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vcmi/CGameState.cpp

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#include "CGameState.h"
#include "CGameInterface.h"
#include "CPlayerInterface.h"
#include <algorithm>
#include "SDL_Thread.h"
#include "SDL_Extensions.h"
#include "CBattleInterface.h" //for CBattleHex
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#include <queue>
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class CMP_stack
{
public:
bool operator ()(const CStack* a, const CStack* b)
{
return (a->creature->speed)>(b->creature->speed);
}
} cmpst ;
void CGameState::battle(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CArmedInstance *hero1, CArmedInstance *hero2)
{
curB = new BattleInfo();
std::vector<CStack*> & stacks = (curB->stacks);
curB->army1=army1;
curB->army2=army2;
curB->hero1=dynamic_cast<CGHeroInstance*>(hero1);
curB->hero2=dynamic_cast<CGHeroInstance*>(hero2);
curB->side1=(hero1)?(hero1->tempOwner):(-1);
curB->side2=(hero2)?(hero2->tempOwner):(-1);
curB->round = -2;
curB->stackActionPerformed = false;
for(std::map<int,std::pair<CCreature*,int> >::iterator i = army1->slots.begin(); i!=army1->slots.end(); i++)
{
stacks.push_back(new CStack(i->second.first,i->second.second,0, stacks.size(), true));
stacks[stacks.size()-1]->ID = stacks.size()-1;
}
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//initialization of positions
switch(army1->slots.size()) //for attacker
{
case 0:
break;
case 1:
stacks[0]->position = 86; //6
break;
case 2:
stacks[0]->position = 35; //3
stacks[1]->position = 137; //9
break;
case 3:
stacks[0]->position = 35; //3
stacks[1]->position = 86; //6
stacks[2]->position = 137; //9
break;
case 4:
stacks[0]->position = 1; //1
stacks[1]->position = 69; //5
stacks[2]->position = 103; //7
stacks[3]->position = 171; //11
break;
case 5:
stacks[0]->position = 1; //1
stacks[1]->position = 35; //3
stacks[2]->position = 86; //6
stacks[3]->position = 137; //9
stacks[4]->position = 171; //11
break;
case 6:
stacks[0]->position = 1; //1
stacks[1]->position = 35; //3
stacks[2]->position = 69; //5
stacks[3]->position = 103; //7
stacks[4]->position = 137; //9
stacks[5]->position = 171; //11
break;
case 7:
stacks[0]->position = 1; //1
stacks[1]->position = 35; //3
stacks[2]->position = 69; //5
stacks[3]->position = 86; //6
stacks[4]->position = 103; //7
stacks[5]->position = 137; //9
stacks[6]->position = 171; //11
break;
default: //fault
break;
}
for(std::map<int,std::pair<CCreature*,int> >::iterator i = army2->slots.begin(); i!=army2->slots.end(); i++)
stacks.push_back(new CStack(i->second.first,i->second.second,1, stacks.size(), false));
switch(army2->slots.size()) //for defender
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{
case 0:
break;
case 1:
stacks[0+army1->slots.size()]->position = 100; //6
break;
case 2:
stacks[0+army1->slots.size()]->position = 49; //3
stacks[1+army1->slots.size()]->position = 151; //9
break;
case 3:
stacks[0+army1->slots.size()]->position = 49; //3
stacks[1+army1->slots.size()]->position = 100; //6
stacks[2+army1->slots.size()]->position = 151; //9
break;
case 4:
stacks[0+army1->slots.size()]->position = 15; //1
stacks[1+army1->slots.size()]->position = 83; //5
stacks[2+army1->slots.size()]->position = 117; //7
stacks[3+army1->slots.size()]->position = 185; //11
break;
case 5:
stacks[0+army1->slots.size()]->position = 15; //1
stacks[1+army1->slots.size()]->position = 49; //3
stacks[2+army1->slots.size()]->position = 100; //6
stacks[3+army1->slots.size()]->position = 151; //9
stacks[4+army1->slots.size()]->position = 185; //11
break;
case 6:
stacks[0+army1->slots.size()]->position = 15; //1
stacks[1+army1->slots.size()]->position = 49; //3
stacks[2+army1->slots.size()]->position = 83; //5
stacks[3+army1->slots.size()]->position = 117; //7
stacks[4+army1->slots.size()]->position = 151; //9
stacks[5+army1->slots.size()]->position = 185; //11
break;
case 7:
stacks[0+army1->slots.size()]->position = 15; //1
stacks[1+army1->slots.size()]->position = 49; //3
stacks[2+army1->slots.size()]->position = 83; //5
stacks[3+army1->slots.size()]->position = 100; //6
stacks[4+army1->slots.size()]->position = 117; //7
stacks[5+army1->slots.size()]->position = 151; //9
stacks[6+army1->slots.size()]->position = 185; //11
