#include "StdInc.h" #include "CGameState.h" #include #include "CCampaignHandler.h" #include "CDefObjInfoHandler.h" #include "CArtHandler.h" #include "CBuildingHandler.h" #include "CGeneralTextHandler.h" #include "CTownHandler.h" #include "CSpellHandler.h" #include "CHeroHandler.h" #include "CObjectHandler.h" #include "CCreatureHandler.h" #include "CModHandler.h" #include "VCMI_Lib.h" #include "Connection.h" #include "map.h" #include "StartInfo.h" #include "NetPacks.h" #include "RegisterTypes.h" #include "CMapInfo.h" #include "BattleState.h" #include "JsonNode.h" #include "Filesystem/CResourceLoader.h" #include "GameConstants.h" DLL_LINKAGE boost::rand48 ran; class CGObjectInstance; #ifdef min #undef min #endif #ifdef max #undef max #endif /* * CGameState.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ void foofoofoo() { //never called function to force instantation of templates int *ccc = NULL; registerTypes((CISer&)*ccc); registerTypes((COSer&)*ccc); registerTypes((CSaveFile&)*ccc); registerTypes((CLoadFile&)*ccc); registerTypes((CTypeList&)*ccc); } template class CApplyOnGS; class CBaseForGSApply { public: virtual void applyOnGS(CGameState *gs, void *pack) const =0; virtual ~CBaseForGSApply(){}; template static CBaseForGSApply *getApplier(const U * t=NULL) { return new CApplyOnGS; } }; template class CApplyOnGS : public CBaseForGSApply { public: void applyOnGS(CGameState *gs, void *pack) const { T *ptr = static_cast(pack); boost::unique_lock lock(*gs->mx); ptr->applyGs(gs); } }; static CApplier *applierGs = NULL; class IObjectCaller { public: virtual ~IObjectCaller(){}; virtual void preInit()=0; virtual void postInit()=0; }; template class CObjectCaller : public IObjectCaller { public: void preInit() { //T::preInit(); } void postInit() { //T::postInit(); } }; class CObjectCallersHandler { public: std::vector apps; template void registerType(const T * t=NULL) { apps.push_back(new CObjectCaller); } CObjectCallersHandler() { registerTypes1(*this); } ~CObjectCallersHandler() { for (size_t i = 0; i < apps.size(); i++) delete apps[i]; } void preInit() { // for (size_t i = 0; i < apps.size(); i++) // apps[i]->preInit(); } void postInit() { //for (size_t i = 0; i < apps.size(); i++) //apps[i]->postInit(); } } *objCaller = NULL; void MetaString::getLocalString(const std::pair &txt, std::string &dst) const { int type = txt.first, ser = txt.second; if(type == ART_NAMES) { dst = VLC->arth->artifacts[ser]->Name(); } else if(type == CRE_PL_NAMES) { dst = VLC->creh->creatures[ser]->namePl; } else if(type == MINE_NAMES) { dst = VLC->generaltexth->mines[ser].first; } else if(type == MINE_EVNTS) { dst = VLC->generaltexth->mines[ser].second; } else if(type == SPELL_NAME) { dst = VLC->spellh->spells[ser]->name; } else if(type == CRE_SING_NAMES) { dst = VLC->creh->creatures[ser]->nameSing; } else if(type == ART_DESCR) { dst = VLC->arth->artifacts[ser]->Description(); } else { std::vector *vec; switch(type) { case GENERAL_TXT: vec = &VLC->generaltexth->allTexts; break; case XTRAINFO_TXT: vec = &VLC->generaltexth->xtrainfo; break; case OBJ_NAMES: vec = &VLC->generaltexth->names; break; case RES_NAMES: vec = &VLC->generaltexth->restypes; break; case ARRAY_TXT: vec = &VLC->generaltexth->arraytxt; break; case CREGENS: vec = &VLC->generaltexth->creGens; break; case CREGENS4: vec = &VLC->generaltexth->creGens4; break; case ADVOB_TXT: vec = &VLC->generaltexth->advobtxt; break; case ART_EVNTS: vec = &VLC->generaltexth->artifEvents; break; case SEC_SKILL_NAME: vec = &VLC->generaltexth->skillName; break; case COLOR: vec = &VLC->generaltexth->capColors; break; default: tlog1 << "Failed string substitution because type is " << type << std::endl; dst = "#@#"; return; } if(vec->size() <= ser) { tlog1 << "Failed string substitution with type " << type << " because index " << ser << " is out of bounds!\n"; dst = "#!#"; } else dst = (*vec)[ser]; } } DLL_LINKAGE void MetaString::toString(std::string &dst) const { size_t exSt = 0, loSt = 0, nums = 0; dst.clear(); for(size_t i=0;i(numbers[nums++]); break; case TREPLACE_ESTRING: boost::replace_first(dst, "%s", exactStrings[exSt++]); break; case TREPLACE_LSTRING: { std::string hlp; getLocalString(localStrings[loSt++], hlp); boost::replace_first(dst, "%s", hlp); } break; case TREPLACE_NUMBER: boost::replace_first(dst, "%d", boost::lexical_cast(numbers[nums++])); break; case TREPLACE_PLUSNUMBER: boost::replace_first(dst, "%+d", '+' + boost::lexical_cast(numbers[nums++])); break; default: tlog1 << "MetaString processing error!\n"; break; } } } DLL_LINKAGE std::string MetaString::toString() const { std::string ret; toString(ret); return ret; } DLL_LINKAGE std::string MetaString::buildList () const ///used to handle loot from creature bank { size_t exSt = 0, loSt = 0, nums = 0; std::string lista; for (int i = 0; i < message.size(); ++i) { if (i > 0 && (message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING)) { if (exSt == exactStrings.size() - 1) lista += VLC->generaltexth->allTexts[141]; //" and " else lista += ", "; } switch (message[i]) { case TEXACT_STRING: lista += exactStrings[exSt++]; break; case TLOCAL_STRING: { std::string hlp; getLocalString (localStrings[loSt++], hlp); lista += hlp; } break; case TNUMBER: lista += boost::lexical_cast(numbers[nums++]); break; case TREPLACE_ESTRING: lista.replace (lista.find("%s"), 2, exactStrings[exSt++]); break; case TREPLACE_LSTRING: { std::string hlp; getLocalString (localStrings[loSt++], hlp); lista.replace (lista.find("%s"), 2, hlp); } break; case TREPLACE_NUMBER: lista.replace (lista.find("%d"), 2, boost::lexical_cast(numbers[nums++])); break; default: tlog1 << "MetaString processing error!\n"; } } return lista; } void MetaString::addCreReplacement(TCreature id, TQuantity count) //adds sing or plural name; { if (!count) addReplacement (CRE_PL_NAMES, id); //no creatures - just empty name (eg. defeat Angels) else if (count == 1) addReplacement (CRE_SING_NAMES, id); else addReplacement (CRE_PL_NAMES, id); } void MetaString::addReplacement(const CStackBasicDescriptor &stack) { assert(stack.type); //valid type addCreReplacement(stack.type->idNumber, stack.count); } static CGObjectInstance * createObject(int id, int subid, int3 pos, int owner) { CGObjectInstance * nobj; switch(id) { case GameConstants::HEROI_TYPE: //hero { CGHeroInstance * nobj = new CGHeroInstance(); nobj->pos = pos; nobj->tempOwner = owner; nobj->subID = subid; //nobj->initHero(ran); return nobj; } case GameConstants::TOWNI_TYPE: //town nobj = new CGTownInstance; break; default: //rest of objects nobj = new CGObjectInstance; nobj->defInfo = VLC->dobjinfo->gobjs[id][subid]; break; } nobj->ID = id; nobj->subID = subid; if(!nobj->defInfo) tlog3 <<"No def declaration for " <pos = pos; //nobj->state = NULL;//new CLuaObjectScript(); nobj->tempOwner = owner; nobj->defInfo->id = id; nobj->defInfo->subid = subid; //assigning defhandler if(nobj->ID==GameConstants::HEROI_TYPE || nobj->ID==GameConstants::TOWNI_TYPE) return nobj; nobj->defInfo = VLC->dobjinfo->gobjs[id][subid]; return nobj; } CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, int player, const CTown *town, bmap > &available, const CHeroClass *bannedClass /*= NULL*/) const { CGHeroInstance *ret = NULL; if(player<0 || player>=GameConstants::PLAYER_LIMIT) { tlog1 << "Cannot pick hero for " << town->Name() << ". Wrong owner!\n"; return NULL; } std::vector pool; if(native) { for(bmap >::iterator i=available.begin(); i!=available.end(); i++) { if(pavailable.find(i->first)->second & 1<second->type->heroType/2 == town->typeID) { pool.push_back(i->second); //get all available heroes } } if(!pool.size()) { tlog1 << "Cannot pick native hero for " << player << ". Picking any...\n"; return pickHeroFor(false, player, town, available); } else { ret = pool[rand()%pool.size()]; } } else { int sum=0, r; for(bmap >::iterator i=available.begin(); i!=available.end(); i++) { if ((!bannedClass && (pavailable.find(i->first)->second & (1<second->type->heroClass != bannedClass) { pool.push_back(i->second); sum += i->second->type->heroClass->selectionProbability[town->typeID]; //total weight } } if(!pool.size()) { tlog1 << "There are no heroes available for player " << player<<"!\n"; return NULL; } r = rand()%sum; for (ui32 i=0; itype->heroClass->selectionProbability[town->typeID]; if(r < 0) { ret = pool[i]; break; } } if(!ret) ret = pool.back(); } available.erase(ret->subID); return ret; } //void CGameState::apply(CPack * pack) //{ // while(!mx->try_lock()) // boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish // //applyNL(pack); // mx->unlock(); //} int CGameState::pickHero(int owner) { int h=-1; const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner); if(!map->getHero(h = ps.hero,0) && h>=0) //we haven't used selected hero return h; int i=0; do //try to find free hero of our faction { i++; h = ps.castle*GameConstants::HEROES_PER_TYPE*2+(ran()%(GameConstants::HEROES_PER_TYPE*2));//->scenarioOps->playerInfos[pru].hero = VLC-> } while( map->getHero(h) && i<175); if(i>174) //probably no free heroes - there's no point in further search, we'll take first free { tlog3 << "Warning: cannot find free hero - trying to get first available..."