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vcmi/CGameState.cpp

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#define VCMI_DLL
#include <algorithm>
#include <queue>
#include <fstream>
#include "CGameState.h"
#include <boost/random/linear_congruential.hpp>
#include "hch/CDefObjInfoHandler.h"
#include "hch/CArtHandler.h"
#include "hch/CBuildingHandler.h"
#include "hch/CGeneralTextHandler.h"
#include "hch/CTownHandler.h"
#include "hch/CSpellHandler.h"
#include "hch/CHeroHandler.h"
#include "hch/CObjectHandler.h"
#include "hch/CCreatureHandler.h"
#include "lib/VCMI_Lib.h"
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#include "lib/Connection.h"
#include "map.h"
#include "StartInfo.h"
#include "lib/NetPacks.h"
#include <boost/foreach.hpp>
#include <boost/thread.hpp>
#include <boost/thread/shared_mutex.hpp>
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#include "lib/RegisterTypes.cpp"
boost::rand48 ran;
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
/*
* CGameState.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
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void foofoofoo()
{
//never called function to force instantation of templates
int *ccc = NULL;
registerTypes((CISer<CConnection>&)*ccc);
registerTypes((COSer<CConnection>&)*ccc);
registerTypes((CSaveFile&)*ccc);
registerTypes((CLoadFile&)*ccc);
registerTypes((CTypeList&)*ccc);
}
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class CBaseForGSApply
{
public:
virtual void applyOnGS(CGameState *gs, void *pack) const =0;
};
template <typename T> class CApplyOnGS : public CBaseForGSApply
{
public:
void applyOnGS(CGameState *gs, void *pack) const
{
T *ptr = static_cast<T*>(pack);
while(!gs->mx->try_lock())
boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
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ptr->applyGs(gs);
gs->mx->unlock();
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}
};
class CGSApplier
{
public:
std::map<ui16,CBaseForGSApply*> apps;
CGSApplier()
{
registerTypes2(*this);
}
template<typename T> void registerType(const T * t=NULL)
{
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ui16 ID = typeList.registerType(t);
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apps[ID] = new CApplyOnGS<T>;
}
} *applierGs = NULL;
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std::string DLL_EXPORT toString(MetaString &ms)
{
std::string ret;
for(size_t i=0;i<ms.message.size();++i)
{
if(ms.message[i]>0)
{
ret += ms.strings[ms.message[i]-1];
}
else
{
std::vector<std::string> *vec;
int type = ms.texts[-ms.message[i]-1].first,
ser = ms.texts[-ms.message[i]-1].second;
if(type == 5)
{
ret += VLC->arth->artifacts[ser].Name();
continue;
}
else if(type == 7)
{
ret += VLC->creh->creatures[ser].namePl;
continue;
}
else if(type == 9)
{
ret += VLC->generaltexth->mines[ser].first;
continue;
}
else if(type == 10)
{
ret += VLC->generaltexth->mines[ser].second;
continue;
}
else if(type == MetaString::SPELL_NAME)
{
ret += VLC->spellh->spells[ser].name;
continue;
}
else
{
switch(type)
{
case 1:
vec = &VLC->generaltexth->allTexts;
break;
case 2:
vec = &VLC->generaltexth->xtrainfo;
break;
case 3:
vec = &VLC->generaltexth->names;
break;
case 4:
vec = &VLC->generaltexth->restypes;
break;
case 6:
vec = &VLC->generaltexth->arraytxt;
break;
case 8:
vec = &VLC->generaltexth->creGens;
break;
case 11:
vec = &VLC->generaltexth->advobtxt;
break;
case 12:
vec = &VLC->generaltexth->artifEvents;
break;
}
ret += (*vec)[ser];
}
}
}
for(size_t i=0; i < ms.replacements.size(); ++i)
{
ret.replace(ret.find("%s"),2,ms.replacements[i]);
}
return ret;
}
CGObjectInstance * createObject(int id, int subid, int3 pos, int owner)
{
CGObjectInstance * nobj;
switch(id)
{
case HEROI_TYPE: //hero
{
CGHeroInstance * nobj = new CGHeroInstance();
nobj->pos = pos;
nobj->tempOwner = owner;
nobj->subID = subid;
//nobj->initHero(ran);
return nobj;
}
case TOWNI_TYPE: //town
nobj = new CGTownInstance;
break;
default: //rest of objects
nobj = new CGObjectInstance;
nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
break;
}
nobj->ID = id;
nobj->subID = subid;
if(!nobj->defInfo)
tlog3 <<"No def declaration for " <<id <<" "<<subid<<std::endl;
nobj->pos = pos;
//nobj->state = NULL;//new CLuaObjectScript();
nobj->tempOwner = owner;
nobj->info = NULL;
nobj->defInfo->id = id;
nobj->defInfo->subid = subid;
//assigning defhandler
if(nobj->ID==HEROI_TYPE || nobj->ID==TOWNI_TYPE)
return nobj;
nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
return nobj;
}
CStack * BattleInfo::getStack(int stackID)
{
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for(unsigned int g=0; g<stacks.size(); ++g)
{
if(stacks[g]->ID == stackID)
return stacks[g];
}
return NULL;
}
CStack * BattleInfo::getStackT(int tileID)
{
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for(unsigned int g=0; g<stacks.size(); ++g)
{
if(stacks[g]->position == tileID
|| (stacks[g]->creature->isDoubleWide() && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
|| (stacks[g]->creature->isDoubleWide() && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))
{
if(stacks[g]->alive())
{
return stacks[g];
}
}
}
return NULL;
}
void BattleInfo::getAccessibilityMap(bool *accessibility, int stackToOmmit)
{
memset(accessibility,1,BFIELD_SIZE); //initialize array with trues
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for(unsigned int g=0; g<stacks.size(); ++g)
{
if(!stacks[g]->alive() || stacks[g]->ID==stackToOmmit) //we don't want to lock position of this stack
continue;
accessibility[stacks[g]->position] = false;
if(stacks[g]->creature->isDoubleWide()) //if it's a double hex creature
{
if(stacks[g]->attackerOwned)
accessibility[stacks[g]->position-1] = false;
else
accessibility[stacks[g]->position+1] = false;
}
}
//obstacles
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for(unsigned int b=0; b<obstacles.size(); ++b)
{
std::vector<int> blocked = VLC->heroh->obstacles[obstacles[b].ID].getBlocked(obstacles[b].pos);
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for(unsigned int c=0; c<blocked.size(); ++c)
{
if(blocked[c] >=0 && blocked[c] < BFIELD_SIZE)
accessibility[blocked[c]] = false;
}
}
}
void BattleInfo::getAccessibilityMapForTwoHex(bool *accessibility, bool atackerSide, int stackToOmmit, bool addOccupiable) //send pointer to at least 187 allocated bytes
{
bool mac[BFIELD_SIZE];
getAccessibilityMap(mac,stackToOmmit);
memcpy(accessibility,mac,BFIELD_SIZE);
}
void BattleInfo::makeBFS(int start, bool*accessibility, int *predecessor, int *dists) //both pointers must point to the at least 187-elements int arrays
{
//inits
for(int b=0; b<BFIELD_SIZE; ++b)
predecessor[b] = -1;
for(int g=0; g<BFIELD_SIZE; ++g)
dists[g] = 100000000;
std::queue<int> hexq; //bfs queue
hexq.push(start);
dists[hexq.front()] = 0;
int curNext = -1; //for bfs loop only (helper var)
while(!hexq.empty()) //bfs loop
{
int curHex = hexq.front();
std::vector<int> neighbours = neighbouringTiles(curHex);
hexq.pop();
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for(unsigned int nr=0; nr<neighbours.size(); nr++)
{
curNext = neighbours[nr];
if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
continue;
hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
predecessor[curNext] = curHex;
}
}
};
std::vector<int> BattleInfo::getAccessibility(int stackID, bool addOccupiable)
{
std::vector<int> ret;
bool ac[BFIELD_SIZE];
CStack *s = getStack(stackID);
if(s->creature->isDoubleWide())
getAccessibilityMapForTwoHex(ac,s->attackerOwned,stackID,addOccupiable);
else
getAccessibilityMap(ac,stackID);
int pr[BFIELD_SIZE], dist[BFIELD_SIZE];
makeBFS(s->position,ac,pr,dist);
if(s->creature->isDoubleWide())
{
if(!addOccupiable)
{
std::vector<int> rem;
for(int b=0; b<BFIELD_SIZE; ++b)
{
if( ac[b] && !(s->attackerOwned ? ac[b-1] : ac[b+1]))
{
rem.push_back(b);
