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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Merge remote-tracking branch 'remotes/origin/develop' into issue/2306

s reverts commit fa8a282696.

Conflicts:
	AI/VCAI/VCAI.cpp

Conflicts:
	AI/VCAI/VCAI.cpp
	client/windows/CAdvmapInterface.cpp
	lib/CPathfinder.cpp
	lib/CPathfinder.h
This commit is contained in:
AlexVinS 2015-12-05 12:56:12 +03:00
commit 0fab319c73
103 changed files with 2492 additions and 1265 deletions

3
.gitignore vendored
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@ -32,3 +32,6 @@ build-*
CMakeLists.txt.user.*
Doxyfile
doc/*
VCMI_VS11.sdf
*.ipch
VCMI_VS11.opensdf

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@ -30,7 +30,7 @@ void CEmptyAI::showBlockingDialog(const std::string &text, const std::vector<Com
cb->selectionMade(0, askID);
}
void CEmptyAI::showTeleportDialog(TeleportChannelID channel, std::vector<ObjectInstanceID> exits, bool impassable, QueryID askID)
void CEmptyAI::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
{
cb->selectionMade(0, askID);
}

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@ -15,7 +15,7 @@ public:
void heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID) override;
void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID) override;
void showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel) override;
void showTeleportDialog(TeleportChannelID channel, std::vector<ObjectInstanceID> exits, bool impassable, QueryID askID) override;
void showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) override;
void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) override;
};

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@ -153,6 +153,12 @@ BattleAction CStupidAI::activeStack( const CStack * stack )
}
}
for ( auto & enemy : enemiesReachable )
enemy.calcDmg( stack );
for ( auto & enemy : enemiesShootable )
enemy.calcDmg( stack );
if(enemiesShootable.size())
{
const EnemyInfo &ei= *std::max_element(enemiesShootable.begin(), enemiesShootable.end(), isMoreProfitable);

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@ -7,6 +7,10 @@
#include "../../lib/CConfigHandler.h"
#include "../../lib/CHeroHandler.h"
#include "../../lib/mapObjects/CBank.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/mapObjects/CQuest.h"
#include "../../lib/CPathfinder.h"
#include "../../lib/mapping/CMapDefines.h"
/*
* AIUtility.cpp, part of VCMI engine
@ -150,7 +154,7 @@ void foreach_neighbour(const int3 &pos, std::function<void(const int3& pos)> foo
{
CCallback * cbp = cb.get(); // avoid costly retrieval of thread-specific pointer
for(const int3 &dir : dirs)
for(const int3 &dir : int3::getDirs())
{
const int3 n = pos + dir;
if(cbp->isInTheMap(n))
@ -160,7 +164,7 @@ void foreach_neighbour(const int3 &pos, std::function<void(const int3& pos)> foo
void foreach_neighbour(CCallback * cbp, const int3 &pos, std::function<void(CCallback * cbp, const int3& pos)> foo)
{
for(const int3 &dir : dirs)
for(const int3 &dir : int3::getDirs())
{
const int3 n = pos + dir;
if(cbp->isInTheMap(n))
@ -359,7 +363,7 @@ int3 whereToExplore(HeroPtr h)
int radius = h->getSightRadious();
int3 hpos = h->visitablePos();
SectorMap &sm = ai->getCachedSectorMap(h);
auto sm = ai->getCachedSectorMap(h);
//look for nearby objs -> visit them if they're close enouh
const int DIST_LIMIT = 3;
@ -372,9 +376,9 @@ int3 whereToExplore(HeroPtr h)
{
int3 op = obj->visitablePos();
CGPath p;
ai->myCb->getPathsInfo(h.get())->getPath(op, p);
ai->myCb->getPathsInfo(h.get())->getPath(p, op);
if (p.nodes.size() && p.endPos() == op && p.nodes.size() <= DIST_LIMIT)
if (ai->isGoodForVisit(obj, h, sm))
if (ai->isGoodForVisit(obj, h, *sm))
nearbyVisitableObjs.push_back(obj);
}
}

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@ -6,9 +6,6 @@
#include "../../lib/CTownHandler.h"
#include "../../lib/spells/CSpellHandler.h"
#include "../../lib/Connection.h"
#include "../../lib/CGameState.h"
#include "../../lib/mapping/CMap.h"
#include "../../lib/NetPacks.h"
#include "../../lib/CStopWatch.h"
/*
@ -21,6 +18,8 @@
*
*/
class CCallback;
typedef const int3& crint3;
typedef const std::string& crstring;

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@ -5,6 +5,8 @@
#include "../../lib/mapObjects/MapObjects.h"
#include "../../lib/mapObjects/CommonConstructors.h"
#include "../../lib/CCreatureHandler.h"
#include "../../lib/CPathfinder.h"
#include "../../lib/CGameStateFwd.h"
#include "../../lib/VCMI_Lib.h"
#include "../../CCallback.h"
#include "VCAI.h"
@ -421,7 +423,7 @@ float FuzzyHelper::evaluate (Goals::VisitTile & g)
//assert(cb->isInTheMap(g.tile));
float turns = 0;
float distance = cb->getMovementCost(g.hero.h, g.tile);
float distance = CPathfinderHelper::getMovementCost(g.hero.h, g.tile);
if (!distance) //we stand on that tile
turns = 0;
else
@ -482,7 +484,7 @@ float FuzzyHelper::evaluate (Goals::ClearWayTo & g)
if (!g.hero.h)
throw cannotFulfillGoalException("ClearWayTo called without hero!");
int3 t = ai->getCachedSectorMap(g.hero).firstTileToGet(g.hero, g.tile);
int3 t = ai->getCachedSectorMap(g.hero)->firstTileToGet(g.hero, g.tile);
if (t.valid())
{
@ -530,4 +532,4 @@ float FuzzyHelper::evaluate (Goals::AbstractGoal & g)
void FuzzyHelper::setPriority (Goals::TSubgoal & g)
{
g->setpriority(g->accept(this)); //this enforces returned value is set
}
}

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@ -3,6 +3,7 @@
#include "VCAI.h"
#include "Fuzzy.h"
#include "../../lib/mapping/CMap.h" //for victory conditions
#include "../../lib/CPathfinder.h"
/*
* Goals.cpp, part of VCMI engine
@ -483,9 +484,9 @@ TGoalVec ClearWayTo::getAllPossibleSubgoals()
//if our hero is trapped, make sure we request clearing the way from OUR perspective
SectorMap &sm = ai->getCachedSectorMap(h);
auto sm = ai->getCachedSectorMap(h);
int3 tileToHit = sm.firstTileToGet(h, tile);
int3 tileToHit = sm->firstTileToGet(h, tile);
if (!tileToHit.valid())
continue;
@ -633,11 +634,11 @@ TGoalVec Explore::getAllPossibleSubgoals()
for (auto h : heroes)
{
SectorMap &sm = ai->getCachedSectorMap(h);
auto sm = ai->getCachedSectorMap(h);
for (auto obj : objs) //double loop, performance risk?
{
auto t = sm.firstTileToGet(h, obj->visitablePos()); //we assume that no more than one tile on the way is guarded
auto t = sm->firstTileToGet(h, obj->visitablePos()); //we assume that no more than one tile on the way is guarded
if (ai->isTileNotReserved(h, t))
ret.push_back (sptr(Goals::ClearWayTo(obj->visitablePos(), h).setisAbstract(true)));
}
@ -963,7 +964,7 @@ TGoalVec Conquer::getAllPossibleSubgoals()
for (auto h : cb->getHeroesInfo())
{
SectorMap &sm = ai->getCachedSectorMap(h);
auto sm = ai->getCachedSectorMap(h);
std::vector<const CGObjectInstance *> ourObjs(objs); //copy common objects
for (auto obj : ai->reservedHeroesMap[h]) //add objects reserved by this hero
@ -974,7 +975,7 @@ TGoalVec Conquer::getAllPossibleSubgoals()
for (auto obj : ourObjs)
{
int3 dest = obj->visitablePos();
auto t = sm.firstTileToGet(h, dest); //we assume that no more than one tile on the way is guarded
auto t = sm->firstTileToGet(h, dest); //we assume that no more than one tile on the way is guarded
if (t.valid()) //we know any path at all
{
if (ai->isTileNotReserved(h, t)) //no other hero wants to conquer that tile
@ -1027,6 +1028,10 @@ TSubgoal GatherArmy::whatToDoToAchieve()
return fh->chooseSolution (getAllPossibleSubgoals()); //find dwelling. use current hero to prevent him from doing nothing.
}
static const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7};
TGoalVec GatherArmy::getAllPossibleSubgoals()
{
//get all possible towns, heroes and dwellings we may use
@ -1093,11 +1098,11 @@ TGoalVec GatherArmy::getAllPossibleSubgoals()
}
for(auto h : cb->getHeroesInfo())
{
SectorMap &sm = ai->getCachedSectorMap(h);
auto sm = ai->getCachedSectorMap(h);
for (auto obj : objs)
{ //find safe dwelling
auto pos = obj->visitablePos();
if (ai->isGoodForVisit(obj, h, sm))
if (ai->isGoodForVisit(obj, h, *sm))
ret.push_back (sptr (Goals::VisitTile(pos).sethero(h)));
}
}

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@ -8,6 +8,8 @@
#include "../../lib/CConfigHandler.h"
#include "../../lib/CHeroHandler.h"
#include "../../lib/CModHandler.h"
#include "../../lib/CGameState.h"
#include "../../lib/NetPacks.h"
/*
@ -96,6 +98,7 @@ VCAI::VCAI(void)
LOG_TRACE(logAi);
makingTurn = nullptr;
destinationTeleport = ObjectInstanceID();
destinationTeleportPos = int3(-1);
}
VCAI::~VCAI(void)
@ -614,33 +617,46 @@ void VCAI::showBlockingDialog(const std::string &text, const std::vector<Compone
});
}
void VCAI::showTeleportDialog(TeleportChannelID channel, std::vector<ObjectInstanceID> exits, bool impassable, QueryID askID)
void VCAI::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
{
LOG_TRACE_PARAMS(logAi, "askID '%i', exits '%s'", askID % exits);
// LOG_TRACE_PARAMS(logAi, "askID '%i', exits '%s'", askID % exits);
NET_EVENT_HANDLER;
status.addQuery(askID, boost::str(boost::format("Teleport dialog query with %d exits")
% exits.size()));
ObjectInstanceID choosenExit;
int choosenExit = -1;
if(impassable)
knownTeleportChannels[channel]->passability = TeleportChannel::IMPASSABLE;
else
else if(destinationTeleport != ObjectInstanceID() && destinationTeleportPos.valid())
{
if(destinationTeleport != ObjectInstanceID() && vstd::contains(exits, destinationTeleport))
choosenExit = destinationTeleport;
auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
if(destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
choosenExit = vstd::find_pos(exits, neededExit);
}
if(!status.channelProbing())
for(auto exit : exits)
{
if(status.channelProbing() && exit.first == destinationTeleport)
{
vstd::copy_if(exits, vstd::set_inserter(teleportChannelProbingList), [&](ObjectInstanceID id) -> bool
choosenExit = vstd::find_pos(exits, exit);
break;
}
else
{
// TODO: Implement checking if visiting that teleport will uncovert any FoW
// So far this is the best option to handle decision about probing
auto obj = cb->getObj(exit.first, false);
if(obj == nullptr && !vstd::contains(teleportChannelProbingList, exit.first) &&
exit.first != destinationTeleport)
{
return !(vstd::contains(visitableObjs, cb->getObj(id)) || id == choosenExit);
});
teleportChannelProbingList.push_back(exit.first);
}
}
}
requestActionASAP([=]()
{
answerQuery(askID, choosenExit.getNum());
answerQuery(askID, choosenExit);
});
}
@ -843,9 +859,9 @@ void VCAI::makeTurnInternal()
bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
{
int3 dst = obj->visitablePos();
SectorMap &sm = getCachedSectorMap(h);
auto sm = getCachedSectorMap(h);
logAi->debugStream() << boost::format("%s will try to visit %s at (%s)") % h->name % obj->getObjectName() % strFromInt3(dst);
int3 pos = sm.firstTileToGet(h, dst);
int3 pos = sm->firstTileToGet(h, dst);
if (!pos.valid()) //rare case when we are already standing on one of potential objects
return false;
return moveHeroToTile(pos, h);
@ -1301,6 +1317,20 @@ bool VCAI::tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingI
return false;//Nothing to build
}
//Set of buildings for different goals. Does not include any prerequisites.
static const BuildingID essential[] = {BuildingID::TAVERN, BuildingID::TOWN_HALL};
static const BuildingID goldSource[] = {BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL};
static const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7};
static const BuildingID unitsUpgrade[] = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP};
static const BuildingID unitGrowth[] = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::HORDE_1,
BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR};
static const BuildingID spells[] = {BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5};
static const BuildingID extra[] = {BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2, BuildingID::SPECIAL_3,
BuildingID::SPECIAL_4, BuildingID::SHIPYARD}; // all remaining buildings
void VCAI::buildStructure(const CGTownInstance * t)
{
//TODO make *real* town development system
@ -1381,10 +1411,10 @@ std::vector<const CGObjectInstance *> VCAI::getPossibleDestinations(HeroPtr h)
{
validateVisitableObjs();
std::vector<const CGObjectInstance *> possibleDestinations;
SectorMap &sm = getCachedSectorMap(h);
auto sm = getCachedSectorMap(h);
for(const CGObjectInstance *obj : visitableObjs)
{
if (isGoodForVisit(obj, h, sm))
if (isGoodForVisit(obj, h, *sm))
{
possibleDestinations.push_back(obj);
}
@ -1439,12 +1469,12 @@ void VCAI::wander(HeroPtr h)
validateVisitableObjs();
std::vector <ObjectIdRef> dests, tmp;
SectorMap &sm = getCachedSectorMap(h);
auto sm = getCachedSectorMap(h);
range::copy(reservedHeroesMap[h], std::back_inserter(tmp)); //also visit our reserved objects - but they are not prioritized to avoid running back and forth
for (auto obj : tmp)
{
int3 pos = sm.firstTileToGet(h, obj->visitablePos());
int3 pos = sm->firstTileToGet(h, obj->visitablePos());
if (pos.valid())
if (isAccessibleForHero (pos, h)) //even nearby objects could be blocked by other heroes :(
dests.push_back(obj); //can't use lambda for member function :(
@ -1453,7 +1483,7 @@ void VCAI::wander(HeroPtr h)
range::copy(getPossibleDestinations(h), std::back_inserter(dests));
erase_if(dests, [&](ObjectIdRef obj) -> bool
{
return !isSafeToVisit(h, sm.firstTileToGet(h, obj->visitablePos()));
return !isSafeToVisit(h, sm->firstTileToGet(h, obj->visitablePos()));
});
if(!dests.size())
@ -1840,7 +1870,7 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
else
{
CGPath path;
cb->getPathsInfo(h.get())->getPath(dst, path);
cb->getPathsInfo(h.get())->getPath(path, dst);
if(path.nodes.empty())
{
logAi->errorStream() << "Hero " << h->name << " cannot reach " << dst;
@ -1860,25 +1890,29 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true), transit);
};
auto doTeleportMovement = [&](int3 dst, ObjectInstanceID exitId)
auto doTeleportMovement = [&](ObjectInstanceID exitId, int3 exitPos)
{
destinationTeleport = exitId;
cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true));
if(exitPos.valid())
destinationTeleportPos = CGHeroInstance::convertPosition(exitPos, true);
cb->moveHero(*h, h->pos);
destinationTeleport = ObjectInstanceID();
destinationTeleportPos = int3(-1);
afterMovementCheck();
};
auto doChannelProbing = [&]() -> void
{
auto currentExit = getObj(CGHeroInstance::convertPosition(h->pos,false), false);
assert(currentExit);
auto currentPos = CGHeroInstance::convertPosition(h->pos,false);
auto currentExit = getObj(currentPos, true)->id;
status.setChannelProbing(true);
for(auto exit : teleportChannelProbingList)
doTeleportMovement(CGHeroInstance::convertPosition(h->pos,false), exit);
doTeleportMovement(exit, int3(-1));
teleportChannelProbingList.clear();
doTeleportMovement(CGHeroInstance::convertPosition(h->pos,false), currentExit->id);
status.setChannelProbing(false);
doTeleportMovement(currentExit, currentPos);
};
int i=path.nodes.size()-1;
@ -1891,7 +1925,7 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
auto nextObject = getObj(nextCoord, false);
if(CGTeleport::isConnected(currentObject, nextObject))
{ //we use special login if hero standing on teleporter it's mean we need
doTeleportMovement(currentCoord, nextObject->id);
doTeleportMovement(nextObject->id, nextCoord);
if(teleportChannelProbingList.size())
doChannelProbing();
@ -1915,6 +1949,8 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
{ // Hero should be able to go through object if it's allow transit
doMovement(endpos, true);
}
else if(path.nodes[i-1].layer == EPathfindingLayer::AIR)
doMovement(endpos, true);
else
doMovement(endpos, false);
@ -2034,7 +2070,7 @@ void VCAI::tryRealize(Goals::BuildThis & g)
void VCAI::tryRealize(Goals::DigAtTile & g)
{
assert(g.hero->visitablePos() == g.tile); //surely we want to crash here?
if (g.hero->diggingStatus() == CGHeroInstance::CAN_DIG)
if (g.hero->diggingStatus() == EDiggingStatus::CAN_DIG)
{
cb->dig(g.hero.get());
completeGoal(sptr(g)); // finished digging
@ -2463,7 +2499,7 @@ int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
{
int3 ourPos = h->convertPosition(h->pos, false);
std::map<int3, int> dstToRevealedTiles;
for(crint3 dir : dirs)
for(crint3 dir : int3::getDirs())
if(cb->isInTheMap(hpos+dir))
if (ourPos != dir) //don't stand in place
if (isSafeToVisit(h, hpos + dir) && isAccessibleForHero (hpos + dir, h))
@ -2519,7 +2555,7 @@ int3 VCAI::explorationNewPoint(HeroPtr h)
continue;
CGPath path;
cb->getPathsInfo(hero)->getPath(tile, path);
cb->getPathsInfo(hero)->getPath(path, tile);
float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius, cbp) / (path.nodes.size() + 1); //+1 prevents erratic jumps
if (ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
@ -2537,7 +2573,7 @@ int3 VCAI::explorationNewPoint(HeroPtr h)
int3 VCAI::explorationDesperate(HeroPtr h)
{
SectorMap &sm = getCachedSectorMap(h);
auto sm = getCachedSectorMap(h);
int radius = h->getSightRadious();
std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
@ -2566,7 +2602,7 @@ int3 VCAI::explorationDesperate(HeroPtr h)
if (!howManyTilesWillBeDiscovered(tile, radius, cbp)) //avoid costly checks of tiles that don't reveal much
continue;
auto t = sm.firstTileToGet(h, tile);
auto t = sm->firstTileToGet(h, tile);
if (t.valid())
{
ui64 ourDanger = evaluateDanger(t, h.h);
@ -2669,13 +2705,24 @@ void VCAI::finish()
void VCAI::requestActionASAP(std::function<void()> whatToDo)
{
boost::thread newThread([this, whatToDo]()
boost::mutex mutex;
mutex.lock();
boost::thread newThread([&mutex,this,whatToDo]()
{
setThreadName("VCAI::requestActionASAP::whatToDo");
SET_GLOBAL_STATE(this);
boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
// unlock mutex and allow parent function to exit
mutex.unlock();
whatToDo();
});
// wait for mutex to unlock and for thread to initialize properly
mutex.lock();
// unlock mutex - boost dislikes destruction of locked mutexes
mutex.unlock();
}
void VCAI::lostHero(HeroPtr h)
@ -2749,14 +2796,14 @@ TResources VCAI::freeResources() const
return myRes;
}
SectorMap& VCAI::getCachedSectorMap(HeroPtr h)
std::shared_ptr<SectorMap> VCAI::getCachedSectorMap(HeroPtr h)
{
auto it = cachedSectorMaps.find(h);
if (it != cachedSectorMaps.end())
return it->second;
else
{
cachedSectorMaps.insert(std::make_pair(h, SectorMap(h)));
cachedSectorMaps[h] = std::make_shared<SectorMap>(h);
return cachedSectorMaps[h];
}
}
@ -2905,7 +2952,7 @@ void AIStatus::setMove(bool ongoing)
void AIStatus::setChannelProbing(bool ongoing)
{
boost::unique_lock<boost::mutex> lock(mx);
ongoingHeroMovement = ongoing;
ongoingChannelProbing = ongoing;
cv.notify_all();
}
@ -3366,7 +3413,8 @@ int3 SectorMap::findFirstVisitableTile (HeroPtr h, crint3 dst)
while(curtile != h->visitablePos())
{
auto topObj = cb->getTopObj(curtile);
if (topObj && topObj->ID == Obj::HERO && h->tempOwner == topObj->tempOwner && topObj != h.h)
if(topObj && topObj->ID == Obj::HERO && topObj != h.h &&
cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
{
logAi->warnStream() << ("Another allied hero stands in our way");
return ret;

