CGameState.cpp 16 KB

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  1. #include "CGameState.h"
  2. #include "CGameInterface.h"
  3. #include "CPlayerInterface.h"
  4. #include <algorithm>
  5. #include "SDL_Thread.h"
  6. #include "SDL_Extensions.h"
  7. #include <queue>
  8. class CMP_stack
  9. {
  10. public:
  11. bool operator ()(const CStack* a, const CStack* b)
  12. {
  13. return (a->creature->speed)>(b->creature->speed);
  14. }
  15. } cmpst ;
  16. void CGameState::battle(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CArmedInstance *hero1, CArmedInstance *hero2)
  17. {
  18. curB = new BattleInfo();
  19. std::vector<CStack*> & stacks = (curB->stacks);
  20. curB->army1=army1;
  21. curB->army2=army2;
  22. curB->hero1=dynamic_cast<CGHeroInstance*>(hero1);
  23. curB->hero2=dynamic_cast<CGHeroInstance*>(hero2);
  24. curB->side1=(hero1)?(hero1->tempOwner):(-1);
  25. curB->side2=(hero2)?(hero2->tempOwner):(-1);
  26. curB->round = -2;
  27. curB->stackActionPerformed = false;
  28. for(std::map<int,std::pair<CCreature*,int> >::iterator i = army1->slots.begin(); i!=army1->slots.end(); i++)
  29. {
  30. stacks.push_back(new CStack(i->second.first,i->second.second,0, stacks.size(), true));
  31. stacks[stacks.size()-1]->ID = stacks.size()-1;
  32. }
  33. //initialization of positions
  34. switch(army1->slots.size()) //for attacker
  35. {
  36. case 0:
  37. break;
  38. case 1:
  39. stacks[0]->position = 86; //6
  40. break;
  41. case 2:
  42. stacks[0]->position = 35; //3
  43. stacks[1]->position = 137; //9
  44. break;
  45. case 3:
  46. stacks[0]->position = 35; //3
  47. stacks[1]->position = 86; //6
  48. stacks[2]->position = 137; //9
  49. break;
  50. case 4:
  51. stacks[0]->position = 1; //1
  52. stacks[1]->position = 69; //5
  53. stacks[2]->position = 103; //7
  54. stacks[3]->position = 171; //11
  55. break;
  56. case 5:
  57. stacks[0]->position = 1; //1
  58. stacks[1]->position = 35; //3
  59. stacks[2]->position = 86; //6
  60. stacks[3]->position = 137; //9
  61. stacks[4]->position = 171; //11
  62. break;
  63. case 6:
  64. stacks[0]->position = 1; //1
  65. stacks[1]->position = 35; //3
  66. stacks[2]->position = 69; //5
  67. stacks[3]->position = 103; //7
  68. stacks[4]->position = 137; //9
  69. stacks[5]->position = 171; //11
  70. break;
  71. case 7:
  72. stacks[0]->position = 1; //1
  73. stacks[1]->position = 35; //3
  74. stacks[2]->position = 69; //5
  75. stacks[3]->position = 86; //6
  76. stacks[4]->position = 103; //7
  77. stacks[5]->position = 137; //9
  78. stacks[6]->position = 171; //11
  79. break;
  80. default: //fault
  81. break;
  82. }
  83. for(std::map<int,std::pair<CCreature*,int> >::iterator i = army2->slots.begin(); i!=army2->slots.end(); i++)
  84. stacks.push_back(new CStack(i->second.first,i->second.second,1, stacks.size(), false));
  85. switch(army2->slots.size()) //for defender
  86. {
  87. case 0:
  88. break;
  89. case 1:
  90. stacks[0+army1->slots.size()]->position = 100; //6
  91. break;
  92. case 2:
  93. stacks[0+army1->slots.size()]->position = 49; //3
  94. stacks[1+army1->slots.size()]->position = 151; //9
  95. break;
  96. case 3:
  97. stacks[0+army1->slots.size()]->position = 49; //3
  98. stacks[1+army1->slots.size()]->position = 100; //6
  99. stacks[2+army1->slots.size()]->position = 151; //9
  100. break;
  101. case 4:
  102. stacks[0+army1->slots.size()]->position = 15; //1
  103. stacks[1+army1->slots.size()]->position = 83; //5