}
}
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for(unsigned int g=0; g<rem.size(); ++g)
{
ac[rem[g]] = false;
}
//removing accessibility for side hexes
for(int v=0; v<BFIELD_SIZE; ++v)
if(s->attackerOwned ? (v%BFIELD_WIDTH)==1 : (v%BFIELD_WIDTH)==(BFIELD_WIDTH - 2))
ac[v] = false;
}
else
{
std::vector<int> rem;
for(int b=0; b<BFIELD_SIZE; ++b)
{
if( ac[b] && (!ac[b-1] || dist[b-1] > s->Speed() ) && ( !ac[b+1] || dist[b+1] > s->Speed() ) && b%BFIELD_WIDTH != 0 && b%BFIELD_WIDTH != (BFIELD_WIDTH-1))
{
rem.push_back(b);
}
}
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for(unsigned int g=0; g<rem.size(); ++g)
{
ac[rem[g]] = false;
}
}
}
for(int i=0;i<BFIELD_SIZE;i++)
if(dist[i] <= s->Speed() && ac[i])
{
ret.push_back(i);
}
return ret;
}
bool BattleInfo::isStackBlocked(int ID)
{
CStack *our = getStack(ID);
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for(unsigned int i=0; i<stacks.size();i++)
{
if( !stacks[i]->alive()
|| stacks[i]->owner==our->owner
)
continue; //we omit dead and allied stacks
if(stacks[i]->creature->isDoubleWide())
{
if( mutualPosition(stacks[i]->position, our->position) >= 0
|| mutualPosition(stacks[i]->position + (stacks[i]->attackerOwned ? -1 : 1), our->position) >= 0)
return true;
}
else
{
if( mutualPosition(stacks[i]->position, our->position) >= 0 )
return true;
}
}
return false;
}
signed char BattleInfo::mutualPosition(int hex1, int hex2)
{
if(hex2 == hex1 - ( (hex1/17)%2 ? 18 : 17 )) //top left
return 0;
if(hex2 == hex1 - ( (hex1/17)%2 ? 17 : 16 )) //top right
return 1;
if(hex2 == hex1 - 1 && hex1%17 != 0) //left
return 5;
if(hex2 == hex1 + 1 && hex1%17 != 16) //right
return 2;
if(hex2 == hex1 + ( (hex1/17)%2 ? 16 : 17 )) //bottom left
return 4;
if(hex2 == hex1 + ( (hex1/17)%2 ? 17 : 18 )) //bottom right
return 3;
return -1;
}
std::vector<int> BattleInfo::neighbouringTiles(int hex)
{
#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);}
std::vector<int> ret;
CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 18 : 17 ));
CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 17 : 16 ));
CHECK_AND_PUSH(hex - 1);
CHECK_AND_PUSH(hex + 1);
CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 16 : 17 ));
CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 17 : 18 ));
#undef CHECK_AND_PUSH
return ret;
}
std::pair< std::vector<int>, int > BattleInfo::getPath(int start, int dest, bool*accessibility, bool flyingCreature)
{
int predecessor[BFIELD_SIZE]; //for getting the Path
int dist[BFIELD_SIZE]; //calculated distances
if(flyingCreature)
{
bool acc[BFIELD_SIZE]; //full accessibility table
for(int b=0; b<BFIELD_SIZE; ++b) //initialization of acc
{
acc[b] = true;
}
makeBFS(start, acc, predecessor, dist);
}
else
{
makeBFS(start, accessibility, predecessor, dist);
}
//making the Path
std::vector<int> path;
int curElem = dest;
while(curElem != start)
{
path.push_back(curElem);
curElem = predecessor[curElem];
}
return std::make_pair(path, dist[dest]);
}
int CStack::valOfFeatures(StackFeature::ECombatFeatures type, int subtype) const
{
int ret = 0;
if(subtype == -1)
{
for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
if(i->type == type)
ret += i->value;
}
else
{
for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
if(i->type == type && i->subtype == subtype)
ret += i->value;
}
return ret;
}
bool CStack::hasFeatureOfType(StackFeature::ECombatFeatures type, int subtype) const
{
if(subtype == -1) //any subtype
{
for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
if(i->type == type)
return true;
}
else //given subtype
{
for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
if(i->type == type && i->subtype == subtype)
return true;
}
return false;
}
CStack::CStack(CCreature * C, int A, int O, int I, bool AO, int S)
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:ID(I), creature(C), amount(A), baseAmount(A), firstHPleft(C->hitPoints), owner(O), slot(S), attackerOwned(AO), position(-1),
counterAttacks(1), shots(C->shots), speed(creature->speed), features(C->abilities), attack(C->attack), defense(C->defence)
{
state.insert(ALIVE);
}
ui32 CStack::Speed() const
{
int premy=0;
const StackEffect *effect = 0;
//haste effect check
effect = getEffect(53);
if(effect)
premy += VLC->spellh->spells[effect->id].powers[effect->level];
//slow effect check
effect = getEffect(54);
if(effect)
premy -= (creature->speed * VLC->spellh->spells[effect->id].powers[effect->level])/100;
//prayer effect check
effect = getEffect(48);
if(effect)
premy += VLC->spellh->spells[effect->id].powers[effect->level];
//bind effect check
effect = getEffect(72);
if(effect)
{
premy = creature->speed; //don't use '- creature->speed' - speed is unsigned!
premy = -premy;
}
return speed + premy;
}
const CStack::StackEffect * CStack::getEffect(ui16 id) const
{
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for (unsigned int i=0; i< effects.size(); i++)
if(effects[i].id == id)
return &effects[i];
return NULL;
}
ui8 CStack::howManyEffectsSet(ui16 id) const
{
ui8 ret = 0;
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for (unsigned int i=0; i< effects.size(); i++)
if(effects[i].id == id) //effect found
{
++ret;
}
return ret;
}
si8 CStack::Morale() const
{
si8 ret = morale;
if(getEffect(49)) //mirth
{
ret += VLC->spellh->spells[49].powers[getEffect(49)->level];
}
if(getEffect(50)) //sorrow
{
ret -= VLC->spellh->spells[50].powers[getEffect(50)->level];
}
if(ret > 3) ret = 3;
if(ret < -3) ret = -3;
return ret;
}
si8 CStack::Luck() const
{
si8 ret = luck;
if(getEffect(51)) //fortune
{
ret += VLC->spellh->spells[51].powers[getEffect(51)->level];
}
if(getEffect(52)) //misfortune
{
ret -= VLC->spellh->spells[52].powers[getEffect(52)->level];
}
if(ret > 3) ret = 3;
if(ret < -3) ret = -3;
return ret;
}
si32 CStack::Attack() const
{
si32 ret = attack; //value to be returned
if(getEffect(56)) //frenzy for attacker
{
ret += (VLC->spellh->spells[56].powers[getEffect(56)->level]/100.0) * defense;
}
if(getEffect(48)) //attacker's prayer handling
{
ret += VLC->spellh->spells[48].powers[getEffect(48)->level];
}
if(getEffect(45)) //weakness handling
{
ret -= VLC->spellh->spells[45].powers[getEffect(45)->level];
}
return ret;
}
si32 CStack::Defense() const
{
si32 ret = defense;
if(getEffect(56)) //frenzy for defender
{
return 0;
}
if(getEffect(48)) //defender's prayer handling
{
ret += VLC->spellh->spells[48].powers[getEffect(48)->level];
}
if(getEffect(47)) //defender's disrupting ray handling
{
int howMany = howManyEffectsSet(47);
ret -= VLC->spellh->spells[47].powers[getEffect(47)->level] * howMany;
}
if(getEffect(46)) //stone skin handling
{
ret += VLC->spellh->spells[46].powers[getEffect(46)->level];
}
return ret;
}
bool CStack::willMove()
{
return !vstd::contains(state, DEFENDING)
&& !vstd::contains(state, MOVED)
&& alive()
&& ! hasFeatureOfType(StackFeature::NOT_ACTIVE); //eg. Ammo Cart
}
CGHeroInstance* CGameState::HeroesPool::pickHeroFor(bool native, int player, const CTown *town, int notThatOne)
{
if(player<0 || player>=PLAYER_LIMIT)
{
tlog1 << "Cannot pick hero for " << town->Name() << ". Wrong owner!\n";
return NULL;
}
std::vector<CGHeroInstance *> pool;
int sum=0, r;
if(native)
{
for(std::map<ui32,CGHeroInstance *>::iterator i=heroesPool.begin(); i!=heroesPool.end(); i++)
{
if(pavailable[i->first] & 1<<player
&& i->second->type->heroType/2 == town->typeID
&& i->second->subID != notThatOne
)
{
pool.push_back(i->second);
}
}
if(!pool.size())
return pickHeroFor(false,player,town,notThatOne);
else
return pool[rand()%pool.size()];
}
else
{
for(std::map<ui32,CGHeroInstance *>::iterator i=heroesPool.begin(); i!=heroesPool.end(); i++)
{
if(pavailable[i->first] & 1<<player
&& i->second->subID != notThatOne
)
{
pool.push_back(i->second);
sum += i->second->type->heroClass->selectionProbability[town->typeID];
}
}
if(!pool.size())
{
