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