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- Refactored method CGameState::init

This commit is contained in:
beegee1 2013-12-18 18:18:12 +00:00
parent 61fc216a6f
commit f0cbbbdb70
7 changed files with 836 additions and 773 deletions

View File

@ -699,7 +699,6 @@ int CClient::sendRequest(const CPack *request, PlayerColor player)
void CClient::campaignMapFinished( shared_ptr<CCampaignState> camp )
{
endGame(false);
LOCPLINT = nullptr; //TODO free res
GH.curInt = CGPreGame::create();
auto & epilogue = camp->camp->scenarios[camp->mapsConquered.back()].epilog;

View File

@ -726,6 +726,7 @@ int CGameState::getDate(Date::EDateType mode) const
}
return 0;
}
CGameState::CGameState()
{
gs = this;
@ -735,6 +736,7 @@ CGameState::CGameState()
objCaller = new CObjectCallersHandler;
globalEffects.setDescription("Global effects");
}
CGameState::~CGameState()
{
//delete mx;//TODO: crash on Linux (mutex must be unlocked before destruction)
@ -762,76 +764,6 @@ BattleInfo * CGameState::setupBattle(int3 tile, const CArmedInstance *armies[2],
void CGameState::init(StartInfo * si)
{
auto giveCampaignBonusToHero = [&](CGHeroInstance * hero)
{
const boost::optional<CScenarioTravel::STravelBonus> & curBonus = scenarioOps->campState->getBonusForCurrentMap();
if(!curBonus)
return;
if(curBonus->isBonusForHero())
{
//apply bonus
switch (curBonus->type)
{
case CScenarioTravel::STravelBonus::SPELL:
hero->spells.insert(SpellID(curBonus->info2));
break;
case CScenarioTravel::STravelBonus::MONSTER:
{
for(int i=0; i<GameConstants::ARMY_SIZE; i++)
{
if(hero->slotEmpty(SlotID(i)))
{
hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3);
break;
}
}
}
break;
case CScenarioTravel::STravelBonus::ARTIFACT:
gs->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2));
break;
case CScenarioTravel::STravelBonus::SPELL_SCROLL:
{
CArtifactInstance * scroll = CArtifactInstance::createScroll(SpellID(curBonus->info2).toSpell());
scroll->putAt(ArtifactLocation(hero, scroll->firstAvailableSlot(hero)));
}
break;
case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
{
const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus->info2);
for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
{
int val = ptr[g];
if (val == 0)
{
continue;
}
auto bb = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, *scenarioOps->campState->currentMap, g);
hero->addNewBonus(bb);
}
}
break;
case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
break;
}
}
};
auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
{
std::vector<const PlayerSettings *> ret;
for(auto it = scenarioOps->playerInfos.cbegin();
it != scenarioOps->playerInfos.cend(); ++it)
{
if(it->second.playerID != PlayerSettings::PLAYER_AI)
ret.push_back(&it->second);
}
return ret;
};
logGlobal->infoStream() << "\tUsing random seed: "<< si->seedToBeUsed;
ran.seed((boost::int32_t)si->seedToBeUsed);
scenarioOps = new StartInfo(*si);
@ -841,57 +773,10 @@ void CGameState::init(StartInfo * si)
switch(scenarioOps->mode)
{
case StartInfo::NEW_GAME:
{
if(scenarioOps->createRandomMap())
{
logGlobal->infoStream() << "Create random map.";
CStopWatch sw;
// Gen map
CMapGenerator mapGenerator;
map = mapGenerator.generate(scenarioOps->mapGenOptions.get(), scenarioOps->seedToBeUsed).release();
// Update starting options
for(int i = 0; i < map->players.size(); ++i)
{
const auto & playerInfo = map->players[i];
if(playerInfo.canAnyonePlay())
{
PlayerSettings & playerSettings = scenarioOps->playerInfos[PlayerColor(i)];
playerSettings.compOnly = !playerInfo.canHumanPlay;
playerSettings.team = playerInfo.team;
playerSettings.castle = playerInfo.defaultCastle();
if(playerSettings.playerID == PlayerSettings::PLAYER_AI && playerSettings.name.empty())
{
playerSettings.name = VLC->generaltexth->allTexts[468];
}
playerSettings.color = PlayerColor(i);
}
else
{
scenarioOps->playerInfos.erase(PlayerColor(i));
}
}
logGlobal->infoStream() << boost::format("Generated random map in %i ms.") % sw.getDiff();
}
else
{
logGlobal->infoStream() << "Open map file: " << scenarioOps->mapname;
map = CMapService::loadMap(scenarioOps->mapname).release();
}
}
initNewGame();
break;
case StartInfo::CAMPAIGN:
{
logGlobal->infoStream() << "Open campaign map file: " << scenarioOps->campState->currentMap;
auto campaign = scenarioOps->campState;
assert(vstd::contains(campaign->camp->mapPieces, *scenarioOps->campState->currentMap));
std::string & mapContent = campaign->camp->mapPieces[*scenarioOps->campState->currentMap];
auto buffer = reinterpret_cast<const ui8 *>(mapContent.data());
map = CMapService::loadMap(buffer, mapContent.size()).release();
}
initCampaign();
break;
case StartInfo::DUEL:
initDuel();