tlog1 << "There are no heroes available for player " << player<<"!\n";
return NULL;
}
r = rand()%sum;
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for(unsigned int i=0; i<pool.size(); i++)
{
r -= pool[i]->type->heroClass->selectionProbability[town->typeID];
if(r<0)
return pool[i];
}
return pool[pool.size()-1];
}
}
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//void CGameState::apply(CPack * pack)
//{
// while(!mx->try_lock())
// boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
// //applyNL(pack);
// mx->unlock();
//}
int CGameState::pickHero(int owner)
{
int h=-1;
if(!map->getHero(h = scenarioOps->getIthPlayersSettings(owner).hero,0) && h>=0) //we haven't used selected hero
return h;
int f = scenarioOps->getIthPlayersSettings(owner).castle;
int i=0;
do //try to find free hero of our faction
{
i++;
h = scenarioOps->getIthPlayersSettings(owner).castle*HEROES_PER_TYPE*2+(ran()%(HEROES_PER_TYPE*2));//->scenarioOps->playerInfos[pru].hero = VLC->
} while( map->getHero(h) && i<175);
if(i>174) //probably no free heroes - there's no point in further search, we'll take first free
{
tlog3 << "Warning: cannot find free hero - trying to get first available..."<<std::endl;
for(int j=0; j<HEROES_PER_TYPE * 2 * F_NUMBER; j++)
if(!map->getHero(j))
h=j;
}
return h;
}
CGHeroInstance *CGameState::getHero(int objid)
{
if(objid<0 || objid>=map->objects.size() || map->objects[objid]->ID!=34)
return NULL;
return static_cast<CGHeroInstance *>(map->objects[objid]);
}
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CGTownInstance *CGameState::getTown(int objid)
{
if(objid<0 || objid>=map->objects.size())
return NULL;
return static_cast<CGTownInstance *>(map->objects[objid]);
}
std::pair<int,int> CGameState::pickObject(CGObjectInstance *obj)
{
switch(obj->ID)
{
case 65: //random artifact
return std::pair<int,int>(5,(ran()%136)+7); //tylko sensowny zakres - na poczatku sa katapulty itp, na koncu specjalne i blanki
case 66: //random treasure artifact
return std::pair<int,int>(5,VLC->arth->treasures[ran()%VLC->arth->treasures.size()]->id);
case 67: //random minor artifact
return std::pair<int,int>(5,VLC->arth->minors[ran()%VLC->arth->minors.size()]->id);
case 68: //random major artifact
return std::pair<int,int>(5,VLC->arth->majors[ran()%VLC->arth->majors.size()]->id);
case 69: //random relic artifact
return std::pair<int,int>(5,VLC->arth->relics[ran()%VLC->arth->relics.size()]->id);
case 70: //random hero
{
return std::pair<int,int>(HEROI_TYPE,pickHero(obj->tempOwner));
}
case 71: //random monster
{
int r;
do
{
r = ran()%197;
} while (vstd::contains(VLC->creh->notUsedMonsters,r));
return std::pair<int,int>(54,r);
}
case 72: //random monster lvl1
return std::pair<int,int>(54,VLC->creh->levelCreatures[1][ran()%VLC->creh->levelCreatures[1].size()]->idNumber);
case 73: //random monster lvl2
return std::pair<int,int>(54,VLC->creh->levelCreatures[2][ran()%VLC->creh->levelCreatures[2].size()]->idNumber);
case 74: //random monster lvl3
return std::pair<int,int>(54,VLC->creh->levelCreatures[3][ran()%VLC->creh->levelCreatures[3].size()]->idNumber);
case 75: //random monster lvl4
return std::pair<int,int>(54,VLC->creh->levelCreatures[4][ran()%VLC->creh->levelCreatures[4].size()]->idNumber);
case 76: //random resource
return std::pair<int,int>(79,ran()%7); //now it's OH3 style, use %8 for mithril
case 77: //random town
{
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int align = (static_cast<CGTownInstance*>(obj))->alignment,
f;
if(align>PLAYER_LIMIT-1)//same as owner / random
{
if(obj->tempOwner > PLAYER_LIMIT-1)
f = -1; //random
else
f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
}
else
{
f = scenarioOps->getIthPlayersSettings(align).castle;
}
if(f<0) f = ran()%VLC->townh->towns.size();
return std::pair<int,int>(TOWNI_TYPE,f);
}
case 162: //random monster lvl5
return std::pair<int,int>(54,VLC->creh->levelCreatures[5][ran()%VLC->creh->levelCreatures[5].size()]->idNumber);
case 163: //random monster lvl6
return std::pair<int,int>(54,VLC->creh->levelCreatures[6][ran()%VLC->creh->levelCreatures[6].size()]->idNumber);
case 164: //random monster lvl7
return std::pair<int,int>(54,VLC->creh->levelCreatures[7][ran()%VLC->creh->levelCreatures[7].size()]->idNumber);
case 216: //random dwelling
{
int faction = ran()%F_NUMBER;
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CCreGen2ObjInfo* info = static_cast<CCreGen2ObjInfo*>(obj->info);
if (info->asCastle)
{
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for(unsigned int i=0;i<map->objects.size();i++)
{
if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
{
randomizeObject(map->objects[i]); //we have to randomize the castle first
faction = map->objects[i]->subID;
break;
}
else if(map->objects[i]->ID==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
{
faction = map->objects[i]->subID;
break;
}
}
}
else
{
while((!(info->castles[0]&(1<<faction))))
{
if((faction>7) && (info->castles[1]&(1<<(faction-8))))
break;
faction = ran()%F_NUMBER;
}
}
int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
int cid = VLC->townh->towns[faction].basicCreatures[level];
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for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
if(VLC->objh->cregens[i]==cid)
return std::pair<int,int>(17,i);
tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
return std::pair<int,int>(17,0);
}
case 217:
{
int faction = ran()%F_NUMBER;
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CCreGenObjInfo* info = static_cast<CCreGenObjInfo*>(obj->info);
if (info->asCastle)
{
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for(unsigned int i=0;i<map->objects.size();i++)
{
if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
{
randomizeObject(map->objects[i]); //we have to randomize the castle first
faction = map->objects[i]->subID;
break;
}
else if(map->objects[i]->ID==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
{
faction = map->objects[i]->subID;
break;
}
}
}
else
{
while((!(info->castles[0]&(1<<faction))))
{
if((faction>7) && (info->castles[1]&(1<<(faction-8))))
break;
faction = ran()%F_NUMBER;
}
}
int cid = VLC->townh->towns[faction].basicCreatures[obj->subID];
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for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
if(VLC->objh->cregens[i]==cid)
return std::pair<int,int>(17,i);
tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
return std::pair<int,int>(17,0);
}
case 218:
{
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CCreGen3ObjInfo* info = static_cast<CCreGen3ObjInfo*>(obj->info);
int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
int cid = VLC->townh->towns[obj->subID].basicCreatures[level];
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for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
if(VLC->objh->cregens[i]==cid)
return std::pair<int,int>(17,i);
tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
return std::pair<int,int>(17,0);
}
}
return std::pair<int,int>(-1,-1);
}
void CGameState::randomizeObject(CGObjectInstance *cur)
{
std::pair<int,int> ran = pickObject(cur);
if(ran.first<0 || ran.second<0) //this is not a random object, or we couldn't find anything
{
if(cur->ID==TOWNI_TYPE) //town - set def
{
CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
if(t->hasCapitol())
t->defInfo = capitols[t->subID];
else if(t->hasFort())
t->defInfo = forts[t->subID];
else
t->defInfo = villages[t->subID];
}
return;
}
else if(ran.first==HEROI_TYPE)//special code for hero
{
CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
if(!h) {tlog2<<"Wrong random hero at "<<cur->pos<<std::endl; return;}
cur->ID = ran.first;
h->portrait = cur->subID = ran.second;
h->type = VLC->heroh->heroes[ran.second];
map->heroes.push_back(h);
return; //TODO: maybe we should do something with definfo?