break;
default: //fault
break;
}
for(int g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
{
if((stacks[g]->position%17)==1 && stacks[g]->creature->isDoubleWide())
{
stacks[g]->position += 1;
}
else if((stacks[g]->position%17)==15 && stacks[g]->creature->isDoubleWide())
{
stacks[g]->position -= 1;
}
}
std::stable_sort(stacks.begin(),stacks.end(),cmpst);
//for start inform players about battle
for(std::map<int, PlayerState>::iterator j=CGI->state->players.begin(); j!=CGI->state->players.end(); ++j)//CGI->state->players.size(); ++j) //for testing
{
if (j->first > PLAYER_LIMIT)
break;
if(j->second.fogOfWarMap[tile.x][tile.y][tile.z])
{ //player should be notified
tribool side = tribool::indeterminate_value;
if(j->first == curB->side1) //player is attacker
side = false;
else if(j->first == curB->side2) //player is defender
side = true;
else
continue; //no witnesses
if(CGI->playerint[j->second.serial]->human)
{
((CPlayerInterface*)( CGI->playerint[j->second.serial] ))->battleStart(army1, army2, tile, curB->hero1, curB->hero2, side);
}
else
{
//CGI->playerint[j->second.serial]->battleStart(army1, army2, tile, curB->hero1, curB->hero2, side);
}
}
}
curB->round++;
if( (curB->hero1 && curB->hero1->getSecSkillLevel(19)>=0) || ( curB->hero2 && curB->hero2->getSecSkillLevel(19)>=0) )//someone has tactics
{
//TODO: wywolania dla rundy -1, ograniczenie pola ruchu, etc
}
curB->round++;
//SDL_Thread * eventh = SDL_CreateThread(battleEventThread, NULL);
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while(true) //till the end of the battle ;]
{
bool battleEnd = false;
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//tell players about next round
for(int v=0; v<CGI->playerint.size(); ++v)
CGI->playerint[v]->battleNewRound(curB->round);
//stack loop
for(int i=0;i<stacks.size();i++)
{
curB->activeStack = i;
curB->stackActionPerformed = false;
if(stacks[i]->alive) //indicate posiibility of making action for this unit
{
unsigned char owner = (stacks[i]->owner)?(hero2 ? hero2->tempOwner : 255):(hero1->tempOwner);
unsigned char serialOwner = -1;
for(int g=0; g<CGI->playerint.size(); ++g)
{
if(CGI->playerint[g]->playerID == owner)
{
serialOwner = g;
break;
}
}
if(serialOwner==255) //neutral unit
{
}
else if(CGI->playerint[serialOwner]->human)
{
BattleAction ba = ((CPlayerInterface*)CGI->playerint[serialOwner])->activeStack(stacks[i]->ID);
switch(ba.actionType)
{
case 2: //walk
{
battleMoveCreatureStack(ba.stackNumber, ba.destinationTile);
}
case 3: //defend
{
break;
}
case 4: //retreat/flee
{
for(int v=0; v<CGI->playerint.size(); ++v) //tell about the end of this battle to interfaces
CGI->playerint[v]->battleEnd(army1, army2, hero1, hero2, std::vector<int>(), 0, false);
battleEnd = true;
break;
}
case 6: //walk or attack
{
battleMoveCreatureStack(ba.stackNumber, ba.destinationTile);
battleAttackCreatureStack(ba.stackNumber, ba.destinationTile);
break;
}
}
}
else
{
//CGI->playerint[serialOwner]->activeStack(stacks[i]->ID);
}
}
if(battleEnd)
break;
//sprawdzic czy po tej akcji ktoras strona nie wygrala bitwy
}
if(battleEnd)
break;
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curB->round++;
SDL_Delay(50);
}
for(int i=0;i<stacks.size();i++)
delete stacks[i];
delete curB;
curB = NULL;
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}
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bool CGameState::battleMoveCreatureStack(int ID, int dest)
{
//first checks
if(curB->stackActionPerformed) //because unit cannot be moved more than once
return false;
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unsigned char owner = -1; //owner moved of unit
for(int g=0; g<curB->stacks.size(); ++g)
{
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if(curB->stacks[g]->ID == ID)
{
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owner = curB->stacks[g]->owner;
break;
}
}
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bool stackAtEnd = false; //true if there is a stack at the end of the path (we should attack it)
int numberOfStackAtEnd = -1;
for(int g=0; g<curB->stacks.size(); ++g)
{
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if(curB->stacks[g]->position == dest
|| (curB->stacks[g]->creature->isDoubleWide() && curB->stacks[g]->attackerOwned && curB->stacks[g]->position-1 == dest)