View File

@ -12,11 +12,9 @@
#include "../../lib/CBuildingHandler.h"
#include "../../lib/CCreatureHandler.h"
#include "../../lib/CTownHandler.h"
#include "../../lib/mapObjects/MiscObjects.h"
#include "../../lib/spells/CSpellHandler.h"
#include "../../lib/Connection.h"
#include "../../lib/CGameState.h"
#include "../../lib/mapping/CMap.h"
#include "../../lib/NetPacks.h"
#include "../../lib/CondSh.h"
struct QuestInfo;
@ -115,20 +113,6 @@ struct SectorMap
int3 findFirstVisitableTile(HeroPtr h, crint3 dst);
};
//Set of buildings for different goals. Does not include any prerequisites.
const BuildingID essential[] = {BuildingID::TAVERN, BuildingID::TOWN_HALL};
const BuildingID goldSource[] = {BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL};
const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7};
const BuildingID unitsUpgrade[] = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP};
const BuildingID unitGrowth[] = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::HORDE_1,
BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR};
const BuildingID spells[] = {BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5};
const BuildingID extra[] = {BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2, BuildingID::SPECIAL_3,
BuildingID::SPECIAL_4, BuildingID::SHIPYARD}; // all remaining buildings
class VCAI : public CAdventureAI
{
public:
@ -148,6 +132,7 @@ public:
std::map<TeleportChannelID, shared_ptr<TeleportChannel> > knownTeleportChannels;
std::map<const CGObjectInstance *, const CGObjectInstance *> knownSubterraneanGates;
ObjectInstanceID destinationTeleport;
int3 destinationTeleportPos;
std::vector<ObjectInstanceID> teleportChannelProbingList; //list of teleport channel exits that not visible and need to be (re-)explored
//std::vector<const CGObjectInstance *> visitedThisWeek; //only OPWs
std::map<HeroPtr, std::set<const CGTownInstance *> > townVisitsThisWeek;
@ -161,7 +146,7 @@ public:
std::set<const CGObjectInstance *> alreadyVisited;
std::set<const CGObjectInstance *> reservedObjs; //to be visited by specific hero
std::map <HeroPtr, SectorMap> cachedSectorMaps; //TODO: serialize? not necessary
std::map <HeroPtr, std::shared_ptr<SectorMap>> cachedSectorMaps; //TODO: serialize? not necessary
TResources saving;
@ -202,7 +187,7 @@ public:
virtual void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID) override; //TODO
virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel) override; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) override; //all stacks operations between these objects become allowed, interface has to call onEnd when done
virtual void showTeleportDialog(TeleportChannelID channel, std::vector<ObjectInstanceID> exits, bool impassable, QueryID askID) override;
virtual void showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) override;
virtual void saveGame(COSer & h, const int version) override; //saving
virtual void loadGame(CISer & h, const int version) override; //loading
virtual void finish() override;
@ -314,7 +299,7 @@ public:
const CGObjectInstance *getUnvisitedObj(const std::function<bool(const CGObjectInstance *)> &predicate);
bool isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies = false) const;
//optimization - use one SM for every hero call
SectorMap& getCachedSectorMap(HeroPtr h);
std::shared_ptr<SectorMap> getCachedSectorMap(HeroPtr h);
const CGTownInstance *findTownWithTavern() const;
bool canRecruitAnyHero(const CGTownInstance * t = NULL) const;

View File

@ -18,12 +18,7 @@
#include "lib/spells/CSpellHandler.h"
#include "lib/CArtHandler.h"
#include "lib/GameConstants.h"
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
#include "lib/CPlayerState.h"
#include "lib/UnlockGuard.h"
/*
@ -290,11 +285,6 @@ bool CCallback::canMoveBetween(const int3 &a, const int3 &b)
return gs->checkForVisitableDir(a, b) && gs->checkForVisitableDir(b, a);
}
int CCallback::getMovementCost(const CGHeroInstance * hero, int3 dest)
{
return gs->getMovementCost(hero, hero->visitablePos(), dest, hero->movement);
}
const CPathsInfo * CCallback::getPathsInfo(const CGHeroInstance *h)
{
return cl->getPathsInfo(h);

View File

@ -104,7 +104,6 @@ public:
//client-specific functionalities (pathfinding)
virtual bool canMoveBetween(const int3 &a, const int3 &b);
virtual int getMovementCost(const CGHeroInstance * hero, int3 dest);
virtual int3 getGuardingCreaturePosition(int3 tile);
virtual const CPathsInfo * getPathsInfo(const CGHeroInstance *h);

View File

@ -1,9 +1,19 @@
0.98 -> 0.next
GENERAL:
* New Bonus NO_TERRAIN_PENALTY
* Nomads will remove Sand movement penalty from army
* Flying and water walking is now supported in pathfinder
* New artifacts supported
- Angel Wings
- Boots of Levitation
* Implemented rumors in tavern window
ADVETURE AI:
* Fixed AI trying to go through underground rock
* Fixed several cases causing AI wandering aimlessly
* AI can again pick best artifacts and exchange artifacts between heroes
* AI heroes with patrol enabled won't leave patrol area anymore
RANDOM MAP GENERATOR:
* Changed fractalization algorithm so it can create cycles

View File

@ -95,6 +95,18 @@ static_assert(sizeof(bool) == 1, "Bool needs to be 1 byte in size.");
# define NOMINMAX // Exclude min/max macros from <Windows.h>. Use std::[min/max] from <algorithm> instead.
#endif
/* ---------------------------------------------------------------------------- */
/* A macro to force inlining some of our functions */
/* ---------------------------------------------------------------------------- */
// Compiler (at least MSVC) is not so smart here-> without that displaying is MUCH slower
#ifdef _MSC_VER
# define STRONG_INLINE __forceinline
#elif __GNUC__
# define STRONG_INLINE inline __attribute__((always_inline))
#else
# define STRONG_INLINE inline
#endif
#define _USE_MATH_DEFINES
#include <cstdio>

View File

@ -529,8 +529,9 @@ void processCommand(const std::string &message)
std::string cn; //command name
readed >> cn;
if(LOCPLINT && LOCPLINT->cingconsole)
LOCPLINT->cingconsole->print(message);
// Check mantis issue 2292 for details
// if(LOCPLINT && LOCPLINT->cingconsole)
// LOCPLINT->cingconsole->print(message);
if(ermInteractiveMode)
{
@ -789,11 +790,12 @@ void processCommand(const std::string &message)
Settings session = settings.write["session"];
session["autoSkip"].Bool() = !session["autoSkip"].Bool();
}
else if(client && client->serv && client->serv->connected && LOCPLINT) //send to server
// Check mantis issue 2292 for details
/* else if(client && client->serv && client->serv->connected && LOCPLINT) //send to server
{
boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
LOCPLINT->cb->sendMessage(message);
}
}*/
}
//plays intro, ends when intro is over or button has been pressed (handles events)
@ -1071,6 +1073,15 @@ static void handleEvent(SDL_Event & ev)
return;
}
else if(ev.type == SDL_WINDOWEVENT)
{
switch (ev.window.event) {
case SDL_WINDOWEVENT_RESTORED:
fullScreenChanged();
break;
}
return;
}
{
boost::unique_lock<boost::mutex> lock(eventsM);
events.push(ev);

View File

@ -37,6 +37,7 @@
#include "../lib/CStopWatch.h"
#include "../lib/StartInfo.h"
#include "../lib/CGameState.h"
#include "../lib/CPlayerState.h"
#include "../lib/GameConstants.h"
#include "gui/CGuiHandler.h"
#include "windows/InfoWindows.h"
@ -97,6 +98,7 @@ CPlayerInterface::CPlayerInterface(PlayerColor Player)
{
logGlobal->traceStream() << "\tHuman player interface for player " << Player << " being constructed";
destinationTeleport = ObjectInstanceID();
destinationTeleportPos = int3(-1);
observerInDuelMode = false;
howManyPeople++;
GH.defActionsDef = 0;
@ -1147,14 +1149,15 @@ void CPlayerInterface::showBlockingDialog( const std::string &text, const std::v
}
void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, std::vector<ObjectInstanceID> exits, bool impassable, QueryID askID)
void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
ObjectInstanceID choosenExit;
if(destinationTeleport != ObjectInstanceID() && vstd::contains(exits, destinationTeleport))
choosenExit = destinationTeleport;
int choosenExit = -1;
auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
if(destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
choosenExit = vstd::find_pos(exits, neededExit);
cb->selectionMade(choosenExit.getNum(), askID);
cb->selectionMade(choosenExit, askID);
}
void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
@ -1288,7 +1291,7 @@ template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, c
for(auto &p : pathsMap)
{
CGPath path;
cb->getPathsInfo(p.first)->getPath(p.second, path);
cb->getPathsInfo(p.first)->getPath(path, p.second);
paths[p.first] = path;
logGlobal->traceStream() << boost::format("Restored path for hero %s leading to %s with %d nodes")
% p.first->nodeName() % p.second % path.nodes.size();
@ -1414,6 +1417,7 @@ void CPlayerInterface::requestRealized( PackageApplied *pa )
&& stillMoveHero.get() == DURING_MOVE)
{ // After teleportation via CGTeleport object is finished
destinationTeleport = ObjectInstanceID();
destinationTeleportPos = int3(-1);
stillMoveHero.setn(CONTINUE_MOVE);
}
}
@ -2226,7 +2230,7 @@ CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
{
assert(h->getPosition(false) == path.startPos());
//update the hero path in case of something has changed on map
if(LOCPLINT->cb->getPathsInfo(h)->getPath(path.endPos(), path))
if(LOCPLINT->cb->getPathsInfo(h)->getPath(path, path.endPos()))
return &path;
else
paths.erase(h);
@ -2315,23 +2319,22 @@ void CPlayerInterface::tryDiggging(const CGHeroInstance *h)
{
std::string hlp;
CGI->mh->getTerrainDescr(h->getPosition(false), hlp, false);
auto isDiggingPossible = h->diggingStatus();
if(hlp.length())
isDiggingPossible = EDiggingStatus::TILE_OCCUPIED; //TODO integrate with canDig
int msgToShow = -1;
CGHeroInstance::ECanDig isDiggingPossible = h->diggingStatus();
if(hlp.length())
isDiggingPossible = CGHeroInstance::TILE_OCCUPIED; //TODO integrate with canDig
switch(isDiggingPossible)
{
case CGHeroInstance::CAN_DIG:
case EDiggingStatus::CAN_DIG:
break;
case CGHeroInstance::LACK_OF_MOVEMENT:
case EDiggingStatus::LACK_OF_MOVEMENT:
msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
break;
case CGHeroInstance::TILE_OCCUPIED:
case EDiggingStatus::TILE_OCCUPIED:
msgToShow = 97; //Try searching on clear ground.
break;
case CGHeroInstance::WRONG_TERRAIN:
case EDiggingStatus::WRONG_TERRAIN:
msgToShow = 60; ////Try looking on land!
break;
default:
@ -2642,7 +2645,18 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
ETerrainType newTerrain;
int sh = -1;
for(i=path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE); i--)
auto canStop = [&](CGPathNode * node) -> bool
{
if(node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
return true;
if(node->accessible == CGPathNode::ACCESSIBLE)
return true;
return false;
};
for(i=path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
{
int3 currentCoord = path.nodes[i].coord;
int3 nextCoord = path.nodes[i-1].coord;
@ -2652,6 +2666,7 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
{
CCS->soundh->stopSound(sh);
destinationTeleport = nextObject->id;
destinationTeleportPos = nextCoord;
doMovement(h->pos, false);
sh = CCS->soundh->playSound(CCS->soundh->horseSounds[currentTerrain], -1);
continue;
@ -2683,18 +2698,21 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
logGlobal->traceStream() << "Requesting hero movement to " << endpos;
bool useTransit = false;
if((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
&& (CGTeleport::isConnected(nextObject, getObj(path.nodes[i-2].coord, false))
|| CGTeleport::isTeleport(nextObject)))
{ // Hero should be able to go through object if it's allow transit
doMovement(endpos, true);
useTransit = true;
}
else
doMovement(endpos, false);
else if(path.nodes[i-1].layer == EPathfindingLayer::AIR)
useTransit = true;
doMovement(endpos, useTransit);
logGlobal->traceStream() << "Resuming " << __FUNCTION__;
bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
if(guarded || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
if((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
break;
}

View File

@ -5,7 +5,6 @@
#include "../lib/CGameInterface.h"
#include "../lib/NetPacksBase.h"
#include "gui/CIntObject.h"
//#include "../lib/CGameState.h"
#ifdef __GNUC__
#define sprintf_s snprintf
@ -90,6 +89,7 @@ class CPlayerInterface : public CGameInterface, public IUpdateable
public:
bool observerInDuelMode;
ObjectInstanceID destinationTeleport; //contain -1 or object id if teleportation
int3 destinationTeleportPos;
//minor interfaces
CondSh<bool> *showingDialog; //indicates if dialog box is displayed
@ -168,7 +168,7 @@ public:
void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level) override;
void showShipyardDialog(const IShipyard *obj) override; //obj may be town or shipyard;
void showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, int soundID, bool selection, bool cancel) override; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
void showTeleportDialog(TeleportChannelID channel, std::vector<ObjectInstanceID> exits, bool impassable, QueryID askID) override;
void showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) override;
void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) override;
void showPuzzleMap() override;
void viewWorldMap() override;

View File

@ -1875,9 +1875,9 @@ void CRandomMapTab::updateMapInfo()
// Generate player information
mapInfo->mapHeader->players.clear();
int playersToGen = (mapGenOptions.getPlayerCount() == CMapGenOptions::RANDOM_SIZE
|| mapGenOptions.getCompOnlyPlayerCount() == CMapGenOptions::RANDOM_SIZE)
? 8 : mapGenOptions.getPlayerCount() + mapGenOptions.getCompOnlyPlayerCount();
int playersToGen = PlayerColor::PLAYER_LIMIT_I;
if(mapGenOptions.getPlayerCount() != CMapGenOptions::RANDOM_SIZE)
playersToGen = mapGenOptions.getPlayerCount();
mapInfo->mapHeader->howManyTeams = playersToGen;
for(int i = 0; i < playersToGen; ++i)
@ -1885,7 +1885,8 @@ void CRandomMapTab::updateMapInfo()
PlayerInfo player;
player.isFactionRandom = true;
player.canComputerPlay = true;
if(i >= mapGenOptions.getPlayerCount() && mapGenOptions.getPlayerCount() != CMapGenOptions::RANDOM_SIZE)
if(mapGenOptions.getCompOnlyPlayerCount() != CMapGenOptions::RANDOM_SIZE &&
i >= mapGenOptions.getHumanOnlyPlayerCount())
{
player.canHumanPlay = false;
}

View File

@ -104,11 +104,7 @@ bool CVideoPlayer::open(std::string fname, bool loop, bool useOverlay, bool scal
return false;
}
// Retrieve stream information
#if LIBAVCODEC_VERSION_INT < AV_VERSION_INT(53, 17, 0)
if (av_find_stream_info(format) < 0)
#else
if (avformat_find_stream_info(format, nullptr) < 0)
#endif
return false;
// Find the first video stream
@ -139,22 +135,16 @@ bool CVideoPlayer::open(std::string fname, bool loop, bool useOverlay, bool scal
}
// Open codec
#if LIBAVCODEC_VERSION_INT < AV_VERSION_INT(53, 6, 0)
if ( avcodec_open(codecContext, codec) < 0 )
#else
if ( avcodec_open2(codecContext, codec, nullptr) < 0 )
#endif
{
// Could not open codec
codec = nullptr;
return false;
}
// Allocate video frame
frame = avcodec_alloc_frame();
frame = av_frame_alloc();
//setup scaling
if(scale)
{
pos.w = screen->w;
@ -185,21 +175,21 @@ bool CVideoPlayer::open(std::string fname, bool loop, bool useOverlay, bool scal
if (texture)
{ // Convert the image into YUV format that SDL uses
sws = sws_getContext(codecContext->width, codecContext->height, codecContext->pix_fmt,
pos.w, pos.h, PIX_FMT_YUV420P,
pos.w, pos.h,
AV_PIX_FMT_YUV420P,
SWS_BICUBIC, nullptr, nullptr, nullptr);
}
else
{
PixelFormat screenFormat = PIX_FMT_NONE;
AVPixelFormat screenFormat = AV_PIX_FMT_NONE;
if (screen->format->Bshift > screen->format->Rshift)
{
// this a BGR surface
switch (screen->format->BytesPerPixel)
{
case 2: screenFormat = PIX_FMT_BGR565; break;
case 3: screenFormat = PIX_FMT_BGR24; break;
case 4: screenFormat = PIX_FMT_BGR32; break;
case 2: screenFormat = AV_PIX_FMT_BGR565; break;
case 3: screenFormat = AV_PIX_FMT_BGR24; break;
case 4: screenFormat = AV_PIX_FMT_BGR32; break;
default: return false;
}
}
@ -208,9 +198,9 @@ bool CVideoPlayer::open(std::string fname, bool loop, bool useOverlay, bool scal
// this a RGB surface
switch (screen->format->BytesPerPixel)
{
case 2: screenFormat = PIX_FMT_RGB565; break;
case 3: screenFormat = PIX_FMT_RGB24; break;
case 4: screenFormat = PIX_FMT_RGB32; break;
case 2: screenFormat = AV_PIX_FMT_RGB565; break;
case 3: screenFormat = AV_PIX_FMT_RGB24; break;
case 4: screenFormat = AV_PIX_FMT_RGB32; break;
default: return false;
}
}
@ -367,8 +357,7 @@ void CVideoPlayer::close()
if (frame)
{
av_free(frame);
frame = nullptr;
av_frame_free(&frame);//will be set to null
}
if (codec)
@ -380,12 +369,7 @@ void CVideoPlayer::close()
if (format)
{
#if LIBAVCODEC_VERSION_INT < AV_VERSION_INT(53, 17, 0)
av_close_input_file(format);
format = nullptr;
#else
avformat_close_input(&format);
#endif
}
if (context)

View File

@ -51,27 +51,42 @@ public:
extern "C" {
#include <libavformat/avformat.h>
#include <libswscale/swscale.h>
// compatibility with different versions od libavutil
#if (LIBAVUTIL_VERSION_INT < AV_VERSION_INT(51, 42, 0)) || \
(LIBAVUTIL_VERSION_INT == AV_VERSION_INT(51, 73, 101))
#define AV_PIX_FMT_NONE PIX_FMT_NONE
#define AV_PIX_FMT_NV12 PIX_FMT_NV12
#define AV_PIX_FMT_YUV420P PIX_FMT_YUV420P
#define AV_PIX_FMT_UYVY422 PIX_FMT_UYVY422
#define AV_PIX_FMT_YUYV422 PIX_FMT_YUYV422
#endif
}
//compatibility for libav 9.18 in ubuntu 14.04, 52.66.100 is ffmpeg 2.2.3
#if (LIBAVUTIL_VERSION_INT < AV_VERSION_INT(52, 66, 100))
inline AVFrame * av_frame_alloc()
{
return avcodec_alloc_frame();
}
inline void av_frame_free(AVFrame ** frame)
{
av_free(*frame);
*frame = nullptr;
}
#endif // VCMI_USE_OLD_AVUTIL
//fix for travis-ci
#if (LIBAVUTIL_VERSION_INT < AV_VERSION_INT(52, 0, 0))
#define AVPixelFormat PixelFormat
#define AV_PIX_FMT_NONE PIX_FMT_NONE
#define AV_PIX_FMT_YUV420P PIX_FMT_YUV420P
#define AV_PIX_FMT_BGR565 PIX_FMT_BGR565
#define AV_PIX_FMT_BGR24 PIX_FMT_BGR24
#define AV_PIX_FMT_BGR32 PIX_FMT_BGR32
#define AV_PIX_FMT_RGB565 PIX_FMT_RGB565
#define AV_PIX_FMT_RGB24 PIX_FMT_RGB24
#define AV_PIX_FMT_RGB32 PIX_FMT_RGB32
#endif
class CVideoPlayer : public IMainVideoPlayer
{
int stream; // stream index in video
AVFormatContext *format;
AVCodecContext *codecContext; // codec context for stream
AVCodec *codec;
AVFrame *frame;
AVFrame *frame;
struct SwsContext *sws;
AVIOContext * context;
@ -102,7 +117,7 @@ public:
void show(int x, int y, SDL_Surface *dst, bool update = true) override; //blit current frame
void redraw(int x, int y, SDL_Surface *dst, bool update = true) override; //reblits buffer
void update(int x, int y, SDL_Surface *dst, bool forceRedraw, bool update = true) override; //moves to next frame if appropriate, and blits it or blits only if redraw parameter is set true
// Opens video, calls playVideo, closes video; returns playVideo result (if whole video has been played)
bool openAndPlayVideo(std::string name, int x, int y, SDL_Surface *dst, bool stopOnKey = false, bool scale = false) override;

View File

@ -22,6 +22,7 @@
#include "../lib/GameConstants.h"
#include "../lib/CStopWatch.h"
#include "../lib/mapObjects/CObjectClassesHandler.h"
#include "../lib/mapObjects/CObjectHandler.h"
using namespace CSDL_Ext;
#ifdef min

View File

@ -25,6 +25,7 @@
#include "../lib/CGameState.h"
#include "../lib/BattleState.h"
#include "../lib/GameConstants.h"
#include "../lib/CPlayerState.h"
#include "gui/CGuiHandler.h"
#include "widgets/MiscWidgets.h"
#include "widgets/AdventureMapClasses.h"
@ -819,10 +820,10 @@ void SaveGame::applyCl(CClient *cl)
void PlayerMessage::applyCl(CClient *cl)
{
std::ostringstream str;
str << "Player "<< player <<" sends a message: " << text;
logNetwork->debugStream() << "Player "<< player <<" sends a message: " << text;
logNetwork->debugStream() << str.str();
std::ostringstream str;
str << cl->getPlayer(player)->nodeName() <<": " << text;
if(LOCPLINT)
LOCPLINT->cingconsole->print(str.str());
}