  104. stacks[2+army1->slots.size()]->position = 117; //7
  105. stacks[3+army1->slots.size()]->position = 185; //11
  106. break;
  107. case 5:
  108. stacks[0+army1->slots.size()]->position = 15; //1
  109. stacks[1+army1->slots.size()]->position = 49; //3
  110. stacks[2+army1->slots.size()]->position = 100; //6
  111. stacks[3+army1->slots.size()]->position = 151; //9
  112. stacks[4+army1->slots.size()]->position = 185; //11
  113. break;
  114. case 6:
  115. stacks[0+army1->slots.size()]->position = 15; //1
  116. stacks[1+army1->slots.size()]->position = 49; //3
  117. stacks[2+army1->slots.size()]->position = 83; //5
  118. stacks[3+army1->slots.size()]->position = 117; //7
  119. stacks[4+army1->slots.size()]->position = 151; //9
  120. stacks[5+army1->slots.size()]->position = 185; //11
  121. break;
  122. case 7:
  123. stacks[0+army1->slots.size()]->position = 15; //1
  124. stacks[1+army1->slots.size()]->position = 49; //3
  125. stacks[2+army1->slots.size()]->position = 83; //5
  126. stacks[3+army1->slots.size()]->position = 100; //6
  127. stacks[4+army1->slots.size()]->position = 117; //7
  128. stacks[5+army1->slots.size()]->position = 151; //9
  129. stacks[6+army1->slots.size()]->position = 185; //11
  130. break;
  131. default: //fault
  132. break;
  133. }
  134. for(int g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
  135. {
  136. if((stacks[g]->position%17)==1 && stacks[g]->creature->isDoubleWide())
  137. {
  138. stacks[g]->position += 1;
  139. }
  140. else if((stacks[g]->position%17)==15 && stacks[g]->creature->isDoubleWide())
  141. {
  142. stacks[g]->position -= 1;
  143. }
  144. }
  145. std::stable_sort(stacks.begin(),stacks.end(),cmpst);
  146. //for start inform players about battle
  147. for(std::map<int, PlayerState>::iterator j=CGI->state->players.begin(); j!=CGI->state->players.end(); ++j)//CGI->state->players.size(); ++j) //for testing
  148. {
  149. if (j->first > PLAYER_LIMIT)
  150. break;
  151. if(j->second.fogOfWarMap[tile.x][tile.y][tile.z])
  152. { //player should be notified
  153. tribool side = tribool::indeterminate_value;
  154. if(j->first == curB->side1) //player is attacker
  155. side = false;
  156. else if(j->first == curB->side2) //player is defender
  157. side = true;
  158. else
  159. return; //no witnesses
  160. if(CGI->playerint[j->second.serial]->human)
  161. {
  162. ((CPlayerInterface*)( CGI->playerint[j->second.serial] ))->battleStart(army1, army2, tile, curB->hero1, curB->hero2, side);
  163. }
  164. else
  165. {
  166. //CGI->playerint[j->second.serial]->battleStart(army1, army2, tile, curB->hero1, curB->hero2, side);
  167. }
  168. }
  169. }
  170. curB->round++;
  171. if( (curB->hero1 && curB->hero1->getSecSkillLevel(19)>=0) || ( curB->hero2 && curB->hero2->getSecSkillLevel(19)>=0) )//someone has tactics
  172. {
  173. //TODO: wywolania dla rundy -1, ograniczenie pola ruchu, etc
  174. }
  175. curB->round++;
  176. //SDL_Thread * eventh = SDL_CreateThread(battleEventThread, NULL);
  177. while(true) //till the end of the battle ;]
  178. {
  179. bool battleEnd = false;
  180. //tell players about next round
  181. for(int v=0; v<CGI->playerint.size(); ++v)
  182. CGI->playerint[v]->battleNewRound(curB->round);
  183. //stack loop
  184. for(int i=0;i<stacks.size();i++)
  185. {
  186. curB->activeStack = i;
  187. curB->stackActionPerformed = false;
  188. if(stacks[i]->alive) //indicate posiibility of making action for this unit