|| (curB->stacks[g]->creature->isDoubleWide() && !curB->stacks[g]->attackerOwned && curB->stacks[g]->position+1 == dest))
{
if(curB->stacks[g]->alive)
{
stackAtEnd = true;
numberOfStackAtEnd = g;
break;
}
}
}
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//selecting moved stack
CStack * curStack = NULL;
for(int y=0; y<curB->stacks.size(); ++y)
{
if(curB->stacks[y]->ID == ID)
{
curStack = curB->stacks[y];
break;
}
}
if(!curStack)
return false;
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//initing necessary tables
bool accessibility[187]; //accesibility of hexes
for(int k=0; k<187; k++)
accessibility[k] = true;
for(int g=0; g<curB->stacks.size(); ++g)
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{
if(curB->stacks[g]->ID != ID && curB->stacks[g]->alive) //we don't want to lock enemy's positions and this units' position
{
accessibility[curB->stacks[g]->position] = false;
if(curB->stacks[g]->creature->isDoubleWide()) //if it's a double hex creature
{
if(curB->stacks[g]->attackerOwned)
accessibility[curB->stacks[g]->position-1] = false;
else
accessibility[curB->stacks[g]->position+1] = false;
}
}
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}
accessibility[dest] = true;
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if(curStack->creature->isDoubleWide()) //locking positions unreachable by two-hex creatures
{
bool mac[187];
for(int b=0; b<187; ++b)
{
//
// && ( ? (curStack->attackerOwned ? accessibility[curNext-1] : accessibility[curNext+1]) : true )
mac[b] = accessibility[b];
if( accessibility[b] && !(curStack->attackerOwned ? accessibility[b-1] : accessibility[b+1]))
{
mac[b] = false;
}
}
mac[curStack->attackerOwned ? curStack->position+1 : curStack->position-1]=true;
for(int v=0; v<187; ++v)
accessibility[v] = mac[v];
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//removing accessibility for side hexes
for(int v=0; v<187; ++v)
if(curStack->attackerOwned ? (v%17)==1 : (v%17)==15)
accessibility[v] = false;
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}
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if(!accessibility[dest])
return false;
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int predecessor[187]; //for getting the Path
for(int b=0; b<187; ++b)
predecessor[b] = -1;
//bfsing
int dists[187]; //calculated distances
std::queue<int> hexq; //bfs queue
hexq.push(curStack->position);
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for(int g=0; g<187; ++g)
dists[g] = 100000000;
dists[hexq.front()] = 0;
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int curNext = -1; //for bfs loop only (helper var)
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while(!hexq.empty()) //bfs loop
{
int curHex = hexq.front();
hexq.pop();
curNext = curHex - ( (curHex/17)%2 ? 18 : 17 );
if((curNext > 0) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top left
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{
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hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
predecessor[curNext] = curHex;
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}
curNext = curHex - ( (curHex/17)%2 ? 17 : 16 );
if((curNext > 0) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top right
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{
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hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
predecessor[curNext] = curHex;
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}
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curNext = curHex - 1;
if((curNext > 0) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //left
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{
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hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
predecessor[curNext] = curHex;
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}
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curNext = curHex + 1;
if((curNext < 187) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //right
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{
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hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