}
else if(ran.first==TOWNI_TYPE)//special code for town
{
CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
if(!t) {tlog2<<"Wrong random town at "<<cur->pos<<std::endl; return;}
cur->ID = ran.first;
cur->subID = ran.second;
t->town = &VLC->townh->towns[ran.second];
if(t->hasCapitol())
t->defInfo = capitols[t->subID];
else if(t->hasFort())
t->defInfo = forts[t->subID];
else
t->defInfo = villages[t->subID];
map->towns.push_back(t);
return;
}
//we have to replace normal random object
cur->ID = ran.first;
cur->subID = ran.second;
map->removeBlockVisTiles(cur); //recalculate blockvis tiles - picked object might have different than random placeholder
map->defy.push_back(cur->defInfo = VLC->dobjinfo->gobjs[ran.first][ran.second]);
if(!cur->defInfo)
{
tlog1<<"*BIG* WARNING: Missing def declaration for "<<cur->ID<<" "<<cur->subID<<std::endl;
return;
}
map->addBlockVisTiles(cur);
}
int CGameState::getDate(int mode) const
{
int temp;
switch (mode)
{
case 0:
return day;
break;
case 1:
temp = (day)%7;
if (temp)
return temp;
else return 7;
break;
case 2:
temp = ((day-1)/7)+1;
if (!(temp%4))
return 4;
else
return (temp%4);
break;
case 3:
return ((day-1)/28)+1;
break;
}
return 0;
}
CGameState::CGameState()
{
mx = new boost::shared_mutex();
map = NULL;
curB = NULL;
scenarioOps = NULL;
applierGs = new CGSApplier;
}
CGameState::~CGameState()
{
delete mx;
delete map;
delete curB;
delete scenarioOps;
delete applierGs;
}
void CGameState::init(StartInfo * si, Mapa * map, int Seed)
{
day = 0;
seed = Seed;
ran.seed((boost::int32_t)seed);
scenarioOps = si;
this->map = map;
loadTownDInfos();
//picking random factions for players
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for(unsigned int i=0;i<scenarioOps->playerInfos.size();i++)
{
if(scenarioOps->playerInfos[i].castle==-1)
{
int f;
do
{
f = ran()%F_NUMBER;
}while(!(map->players[scenarioOps->playerInfos[i].color].allowedFactions & 1<<f));
scenarioOps->playerInfos[i].castle = f;
}
}
//randomizing objects
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for(unsigned int no=0; no<map->objects.size(); ++no)
{
randomizeObject(map->objects[no]);
if(map->objects[no]->ID==26)
{
map->objects[no]->defInfo->handler=NULL;
}
map->objects[no]->hoverName = VLC->generaltexth->names[map->objects[no]->ID];
}
//std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
/*********give starting hero****************************************/
for(int i=0;i<PLAYER_LIMIT;i++)
{
if((map->players[i].generateHeroAtMainTown && map->players[i].hasMainTown) || (map->players[i].hasMainTown && map->version==CMapHeader::RoE))
{
int3 hpos = map->players[i].posOfMainTown;
hpos.x+=1;// hpos.y+=1;
int j;
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for(j=0; j<scenarioOps->playerInfos.size(); j++) //don't add unsigned here - we are refering to the variable above
if(scenarioOps->playerInfos[j].color == i)
break;
if(j == scenarioOps->playerInfos.size())
continue;
int h=pickHero(i);
CGHeroInstance * nnn = static_cast<CGHeroInstance*>(createObject(HEROI_TYPE,h,hpos,i));
nnn->id = map->objects.size();
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hpos = map->players[i].posOfMainTown;hpos.x+=2;
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for(unsigned int o=0;o<map->towns.size();o++) //find main town
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{
if(map->towns[o]->pos == hpos)
{
map->towns[o]->visitingHero = nnn;
nnn->visitedTown = map->towns[o];
nnn->inTownGarrison = false;
break;
}
}
nnn->initHero();
map->heroes.push_back(nnn);
map->objects.push_back(nnn);
map->addBlockVisTiles(nnn);
}
}
/*********creating players entries in gs****************************************/
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for (unsigned int i=0; i<scenarioOps->playerInfos.size();i++)
{
std::pair<int,PlayerState> ins(scenarioOps->playerInfos[i].color,PlayerState());
ins.second.color=ins.first;
ins.second.serial=i;
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ins.second.human = scenarioOps->playerInfos[i].human;
players.insert(ins);
}
/******************RESOURCES****************************************************/
//TODO: computer player should receive other amount of resource than computer (depending on difficulty)
std::vector<int> startres;
std::ifstream tis("config/startres.txt");
int k;
for (int j=0;j<scenarioOps->difficulty;j++)
{
tis >> k;
for (int z=0;z<RESOURCE_QUANTITY;z++)
tis>>k;
}
tis >> k;
for (int i=0;i<RESOURCE_QUANTITY;i++)
{
tis >> k;
startres.push_back(k);
}
tis.close();
tis.clear();
for (std::map<ui8,PlayerState>::iterator i = players.begin(); i!=players.end(); i++)
{
(*i).second.resources.resize(RESOURCE_QUANTITY);
for (int x=0;x<RESOURCE_QUANTITY;x++)
(*i).second.resources[x] = startres[x];
}
tis.open("config/resources.txt");
tis >> k;
int pom;
for(int i=0;i<k;i++)
{
tis >> pom;
resVals.push_back(pom);
}
/*************************HEROES************************************************/
std::set<int> hids;
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for(unsigned int i=0; i<map->allowedHeroes.size(); i++) //add to hids all allowed heroes
if(map->allowedHeroes[i])
hids.insert(i);
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for (unsigned int i=0; i<map->heroes.size();i++) //heroes instances initialization
{
if (map->heroes[i]->getOwner()<0)
{
tlog2 << "Warning - hero with uninitialized owner!\n";
continue;
}
CGHeroInstance * vhi = (map->heroes[i]);
vhi->initHero();
players.find(vhi->getOwner())->second.heroes.push_back(vhi);
hids.erase(vhi->subID);
}
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for(unsigned int i=0; i<map->predefinedHeroes.size(); i++)
{
if(!vstd::contains(hids,map->predefinedHeroes[i]->subID))
continue;
map->predefinedHeroes[i]->initHero();
hpool.heroesPool[map->predefinedHeroes[i]->subID] = map->predefinedHeroes[i];
hpool.pavailable[map->predefinedHeroes[i]->subID] = 0xff;
hids.erase(map->predefinedHeroes[i]->subID);
}
BOOST_FOREACH(int hid, hids) //all not used allowed heroes go into the pool
{
CGHeroInstance * vhi = new CGHeroInstance();
vhi->initHero(hid);
hpool.heroesPool[hid] = vhi;
hpool.pavailable[hid] = 0xff;
}
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for(unsigned int i=0; i<map->disposedHeroes.size(); i++)
{
hpool.pavailable[map->disposedHeroes[i].ID] = map->disposedHeroes[i].players;
}
/*************************FOG**OF**WAR******************************************/
for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
{