@ -903,30 +788,225 @@ void CGameState::init(StartInfo * si)
VLC->arth->initAllowedArtifactsList(map->allowedArtifact);
logGlobal->infoStream() << "Map loaded!";
logGlobal->infoStream() << "\tOur checksum for the map: "<< map->checksum;
if(scenarioOps->mapfileChecksum)
{
logGlobal->infoStream() << "\tServer checksum for " << scenarioOps->mapname <<": "<< scenarioOps->mapfileChecksum;
if(map->checksum != scenarioOps->mapfileChecksum)
{
logGlobal->errorStream() << "Wrong map checksum!!!";
throw std::runtime_error("Wrong checksum");
}
}
else
scenarioOps->mapfileChecksum = map->checksum;
checkMapChecksum();
day = 0;
logGlobal->debugStream() << "Initialization:";
logGlobal->debugStream() << "\tPicking grail position";
//pick grail location
if(map->grailPos.x < 0 || map->grailRadious) //grail not set or set within a radius around some place
{
initGrailPosition();
initRandomFactionsForPlayers();
randomizeMapObjects();
initPlayerStates();
initHeroPlaceholders();
placeStartingHeroes();
initStartingResources();
initHeroes();
initFogOfWar();
initStartingBonus();
initTowns();
initMapObjects();
buildBonusSystemTree();
initVisitingAndGarrisonedHeroes();
logGlobal->debugStream() << "\tChecking objectives";
map->checkForObjectives(); //needs to be run when all objects are properly placed
int seedAfterInit = ran();
logGlobal->infoStream() << "Seed after init is " << seedAfterInit << " (before was " << scenarioOps->seedToBeUsed << ")";
if(scenarioOps->seedPostInit > 0)
{
//RNG must be in the same state on all machines when initialization is done (otherwise we have desync)
assert(scenarioOps->seedPostInit == seedAfterInit);
}
else
{
scenarioOps->seedPostInit = seedAfterInit; //store the post init "seed"
}
}
void CGameState::initNewGame()
{
if(scenarioOps->createRandomMap())
{
logGlobal->infoStream() << "Create random map.";
CStopWatch sw;
// Gen map
CMapGenerator mapGenerator;
map = mapGenerator.generate(scenarioOps->mapGenOptions.get(), scenarioOps->seedToBeUsed).release();
// Update starting options
for(int i = 0; i < map->players.size(); ++i)
{
const auto & playerInfo = map->players[i];
if(playerInfo.canAnyonePlay())
{
PlayerSettings & playerSettings = scenarioOps->playerInfos[PlayerColor(i)];
playerSettings.compOnly = !playerInfo.canHumanPlay;
playerSettings.team = playerInfo.team;
playerSettings.castle = playerInfo.defaultCastle();
if(playerSettings.playerID == PlayerSettings::PLAYER_AI && playerSettings.name.empty())
{
playerSettings.name = VLC->generaltexth->allTexts[468];
}
playerSettings.color = PlayerColor(i);
}
else
{
scenarioOps->playerInfos.erase(PlayerColor(i));
}
}
logGlobal->infoStream() << boost::format("Generated random map in %i ms.") % sw.getDiff();
}
else
{
logGlobal->infoStream() << "Open map file: " << scenarioOps->mapname;
map = CMapService::loadMap(scenarioOps->mapname).release();
}
}
void CGameState::initCampaign()
{
logGlobal->infoStream() << "Open campaign map file: " << scenarioOps->campState->currentMap;
auto campaign = scenarioOps->campState;
assert(vstd::contains(campaign->camp->mapPieces, *scenarioOps->campState->currentMap));
std::string & mapContent = campaign->camp->mapPieces[*scenarioOps->campState->currentMap];
auto buffer = reinterpret_cast<const ui8 *>(mapContent.data());
map = CMapService::loadMap(buffer, mapContent.size()).release();
}
void CGameState::initDuel()
{
DuelParameters dp;
try //CLoadFile likes throwing
{
if(boost::algorithm::ends_with(scenarioOps->mapname, ".json"))
{
logGlobal->infoStream() << "Loading duel settings from JSON file: " << scenarioOps->mapname;
dp = DuelParameters::fromJSON(scenarioOps->mapname);
logGlobal->infoStream() << "JSON file has been successfully read!";
}
else
{
CLoadFile lf(scenarioOps->mapname);
lf >> dp;
}
}
catch(...)
{
logGlobal->errorStream() << "Cannot load duel settings from " << scenarioOps->mapname;
throw;
}
const CArmedInstance *armies[2] = {nullptr};
const CGHeroInstance *heroes[2] = {nullptr};
CGTownInstance *town = nullptr;
for(int i = 0; i < 2; i++)
{
CArmedInstance *obj = nullptr;
if(dp.sides[i].heroId >= 0)
{
const DuelParameters::SideSettings &ss = dp.sides[i];
auto h = new CGHeroInstance();
armies[i] = heroes[i] = h;
obj = h;
h->subID = ss.heroId;
for(int i = 0; i < ss.heroPrimSkills.size(); i++)
h->pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), ss.heroPrimSkills[i]);
if(!ss.spells.empty())
{
h->putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0));
boost::copy(ss.spells, std::inserter(h->spells, h->spells.begin()));
}
for(auto &parka : ss.artifacts)
{
h->putArtifact(ArtifactPosition(parka.first), parka.second);
}
typedef const std::pair<si32, si8> &TSecSKill;
for(TSecSKill secSkill : ss.heroSecSkills)