  189. {
  190. unsigned char owner = (stacks[i]->owner)?(hero2 ? hero2->tempOwner : 255):(hero1->tempOwner);
  191. unsigned char serialOwner = -1;
  192. for(int g=0; g<CGI->playerint.size(); ++g)
  193. {
  194. if(CGI->playerint[g]->playerID == owner)
  195. {
  196. serialOwner = g;
  197. break;
  198. }
  199. }
  200. if(serialOwner==255) //neutral unit
  201. {
  202. }
  203. else if(CGI->playerint[serialOwner]->human)
  204. {
  205. BattleAction ba = ((CPlayerInterface*)CGI->playerint[serialOwner])->activeStack(stacks[i]->ID);
  206. switch(ba.actionType)
  207. {
  208. case 3: //defend
  209. {
  210. break;
  211. }
  212. case 4: //retreat/flee
  213. {
  214. for(int v=0; v<CGI->playerint.size(); ++v) //tell about the end of this battle to interfaces
  215. CGI->playerint[v]->battleEnd(army1, army2, hero1, hero2, std::vector<int>(), 0, false);
  216. battleEnd = true;
  217. break;
  218. }
  219. case 6: //walk or attack
  220. {
  221. battleMoveCreatureStack(ba.stackNumber, ba.destinationTile);
  222. break;
  223. }
  224. }
  225. }
  226. else
  227. {
  228. //CGI->playerint[serialOwner]->activeStack(stacks[i]->ID);
  229. }
  230. }
  231. if(battleEnd)
  232. break;
  233. //sprawdzic czy po tej akcji ktoras strona nie wygrala bitwy
  234. }
  235. if(battleEnd)
  236. break;
  237. curB->round++;
  238. SDL_Delay(50);
  239. }
  240. for(int i=0;i<stacks.size();i++)
  241. delete stacks[i];
  242. delete curB;
  243. curB = NULL;
  244. }
  245. bool CGameState::battleMoveCreatureStack(int ID, int dest)
  246. {
  247. //first checks
  248. if(curB->stackActionPerformed) //because unit cannot be moved more than once
  249. return false;
  250. bool stackAtEnd = false; //true if there is a stack at the end of the path (we should attack it)
  251. unsigned char owner = -1; //owner moved of unit
  252. for(int g=0; g<curB->stacks.size(); ++g)
  253. {
  254. if(curB->stacks[g]->position == dest)
  255. {
  256. stackAtEnd = true;
  257. break;
  258. }
  259. }
  260. for(int g=0; g<curB->stacks.size(); ++g)
  261. {
  262. if(curB->stacks[g]->ID == ID)
  263. {
  264. owner = curB->stacks[g]->owner;
  265. break;
  266. }
  267. }
  268. //selecting moved stack
  269. CStack * curStack = NULL;
  270. for(int y=0; y<curB->stacks.size(); ++y)
  271. {
  272. if(curB->stacks[y]->ID == ID)
  273. {
  274. curStack = curB->stacks[y];
  275. break;
  276. }
  277. }
  278. if(!curStack)
  279. return false;
  280. //initing necessary tables
  281. bool accessibility[187]; //accesibility of hexes
  282. for(int k=0; k<187; k++)
  283. accessibility[k] = true;
  284. for(int g=0; g<curB->stacks.size(); ++g)
  285. {
  286. //if(curB->stacks[g]->owner == owner) //we don't want to lock enemy's positions
  287. {
  288. accessibility[curB->stacks[g]->position] = false;
  289. if(curB->stacks[g]->creature->isDoubleWide()) //if it's a double hex creature
  290. {
  291. if(curB->stacks[g]->attackerOwned)
  292. accessibility[curB->stacks[g]->position-1] = false;
  293. else
  294. accessibility[curB->stacks[g]->position+1] = false;
  295. }
  296. }
  297. }
  298. if(curStack->creature->isDoubleWide()) //locking positions unreachable by two-hex creatures
  299. {
  300. bool mac[187];
  301. for(int b=0; b<187; ++b)
  302. {
  303. //
  304. // && ( ? (curStack->attackerOwned ? accessibility[curNext-1] : accessibility[curNext+1]) : true )
  305. mac[b] = accessibility[b];