predecessor[curNext] = curHex;
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}
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curNext = curHex + ( (curHex/17)%2 ? 16 : 17 );
if((curNext < 187) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom left
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{
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hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
predecessor[curNext] = curHex;
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}
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curNext = curHex + ( (curHex/17)%2 ? 17 : 18 );
if((curNext < 187) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom right
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{
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hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
predecessor[curNext] = curHex;
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}
}
//following the Path
if(dists[dest] > curStack->creature->speed && !(stackAtEnd && dists[dest] == curStack->creature->speed+1)) //we can attack a stack if we can go to adjacent hex
return false;
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std::vector<int> path;
int curElem = dest;
while(curElem!=curStack->position)
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{
path.push_back(curElem);
curElem = predecessor[curElem];
}
for(int v=path.size()-1; v>=0; --v)
{
if(v!=0 || !stackAtEnd) //it's not the last step
{
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LOCPLINT->battleStackMoved(ID, path[v], v==path.size()-1, v==0 || (stackAtEnd && v==1) );
curStack->position = path[v];
}
else //if it's last step and we should attack unit at the end
{
LOCPLINT->battleStackAttacking(ID, path[v]);
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//counting dealt damage
int numberOfCres = curStack->amount; //number of attacking creatures
int attackDefenseBonus = curStack->creature->attack - curB->stacks[numberOfStackAtEnd]->creature->defence;
int damageBase = 0;
if(curStack->creature->damageMax == curStack->creature->damageMin) //constant damage
{
damageBase = curStack->creature->damageMin;
}
else
{
damageBase = rand()%(curStack->creature->damageMax - curStack->creature->damageMin) + curStack->creature->damageMin + 1;
}
float dmgBonusMultiplier = 1.0;
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;
}
}
int finalDmg = (float)damageBase * (float)curStack->amount * dmgBonusMultiplier;
//applying damages
int cresKilled = finalDmg / curB->stacks[numberOfStackAtEnd]->creature->hitPoints;
int damageFirst = finalDmg % curB->stacks[numberOfStackAtEnd]->creature->hitPoints;
if( curB->stacks[numberOfStackAtEnd]->firstHPleft <= damageFirst )
{
curB->stacks[numberOfStackAtEnd]->amount -= 1;
curB->stacks[numberOfStackAtEnd]->firstHPleft += curB->stacks[numberOfStackAtEnd]->creature->hitPoints - damageFirst;
}
else
{
curB->stacks[numberOfStackAtEnd]->firstHPleft -= damageFirst;
}
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int cresInstackBefore = curB->stacks[numberOfStackAtEnd]->amount;
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curB->stacks[numberOfStackAtEnd]->amount -= cresKilled;
if(curB->stacks[numberOfStackAtEnd]->amount<=0) //stack killed
{
curB->stacks[numberOfStackAtEnd]->amount = 0;
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LOCPLINT->battleStackKilled(curB->stacks[numberOfStackAtEnd]->ID, finalDmg, std::min(cresKilled, cresInstackBefore) , ID);
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curB->stacks[numberOfStackAtEnd]->alive = false;
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}
else
{
LOCPLINT->battleStackIsAttacked(curB->stacks[numberOfStackAtEnd]->ID, finalDmg, std::min(cresKilled, cresInstackBefore), ID);
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}
//damage applied
}
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}
curB->stackActionPerformed = true;
LOCPLINT->actionFinished(BattleAction());
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return true;
}
bool CGameState::battleAttackCreatureStack(int ID, int dest)
{
int attackedCreaure = -1; //-1 - there is no attacked creature
for(int b=0; b<curB->stacks.size(); ++b) //TODO: make upgrades for two-hex cres.