h->setSecSkillLevel(SecondarySkill(secSkill.first), secSkill.second, 1);
h->initHero(HeroTypeID(h->subID));
obj->initObj();
}
else
{
auto c = new CGCreature();
armies[i] = obj = c;
//c->subID = 34;
}
obj->setOwner(PlayerColor(i));
for(int j = 0; j < ARRAY_COUNT(dp.sides[i].stacks); j++)
{
CreatureID cre = dp.sides[i].stacks[j].type;
TQuantity count = dp.sides[i].stacks[j].count;
if(count || obj->hasStackAtSlot(SlotID(j)))
obj->setCreature(SlotID(j), cre, count);
}
for(const DuelParameters::CusomCreature &cc : dp.creatures)
{
CCreature *c = VLC->creh->creatures[cc.id];
if(cc.attack >= 0)
c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK))->val = cc.attack;
if(cc.defense >= 0)
c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE))->val = cc.defense;
if(cc.speed >= 0)
c->getBonusLocalFirst(Selector::type(Bonus::STACKS_SPEED))->val = cc.speed;
if(cc.HP >= 0)
c->getBonusLocalFirst(Selector::type(Bonus::STACK_HEALTH))->val = cc.HP;
if(cc.dmg >= 0)
{
c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1))->val = cc.dmg;
c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2))->val = cc.dmg;
}
if(cc.shoots >= 0)
c->getBonusLocalFirst(Selector::type(Bonus::SHOTS))->val = cc.shoots;
}
}
curB = BattleInfo::setupBattle(int3(), dp.terType, dp.bfieldType, armies, heroes, false, town);
curB->obstacles = dp.obstacles;
curB->localInit();
}
void CGameState::checkMapChecksum()
{
logGlobal->infoStream() << "\tOur checksum for the map: "<< map->checksum;
if(scenarioOps->mapfileChecksum)
{
logGlobal->infoStream() << "\tServer checksum for " << scenarioOps->mapname <<": "<< scenarioOps->mapfileChecksum;
if(map->checksum != scenarioOps->mapfileChecksum)
{
logGlobal->errorStream() << "Wrong map checksum!!!";
throw std::runtime_error("Wrong checksum");
}
}
else
{
scenarioOps->mapfileChecksum = map->checksum;
}
}
void CGameState::initGrailPosition()
{
logGlobal->debugStream() << "\tPicking grail position";
//pick grail location
if(map->grailPos.x < 0 || map->grailRadious) //grail not set or set within a radius around some place
{
if(!map->grailRadious) //radius not given -> anywhere on map
map->grailRadious = map->width * 2;
std::vector<int3> allowedPos;
std::vector<int3> allowedPos;
static const int BORDER_WIDTH = 9; // grail must be at least 9 tiles away from border
// add all not blocked tiles in range
@ -939,13 +1019,13 @@ void CGameState::init(StartInfo * si)
const TerrainTile &t = map->getTile(int3(i, j, k));
if(!t.blocked
&& !t.visitable
&& t.terType != ETerrainType::WATER
&& t.terType != ETerrainType::ROCK
&& t.terType != ETerrainType::WATER
&& t.terType != ETerrainType::ROCK
&& map->grailPos.dist2d(int3(i,j,k)) <= map->grailRadious)
allowedPos.push_back(int3(i,j,k));
}
}
}
allowedPos.push_back(int3(i,j,k));
}
}
}
//remove tiles with holes
for(auto & elem : map->objects)
@ -955,11 +1035,13 @@ void CGameState::init(StartInfo * si)
if(allowedPos.size())
map->grailPos = allowedPos[ran() % allowedPos.size()];
else
logGlobal->warnStream() << "Warning: Grail cannot be placed, no appropriate tile found!";
logGlobal->warnStream() << "Warning: Grail cannot be placed, no appropriate tile found!";
}
}
//picking random factions for players
logGlobal->debugStream() << "\tPicking random factions for players";
void CGameState::initRandomFactionsForPlayers()
{
logGlobal->debugStream() << "\tPicking random factions for players";
for(auto & elem : scenarioOps->playerInfos)
{
if(elem.second.castle==-1)
@ -971,30 +1053,36 @@ void CGameState::init(StartInfo * si)
elem.second.castle = *iter;
}
}
}
//randomizing objects
logGlobal->debugStream() << "\tRandomizing objects";
void CGameState::randomizeMapObjects()
{
logGlobal->debugStream() << "\tRandomizing objects";
for(CGObjectInstance *obj : map->objects)
{
if(!obj)
continue;
if(!obj) continue;
randomizeObject(obj);
obj->hoverName = VLC->generaltexth->names[obj->ID];
//handle Favouring Winds - mark tiles under it
if(obj->ID == Obj::FAVORABLE_WINDS)
{
for (int i = 0; i < obj->getWidth() ; i++)
{
for (int j = 0; j < obj->getHeight() ; j++)
{
int3 pos = obj->pos - int3(i,j,0);
if(map->isInTheMap(pos))
map->getTile(pos).extTileFlags |= 128;
if(map->isInTheMap(pos)) map->getTile(pos).extTileFlags |= 128;
}
}
}
}
}
/*********creating players entries in gs****************************************/
logGlobal->debugStream() << "\tCreating player entries in gs";
void CGameState::initPlayerStates()
{
logGlobal->debugStream() << "\tCreating player entries in gs";
for(auto & elem : scenarioOps->playerInfos)
{
std::pair<PlayerColor, PlayerState> ins(elem.first,PlayerState());
@ -1005,8 +1093,10 @@ void CGameState::init(StartInfo * si)