k->second.fogOfWarMap.resize(map->width);
for(int g=0; g<map->width; ++g)
k->second.fogOfWarMap[g].resize(map->height);
for(int g=-0; g<map->width; ++g)
for(int h=0; h<map->height; ++h)
k->second.fogOfWarMap[g][h].resize(map->twoLevel+1, 0);
for(int g=0; g<map->width; ++g)
for(int h=0; h<map->height; ++h)
for(int v=0; v<map->twoLevel+1; ++v)
k->second.fogOfWarMap[g][h][v] = 0;
BOOST_FOREACH(CGObjectInstance *obj, map->objects)
{
if(obj->tempOwner != k->first) continue; //not a flagged object
int3 objCenter = obj->getSightCenter();
int radious = obj->getSightRadious();
for (int xd = std::max<int>(objCenter.x - radious , 0); xd <= std::min<int>(objCenter.x + radious, map->width - 1); xd++)
{
for (int yd = std::max<int>(objCenter.y - radious, 0); yd <= std::min<int>(objCenter.y + radious, map->height - 1); yd++)
{
double distance = objCenter.dist2d(int3(xd,yd,objCenter.z)) - 0.5;
if(distance <= radious)
k->second.fogOfWarMap[xd][yd][objCenter.z] = 1;
}
}
}
//for(int xd=0; xd<map->width; ++xd) //revealing part of map around heroes
//{
// for(int yd=0; yd<map->height; ++yd)
// {
// for(int ch=0; ch<k->second.heroes.size(); ++ch)
// {
// int deltaX = (k->second.heroes[ch]->getPosition(false).x-xd)*(k->second.heroes[ch]->getPosition(false).x-xd);
// int deltaY = (k->second.heroes[ch]->getPosition(false).y-yd)*(k->second.heroes[ch]->getPosition(false).y-yd);
// if(deltaX+deltaY<k->second.heroes[ch]->getSightDistance()*k->second.heroes[ch]->getSightDistance())
// k->second.fogOfWarMap[xd][yd][k->second.heroes[ch]->getPosition(false).z] = 1;
// }
// }
//}
//starting bonus
if(si->playerInfos[k->second.serial].bonus==brandom)
si->playerInfos[k->second.serial].bonus = ran()%3;
switch(si->playerInfos[k->second.serial].bonus)
{
case bgold:
k->second.resources[6] += 500 + (ran()%6)*100;
break;
case bresource:
{
int res = VLC->townh->towns[si->playerInfos[k->second.serial].castle].primaryRes;
if(res == 127)
{
k->second.resources[0] += 5 + ran()%6;
k->second.resources[2] += 5 + ran()%6;
}
else
{
k->second.resources[res] += 3 + ran()%4;
}
break;
}
case bartifact:
{
if(!k->second.heroes.size())
{
tlog5 << "Cannot give starting artifact - no heroes!" << std::endl;
break;
}
CArtifact *toGive;
do
{
toGive = VLC->arth->treasures[ran() % VLC->arth->treasures.size()];
} while (!map->allowedArtifact[toGive->id]);
CGHeroInstance *hero = k->second.heroes[0];
std::vector<ui16>::iterator slot = vstd::findFirstNot(hero->artifWorn,toGive->possibleSlots);
if(slot!=toGive->possibleSlots.end())
hero->artifWorn[*slot] = toGive->id;
else
hero->artifacts.push_back(toGive->id);
}
}
}
/****************************TOWNS************************************************/
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for (unsigned int i=0;i<map->towns.size();i++)
{
CGTownInstance * vti =(map->towns[i]);
if(!vti->town)
vti->town = &VLC->townh->towns[vti->subID];
if (vti->name.length()==0) // if town hasn't name we draw it
vti->name = vti->town->Names()[ran()%vti->town->Names().size()];
//init buildings
if(vti->builtBuildings.find(-50)!=vti->builtBuildings.end()) //give standard set of buildings
{
vti->builtBuildings.erase(-50);
vti->builtBuildings.insert(10);
vti->builtBuildings.insert(5);
vti->builtBuildings.insert(30);
if(ran()%2)
vti->builtBuildings.insert(31);
}
//init spells
vti->spells.resize(SPELL_LEVELS);
CSpell *s;
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for(unsigned int z=0; z<vti->obligatorySpells.size();z++)
{
s = &VLC->spellh->spells[vti->obligatorySpells[z]];
vti->spells[s->level-1].push_back(s->id);
vti->possibleSpells -= s->id;
}
while(vti->possibleSpells.size())
{
ui32 total=0, sel=-1;
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for(unsigned int ps=0;ps<vti->possibleSpells.size();ps++)
total += VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];
int r = (total)? ran()%total : -1;
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for(unsigned int ps=0; ps<vti->possibleSpells.size();ps++)
{
r -= VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];
if(r<0)
{
sel = ps;
break;
}
}
if(sel<0)
sel=0;
CSpell *s = &VLC->spellh->spells[vti->possibleSpells[sel]];
vti->spells[s->level-1].push_back(s->id);
vti->possibleSpells -= s->id;
}
//init garrisons
for (std::map<si32,std::pair<ui32,si32> >::iterator j=vti->army.slots.begin(); j!=vti->army.slots.end();j++)
{
if(j->second.first > 196 && j->second.first < 211)
{
if(j->second.first%2)
j->second.first = vti->town->basicCreatures[ (j->second.first-197) / 2 ];
else
j->second.first = vti->town->upgradedCreatures[ (j->second.first-197) / 2 ];
}
}
if(vti->getOwner() != 255)
getPlayer(vti->getOwner())->towns.push_back(vti);
}
for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
{
if(k->first==-1 || k->first==255)
continue;
// for(int xd=0; xd<map->width; ++xd) //revealing part of map around towns
// {
// for(int yd=0; yd<map->height; ++yd)
// {
// for(int ch=0; ch<k->second.towns.size(); ++ch)
// {
// int deltaX = (k->second.towns[ch]->pos.x-xd)*(k->second.towns[ch]->pos.x-xd);
// int deltaY = (k->second.towns[ch]->pos.y-yd)*(k->second.towns[ch]->pos.y-yd);
// if(deltaX+deltaY<k->second.towns[ch]->getSightDistance()*k->second.towns[ch]->getSightDistance())
// k->second.fogOfWarMap[xd][yd][k->second.towns[ch]->pos.z] = 1;
// }
// }
// }
//init visiting and garrisoned heroes
for(unsigned int l=0; l<k->second.heroes.size();l++)
{
for(unsigned int m=0; m<k->second.towns.size();m++)
{
int3 vistile = k->second.towns[m]->pos; vistile.x--; //tile next to the entrance
if(vistile == k->second.heroes[l]->pos || k->second.heroes[l]->pos==k->second.towns[m]->pos)
{
k->second.towns[m]->visitingHero = k->second.heroes[l];
k->second.heroes[l]->visitedTown = k->second.towns[m];
k->second.heroes[l]->inTownGarrison = false;
if(k->second.heroes[l]->pos==k->second.towns[m]->pos)
k->second.heroes[l]->pos.x -= 1;
break;
}
}
}
}
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for(unsigned int i=0; i<map->defy.size(); i++)
{
map->defy[i]->serial = i;
}
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for(unsigned int i=0; i<map->objects.size(); i++)
{
map->objects[i]->initObj();
if(map->objects[i]->ID == 62) //prison also needs to initialize hero
static_cast<CGHeroInstance*>(map->objects[i])->initHero();
}
}
bool CGameState::battleShootCreatureStack(int ID, int dest)
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{
return true;
}
int CGameState::battleGetStack(int pos)
{
if(!curB)
return -1;