<getHero(j)) h=j; } return h; } std::pair CGameState::pickObject (CGObjectInstance *obj) { switch(obj->ID) { case 65: return std::pair(5, VLC->arth->getRandomArt (CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC)); case 66: //random treasure artifact return std::pair(5, VLC->arth->getRandomArt (CArtifact::ART_TREASURE)); case 67: //random minor artifact return std::pair(5, VLC->arth->getRandomArt (CArtifact::ART_MINOR)); case 68: //random major artifact return std::pair(5, VLC->arth->getRandomArt (CArtifact::ART_MAJOR)); case 69: //random relic artifact return std::pair(5, VLC->arth->getRandomArt (CArtifact::ART_RELIC)); case 70: //random hero return std::pair(GameConstants::HEROI_TYPE,pickHero(obj->tempOwner)); case 71: //random monster return std::pair(54,VLC->creh->pickRandomMonster(boost::ref(ran))); case 72: //random monster lvl1 return std::pair(54,VLC->creh->pickRandomMonster(boost::ref(ran), 1)); case 73: //random monster lvl2 return std::pair(54,VLC->creh->pickRandomMonster(boost::ref(ran), 2)); case 74: //random monster lvl3 return std::pair(54,VLC->creh->pickRandomMonster(boost::ref(ran), 3)); case 75: //random monster lvl4 return std::pair(54, VLC->creh->pickRandomMonster(boost::ref(ran), 4)); case 76: //random resource return std::pair(79,ran()%7); //now it's OH3 style, use %8 for mithril case 77: //random town { int align = (static_cast(obj))->alignment, f; if(align>GameConstants::PLAYER_LIMIT-1)//same as owner / random { if(obj->tempOwner > GameConstants::PLAYER_LIMIT-1) f = -1; //random else f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle; } else { f = scenarioOps->getIthPlayersSettings(align).castle; } if(f<0) f = ran()%VLC->townh->towns.size(); return std::pair(GameConstants::TOWNI_TYPE,f); } case 162: //random monster lvl5 return std::pair(54, VLC->creh->pickRandomMonster(boost::ref(ran), 5)); case 163: //random monster lvl6 return std::pair(54, VLC->creh->pickRandomMonster(boost::ref(ran), 6)); case 164: //random monster lvl7 return std::pair(54, VLC->creh->pickRandomMonster(boost::ref(ran), 7)); case 216: //random dwellings case 217: case 218: { CGDwelling * dwl = static_cast(obj); int faction; //if castle alignment available if (auto info = dynamic_cast(dwl->info)) { faction = ran()%GameConstants::F_NUMBER; if (info->asCastle) { for(ui32 i=0;iobjects.size();i++) { if(map->objects[i]->ID==77 && dynamic_cast(map->objects[i].get())->identifier == info->identifier) { randomizeObject(map->objects[i]); //we have to randomize the castle first faction = map->objects[i]->subID; break; } else if(map->objects[i]->ID==GameConstants::TOWNI_TYPE && dynamic_cast(map->objects[i].get())->identifier == info->identifier) { faction = map->objects[i]->subID; break; } } } else { while((!(info->castles[0]&(1<7) && (info->castles[1]&(1<<(faction-8)))) break; faction = ran()%GameConstants::F_NUMBER; } } } else // castle alignment fixed faction = obj->subID; int level; //if level set to range if (auto info = dynamic_cast(dwl->info)) level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel)); else // fixed level level = obj->subID; delete dwl->info; dwl->info = nullptr; std::pair result(-1, -1); int cid = VLC->townh->towns[faction].creatures[level][0]; //golem factory is not in list of cregens but can be placed as random object static const int factoryCreatures[] = {32, 33, 116, 117}; std::vector factory(factoryCreatures, factoryCreatures + ARRAY_COUNT(factoryCreatures)); if (vstd::contains(factory, cid)) result = std::pair(20, 1); //NOTE: this will pick last dwelling with this creature (Mantis #900) //check for block map equality is better but more complex solution BOOST_FOREACH(auto &iter, VLC->objh->cregens) if (iter.second == cid) result = std::pair(17, iter.first); if (result.first == -1) tlog0 << "Error: failed to find creature for dwelling of "<< int(faction) << " of level " << int(level) << "\n"; return result; } } return std::pair(-1,-1); } void CGameState::randomizeObject(CGObjectInstance *cur) { std::pair ran = pickObject(cur); if(ran.first<0 || ran.second<0) //this is not a random object, or we couldn't find anything { if(cur->ID==GameConstants::TOWNI_TYPE) //town - set def { CGTownInstance *t = dynamic_cast(cur); t->town = &VLC->townh->towns[t->subID]; if(t->hasCapitol()) t->defInfo = capitols[t->subID]; else if(t->hasFort()) t->defInfo = forts[t->subID]; else t->defInfo = villages[t->subID]; } return; } else if(ran.first==GameConstants::HEROI_TYPE)//special code for hero { CGHeroInstance *h = dynamic_cast(cur); if(!h) {tlog2<<"Wrong random hero at "<pos<ID = ran.first; h->portrait = cur->subID = ran.second; h->type = VLC->heroh->heroes[ran.second]; h->randomizeArmy(h->type->heroType/2); map->heroes.push_back(h); return; //TODO: maybe we should do something with definfo? } else if(ran.first==GameConstants::TOWNI_TYPE)//special code for town { CGTownInstance *t = dynamic_cast(cur); if(!t) {tlog2<<"Wrong random town at "<pos<ID = ran.first; cur->subID = ran.second; t->town = &VLC->townh->towns[ran.second]; if(t->hasCapitol()) t->defInfo = capitols[t->subID]; else if(t->hasFort()) t->defInfo = forts[t->subID]; else t->defInfo = villages[t->subID]; t->randomizeArmy(t->subID); map->towns.push_back(t); return; } //we have to replace normal random object cur->ID = ran.first; cur->subID = ran.second; map->removeBlockVisTiles(cur); //recalculate blockvis tiles - picked object might have different than random placeholder map->defy.push_back(cur->defInfo = VLC->dobjinfo->gobjs[ran.first][ran.second]); if(!cur->defInfo) { tlog1<<"*BIG* WARNING: Missing def declaration for "<ID<<" "<subID<addBlockVisTiles(cur); } int CGameState::getDate(int mode) const { int temp; switch (mode) { case 0: //day number return day; break; case 1: //day of week temp = (day)%7; // 1 - Monday, 7 - Sunday if (temp) return temp; else return 7; break; case 2: //current week temp = ((day-1)/7)+1; if (!(temp%4)) return 4; else return (temp%4); break; case 3: //current month return ((day-1)/28)+1; break; case 4: //day of month temp = (day)%28; if (temp) return temp; else return 28; break; } return 0; } CGameState::CGameState() { gs = this; mx = new boost::shared_mutex(); applierGs = new CApplier; registerTypes2(*applierGs); objCaller = new CObjectCallersHandler; globalEffects.setDescription("Global effects"); } CGameState::~CGameState() { //delete mx;//TODO: crash on Linux (mutex must be unlocked before destruction) map.dellNull(); curB.dellNull(); //delete scenarioOps; //TODO: fix for loading ind delete //delete initialOpts; delete applierGs; delete objCaller; //TODO: delete properly that definfos villages.clear(); capitols.clear(); } BattleInfo * CGameState::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town) { const TerrainTile &t = map->getTile(tile); int terrain = t.tertype; if(t.isCoastal() && !t.isWater()) terrain = TerrainTile::sand; int terType = battleGetBattlefieldType(tile); return BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town); } void CGameState::init(StartInfo * si) { struct HLP { //it's assumed that given hero should receive the bonus static void giveCampaignBonusToHero(CGHeroInstance * hero, const StartInfo * si, const CScenarioTravel & st, CGameState *gs ) { const CScenarioTravel::STravelBonus & curBonus = st.bonusesToChoose[si->choosenCampaignBonus]; if(curBonus.isBonusForHero()) { //apply bonus switch (curBonus.type) { case 0: //spell hero->spells.insert(curBonus.info2); break; case 1: //monster { for(int i=0; islotEmpty(i)) { hero->addToSlot(i, curBonus.info2, curBonus.info3); break; } } } break; case 3: //artifact gs->giveHeroArtifact(hero, curBonus.info2); break; case 4: //spell scroll { CArtifactInstance * scroll = CArtifactInstance::createScroll(VLC->spellh->spells[curBonus.info2]); scroll->putAt(ArtifactLocation(hero, scroll->firstAvailableSlot(hero))); } break; case 5: //prim skill { const ui8* ptr = reinterpret_cast(&curBonus.info2); for (int g=0; gwhichMapInCampaign, g); hero->addNewBonus(bb); } } break; case 6: //sec skills hero->setSecSkillLevel(static_cast(curBonus.info2), curBonus.info3, true); break; } } } static std::vector getHumanPlayerInfo(const StartInfo * si) { std::vector ret; for(std::map::const_iterator it = si->playerInfos.begin(); it != si->playerInfos.end(); ++it) { if(it->second.human) ret.push_back(&it->second); } return