teams[ins.second.team].players.insert(ins.first);//add player to team
players.insert(ins);
}
}
/*************************replace hero placeholders*****************************/
void CGameState::initHeroPlaceholders()
{
if (scenarioOps->campState)
{
logGlobal->debugStream() << "\tReplacing hero placeholders";
@ -1015,47 +1105,48 @@ void CGameState::init(StartInfo * si)
logGlobal->debugStream() << "\tSetting up heroes";
placeCampaignHeroes(campHeroReplacements);
}
}
/*********give starting hero****************************************/
logGlobal->debugStream() << "\tGiving starting hero";
void CGameState::placeStartingHeroes()
{
logGlobal->debugStream() << "\tGiving starting hero";
bool campaignGiveHero = false;
if(scenarioOps->campState)
{
bool campaignGiveHero = false;
if(scenarioOps->campState)
if(auto bonus = scenarioOps->campState->getBonusForCurrentMap())
{
if(auto bonus = scenarioOps->campState->getBonusForCurrentMap())
{
campaignGiveHero = scenarioOps->mode == StartInfo::CAMPAIGN &&
bonus.get().type == CScenarioTravel::STravelBonus::HERO;
}
}
for(auto it = scenarioOps->playerInfos.begin(); it != scenarioOps->playerInfos.end(); ++it)
{
const PlayerInfo &p = map->players[it->first.getNum()];
bool generateHero = (p.generateHeroAtMainTown ||
(it->second.playerID != PlayerSettings::PLAYER_AI && campaignGiveHero)) && p.hasMainTown;
if(generateHero && vstd::contains(scenarioOps->playerInfos, it->first))
{
int3 hpos = p.posOfMainTown;
hpos.x+=1;
int h = pickHero(it->first);
if(it->second.hero == -1)
it->second.hero = h;
CGHeroInstance * nnn = static_cast<CGHeroInstance*>(createObject(Obj::HERO,h,hpos,it->first));
nnn->id = ObjectInstanceID(map->objects.size());
nnn->initHero();
map->heroesOnMap.push_back(nnn);
map->objects.push_back(nnn);
map->addBlockVisTiles(nnn);
}
campaignGiveHero = scenarioOps->mode == StartInfo::CAMPAIGN &&
bonus.get().type == CScenarioTravel::STravelBonus::HERO;
}
}
/******************RESOURCES****************************************************/
logGlobal->debugStream() << "\tSetting up resources";
for(auto it = scenarioOps->playerInfos.begin(); it != scenarioOps->playerInfos.end(); ++it)
{
const PlayerInfo &p = map->players[it->first.getNum()];
bool generateHero = (p.generateHeroAtMainTown ||
(it->second.playerID != PlayerSettings::PLAYER_AI && campaignGiveHero)) && p.hasMainTown;
if(generateHero && vstd::contains(scenarioOps->playerInfos, it->first))
{
int3 hpos = p.posOfMainTown;
hpos.x+=1;
int h = pickHero(it->first);
if(it->second.hero == -1)
it->second.hero = h;
CGHeroInstance * nnn = static_cast<CGHeroInstance*>(createObject(Obj::HERO,h,hpos,it->first));
nnn->id = ObjectInstanceID(map->objects.size());
nnn->initHero();
map->heroesOnMap.push_back(nnn);
map->objects.push_back(nnn);
map->addBlockVisTiles(nnn);
}
}
}
void CGameState::initStartingResources()
{
logGlobal->debugStream() << "\tSetting up resources";
const JsonNode config(ResourceID("config/startres.json"));
const JsonVector &vector = config["difficulty"].Vector();
const JsonNode &level = vector[scenarioOps->difficulty];
@ -1073,6 +1164,19 @@ void CGameState::init(StartInfo * si)
p.resources = startresAI;
}
auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
{
std::vector<const PlayerSettings *> ret;
for(auto it = scenarioOps->playerInfos.cbegin();
it != scenarioOps->playerInfos.cend(); ++it)
{
if(it->second.playerID != PlayerSettings::PLAYER_AI)
ret.push_back(&it->second);
}
return ret;
};
//give start resource bonus in case of campaign
if (scenarioOps->mode == StartInfo::CAMPAIGN)
{
@ -1106,14 +1210,15 @@ void CGameState::init(StartInfo * si)
}
}
}
}
/*************************HEROES INIT / POOL************************************************/
void CGameState::initHeroes()
{
for(auto hero : map->heroesOnMap) //heroes instances initialization
{
if (hero->getOwner() == PlayerColor::UNFLAGGABLE)
{
logGlobal->warnStream() << "Warning - hero with uninitialized owner!";
logGlobal->warnStream() << "Warning - hero with uninitialized owner!";
continue;
}
@ -1154,7 +1259,7 @@ void CGameState::init(StartInfo * si)
for(auto & elem : map->disposedHeroes)
{
hpool.pavailable[elem.heroId] = elem.players;
hpool.pavailable[elem.heroId] = elem.players;
}
if (scenarioOps->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero
@ -1187,7 +1292,7 @@ void CGameState::init(StartInfo * si)
}
}
if(maxB < 0)
logGlobal->warnStream() << "Warning - cannot give bonus to hero cause there are no heroes!";
logGlobal->warnStream() << "Warning - cannot give bonus to hero cause there are no heroes!";
else
giveCampaignBonusToHero(heroes[maxB]);
}
@ -1204,9 +1309,68 @@ void CGameState::init(StartInfo * si)
}
}
}
}