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for(unsigned int g=0; g<curB->stacks.size(); ++g)
{
if((curB->stacks[g]->position == pos
|| (curB->stacks[g]->creature->isDoubleWide()
&&( (curB->stacks[g]->attackerOwned && curB->stacks[g]->position-1 == pos)
|| (!curB->stacks[g]->attackerOwned && curB->stacks[g]->position+1 == pos) )
))
&& curB->stacks[g]->alive()
)
return curB->stacks[g]->ID;
}
return -1;
}
int CGameState::battleGetBattlefieldType(int3 tile)
{
if(tile==int3() && curB)
tile = curB->tile;
else if(tile==int3() && !curB)
return -1;
//std::vector < std::pair<const CGObjectInstance*,SDL_Rect> > & objs = CGI->mh->ttiles[tile.x][tile.y][tile.z].objects;
//for(int g=0; g<objs.size(); ++g)
//{
// switch(objs[g].first->ID)
// {
// case 222: //clover field
// return 19;
// case 223: //cursed ground
// return 22;
// case 224: //evil fog
// return 20;
// case 225: //favourable winds
// return 21;
// case 226: //fiery fields
// return 14;
// case 227: //holy ground
// return 18;
// case 228: //lucid pools
// return 17;
// case 229: //magic clouds
// return 16;
// case 230: //magic plains
// return 9;
// case 231: //rocklands
// return 15;
// }
//}
switch(map->terrain[tile.x][tile.y][tile.z].tertype)
{
case TerrainTile::dirt:
return rand()%3+3;
case TerrainTile::sand:
return 2; //TODO: coast support
case TerrainTile::grass:
return rand()%2+6;
case TerrainTile::snow:
return rand()%2+10;
case TerrainTile::swamp:
return 13;
case TerrainTile::rough:
return 23;
case TerrainTile::subterranean:
return 12;
case TerrainTile::lava:
return 8;
case TerrainTile::water:
return 25;
case TerrainTile::rock:
return 15;
default:
return -1;
}
}
UpgradeInfo CGameState::getUpgradeInfo(CArmedInstance *obj, int stackPos)
{
UpgradeInfo ret;
CCreature *base = &VLC->creh->creatures[obj->army.slots[stackPos].first];
if((obj->ID == TOWNI_TYPE) || ((obj->ID == HEROI_TYPE) && static_cast<const CGHeroInstance*>(obj)->visitedTown))
{
CGTownInstance * t;
if(obj->ID == TOWNI_TYPE)
t = static_cast<CGTownInstance *>(const_cast<CArmedInstance *>(obj));
else
t = static_cast<const CGHeroInstance*>(obj)->visitedTown;
for(std::set<si32>::iterator i=t->builtBuildings.begin(); i!=t->builtBuildings.end(); i++)
{
if( (*i) >= 37 && (*i) < 44 ) //upgraded creature dwelling
{
int nid = t->town->upgradedCreatures[(*i)-37]; //upgrade offered by that building
if(base->upgrades.find(nid) != base->upgrades.end()) //possible upgrade
{
ret.newID.push_back(nid);
ret.cost.push_back(std::set<std::pair<int,int> >());
for(int j=0;j<RESOURCE_QUANTITY;j++)
{
int dif = VLC->creh->creatures[nid].cost[j] - base->cost[j];
if(dif)
ret.cost[ret.cost.size()-1].insert(std::make_pair(j,dif));
}
}
}
}//end for
}
//TODO: check if hero ability makes some upgrades possible
if(ret.newID.size())
ret.oldID = base->idNumber;
return ret;
}
float CGameState::getMarketEfficiency( int player, int mode/*=0*/ )
{
boost::shared_lock<boost::shared_mutex> lock(*mx);
if(mode) return -1; //todo - support other modes
int mcount = 0;
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for(unsigned int i=0;i<getPlayer(player)->towns.size();i++)
if(vstd::contains(getPlayer(player)->towns[i]->builtBuildings,14))
mcount++;
float ret = std::min(((float)mcount+1.0f)/20.0f,0.5f);
return ret;
}
void CGameState::loadTownDInfos()
{
for(int i=0;i<F_NUMBER;i++)
{
villages[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
forts[i] = VLC->dobjinfo->castles[i];
capitols[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
}
}
void CGameState::getNeighbours(int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand)
{
/* notation:
* 1 2 3
* 4 5 6
* 7 8 9
*/
vec.clear();
int3 hlp;
bool weAreOnLand = (map->getTile(tile).tertype != 8);
if(tile.y < map->height-1) //8
{
hlp = int3(tile.x,tile.y+1,tile.z);
if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9)
vec.push_back(hlp);
}
if(tile.y > 0) //2
{
hlp = int3(tile.x,tile.y-1,tile.z);
if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9)
vec.push_back(hlp);
}
if(tile.x > 0) //4
{
hlp = int3(tile.x-1,tile.y,tile.z);
if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9)
vec.push_back(hlp);
}
if(tile.x < map->width-1) //6
{
hlp = int3(tile.x+1,tile.y,tile.z);
if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9)
vec.push_back(hlp);
}
if(tile.x > 0 && tile.y > 0) //1
{
hlp = int3(tile.x-1,tile.y-1,tile.z);
if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9)
vec.push_back(hlp);
}
if(tile.x > 0 && tile.y < map->height-1) //7
{
hlp = int3(tile.x-1,tile.y+1,tile.z);
if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9)
vec.push_back(hlp);
}
if(tile.x < map->width-1 && tile.y > 0) //3
{
hlp = int3(tile.x+1,tile.y-1,tile.z);
if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9)
vec.push_back(hlp);
}
if(tile.x < map->width-1 && tile.y < map->height-1) //9
{
hlp = int3(tile.x+1,tile.y+1,tile.z);
if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9)
vec.push_back(hlp);
}
}
int CGameState::getMovementCost(const CGHeroInstance *h, int3 src, int3 dest, int remainingMovePoints, bool checkLast)
{
if(src == dest) //same tile
return 0;
TerrainTile &s = map->terrain[src.x][src.y][src.z],
&d = map->terrain[dest.x][dest.y][dest.z];
//get basic cost
int ret = h->getTileCost(d,s);
if(src.x!=dest.x && src.y!=dest.y) //it's diagonal move
{
int old = ret;
ret *= 1.414;
//diagonal move costs too much but normal move is possible - allow diagonal move
if(ret > remainingMovePoints && remainingMovePoints > old)
{
return remainingMovePoints;
}
}
int left = remainingMovePoints-ret;
if(checkLast && left > 0 && remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
{
std::vector<int3> vec;
getNeighbours(dest,vec,true);
for(size_t i=0; i < vec.size(); i++)
{
int fcost = getMovementCost(h,dest,vec[i],left,false);
if(fcost <= left)
{
return ret;
}
}
ret = remainingMovePoints;
}
return ret;
}
int CGameState::canBuildStructure( const CGTownInstance *t, int ID )
{
int ret = 7; //allowed by default
//checking resources
CBuilding * pom = VLC->buildh->buildings[t->subID][ID];
for(int res=0;res<7;res++) //TODO: support custom amount of resources
{
if(pom->resources[res] > getPlayer(t->tempOwner)->resources[res])
ret = 6; //lack of res
}
//checking for requirements
for( std::set<int>::iterator ri = VLC->townh->requirements[t->subID][ID].begin();
ri != VLC->townh->requirements[t->subID][ID].end();
ri++ )
{
if(t->builtBuildings.find(*ri)==t->builtBuildings.end())
ret = 8; //lack of requirements - cannot build
}
//can we build it?