View File

@ -233,8 +233,9 @@ std::string CDefenceAnimation::getMySound()
if(killed)
return battle_sound(stack->getCreature(), killed);
if (stack->valOfBonuses(Bonus::UntilGetsTurn))
if (vstd::contains(stack->state, EBattleStackState::DEFENDING_ANIM))
return battle_sound(stack->getCreature(), defend);
return battle_sound(stack->getCreature(), wince);
}
@ -243,10 +244,9 @@ CCreatureAnim::EAnimType CDefenceAnimation::getMyAnimType()
if(killed)
return CCreatureAnim::DEATH;
auto selector = CSelector(Bonus::UntilGetsTurn).And(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
if(stack->valOfBonuses(selector))
if (vstd::contains(stack->state, EBattleStackState::DEFENDING_ANIM))
return CCreatureAnim::DEFENCE;
return CCreatureAnim::HITTED;
}

View File

@ -29,6 +29,7 @@
#include "../../lib/NetPacks.h"
#include "../../lib/StartInfo.h"
#include "../../lib/CondSh.h"
#include "../../lib/mapObjects/CGTownInstance.h"
/*
* CBattleInterfaceClasses.cpp, part of VCMI engine

View File

@ -13,13 +13,6 @@
*
*/
#ifdef max
#undef max
#endif
#ifdef min
#undef min
#endif
struct SDL_MouseMotionEvent;
// A point with x/y coordinate, used mostly for graphic rendering

View File

@ -18,15 +18,6 @@
#include "../../lib/GameConstants.h"
//A macro to force inlining some of our functions. Compiler (at least MSVC) is not so smart here-> without that displaying is MUCH slower
#ifdef _MSC_VER
#define STRONG_INLINE __forceinline
#elif __GNUC__
#define STRONG_INLINE inline __attribute__((always_inline))
#else
#define STRONG_INLINE inline
#endif
extern SDL_Window * mainWindow;
extern SDL_Renderer * mainRenderer;
extern SDL_Texture * screenTexture;

View File

@ -1579,7 +1579,13 @@ void CMapHandler::getTerrainDescr( const int3 &pos, std::string & out, bool terN
if(t.hasFavourableWinds())
out = CGI->objtypeh->getObjectName(Obj::FAVORABLE_WINDS);
else if(terName)
{
out = CGI->generaltexth->terrainNames[t.terType];
if(t.getDiggingStatus(false) == EDiggingStatus::CAN_DIG)
{
out = boost::str(boost::format("%s %s") % out % CGI->generaltexth->allTexts[330]); /// digging ok
}
}
}
void CMapHandler::discardWorldViewCache()

View File

@ -114,7 +114,7 @@ void CTerrainRect::clickRight(tribool down, bool previousState)
adventureInt->tileRClicked(mp);
}
void CTerrainRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
void CTerrainRect::mouseMoved(const SDL_MouseMotionEvent & sEvent)
{
int3 tHovered = whichTileIsIt(sEvent.x,sEvent.y);
int3 pom = adventureInt->verifyPos(tHovered);
@ -126,11 +126,11 @@ void CTerrainRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
}
if (pom != curHoveredTile)
curHoveredTile=pom;
curHoveredTile = pom;
else
return;
adventureInt->tileHovered(curHoveredTile);
adventureInt->tileHovered(pom);
}
void CTerrainRect::hover(bool on)
{
@ -188,7 +188,7 @@ void CTerrainRect::showPath(const SDL_Rect * extRect, SDL_Surface * to)
* is id1=7, id2=5 (pns[7][5])
*/
bool pathContinuous = curPos.areNeighbours(nextPos) && curPos.areNeighbours(prevPos);
if(pathContinuous && cv[i].land == cv[i+1].land)
if(pathContinuous && cv[i].action != CGPathNode::EMBARK && cv[i].action != CGPathNode::DISEMBARK)
{
int id1=(curPos.x-nextPos.x+1)+3*(curPos.y-nextPos.y+1); //Direction of entering vector
int id2=(cv[i-1].coord.x-curPos.x+1)+3*(cv[i-1].coord.y-curPos.y+1); //Direction of exiting vector
@ -881,7 +881,7 @@ void CAdvMapInt::showAll(SDL_Surface * to)
statusbar.show(to);
LOCPLINT->cingconsole->showAll(to);
LOCPLINT->cingconsole->show(to);
}
bool CAdvMapInt::isHeroSleeping(const CGHeroInstance *hero)
@ -958,7 +958,7 @@ void CAdvMapInt::show(SDL_Surface * to)
for(int i=0;i<4;i++)
blitAt(gems[i]->ourImages[LOCPLINT->playerID.getNum()].bitmap,ADVOPT.gemX[i],ADVOPT.gemY[i],to);
updateScreen=false;
LOCPLINT->cingconsole->showAll(to);
LOCPLINT->cingconsole->show(to);
}
else if (terrain.needsAnimUpdate())
{
@ -1190,7 +1190,7 @@ void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key)
CGPath &path = LOCPLINT->paths[h];
terrain.currentPath = &path;
int3 dst = h->getPosition(false) + dir;
if(dst != verifyPos(dst) || !LOCPLINT->cb->getPathsInfo(h)->getPath(dst, path))
if(dst != verifyPos(dst) || !LOCPLINT->cb->getPathsInfo(h)->getPath(path, dst))
{
terrain.currentPath = nullptr;
return;
@ -1445,7 +1445,7 @@ void CAdvMapInt::tileLClicked(const int3 &mapPos)
{
CGPath &path = LOCPLINT->paths[currentHero];
terrain.currentPath = &path;
bool gotPath = LOCPLINT->cb->getPathsInfo(currentHero)->getPath(mapPos, path); //try getting path, erase if failed
bool gotPath = LOCPLINT->cb->getPathsInfo(currentHero)->getPath(path, mapPos); //try getting path, erase if failed
updateMoveHero(currentHero);
if (!gotPath)
LOCPLINT->eraseCurrentPathOf(currentHero);
@ -1467,7 +1467,8 @@ void CAdvMapInt::tileLClicked(const int3 &mapPos)
void CAdvMapInt::tileHovered(const int3 &mapPos)
{
if(mode != EAdvMapMode::NORMAL)
if(mode != EAdvMapMode::NORMAL //disable in world view
|| !selection) //may occur just at the start of game (fake move before full intiialization)
return;
if(!LOCPLINT->cb->isVisible(mapPos))
{
@ -1475,10 +1476,11 @@ void CAdvMapInt::tileHovered(const int3 &mapPos)
statusbar.clear();
return;
}
auto objRelations = PlayerRelations::ALLIES;
const CGObjectInstance *objAtTile = getActiveObject(mapPos);
if (objAtTile)
if(objAtTile)
{
objRelations = LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner);
std::string text = curHero() ? objAtTile->getHoverText(curHero()) : objAtTile->getHoverText(LOCPLINT->playerID);
boost::replace_all(text,"\n"," ");
statusbar.setText(text);
@ -1490,9 +1492,6 @@ void CAdvMapInt::tileHovered(const int3 &mapPos)
statusbar.setText(hlp);
}
if(!selection) //may occur just at the start of game (fake move before full intiialization)
return;
if(spellBeingCasted)
{
switch(spellBeingCasted->id)
@ -1505,9 +1504,9 @@ void CAdvMapInt::tileHovered(const int3 &mapPos)
return;
case SpellID::DIMENSION_DOOR:
{
const TerrainTile *t = LOCPLINT->cb->getTile(mapPos, false);
const TerrainTile * t = LOCPLINT->cb->getTile(mapPos, false);
int3 hpos = selection->getSightCenter();
if((!t || t->isClear(LOCPLINT->cb->getTile(hpos))) && isInScreenRange(hpos, mapPos))
if((!t || t->isClear(LOCPLINT->cb->getTile(hpos))) && isInScreenRange(hpos, mapPos))
CCS->curh->changeGraphic(ECursor::ADVENTURE, 41);
else
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
@ -1516,15 +1515,13 @@ void CAdvMapInt::tileHovered(const int3 &mapPos)
}
}
const bool guardingCreature = CGI->mh->map->isInTheMap(LOCPLINT->cb->getGuardingCreaturePosition(mapPos));
if(selection->ID == Obj::TOWN)
{
if(objAtTile)
{
if(objAtTile->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner) != PlayerRelations::ENEMIES)
if(objAtTile->ID == Obj::TOWN && objRelations != PlayerRelations::ENEMIES)
CCS->curh->changeGraphic(ECursor::ADVENTURE, 3);
else if(objAtTile->ID == Obj::HERO && objAtTile->tempOwner == LOCPLINT->playerID)
else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
CCS->curh->changeGraphic(ECursor::ADVENTURE, 2);
else
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
@ -1532,129 +1529,61 @@ void CAdvMapInt::tileHovered(const int3 &mapPos)
else
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
}
else if(const CGHeroInstance *h = curHero())
else if(const CGHeroInstance * h = curHero())
{
int3 mapPosCopy = mapPos;
const CGPathNode *pnode = LOCPLINT->cb->getPathsInfo(h)->getPathInfo(mapPosCopy);
const CGPathNode * pnode = LOCPLINT->cb->getPathsInfo(h)->getPathInfo(mapPosCopy);
assert(pnode);
int turns = pnode->turns;
vstd::amin(turns, 3);
bool accessible = pnode->turns < 255;
if(objAtTile)
switch(pnode->action)
{
if(objAtTile->ID == Obj::HERO)
{
if(!LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, objAtTile->tempOwner)) //enemy hero
{
if(accessible)
CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
else
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
}
else //our or ally hero
{
if(selection == objAtTile)
CCS->curh->changeGraphic(ECursor::ADVENTURE, 2);
else if(accessible)
CCS->curh->changeGraphic(ECursor::ADVENTURE, 8 + turns*6);
else
CCS->curh->changeGraphic(ECursor::ADVENTURE, 2);
}
}
else if(objAtTile->ID == Obj::TOWN)
{
if(!LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, objAtTile->tempOwner)) //enemy town
{
if(accessible)
{
const CGTownInstance* townObj = dynamic_cast<const CGTownInstance*>(objAtTile);
// Show movement cursor for unguarded enemy towns, otherwise attack cursor.
if (townObj && !townObj->armedGarrison())
CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);
else
CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
}
else
{
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
}
}
else //our or ally town
{
if(accessible)
CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);
else
CCS->curh->changeGraphic(ECursor::ADVENTURE, 3);
}
}
else if(objAtTile->ID == Obj::BOAT)
{
if(accessible)
CCS->curh->changeGraphic(ECursor::ADVENTURE, 6 + turns*6);
else
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
}
else if (objAtTile->ID == Obj::GARRISON || objAtTile->ID == Obj::GARRISON2)
{
if (accessible)
{
const CGGarrison* garrObj = dynamic_cast<const CGGarrison*>(objAtTile); //TODO evil evil cast!
// Show battle cursor for guarded enemy garrisons or garrisons have guarding creature behind, otherwise movement cursor.
if (garrObj && ((garrObj->stacksCount()
&& !LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, garrObj->tempOwner))
|| guardingCreature))
CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
else
CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);
}
else
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
}
else if (guardingCreature && accessible) //(objAtTile->ID == 54) //monster
{
CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
}
case CGPathNode::NORMAL:
if(pnode->layer == EPathfindingLayer::LAND)
CCS->curh->changeGraphic(ECursor::ADVENTURE, 4 + turns*6);
else
CCS->curh->changeGraphic(ECursor::ADVENTURE, 28 + turns);
break;
case CGPathNode::VISIT:
case CGPathNode::BLOCKING_VISIT:
if(objAtTile && objAtTile->ID == Obj::HERO)
{
if(accessible)
{
if(pnode->land)
CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);
else
CCS->curh->changeGraphic(ECursor::ADVENTURE, 28 + turns);
}
if(selection == objAtTile)
CCS->curh->changeGraphic(ECursor::ADVENTURE, 2);
else
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
CCS->curh->changeGraphic(ECursor::ADVENTURE, 8 + turns*6);
}
}
else //no objs
{
if(accessible/* && pnode->accessible != CGPathNode::FLYABLE*/)
else if(pnode->layer == EPathfindingLayer::LAND)
CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);
else
CCS->curh->changeGraphic(ECursor::ADVENTURE, 28 + turns);
break;
case CGPathNode::BATTLE:
CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
break;
case CGPathNode::EMBARK:
CCS->curh->changeGraphic(ECursor::ADVENTURE, 6 + turns*6);
break;
case CGPathNode::DISEMBARK:
CCS->curh->changeGraphic(ECursor::ADVENTURE, 7 + turns*6);
break;
default:
if(objAtTile && objRelations != PlayerRelations::ENEMIES)
{
if (guardingCreature)
{
CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
}
else
{
if(pnode->land)
{
if(LOCPLINT->cb->getTile(h->getPosition(false))->terType != ETerrainType::WATER)
CCS->curh->changeGraphic(ECursor::ADVENTURE, 4 + turns*6);
else
CCS->curh->changeGraphic(ECursor::ADVENTURE, 7 + turns*6); //anchor
}
else
CCS->curh->changeGraphic(ECursor::ADVENTURE, 6 + turns*6);
}
if(objAtTile->ID == Obj::TOWN)
CCS->curh->changeGraphic(ECursor::ADVENTURE, 3);
else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
CCS->curh->changeGraphic(ECursor::ADVENTURE, 2);
}
else
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
break;
}
}

View File

@ -19,7 +19,7 @@
#include "../../lib/CGameState.h"
#include "../../lib/CGeneralTextHandler.h"
#include "../../lib/NetPacksBase.h"
#include "../../lib/mapObjects/CQuest.h"
/*
* CQuestLog.cpp, part of VCMI engine
*

View File

@ -705,7 +705,9 @@ CTavernWindow::CTavernWindow(const CGObjectInstance *TavernObj):
new CLabel(200, 35, FONT_BIG, CENTER, Colors::YELLOW, CGI->generaltexth->jktexts[37]);
new CLabel(320, 328, FONT_SMALL, CENTER, Colors::WHITE, "2500");
new CTextBox(LOCPLINT->cb->getTavernGossip(tavernObj), Rect(32, 190, 330, 68), 0, FONT_SMALL, CENTER, Colors::WHITE);
auto rumorText = boost::str(boost::format(CGI->generaltexth->allTexts[216]) % LOCPLINT->cb->getTavernRumor(tavernObj));
new CTextBox(rumorText, Rect(32, 190, 330, 68), 0, FONT_SMALL, CENTER, Colors::WHITE);
new CGStatusBar(new CPicture(*background, Rect(8, pos.h - 26, pos.w - 16, 19), 8, pos.h - 26));
cancel = new CButton(Point(310, 428), "ICANCEL.DEF", CButton::tooltip(CGI->generaltexth->tavernInfo[7]), std::bind(&CTavernWindow::close, this), SDLK_ESCAPE);
@ -1628,9 +1630,9 @@ CThievesGuildWindow::CThievesGuildWindow(const CGObjectInstance * _owner):
int counter = 0;
for(auto & iter : tgi.colorToBestHero)
{
new CPicture(colorToBox[iter.first.getNum()], 253 + 66 * counter, 334);
if(iter.second.portrait >= 0)
{
new CPicture(colorToBox[iter.first.getNum()], 253 + 66 * counter, 334);
new CAnimImage("PortraitsSmall", iter.second.portrait, 0, 260 + 66 * counter, 360);
//TODO: r-click info:
// - r-click on hero

View File

@ -3,7 +3,7 @@
[
{
"resolution": { "x": 800, "y": 600 },
"InGameConsole": { "maxInputPerLine": 60, "maxOutputPerLine": 39 },
"InGameConsole": { "maxInputPerLine": 60, "maxOutputPerLine": 60 },
"AdvMap": { "x": 7, "y": 7, "width": 594, "height": 546, "smoothMove": 1, "puzzleSepia": 1, "objectFading" : 1, "screenFading" : 1 },
"InfoBox": { "x": 605, "y": 389 },
"gem0": { "x": 6, "y": 508, "graphic": "agemLL.def" },

View File

@ -3,7 +3,7 @@
{
"type" : "object",
"$schema": "http://json-schema.org/draft-04/schema",
"required" : [ "general", "video", "adventure", "battle", "server", "logging", "launcher" ],
"required" : [ "general", "video", "adventure", "pathfinder", "battle", "server", "logging", "launcher" ],
"definitions" : {
"logLevelEnum" : {
"type" : "string",
@ -108,6 +108,74 @@
}
}
},
"pathfinder" : {
"type" : "object",
"additionalProperties" : false,
"default": {},
"required" : [ "teleports", "layers", "oneTurnSpecialLayersLimit", "originalMovementRules", "lightweightFlyingMode" ],
"properties" : {
"layers" : {
"type" : "object",
"additionalProperties" : false,
"default": {},
"required" : [ "sailing", "waterWalking", "flying" ],
"properties" : {
"sailing" : {
"type" : "boolean",
"default" : true
},
"waterWalking" : {
"type" : "boolean",
"default" : true
},
"flying" : {
"type" : "boolean",
"default" : true
}
}
},
"teleports" : {
"type" : "object",
"additionalProperties" : false,
"default": {},
"required" : [ "twoWay", "oneWay", "oneWayRandom", "whirlpool", "castleGate" ],
"properties" : {
"twoWay" : {
"type" : "boolean",
"default" : true
},
"oneWay" : {
"type" : "boolean",
"default" : true
},
"oneWayRandom" : {
"type" : "boolean",
"default" : false
},
"whirlpool" : {
"type" : "boolean",
"default" : true
},
"castleGate" : {
"type" : "boolean",
"default" : false
}
}
},
"oneTurnSpecialLayersLimit" : {
"type" : "boolean",
"default" : true
},
"originalMovementRules" : {
"type" : "boolean",
"default" : false
},
"lightweightFlyingMode" : {
"type" : "boolean",
"default" : false
}
}
},
"battle" : {
"type" : "object",
"additionalProperties" : false,

View File

@ -52,7 +52,7 @@ public:
/// CModListContainer overrides
void resetRepositories() override;
void addRepository(QVariantMap data) override;
void modChanged(QString modID);
void modChanged(QString modID) override;
QVariant data(const QModelIndex &index, int role) const override;
QVariant headerData(int section, Qt::Orientation orientation, int role) const override;

View File

@ -1,4 +1,4 @@
/*
/*
* BattleState.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
@ -22,6 +22,7 @@
#include "JsonNode.h"
#include "filesystem/Filesystem.h"
#include "CRandomGenerator.h"
#include "mapObjects/CGTownInstance.h"
const CStack * BattleInfo::getNextStack() const
{

View File

@ -11,12 +11,9 @@
#pragma once
#include "BattleHex.h"
#include "HeroBonus.h"
#include "CCreatureSet.h"
#include "mapObjects/CArmedInstance.h" // for army serialization
#include "mapObjects/CGHeroInstance.h" // for commander serialization
#include "CCreatureHandler.h"
#include "CObstacleInstance.h"
#include "ConstTransitivePtr.h"
#include "GameConstants.h"
#include "CBattleCallback.h"

View File

@ -738,8 +738,8 @@ std::string CArtifactInstance::nodeName() const
CArtifactInstance * CArtifactInstance::createScroll( const CSpell *s)
{
auto ret = new CArtifactInstance(VLC->arth->artifacts[1]);
auto b = new Bonus(Bonus::PERMANENT, Bonus::SPELL, Bonus::ARTIFACT_INSTANCE, -1, 1, s->id);
auto ret = new CArtifactInstance(VLC->arth->artifacts[ArtifactID::SPELL_SCROLL]);
auto b = new Bonus(Bonus::PERMANENT, Bonus::SPELL, Bonus::ARTIFACT_INSTANCE, -1, ArtifactID::SPELL_SCROLL, s->id);
ret->addNewBonus(b);
return ret;
}

View File

@ -6,6 +6,7 @@
#include "spells/CSpellHandler.h"
#include "VCMI_Lib.h"
#include "CTownHandler.h"
#include "mapObjects/CGTownInstance.h"
/*
* CBattleCallback.cpp, part of VCMI engine
@ -2245,6 +2246,7 @@ BattleAttackInfo::BattleAttackInfo(const CStack *Attacker, const CStack *Defende
chargedFields = 0;
luckyHit = false;
unluckyHit = false;
deathBlow = false;
ballistaDoubleDamage = false;
}

View File

@ -27,7 +27,7 @@ DLL_LINKAGE CConsoleHandler * console = nullptr;
#define CONSOLE_GRAY "\x1b[1;30m"
#define CONSOLE_TEAL "\x1b[1;36m"
#else
#include <Windows.h>
#include <windows.h>
#include <dbghelp.h>
#ifndef __MINGW32__
#pragma comment(lib, "dbghelp.lib")