ret; } static void replaceHero( CGameState * gs, int objId, CGHeroInstance * ghi ) { ghi->id = objId; gs->map->objects[objId] = ghi; gs->map->heroes.push_back(ghi); } //sort in descending order by power static bool heroPowerSorter(const CGHeroInstance * a, const CGHeroInstance * b) { return a->getHeroStrength() > b->getHeroStrength(); } }; tlog0 << "\tUsing random seed: "<< si->seedToBeUsed << std::endl; ran.seed((boost::int32_t)si->seedToBeUsed); scenarioOps = new StartInfo(*si); initialOpts = new StartInfo(*si); si = NULL; switch(scenarioOps->mode) { case StartInfo::NEW_GAME: map = new Mapa(scenarioOps->mapname); break; case StartInfo::CAMPAIGN: { campaign = new CCampaignState(); campaign->initNewCampaign(*scenarioOps); assert(vstd::contains(campaign->camp->mapPieces, scenarioOps->whichMapInCampaign)); std::vector &mapContent = campaign->camp->mapPieces[scenarioOps->whichMapInCampaign]; map = new Mapa(); map->initFromBytes((const ui8*)mapContent.data(), mapContent.size()); } break; case StartInfo::DUEL: initDuel(); return; default: tlog1 << "Wrong mode: " << (int)scenarioOps->mode << std::endl; return; } VLC->arth->initAllowedArtifactsList(map->allowedArtifact); tlog0 << "Map loaded!" << std::endl; //tlog0 <<"Reading and detecting map file (together): "<checksum << std::endl; if(scenarioOps->mapfileChecksum) { tlog0 << "\tServer checksum for " << scenarioOps->mapname <<": "<< scenarioOps->mapfileChecksum << std::endl; if(map->checksum != scenarioOps->mapfileChecksum) { tlog1 << "Wrong map checksum!!!" << std::endl; throw std::runtime_error("Wrong checksum"); } } else scenarioOps->mapfileChecksum = map->checksum; day = 0; loadTownDInfos(); //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 allowedPos; // add all not blocked tiles in range for (int i = 0; i < map->width ; i++) { for (int j = 0; j < map->height ; j++) { for (int k = 0; k <= map->twoLevel ; k++) { const TerrainTile &t = map->terrain[i][j][k]; if(!t.blocked && !t.visitable && t.tertype != TerrainTile::water && t.tertype != TerrainTile::rock && map->grailPos.dist2d(int3(i,j,k)) <= map->grailRadious) allowedPos.push_back(int3(i,j,k)); } } } //remove tiles with holes for(ui32 no=0; noobjects.size(); ++no) if(map->objects[no]->ID == 124) allowedPos -= map->objects[no]->pos; if(allowedPos.size()) map->grailPos = allowedPos[ran() % allowedPos.size()]; else tlog2 << "Warning: Grail cannot be placed, no appropriate tile found!\n"; } //picking random factions for players for(std::map::iterator it = scenarioOps->playerInfos.begin(); it != scenarioOps->playerInfos.end(); ++it) { if(it->second.castle==-1) { int f; do { f = ran()%GameConstants::F_NUMBER; }while(!(map->players[it->first].allowedFactions & 1<second.castle = f; } } //randomizing objects BOOST_FOREACH(CGObjectInstance *obj, map->objects) { randomizeObject(obj); obj->hoverName = VLC->generaltexth->names[obj->ID]; //handle Favouring Winds - mark tiles under it if(obj->ID == 225) 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).siodmyTajemniczyBajt |= 128; } } //std::cout<<"\tRandomizing objects: "<::iterator it = scenarioOps->playerInfos.begin(); it != scenarioOps->playerInfos.end(); ++it) { std::pair ins(it->first,PlayerState()); ins.second.color=ins.first; ins.second.human = it->second.human; ins.second.team = map->players[ins.first].team; teams[ins.second.team].id = ins.second.team;//init team teams[ins.second.team].players.insert(ins.first);//add player to team players.insert(ins); } /*********give starting hero****************************************/ for(int i=0;iplayers[i]; bool generateHero = (p.generateHeroAtMainTown && p.hasMainTown); if(generateHero && vstd::contains(scenarioOps->playerInfos, i)) { int3 hpos = p.posOfMainTown; hpos.x+=1; int h = pickHero(i); if(scenarioOps->playerInfos[i].hero == -1) scenarioOps->playerInfos[i].hero = h; CGHeroInstance * nnn = static_cast(createObject(GameConstants::HEROI_TYPE,h,hpos,i)); nnn->id = map->objects.size(); nnn->initHero(); map->heroes.push_back(nnn); map->objects.push_back(nnn); map->addBlockVisTiles(nnn); } } /*************************replace hero placeholders*****************************/ if (campaign) { CScenarioTravel::STravelBonus bonus = campaign->camp->scenarios[scenarioOps->whichMapInCampaign].travelOptions.bonusesToChoose[scenarioOps->choosenCampaignBonus]; std::vector Xheroes; if (bonus.type == 8) //hero crossover { Xheroes = campaign->camp->scenarios[bonus.info2].crossoverHeroes; } //selecting heroes by type for(int g=0; gobjects.size(); ++g) { CGObjectInstance * obj = map->objects[g]; if (obj->ID != 214) //not a placeholder { continue; } CGHeroPlaceholder * hp = static_cast(obj); if(hp->subID != 0xFF) //select by type { bool found = false; BOOST_FOREACH(CGHeroInstance * ghi, Xheroes) { if (ghi->subID == hp->subID) { found = true; HLP::replaceHero(this, g, ghi); Xheroes -= ghi; break; } } if (!found) { //TODO: create new hero of this type } } } //selecting heroes by power std::sort(Xheroes.begin(), Xheroes.end(), HLP::heroPowerSorter); for(int g=0; gobjects.size(); ++g) { CGObjectInstance * obj = map->objects[g]; if (obj->ID != 214) //not a placeholder { continue; } CGHeroPlaceholder * hp = static_cast(obj); if (hp->subID == 0xFF) //select by power { if(Xheroes.size() > hp->power - 1) HLP::replaceHero(this, g, Xheroes[hp->power - 1]); else tlog2 << "Warning, to hero to replace!\n"; //we don't have to remove hero from Xheroes because it would destroy the order and duplicates shouldn't happen } } } /******************RESOURCES****************************************************/ TResources startresAI, startresHuman; const JsonNode config(ResourceID("config/startres.json")); const JsonVector &vector = config["difficulty"].Vector(); const JsonNode &level = vector[scenarioOps->difficulty]; const JsonNode &human = level["human"]; const JsonNode &ai = level["ai"]; startresHuman[0] = human["wood"].Float(); startresHuman[1] = human["mercury"].Float(); startresHuman[2] = human["ore"].Float(); startresHuman[3] = human["sulfur"].Float(); startresHuman[4] = human["crystal"].Float(); startresHuman[5] = human["gems"].Float(); startresHuman[6] = human["gold"].Float(); startresHuman[7] = human["mithril"].Float(); startresAI[0] = ai["wood"].Float(); startresAI[1] = ai["mercury"].Float(); startresAI[2] = ai["ore"].Float(); startresAI[3] = ai["sulfur"].Float(); startresAI[4] = ai["crystal"].Float(); startresAI[5] = ai["gems"].Float(); startresAI[6] = ai["gold"].Float(); startresAI[7] = ai["mithril"].Float(); for (std::map::iterator i = players.begin(); i!=players.end(); i++) { PlayerState &p = i->second; if (p.human) p.resources = startresHuman; else p.resources = startresAI; } //give start resource bonus in case of campaign if (scenarioOps->mode == StartInfo::CAMPAIGN) { CScenarioTravel::STravelBonus chosenBonus = campaign->camp->scenarios[scenarioOps->whichMapInCampaign].travelOptions.bonusesToChoose[scenarioOps->choosenCampaignBonus]; if(chosenBonus.type == 7) //resource { std::vector people = HLP::getHumanPlayerInfo(scenarioOps); //players we will give resource bonus BOOST_FOREACH(const PlayerSettings *ps, people) { std::vector res; //resources we will give switch (chosenBonus.info1) { case 0: case 1: case 2: case 3: case 4: case 5: case 6: res.push_back(chosenBonus.info1); break; case 0xFD: //wood+ore res.push_back(Res::WOOD); res.push_back(Res::ORE); break; case 0xFE: //rare res.push_back(Res::MERCURY); res.push_back(Res::SULFUR); res.push_back(Res::CRYSTAL); res.push_back(Res::GEMS); break; default: assert(0); break; } //increasing resource quantity for (int n=0; ncolor].resources[res[n]] += chosenBonus.info2; } } } } /*************************HEROES************************************************/ std::set hids; //hero ids to create pool for(ui32 i=0; iallowedHeroes.size(); i++) //add to hids all allowed heroes if(map->allowedHeroes[i]) hids.insert(i); for (ui32 i=0; iheroes.size();i++) //heroes instances initialization { if (map->heroes[i]->getOwner()<0) { tlog2 << "Warning - hero with uninitialized owner!