if(t->forbiddenBuildings.find(ID)!=t->forbiddenBuildings.end())
ret = 2; //forbidden
else if(t->builded >= MAX_BUILDING_PER_TURN)
ret = 5; //building limit
if(ID == 13) //capitol
{
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for(unsigned int in = 0; in < map->towns.size(); in++)
{
if(map->towns[in]->tempOwner==t->tempOwner && vstd::contains(map->towns[in]->builtBuildings,13))
{
ret = 0; //no more than one capitol
break;
}
}
}
else if(ID == 6) //shipyard
{
if(map->getTile(t->pos + int3(-1,3,0)).tertype != TerrainTile::water && map->getTile(t->pos + int3(-3,3,0)).tertype != TerrainTile::water)
ret = 1; //lack of water
}
return ret;
}
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void CGameState::apply(CPack *pack)
{
applierGs->apps[typeList.getTypeID(pack)]->applyOnGS(this,pack);
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}
PlayerState * CGameState::getPlayer( ui8 color )
{
if(vstd::contains(players,color))
{
return &players[color];
}
else
{
tlog2 << "Warning: Cannot find info for player " << int(color) << std::endl;
return NULL;
}
}
CPath * CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero)
{
if(!map->isInTheMap(src) || !map->isInTheMap(dest)) //check input
return NULL;
int3 hpos = hero->getPosition(false);
tribool blockLandSea; //true - blocks sea, false - blocks land, indeterminate - allows all
if (!hero->canWalkOnSea())
blockLandSea = (map->getTile(hpos).tertype != TerrainTile::water); //block land if hero is on water and vice versa
else
blockLandSea = boost::logic::indeterminate;
//graph initialization
std::vector< std::vector<CPathNode> > graph;
graph.resize(map->width);
for(size_t i=0; i<graph.size(); ++i)
{
graph[i].resize(map->height);
for(size_t j=0; j<graph[i].size(); ++j)
{
const TerrainTile *tinfo = &map->terrain[i][j][src.z];
CPathNode &node = graph[i][j];
node.accesible = !tinfo->blocked;
if(i==dest.x && j==dest.y && tinfo->visitable)
{
node.accesible = true; //for allowing visiting objects
}
node.dist = -1;
node.theNodeBefore = NULL;
node.visited = false;
node.coord.x = i;
node.coord.y = j;
node.coord.z = dest.z;
if ((tinfo->tertype == TerrainTile::rock) //it's rock
|| ((blockLandSea) && (tinfo->tertype == TerrainTile::water)) //it's sea and we cannot walk on sea
|| ((!blockLandSea) && (tinfo->tertype != TerrainTile::water)) //it's land and we cannot walk on land
|| !getPlayer(hero->tempOwner)->fogOfWarMap[i][j][src.z] //tile is covered by the FoW
)
{
node.accesible = false;
}
}
}
//graph initialized
//initial tile - set cost on 0 and add to the queue
graph[src.x][src.y].dist = 0;
std::queue<CPathNode> mq;
mq.push(graph[src.x][src.y]);
ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
std::vector<int3> neighbours;
neighbours.reserve(8);
while(!mq.empty())
{
CPathNode &cp = graph[mq.front().coord.x][mq.front().coord.y];
mq.pop();
if (cp.coord == dest) //it's destination tile
{
if (cp.dist < curDist) //that path is better than previous one
curDist = cp.dist;
continue;
}
else
{
if (cp.dist > curDist) //it's not dest and current length is greater than cost of already found path
continue;
}
//add accessible neighbouring nodes to the queue
getNeighbours(cp.coord,neighbours,blockLandSea);
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for(unsigned int i=0; i < neighbours.size(); i++)
{
CPathNode & dp = graph[neighbours[i].x][neighbours[i].y];
if(dp.accesible)
{
int cost = getMovementCost(hero,cp.coord,dp.coord,hero->movement - cp.dist);
if((dp.dist==-1 || (dp.dist > cp.dist + cost)) && dp.accesible && checkForVisitableDir(cp.coord, dp.coord) && checkForVisitableDir(dp.coord, cp.coord))
{
dp.dist = cp.dist + cost;
dp.theNodeBefore = &cp;
mq.push(dp);
}
}
}
}
CPathNode *curNode = &graph[dest.x][dest.y];
if(!curNode->theNodeBefore) //destination is not accessible
return NULL;
CPath * ret = new CPath;
while(curNode->coord != graph[src.x][src.y].coord)
{
ret->nodes.push_back(*curNode);
curNode = curNode->theNodeBefore;
}
ret->nodes.push_back(graph[src.x][src.y]);
return ret;
}
bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
{
const TerrainTile * pom = &map->getTile(dst);
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for(unsigned int b=0; b<pom->visitableObjects.size(); ++b) //checking destination tile
{
if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore
continue;
CGDefInfo * di = pom->visitableObjects[b]->defInfo;
if( (dst.x == src.x-1 && dst.y == src.y-1) && !(di->visitDir & (1<<4)) )
{
return false;
}
if( (dst.x == src.x && dst.y == src.y-1) && !(di->visitDir & (1<<5)) )
{
return false;
}
if( (dst.x == src.x+1 && dst.y == src.y-1) && !(di->visitDir & (1<<6)) )
{
return false;
}
if( (dst.x == src.x+1 && dst.y == src.y) && !(di->visitDir & (1<<7)) )
{
return false;
}
if( (dst.x == src.x+1 && dst.y == src.y+1) && !(di->visitDir & (1<<0)) )
{
return false;
}
if( (dst.x == src.x && dst.y == src.y+1) && !(di->visitDir & (1<<1)) )
{
return false;
}
if( (dst.x == src.x-1 && dst.y == src.y+1) && !(di->visitDir & (1<<2)) )
{
return false;
}
if( (dst.x == src.x-1 && dst.y == src.y) && !(di->visitDir & (1<<3)) )
{
return false;
}
}
return true;
}
int BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting)
{
int attackDefenseBonus = attacker->Attack() - defender->Defense(),
minDmg = attacker->creature->damageMin * attacker->amount,
maxDmg = attacker->creature->damageMax * attacker->amount;
//calculating total attack/defense skills modifier
if(!shooting && attacker->getEffect(43)) //bloodlust handling
{
attackDefenseBonus += VLC->spellh->spells[43].powers[attacker->getEffect(43)->level];
}
if(shooting && attacker->getEffect(44)) //precision handling
{
attackDefenseBonus += VLC->spellh->spells[44].powers[attacker->getEffect(44)->level];
}
if(attacker->getEffect(55)) //slayer handling
{
std::vector<int> affectedIds;
switch(attacker->getEffect(55)->level)
{
case 3: //expert
{
affectedIds.push_back(40); //giant
affectedIds.push_back(41); //titan
affectedIds.push_back(152); //lord of thunder
} //continue adding ...
case 2: //advanced
{
affectedIds.push_back(12); //angel
affectedIds.push_back(13); //archangel
affectedIds.push_back(54); //devil
affectedIds.push_back(55); //arch devil
affectedIds.push_back(150); //supreme archangel
affectedIds.push_back(153); //antichrist
} //continue adding ...
case 0: case 1: //none and basic
{
affectedIds.push_back(26); //green dragon
affectedIds.push_back(27); //gold dragon
affectedIds.push_back(82); //red dragon
affectedIds.push_back(83); //black dragon
affectedIds.push_back(96); //behemot
affectedIds.push_back(97); //ancient behemot
affectedIds.push_back(110); //hydra
affectedIds.push_back(111); //chaos hydra
affectedIds.push_back(132); //azure dragon
affectedIds.push_back(133); //crystal dragon
affectedIds.push_back(134); //faerie dragon
affectedIds.push_back(135); //rust dragon
affectedIds.push_back(151); //diamond dragon
affectedIds.push_back(154); //blood dragon
affectedIds.push_back(155); //darkness dragon
affectedIds.push_back(156); //ghost behemot
affectedIds.push_back(157); //hell hydra
break;
}
}
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for(unsigned int g=0; g<affectedIds.size(); ++g)
{
if(defender->creature->idNumber == affectedIds[g])
{
attackDefenseBonus += VLC->spellh->spells[55].powers[attacker->getEffect(55)->level];
break;
}
}
}
float dmgBonusMultiplier = 1.0f;
//bonus from attack/defense skills
if(attackDefenseBonus < 0) //decreasing dmg
{
if(0.02f * (-attackDefenseBonus) > 0.3f)
{
dmgBonusMultiplier += -0.3f;
}
else
{
dmgBonusMultiplier += 0.02f * attackDefenseBonus;
}
}
else //increasing dmg
{
if(0.05f * attackDefenseBonus > 4.0f)
{
dmgBonusMultiplier += 4.0f;
}
else
{
dmgBonusMultiplier += 0.05f * attackDefenseBonus;
}
}
//handling secondary abilities and artifacts giving premies to them