View File

@ -12,12 +12,15 @@
#include "CGameInfoCallback.h"
#include "CGameState.h" // PlayerState
#include "CGeneralTextHandler.h"
#include "mapObjects/CObjectHandler.h" // for CGObjectInstance
#include "StartInfo.h" // for StartInfo
#include "BattleState.h" // for BattleInfo
#include "NetPacks.h" // for InfoWindow
#include "CModHandler.h"
#include "spells/CSpellHandler.h"
#include "mapping/CMap.h"
#include "CPlayerState.h"
//TODO make clean
#define ERROR_VERBOSE_OR_NOT_RET_VAL_IF(cond, verbose, txt, retVal) do {if(cond){if(verbose)logGlobal->errorStream() << BOOST_CURRENT_FUNCTION << ": " << txt; return retVal;}} while(0)
@ -196,7 +199,14 @@ void CGameInfoCallback::getThievesGuildInfo(SThievesGuildInfo & thi, const CGObj
if(obj->ID == Obj::TOWN || obj->ID == Obj::TAVERN)
{
gs->obtainPlayersStats(thi, gs->players[obj->tempOwner].towns.size());
int taverns = 0;
for(auto town : gs->players[*player].towns)
{
if(town->hasBuilt(BuildingID::TAVERN))
taverns++;
}
gs->obtainPlayersStats(thi, taverns);
}
else if(obj->ID == Obj::DEN_OF_THIEVES)
{
@ -564,9 +574,34 @@ EPlayerStatus::EStatus CGameInfoCallback::getPlayerStatus(PlayerColor player, bo
return ps->status;
}
std::string CGameInfoCallback::getTavernGossip(const CGObjectInstance * townOrTavern) const
std::string CGameInfoCallback::getTavernRumor(const CGObjectInstance * townOrTavern) const
{
return "GOSSIP TEST";
std::string text = "", extraText = "";
if(gs->rumor.type == RumorState::TYPE_NONE) // (version < 755 backward compatability
return text;
auto rumor = gs->rumor.last[gs->rumor.type];
switch(gs->rumor.type)
{
case RumorState::TYPE_SPECIAL:
if(rumor.first == RumorState::RUMOR_GRAIL)
extraText = VLC->generaltexth->arraytxt[158 + rumor.second];
else
extraText = VLC->generaltexth->capColors[rumor.second];
text = boost::str(boost::format(VLC->generaltexth->allTexts[rumor.first]) % extraText);
break;
case RumorState::TYPE_MAP:
text = gs->map->rumors[rumor.first].text;
break;
case RumorState::TYPE_RAND:
text = VLC->generaltexth->tavernRumors[rumor.first];
break;
}
return text;
}
PlayerRelations::PlayerRelations CGameInfoCallback::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) const
@ -853,7 +888,7 @@ std::vector<ObjectInstanceID> CGameInfoCallback::getVisibleTeleportObjects(std::
{
vstd::erase_if(ids, [&](ObjectInstanceID id) -> bool
{
auto obj = getObj(id);
auto obj = getObj(id, false);
return player != PlayerColor::UNFLAGGABLE && (!obj || !isVisible(obj->pos, player));
});
return ids;

View File

@ -99,7 +99,7 @@ public:
int howManyTowns(PlayerColor Player) const;
const CGTownInstance * getTownInfo(int val, bool mode)const; //mode = 0 -> val = player town serial; mode = 1 -> val = object id (serial)
std::vector<const CGHeroInstance *> getAvailableHeroes(const CGObjectInstance * townOrTavern) const; //heroes that can be recruited
std::string getTavernGossip(const CGObjectInstance * townOrTavern) const;
std::string getTavernRumor(const CGObjectInstance * townOrTavern) const;
EBuildingState::EBuildingState canBuildStructure(const CGTownInstance *t, BuildingID ID);//// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
virtual bool getTownInfo(const CGObjectInstance * town, InfoAboutTown & dest, const CGObjectInstance * selectedObject = nullptr) const;
const CTown *getNativeTown(PlayerColor color) const;

View File

@ -7,6 +7,8 @@
#include "spells/ViewSpellInt.h"
#include "mapObjects/CObjectHandler.h"
/*
* CGameInterface.h, part of VCMI engine
*
@ -94,7 +96,7 @@ public:
// all stacks operations between these objects become allowed, interface has to call onEnd when done
virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) = 0;
virtual void showTeleportDialog(TeleportChannelID channel, std::vector<ObjectInstanceID> exits, bool impassable, QueryID askID) = 0;
virtual void showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) = 0;
virtual void finish(){}; //if for some reason we want to end
virtual void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions){};

View File

@ -907,7 +907,7 @@ void CGameState::initDuel()
if(!ss.spells.empty())
{
h->putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0));
h->putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(ArtifactID::SPELLBOOK));
boost::copy(ss.spells, std::inserter(h->spells, h->spells.begin()));
}
@ -1383,7 +1383,8 @@ void CGameState::placeStartingHeroes()
}
int heroTypeId = pickNextHeroType(playerColor);
if(playerSettingPair.second.hero == -1) playerSettingPair.second.hero = heroTypeId;
if(playerSettingPair.second.hero == -1)
playerSettingPair.second.hero = heroTypeId;
placeStartingHero(playerColor, HeroTypeID(heroTypeId), playerInfo.posOfMainTown);
}
@ -2061,101 +2062,6 @@ PlayerRelations::PlayerRelations CGameState::getPlayerRelations( PlayerColor col
return PlayerRelations::ENEMIES;
}
void CGameState::getNeighbours(const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand, bool limitCoastSailing)
{
static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
//vec.reserve(8); //optimization
for (auto & dir : dirs)
{
const int3 hlp = tile + dir;
if(!map->isInTheMap(hlp))
continue;
const TerrainTile &hlpt = map->getTile(hlp);
// //we cannot visit things from blocked tiles
// if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)
// {
// continue;
// }
if(srct.terType == ETerrainType::WATER && limitCoastSailing && hlpt.terType == ETerrainType::WATER && dir.x && dir.y) //diagonal move through water
{
int3 hlp1 = tile,
hlp2 = tile;
hlp1.x += dir.x;
hlp2.y += dir.y;
if(map->getTile(hlp1).terType != ETerrainType::WATER || map->getTile(hlp2).terType != ETerrainType::WATER)
continue;
}
if((indeterminate(onLand) || onLand == (hlpt.terType!=ETerrainType::WATER) )
&& hlpt.terType != ETerrainType::ROCK)
{
vec.push_back(hlp);
}
}
}
int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, int remainingMovePoints, bool checkLast)
{
if(src == dest) //same tile
return 0;
TerrainTile &s = map->getTile(src),
&d = map->getTile(dest);
//get basic cost
int ret = h->getTileCost(d,s);
if(d.blocked && h->canFly())
{
ret *= (100.0 + h->valOfBonuses(Bonus::FLYING_MOVEMENT)) / 100.0;
}
else if(d.terType == ETerrainType::WATER)
{
if(h->boat && s.hasFavourableWinds() && d.hasFavourableWinds()) //Favourable Winds
ret *= 0.666;
else if(!h->boat && h->canWalkOnSea())
{
ret *= (100.0 + h->valOfBonuses(Bonus::WATER_WALKING)) / 100.0;
}
}
if(src.x != dest.x && src.y != dest.y) //it's diagonal move
{
int old = ret;
ret *= 1.414213;
//diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
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;
vec.reserve(8); //optimization
getNeighbours(d, dest, vec, s.terType != ETerrainType::WATER, true);
for(auto & elem : vec)
{
int fcost = getMovementCost(h, dest, elem, left, false);
if(fcost <= left)
{
return ret;
}
}
ret = remainingMovePoints;
}
return ret;
}
void CGameState::apply(CPack *pack)
{
ui16 typ = typeList.getTypeID(pack);
@ -2228,6 +2134,76 @@ int3 CGameState::guardingCreaturePosition (int3 pos) const
return gs->map->guardingCreaturePositions[pos.x][pos.y][pos.z];
}
void CGameState::updateRumor()
{
static std::vector<RumorState::ERumorType> rumorTypes = {RumorState::TYPE_MAP, RumorState::TYPE_SPECIAL, RumorState::TYPE_RAND, RumorState::TYPE_RAND};
std::vector<RumorState::ERumorTypeSpecial> sRumorTypes = {
RumorState::RUMOR_OBELISKS, RumorState::RUMOR_ARTIFACTS, RumorState::RUMOR_ARMY, RumorState::RUMOR_INCOME};
if(map->grailPos.valid()) // Grail should always be on map, but I had related crash I didn't manage to reproduce
sRumorTypes.push_back(RumorState::RUMOR_GRAIL);
int rumorId = -1, rumorExtra = -1;
auto & rand = getRandomGenerator();
rumor.type = *RandomGeneratorUtil::nextItem(rumorTypes, rand);
if(!map->rumors.size() && rumor.type == RumorState::TYPE_MAP)
rumor.type = RumorState::TYPE_RAND;
do
{
switch(rumor.type)
{
case RumorState::TYPE_SPECIAL:
{
SThievesGuildInfo tgi;
obtainPlayersStats(tgi, 20);
rumorId = *RandomGeneratorUtil::nextItem(sRumorTypes, rand);
if(rumorId == RumorState::RUMOR_GRAIL)
{
rumorExtra = getTile(map->grailPos)->terType;
break;
}
std::vector<PlayerColor> players = {};
switch(rumorId)
{
case RumorState::RUMOR_OBELISKS:
players = tgi.obelisks[0];
break;
case RumorState::RUMOR_ARTIFACTS:
players = tgi.artifacts[0];
break;
case RumorState::RUMOR_ARMY:
players = tgi.army[0];
break;
case RumorState::RUMOR_INCOME:
players = tgi.income[0];
break;
}
rumorExtra = RandomGeneratorUtil::nextItem(players, rand)->getNum();
break;
}
case RumorState::TYPE_MAP:
rumorId = rand.nextInt(map->rumors.size() - 1);
break;
case RumorState::TYPE_RAND:
do
{
rumorId = rand.nextInt(VLC->generaltexth->tavernRumors.size() - 1);
}
while(!VLC->generaltexth->tavernRumors[rumorId].length());
break;
}
}
while(!rumor.update(rumorId, rumorExtra));
}
bool CGameState::isVisible(int3 pos, PlayerColor player)
{
if(player == PlayerColor::NEUTRAL)
@ -2549,6 +2525,58 @@ struct statsHLP
}
return str;
}
// get total gold income
static int getIncome(const PlayerState * ps)
{
int totalIncome = 0;
const CGObjectInstance * heroOrTown = nullptr;
//Heroes can produce gold as well - skill, specialty or arts
for(auto & h : ps->heroes)
{
totalIncome += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES));
totalIncome += h->valOfBonuses(Selector::typeSubtype(Bonus::GENERATE_RESOURCE, Res::GOLD));
if(!heroOrTown)
heroOrTown = h;
}
//Add town income of all towns
for(auto & t : ps->towns)
{
totalIncome += t->dailyIncome()[Res::GOLD];
if(!heroOrTown)
heroOrTown = t;
}
/// FIXME: Dirty dirty hack
/// Stats helper need some access to gamestate.
std::vector<const CGObjectInstance *> ownedObjects;
for(const CGObjectInstance * obj : heroOrTown->cb->gameState()->map->objects)
{
if(obj && obj->tempOwner == ps->color)
ownedObjects.push_back(obj);
}
/// This is code from CPlayerSpecificInfoCallback::getMyObjects
/// I'm really need to find out about callback interface design...
for(auto object : ownedObjects)
{
//Mines
if ( object->ID == Obj::MINE )
{
const CGMine *mine = dynamic_cast<const CGMine*>(object);
assert(mine);
if (mine->producedResource == Res::GOLD)
totalIncome += mine->producedQuantity;
}
}
return totalIncome;
}
};
void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
@ -2579,20 +2607,22 @@ void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
tgi.playerColors.push_back(elem.second.color);
}
if(level >= 1) //num of towns & num of heroes
if(level >= 0) //num of towns & num of heroes
{
//num of towns
FILL_FIELD(numOfTowns, g->second.towns.size())
//num of heroes
FILL_FIELD(numOfHeroes, g->second.heroes.size())
//best hero's portrait
}
if(level >= 1) //best hero's portrait
{
for(auto g = players.cbegin(); g != players.cend(); ++g)
{
if(playerInactive(g->second.color))
continue;
const CGHeroInstance * best = statsHLP::findBestHero(this, g->second.color);
InfoAboutHero iah;
iah.initFromHero(best, level >= 8);
iah.initFromHero(best, level >= 2);
iah.army.clear();
tgi.colorToBestHero[g->second.color] = iah;
}
@ -2609,27 +2639,27 @@ void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
{
FILL_FIELD(mercSulfCrystGems, g->second.resources[Res::MERCURY] + g->second.resources[Res::SULFUR] + g->second.resources[Res::CRYSTAL] + g->second.resources[Res::GEMS])
}
if(level >= 4) //obelisks found
if(level >= 3) //obelisks found
{
FILL_FIELD(obelisks, CGObelisk::visited[gs->getPlayerTeam(g->second.color)->id])
}
if(level >= 5) //artifacts
if(level >= 4) //artifacts
{
FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))
}
if(level >= 6) //army strength
if(level >= 4) //army strength
{
FILL_FIELD(army, statsHLP::getArmyStrength(&g->second))
}
if(level >= 7) //income
if(level >= 5) //income
{
//TODO:obtainPlayersStats - income
FILL_FIELD(income, statsHLP::getIncome(&g->second))
}
if(level >= 8) //best hero's stats
if(level >= 2) //best hero's stats
{
//already set in lvl 1 handling
}
if(level >= 9) //personality
if(level >= 3) //personality
{
for(auto g = players.cbegin(); g != players.cend(); ++g)
{
@ -2646,7 +2676,7 @@ void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
}
}
if(level >= 10) //best creature
if(level >= 4) //best creature
{
//best creatures belonging to player (highest AI value)
for(auto g = players.cbegin(); g != players.cend(); ++g)
@ -2865,7 +2895,7 @@ CGHeroInstance * CGameState::getUsedHero(HeroTypeID hid) const
{
for(auto hero : map->heroesOnMap) //heroes instances initialization
{
if(hero->subID == hid.getNum())
if(hero->type && hero->type->ID == hid)
{
return hero;
}
@ -2873,9 +2903,12 @@ CGHeroInstance * CGameState::getUsedHero(HeroTypeID hid) const
for(auto obj : map->objects) //prisons
{
if(obj && obj->ID == Obj::PRISON && obj->subID == hid.getNum())
if(obj && obj->ID == Obj::PRISON )
{
return dynamic_cast<CGHeroInstance *>(obj.get());
auto hero = dynamic_cast<CGHeroInstance *>(obj.get());
assert(hero);
if ( hero->type && hero->type->ID == hid )
return hero;
}
}
@ -2894,6 +2927,25 @@ std::string PlayerState::nodeName() const
return "Player " + (color.getNum() < VLC->generaltexth->capColors.size() ? VLC->generaltexth->capColors[color.getNum()] : boost::lexical_cast<std::string>(color));
}
bool RumorState::update(int id, int extra)
{
if(vstd::contains(last, type))
{
if(last[type].first != id)
{
last[type].first = id;
last[type].second = extra;
}
else
return false;
}
else
last[type] = std::make_pair(id, extra);
return true;
}
InfoAboutArmy::InfoAboutArmy():
owner(PlayerColor::NEUTRAL)
{}

View File

@ -1,12 +1,7 @@
#pragma once
//#ifndef _MSC_VER
#include "CCreatureHandler.h"
#include "VCMI_Lib.h"
#include "mapping/CMap.h"
//#endif
#include "HeroBonus.h"
#include "CCreatureSet.h"
@ -67,79 +62,6 @@ namespace boost
class shared_mutex;
}
//numbers of creatures are exact numbers if detailed else they are quantity ids (1 - a few, 2 - several and so on; additionally 0 - unknown)
struct ArmyDescriptor : public std::map<SlotID, CStackBasicDescriptor>
{
bool isDetailed;
DLL_LINKAGE ArmyDescriptor(const CArmedInstance *army, bool detailed); //not detailed -> quantity ids as count
DLL_LINKAGE ArmyDescriptor();
DLL_LINKAGE int getStrength() const;
};
struct DLL_LINKAGE InfoAboutArmy
{
PlayerColor owner;
std::string name;
ArmyDescriptor army;
InfoAboutArmy();
InfoAboutArmy(const CArmedInstance *Army, bool detailed);
void initFromArmy(const CArmedInstance *Army, bool detailed);
};
struct DLL_LINKAGE InfoAboutHero : public InfoAboutArmy
{
private:
void assign(const InfoAboutHero & iah);
public:
struct DLL_LINKAGE Details
{
std::vector<si32> primskills;
si32 mana, luck, morale;
} *details;
const CHeroClass *hclass;
int portrait;
InfoAboutHero();
InfoAboutHero(const InfoAboutHero & iah);
InfoAboutHero(const CGHeroInstance *h, bool detailed);
~InfoAboutHero();
InfoAboutHero & operator=(const InfoAboutHero & iah);
void initFromHero(const CGHeroInstance *h, bool detailed);
};
/// Struct which holds a int information about a town
struct DLL_LINKAGE InfoAboutTown : public InfoAboutArmy
{
struct DLL_LINKAGE Details
{
si32 hallLevel, goldIncome;
bool customRes;
bool garrisonedHero;
} *details;
const CTown *tType;
si32 built;
si32 fortLevel; //0 - none
InfoAboutTown();
InfoAboutTown(const CGTownInstance *t, bool detailed);
~InfoAboutTown();
void initFromTown(const CGTownInstance *t, bool detailed);
};
// typedef si32 TResourceUnit;
// typedef std::vector<si32> TResourceVector;
// typedef std::set<si32> TResourceSet;
struct DLL_LINKAGE SThievesGuildInfo
{
std::vector<PlayerColor> playerColors; //colors of players that are in-game
@ -159,55 +81,34 @@ struct DLL_LINKAGE SThievesGuildInfo
};
struct DLL_LINKAGE PlayerState : public CBonusSystemNode
struct DLL_LINKAGE RumorState
{
public:
PlayerColor color;
bool human; //true if human controlled player, false for AI
TeamID team;
TResources resources;
std::set<ObjectInstanceID> visitedObjects; // as a std::set, since most accesses here will be from visited status checks
std::vector<ConstTransitivePtr<CGHeroInstance> > heroes;
std::vector<ConstTransitivePtr<CGTownInstance> > towns;
std::vector<ConstTransitivePtr<CGHeroInstance> > availableHeroes; //heroes available in taverns
std::vector<ConstTransitivePtr<CGDwelling> > dwellings; //used for town growth
std::vector<QuestInfo> quests; //store info about all received quests
enum ERumorType : ui8
{
TYPE_NONE = 0, TYPE_RAND, TYPE_SPECIAL, TYPE_MAP
};
bool enteredWinningCheatCode, enteredLosingCheatCode; //if true, this player has entered cheat codes for loss / victory
EPlayerStatus::EStatus status;
boost::optional<ui8> daysWithoutCastle;
enum ERumorTypeSpecial : ui8
{
RUMOR_OBELISKS = 208,
RUMOR_ARTIFACTS = 209,
RUMOR_ARMY = 210,
RUMOR_INCOME = 211,
RUMOR_GRAIL = 212
};
PlayerState();
std::string nodeName() const override;
ERumorType type;
std::map<ERumorType, std::pair<int, int>> last;
RumorState(){type = TYPE_NONE; last = {};};
bool update(int id, int extra);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & color & human & team & resources & status;
h & heroes & towns & availableHeroes & dwellings & quests & visitedObjects;
h & getBonusList(); //FIXME FIXME FIXME
h & status & daysWithoutCastle;
h & enteredLosingCheatCode & enteredWinningCheatCode;
h & static_cast<CBonusSystemNode&>(*this);
h & type & last;
}
};
struct DLL_LINKAGE TeamState : public CBonusSystemNode
{
public:
TeamID id; //position in gameState::teams
std::set<PlayerColor> players; // members of this team
std::vector<std::vector<std::vector<ui8> > > fogOfWarMap; //true - visible, false - hidden
TeamState();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id & players & fogOfWarMap;
h & static_cast<CBonusSystemNode&>(*this);
}
};
struct UpgradeInfo
{
CreatureID oldID; //creature to be upgraded
@ -276,7 +177,6 @@ struct DLL_EXPORT DuelParameters
}
};
struct BattleInfo;
DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult);
@ -311,6 +211,7 @@ public:
std::map<PlayerColor, PlayerState> players;
std::map<TeamID, TeamState> teams;
CBonusSystemNode globalEffects;
RumorState rumor;
boost::shared_mutex *mx;
@ -324,6 +225,7 @@ public:
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
int3 guardingCreaturePosition (int3 pos) const;
std::vector<CGObjectInstance*> guardingCreatures (int3 pos) const;
void updateRumor();
// ----- victory, loss condition checks -----
@ -339,8 +241,6 @@ public:
bool isVisible(int3 pos, PlayerColor player);
bool isVisible(const CGObjectInstance *obj, boost::optional<PlayerColor> player);
void getNeighbours(const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand, bool limitCoastSailing);
int getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, int remainingMovePoints=-1, bool checkLast=true);
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
// ----- getters, setters -----
@ -349,6 +249,13 @@ public:
template <typename Handler> void serialize(Handler &h, const int version)
{
h & scenarioOps & initialOpts & currentPlayer & day & map & players & teams & hpool & globalEffects & rand;
if(version >= 755)
{
h & rumor;
}
else if(!h.saving)
rumor = RumorState();
BONUS_TREE_DESERIALIZATION_FIX
}