  306. if( accessibility[b] && !(curStack->attackerOwned ? accessibility[b-1] : accessibility[b+1]))
  307. {
  308. mac[b] = false;
  309. }
  310. }
  311. mac[curStack->attackerOwned ? curStack->position+1 : curStack->position-1]=true;
  312. for(int v=0; v<187; ++v)
  313. accessibility[v] = mac[v];
  314. }
  315. int predecessor[187]; //for getting the Path
  316. for(int b=0; b<187; ++b)
  317. predecessor[b] = -1;
  318. //bfsing
  319. int dists[187]; //calculated distances
  320. std::queue<int> hexq; //bfs queue
  321. hexq.push(curStack->position);
  322. for(int g=0; g<187; ++g)
  323. dists[g] = 100000000;
  324. dists[hexq.front()] = 0;
  325. int curNext = -1; //for bfs loop only (helper var)
  326. while(!hexq.empty()) //bfs loop
  327. {
  328. int curHex = hexq.front();
  329. hexq.pop();
  330. curNext = curHex - ( (curHex/17)%2 ? 18 : 17 );
  331. if((curNext > 0) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top left
  332. {
  333. hexq.push(curNext);
  334. dists[curNext] = dists[curHex] + 1;
  335. predecessor[curNext] = curHex;
  336. }
  337. curNext = curHex - ( (curHex/17)%2 ? 17 : 16 );
  338. if((curNext > 0) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top right
  339. {
  340. hexq.push(curNext);
  341. dists[curNext] = dists[curHex] + 1;
  342. predecessor[curNext] = curHex;
  343. }
  344. curNext = curHex - 1;
  345. if((curNext > 0) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //left
  346. {
  347. hexq.push(curNext);
  348. dists[curNext] = dists[curHex] + 1;
  349. predecessor[curNext] = curHex;
  350. }
  351. curNext = curHex + 1;
  352. if((curNext < 187) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //right
  353. {
  354. hexq.push(curNext);
  355. dists[curNext] = dists[curHex] + 1;
  356. predecessor[curNext] = curHex;
  357. }
  358. curNext = curHex + ( (curHex/17)%2 ? 16 : 17 );
  359. if((curNext < 187) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom left
  360. {
  361. hexq.push(curNext);
  362. dists[curNext] = dists[curHex] + 1;
  363. predecessor[curNext] = curHex;
  364. }
  365. curNext = curHex + ( (curHex/17)%2 ? 17 : 18 );
  366. if((curNext < 187) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom right
  367. {
  368. hexq.push(curNext);
  369. dists[curNext] = dists[curHex] + 1;
  370. predecessor[curNext] = curHex;
  371. }
  372. }
  373. //following the Path
  374. if(dists[dest] > curStack->creature->speed)
  375. return false;
  376. std::vector<int> path;
  377. int curElem = dest;
  378. while(curElem!=curStack->position)
  379. {
  380. path.push_back(curElem);
  381. curElem = predecessor[curElem];
  382. }
  383. for(int v=path.size()-1; v>=0; --v)
  384. {
  385. if(v!=0 || !stackAtEnd) //it's not the last step
  386. {
  387. LOCPLINT->battleStackMoved(ID, path[v], v==path.size()-1, v==0);
  388. curStack->position = path[v];
  389. }
  390. else //if it's last step and we should attack unit at the end
  391. {
  392. LOCPLINT->battleStackAttacking(ID, path[v]);
  393. }
  394. }
  395. curB->stackActionPerformed = true;
  396. LOCPLINT->actionFinished(BattleAction());
  397. return true;
  398. }
  399. std::vector<int> CGameState::battleGetRange(int ID)
  400. {
  401. int initialPlace=-1; //position of unit
  402. int radius=-1; //range of unit
  403. unsigned char owner = -1; //owner of unit
  404. //selecting stack
  405. CStack * curStack = NULL;
  406. for(int y=0; y<curB->stacks.size(); ++y)
  407. {
  408. if(curB->stacks[y]->ID == ID)