/*************************FOG**OF**WAR******************************************/
logGlobal->debugStream() << "\tFog of war"; //FIXME: should be initialized after all bonuses are set
void CGameState::giveCampaignBonusToHero(CGHeroInstance * hero)
{
const boost::optional<CScenarioTravel::STravelBonus> & curBonus = scenarioOps->campState->getBonusForCurrentMap();
if(!curBonus)
return;
if(curBonus->isBonusForHero())
{
//apply bonus
switch (curBonus->type)
{
case CScenarioTravel::STravelBonus::SPELL:
hero->spells.insert(SpellID(curBonus->info2));
break;
case CScenarioTravel::STravelBonus::MONSTER:
{
for(int i=0; i<GameConstants::ARMY_SIZE; i++)
{
if(hero->slotEmpty(SlotID(i)))
{
hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3);
break;
}
}
}
break;
case CScenarioTravel::STravelBonus::ARTIFACT:
gs->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2));
break;
case CScenarioTravel::STravelBonus::SPELL_SCROLL:
{
CArtifactInstance * scroll = CArtifactInstance::createScroll(SpellID(curBonus->info2).toSpell());
scroll->putAt(ArtifactLocation(hero, scroll->firstAvailableSlot(hero)));
}
break;
case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
{
const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus->info2);
for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
{
int val = ptr[g];
if (val == 0)
{
continue;
}
auto bb = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, *scenarioOps->campState->currentMap, g);
hero->addNewBonus(bb);
}
}
break;
case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
break;
}
}
}
void CGameState::initFogOfWar()
{
logGlobal->debugStream() << "\tFog of war"; //FIXME: should be initialized after all bonuses are set
for(auto & elem : teams)
{
elem.second.fogOfWarMap.resize(map->width);
@ -1234,8 +1398,11 @@ void CGameState::init(StartInfo * si)
}
}
}
}
logGlobal->debugStream() << "\tStarting bonuses";
void CGameState::initStartingBonus()
{
logGlobal->debugStream() << "\tStarting bonuses";
for(auto & elem : players)
{
//starting bonus
@ -1262,22 +1429,25 @@ void CGameState::init(StartInfo * si)
}
case PlayerSettings::ARTIFACT:
{
if(!elem.second.heroes.size())
if(!elem.second.heroes.size())
{
logGlobal->debugStream() << "Cannot give starting artifact - no heroes!";
logGlobal->debugStream() << "Cannot give starting artifact - no heroes!";
break;
}
CArtifact *toGive;
toGive = VLC->arth->artifacts[VLC->arth->getRandomArt (CArtifact::ART_TREASURE)];
CArtifact *toGive;
toGive = VLC->arth->artifacts[VLC->arth->getRandomArt (CArtifact::ART_TREASURE)];
CGHeroInstance *hero = elem.second.heroes[0];
giveHeroArtifact(hero, toGive->id);
giveHeroArtifact(hero, toGive->id);
}
break;
}
}
/****************************TOWNS************************************************/
logGlobal->debugStream() << "\tTowns";
}
void CGameState::initTowns()
{
logGlobal->debugStream() << "\tTowns";
//campaign bonuses for towns
if (scenarioOps->mode == StartInfo::CAMPAIGN)
@ -1415,8 +1585,11 @@ void CGameState::init(StartInfo * si)
if(vti->getOwner() != PlayerColor::NEUTRAL)
getPlayer(vti->getOwner())->towns.push_back(vti);
}
}
logGlobal->debugStream() << "\tObject initialization";
void CGameState::initMapObjects()
{
logGlobal->debugStream() << "\tObject initialization";
objCaller->preInit();
for(CGObjectInstance *obj : map->objects)
{
@ -1440,9 +1613,10 @@ void CGameState::init(StartInfo * si)
}
}
CGTeleport::postInit(); //pairing subterranean gates
}
buildBonusSystemTree();
void CGameState::initVisitingAndGarrisonedHeroes()
{
for(auto k=players.begin(); k!=players.end(); ++k)
{
if(k->first==PlayerColor::NEUTRAL)
@ -1468,124 +1642,6 @@ void CGameState::init(StartInfo * si)
}
}
}
logGlobal->debugStream() << "\tChecking objectives";
map->checkForObjectives(); //needs to be run when all objects are properly placed
int seedAfterInit = ran();
logGlobal->infoStream() << "Seed after init is " << seedAfterInit << " (before was " << scenarioOps->seedToBeUsed << ")";
if(scenarioOps->seedPostInit > 0)
{
//RNG must be in the same state on all machines when initialization is done (otherwise we have desync)
assert(scenarioOps->seedPostInit == seedAfterInit);
}
else
{
scenarioOps->seedPostInit = seedAfterInit; //store the post init "seed"
}
}
void CGameState::initDuel()
{
DuelParameters dp;
try //CLoadFile likes throwing
{
if(boost::algorithm::ends_with(scenarioOps->mapname, ".json"))
{
logGlobal->infoStream() << "Loading duel settings from JSON file: " << scenarioOps->mapname;
dp = DuelParameters::fromJSON(scenarioOps->mapname);
logGlobal->infoStream() << "JSON file has been successfully read!";
}
else
{
CLoadFile lf(scenarioOps->mapname);
lf >> dp;
}
}
catch(...)
{