View File

@ -10,8 +10,81 @@
*
*/
#include "CCreatureSet.h"
class CQuest;
class CGObjectInstance;
class CHeroClass;
class CTown;
//numbers of creatures are exact numbers if detailed else they are quantity ids (1 - a few, 2 - several and so on; additionally 0 - unknown)
struct ArmyDescriptor : public std::map<SlotID, CStackBasicDescriptor>
{
bool isDetailed;
DLL_LINKAGE ArmyDescriptor(const CArmedInstance *army, bool detailed); //not detailed -> quantity ids as count
DLL_LINKAGE ArmyDescriptor();
DLL_LINKAGE int getStrength() const;
};
struct DLL_LINKAGE InfoAboutArmy
{
PlayerColor owner;
std::string name;
ArmyDescriptor army;
InfoAboutArmy();
InfoAboutArmy(const CArmedInstance *Army, bool detailed);
void initFromArmy(const CArmedInstance *Army, bool detailed);
};
struct DLL_LINKAGE InfoAboutHero : public InfoAboutArmy
{
private:
void assign(const InfoAboutHero & iah);
public:
struct DLL_LINKAGE Details
{
std::vector<si32> primskills;
si32 mana, luck, morale;
} *details;
const CHeroClass *hclass;
int portrait;
InfoAboutHero();
InfoAboutHero(const InfoAboutHero & iah);
InfoAboutHero(const CGHeroInstance *h, bool detailed);
~InfoAboutHero();
InfoAboutHero & operator=(const InfoAboutHero & iah);
void initFromHero(const CGHeroInstance *h, bool detailed);
};
/// Struct which holds a int information about a town
struct DLL_LINKAGE InfoAboutTown : public InfoAboutArmy
{
struct DLL_LINKAGE Details
{
si32 hallLevel, goldIncome;
bool customRes;
bool garrisonedHero;
} *details;
const CTown *tType;
si32 built;
si32 fortLevel; //0 - none
InfoAboutTown();
InfoAboutTown(const CGTownInstance *t, bool detailed);
~InfoAboutTown();
void initFromTown(const CGTownInstance *t, bool detailed);
};
class DLL_LINKAGE EVictoryLossCheckResult
{

View File

@ -327,6 +327,7 @@ CGeneralTextHandler::CGeneralTextHandler()
readToVector("DATA/PRISKILL.TXT", primarySkillNames);
readToVector("DATA/JKTEXT.TXT", jktexts);
readToVector("DATA/TVRNINFO.TXT", tavernInfo);
readToVector("DATA/RANDTVRN.TXT", tavernRumors);
readToVector("DATA/TURNDUR.TXT", turnDurations);
readToVector("DATA/HEROSCRN.TXT", heroscrn);
readToVector("DATA/TENTCOLR.TXT", tentColors);

View File

@ -109,6 +109,7 @@ public:
//towns
std::vector<std::string> tcommands, hcommands, fcommands; //texts for town screen, town hall screen and fort screen
std::vector<std::string> tavernInfo;
std::vector<std::string> tavernRumors;
std::vector<std::pair<std::string,std::string> > zelp;
std::vector<std::string> lossCondtions;

View File

@ -117,6 +117,7 @@ set(lib_HEADERS
filesystem/ISimpleResourceLoader.h
mapObjects/MapObjects.h
mapping/CMapDefines.h
CSoundBase.h
AI_Base.h
@ -131,6 +132,7 @@ set(lib_HEADERS
IGameEventsReceiver.h
int3.h
CGameStateFwd.h
CPlayerState.h
Interprocess.h
NetPacks.h
NetPacksBase.h

View File

@ -467,7 +467,7 @@ static JsonNode loadModSettings(std::string path)
JsonNode addMeta(JsonNode config, std::string meta)
{
config.setMeta(meta);
return std::move(config);
return config;
}
CModInfo::CModInfo(std::string identifier,const JsonNode & local, const JsonNode & config):

File diff suppressed because it is too large Load Diff

View File

@ -1,10 +1,12 @@
#pragma once
#include "VCMI_Lib.h"
#include "mapping/CMap.h"
#include "IGameCallback.h"
#include "HeroBonus.h"
#include "int3.h"
#include <boost/heap/priority_queue.hpp>
/*
* CPathfinder.h, part of VCMI engine
*
@ -18,26 +20,47 @@
class CGHeroInstance;
class CGObjectInstance;
struct TerrainTile;
class CPathfinderHelper;
class CMap;
class CGWhirlpool;
struct DLL_LINKAGE CGPathNode
{
enum EAccessibility
typedef EPathfindingLayer ELayer;
enum ENodeAction : ui8
{
UNKNOWN = 0,
EMBARK = 1,
DISEMBARK,
NORMAL,
BATTLE,
VISIT,
BLOCKING_VISIT
};
enum EAccessibility : ui8
{
NOT_SET = 0,
ACCESSIBLE = 1, //tile can be entered and passed
VISITABLE, //tile can be entered as the last tile in path
BLOCKVIS, //visitable from neighbouring tile but not passable
FLYABLE, //can only be accessed in air layer
BLOCKED //tile can't be entered nor visited
};
EAccessibility accessible;
ui8 land;
ui8 turns; //how many turns we have to wait before reachng the tile - 0 means current turn
ui32 moveRemains; //remaining tiles after hero reaches the tile
CGPathNode * theNodeBefore;
int3 coord; //coordinates
ui32 moveRemains; //remaining tiles after hero reaches the tile
ui8 turns; //how many turns we have to wait before reachng the tile - 0 means current turn
ELayer layer;
EAccessibility accessible;
ENodeAction action;
bool locked;
CGPathNode();
void reset();
void update(const int3 & Coord, const ELayer Layer, const EAccessibility Accessible);
bool reachable() const;
};
@ -52,27 +75,36 @@ struct DLL_LINKAGE CGPath
struct DLL_LINKAGE CPathsInfo
{
typedef EPathfindingLayer ELayer;
mutable boost::mutex pathMx;
const CGHeroInstance *hero;
const CGHeroInstance * hero;
int3 hpos;
int3 sizes;
CGPathNode ***nodes; //[w][h][level]
boost::multi_array<CGPathNode, 4> nodes; //[w][h][level][layer]
CPathsInfo(const int3 &Sizes);
CPathsInfo(const int3 & Sizes);
~CPathsInfo();
const CGPathNode * getPathInfo(const int3& tile) const;
bool getPath(const int3 &dst, CGPath &out) const;
int getDistance( int3 tile ) const;
const CGPathNode * getPathInfo(const int3 & tile) const;
bool getPath(CGPath & out, const int3 & dst) const;
int getDistance(const int3 & tile) const;
const CGPathNode * getNode(const int3 & coord) const;
CGPathNode * getNode(const int3 & coord, const ELayer layer);
};
class CPathfinder : private CGameInfoCallback
{
public:
CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero);
friend class CPathfinderHelper;
CPathfinder(CPathsInfo & _out, CGameState * _gs, const CGHeroInstance * _hero);
void calculatePaths(); //calculates possible paths for hero, uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
private:
typedef EPathfindingLayer ELayer;
struct PathfinderOptions
{
bool useFlying;
@ -83,42 +115,164 @@ private:
bool useTeleportOneWayRandom; // One-way monoliths with more than one known exit
bool useTeleportWhirlpool; // Force enabled if hero protected or unaffected (have one stack of one creature)
/// TODO: Find out with client and server code, merge with normal teleporters.
/// Likely proper implementation would require some refactoring of CGTeleport.
/// So for now this is unfinished and disabled by default.
bool useCastleGate;
/// If true transition into air layer only possible from initial node.
/// This is drastically decrease path calculation complexity (and time).
/// Downside is less MP effective paths calculation.
///
/// TODO: If this option end up useful for slow devices it's can be improved:
/// - Allow transition into air layer not only from initial position, but also from teleporters.
/// Movement into air can be also allowed when hero disembarked.
/// - Other idea is to allow transition into air within certain radius of N tiles around hero.
/// Patrol support need similar functionality so it's won't be ton of useless code.
/// Such limitation could be useful as it's can be scaled depend on device performance.
bool lightweightFlyingMode;
/// This option enable one turn limitation for flying and water walking.
/// So if we're out of MP while cp is blocked or water tile we won't add dest tile to queue.
///
/// Following imitation is default H3 mechanics, but someone may want to disable it in mods.
/// After all this limit should benefit performance on maps with tons of water or blocked tiles.
///
/// TODO:
/// - Behavior when option is disabled not implemented and will lead to crashes.
bool oneTurnSpecialLayersLimit;
/// VCMI have different movement rules to solve flaws original engine has.
/// If this option enabled you'll able to do following things in fly:
/// - Move from blocked tiles to visitable one
/// - Move from guarded tiles to blockvis tiles without being attacked
/// - Move from guarded tiles to guarded visitable tiles with being attacked after
/// TODO:
/// - Option should also allow same tile land <-> air layer transitions.
/// Current implementation only allow go into (from) air layer only to neighbour tiles.
/// I find it's reasonable limitation, but it's will make some movements more expensive than in H3.
bool originalMovementRules;
PathfinderOptions();
} options;
CPathsInfo &out;
const CGHeroInstance *hero;
CPathsInfo & out;
const CGHeroInstance * hero;
const std::vector<std::vector<std::vector<ui8> > > &FoW;
unique_ptr<CPathfinderHelper> hlp;
std::list<CGPathNode*> mq; //BFS queue -> nodes to be checked
enum EPatrolState {
PATROL_NONE = 0,
PATROL_LOCKED = 1,
PATROL_RADIUS
} patrolState;
std::unordered_set<int3, ShashInt3> patrolTiles;
struct NodeComparer
{
bool operator()(const CGPathNode * lhs, const CGPathNode * rhs) const
{
if(rhs->turns > lhs->turns)
return false;
else if(rhs->turns == lhs->turns && rhs->moveRemains < lhs->moveRemains)
return false;
return true;
}
};
boost::heap::priority_queue<CGPathNode *, boost::heap::compare<NodeComparer> > pq;
std::vector<int3> neighbourTiles;
std::vector<int3> neighbours;
CGPathNode *cp; //current (source) path node -> we took it from the queue
CGPathNode *dp; //destination node -> it's a neighbour of cp that we consider
const TerrainTile *ct, *dt; //tile info for both nodes
const CGObjectInstance *sTileObj;
ui8 useEmbarkCost; //0 - usual movement; 1 - embark; 2 - disembark
CGPathNode * cp; //current (source) path node -> we took it from the queue
CGPathNode * dp; //destination node -> it's a neighbour of cp that we consider
const TerrainTile * ct, * dt; //tile info for both nodes
const CGObjectInstance * ctObj, * dtObj;
CGPathNode::ENodeAction destAction;
void addNeighbours(const int3 &coord);
void addTeleportExits(bool noTeleportExcludes = false);
void addNeighbours();
void addTeleportExits();
bool isMovementPossible(); //checks if current move will be between sea<->land. If so, checks it legality (returns false if movement is not possible) and sets useEmbarkCost
bool checkDestinationTile();
bool isHeroPatrolLocked() const;
bool isPatrolMovementAllowed(const int3 & dst) const;
int3 getSourceGuardPosition();
bool isSourceGuarded();
bool isDestinationGuarded();
bool isDestinationGuardian();
bool isLayerTransitionPossible(const ELayer dstLayer) const;
bool isLayerTransitionPossible() const;
bool isMovementToDestPossible() const;
bool isMovementAfterDestPossible() const;
CGPathNode::ENodeAction getDestAction() const;
bool isSourceInitialPosition() const;
bool isSourceVisitableObj() const;
bool isSourceGuarded() const;
bool isDestVisitableObj() const;
bool isDestinationGuarded(const bool ignoreAccessibility = true) const;
bool isDestinationGuardian() const;
void initializePatrol();
void initializeGraph();
CGPathNode *getNode(const int3 &coord);
CGPathNode::EAccessibility evaluateAccessibility(const int3 &pos, const TerrainTile *tinfo) const;
bool canMoveBetween(const int3 &a, const int3 &b) const; //checks only for visitable objects that may make moving between tiles impossible, not other conditions (like tiles itself accessibility)
CGPathNode::EAccessibility evaluateAccessibility(const int3 & pos, const TerrainTile * tinfo, const ELayer layer) const;
bool isVisitableObj(const CGObjectInstance * obj, const ELayer layer) const;
bool canSeeObj(const CGObjectInstance * obj) const;
bool canMoveBetween(const int3 & a, const int3 & b) const; //checks only for visitable objects that may make moving between tiles impossible, not other conditions (like tiles itself accessibility)
bool isAllowedTeleportEntrance(const CGTeleport * obj) const;
bool addTeleportTwoWay(const CGTeleport * obj) const;
bool addTeleportOneWay(const CGTeleport * obj) const;
bool addTeleportOneWayRandom(const CGTeleport * obj) const;
bool addTeleportWhirlpool(const CGWhirlpool * obj) const;
};
struct DLL_LINKAGE TurnInfo
{
/// This is certainly not the best design ever and certainly can be improved
/// Unfortunately for pathfinder that do hundreds of thousands calls onus system add too big overhead
struct BonusCache {
std::vector<bool> noTerrainPenalty;
bool freeShipBoarding;
bool flyingMovement;
int flyingMovementVal;
bool waterWalking;
int waterWalkingVal;
BonusCache(TBonusListPtr bonusList);
};
unique_ptr<BonusCache> bonusCache;
const CGHeroInstance * hero;
TBonusListPtr bonuses;
mutable int maxMovePointsLand;
mutable int maxMovePointsWater;
int nativeTerrain;
TurnInfo(const CGHeroInstance * Hero, const int Turn = 0);
bool isLayerAvailable(const EPathfindingLayer layer) const;
bool hasBonusOfType(const Bonus::BonusType type, const int subtype = -1) const;
int valOfBonuses(const Bonus::BonusType type, const int subtype = -1) const;
int getMaxMovePoints(const EPathfindingLayer layer) const;
};
class DLL_LINKAGE CPathfinderHelper
{
public:
CPathfinderHelper(const CGHeroInstance * Hero, const CPathfinder::PathfinderOptions & Options);
void updateTurnInfo(const int turn = 0);
bool isLayerAvailable(const EPathfindingLayer layer) const;
const TurnInfo * getTurnInfo() const;
bool hasBonusOfType(const Bonus::BonusType type, const int subtype = -1) const;
int getMaxMovePoints(const EPathfindingLayer layer) const;
static void getNeighbours(const CMap * map, const TerrainTile & srct, const int3 & tile, std::vector<int3> & vec, const boost::logic::tribool & onLand, const bool limitCoastSailing);
static int getMovementCost(const CGHeroInstance * h, const int3 & src, const int3 & dst, const TerrainTile * ct, const TerrainTile * dt, const int remainingMovePoints =- 1, const TurnInfo * ti = nullptr, const bool checkLast = true);
static int getMovementCost(const CGHeroInstance * h, const int3 & dst);
private:
int turn;
const CGHeroInstance * hero;
std::vector<TurnInfo *> turnsInfo;
const CPathfinder::PathfinderOptions & options;
};

66
lib/CPlayerState.h Normal file
View File

@ -0,0 +1,66 @@
#pragma once
/*
* CPlayerState.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
*
*/
#include "HeroBonus.h"
class CGHeroInstance;
class CGTownInstance;
class CGDwelling;
struct DLL_LINKAGE PlayerState : public CBonusSystemNode
{
public:
PlayerColor color;
bool human; //true if human controlled player, false for AI
TeamID team;
TResources resources;
std::set<ObjectInstanceID> visitedObjects; // as a std::set, since most accesses here will be from visited status checks
std::vector<ConstTransitivePtr<CGHeroInstance> > heroes;
std::vector<ConstTransitivePtr<CGTownInstance> > towns;
std::vector<ConstTransitivePtr<CGHeroInstance> > availableHeroes; //heroes available in taverns
std::vector<ConstTransitivePtr<CGDwelling> > dwellings; //used for town growth
std::vector<QuestInfo> quests; //store info about all received quests
bool enteredWinningCheatCode, enteredLosingCheatCode; //if true, this player has entered cheat codes for loss / victory
EPlayerStatus::EStatus status;
boost::optional<ui8> daysWithoutCastle;
PlayerState();
std::string nodeName() const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & color & human & team & resources & status;
h & heroes & towns & availableHeroes & dwellings & quests & visitedObjects;
h & getBonusList(); //FIXME FIXME FIXME
h & status & daysWithoutCastle;
h & enteredLosingCheatCode & enteredWinningCheatCode;
h & static_cast<CBonusSystemNode&>(*this);
}
};
struct DLL_LINKAGE TeamState : public CBonusSystemNode
{
public:
TeamID id; //position in gameState::teams
std::set<PlayerColor> players; // members of this team
std::vector<std::vector<std::vector<ui8> > > fogOfWarMap; //true - visible, false - hidden
TeamState();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id & players & fogOfWarMap;
h & static_cast<CBonusSystemNode&>(*this);
}
};

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@ -774,12 +774,8 @@ std::set<TFaction> CTownHandler::getAllowedFactions(bool withTown /*=true*/) con
if (withTown)
allowed = getDefaultAllowed();
else
{
for (auto town : factions)
{
allowed.push_back (true);
}
}
allowed.resize( factions.size(), true);
for (size_t i=0; i<allowed.size(); i++)
if (allowed[i])
allowedFactions.insert(i);

View File

@ -2,6 +2,8 @@
#include "Connection.h"
#include "registerTypes/RegisterTypes.h"
#include "mapping/CMap.h"
#include "CGameState.h"
#include <boost/asio.hpp>

View File

@ -11,7 +11,7 @@
#pragma once
#include <typeinfo> //XXX this is in namespace std if you want w/o use typeinfo.h?
#include <typeinfo>
#include <type_traits>
#include <boost/mpl/eval_if.hpp>
@ -27,7 +27,7 @@
#include "mapping/CCampaignHandler.h" //for CCampaignState
#include "rmg/CMapGenerator.h" // for CMapGenOptions
const ui32 version = 754;
const ui32 version = 755;
const ui32 minSupportedVersion = 753;
class CISer;

View File

@ -25,56 +25,6 @@ const PlayerColor PlayerColor::NEUTRAL = PlayerColor(255);
const PlayerColor PlayerColor::PLAYER_LIMIT = PlayerColor(PLAYER_LIMIT_I);
const TeamID TeamID::NO_TEAM = TeamID(255);
#define ID_LIKE_OPERATORS_INTERNAL(A, B, AN, BN) \
bool operator==(const A & a, const B & b) \
{ \
return AN == BN ; \
} \
bool operator!=(const A & a, const B & b) \
{ \
return AN != BN ; \
} \
bool operator<(const A & a, const B & b) \
{ \
return AN < BN ; \
} \
bool operator<=(const A & a, const B & b) \
{ \
return AN <= BN ; \
} \
bool operator>(const A & a, const B & b) \
{ \
return AN > BN ; \
} \
bool operator>=(const A & a, const B & b) \
{ \
return AN >= BN ; \
}
#define ID_LIKE_OPERATORS(CLASS_NAME, ENUM_NAME) \
ID_LIKE_OPERATORS_INTERNAL(CLASS_NAME, CLASS_NAME, a.num, b.num) \
ID_LIKE_OPERATORS_INTERNAL(CLASS_NAME, ENUM_NAME, a.num, b) \
ID_LIKE_OPERATORS_INTERNAL(ENUM_NAME, CLASS_NAME, a, b.num)
ID_LIKE_OPERATORS(SecondarySkill, SecondarySkill::ESecondarySkill)
ID_LIKE_OPERATORS(Obj, Obj::EObj)
ID_LIKE_OPERATORS(ETerrainType, ETerrainType::EETerrainType)
ID_LIKE_OPERATORS(ArtifactID, ArtifactID::EArtifactID)
ID_LIKE_OPERATORS(ArtifactPosition, ArtifactPosition::EArtifactPosition)
ID_LIKE_OPERATORS(CreatureID, CreatureID::ECreatureID)
ID_LIKE_OPERATORS(SpellID, SpellID::ESpellID)
ID_LIKE_OPERATORS(BuildingID, BuildingID::EBuildingID)
ID_LIKE_OPERATORS(BFieldType, BFieldType::EBFieldType)
CArtifact * ArtifactID::toArtifact() const
{
return VLC->arth->artifacts[*this];
@ -130,7 +80,7 @@ std::ostream & operator<<(std::ostream & os, const Battle::ActionType actionType
else return os << it->second;
}
std::ostream & operator<<(std::ostream & os, const ETerrainType actionType)
std::ostream & operator<<(std::ostream & os, const ETerrainType terrainType)
{
static const std::map<ETerrainType::EETerrainType, std::string> terrainTypeToString =
{
@ -147,9 +97,10 @@ std::ostream & operator<<(std::ostream & os, const ETerrainType actionType)
DEFINE_ELEMENT(LAVA),
DEFINE_ELEMENT(WATER),
DEFINE_ELEMENT(ROCK)
#undef DEFINE_ELEMENT
};
auto it = terrainTypeToString.find(actionType.num);
auto it = terrainTypeToString.find(terrainType.num);
if (it == terrainTypeToString.end()) return os << "<Unknown type>";
else return os << it->second;
}
@ -160,3 +111,23 @@ std::string ETerrainType::toString() const
ss << *this;
return ss.str();
}
std::ostream & operator<<(std::ostream & os, const EPathfindingLayer pathfindingLayer)
{
static const std::map<EPathfindingLayer::EEPathfindingLayer, std::string> pathfinderLayerToString
{
#define DEFINE_ELEMENT(element) {EPathfindingLayer::element, #element}
DEFINE_ELEMENT(WRONG),
DEFINE_ELEMENT(AUTO),
DEFINE_ELEMENT(LAND),
DEFINE_ELEMENT(SAIL),
DEFINE_ELEMENT(WATER),
DEFINE_ELEMENT(AIR),
DEFINE_ELEMENT(NUM_LAYERS)
#undef DEFINE_ELEMENT
};
auto it = pathfinderLayerToString.find(pathfindingLayer.num);
if (it == pathfinderLayerToString.end()) return os << "<Unknown type>";
else return os << it->second;
}