  409. {
  410. curStack = curB->stacks[y];
  411. break;
  412. }
  413. }
  414. for(int g=0; g<curB->stacks.size(); ++g)
  415. {
  416. if(curB->stacks[g]->ID == ID)
  417. {
  418. initialPlace = curB->stacks[g]->position;
  419. radius = curB->stacks[g]->creature->speed;
  420. owner = curB->stacks[g]->owner;
  421. break;
  422. }
  423. }
  424. bool accessibility[187]; //accesibility of hexes
  425. for(int k=0; k<187; k++)
  426. accessibility[k] = true;
  427. for(int g=0; g<curB->stacks.size(); ++g)
  428. {
  429. if(curB->stacks[g]->owner == owner) //we don't want to lock enemy's positions
  430. {
  431. accessibility[curB->stacks[g]->position] = false;
  432. if(curB->stacks[g]->creature->isDoubleWide()) //if it's a double hex creature
  433. {
  434. if(curB->stacks[g]->attackerOwned)
  435. accessibility[curB->stacks[g]->position-1] = false;
  436. else
  437. accessibility[curB->stacks[g]->position+1] = false;
  438. }
  439. }
  440. }
  441. if(curStack->creature->isDoubleWide()) //locking positions unreachable by two-hex creatures
  442. {
  443. bool mac[187];
  444. for(int b=0; b<187; ++b)
  445. {
  446. //
  447. // && ( ? (curStack->attackerOwned ? accessibility[curNext-1] : accessibility[curNext+1]) : true )
  448. mac[b] = accessibility[b];
  449. if( accessibility[b] && !(curStack->attackerOwned ? accessibility[b-1] : accessibility[b+1]))
  450. {
  451. mac[b] = false;
  452. }
  453. }
  454. mac[curStack->attackerOwned ? curStack->position+1 : curStack->position-1]=true;
  455. for(int v=0; v<187; ++v)
  456. accessibility[v] = mac[v];
  457. }
  458. int dists[187]; //calculated distances
  459. std::queue<int> hexq; //bfs queue
  460. hexq.push(initialPlace);
  461. for(int g=0; g<187; ++g)
  462. dists[g] = 100000000;
  463. dists[initialPlace] = 0;
  464. int curNext = -1; //for bfs loop only (helper var)
  465. while(!hexq.empty()) //bfs loop
  466. {
  467. int curHex = hexq.front();
  468. hexq.pop();
  469. curNext = curHex - ( (curHex/17)%2 ? 18 : 17 );
  470. if((curNext > 0) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top left
  471. {
  472. hexq.push(curNext);
  473. dists[curNext] = dists[curHex] + 1;
  474. }
  475. curNext = curHex - ( (curHex/17)%2 ? 17 : 16 );
  476. if((curNext > 0) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top right
  477. {
  478. hexq.push(curNext);
  479. dists[curNext] = dists[curHex] + 1;
  480. }
  481. curNext = curHex - 1;
  482. if((curNext > 0) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //left
  483. {
  484. hexq.push(curNext);
  485. dists[curNext] = dists[curHex] + 1;
  486. }
  487. curNext = curHex + 1;
  488. if((curNext < 187) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //right
  489. {
  490. hexq.push(curNext);
  491. dists[curNext] = dists[curHex] + 1;
  492. }
  493. curNext = curHex + ( (curHex/17)%2 ? 16 : 17 );
  494. if((curNext < 187) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom left
  495. {
  496. hexq.push(curNext);
  497. dists[curNext] = dists[curHex] + 1;
  498. }
  499. curNext = curHex + ( (curHex/17)%2 ? 17 : 18 );
  500. if((curNext < 187) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom right
  501. {
  502. hexq.push(curNext);
  503. dists[curNext] = dists[curHex] + 1;
  504. }
  505. }
  506. std::vector<int> ret;
  507. for(int i=0; i<187; ++i)
  508. {
  509. if(dists[i]<=radius)
  510. {
  511. ret.push_back(i);
  512. }
  513. }
  514. return ret;
  515. }