logGlobal->errorStream() << "Cannot load duel settings from " << scenarioOps->mapname;
throw;
}
const CArmedInstance *armies[2] = {nullptr};
const CGHeroInstance *heroes[2] = {nullptr};
CGTownInstance *town = nullptr;
for(int i = 0; i < 2; i++)
{
CArmedInstance *obj = nullptr;
if(dp.sides[i].heroId >= 0)
{
const DuelParameters::SideSettings &ss = dp.sides[i];
auto h = new CGHeroInstance();
armies[i] = heroes[i] = h;
obj = h;
h->subID = ss.heroId;
for(int i = 0; i < ss.heroPrimSkills.size(); i++)
h->pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), ss.heroPrimSkills[i]);
if(!ss.spells.empty())
{
h->putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0));
boost::copy(ss.spells, std::inserter(h->spells, h->spells.begin()));
}
for(auto &parka : ss.artifacts)
{
h->putArtifact(ArtifactPosition(parka.first), parka.second);
}
typedef const std::pair<si32, si8> &TSecSKill;
for(TSecSKill secSkill : ss.heroSecSkills)
h->setSecSkillLevel(SecondarySkill(secSkill.first), secSkill.second, 1);
h->initHero(HeroTypeID(h->subID));
obj->initObj();
}
else
{
auto c = new CGCreature();
armies[i] = obj = c;
//c->subID = 34;
}
obj->setOwner(PlayerColor(i));
for(int j = 0; j < ARRAY_COUNT(dp.sides[i].stacks); j++)
{
CreatureID cre = dp.sides[i].stacks[j].type;
TQuantity count = dp.sides[i].stacks[j].count;
if(count || obj->hasStackAtSlot(SlotID(j)))
obj->setCreature(SlotID(j), cre, count);
}
for(const DuelParameters::CusomCreature &cc : dp.creatures)
{
CCreature *c = VLC->creh->creatures[cc.id];
if(cc.attack >= 0)
c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK))->val = cc.attack;
if(cc.defense >= 0)
c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE))->val = cc.defense;
if(cc.speed >= 0)
c->getBonusLocalFirst(Selector::type(Bonus::STACKS_SPEED))->val = cc.speed;
if(cc.HP >= 0)
c->getBonusLocalFirst(Selector::type(Bonus::STACK_HEALTH))->val = cc.HP;
if(cc.dmg >= 0)
{
c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1))->val = cc.dmg;
c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2))->val = cc.dmg;
}
if(cc.shoots >= 0)
c->getBonusLocalFirst(Selector::type(Bonus::SHOTS))->val = cc.shoots;
}
}
curB = BattleInfo::setupBattle(int3(), dp.terType, dp.bfieldType, armies, heroes, false, town);
curB->obstacles = dp.obstacles;
curB->localInit();
return;
}
BFieldType CGameState::battleGetBattlefieldType(int3 tile) const
@ -2555,32 +2611,31 @@ std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > CGameState::campaignH
//selecting heroes by type
for(int g=0; g<map->objects.size(); ++g)
{
const ObjectInstanceID gid = ObjectInstanceID(g);
CGObjectInstance * obj = map->objects[g];
if (obj->ID != Obj::HERO_PLACEHOLDER)
if (obj->ID == Obj::HERO_PLACEHOLDER)
{
continue;
}
CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);
CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);
if(hp->subID != 0xFF) //select by type
{
bool found = false;
for(auto ghi : Xheroes)
const ObjectInstanceID gid = ObjectInstanceID(g);
if(hp->subID != 0xFF) //select by type
{
if (ghi->subID == hp->subID)
bool found = false;
for(auto ghi : Xheroes)
{
found = true;
replaceHero(gid, ghi);
Xheroes -= ghi;
break;
if (ghi->subID == hp->subID)
{
found = true;
replaceHero(gid, ghi);
Xheroes -= ghi;
break;
}
}
if (!found)
{
auto nh = new CGHeroInstance();
nh->initHero(HeroTypeID(hp->subID));
replaceHero(gid, nh);
}
}
if (!found)
{
auto nh = new CGHeroInstance();
nh->initHero(HeroTypeID(hp->subID));
replaceHero(gid, nh);
}
}
}
@ -2594,26 +2649,25 @@ std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > CGameState::campaignH
for(int g=0; g<map->objects.size(); ++g)
{
const ObjectInstanceID gid = ObjectInstanceID(g);
CGObjectInstance * obj = map->objects[g];
if (obj->ID != Obj::HERO_PLACEHOLDER)
if (obj->ID == Obj::HERO_PLACEHOLDER)
{
continue;
}
CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);
CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);
if (hp->subID == 0xFF) //select by power
{
if(Xheroes.size() > hp->power - 1)
replaceHero(gid, Xheroes[hp->power - 1]);
else
const ObjectInstanceID gid = ObjectInstanceID(g);
if (hp->subID == 0xFF) //select by power
{
logGlobal->warnStream() << "Warning, no hero to replace!";
map->removeBlockVisTiles(hp, true);
delete hp;
map->objects[g] = nullptr;
if(Xheroes.size() > hp->power - 1)
replaceHero(gid, Xheroes[hp->power - 1]);
else
{
logGlobal->warnStream() << "Warning, no hero to replace!";
map->removeBlockVisTiles(hp, true);
delete hp;
map->objects[g] = nullptr;
}
//we don't have to remove hero from Xheroes because it would destroy the order and duplicates shouldn't happen
}
//we don't have to remove hero from Xheroes because it would destroy the order and duplicates shouldn't happen
}
}
}