View File

@ -14,7 +14,7 @@
namespace GameConstants
{
const std::string VCMI_VERSION = "VCMI 0.98e";
const std::string VCMI_VERSION = "VCMI 0.98f";
const int BFIELD_WIDTH = 17;
const int BFIELD_HEIGHT = 11;
@ -93,18 +93,37 @@ CLASS_NAME & advance(int i) \
}
#define ID_LIKE_OPERATORS_INTERNAL_DECLS(A, B) \
bool DLL_LINKAGE operator==(const A & a, const B & b); \
bool DLL_LINKAGE operator!=(const A & a, const B & b); \
bool DLL_LINKAGE operator<(const A & a, const B & b); \
bool DLL_LINKAGE operator<=(const A & a, const B & b); \
bool DLL_LINKAGE operator>(const A & a, const B & b); \
bool DLL_LINKAGE operator>=(const A & a, const B & b);
// Operators are performance-critical and to be inlined they must be in header
#define ID_LIKE_OPERATORS_INTERNAL(A, B, AN, BN) \
STRONG_INLINE bool operator==(const A & a, const B & b) \
{ \
return AN == BN ; \
} \
STRONG_INLINE bool operator!=(const A & a, const B & b) \
{ \
return AN != BN ; \
} \
STRONG_INLINE bool operator<(const A & a, const B & b) \
{ \
return AN < BN ; \
} \
STRONG_INLINE bool operator<=(const A & a, const B & b) \
{ \
return AN <= BN ; \
} \
STRONG_INLINE bool operator>(const A & a, const B & b) \
{ \
return AN > BN ; \
} \
STRONG_INLINE bool operator>=(const A & a, const B & b) \
{ \
return AN >= BN ; \
}
#define ID_LIKE_OPERATORS_DECLS(CLASS_NAME, ENUM_NAME) \
ID_LIKE_OPERATORS_INTERNAL_DECLS(CLASS_NAME, CLASS_NAME) \
ID_LIKE_OPERATORS_INTERNAL_DECLS(CLASS_NAME, ENUM_NAME) \
ID_LIKE_OPERATORS_INTERNAL_DECLS(ENUM_NAME, CLASS_NAME)
#define ID_LIKE_OPERATORS(CLASS_NAME, ENUM_NAME) \
ID_LIKE_OPERATORS_INTERNAL(CLASS_NAME, CLASS_NAME, a.num, b.num) \
ID_LIKE_OPERATORS_INTERNAL(CLASS_NAME, ENUM_NAME, a.num, b) \
ID_LIKE_OPERATORS_INTERNAL(ENUM_NAME, CLASS_NAME, a, b.num)
#define OP_DECL_INT(CLASS_NAME, OP) \
@ -296,7 +315,7 @@ public:
ESecondarySkill num;
};
ID_LIKE_OPERATORS_DECLS(SecondarySkill, SecondarySkill::ESecondarySkill)
ID_LIKE_OPERATORS(SecondarySkill, SecondarySkill::ESecondarySkill)
namespace EAlignment
{
@ -384,7 +403,19 @@ public:
EBuildingID num;
};
ID_LIKE_OPERATORS_DECLS(BuildingID, BuildingID::EBuildingID)
ID_LIKE_OPERATORS(BuildingID, BuildingID::EBuildingID)
namespace EAiTactic
{
enum EAiTactic
{
NONE = -1,
RANDOM,
WARRIOR,
BUILDER,
EXPLORER
};
}
namespace EBuildingState
{
@ -432,8 +463,21 @@ namespace EMarketMode
namespace EBattleStackState
{
enum EBattleStackState{ALIVE = 180, SUMMONED, CLONED, DEAD_CLONE, HAD_MORALE, WAITING, MOVED, DEFENDING, FEAR,
DRAINED_MANA /*remember to drain mana only once per turn*/};
enum EBattleStackState
{
ALIVE = 180,
SUMMONED, CLONED,
DEAD_CLONE,
HAD_MORALE,
WAITING,
MOVED,
DEFENDING,
FEAR,
//remember to drain mana only once per turn
DRAINED_MANA,
//only for defending animation
DEFENDING_ANIM
};
}
namespace ECommander
@ -651,7 +695,7 @@ public:
EObj num;
};
ID_LIKE_OPERATORS_DECLS(Obj, Obj::EObj)
ID_LIKE_OPERATORS(Obj, Obj::EObj)
namespace SecSkillLevel
{
@ -741,10 +785,51 @@ public:
std::string toString() const;
};
DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const ETerrainType actionType);
DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const ETerrainType terrainType);
ID_LIKE_OPERATORS_DECLS(ETerrainType, ETerrainType::EETerrainType)
ID_LIKE_OPERATORS(ETerrainType, ETerrainType::EETerrainType)
class DLL_LINKAGE EDiggingStatus
{
public:
enum EEDiggingStatus
{
UNKNOWN = -1,
CAN_DIG = 0,
LACK_OF_MOVEMENT,
WRONG_TERRAIN,
TILE_OCCUPIED
};
EDiggingStatus(EEDiggingStatus _num = UNKNOWN) : num(_num)
{}
ID_LIKE_CLASS_COMMON(EDiggingStatus, EEDiggingStatus)
EEDiggingStatus num;
};
ID_LIKE_OPERATORS(EDiggingStatus, EDiggingStatus::EEDiggingStatus)
class DLL_LINKAGE EPathfindingLayer
{
public:
enum EEPathfindingLayer : ui8
{
LAND = 0, SAIL = 1, WATER, AIR, NUM_LAYERS, WRONG, AUTO
};
EPathfindingLayer(EEPathfindingLayer _num = WRONG) : num(_num)
{}
ID_LIKE_CLASS_COMMON(EPathfindingLayer, EEPathfindingLayer)
EEPathfindingLayer num;
};
DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EPathfindingLayer pathfindingLayer);
ID_LIKE_OPERATORS(EPathfindingLayer, EPathfindingLayer::EEPathfindingLayer)
class BFieldType
{
@ -767,7 +852,7 @@ public:
EBFieldType num;
};
ID_LIKE_OPERATORS_DECLS(BFieldType, BFieldType::EBFieldType)
ID_LIKE_OPERATORS(BFieldType, BFieldType::EBFieldType)
namespace EPlayerStatus
{
@ -807,7 +892,7 @@ public:
EArtifactPosition num;
};
ID_LIKE_OPERATORS_DECLS(ArtifactPosition, ArtifactPosition::EArtifactPosition)
ID_LIKE_OPERATORS(ArtifactPosition, ArtifactPosition::EArtifactPosition)
class ArtifactID
{
@ -824,6 +909,7 @@ public:
FIRST_AID_TENT = 6,
//CENTAUR_AXE = 7,
//BLACKSHARD_OF_THE_DEAD_KNIGHT = 8,
ARMAGEDDONS_BLADE = 128,
TITANS_THUNDER = 135,
//CORNUCOPIA = 140,
//FIXME: the following is only true if WoG is enabled. Otherwise other mod artifacts will take these slots.
@ -851,7 +937,7 @@ public:
EArtifactID num;
};
ID_LIKE_OPERATORS_DECLS(ArtifactID, ArtifactID::EArtifactID)
ID_LIKE_OPERATORS(ArtifactID, ArtifactID::EArtifactID)
class CreatureID
{
@ -895,7 +981,7 @@ public:
ECreatureID num;
};
ID_LIKE_OPERATORS_DECLS(CreatureID, CreatureID::ECreatureID)
ID_LIKE_OPERATORS(CreatureID, CreatureID::ECreatureID)
class SpellID
{
@ -939,7 +1025,7 @@ public:
ESpellID num;
};
ID_LIKE_OPERATORS_DECLS(SpellID, SpellID::ESpellID)
ID_LIKE_OPERATORS(SpellID, SpellID::ESpellID)
enum class ESpellSchool: ui8
{
@ -949,8 +1035,6 @@ enum class ESpellSchool: ui8
EARTH = 3
};
ID_LIKE_OPERATORS_DECLS(SpellID, SpellID::ESpellID)
// Typedef declarations
typedef ui8 TFaction;
typedef si64 TExpType;
@ -961,8 +1045,8 @@ typedef si32 TQuantity;
typedef int TRmgTemplateZoneId;
#undef ID_LIKE_CLASS_COMMON
#undef ID_LIKE_OPERATORS_DECLS
#undef ID_LIKE_OPERATORS_INTERNAL_DECLS
#undef ID_LIKE_OPERATORS
#undef ID_LIKE_OPERATORS_INTERNAL
#undef INSTID_LIKE_CLASS_COMMON
#undef OP_DECL_INT

View File

@ -763,8 +763,29 @@ void CBonusSystemNode::popBonuses(const CSelector &s)
child->popBonuses(s);
}
void CBonusSystemNode::updateBonuses(const CSelector &s)
{
BonusList bl;
exportedBonuses.getBonuses(bl, s);
for(Bonus *b : bl)
{
b->turnsRemain--;
if(b->turnsRemain <= 0)
removeBonus(b);
}
for(CBonusSystemNode *child : children)
child->updateBonuses(s);
}
void CBonusSystemNode::addNewBonus(Bonus *b)
{
//turnsRemain shouldn't be zero for following durations
if(Bonus::NTurns(b) || Bonus::NDays(b) || Bonus::OneWeek(b))
{
assert(b->turnsRemain);
}
assert(!vstd::contains(exportedBonuses,b));
exportedBonuses.push_back(b);
exportBonus(b);
@ -950,18 +971,7 @@ void CBonusSystemNode::getRedDescendants(TNodes &out)
void CBonusSystemNode::battleTurnPassed()
{
BonusList bonusesCpy = exportedBonuses; //copy, because removing bonuses invalidates iters
for (auto & elem : bonusesCpy)
{
Bonus *b = elem;
if(b->duration & Bonus::N_TURNS)
{
b->turnsRemain--;
if(b->turnsRemain <= 0)
removeBonus(b);
}
}
updateBonuses(Bonus::NTurns);
}
void CBonusSystemNode::exportBonus(Bonus * b)
@ -1183,6 +1193,7 @@ namespace Selector
DLL_LINKAGE CSelectFieldEqual<Bonus::BonusSource> sourceType(&Bonus::source);
DLL_LINKAGE CSelectFieldEqual<Bonus::LimitEffect> effectRange(&Bonus::effectRange);
DLL_LINKAGE CWillLastTurns turns;
DLL_LINKAGE CWillLastDays days;
DLL_LINKAGE CSelectFieldAny<Bonus::LimitEffect> anyRange(&Bonus::effectRange);
CSelector DLL_LINKAGE typeSubtype(Bonus::BonusType Type, TBonusSubtype Subtype)

View File

@ -294,7 +294,7 @@ struct DLL_LINKAGE Bonus
};
ui16 duration; //uses BonusDuration values
si16 turnsRemain; //used if duration is N_TURNS or N_DAYS
si16 turnsRemain; //used if duration is N_TURNS, N_DAYS or ONE_WEEK
BonusType type; //uses BonusType values - says to what is this bonus - 1 byte
TBonusSubtype subtype; //-1 if not applicable - 4 bytes
@ -686,6 +686,7 @@ public:
//bool isLimitedOnUs(Bonus *b) const; //if bonus should be removed from list acquired from this node
void popBonuses(const CSelector &s);
void updateBonuses(const CSelector &s);
virtual std::string bonusToString(const Bonus *bonus, bool description) const {return "";}; //description or bonus name
virtual std::string nodeName() const;
@ -810,7 +811,7 @@ public:
bool operator()(const Bonus *bonus) const
{
return turnsRequested <= 0 //every present effect will last zero (or "less") turns
|| !(bonus->duration & Bonus::N_TURNS) //so do every not expriing after N-turns effect
|| !Bonus::NTurns(bonus) //so do every not expriing after N-turns effect
|| bonus->turnsRemain > turnsRequested;
}
CWillLastTurns& operator()(const int &setVal)
@ -820,6 +821,31 @@ public:
}
};
class DLL_LINKAGE CWillLastDays
{
public:
int daysRequested;
bool operator()(const Bonus *bonus) const
{
if(daysRequested <= 0 || Bonus::Permanent(bonus) || Bonus::OneBattle(bonus))
return true;
else if(Bonus::OneDay(bonus))
return false;
else if(Bonus::NDays(bonus) || Bonus::OneWeek(bonus))
{
return bonus->turnsRemain > daysRequested;
}
return false; // TODO: ONE_WEEK need support for turnsRemain, but for now we'll exclude all unhandled durations
}
CWillLastDays& operator()(const int &setVal)
{
daysRequested = setVal;
return *this;
}
};
//Stores multiple limiters. If any of them fails -> bonus is dropped.
class DLL_LINKAGE LimiterList : public ILimiter
{
@ -958,6 +984,7 @@ namespace Selector
extern DLL_LINKAGE CSelectFieldEqual<Bonus::BonusSource> sourceType;
extern DLL_LINKAGE CSelectFieldEqual<Bonus::LimitEffect> effectRange;
extern DLL_LINKAGE CWillLastTurns turns;
extern DLL_LINKAGE CWillLastDays days;
extern DLL_LINKAGE CSelectFieldAny<Bonus::LimitEffect> anyRange;
CSelector DLL_LINKAGE typeSubtype(Bonus::BonusType Type, TBonusSubtype Subtype);

View File

@ -21,6 +21,8 @@
#include "mapObjects/CObjectClassesHandler.h"
#include "StartInfo.h"
#include "CGameState.h"
#include "mapping/CMap.h"
#include "CPlayerState.h"
void CPrivilagedInfoCallback::getFreeTiles (std::vector<int3> &tiles) const
{
@ -38,14 +40,14 @@ void CPrivilagedInfoCallback::getFreeTiles (std::vector<int3> &tiles) const
for (int yd = 0; yd < gs->map->height; yd++)
{
tinfo = getTile(int3 (xd,yd,zd));
if (tinfo->terType != ETerrainType::WATER && !tinfo->blocked) //land and free
if (tinfo->terType != ETerrainType::WATER && tinfo->terType != ETerrainType::ROCK && !tinfo->blocked) //land and free
tiles.push_back (int3 (xd,yd,zd));
}
}
}
}
void CPrivilagedInfoCallback::getTilesInRange( std::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, boost::optional<PlayerColor> player/*=uninit*/, int mode/*=0*/ ) const
void CPrivilagedInfoCallback::getTilesInRange( std::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, boost::optional<PlayerColor> player/*=uninit*/, int mode/*=0*/, bool patrolDistance/*=false*/) const
{
if(!!player && *player >= PlayerColor::PLAYER_LIMIT)
{
@ -61,7 +63,13 @@ void CPrivilagedInfoCallback::getTilesInRange( std::unordered_set<int3, ShashInt
{
for (int yd = std::max<int>(pos.y - radious, 0); yd <= std::min<int>(pos.y + radious, gs->map->height - 1); yd++)
{
double distance = pos.dist2d(int3(xd,yd,pos.z)) - 0.5;
int3 tilePos(xd,yd,pos.z);
double distance;
if(patrolDistance)
distance = pos.mandist2d(tilePos);
else
distance = pos.dist2d(tilePos) - 0.5;
if(distance <= radious)
{
if(!player

View File

@ -30,7 +30,7 @@ class DLL_LINKAGE CPrivilagedInfoCallback : public CGameInfoCallback
public:
CGameState * gameState();
void getFreeTiles (std::vector<int3> &tiles) const; //used for random spawns
void getTilesInRange(std::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, boost::optional<PlayerColor> player = boost::optional<PlayerColor>(), int mode=0) const; //mode 1 - only unrevealed tiles; mode 0 - all, mode -1 - only unrevealed
void getTilesInRange(std::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, boost::optional<PlayerColor> player = boost::optional<PlayerColor>(), int mode = 0, bool patrolDistance = false) const; //mode 1 - only unrevealed tiles; mode 0 - all, mode -1 - only unrevealed
void getAllTiles (std::unordered_set<int3, ShashInt3> &tiles, boost::optional<PlayerColor> player = boost::optional<PlayerColor>(), int level=-1, int surface=0) const; //returns all tiles on given level (-1 - both levels, otherwise number of level); surface: 0 - land and water, 1 - only land, 2 - only water
void pickAllowedArtsSet(std::vector<const CArtifact*> &out); //gives 3 treasures, 3 minors, 1 major -> used by Black Market and Artifact Merchant
void getAllowedSpells(std::vector<SpellID> &out, ui16 level);

View File

@ -13,7 +13,7 @@
#include "ResourceSet.h"
//#include "CObstacleInstance.h"
#include "CGameStateFwd.h"
#include "mapping/CMap.h"
#include "mapping/CMapDefines.h"
#include "CObstacleInstance.h"
#include "spells/ViewSpellInt.h"
@ -363,6 +363,7 @@ struct GiveBonus : public CPackForClient //115
template <typename Handler> void serialize(Handler &h, const int version)
{
h & bonus & id & bdescr & who;
assert( id != -1);
}
};
@ -1218,7 +1219,7 @@ struct TeleportDialog : public Query//2006
const CGHeroInstance *hero;
TeleportChannelID channel;
std::vector<ObjectInstanceID> exits;
TTeleportExitsList exits;
bool impassable;
template <typename Handler> void serialize(Handler &h, const int version)

View File

@ -16,6 +16,7 @@
#include "CTownHandler.h"
#include "mapping/CMapInfo.h"
#include "StartInfo.h"
#include "CPlayerState.h"
/*
* NetPacksLib.cpp, part of VCMI engine
@ -263,6 +264,9 @@ DLL_LINKAGE void GiveBonus::applyGs( CGameState *gs )
assert(cbsn);
if(Bonus::OneWeek(&bonus))
bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
auto b = new Bonus(bonus);
cbsn->addNewBonus(b);
@ -1023,13 +1027,15 @@ DLL_LINKAGE void NewTurn::applyGs( CGameState *gs )
creatureSet.second.applyGs(gs);
gs->globalEffects.popBonuses(Bonus::OneDay); //works for children -> all game objs
if(gs->getDate(Date::DAY_OF_WEEK) == 1) //new week
gs->globalEffects.popBonuses(Bonus::OneWeek); //works for children -> all game objs
gs->globalEffects.updateBonuses(Bonus::NDays);
gs->globalEffects.updateBonuses(Bonus::OneWeek);
//TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
for(CGTownInstance* t : gs->map->towns)
t->builded = 0;
if(gs->getDate(Date::DAY_OF_WEEK) == 1)
gs->updateRumor();
}
DLL_LINKAGE void SetObjectProperty::applyGs( CGameState *gs )
@ -1329,14 +1335,18 @@ DLL_LINKAGE void StartAction::applyGs( CGameState *gs )
switch(ba.actionType)
{
case Battle::DEFEND:
st->state -= EBattleStackState::DEFENDING_ANIM;
st->state.insert(EBattleStackState::DEFENDING);
st->state.insert(EBattleStackState::DEFENDING_ANIM);
break;
case Battle::WAIT:
st->state -= EBattleStackState::DEFENDING_ANIM;
st->state.insert(EBattleStackState::WAITING);
return;
case Battle::HERO_SPELL: //no change in current stack state
return;
default: //any active stack action - attack, catapult, heal, spell...
st->state -= EBattleStackState::DEFENDING_ANIM;
st->state.insert(EBattleStackState::MOVED);
break;
}

View File

@ -31,7 +31,7 @@ struct PlayerSettings
Ebonus bonus;
si16 castle;
si32 hero,
heroPortrait; //-1 if default, else ID
heroPortrait; //-1 if default, else ID
std::string heroName;
PlayerColor color; //from 0 -
@ -70,13 +70,13 @@ struct StartInfo
{
enum EMode {NEW_GAME, LOAD_GAME, CAMPAIGN, DUEL, INVALID = 255};
EMode mode;
ui8 difficulty; //0=easy; 4=impossible
typedef std::map<PlayerColor, PlayerSettings> TPlayerInfos;
TPlayerInfos playerInfos; //color indexed
ui32 seedToBeUsed; //0 if not sure (client requests server to decide, will be send in reply pack)
EMode mode;
ui8 difficulty; //0=easy; 4=impossible
typedef std::map<PlayerColor, PlayerSettings> TPlayerInfos;
TPlayerInfos playerInfos; //color indexed
ui32 seedToBeUsed; //0 if not sure (client requests server to decide, will be send in reply pack)
ui32 seedPostInit; //so we know that game is correctly synced at the start; 0 if not known yet
ui32 mapfileChecksum; //0 if not relevant
ui8 turnTime; //in minutes, 0=unlimited

View File

@ -34,9 +34,9 @@ void IVCMIDirs::init()
#endif
#endif // __MINGW32__
#include <Windows.h>
#include <Shlobj.h>
#include <Shellapi.h>
#include <windows.h>
#include <shlobj.h>
#include <shellapi.h>
// Generates script file named _temp.bat in 'to' directory and runs it
// Script will:

View File

@ -105,6 +105,11 @@ public:
{
return std::sqrt((double)dist2dSQ(o));
}
//manhattan distance used for patrol radius (z coord is not used)
double mandist2d(const int3 & o) const
{
return abs(o.x - x) + abs(o.y - y);
}
bool areNeighbours(const int3 & o) const
{
@ -131,6 +136,12 @@ public:
{
h & x & y & z;
}
static std::array<int3, 8> getDirs()
{
return { { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) } };
}
};
inline std::ostream & operator<<(std::ostream & str, const int3 & sth)
@ -154,9 +165,6 @@ struct ShashInt3
}
};
static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
template<typename Container>
int3 findClosestTile (Container & container, int3 dest)
{
@ -175,4 +183,4 @@ int3 findClosestTile (Container & container, int3 dest)
}
}
return result;
}
}