\n"; continue; } CGHeroInstance * vhi = (map->heroes[i]); vhi->initHero(); players.find(vhi->getOwner())->second.heroes.push_back(vhi); hids.erase(vhi->subID); } for (ui32 i=0; iobjects.size();i++) //prisons { if (map->objects[i]->ID == 62) hids.erase(map->objects[i]->subID); } for(ui32 i=0; ipredefinedHeroes.size(); i++) { if(!vstd::contains(hids,map->predefinedHeroes[i]->subID)) continue; map->predefinedHeroes[i]->initHero(); hpool.heroesPool[map->predefinedHeroes[i]->subID] = map->predefinedHeroes[i]; hpool.pavailable[map->predefinedHeroes[i]->subID] = 0xff; hids.erase(map->predefinedHeroes[i]->subID); } BOOST_FOREACH(int hid, hids) //all not used allowed heroes go with default state into the pool { CGHeroInstance * vhi = new CGHeroInstance(); vhi->initHero(hid); hpool.heroesPool[hid] = vhi; hpool.pavailable[hid] = 0xff; } for(ui32 i=0; idisposedHeroes.size(); i++) { hpool.pavailable[map->disposedHeroes[i].ID] = map->disposedHeroes[i].players; } if (scenarioOps->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero { CScenarioTravel::STravelBonus chosenBonus = campaign->camp->scenarios[scenarioOps->whichMapInCampaign].travelOptions.bonusesToChoose[scenarioOps->choosenCampaignBonus]; if (chosenBonus.isBonusForHero() && chosenBonus.info1 != 0xFFFE) //exclude generated heroes { //find human player int humanPlayer=GameConstants::NEUTRAL_PLAYER; for (std::map::iterator it=players.begin(); it != players.end(); ++it) { if(it->second.human) { humanPlayer = it->first; break; } } assert(humanPlayer != GameConstants::NEUTRAL_PLAYER); std::vector > & heroes = players[humanPlayer].heroes; if (chosenBonus.info1 == 0xFFFD) //most powerful { int maxB = -1; for (int b=0; bgetTotalStrength() > heroes[maxB]->getTotalStrength()) { maxB = b; } } if(maxB < 0) tlog2 << "Warning - cannot give bonus to hero cause there are no heroes!\n"; else HLP::giveCampaignBonusToHero(heroes[maxB], scenarioOps, campaign->camp->scenarios[scenarioOps->whichMapInCampaign].travelOptions, this); } else //specific hero { for (int b=0; bsubID == chosenBonus.info1) { HLP::giveCampaignBonusToHero(heroes[b], scenarioOps, campaign->camp->scenarios[scenarioOps->whichMapInCampaign].travelOptions, this); break; } } } } } /*************************FOG**OF**WAR******************************************/ for(std::map::iterator k=teams.begin(); k!=teams.end(); ++k) { k->second.fogOfWarMap.resize(map->width); for(int g=0; gwidth; ++g) k->second.fogOfWarMap[g].resize(map->height); for(int g=-0; gwidth; ++g) for(int h=0; hheight; ++h) k->second.fogOfWarMap[g][h].resize(map->twoLevel+1, 0); for(int g=0; gwidth; ++g) for(int h=0; hheight; ++h) for(int v=0; vtwoLevel+1; ++v) k->second.fogOfWarMap[g][h][v] = 0; BOOST_FOREACH(CGObjectInstance *obj, map->objects) { if( !vstd::contains(k->second.players, obj->tempOwner)) continue; //not a flagged object boost::unordered_set tiles; obj->getSightTiles(tiles); BOOST_FOREACH(int3 tile, tiles) { k->second.fogOfWarMap[tile.x][tile.y][tile.z] = 1; } } } for(std::map::iterator k=players.begin(); k!=players.end(); ++k) { //starting bonus if(scenarioOps->playerInfos[k->first].bonus==PlayerSettings::brandom) scenarioOps->playerInfos[k->first].bonus = ran()%3; switch(scenarioOps->playerInfos[k->first].bonus) { case PlayerSettings::bgold: k->second.resources[Res::GOLD] += 500 + (ran()%6)*100; break; case PlayerSettings::bresource: { int res = VLC->townh->towns[scenarioOps->playerInfos[k->first].castle].primaryRes; if(res == 127) { k->second.resources[Res::WOOD] += 5 + ran()%6; k->second.resources[Res::ORE] += 5 + ran()%6; } else { k->second.resources[res] += 3 + ran()%4; } break; } case PlayerSettings::bartifact: { if(!k->second.heroes.size()) { tlog5 << "Cannot give starting artifact - no heroes!" << std::endl; break; } CArtifact *toGive; toGive = VLC->arth->artifacts[VLC->arth->getRandomArt (CArtifact::ART_TREASURE)]; CGHeroInstance *hero = k->second.heroes[0]; giveHeroArtifact(hero, toGive->id); } break; } } /****************************TOWNS************************************************/ for ( int i=0; i<4; i++) CGTownInstance::universitySkills.push_back(14+i);//skills for university for (ui32 i=0;itowns.size();i++) { CGTownInstance * vti =(map->towns[i]); if(!vti->town) vti->town = &VLC->townh->towns[vti->subID]; if (vti->name.length()==0) // if town hasn't name we draw it vti->name = vti->town->Names()[ran()%vti->town->Names().size()]; //init buildings if(vti->builtBuildings.find(-50)!=vti->builtBuildings.end()) //give standard set of buildings { vti->builtBuildings.erase(-50); vti->builtBuildings.insert(10); vti->builtBuildings.insert(5); vti->builtBuildings.insert(30); if(ran()%2) vti->builtBuildings.insert(31); } if (vstd::contains(vti->builtBuildings,(6)) && vti->state()==2) vti->builtBuildings.erase(6);//if we have harbor without water - erase it (this is H3 behaviour) //init hordes for (int i = 0; ibuiltBuildings,(-31-i))) //if we have horde for this level { vti->builtBuildings.erase(-31-i);//remove old ID if (vti->town->hordeLvl[0] == i)//if town first horde is this one { vti->builtBuildings.insert(18);//add it if (vstd::contains(vti->builtBuildings,(37+i)))//if we have upgraded dwelling as well vti->builtBuildings.insert(19);//add it as well } if (vti->town->hordeLvl[1] == i)//if town second horde is this one { vti->builtBuildings.insert(24); if (vstd::contains(vti->builtBuildings,(37+i))) vti->builtBuildings.insert(25); } } //town events BOOST_FOREACH(CCastleEvent *ev, vti->events) { for (int i = 0; ibuildings,(-31-i))) //if we have horde for this level { ev->buildings.erase(-31-i); if (vti->town->hordeLvl[0] == i) ev->buildings.insert(18); if (vti->town->hordeLvl[1] == i) ev->buildings.insert(24); } } //init spells vti->spells.resize(GameConstants::SPELL_LEVELS); CSpell *s; for(ui32 z=0; zobligatorySpells.size();z++) { s = VLC->spellh->spells[vti->obligatorySpells[z]]; vti->spells[s->level-1].push_back(s->id); vti->possibleSpells -= s->id; } while(vti->possibleSpells.size()) { ui32 total=0; int sel = -1; for(ui32 ps=0;pspossibleSpells.size();ps++) total += VLC->spellh->spells[vti->possibleSpells[ps]]->probabilities[vti->subID]; int r = (total)? ran()%total : -1; for(ui32 ps=0; pspossibleSpells.size();ps++) { r -= VLC->spellh->spells[vti->possibleSpells[ps]]->probabilities[vti->subID]; if(r<0) { sel = ps; break; } } if(sel<0) sel=0; CSpell *s = VLC->spellh->spells[vti->possibleSpells[sel]]; vti->spells[s->level-1].push_back(s->id); vti->possibleSpells -= s->id; } if(vti->getOwner() != 255) getPlayer(vti->getOwner())->towns.push_back(vti); } //campaign bonuses for towns if (scenarioOps->mode == StartInfo::CAMPAIGN) { CScenarioTravel::STravelBonus chosenBonus = campaign->camp->scenarios[scenarioOps->whichMapInCampaign].travelOptions.bonusesToChoose[scenarioOps->choosenCampaignBonus]; if (chosenBonus.type == 2) { for (int g=0; gtowns.size(); ++g) { PlayerState * owner = getPlayer(map->towns[g]->getOwner()); if (owner) { PlayerInfo & pi = map->players[owner->color]; if (owner->human && //human-owned map->towns[g]->pos == pi.posOfMainTown + int3(2, 0, 0)) { map->towns[g]->builtBuildings.insert( CBuildingHandler::campToERMU(chosenBonus.info1, map->towns[g]->town->typeID, map->towns[g]->builtBuildings)); break; } } } } } objCaller->preInit(); BOOST_FOREACH(CGObjectInstance *obj, map->objects) { obj->initObj(); if(obj->ID == 62) //prison also needs to initialize hero static_cast(obj)->initHero(); } BOOST_FOREACH(CGObjectInstance *obj, map->objects) { switch (obj->ID) { case Obj::QUEST_GUARD: case Obj::SEER_HUT: { auto q = static_cast(obj); assert (q); q->setObjToKill(); } } } CGTeleport::postInit(); //pairing subterranean gates buildBonusSystemTree(); for(std::map::iterator k=players.begin(); k!=players.end(); ++k) { if(k->first==255) continue; //init visiting and garrisoned heroes BOOST_FOREACH(CGHeroInstance *h, k->second.heroes) { BOOST_FOREACH(CGTownInstance *t, k->second.towns) { int3 vistile = t->pos; vistile.x--; //tile next to the entrance if(vistile == h->pos || h->pos==t->pos) { t->setVisitingHero(h); if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it { map->removeBlockVisTiles(h); h->pos.x -= 1; map->addBlockVisTiles(h); } break; } } } } map->checkForObjectives(); //needs to be run when all objects are properly placed int seedAfterInit = ran(); tlog0 << "Seed after init is " << seedAfterInit << " (before was " << scenarioOps->seedToBeUsed << ")" << std::endl; 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")) { tlog0 << "Loading duel settings from JSON file: " << scenarioOps->mapname << std::endl; dp = DuelParameters::fromJSON(scenarioOps->mapname); tlog0 << "JSON file has been successfully read!