{
if(curB->stacks[b]->position == dest)
{
attackedCreaure = curB->stacks[b]->ID;
break;
}
}
if(attackedCreaure == -1)
return false;
//LOCPLINT->cb->
return true;
}
std::vector<int> CGameState::battleGetRange(int ID)
{
int initialPlace=-1; //position of unit
int radius=-1; //range of unit
unsigned char owner = -1; //owner of unit
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//selecting stack
CStack * curStack = NULL;
for(int y=0; y<curB->stacks.size(); ++y)
{
if(curB->stacks[y]->ID == ID)
{
curStack = curB->stacks[y];
break;
}
}
for(int g=0; g<curB->stacks.size(); ++g)
{
if(curB->stacks[g]->ID == ID)
{
initialPlace = curB->stacks[g]->position;
radius = curB->stacks[g]->creature->speed;
owner = curB->stacks[g]->owner;
break;
}
}
bool accessibility[187]; //accesibility of hexes
for(int k=0; k<187; k++)
accessibility[k] = true;
for(int g=0; g<curB->stacks.size(); ++g)
{
if(curB->stacks[g]->ID != ID && curB->stacks[g]->alive) //we don't want to lock current unit's position
{
accessibility[curB->stacks[g]->position] = false;
if(curB->stacks[g]->creature->isDoubleWide()) //if it's a double hex creature
{
if(curB->stacks[g]->attackerOwned)
accessibility[curB->stacks[g]->position-1] = false;
else
accessibility[curB->stacks[g]->position+1] = false;
}
}
}
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if(curStack->creature->isDoubleWide()) //locking positions unreachable by two-hex creatures
{
bool mac[187];
for(int b=0; b<187; ++b)
{
//
// && ( ? (curStack->attackerOwned ? accessibility[curNext-1] : accessibility[curNext+1]) : true )
mac[b] = accessibility[b];
if( accessibility[b] && !(curStack->attackerOwned ? accessibility[b-1] : accessibility[b+1]))
{
mac[b] = false;
}
}
mac[curStack->attackerOwned ? curStack->position+1 : curStack->position-1]=true;
for(int v=0; v<187; ++v)
accessibility[v] = mac[v];
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//removing accessibility for side hexes
for(int v=0; v<187; ++v)
if(curStack->attackerOwned ? (v%17)==1 : (v%17)==15)
accessibility[v] = false;
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}
int dists[187]; //calculated distances
std::queue<int> hexq; //bfs queue
hexq.push(initialPlace);
for(int g=0; g<187; ++g)
dists[g] = 100000000;
dists[initialPlace] = 0;
int curNext = -1; //for bfs loop only (helper var)
while(!hexq.empty()) //bfs loop
{
int curHex = hexq.front();
hexq.pop();
curNext = curHex - ( (curHex/17)%2 ? 18 : 17 );
if((curNext > 0) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top left
{
hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
}
curNext = curHex - ( (curHex/17)%2 ? 17 : 16 );
if((curNext > 0) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top right
{
hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
}
curNext = curHex - 1;
if((curNext > 0) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //left
{
hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
}
curNext = curHex + 1;
if((curNext < 187) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //right
{
hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
}
curNext = curHex + ( (curHex/17)%2 ? 16 : 17 );
if((curNext < 187) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom left
{
hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
}
curNext = curHex + ( (curHex/17)%2 ? 17 : 18 );
if((curNext < 187) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom right
{
hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
}
}
std::vector<int> ret;
for(int i=0; i<187; ++i)
{
if(dists[i]<=radius)
{
ret.push_back(i);
}
}
std::vector<int> additionals;
//adding enemies' positions
for(int c=0; c<curB->stacks.size(); ++c)
{
if(curB->stacks[c]->alive && curB->stacks[c]->owner != owner)
{
for(int g=0; g<ret.size(); ++g)
{
if(CBattleHex::mutualPosition(ret[g], curB->stacks[c]->position) != -1)
{
additionals.push_back(curB->stacks[c]->position);
}
if(curB->stacks[c]->creature->isDoubleWide() && curB->stacks[c]->attackerOwned && CBattleHex::mutualPosition(ret[g], curB->stacks[c]->position-1) != -1)
{
additionals.push_back(curB->stacks[c]->position-1);
}
if(curB->stacks[c]->creature->isDoubleWide() && !curB->stacks[c]->attackerOwned && CBattleHex::mutualPosition(ret[g], curB->stacks[c]->position+1) != -1)
{
additionals.push_back(curB->stacks[c]->position+1);
}
}
}
}
for(int g=0; g<additionals.size(); ++g)
{
ret.push_back(additionals[g]);
}
std::sort(ret.begin(), ret.end());
std::vector<int>::iterator nend = std::unique(ret.begin(), ret.end());
std::vector<int> ret2;
for(std::vector<int>::iterator it = ret.begin(); it != nend; ++it)
{
ret2.push_back(*it);
}
return ret2;
}