if(attackerHero)
{
if(shooting)
{
switch(attackerHero->getSecSkillLevel(1)) //archery
{
case 1: //basic
dmgBonusMultiplier *= 1.1f;
break;
case 2: //advanced
dmgBonusMultiplier *= 1.25f;
break;
case 3: //expert
dmgBonusMultiplier *= 1.5f;
break;
}
if(attackerHero->getSecSkillLevel(1) > 0) //non-none level
{
//apply artifact premy to archery
dmgBonusMultiplier *= (100.0f + attackerHero->valOfBonuses(HeroBonus::SECONDARY_SKILL_PREMY, 1)) / 100.0f;
}
}
else
{
switch(attackerHero->getSecSkillLevel(22)) //offense
{
case 1: //basic
dmgBonusMultiplier *= 1.1f;
break;
case 2: //advanced
dmgBonusMultiplier *= 1.2f;
break;
case 3: //expert
dmgBonusMultiplier *= 1.3f;
break;
}
}
}
if(defendingHero)
{
switch(defendingHero->getSecSkillLevel(23)) //armorer
{
case 1: //basic
dmgBonusMultiplier *= 0.95f;
break;
case 2: //advanced
dmgBonusMultiplier *= 0.9f;
break;
case 3: //expert
dmgBonusMultiplier *= 0.85f;
break;
}
}
//handling spell effects
if(!shooting && defender->getEffect(27)) //shield
{
dmgBonusMultiplier *= float(VLC->spellh->spells[27].powers[attacker->getEffect(27)->level]) / 100.0f;
}
else if(shooting && defender->getEffect(28)) //air shield
{
dmgBonusMultiplier *= float(VLC->spellh->spells[28].powers[attacker->getEffect(28)->level]) / 100.0f;
}
if(attacker->getEffect(42)) //curse handling (partial, the rest is below)
{
dmgBonusMultiplier *= 0.8f * float(VLC->spellh->spells[42].powers[attacker->getEffect(42)->level]); //the second factor is 1 or 0
}
minDmg *= dmgBonusMultiplier;
maxDmg *= dmgBonusMultiplier;
if(attacker->getEffect(42)) //curse handling (rest)
{
minDmg -= VLC->spellh->spells[42].powers[attacker->getEffect(42)->level];
return minDmg;
}
else if(attacker->getEffect(41)) //bless handling
{
maxDmg += VLC->spellh->spells[41].powers[attacker->getEffect(41)->level];
return maxDmg;
}
else
{
if(minDmg != maxDmg)
return minDmg + rand() % (maxDmg - minDmg + 1);
else
return minDmg;
}
tlog1 << "We are too far in calculateDmg...\n";
return -1;
}
void BattleInfo::calculateCasualties( std::set<std::pair<ui32,si32> > *casualties )
{
2009-05-07 08:01:45 +03:00
for(unsigned int i=0; i<stacks.size();i++)//setting casualties
{
if(!stacks[i]->alive())
{
casualties[!stacks[i]->attackerOwned].insert(std::pair<ui32,si32>(stacks[i]->creature->idNumber,stacks[i]->baseAmount));
}
else if(stacks[i]->amount != stacks[i]->baseAmount)
{
casualties[!stacks[i]->attackerOwned].insert(std::pair<ui32,si32>(stacks[i]->creature->idNumber,stacks[i]->baseAmount - stacks[i]->amount));
}
}
}
si8 CGameState::battleMaxSpellLevel()
{
if(!curB) //there is not battle
{
tlog1 << "si8 CGameState::maxSpellLevel() call when there is no battle!" << std::endl;
throw "si8 CGameState::maxSpellLevel() call when there is no battle!";
}
si8 levelLimit = SPELL_LEVELS;
const CGHeroInstance *h1 = getHero(curB->hero1);
if(h1)
{
for(std::list<HeroBonus>::const_iterator i = h1->bonuses.begin(); i != h1->bonuses.end(); i++)
if(i->type == HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL)
amin(levelLimit, i->val);
}
const CGHeroInstance *h2 = getHero(curB->hero2);
if(h2)
{
for(std::list<HeroBonus>::const_iterator i = h2->bonuses.begin(); i != h2->bonuses.end(); i++)
if(i->type == HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL)
amin(levelLimit, i->val);
}
return levelLimit;
}
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std::set<CStack*> BattleInfo::getAttackedCreatures(const CSpell * s, const CGHeroInstance * caster, int destinationTile)
{
std::set<ui16> attackedHexes = s->rangeInHexes(destinationTile, caster->getSpellSchoolLevel(s));
std::set<CStack*> attackedCres; /*std::set to exclude multiple occurences of two hex creatures*/
if(s->id == 24 || s->id == 25 || s->id == 26) //death ripple, destroy undead and armageddon
{
for(int it=0; it<stacks.size(); ++it)
{
if((s->id == 24 && !stacks[it]->creature->isUndead()) //death ripple
|| (s->id == 25 && stacks[it]->creature->isUndead()) //destroy undead
|| (s->id == 26) //armageddon
)
{
attackedCres.insert(stacks[it]);
}
}
}
else if(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
{
if(caster->getSpellSchoolLevel(s) < 3) /*not expert */
{
CStack * st = getStackT(destinationTile);
if(st)
attackedCres.insert(st);
}
else
{
for(int it=0; it<stacks.size(); ++it)
{
/*if it's non negative spell and our unit or non positive spell and hostile unit */
if((VLC->spellh->spells[s->id].positiveness >= 0 && stacks[it]->owner == caster->tempOwner)
||(VLC->spellh->spells[s->id].positiveness <= 0 && stacks[it]->owner != caster->tempOwner )
)
{
attackedCres.insert(stacks[it]);
}
}
} //if(caster->getSpellSchoolLevel(s) < 3)
}
else if(VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET") != std::string::npos) //spell to be cast on one specific creature
{
CStack * st = getStackT(destinationTile);
if(st)
attackedCres.insert(st);
}
else //custom range from attackedHexes
{
for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
{
CStack * st = getStackT(*it);
if(st)
attackedCres.insert(st);
}
}
return attackedCres;
}
CStack * BattleInfo::getNextStack()
{
CStack *current = getStack(activeStack);
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for (unsigned int i = 0; i < stacks.size(); i++) //find fastest not moved/waited stack (stacks vector is sorted by speed)
{
if(stacks[i]->willMove() && !vstd::contains(stacks[i]->state,WAITING))
return stacks[i];
}
for (int i = stacks.size() - 1; i >= 0 ; i--) //find slowest waiting stack
{
if(stacks[i]->willMove())
return stacks[i];
}
return NULL; //all stacks moved or defending!
}
std::vector<CStack> BattleInfo::getStackQueue()
{
std::vector<CStack> ret;
std::vector<int> taken; //if non-zero value, corresponding stack has been placed in ret
taken.resize(stacks.size());
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for(unsigned int g=0; g<taken.size(); ++g)
{
taken[g] = 0;
}
for(int moved=0; moved<2; ++moved) //in first cycle we add stacks that can act in current turn, in second one the rest of them
{
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for(unsigned int gc=0; gc<stacks.size(); ++gc)
{
int id = -1, speed = -1;
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for(unsigned int i=0; i<stacks.size(); ++i) //find not waited stacks only
{
if((moved == 1 ||!vstd::contains(stacks[i]->state, DEFENDING))
&& stacks[i]->alive()
&& (moved == 1 || !vstd::contains(stacks[i]->state, MOVED))
&& !vstd::contains(stacks[i]->state,WAITING)
&& taken[i]==0
&& !stacks[i]->hasFeatureOfType(StackFeature::NOT_ACTIVE)) //eg. Ammo Cart
{
if(speed == -1 || stacks[i]->Speed() > speed)
{
id = i;
speed = stacks[i]->Speed();
}
}
}
if(id != -1)
{
ret.push_back(*stacks[id]);
taken[id] = 1;
}
else //choose something from not moved stacks
{
int id = -1, speed = 10000; //infinite speed
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for(unsigned int i=0; i<stacks.size(); ++i) //find waited stacks only
{
if((moved == 1 ||!vstd::contains(stacks[i]->state, DEFENDING))
&& stacks[i]->alive()
&& (moved == 1 || !vstd::contains(stacks[i]->state, MOVED))
&& vstd::contains(stacks[i]->state,WAITING)
&& taken[i]==0
&& !stacks[i]->hasFeatureOfType(StackFeature::NOT_ACTIVE)) //eg. Ammo Cart
{
if(stacks[i]->Speed() < speed) //slowest one
{
id = i;
speed = stacks[i]->Speed();
}
}
}
if(id != -1)
{
ret.push_back(*stacks[id]);
taken[id] = 1;
}
else
{
break; //no stacks have been found, so none of them will be found in next iterations
}
}
}
}
return ret;
}
int3 CPath::startPos() const
{
return nodes[nodes.size()-1].coord;
}
void CPath::convert(ui8 mode) //mode=0 -> from 'manifest' to 'object'
{
if (mode==0)
{
2009-05-07 08:01:45 +03:00
for (unsigned int i=0;i<nodes.size();i++)
{
nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
}
}
}
int3 CPath::endPos() const
{
return nodes[0].coord;
}