View File

@ -1,4 +1,4 @@
/*
/*
* CArmedInstance.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
@ -15,6 +15,7 @@
#include "../CCreatureHandler.h"
#include "../CGeneralTextHandler.h"
#include "../CGameState.h"
#include "../CPlayerState.h"
void CArmedInstance::randomizeArmy(int type)
{

View File

@ -1,4 +1,4 @@
/*
/*
* CGHeroInstance.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
@ -22,6 +22,8 @@
#include "../CGameState.h"
#include "../CCreatureHandler.h"
#include "../BattleState.h"
#include "../CTownHandler.h"
#include "CGTownInstance.h"
///helpers
static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID)
@ -56,7 +58,7 @@ static int lowestSpeed(const CGHeroInstance * chi)
return ret;
}
ui32 CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainTile &from) const
ui32 CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainTile &from, const TurnInfo * ti) const
{
unsigned ret = GameConstants::BASE_MOVEMENT_COST;
@ -80,30 +82,40 @@ ui32 CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainTile &fro
break;
}
}
else if(!hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType))
else if(ti->nativeTerrain != from.terType && !ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType))
{
// NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
// This is clearly bug in H3 however intended behaviour is not clear.
// Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
// will always have best penalty without any influence from player-defined stacks order
for(auto stack : stacks)
{
int nativeTerrain = VLC->townh->factions[stack.second->type->faction]->nativeTerrain;
if(nativeTerrain != -1 && nativeTerrain != from.terType)
{
ret = VLC->heroh->terrCosts[from.terType];
ret -= getSecSkillLevel(SecondarySkill::PATHFINDING) * 25;
if(ret < GameConstants::BASE_MOVEMENT_COST)
ret = GameConstants::BASE_MOVEMENT_COST;
break;
}
}
ret = VLC->heroh->terrCosts[from.terType];
ret -= getSecSkillLevel(SecondarySkill::PATHFINDING) * 25;
if(ret < GameConstants::BASE_MOVEMENT_COST)
ret = GameConstants::BASE_MOVEMENT_COST;
}
return ret;
}
int CGHeroInstance::getNativeTerrain() const
{
// NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
// This is clearly bug in H3 however intended behaviour is not clear.
// Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
// will always have best penalty without any influence from player-defined stacks order
// TODO: What should we do if all hero stacks are neutral creatures?
int nativeTerrain = -1;
for(auto stack : stacks)
{
int stackNativeTerrain = VLC->townh->factions[stack.second->type->faction]->nativeTerrain;
if(stackNativeTerrain == -1)
continue;
if(nativeTerrain == -1)
nativeTerrain = stackNativeTerrain;
else if(nativeTerrain != stackNativeTerrain)
return -1;
}
return nativeTerrain;
}
int3 CGHeroInstance::convertPosition(int3 src, bool toh3m) //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
{
if (toh3m)
@ -129,16 +141,6 @@ int3 CGHeroInstance::getPosition(bool h3m) const //h3m=true - returns position o
}
}
bool CGHeroInstance::canFly() const
{
return hasBonusOfType(Bonus::FLYING_MOVEMENT);
}
bool CGHeroInstance::canWalkOnSea() const
{
return hasBonusOfType(Bonus::WATER_WALKING);
}
ui8 CGHeroInstance::getSecSkillLevel(SecondarySkill skill) const
{
for(auto & elem : secSkills)
@ -181,8 +183,11 @@ bool CGHeroInstance::canLearnSkill() const
return secSkills.size() < GameConstants::SKILL_PER_HERO;
}
int CGHeroInstance::maxMovePoints(bool onLand) const
int CGHeroInstance::maxMovePoints(bool onLand, const TurnInfo * ti) const
{
if(!ti)
ti = new TurnInfo(this);
int base;
if(onLand)
@ -201,10 +206,10 @@ int CGHeroInstance::maxMovePoints(bool onLand) const
}
const Bonus::BonusType bt = onLand ? Bonus::LAND_MOVEMENT : Bonus::SEA_MOVEMENT;
const int bonus = valOfBonuses(Bonus::MOVEMENT) + valOfBonuses(bt);
const int bonus = ti->valOfBonuses(Bonus::MOVEMENT) + ti->valOfBonuses(bt);
const int subtype = onLand ? SecondarySkill::LOGISTICS : SecondarySkill::NAVIGATION;
const double modifier = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0;
const double modifier = ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0;
return int(base* (1+modifier)) + bonus;
}
@ -261,10 +266,10 @@ void CGHeroInstance::initHero()
spells -= SpellID::PRESET;
if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0));
putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(ArtifactID::SPELLBOOK));
if(!getArt(ArtifactPosition::MACH4))
putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(3)); //everyone has a catapult
putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult
if(portrait < 0 || portrait == 255)
portrait = type->imageIndex;
@ -1099,9 +1104,11 @@ int CGHeroInstance::getBoatType() const
void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
{
// FIXME: Offsets need to be fixed once we get rid of convertPosition
// Check issue 515 for details
offsets =
{
int3(0,1,0), int3(0,-1,0), int3(-1,0,0), int3(+1,0,0), int3(1,1,0), int3(-1,1,0), int3(1,-1,0), int3(-1,-1,0)
int3(-1,1,0), int3(-1,-1,0), int3(-2,0,0), int3(0,0,0), int3(0,1,0), int3(-2,1,0), int3(0,-1,0), int3(-2,-1,0)
};
}
@ -1171,30 +1178,25 @@ CBonusSystemNode * CGHeroInstance::whereShouldBeAttached(CGameState *gs)
return CArmedInstance::whereShouldBeAttached(gs);
}
int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark /*= false*/) const
int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark /*= false*/, const TurnInfo * ti) const
{
if(hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
return (MPsBefore - basicCost) * static_cast<double>(maxMovePoints(disembark)) / maxMovePoints(!disembark);
if(!ti)
ti = new TurnInfo(this);
int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL);
int mp2 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
if(ti->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
return (MPsBefore - basicCost) * static_cast<double>(mp1) / mp2;
return 0; //take all MPs otherwise
}
CGHeroInstance::ECanDig CGHeroInstance::diggingStatus() const
EDiggingStatus CGHeroInstance::diggingStatus() const
{
if(movement < maxMovePoints(true))
return LACK_OF_MOVEMENT;
else if(cb->getTile(getPosition(false))->terType == ETerrainType::WATER)
return WRONG_TERRAIN;
else
{
const TerrainTile *t = cb->getTile(getPosition());
//TODO look for hole
//CGI->mh->getTerrainDescr(h->getPosition(false), hlp, false);
if(/*hlp.length() || */t->blockingObjects.size() > 1)
return TILE_OCCUPIED;
else
return CAN_DIG;
}
return EDiggingStatus::LACK_OF_MOVEMENT;
return cb->getTile(getPosition(false))->getDiggingStatus();
}
ArtBearer::ArtBearer CGHeroInstance::bearerType() const

View File

@ -21,6 +21,7 @@ class CHero;
class CGBoat;
class CGTownInstance;
struct TerrainTile;
struct TurnInfo;
class CGHeroPlaceholder : public CGObjectInstance
{
@ -39,10 +40,6 @@ public:
class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet, public ISpellCaster
{
public:
enum ECanDig
{
CAN_DIG, LACK_OF_MOVEMENT, WRONG_TERRAIN, TILE_OCCUPIED
};
//////////////////////////////////////////////////////////////////////////
ui8 moveDir; //format: 123
@ -75,12 +72,23 @@ public:
struct DLL_LINKAGE Patrol
{
Patrol(){patrolling=false;patrolRadious=-1;};
Patrol(){patrolling=false;initialPos=int3();patrolRadious=-1;};
bool patrolling;
int3 initialPos;
ui32 patrolRadious;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & patrolling & patrolRadious;
h & patrolling;
if(version >= 755)
{
h & initialPos;
}
else if(!h.saving)
{
patrolling = false;
initialPos = int3();
}
h & patrolRadious;
}
} patrol;
@ -129,12 +137,11 @@ public:
EAlignment::EAlignment getAlignment() const;
const std::string &getBiography() const;
bool needsLastStack()const override;
ui32 getTileCost(const TerrainTile &dest, const TerrainTile &from) const; //move cost - applying pathfinding skill, road and terrain modifiers. NOT includes diagonal move penalty, last move levelling
ui32 getTileCost(const TerrainTile &dest, const TerrainTile &from, const TurnInfo * ti) const; //move cost - applying pathfinding skill, road and terrain modifiers. NOT includes diagonal move penalty, last move levelling
int getNativeTerrain() const;
ui32 getLowestCreatureSpeed() const;
int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
bool canFly() const;
bool canWalkOnSea() const;
int getCurrentLuck(int stack=-1, bool town=false) const;
int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored
@ -161,8 +168,8 @@ public:
void setSecSkillLevel(SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value
void levelUp(std::vector<SecondarySkill> skills);
int maxMovePoints(bool onLand) const;
int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false) const;
int maxMovePoints(bool onLand, const TurnInfo * ti = nullptr) const;
int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false, const TurnInfo * ti = nullptr) const;
static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
double getFightingStrength() const; // takes attack / defense skill into account
@ -174,7 +181,7 @@ public:
bool canCastThisSpell(const CSpell * spell) const; //determines if this hero can cast given spell; takes into account existing spell in spellbook, existing spellbook and artifact bonuses
CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
void showNecromancyDialog(const CStackBasicDescriptor &raisedStack) const;
ECanDig diggingStatus() const; //0 - can dig; 1 - lack of movement; 2 -
EDiggingStatus diggingStatus() const;
//////////////////////////////////////////////////////////////////////////

View File

@ -1,4 +1,4 @@
/*
/*
*
* CGMarket.cpp, part of VCMI engine
*
@ -17,6 +17,7 @@
#include "../IGameCallback.h"
#include "../CCreatureHandler.h"
#include "../CGameState.h"
#include "CGTownInstance.h"
///helpers
static void openWindow(const OpenWindow::EWindow type, const int id1, const int id2 = -1)

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@ -51,7 +51,7 @@ void CGPandoraBox::onHeroVisit(const CGHeroInstance * h) const
void CGPandoraBox::giveContentsUpToExp(const CGHeroInstance *h) const
{
cb->removeAfterVisit(this);
afterSuccessfulVisit();
InfoWindow iw;
iw.player = h->getOwner();
@ -331,6 +331,11 @@ void CGPandoraBox::heroLevelUpDone(const CGHeroInstance *hero) const
giveContentsAfterExp(hero);
}
void CGPandoraBox::afterSuccessfulVisit() const
{
cb->removeAfterVisit(this);
}
void CGEvent::onHeroVisit( const CGHeroInstance * h ) const
{
if(!(availableFor & (1 << h->tempOwner.getNum())))
@ -362,3 +367,13 @@ void CGEvent::activated( const CGHeroInstance * h ) const
giveContentsUpToExp(h);
}
}
void CGEvent::afterSuccessfulVisit() const
{
if(removeAfterVisit)
{
cb->removeAfterVisit(this);
}
else if(hasGuardians)
hasGuardians = false;
}

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@ -20,7 +20,7 @@ class DLL_LINKAGE CGPandoraBox : public CArmedInstance
{
public:
std::string message;
bool hasGuardians; //helper - after battle even though we have no stacks, allows us to know that there was battle
mutable bool hasGuardians; //helper - after battle even though we have no stacks, allows us to know that there was battle
//gained things:
ui32 gainedExp;
@ -54,6 +54,7 @@ protected:
private:
void getText( InfoWindow &iw, bool &afterBattle, int val, int negative, int positive, const CGHeroInstance * h ) const;
void getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const;
virtual void afterSuccessfulVisit() const;
};
class DLL_LINKAGE CGEvent : public CGPandoraBox //event objects
@ -74,4 +75,5 @@ public:
void onHeroVisit(const CGHeroInstance * h) const override;
private:
void activated(const CGHeroInstance * h) const;
void afterSuccessfulVisit() const override;
};

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@ -1,4 +1,4 @@
/*
/*
* CGTownInstance.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
@ -17,6 +17,8 @@
#include "../CModHandler.h"
#include "../IGameCallback.h"
#include "../CGameState.h"
#include "../mapping/CMapDefines.h"
#include "../CPlayerState.h"
std::vector<const CArtifact *> CGTownInstance::merchantArtifacts;
std::vector<int> CGTownInstance::universitySkills;

View File

@ -1,4 +1,4 @@
#pragma once
#pragma once
#include "CObjectHandler.h"
#include "CGMarket.h" // For IMarket interface
@ -52,11 +52,7 @@ public:
CSpecObjInfo * info; //h3m info about dewlling
TCreaturesSet creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this) & creatures;
}
private:
void initObj() override;
void onHeroVisit(const CGHeroInstance * h) const override;
void newTurn() const override;
@ -64,9 +60,14 @@ public:
void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
private:
void updateGuards() const;
void heroAcceptsCreatures(const CGHeroInstance *h) const;
public:
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this) & creatures;
}
};
class DLL_LINKAGE CGTownBuilding : public IObjectInterface

View File

@ -1,4 +1,4 @@
/*
/*
* CObjectHandler.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
@ -18,8 +18,10 @@
#include "../filesystem/ResourceID.h"
#include "../IGameCallback.h"
#include "../CGameState.h"
#include "../mapping/CMap.h"
#include "CObjectClassesHandler.h"
#include "CGTownInstance.h"
IGameCallback * IObjectInterface::cb = nullptr;

View File

@ -22,6 +22,10 @@ class CGObjectInstance;
struct MetaString;
struct BattleResult;
// This one teleport-specific, but has to be available everywhere in callbacks and netpacks
// For now it's will be there till teleports code refactored and moved into own file
typedef std::vector<std::pair<ObjectInstanceID, int3>> TTeleportExitsList;
class DLL_LINKAGE IObjectInterface
{
public:

View File

@ -17,6 +17,7 @@
#include "../CGeneralTextHandler.h"
#include "../CHeroHandler.h"
#include "CObjectClassesHandler.h"
#include "MiscObjects.h"
#include "../IGameCallback.h"
#include "../CGameState.h"

View File

@ -17,6 +17,7 @@
#include "../NetPacks.h"
#include "../IGameCallback.h"
#include "../CGameState.h"
#include "../CPlayerState.h"
#include "CObjectClassesHandler.h"

View File

@ -20,6 +20,8 @@
#include "../spells/CSpellHandler.h"
#include "../IGameCallback.h"
#include "../CGameState.h"
#include "../mapping/CMap.h"
#include "../CPlayerState.h"
std::map <si32, std::vector<ObjectInstanceID> > CGMagi::eyelist;
ui8 CGObelisk::obeliskCount; //how many obelisks are on map
@ -164,7 +166,7 @@ void CGCreature::onHeroVisit( const CGHeroInstance * h ) const
case FIGHT:
fight(h);
break;
case FLEE: //flee
case FLEE:
{
flee(h);
break;
@ -322,13 +324,13 @@ int CGCreature::takenAction(const CGHeroInstance *h, bool allowJoin) const
int charisma = powerFactor + h->getSecSkillLevel(SecondarySkill::DIPLOMACY) + sympathy;
if(charisma < character) //creatures will fight
return -2;
if(charisma < character)
return FIGHT;
if (allowJoin)
{
if(h->getSecSkillLevel(SecondarySkill::DIPLOMACY) + sympathy + 1 >= character)
return 0; //join for free
return JOIN_FOR_FREE;
else if(h->getSecSkillLevel(SecondarySkill::DIPLOMACY) * 2 + sympathy + 1 >= character)
return VLC->creh->creatures[subID]->cost[6] * getStackCount(SlotID(0)); //join for gold
@ -336,10 +338,10 @@ int CGCreature::takenAction(const CGHeroInstance *h, bool allowJoin) const
//we are still here - creatures have not joined hero, flee or fight
if (charisma > character)
return -1; //flee
if (charisma > character && !neverFlees)
return FLEE;
else
return -2; //fight
return FIGHT;
}
void CGCreature::fleeDecision(const CGHeroInstance *h, ui32 pursue) const
@ -361,7 +363,7 @@ void CGCreature::joinDecision(const CGHeroInstance *h, int cost, ui32 accept) co
{
if(!accept)
{
if(takenAction(h,false) == -1) //they flee
if(takenAction(h,false) == FLEE)
{
cb->setObjProperty(id, ObjProperty::MONSTER_REFUSED_JOIN, true);
flee(h);
@ -834,7 +836,7 @@ bool CGTeleport::isTeleport(const CGObjectInstance * obj)
bool CGTeleport::isConnected(const CGTeleport * src, const CGTeleport * dst)
{
return src && dst && src != dst && src->isChannelExit(dst->id);
return src && dst && src->isChannelExit(dst->id);
}
bool CGTeleport::isConnected(const CGObjectInstance * src, const CGObjectInstance * dst)
@ -913,7 +915,13 @@ void CGMonolith::onHeroVisit( const CGHeroInstance * h ) const
if(isEntrance())
{
if(cb->isTeleportChannelBidirectional(channel) && 1 < cb->getTeleportChannelExits(channel).size())
td.exits = cb->getTeleportChannelExits(channel);
{
auto exits = cb->getTeleportChannelExits(channel);
for(auto exit : exits)
{
td.exits.push_back(std::make_pair(exit, CGHeroInstance::convertPosition(cb->getObj(exit)->visitablePos(), true)));
}
}
if(cb->isTeleportChannelImpassable(channel))
{
@ -929,9 +937,9 @@ void CGMonolith::onHeroVisit( const CGHeroInstance * h ) const
cb->showTeleportDialog(&td);
}
void CGMonolith::teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, std::vector<ObjectInstanceID> exits) const
void CGMonolith::teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const
{
ObjectInstanceID objId(answer);
int3 dPos;
auto realExits = getAllExits(true);
if(!isEntrance() // Do nothing if hero visited exit only object
|| (!exits.size() && !realExits.size()) // Do nothing if there no exits on this channel
@ -939,14 +947,12 @@ void CGMonolith::teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer,
{
return;
}
else if(objId == ObjectInstanceID())
objId = getRandomExit(hero);
else if(vstd::isValidIndex(exits, answer))
dPos = exits[answer].second;
else
assert(vstd::contains(exits, objId)); // Likely cheating attempt: not random teleporter choosen, but it's not from provided list
dPos = CGHeroInstance::convertPosition(cb->getObj(getRandomExit(hero))->visitablePos(), true);
auto obj = cb->getObj(objId);
if(obj)
cb->moveHero(hero->id,CGHeroInstance::convertPosition(obj->pos,true) - getVisitableOffset(), true);
cb->moveHero(hero->id, dPos, true);
}
void CGMonolith::initObj()
@ -986,7 +992,10 @@ void CGSubterraneanGate::onHeroVisit( const CGHeroInstance * h ) const
td.impassable = true;
}
else
td.exits.push_back(getRandomExit(h));
{
auto exit = getRandomExit(h);
td.exits.push_back(std::make_pair(exit, CGHeroInstance::convertPosition(cb->getObj(exit)->visitablePos(), true)));
}
cb->showTeleportDialog(&td);
}
@ -1085,31 +1094,35 @@ void CGWhirlpool::onHeroVisit( const CGHeroInstance * h ) const
cb->changeStackCount(StackLocation(h, targetstack), -countToTake);
}
else
td.exits = getAllExits(true);
{
auto exits = getAllExits();
for(auto exit : exits)
{
auto blockedPosList = cb->getObj(exit)->getBlockedPos();
for(auto bPos : blockedPosList)
td.exits.push_back(std::make_pair(exit, CGHeroInstance::convertPosition(bPos, true)));
}
}
cb->showTeleportDialog(&td);
}
void CGWhirlpool::teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, std::vector<ObjectInstanceID> exits) const
void CGWhirlpool::teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const
{
ObjectInstanceID objId(answer);
int3 dPos;
auto realExits = getAllExits();
if(!exits.size() && !realExits.size())
return;
else if(objId == ObjectInstanceID())
objId = getRandomExit(hero);
else if(vstd::isValidIndex(exits, answer))
dPos = exits[answer].second;
else
assert(vstd::contains(exits, objId)); // Likely cheating attempt: not random teleporter choosen, but it's not from provided list
auto obj = cb->getObj(objId);
if(obj)
{
auto obj = cb->getObj(getRandomExit(hero));
std::set<int3> tiles = obj->getBlockedPos();
auto & tile = *RandomGeneratorUtil::nextItem(tiles, cb->gameState()->getRandomGenerator());
cb->moveHero(hero->id, tile + int3(1,0,0), true);
cb->moveHero(hero->id,CGHeroInstance::convertPosition(obj->pos,true) - getVisitableOffset(), true);
dPos = CGHeroInstance::convertPosition(*RandomGeneratorUtil::nextItem(tiles, cb->gameState()->getRandomGenerator()), true);
}
cb->moveHero(hero->id, dPos, true);
}
bool CGWhirlpool::isProtected( const CGHeroInstance * h )