View File

@ -29,11 +29,8 @@
*/
class CTown;
class CScriptCallback;
class CCallback;
class IGameCallback;
class CLuaCallback;
class CCPPObjectScript;
class CCreatureSet;
class CStack;
class CQuest;
@ -388,15 +385,6 @@ DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EVictoryLossCheck
class DLL_LINKAGE CGameState : public CNonConstInfoCallback
{
public:
ConstTransitivePtr<StartInfo> scenarioOps, initialOpts; //second one is a copy of settings received from pregame (not randomized)
PlayerColor currentPlayer; //ID of player currently having turn
ConstTransitivePtr<BattleInfo> curB; //current battle
ui32 day; //total number of days in game
ConstTransitivePtr<CMap> map;
std::map<PlayerColor, PlayerState> players;
std::map<TeamID, TeamState> teams;
CBonusSystemNode globalEffects;
struct DLL_LINKAGE HeroesPool
{
std::map<ui32, ConstTransitivePtr<CGHeroInstance> > heroesPool; //[subID] - heroes available to buy; nullptr if not available
@ -410,18 +398,22 @@ public:
}
} hpool; //we have here all heroes available on this map that are not hired
boost::shared_mutex *mx;
CGameState();
virtual ~CGameState();
void init(StartInfo * si);
bool isUsedHero(HeroTypeID hid) const; //looks in heroes and prisons
void placeCampaignHeroes(const std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > &campHeroReplacements);
std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > campaignHeroesToReplace(); //returns heroes and placeholders in where heroes will be put; may remove some placeholders
std::set<HeroTypeID> getUnusedAllowedHeroes(bool alsoIncludeNotAllowed = false) const;
void initDuel();
void randomizeObject(CGObjectInstance *cur);
std::pair<Obj,int> pickObject(CGObjectInstance *obj); //chooses type of object to be randomized, returns <type, subtype>
int pickHero(PlayerColor owner);
ConstTransitivePtr<StartInfo> scenarioOps, initialOpts; //second one is a copy of settings received from pregame (not randomized)
PlayerColor currentPlayer; //ID of player currently having turn
ConstTransitivePtr<BattleInfo> curB; //current battle
ui32 day; //total number of days in game
ConstTransitivePtr<CMap> map;
std::map<PlayerColor, PlayerState> players;
std::map<TeamID, TeamState> teams;
CBonusSystemNode globalEffects;
boost::shared_mutex *mx;
void giveHeroArtifact(CGHeroInstance *h, ArtifactID aid);
void apply(CPack *pack);
@ -439,38 +431,65 @@ public:
std::map<ui32, ConstTransitivePtr<CGHeroInstance> > unusedHeroesFromPool(); //heroes pool without heroes that are available in taverns
BattleInfo * setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town);
void buildBonusSystemTree();
void attachArmedObjects();
void buildGlobalTeamPlayerTree();
void deserializationFix();
bool isVisible(int3 pos, PlayerColor player);
bool isVisible(const CGObjectInstance *obj, boost::optional<PlayerColor> player);
CGameState(); //c-tor
virtual ~CGameState(); //d-tor
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
template <typename Handler> void serialize(Handler &h, const int version)
{
h & scenarioOps & initialOpts & currentPlayer & day & map & players & teams & hpool & globalEffects;
BONUS_TREE_DESERIALIZATION_FIX
}
friend class CCallback;
friend class CLuaCallback;
friend class CClient;
friend void initGameState(CMap * map, CGameInfo * cgi);
friend class IGameCallback;
friend class CMapHandler;
friend class CGameHandler;
private:
// Init game state
void initNewGame();
void initCampaign();
void initDuel();
void checkMapChecksum();
void initGrailPosition();
void initRandomFactionsForPlayers();
void randomizeMapObjects();
void randomizeObject(CGObjectInstance *cur);
void initPlayerStates();
void initHeroPlaceholders();
void placeCampaignHeroes(const std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > &campHeroReplacements);
void placeStartingHeroes();
void initStartingResources();
void initHeroes();
void giveCampaignBonusToHero(CGHeroInstance * hero);
void initFogOfWar();
void initStartingBonus();
void initTowns();
void initMapObjects();
void initVisitingAndGarrisonedHeroes();
// Victory / Loss condition checks
EVictoryLossCheckResult checkForVictory(PlayerColor player) const; //checks if given player is winner
EVictoryLossCheckResult checkForLoss(PlayerColor player) const; //checks if given player is loser
PlayerColor checkForStandardWin() const; //returns color of player that accomplished standard victory conditions or 255 (NEUTRAL) if no winner
bool checkForStandardLoss(PlayerColor player) const; //checks if given player lost the game
// Bonus system handling
void buildBonusSystemTree();
void attachArmedObjects();
void buildGlobalTeamPlayerTree();
void deserializationFix();
bool isUsedHero(HeroTypeID hid) const; //looks in heroes and prisons
std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > campaignHeroesToReplace(); //returns heroes and placeholders in where heroes will be put; may remove some placeholders
std::set<HeroTypeID> getUnusedAllowedHeroes(bool alsoIncludeNotAllowed = false) const;
std::pair<Obj,int> pickObject(CGObjectInstance *obj); //chooses type of object to be randomized, returns <type, subtype>
int pickHero(PlayerColor owner);
friend class CCallback;
friend class CClient;
friend class IGameCallback;
friend class CMapHandler;
friend class CGameHandler;
};
struct DLL_LINKAGE QuestInfo //universal interface for human and AI