\n"; } else { CLoadFile lf(scenarioOps->mapname); lf >> dp; } } catch(...) { tlog1 << "Cannot load duel settings from " << scenarioOps->mapname << std::endl; throw; } const CArmedInstance *armies[2] = {0}; const CGHeroInstance *heroes[2] = {0}; CGTownInstance *town = NULL; for(int i = 0; i < 2; i++) { CArmedInstance *obj = NULL; if(dp.sides[i].heroId >= 0) { const DuelParameters::SideSettings &ss = dp.sides[i]; CGHeroInstance *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(i, ss.heroPrimSkills[i]); if(ss.spells.size()) { h->putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0)); boost::copy(ss.spells, std::inserter(h->spells, h->spells.begin())); } BOOST_FOREACH(auto &parka, ss.artifacts) { h->putArtifact(parka.first, parka.second); } typedef const std::pair &TSecSKill; BOOST_FOREACH(TSecSKill secSkill, ss.heroSecSkills) h->setSecSkillLevel((CGHeroInstance::SecondarySkill)secSkill.first, secSkill.second, 1); h->initHero(h->subID); obj->initObj(); } else { CGCreature *c = new CGCreature(); armies[i] = obj = c; //c->subID = 34; } obj->setOwner(i); for(int j = 0; j < ARRAY_COUNT(dp.sides[i].stacks); j++) { TCreature cre = dp.sides[i].stacks[j].type; TQuantity count = dp.sides[i].stacks[j].count; if(count || obj->hasStackAtSlot(j)) obj->setCreature(j, cre, count); } BOOST_FOREACH(const DuelParameters::CusomCreature &cc, dp.creatures) { CCreature *c = VLC->creh->creatures[cc.id]; if(cc.attack >= 0) c->getBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK))->val = cc.attack; if(cc.defense >= 0) c->getBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE))->val = cc.defense; if(cc.speed >= 0) c->getBonus(Selector::type(Bonus::STACKS_SPEED))->val = cc.speed; if(cc.HP >= 0) c->getBonus(Selector::type(Bonus::STACK_HEALTH))->val = cc.HP; if(cc.dmg >= 0) { c->getBonus(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1))->val = cc.dmg; c->getBonus(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2))->val = cc.dmg; } if(cc.shoots >= 0) c->getBonus(Selector::type(Bonus::SHOTS))->val = cc.shoots; } } curB = BattleInfo::setupBattle(int3(), dp.bfieldType, dp.terType, armies, heroes, false, town); curB->obstacles = dp.obstacles; curB->localInit(); return; } int CGameState::battleGetBattlefieldType(int3 tile) const { if(tile==int3() && curB) tile = curB->tile; else if(tile==int3() && !curB) return -1; const TerrainTile &t = map->getTile(tile); //fight in mine -> subterranean if(dynamic_cast(t.visitableObjects.front())) return 12; BOOST_FOREACH(auto &obj, map->objects) { //look only for objects covering given tile if( !obj || obj->pos.z != tile.z || !obj->coveringAt(tile.x - obj->pos.x, tile.y - obj->pos.y)) continue; switch(obj->ID) { case Obj::CLOVER_FIELD: return 19; case Obj::CURSED_GROUND1: case Obj::CURSED_GROUND2: return 22; case Obj::EVIL_FOG: return 20; case Obj::FAVORABLE_WINDS: return 21; case Obj::FIERY_FIELDS: return 14; case Obj::HOLY_GROUNDS: return 18; case Obj::LUCID_POOLS: return 17; case Obj::MAGIC_CLOUDS: return 16; case Obj::MAGIC_PLAINS1: case Obj::MAGIC_PLAINS2: return 9; case Obj::ROCKLANDS: return 15; } } if(!t.isWater() && t.isCoastal()) return 1; //sand/beach switch(t.tertype) { case TerrainTile::dirt: return rand()%3+3; case TerrainTile::sand: return 2; //TODO: coast support case TerrainTile::grass: return rand()%2+6; case TerrainTile::snow: return rand()%2+10; case TerrainTile::swamp: return 13; case TerrainTile::rough: return 23; case TerrainTile::subterranean: return 12; case TerrainTile::lava: return 8; case TerrainTile::water: return 25; case TerrainTile::rock: return 15; default: return -1; } } UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack) { UpgradeInfo ret; const CCreature *base = stack.type; const CGHeroInstance *h = stack.armyObj->ID == GameConstants::HEROI_TYPE ? static_cast(stack.armyObj) : NULL; const CGTownInstance *t = NULL; if(stack.armyObj->ID == GameConstants::TOWNI_TYPE) t = static_cast(stack.armyObj); else if(h) { //hero speciality TBonusListPtr lista = h->speciality.getBonuses(Selector::typeSubtype(Bonus::SPECIAL_UPGRADE, base->idNumber)); BOOST_FOREACH(const Bonus *it, *lista) { ui16 nid = it->additionalInfo; if (nid != base->idNumber) //in very specific case the upgrade is available by default (?) { ret.newID.push_back(nid); ret.cost.push_back(VLC->creh->creatures[nid]->cost - base->cost); } } t = h->visitedTown; } if(t) { BOOST_FOREACH(const CGTownInstance::TCreaturesSet::value_type & dwelling, t->creatures) { if (vstd::contains(dwelling.second, base->idNumber)) //Dwelling with our creature { BOOST_FOREACH(ui32 upgrID, dwelling.second) { if(vstd::contains(base->upgrades, upgrID)) //possible upgrade { ret.newID.push_back(upgrID); ret.cost.push_back(VLC->creh->creatures[upgrID]->cost - base->cost); } } } } } //hero is visiting Hill Fort if(h && map->getTile(h->visitablePos()).visitableObjects.front()->ID == 35) { static const int costModifiers[] = {0, 25, 50, 75, 100}; //we get cheaper upgrades depending on level const int costModifier = costModifiers[std::min(std::max((int)base->level - 1, 0), ARRAY_COUNT(costModifiers) - 1)]; BOOST_FOREACH(si32 nid, base->upgrades) { ret.newID.push_back(nid); ret.cost.push_back((VLC->creh->creatures[nid]->cost - base->cost) * costModifier / 100); } } if(ret.newID.size()) ret.oldID = base->idNumber; return ret; } int CGameState::getPlayerRelations( ui8 color1, ui8 color2 ) { if ( color1 == color2 ) return 2; if(color1 == 255 || color2 == 255) //neutral player has no friends return 0; const TeamState * ts = getPlayerTeam(color1); if (ts && vstd::contains(ts->players, color2)) return 1; return 0; } void CGameState::loadTownDInfos() { int i; const JsonNode config(ResourceID("config/towns_defs.json")); assert(config["town_defnames"].Vector().size() == GameConstants::F_NUMBER); i = 0; BOOST_FOREACH(const JsonNode &t, config["town_defnames"].Vector()) { villages[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]); villages[i]->name = t["village"].String(); map->defy.push_back(villages[i]); forts[i] = VLC->dobjinfo->castles[i]; map->defy.push_back(forts[i]); capitols[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]); capitols[i]->name = t["capitol"].String(); map->defy.push_back(capitols[i]); ++i; } } void CGameState::getNeighbours(const TerrainTile &srct, int3 tile, std::vector &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) }; for (size_t i = 0; i < ARRAY_COUNT(dirs); i++) { const int3 hlp = tile + dirs[i]; 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 == TerrainTile::water && limitCoastSailing && hlpt.tertype == TerrainTile::water && dirs[i].x && dirs[i].y) //diagonal move through water { int3 hlp1 = tile, hlp2 = tile; hlp1.x += dirs[i].x; hlp2.y += dirs[i].y; if(map->getTile(hlp1).tertype != TerrainTile::water || map->getTile(hlp2).tertype != TerrainTile::water) continue; } if((indeterminate(onLand) || onLand == (hlpt.tertype!=TerrainTile::water) ) && hlpt.tertype != TerrainTile::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->terrain[src.x][src.y][src.z], &d = map->terrain[dest.x][dest.y][dest.z]; //get basic cost int ret = h->getTileCost(d,s); if(d.blocked && h->hasBonusOfType(Bonus::FLYING_MOVEMENT)) { bool freeFlying = h->getBonusesCount(Selector::typeSubtype(Bonus::FLYING_MOVEMENT, 1)) > 0; if(!freeFlying) { ret *= 1.4; //40% penalty for movement over blocked tile } } else if (d.tertype == TerrainTile::water) { if(h->boat && s.hasFavourableWinds() && d.hasFavourableWinds()) //Favourable Winds ret *= 0.666; else if (!h->boat && h->getBonusesCount(Selector::typeSubtype(Bonus::WATER_WALKING, 1)) > 0) ret *= 1.4; //40% penalty for water walking } 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 vec; getNeighbours(d, dest, vec, s.tertype != TerrainTile::water, true); for(size_t i=0; i < vec.size(); i++) { int fcost = getMovementCost(h,dest,vec[i],left,false); if(fcost <= left) { return ret; } } ret = remainingMovePoints; } return ret; } void CGameState::apply(CPack *pack) { ui16 typ = typeList.getTypeID(pack); applierGs->apps[typ]->applyOnGS(this,pack); } bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret) { //the old pathfinder is not supported anymore! assert(0); return false; } void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement) { CPathfinder pathfinder(out, this, hero); pathfinder.calculatePaths(src, movement); } /** * Tells if the tile is guarded by a monster as well as the position * of the monster that will attack on it. * * @return int3(-1, -1, -1) if the tile is unguarded, or the position of * the monster guarding the tile. */ int3 CGameState::guardingCreaturePosition (int3 pos) const { const int3 originalPos = pos; // Give monster at position priority. if (!map->isInTheMap(pos)) return int3(-1, -1, -1); const TerrainTile &posTile = map->terrain[pos.x][pos.y][pos.z]; if (posTile.visitable) { BOOST_FOREACH (CGObjectInstance* obj, posTile.visitableObjects) { if(obj->blockVisit) { if (obj->ID == 54) // Monster return pos; else return int3(-1, -1, -1); //blockvis objects are not guarded by neighbouring creatures } } } // See if there are any monsters adjacent. pos -= int3(1, 1, 0); // Start with top left. for (int dx = 0; dx < 3; dx++) { for (int dy = 0; dy < 3; dy++) { if (map->isInTheMap(pos)) { TerrainTile &tile = map->terrain[pos.x][pos.y][pos.z]; if (tile.visitable && (tile.tertype == TerrainTile::water) == (posTile.tertype == TerrainTile::water)) { BOOST_FOREACH (CGObjectInstance* obj, tile.visitableObjects) { if (obj->ID == 54 && checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile { return pos; } } } } pos.y++; } pos.y -= 3; pos.x++; } return int3(-1, -1, -1); } bool CGameState::isVisible(int3 pos, int player) { if(player == 255) //neutral player return false; return getPlayerTeam(player)->fogOfWarMap[pos.x][pos.y][pos.z]; } bool CGameState::isVisible( const CGObjectInstance *obj, int player ) { if(player == -1) return true; if(player == 255) //neutral player -> TODO ??? needed? return false; //object is visible when at least one blocked tile is visible for(int fx=0; fx<8; ++fx) { for(int fy=0; fy<6; ++fy) { int3 pos = obj->pos + int3(fx-7,fy-5,0); if(map->isInTheMap(pos) && !