View File

@ -227,7 +227,8 @@ class DLL_LINKAGE CGMine : public CArmedInstance
public:
Res::ERes producedResource;
ui32 producedQuantity;
private:
void onHeroVisit(const CGHeroInstance * h) const override;
void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
@ -239,6 +240,7 @@ public:
std::string getObjectName() const override;
std::string getHoverText(PlayerColor player) const override;
public:
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
@ -265,29 +267,33 @@ struct DLL_LINKAGE TeleportChannel
class DLL_LINKAGE CGTeleport : public CGObjectInstance
{
public:
enum EType {UNKNOWN, ENTRANCE, EXIT, BOTH};
EType type;
TeleportChannelID channel;
CGTeleport();
bool isEntrance() const;
bool isExit() const;
bool isChannelEntrance(ObjectInstanceID id) const;
bool isChannelExit(ObjectInstanceID id) const;
std::vector<ObjectInstanceID> getAllEntrances(bool excludeCurrent = false) const;
std::vector<ObjectInstanceID> getAllExits(bool excludeCurrent = false) const;
ObjectInstanceID getRandomExit(const CGHeroInstance * h) const;
virtual void teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, std::vector<ObjectInstanceID> exits) const = 0;
std::vector<ObjectInstanceID> getAllEntrances(bool excludeCurrent = false) const;
protected:
enum EType {UNKNOWN, ENTRANCE, EXIT, BOTH};
EType type;
CGTeleport();
ObjectInstanceID getRandomExit(const CGHeroInstance * h) const;
std::vector<ObjectInstanceID> getAllExits(bool excludeCurrent = false) const;
public:
TeleportChannelID channel;
bool isEntrance() const;
bool isExit() const;
virtual void teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const = 0;
static bool isTeleport(const CGObjectInstance * dst);
static bool isConnected(const CGTeleport * src, const CGTeleport * dst);
static bool isConnected(const CGObjectInstance * src, const CGObjectInstance * dst);
static bool isExitPassable(CGameState * gs, const CGHeroInstance * h, const CGObjectInstance * obj);
static std::vector<ObjectInstanceID> getPassableExits(CGameState * gs, const CGHeroInstance * h, std::vector<ObjectInstanceID> exits);
static void addToChannel(std::map<TeleportChannelID, shared_ptr<TeleportChannel> > &channelsList, const CGTeleport * obj);
static std::vector<ObjectInstanceID> getPassableExits(CGameState * gs, const CGHeroInstance * h, std::vector<ObjectInstanceID> exits);
static bool isExitPassable(CGameState * gs, const CGHeroInstance * h, const CGObjectInstance * obj);
template <typename Handler> void serialize(Handler &h, const int version)
{
@ -299,11 +305,12 @@ class DLL_LINKAGE CGMonolith : public CGTeleport
{
TeleportChannelID findMeChannel(std::vector<Obj> IDs, int SubID) const;
public:
protected:
void onHeroVisit(const CGHeroInstance * h) const override;
void teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, std::vector<ObjectInstanceID> exits) const override;
void teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const override;
void initObj() override;
public:
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGTeleport&>(*this);
@ -312,9 +319,10 @@ public:
class DLL_LINKAGE CGSubterraneanGate : public CGMonolith
{
public:
void onHeroVisit(const CGHeroInstance * h) const override;
void initObj() override;
public:
static void postInit();
template <typename Handler> void serialize(Handler &h, const int version)
@ -325,11 +333,11 @@ public:
class DLL_LINKAGE CGWhirlpool : public CGMonolith
{
public:
void onHeroVisit(const CGHeroInstance * h) const override;
void teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, std::vector<ObjectInstanceID> exits) const override;
void teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const override;
static bool isProtected( const CGHeroInstance * h );
public:
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGMonolith&>(*this);

View File

@ -292,7 +292,7 @@ CScenarioTravel CCampaignHandler::readScenarioTravelFromMemory(CBinaryReader & r
std::vector< std::vector<ui8> > CCampaignHandler::getFile(const std::string & name, bool headerOnly)
{
CCompressedStream stream(std::move(CResourceHandler::get()->load(ResourceID(name, EResType::CAMPAIGN))), true);
CCompressedStream stream(CResourceHandler::get()->load(ResourceID(name, EResType::CAMPAIGN)), true);
std::vector< std::vector<ui8> > ret;
do
@ -363,7 +363,7 @@ std::vector<CGHeroInstance *> CCampaignScenario::getLostCrossoverHeroes() const
}
}
}
return std::move(lostCrossoverHeroes);
return lostCrossoverHeroes;
}
bool CScenarioTravel::STravelBonus::isBonusForHero() const

View File

@ -10,6 +10,7 @@
#include "StdInc.h"
#include "CDrawRoadsOperation.h"
#include "CMap.h"
const std::vector<CDrawRoadsOperation::RoadPattern> CDrawRoadsOperation::patterns =
{

View File

@ -11,9 +11,9 @@
#pragma once
#include "../CRandomGenerator.h"
#include "CMap.h"
#include "CMapEditManager.h"
struct TerrainTile;
class CDrawRoadsOperation : public CMapOperation
{

View File

@ -132,11 +132,13 @@ Obj TerrainTile::topVisitableId(bool excludeTop) const
CGObjectInstance * TerrainTile::topVisitableObj(bool excludeTop) const
{
auto visitableObj = visitableObjects;
if(excludeTop && visitableObj.size())
visitableObj.pop_back();
if(visitableObjects.empty() || (excludeTop && visitableObjects.size() == 1))
return nullptr;
return visitableObj.size() ? visitableObj.back() : nullptr;
if(excludeTop)
return visitableObjects[visitableObjects.size()-2];
return visitableObjects.back();
}
bool TerrainTile::isCoastal() const
@ -144,6 +146,18 @@ bool TerrainTile::isCoastal() const
return extTileFlags & 64;
}
EDiggingStatus TerrainTile::getDiggingStatus(const bool excludeTop) const
{
if(terType == ETerrainType::WATER || terType == ETerrainType::ROCK)
return EDiggingStatus::WRONG_TERRAIN;
int allowedBlocked = excludeTop ? 1 : 0;
if(blockingObjects.size() > allowedBlocked || topVisitableObj(excludeTop))
return EDiggingStatus::TILE_OCCUPIED;
else
return EDiggingStatus::CAN_DIG;
}
bool TerrainTile::hasFavourableWinds() const
{
return extTileFlags & 128;

View File

@ -19,6 +19,7 @@
#include "../int3.h"
#include "../GameConstants.h"
#include "../LogicalExpression.h"
#include "CMapDefines.h"
class CArtifactInstance;
class CGObjectInstance;
@ -47,18 +48,6 @@ struct DLL_LINKAGE SHeroName
}
};
namespace EAiTactic
{
enum EAiTactic
{
NONE = -1,
RANDOM,
WARRIOR,
BUILDER,
EXPLORER
};
}
/// The player info constains data about which factions are allowed, AI tactical settings,
/// the main hero name, where to generate the hero, whether the faction should be selected randomly,...
struct DLL_LINKAGE PlayerInfo
@ -216,93 +205,6 @@ struct DLL_LINKAGE DisposedHero
}
};
/// The map event is an event which e.g. gives or takes resources of a specific
/// amount to/from players and can appear regularly or once a time.
class DLL_LINKAGE CMapEvent
{
public:
CMapEvent();
bool earlierThan(const CMapEvent & other) const;
bool earlierThanOrEqual(const CMapEvent & other) const;
std::string name;
std::string message;
TResources resources;
ui8 players; // affected players, bit field?
ui8 humanAffected;
ui8 computerAffected;
ui32 firstOccurence;
ui32 nextOccurence; /// specifies after how many days the event will occur the next time; 0 if event occurs only one time
template <typename Handler>
void serialize(Handler & h, const int version)
{
h & name & message & resources
& players & humanAffected & computerAffected & firstOccurence & nextOccurence;
}
};
/// The castle event builds/adds buildings/creatures for a specific town.
class DLL_LINKAGE CCastleEvent: public CMapEvent
{
public:
CCastleEvent();
std::set<BuildingID> buildings;
std::vector<si32> creatures;
CGTownInstance * town;
template <typename Handler>
void serialize(Handler & h, const int version)
{
h & static_cast<CMapEvent &>(*this);
h & buildings & creatures;
}
};
/// The terrain tile describes the terrain type and the visual representation of the terrain.
/// Furthermore the struct defines whether the tile is visitable or/and blocked and which objects reside in it.
struct DLL_LINKAGE TerrainTile
{
TerrainTile();
/// Gets true if the terrain is not a rock. If from is water/land, same type is also required.
bool entrableTerrain(const TerrainTile * from = nullptr) const;
bool entrableTerrain(bool allowLand, bool allowSea) const;
/// Checks for blocking objects and terraint type (water / land).
bool isClear(const TerrainTile * from = nullptr) const;
/// Gets the ID of the top visitable object or -1 if there is none.
Obj topVisitableId(bool excludeTop = false) const;
CGObjectInstance * topVisitableObj(bool excludeTop = false) const;
bool isWater() const;
bool isCoastal() const;
bool hasFavourableWinds() const;
ETerrainType terType;
ui8 terView;
ERiverType::ERiverType riverType;
ui8 riverDir;
ERoadType::ERoadType roadType;
ui8 roadDir;
/// first two bits - how to rotate terrain graphic (next two - river graphic, next two - road);
/// 7th bit - whether tile is coastal (allows disembarking if land or block movement if water); 8th bit - Favourable Winds effect
ui8 extTileFlags;
bool visitable;
bool blocked;
std::vector<CGObjectInstance *> visitableObjects;
std::vector<CGObjectInstance *> blockingObjects;
template <typename Handler>
void serialize(Handler & h, const int version)
{
h & terType & terView & riverType & riverDir & roadType &roadDir & extTileFlags;
h & visitable & blocked;
h & visitableObjects & blockingObjects;
}
};
namespace EMapFormat
{
enum EMapFormat

99
lib/mapping/CMapDefines.h Normal file
View File

@ -0,0 +1,99 @@
/*
* CMapDefines.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
*
*/
#pragma once
/// The map event is an event which e.g. gives or takes resources of a specific
/// amount to/from players and can appear regularly or once a time.
class DLL_LINKAGE CMapEvent
{
public:
CMapEvent();
bool earlierThan(const CMapEvent & other) const;
bool earlierThanOrEqual(const CMapEvent & other) const;
std::string name;
std::string message;
TResources resources;
ui8 players; // affected players, bit field?
ui8 humanAffected;
ui8 computerAffected;
ui32 firstOccurence;
ui32 nextOccurence; /// specifies after how many days the event will occur the next time; 0 if event occurs only one time
template <typename Handler>
void serialize(Handler & h, const int version)
{
h & name & message & resources
& players & humanAffected & computerAffected & firstOccurence & nextOccurence;
}
};
/// The castle event builds/adds buildings/creatures for a specific town.
class DLL_LINKAGE CCastleEvent: public CMapEvent
{
public:
CCastleEvent();
std::set<BuildingID> buildings;
std::vector<si32> creatures;
CGTownInstance * town;
template <typename Handler>
void serialize(Handler & h, const int version)
{
h & static_cast<CMapEvent &>(*this);
h & buildings & creatures;
}
};
/// The terrain tile describes the terrain type and the visual representation of the terrain.
/// Furthermore the struct defines whether the tile is visitable or/and blocked and which objects reside in it.
struct DLL_LINKAGE TerrainTile
{
TerrainTile();
/// Gets true if the terrain is not a rock. If from is water/land, same type is also required.
bool entrableTerrain(const TerrainTile * from = nullptr) const;
bool entrableTerrain(bool allowLand, bool allowSea) const;
/// Checks for blocking objects and terraint type (water / land).
bool isClear(const TerrainTile * from = nullptr) const;
/// Gets the ID of the top visitable object or -1 if there is none.
Obj topVisitableId(bool excludeTop = false) const;
CGObjectInstance * topVisitableObj(bool excludeTop = false) const;
bool isWater() const;
bool isCoastal() const;
EDiggingStatus getDiggingStatus(const bool excludeTop = true) const;
bool hasFavourableWinds() const;
ETerrainType terType;
ui8 terView;
ERiverType::ERiverType riverType;
ui8 riverDir;
ERoadType::ERoadType roadType;
ui8 roadDir;
/// first two bits - how to rotate terrain graphic (next two - river graphic, next two - road);
/// 7th bit - whether tile is coastal (allows disembarking if land or block movement if water); 8th bit - Favourable Winds effect
ui8 extTileFlags;
bool visitable;
bool blocked;
std::vector<CGObjectInstance *> visitableObjects;
std::vector<CGObjectInstance *> blockingObjects;
template <typename Handler>
void serialize(Handler & h, const int version)
{
h & terType & terView & riverType & riverDir & roadType &roadDir & extTileFlags;
h & visitable & blocked;
h & visitableObjects & blockingObjects;
}
};

View File

@ -7,6 +7,7 @@
#include "../mapObjects/CGHeroInstance.h"
#include "../VCMI_Lib.h"
#include "CDrawRoadsOperation.h"
#include "../mapping/CMap.h"
MapRect::MapRect() : x(0), y(0), z(0), width(0), height(0)
{

View File

@ -12,11 +12,13 @@
#pragma once
#include "../CRandomGenerator.h"
#include "CMap.h"
#include "../int3.h"
#include "../GameConstants.h"
class CGObjectInstance;
class CTerrainViewPatternConfig;
struct TerrainViewPattern;
class CMap;
/// Represents a map rectangle.
struct DLL_LINKAGE MapRect

View File

@ -20,7 +20,7 @@ std::unique_ptr<CMap> CMapService::loadMap(const std::string & name)
getMapPatcher(name)->patchMapHeader(header);
header.release();
return std::move(map);
return map;
}
std::unique_ptr<CMapHeader> CMapService::loadMapHeader(const std::string & name)
@ -28,7 +28,7 @@ std::unique_ptr<CMapHeader> CMapService::loadMapHeader(const std::string & name)
auto stream = getStreamFromFS(name);
std::unique_ptr<CMapHeader> header = getMapLoader(stream)->loadMapHeader();
getMapPatcher(name)->patchMapHeader(header);
return std::move(header);
return header;
}
std::unique_ptr<CMap> CMapService::loadMap(const ui8 * buffer, int size, const std::string & name)
@ -40,7 +40,7 @@ std::unique_ptr<CMap> CMapService::loadMap(const ui8 * buffer, int size, const s
getMapPatcher(name)->patchMapHeader(header);
header.release();
return std::move(map);
return map;
}
std::unique_ptr<CMapHeader> CMapService::loadMapHeader(const ui8 * buffer, int size, const std::string & name)
@ -48,7 +48,7 @@ std::unique_ptr<CMapHeader> CMapService::loadMapHeader(const ui8 * buffer, int s
auto stream = getStreamFromMem(buffer, size);
std::unique_ptr<CMapHeader> header = getMapLoader(stream)->loadMapHeader();
getMapPatcher(name)->patchMapHeader(header);
return std::move(header);
return header;
}
std::unique_ptr<CInputStream> CMapService::getStreamFromFS(const std::string & name)

View File

@ -668,8 +668,7 @@ void CMapLoaderH3M::readAllowedArtifacts()
}
if (map->version == EMapFormat::ROE)
{
// Armageddon's Blade
map->allowedArtifact[128] = false;
map->allowedArtifact[ArtifactID::ARMAGEDDONS_BLADE] = false;
}
}
@ -1061,7 +1060,7 @@ void CMapLoaderH3M::readObjects()
case Obj::RANDOM_HERO:
case Obj::PRISON:
{
nobj = readHero(idToBeGiven);
nobj = readHero(idToBeGiven, objPos);
break;
}
case Obj::MONSTER: //Monster
@ -1550,7 +1549,7 @@ void CMapLoaderH3M::readCreatureSet(CCreatureSet * out, int number)
out->validTypes(true);
}
CGObjectInstance * CMapLoaderH3M::readHero(ObjectInstanceID idToBeGiven)
CGObjectInstance * CMapLoaderH3M::readHero(ObjectInstanceID idToBeGiven, const int3 & initialPos)
{
auto nhi = new CGHeroInstance();
@ -1659,6 +1658,7 @@ CGObjectInstance * CMapLoaderH3M::readHero(ObjectInstanceID idToBeGiven)
else
{
nhi->patrol.patrolling = true;
nhi->patrol.initialPos = CGHeroInstance::convertPosition(initialPos, false);
}
if(map->version > EMapFormat::ROE)

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@ -172,7 +172,7 @@ private:
* @param idToBeGiven the object id which should be set for the hero
* @return a object instance
*/
CGObjectInstance * readHero(ObjectInstanceID idToBeGiven);
CGObjectInstance * readHero(ObjectInstanceID idToBeGiven, const int3 & initialPos);
/**
* Reads a seer hut.

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@ -4,7 +4,7 @@
#include "../NetPacks.h"
#include "../VCMI_Lib.h"
#include "../CArtHandler.h"
#include "../CGameState.h"
#include "../CPlayerState.h"
#include "../CHeroHandler.h"
#include "../CTownHandler.h"
#include "../CModHandler.h" //needed?
@ -24,8 +24,6 @@
*
*/
template<typename Serializer>
void registerTypesMapObjects1(Serializer &s)
{

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@ -78,6 +78,11 @@ void CMapGenOptions::setPlayerCount(si8 value)
resetPlayersMap();
}
si8 CMapGenOptions::getHumanOnlyPlayerCount() const
{
return humanPlayersCount;
}
si8 CMapGenOptions::getTeamCount() const
{
return teamCount;
@ -96,7 +101,7 @@ si8 CMapGenOptions::getCompOnlyPlayerCount() const
void CMapGenOptions::setCompOnlyPlayerCount(si8 value)
{
assert(value == RANDOM_SIZE || (value >= 0 && value <= getPlayerCount()));
assert(value == RANDOM_SIZE || (getPlayerCount() == RANDOM_SIZE || (value >= 0 && value <= getPlayerCount())));
compOnlyPlayerCount = value;
if (getPlayerCount() != RANDOM_SIZE && getCompOnlyPlayerCount() != RANDOM_SIZE)

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@ -108,6 +108,8 @@ public:
si8 getPlayerCount() const;
void setPlayerCount(si8 value);
si8 getHumanOnlyPlayerCount() const;
/// The count of the teams ranging from 0 to <players count - 1> or RANDOM_SIZE for random.
si8 getTeamCount() const;
void setTeamCount(si8 value);

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@ -17,7 +17,7 @@ static const int3 dirs4[] = {int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0)}
void CMapGenerator::foreach_neighbour(const int3 &pos, std::function<void(int3& pos)> foo)
{
for(const int3 &dir : dirs)
for(const int3 &dir : int3::getDirs())
{
int3 n = pos + dir;
if(map->isInTheMap(n))

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@ -735,7 +735,7 @@ bool CRmgTemplateZone::createRoad(CMapGenerator* gen, const int3& src, const int
std::map<int3, int3> cameFrom; // The map of navigated nodes.
std::map<int3, float> distances;
int3 currentNode = src;
//int3 currentNode = src;
gen->setRoad (src, ERoadType::NO_ROAD); //just in case zone guard already has road under it. Road under nodes will be added at very end
cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
@ -824,7 +824,7 @@ bool CRmgTemplateZone::connectPath(CMapGenerator* gen, const int3& src, bool onl
std::map<int3, int3> cameFrom; // The map of navigated nodes.
std::map<int3, float> distances;
int3 currentNode = src;
//int3 currentNode = src;
cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
distances[src] = 0;
@ -866,7 +866,7 @@ bool CRmgTemplateZone::connectPath(CMapGenerator* gen, const int3& src, bool onl
return;
if (distance < bestDistanceSoFar || !vstd::contains(closed, pos))
{
auto obj = gen->map->getTile(pos).topVisitableObj();
//auto obj = gen->map->getTile(pos).topVisitableObj();
if (vstd::contains(this->tileinfo, pos))
{
cameFrom[pos] = currentNode;
@ -902,7 +902,7 @@ bool CRmgTemplateZone::connectWithCenter(CMapGenerator* gen, const int3& src, bo
std::map<int3, int3> cameFrom; // The map of navigated nodes.
std::map<int3, float> distances;
int3 currentNode = src;
//int3 currentNode = src;
cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
distances[src] = 0;
@ -950,7 +950,7 @@ bool CRmgTemplateZone::connectWithCenter(CMapGenerator* gen, const int3& src, bo
if (distance < bestDistanceSoFar || !vstd::contains(closed, pos))
{
auto obj = gen->map->getTile(pos).topVisitableObj();
//auto obj = gen->map->getTile(pos).topVisitableObj();
if (vstd::contains(this->tileinfo, pos))
{
cameFrom[pos] = currentNode;
@ -2336,7 +2336,8 @@ ObjectInfo CRmgTemplateZone::getRandomObject(CMapGenerator* gen, CTreasurePileIn
}
assert (0); //we should never be here
}
//FIXME: control reaches end of non-void function. Missing return?
return ObjectInfo(); // unreachable
}
void CRmgTemplateZone::addAllPossibleObjects(CMapGenerator* gen)

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@ -13,6 +13,7 @@
#include "../CRandomGenerator.h"
#include "CZonePlacer.h"
#include "CRmgTemplateZone.h"
#include "../mapping/CMap.h"
#include "CZoneGraphGenerator.h"

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@ -12,8 +12,6 @@
#pragma once
#include "CMapGenerator.h"
#include "../mapping/CMap.h"
#include "float3.h"
#include "../int3.h"

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@ -18,6 +18,8 @@
#include "../BattleState.h"
#include "../CGameState.h"
#include "../CGameInfoCallback.h"
#include "../mapping/CMap.h"
#include "../CPlayerState.h"
///SummonBoatMechanics
ESpellCastResult SummonBoatMechanics::applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const

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@ -14,6 +14,7 @@
#include "../NetPacks.h"
#include "../BattleState.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../mapObjects/CGTownInstance.h"
///HealingSpellMechanics
void HealingSpellMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const

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@ -640,7 +640,7 @@ std::string CSpell::AnimationInfo::selectProjectile(const double angle) const
}
}
return std::move(res);
return res;
}
///CSpell::TargetInfo

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