View File

@ -25,7 +25,6 @@ struct BattleInfo;
struct QuestInfo;
class IGameCallback;
struct BattleResult;
class CCPPObjectScript;
class CGObjectInstance;
class CScript;
class CObjectScript;

View File

@ -443,10 +443,9 @@ boost::optional<CScenarioTravel::STravelBonus> CCampaignState::getBonusForCurren
{
auto bonuses = getCurrentScenario().travelOptions.bonusesToChoose;
assert(chosenCampaignBonuses.count(*currentMap) || bonuses.size() == 0);
if(bonuses.size())
return bonuses[currentBonusID()];
else
return boost::optional<CScenarioTravel::STravelBonus>();
if(bonuses.empty()) return boost::optional<CScenarioTravel::STravelBonus>();
else return bonuses[currentBonusID()];
}
const CCampaignScenario & CCampaignState::getCurrentScenario() const

View File

@ -83,16 +83,6 @@ public:
class DLL_LINKAGE CCampaignScenario
{
public:
std::string mapName; //*.h3m
std::string scenarioName; //from header. human-readble
ui32 packedMapSize; //generally not used
std::set<ui8> preconditionRegions; //what we need to conquer to conquer this one (stored as bitfield in h3c)
ui8 regionColor;
ui8 difficulty;
bool conquered;
std::string regionText;
struct DLL_LINKAGE SScenarioPrologEpilog
{
bool hasPrologEpilog;
@ -106,17 +96,23 @@ public:
}
};
std::string mapName; //*.h3m
std::string scenarioName; //from header. human-readble
ui32 packedMapSize; //generally not used
std::set<ui8> preconditionRegions; //what we need to conquer to conquer this one (stored as bitfield in h3c)
ui8 regionColor;
ui8 difficulty;
bool conquered;
std::string regionText;
SScenarioPrologEpilog prolog, epilog;
CScenarioTravel travelOptions;
std::vector<CGHeroInstance *> crossoverHeroes;
const CGHeroInstance * strongestHero(PlayerColor owner) const;
void loadPreconditionRegions(ui32 regions);
void prepareCrossoverHeroes(std::vector<CGHeroInstance *> heroes);
bool isNotVoid() const;
template <typename Handler> void serialize(Handler &h, const int formatVersion)

View File

@ -24,8 +24,6 @@ class CGameHandler;
class CVCMIServer;
class CGameState;
struct StartInfo;
class CCPPObjectScript;
class CScriptCallback;
struct BattleResult;
struct BattleAttack;
struct BattleStackAttacked;
@ -286,7 +284,6 @@ public:
bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot);
void spawnWanderingMonsters(CreatureID creatureID);
friend class CVCMIServer;
friend class CScriptCallback;
private:
std::list<PlayerColor> generatePlayerTurnOrder() const;