((obj->defInfo->blockMap[fy] >> (7 - fx)) & 1) && isVisible(pos, player) ) return true; } } return false; } bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const { const TerrainTile * pom = &map->getTile(dst); return checkForVisitableDir(src, pom, dst); } bool CGameState::checkForVisitableDir( const int3 & src, const TerrainTile *pom, const int3 & dst ) const { for(ui32 b=0; bvisitableObjects.size(); ++b) //checking destination tile { if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore continue; CGDefInfo * di = pom->visitableObjects[b]->defInfo; if( (dst.x == src.x-1 && dst.y == src.y-1) && !(di->visitDir & (1<<4)) ) { return false; } if( (dst.x == src.x && dst.y == src.y-1) && !(di->visitDir & (1<<5)) ) { return false; } if( (dst.x == src.x+1 && dst.y == src.y-1) && !(di->visitDir & (1<<6)) ) { return false; } if( (dst.x == src.x+1 && dst.y == src.y) && !(di->visitDir & (1<<7)) ) { return false; } if( (dst.x == src.x+1 && dst.y == src.y+1) && !(di->visitDir & (1<<0)) ) { return false; } if( (dst.x == src.x && dst.y == src.y+1) && !(di->visitDir & (1<<1)) ) { return false; } if( (dst.x == src.x-1 && dst.y == src.y+1) && !(di->visitDir & (1<<2)) ) { return false; } if( (dst.x == src.x-1 && dst.y == src.y) && !(di->visitDir & (1<<3)) ) { return false; } } return true; } int CGameState::victoryCheck( ui8 player ) const { const PlayerState *p = CGameInfoCallback::getPlayer(player); if(map->victoryCondition.condition == EVictoryConditionType::WINSTANDARD || map->victoryCondition.allowNormalVictory || (!p->human && !map->victoryCondition.appliesToAI)) //if the special victory condition applies only to human, AI has the standard) { if(player == checkForStandardWin()) return -1; } if (p->enteredWinningCheatCode) { //cheater or tester, but has entered the code... return 1; } if(p->human || map->victoryCondition.appliesToAI) { switch(map->victoryCondition.condition) { case EVictoryConditionType::ARTIFACT: //check if any hero has winning artifact for(size_t i = 0; i < p->heroes.size(); i++) if(p->heroes[i]->hasArt(map->victoryCondition.ID)) return 1; break; case EVictoryConditionType::GATHERTROOP: { //check if in players armies there is enough creatures int total = 0; //creature counter for(size_t i = 0; i < map->objects.size(); i++) { const CArmedInstance *ai = NULL; if(map->objects[i] && map->objects[i]->tempOwner == player //object controlled by player && (ai = dynamic_cast(map->objects[i].get()))) //contains army { for(TSlots::const_iterator i=ai->Slots().begin(); i!=ai->Slots().end(); ++i) //iterate through army if(i->second->type->idNumber == map->victoryCondition.ID) //it's searched creature total += i->second->count; } } if(total >= map->victoryCondition.count) return 1; } break; case EVictoryConditionType::GATHERRESOURCE: if(p->resources[map->victoryCondition.ID] >= map->victoryCondition.count) return 1; break; case EVictoryConditionType::BUILDCITY: { const CGTownInstance *t = static_cast(map->victoryCondition.obj); if(t->tempOwner == player && t->fortLevel()-1 >= map->victoryCondition.ID && t->hallLevel()-1 >= map->victoryCondition.count) return 1; } break; case EVictoryConditionType::BUILDGRAIL: BOOST_FOREACH(const CGTownInstance *t, map->towns) if((t == map->victoryCondition.obj || !map->victoryCondition.obj) && t->tempOwner == player && vstd::contains(t->builtBuildings, EBuilding::GRAIL)) return 1; break; case EVictoryConditionType::BEATHERO: if(map->victoryCondition.obj->tempOwner >= GameConstants::PLAYER_LIMIT) //target hero not present on map return 1; break; case EVictoryConditionType::CAPTURECITY: { if(map->victoryCondition.obj->tempOwner == player) return 1; } break; case EVictoryConditionType::BEATMONSTER: if(!map->objects[map->victoryCondition.obj->id]) //target monster not present on map return 1; break; case EVictoryConditionType::TAKEDWELLINGS: for(size_t i = 0; i < map->objects.size(); i++) { if(map->objects[i] && map->objects[i]->tempOwner != player) //check not flagged objs { switch(map->objects[i]->ID) { case 17: case 18: case 19: case 20: //dwellings case 216: case 217: case 218: return 0; //found not flagged dwelling - player not won } } } return 1; break; case EVictoryConditionType::TAKEMINES: for(size_t i = 0; i < map->objects.size(); i++) { if(map->objects[i] && map->objects[i]->tempOwner != player) //check not flagged objs { switch(map->objects[i]->ID) { case 53: case 220: return 0; //found not flagged mine - player not won } } } return 1; break; case EVictoryConditionType::TRANSPORTITEM: { const CGTownInstance *t = static_cast(map->victoryCondition.obj); if((t->visitingHero && t->visitingHero->hasArt(map->victoryCondition.ID)) || (t->garrisonHero && t->garrisonHero->hasArt(map->victoryCondition.ID))) { return 1; } } break; } } return 0; } ui8 CGameState::checkForStandardWin() const { //std victory condition is: //all enemies lost ui8 supposedWinner = 255, winnerTeam = 255; for(std::map::const_iterator i = players.begin(); i != players.end(); i++) { if(i->second.status == PlayerState::INGAME && i->first < GameConstants::PLAYER_LIMIT) { if(supposedWinner == 255) { //first player remaining ingame - candidate for victory supposedWinner = i->second.color; winnerTeam = i->second.team; } else if(winnerTeam != i->second.team) { //current candidate has enemy remaining in game -> no vicotry return 255; } } } return supposedWinner; } bool CGameState::checkForStandardLoss( ui8 player ) const { //std loss condition is: player lost all towns and heroes const PlayerState &p = *CGameInfoCallback::getPlayer(player); return !p.heroes.size() && !p.towns.size(); } struct statsHLP { typedef std::pair< ui8, si64 > TStat; //converts [] to vec[place] -> platers static std::vector< std::vector< ui8 > > getRank( std::vector stats ) { std::sort(stats.begin(), stats.end(), statsHLP()); //put first element std::vector< std::vector > ret; std::vector tmp; tmp.push_back( stats[0].first ); ret.push_back( tmp ); //the rest of elements for(int g=1; gpush_back( stats[g].first ); } else { //create next occupied rank std::vector tmp; tmp.push_back(stats[g].first); ret.push_back(tmp); } } return ret; } bool operator()(const TStat & a, const TStat & b) const { return a.second > b.second; } static const CGHeroInstance * findBestHero(CGameState * gs, int color) { std::vector > &h = gs->players[color].heroes; if(!h.size()) return NULL; //best hero will be that with highest exp int best = 0; for(int b=1; bexp > h[best]->exp) { best = b; } } return h[best]; } //calculates total number of artifacts that belong to given player static int getNumberOfArts(const PlayerState * ps) { int ret = 0; for(int g=0; gheroes.size(); ++g) { ret += ps->heroes[g]->artifactsInBackpack.size() + ps->heroes[g]->artifactsWorn.size(); } return ret; } }; void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level) { #define FILL_FIELD(FIELD, VAL_GETTER) \ { \ std::vector< std::pair< ui8, si64 > > stats; \ for(std::map::const_iterator g = players.begin(); g != players.end(); ++g) \ { \ if(g->second.color == 255) \ continue; \ std::pair< ui8, si64 > stat; \ stat.first = g->second.color; \ stat.second = VAL_GETTER; \ stats.push_back(stat); \ } \ tgi.FIELD = statsHLP::getRank(stats); \ } for(std::map::const_iterator g = players.begin(); g != players.end(); ++g) { if(g->second.color != 255) tgi.playerColors.push_back(g->second.color); } if(level >= 1) //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 for(std::map::const_iterator g = players.begin(); g != players.end(); ++g) { if(g->second.color == 255) continue; const CGHeroInstance * best = statsHLP::findBestHero(this, g->second.color); InfoAboutHero iah; iah.initFromHero(best, level >= 8); iah.army.clear(); tgi.colorToBestHero[g->second.color] = iah; } } if(level >= 2) //gold { FILL_FIELD(gold, g->second.resources[Res::GOLD]) } if(level >= 2) //wood & ore { FILL_FIELD(woodOre, g->second.resources[Res::WOOD] + g->second.resources[Res::ORE]) } if(level >= 3) //mercury, sulfur, crystal, gems { 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 { //TODO } if(level >= 