743. :coord(-1,-1,-1)
  2744. {
  2745. accessible = 0;
  2746. land = 0;
  2747. moveRemains = 0;
  2748. turns = 255;
  2749. theNodeBefore = NULL;
  2750. }
  2751. bool CPathsInfo::getPath( const int3 &dst, CGPath &out )
  2752. {
  2753. out.nodes.clear();
  2754. const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
  2755. if(!curnode->theNodeBefore)
  2756. return false;
  2757. while(curnode)
  2758. {
  2759. out.nodes.push_back(*curnode);
  2760. curnode = curnode->theNodeBefore;
  2761. }
  2762. return true;
  2763. }
  2764. CPathsInfo::CPathsInfo( const int3 &Sizes )
  2765. :sizes(Sizes)
  2766. {
  2767. hero = NULL;
  2768. nodes = new CGPathNode**[sizes.x];
  2769. for(int i = 0; i < sizes.x; i++)
  2770. {
  2771. nodes[i] = new CGPathNode*[sizes.y];
  2772. for (int j = 0; j < sizes.y; j++)
  2773. {
  2774. nodes[i][j] = new CGPathNode[sizes.z];
  2775. }
  2776. }
  2777. }
  2778. CPathsInfo::~CPathsInfo()
  2779. {
  2780. for(int i = 0; i < sizes.x; i++)
  2781. {
  2782. for (int j = 0; j < sizes.y; j++)
  2783. {
  2784. delete [] nodes[i][j];
  2785. }
  2786. delete [] nodes[i];
  2787. }
  2788. delete [] nodes;
  2789. }
  2790. int3 CGPath::startPos() const
  2791. {
  2792. return nodes[nodes.size()-1].coord;
  2793. }
  2794. int3 CGPath::endPos() const
  2795. {
  2796. return nodes[0].coord;
  2797. }
  2798. void CGPath::convert( ui8 mode )
  2799. {
  2800. if(mode==0)
  2801. {
  2802. for(unsigned int i=0;i<nodes.size();i++)
  2803. {
  2804. nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
  2805. }
  2806. }
  2807. }
  2808. bool CMP_stack::operator()( const CStack* a, const CStack* b )
  2809. {
  2810. switch(phase)
  2811. {
  2812. case 0: //catapult moves after turrets
  2813. return a->creature->idNumber < b->creature->idNumber; //catapult is 145 and turrets are 149
  2814. //TODO? turrets order
  2815. case 1: //fastest first, upper slot first
  2816. {
  2817. int as = a->Speed(turn), bs = b->Speed(turn);
  2818. if(as != bs)
  2819. return as > bs;
  2820. else
  2821. return a->slot < b->slot;
  2822. }
  2823. case 2: //fastest last, upper slot first
  2824. //TODO: should be replaced with order of receiving morale!
  2825. case 3: //fastest last, upper slot first
  2826. {
  2827. int as = a->Speed(turn), bs = b->Speed(turn);
  2828. if(as != bs)
  2829. return as < bs;
  2830. else
  2831. return a->slot < b->slot;
  2832. }
  2833. default:
  2834. assert(0);
  2835. return false;
  2836. }
  2837. }
  2838. CMP_stack::CMP_stack( int Phase /*= 1*/, int Turn )
  2839. {
  2840. phase = Phase;
  2841. turn = Turn;
  2842. }
  2843. PlayerState::PlayerState()
  2844. : color(-1), currentSelection(0xffffffff)
  2845. {
  2846. }