5) //artifacts { FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second)) } if(level >= 6) //army strength { //TODO } if(level >= 7) //income { //TODO } if(level >= 8) //best hero's stats { //already set in lvl 1 handling } if(level >= 9) //personality { for(std::map::const_iterator g = players.begin(); g != players.end(); ++g) { if(g->second.color == 255) //do nothing for neutral player continue; if(g->second.human) { tgi.personality[g->second.color] = -1; } else //AI { tgi.personality[g->second.color] = map->players[g->second.color].AITactic; } } } if(level >= 10) //best creature { //best creatures belonging to player (highest AI value) for(std::map::const_iterator g = players.begin(); g != players.end(); ++g) { if(g->second.color == 255) //do nothing for neutral player continue; int bestCre = -1; //best creature's ID for(int b=0; bsecond.heroes.size(); ++b) { for(TSlots::const_iterator it = g->second.heroes[b]->Slots().begin(); it != g->second.heroes[b]->Slots().end(); ++it) { int toCmp = it->second->type->idNumber; //ID of creature we should compare with the best one if(bestCre == -1 || VLC->creh->creatures[bestCre]->AIValue < VLC->creh->creatures[toCmp]->AIValue) { bestCre = toCmp; } } } tgi.bestCreature[g->second.color] = bestCre; } } #undef FILL_FIELD } int CGameState::lossCheck( ui8 player ) const { const PlayerState *p = CGameInfoCallback::getPlayer(player); //if(map->lossCondition.typeOfLossCon == lossStandard) if(checkForStandardLoss(player)) return -1; if (p->enteredLosingCheatCode) { return 1; } if(p->human) //special loss condition applies only to human player { switch(map->lossCondition.typeOfLossCon) { case ELossConditionType::LOSSCASTLE: { const CGTownInstance *t = dynamic_cast(map->lossCondition.obj); assert(t); if(t->tempOwner != player) return 1; } break; case ELossConditionType::LOSSHERO: { const CGHeroInstance *h = dynamic_cast(map->lossCondition.obj); assert(h); if(h->tempOwner != player) return 1; } break; case ELossConditionType::TIMEEXPIRES: if(map->lossCondition.timeLimit < day) return 1; break; } } if(!p->towns.size() && p->daysWithoutCastle >= 7) return 2; return false; } bmap > CGameState::unusedHeroesFromPool() { bmap > pool = hpool.heroesPool; for ( std::map::iterator i = players.begin() ; i != players.end();i++) for(std::vector< ConstTransitivePtr >::iterator j = i->second.availableHeroes.begin(); j != i->second.availableHeroes.end(); j++) if(*j) pool.erase((**j).subID); return pool; } void CGameState::buildBonusSystemTree() { buildGlobalTeamPlayerTree(); attachArmedObjects(); BOOST_FOREACH(CGTownInstance *t, map->towns) { t->deserializationFix(); } // CStackInstance <-> CCreature, CStackInstance <-> CArmedInstance, CArtifactInstance <-> CArtifact // are provided on initializing / deserializing } void CGameState::deserializationFix() { buildGlobalTeamPlayerTree(); attachArmedObjects(); } void CGameState::buildGlobalTeamPlayerTree() { for(std::map::iterator k=teams.begin(); k!=teams.end(); ++k) { TeamState *t = &k->second; t->attachTo(&globalEffects); BOOST_FOREACH(ui8 teamMember, k->second.players) { PlayerState *p = getPlayer(teamMember); assert(p); p->attachTo(t); } } } void CGameState::attachArmedObjects() { BOOST_FOREACH(CGObjectInstance *obj, map->objects) { if(CArmedInstance *armed = dynamic_cast(obj)) armed->whatShouldBeAttached()->attachTo(armed->whereShouldBeAttached(this)); } } void CGameState::giveHeroArtifact(CGHeroInstance *h, int aid) { CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact); map->addNewArtifactInstance(ai); ai->putAt(ArtifactLocation(h, ai->firstAvailableSlot(h))); } int3 CPath::startPos() const { return nodes[nodes.size()-1].coord; } void CPath::convert(ui8 mode) //mode=0 -> from 'manifest' to 'object' { if (mode==0) { for (ui32 i=0;itheNodeBefore) return false; while(curnode) { CGPathNode cpn = *curnode; curnode = curnode->theNodeBefore; out.nodes.push_back(cpn); } return true; } CPathsInfo::CPathsInfo( const int3 &Sizes ) :sizes(Sizes) { hero = NULL; nodes = new CGPathNode**[sizes.x]; for(int i = 0; i < sizes.x; i++) { nodes[i] = new CGPathNode*[sizes.y]; for (int j = 0; j < sizes.y; j++) { nodes[i][j] = new CGPathNode[sizes.z]; } } } CPathsInfo::~CPathsInfo() { for(int i = 0; i < sizes.x; i++) { for (int j = 0; j < sizes.y; j++) { delete [] nodes[i][j]; } delete [] nodes[i]; } delete [] nodes; } int3 CGPath::startPos() const { return nodes[nodes.size()-1].coord; } int3 CGPath::endPos() const { return nodes[0].coord; } void CGPath::convert( ui8 mode ) { if(mode==0) { for(ui32 i=0;igeneraltexth->capColors.size() ? VLC->generaltexth->capColors[color] : boost::lexical_cast(color)); } // void PlayerState::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const // { // return; //no loops possible // } // // void PlayerState::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const // { // for (std::vector::const_iterator it = heroes.begin(); it != heroes.end(); it++) // { // if (*it != root) // (*it)->getBonuses(out, selector, this); // } // } InfoAboutArmy::InfoAboutArmy(): owner(GameConstants::NEUTRAL_PLAYER) {} InfoAboutArmy::InfoAboutArmy(const CArmedInstance *Army, bool detailed) { initFromArmy(Army, detailed); } void InfoAboutArmy::initFromArmy(const CArmedInstance *Army, bool detailed) { army = ArmyDescriptor(Army, detailed); owner = Army->tempOwner; name = Army->getHoverText(); } void InfoAboutHero::assign(const InfoAboutHero & iah) { InfoAboutArmy::operator = (iah); details = (iah.details ? new Details(*iah.details) : NULL); hclass = iah.hclass; portrait = iah.portrait; } InfoAboutHero::InfoAboutHero(): details(nullptr), hclass(nullptr), portrait(-1) {} InfoAboutHero::InfoAboutHero(const InfoAboutHero & iah): InfoAboutArmy() { assign(iah); } InfoAboutHero::InfoAboutHero(const CGHeroInstance *h, bool detailed) { initFromHero(h, detailed); } InfoAboutHero::~InfoAboutHero() { delete details; } InfoAboutHero & InfoAboutHero::operator=(const InfoAboutHero & iah) { assign(iah); return *this; } void InfoAboutHero::initFromHero(const CGHeroInstance *h, bool detailed) { if(!h) return; initFromArmy(h, detailed); hclass = h->type->heroClass; name = h->name; portrait = h->portrait; if(detailed) { //include details about hero details = new Details; details->luck = h->LuckVal(); details->morale = h->MoraleVal(); details->mana = h->mana; details->primskills.resize(GameConstants::PRIMARY_SKILLS); for (int i = 0; i < GameConstants::PRIMARY_SKILLS ; i++) { details->primskills[i] = h->getPrimSkillLevel(i); } } } InfoAboutTown::InfoAboutTown(): details(nullptr), tType(nullptr), built(0), fortLevel(0) { } InfoAboutTown::InfoAboutTown(const CGTownInstance *t, bool detailed) { initFromTown(t, detailed); } InfoAboutTown::~InfoAboutTown() { delete details; } void InfoAboutTown::initFromTown(const CGTownInstance *t, bool detailed) { initFromArmy(t, detailed); army = ArmyDescriptor(t->getUpperArmy(), detailed); built = t->builded; fortLevel = t->fortLevel(); name = t->name; tType = t->town; if(detailed) { //include details about hero details = new Details; details->goldIncome = t->dailyIncome(); details->customRes = vstd::contains(t->builtBuildings, 15); details->hallLevel = t->hallLevel(); details->garrisonedHero = t->garrisonHero; } } ArmyDescriptor::ArmyDescriptor(const CArmedInstance *army, bool detailed) : isDetailed(detailed) { for(TSlots::const_iterator i = army->Slots().begin(); i != army->Slots().end(); i++) { if(detailed) (*this)[i->first] = *i->second; else (*this)[i->first] = CStackBasicDescriptor(i->second->type, i->second->getQuantityID()); } } ArmyDescriptor::ArmyDescriptor() : isDetailed(false) { } int ArmyDescriptor::getStrength() const { ui64 ret = 0; if(isDetailed) { for(const_iterator i = begin(); i != end(); i++) ret += i->second.type->AIValue * i->second.count; } else { for(const_iterator i = begin(); i != end(); i++) ret += i->second.type->AIValue * CCreature::estimateCreatureCount(i->second.count); } return ret; } DuelParameters::SideSettings::StackSettings::StackSettings() : type(-1), count(0) { } DuelParameters::SideSettings::StackSettings::StackSettings(si32 Type, si32 Count) : type(Type), count(Count) { } DuelParameters::SideSettings::SideSettings() { heroId = -1; } DuelParameters::DuelParameters() { terType = TerrainTile::dirt; bfieldType = 15; } DuelParameters DuelParameters::fromJSON(const std::string &fname) { DuelParameters ret; const JsonNode duelData(ResourceID(fname, EResType::TEXT)); ret.terType = duelData["terType"].Float(); ret.bfieldType = duelData["bfieldType"].Float(); BOOST_FOREACH(const JsonNode &n, duelData["sides"].Vector()) { SideSettings &ss = ret.sides[(int)n["side"].Float()]; int i = 0; BOOST_FOREACH(const JsonNode &stackNode, n["army"].Vector()) { ss.stacks[i].type = stackNode.Vector()[0].Float(); ss.stacks[i].count = stackNode.Vector()[1].Float(); i++; } if(n["heroid"].getType() == JsonNode::DATA_FLOAT) ss.heroId = n["heroid"].Float(); else ss.heroId = -1; BOOST_FOREACH(const JsonNode &n, n["heroPrimSkills"].Vector()) ss.heroPrimSkills.push_back(n.Float()); BOOST_FOREACH(const JsonNode &skillNode, n["heroSecSkills"].Vector()) { std::pair secSkill; secSkill.first = skillNode.Vector()[0].Float(); secSkill.second = skillNode.Vector()[1].Float(); ss.heroSecSkills.push_back(secSkill); } assert(ss.heroPrimSkills.empty() || ss.heroPrimSkills.size() == GameConstants::PRIMARY_SKILLS); if(ss.heroId != -1) { BOOST_FOREACH(const JsonNode &spell, n["spells"].Vector()) ss.spells.insert(spell.Float()); } } BOOST_FOREACH(const JsonNode &n, duelData["obstacles"].Vector()) { auto oi = make_shared(); if(n.getType() == JsonNode::DATA_VECTOR) { oi->ID = n.Vector()[0].Float(); oi->pos = n.Vector()[1].Float(); } else { assert(n.getType() == JsonNode::DATA_FLOAT); oi->ID = 21; oi->pos = n.Float(); } oi->uniqueID = ret.obstacles.size(); ret.obstacles.push_back(oi); } BOOST_FOREACH(const JsonNode &n, duelData["creatures"].Vector()) { CusomCreature cc; cc.id = n["id"].Float(); #define retreive(name) \ if(n[ #name ].getType() == JsonNode::DATA_FLOAT)\ cc.name = n[ #name ].Float(); \ else \ cc.name = -1; retreive(attack); retreive(defense); retreive(HP); retreive(dmg); retreive(shoots); retreive(speed); ret.creatures.push_back(cc); } return ret; } TeamState::TeamState() { setNodeType(TEAM); } void CPathfinder::initializeGraph() { CGPathNode ***graph = out.nodes; for(size_t i=0; i < out.sizes.x; ++i) { for(size_t j=0; j < out.sizes.y; ++j) { for(size_t k=0; k < out.sizes.z; ++k) { curPos = int3(i,j,k); const TerrainTile *tinfo = &gs->map->terrain[i][j][k]; CGPathNode &node = graph[i][j][k]; node.accessible = evaluateAccessibility(tinfo); node.turns = 0xff; node.moveRemains = 0; node.coord.x = i; node.coord.y = j; node.coord.z = k; node.land = tinfo->tertype != TerrainTile::water; node.theNodeBefore = NULL; } } } } void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/) { assert(hero); assert(hero == getHero(hero->id)); if(src.x < 0) src = hero->getPosition(false); if(movement < 0) movement = hero->movement; out.hero = hero; out.hpos = src; if(!gs->map->isInTheMap(src)/* || !gs->map->isInTheMap(dest)*/) //check input { tlog1 << "CGameState::calculatePaths: Hero outside the gs->map? How dare you...\n"; return; } initializeGraph(); //initial tile - set cost on 0 and add to the queue CGPathNode &initialNode = *getNode(src); initialNode.turns = 0; initialNode.moveRemains = movement; mq.push_back(&initialNode); std::vector neighbours; neighbours.reserve(16); while(!mq.empty()) { cp = mq.front(); mq.pop_front(); const int3 sourceGuardPosition = guardingCreaturePosition(cp->coord); bool guardedSource = (sourceGuardPosition != int3(-1, -1, -1) && cp->coord != src); ct = &gs->map->getTile(cp->coord); int movement = cp->moveRemains, turn = cp->turns; if(!movement) { movement = hero->maxMovePoints(cp->land); turn++; } //add accessible neighbouring nodes to the queue neighbours.clear(); //handling subterranean gate => it's exit is the only neighbour bool subterraneanEntry = (ct->topVisitableID() == GameConstants::SUBTERRANEAN_GATE_TYPE && useSubterraneanGates); if(subterraneanEntry) { //try finding the exit gate if(const CGObjectInstance *outGate = getObj(CGTeleport::getMatchingGate(ct->visitableObjects.back()->id), false)) { const int3 outPos = outGate->visitablePos(); //gs->getNeighbours(*getTile(outPos), outPos, neighbours, boost::logic::indeterminate, !cp->land); neighbours.push_back(outPos); } else { //gate with no exit (blocked) -> do nothing with this node continue; } } gs->getNeighbours(*ct, cp->coord, neighbours, boost::logic::indeterminate, !cp->land); for(ui32 i=0; i < neighbours.size(); i++) { const int3 &n = neighbours[i]; //current neighbor dp = getNode(n); dt = &gs->map->getTile(n); destTopVisObjID = dt->topVisitableID(); useEmbarkCost = 0; //0 - usual movement; 1 - embark; 2 - disembark int turnAtNextTile = turn; const bool destIsGuardian = sourceGuardPosition == n; if(!goodForLandSeaTransition()) continue; if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED ) continue; //special case -> hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile if(cp->accessible == CGPathNode::VISITABLE && guardedSource && cp->theNodeBefore->land && ct->topVisitableID() == GameConstants::BOATI_TYPE) guardedSource = false; int cost = gs->getMovementCost(hero, cp->coord, dp->coord, movement); //special case -> moving from src Subterranean gate to dest gate -> it's free if(subterraneanEntry && destTopVisObjID == GameConstants::SUBTERRANEAN_GATE_TYPE && cp->coord.z != dp->coord.z) cost = 0; int remains = movement - cost; if(useEmbarkCost) { remains = hero->movementPointsAfterEmbark(movement, cost, useEmbarkCost - 1); cost = movement - remains; } if(remains < 0) { //occurs rarely, when hero with low movepoints tries to leave the road turnAtNextTile++; int moveAtNextTile = hero->maxMovePoints(cp->land); cost = gs->getMovementCost(hero, cp->coord, dp->coord, moveAtNextTile); //cost must be updated, movement points changed :( remains = moveAtNextTile - cost; } if((dp->turns==0xff //we haven't been here before || dp->turns > turnAtNextTile || (dp->turns >= turnAtNextTile && dp->moveRemains < remains)) //this route is faster && (!guardedSource || destIsGuardian)) // Can step into tile of guard { assert(dp != cp->theNodeBefore); //two tiles can't point to each other dp->moveRemains = remains; dp->turns = turnAtNextTile; dp->theNodeBefore = cp; const bool guardedDst = guardingCreaturePosition(dp->coord) != int3(-1, -1, -1) && dp->accessible == CGPathNode::BLOCKVIS; if (dp->accessible == CGPathNode::ACCESSIBLE || (useEmbarkCost && allowEmbarkAndDisembark) || destTopVisObjID == GameConstants::SUBTERRANEAN_GATE_TYPE || (guardedDst && !guardedSource)) // Can step into a hostile tile once. { mq.push_back(dp); } } } //neighbours loop } //queue loop out.isValid = true; } CGPathNode *CPathfinder::getNode(const int3 &coord) { return &out.nodes[coord.x][coord.y][coord.z]; } bool CPathfinder::canMoveBetween(const int3 &a, const int3 &b) const { return gs->checkForVisitableDir(a, b) && gs->checkForVisitableDir(b, a); } bool CPathfinder::canStepOntoDst() const { //TODO remove assert(0); return false; } CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const TerrainTile *tinfo) const { CGPathNode::EAccessibility ret = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE); if(tinfo->tertype == TerrainTile::rock || !FoW[curPos.x][curPos.y][curPos.z]) return CGPathNode::BLOCKED; if(tinfo->visitable) { if(tinfo->visitableObjects.front()->ID == 80 && tinfo->visitableObjects.back()->ID == GameConstants::HEROI_TYPE && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner) //non-owned hero stands on Sanctuary { return CGPathNode::BLOCKED; } else { BOOST_FOREACH(const CGObjectInstance *obj, tinfo->visitableObjects) { if(obj->getPassableness() & 1<tempOwner) //special object instance specific passableness flag - overwrites other accessibility flags { ret = CGPathNode::ACCESSIBLE; } else if(obj->blockVisit) { return CGPathNode::BLOCKVIS; } else if(obj->ID != GameConstants::EVENTI_TYPE) //pathfinder should ignore placed events { ret = CGPathNode::VISITABLE; } } } } else if (gs->map->isInTheMap(guardingCreaturePosition(curPos)) && !tinfo->blocked) { // Monster close by; blocked visit for battle. return CGPathNode::BLOCKVIS; } return ret; } bool CPathfinder::goodForLandSeaTransition() { if(cp->land != dp->land) //hero can traverse land<->sea only in special circumstances { if(cp->land) //from land to sea -> embark or assault hero on boat { if(dp->accessible == CGPathNode::ACCESSIBLE || destTopVisObjID < 0) //cannot enter empty water tile from land -> it has to be visitable return false; if(destTopVisObjID != GameConstants::HEROI_TYPE && destTopVisObjID != GameConstants::BOATI_TYPE) //only boat or hero can be accessed from land return false; if(destTopVisObjID == GameConstants::BOATI_TYPE) useEmbarkCost = 1; } else //disembark { //can disembark only on coastal tiles if(!dt->isCoastal()) return false; //tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast if( (dp->accessible != CGPathNode::ACCESSIBLE && (dp->accessible != CGPathNode::BLOCKVIS || dt->blocked)) || dt->visitable) //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate return false;; useEmbarkCost = 2; } } return true; } CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero) : CGameInfoCallback(_gs, -1), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap) { useSubterraneanGates = true; allowEmbarkAndDisembark = true; }