#ifndef __CGAMESTATE_H__ #define __CGAMESTATE_H__ #include "../global.h" #include #ifndef _MSC_VER #include "../hch/CCreatureHandler.h" #include "VCMI_Lib.h" #include "map.h" #endif #include #include #include #include "StackFeature.h" #include "HeroBonus.h" #ifdef _WIN32 #include #else #include "../tchar_amigaos4.h" #endif /* * CGameState.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ class CTown; class CScriptCallback; class CCallback; class CLuaCallback; class CCPPObjectScript; class CCreatureSet; class CStack; class CGHeroInstance; class CGTownInstance; class CArmedInstance; class CGDwelling; class CGDefInfo; class CObjectScript; class CGObjectInstance; class CCreature; struct Mapa; struct StartInfo; struct SDL_Surface; class CMapHandler; class CPathfinder; struct SetObjectProperty; struct MetaString; struct CPack; class CSpell; struct TerrainTile; class CHeroClass; namespace boost { class shared_mutex; } struct DLL_EXPORT InfoAboutHero { private: void assign(const InfoAboutHero & iah); public: struct DLL_EXPORT Details { std::vector primskills; int mana, luck, morale; } *details; char owner; const CHeroClass *hclass; std::string name; int portrait; CCreatureSet army; //numbers of creatures are exact numbers if detailed else they are quantity ids (0 - a few, 1 - several and so on) InfoAboutHero(); InfoAboutHero(const InfoAboutHero & iah); InfoAboutHero & operator=(const InfoAboutHero & iah); ~InfoAboutHero(); void initFromHero(const CGHeroInstance *h, bool detailed); }; struct DLL_EXPORT SThievesGuildInfo { std::vector playerColors; //colors of players that are in-game std::vector< std::list< ui8 > > numOfTowns, numOfHeroes, gold, woodOre, mercSulfCrystGems, obelisks, artifacts, army, income; // [place] -> [colours of players] std::map colorToBestHero; //maps player's color to his best heros' std::map personality; // color to personality // -1 - human, AI -> (00 - random, 01 - warrior, 02 - builder, 03 - explorer) std::map bestCreature; // color to ID // id or -1 if not known // template void serialize(Handler &h, const int version) // { // h & playerColors & numOfTowns & numOfHeroes & gold & woodOre & mercSulfCrystGems & obelisks & artifacts & army & income; // h & colorToBestHero & personality & bestCreature; // } }; struct DLL_EXPORT PlayerState { public: enum EStatus {INGAME, LOSER, WINNER}; ui8 color, serial; ui8 human; //true if human controlled player, false for AI ui32 currentSelection; //id of hero/town, 0xffffffff if none std::vector > > fogOfWarMap; //true - visible, false - hidden std::vector resources; std::vector heroes; std::vector towns; std::vector availableHeroes; //heroes available in taverns std::vector dwellings; //used for town growth BonusList bonuses; //player bonuses ui8 status; //0 - in game, 1 - loser, 2 - winner <- uses EStatus enum ui8 daysWithoutCastle; PlayerState(); template void serialize(Handler &h, const int version) { h & color & serial & human & currentSelection & fogOfWarMap & resources & status; h & heroes & towns & availableHeroes & dwellings & bonuses & status & daysWithoutCastle; // ui32 size; // if(h.saving) //write subids of available heroes // { // size = availableHeroes.size(); // h & size; // for(size_t i=0; i < size; i++) // { // if(availableHeroes[i]) // { // h & availableHeroes[i]->subID; // } // else // { // ui32 none = 0xffffffff; // h & none; // } // } // } // else // { // ui32 hid; // h & size; // for(size_t i=0; i < size; i++) // { // //fill availableHeroes with dummy hero instances, holding subids // h & hid; // availableHeroes.push_back(new CGHeroInstance); // availableHeroes[availableHeroes.size()-1]->subID = hid; // } // } } }; struct DLL_EXPORT CObstacleInstance { int uniqueID; int ID; //ID of obstacle (defines type of it) int pos; //position on battlefield template void serialize(Handler &h, const int version) { h & ID & pos & uniqueID; } }; //only for use in BattleInfo struct DLL_EXPORT SiegeInfo { ui8 wallState[8]; //[0] - keep, [1] - bottom tower, [2] - bottom wall, [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; 1 - intact, 2 - damaged, 3 - destroyed template void serialize(Handler &h, const int version) { h & wallState; } }; struct DLL_EXPORT BattleInfo { ui8 side1, side2; //side1 - attacker, side2 - defender si32 round, activeStack; ui8 siege; // = 0 ordinary battle = 1 a siege with a Fort = 2 a siege with a Citadel = 3 a siege with a Castle si32 tid; //used during town siege - id of attacked town; -1 if not town defence int3 tile; //for background and bonuses CGHeroInstance *heroes[2]; CCreatureSet army1, army2; std::vector stacks; std::vector obstacles; ui8 castSpells[2]; //[0] - attacker, [1] - defender SiegeInfo si; template void serialize(Handler &h, const int version) { h & side1 & side2 & round & activeStack & siege & tid & tile & stacks & army1 & army2 & obstacles & castSpells & si; h & heroes; } const CStack * getNextStack() const; //which stack will have turn after current one void getStackQueue(std::vector &out, int howMany, int turn = 0, int lastMoved = -1) const; //returns stack in order of their movement action CStack * getStack(int stackID, bool onlyAlive = true); const CStack * getStack(int stackID, bool onlyAlive = true) const; CStack * getStackT(int tileID, bool onlyAlive = true); const CStack * getStackT(int tileID, bool onlyAlive = true) const; void getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set & occupyable, bool flying, int stackToOmmit=-1) const; //send pointer to at least 187 allocated bytes static bool isAccessible(int hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos); //helper for makeBFS void makeBFS(int start, bool*accessibility, int *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const; //*accessibility must be prepared bool[187] array; last two pointers must point to the at least 187-elements int arrays - there is written result std::pair< std::vector, int > getPath(int start, int dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned); //returned value: pair; length may be different than number of elements in path since flying vreatures jump between distant hexes std::vector getAccessibility(int stackID, bool addOccupiable) const; //returns vector of accessible tiles (taking into account the creature range) bool isStackBlocked(int ID); //returns true if there is neighbouring enemy stack static signed char mutualPosition(int hex1, int hex2); //returns info about mutual position of given hexes (-1 - they're distant, 0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left) static std::vector neighbouringTiles(int hex); static ui32 calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge); //charge - number of hexes travelled before attack (for champion's jousting) static std::pair calculateDmgRange(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge); //charge - number of hexes travelled before attack (for champion's jousting); returns pair void calculateCasualties(std::map *casualties) const; //casualties are array of maps size 2 (attacker, defeneder), maps are (crid => amount) std::set getAttackedCreatures(const CSpell * s, int skillLevel, ui8 attackerOwner, int destinationTile); //calculates stack affected by given spell static int calculateSpellDuration(const CSpell * spell, const CGHeroInstance * caster); CStack * generateNewStack(const CGHeroInstance * owner, int creatureID, int amount, int stackID, bool attackerOwned, int slot, int /*TerrainTile::EterrainType*/ terrain, int position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield ui32 getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //returns cost of given spell int hexToWallPart(int hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found std::pair getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const; //if attackerOwned is indetermnate, returened stack is of any owner; hex is the number of hex we should be looking from; returns (nerarest creature, predecessorHex) ui32 calculateSpellDmg(const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel) const; //calculates damage inflicted by spell }; class DLL_EXPORT CStack { public: ui32 ID; //unique ID of stack CCreature * creature; ui32 amount, baseAmount; ui32 firstHPleft; //HP of first creature in stack ui8 owner, slot; //owner - player colour (255 for neutrals), slot - position in garrison (may be 255 for neutrals/called creatures) ui8 attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle) si16 position; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower ui8 counterAttacks; //how many counter attacks can be performed more in this turn (by default set at the beginning of the round to 1) si16 shots; //how many shots left si8 morale, luck; //base stack luck/morale std::vector features; std::set state; struct StackEffect { ui16 id; //spell id ui8 level; //skill level ui16 turnsRemain; template void serialize(Handler &h, const int version) { h & id & level & turnsRemain; } }; std::vector effects; int valOfFeatures(StackFeature::ECombatFeatures type, int subtype = -1024, int turn = 0) const;//subtype -> subtype of bonus, if -1024 then any bool hasFeatureOfType(StackFeature::ECombatFeatures type, int subtype = -1024, int turn = 0) const; //determines if stack has a bonus of given type (and optionally subtype) CStack(CCreature * C, int A, int O, int I, bool AO, int S); //c-tor CStack() : ID(-1), creature(NULL), amount(-1), baseAmount(-1), firstHPleft(-1), owner(255), slot(255), attackerOwned(true), position(-1), counterAttacks(1) {} //c-tor const StackEffect * getEffect(ui16 id, int turn = 0) const; //effect id (SP) ui8 howManyEffectsSet(ui16 id) const; //returns amount of effects with given id set for this stack bool willMove(int turn = 0) const; //if stack has remaining move this turn bool moved(int turn = 0) const; //if stack was already moved this turn bool canMove(int turn = 0) const; //if stack can move ui32 Speed(int turn = 0) const; //get speed of creature with all modificators si8 Morale() const; //get morale of stack with all modificators si8 Luck() const; //get luck of stack with all modificators si32 Attack() const; //get attack of stack with all modificators si32 Defense(bool withFrenzy = true) const; //get defense of stack with all modificators ui16 MaxHealth() const; //get max HP of stack with all modifiers template void save(Handler &h, const int version) { h & creature->idNumber; } template void load(Handler &h, const int version) { ui32 id; h & id; creature = &VLC->creh->creatures[id]; //features = creature->abilities; } template void serialize(Handler &h, const int version) { h & ID & amount & baseAmount & firstHPleft & owner & slot & attackerOwned & position & state & counterAttacks & shots & morale & luck & features; if(h.saving) save(h,version); else load(h,version); } bool alive() const //determines if stack is alive { return vstd::contains(state,ALIVE); } }; class DLL_EXPORT CMP_stack { int phase; //rules of which phase will be used int turn; public: bool operator ()(const CStack* a, const CStack* b); CMP_stack(int Phase = 1, int Turn = 0); }; struct UpgradeInfo { int oldID; //creature to be upgraded std::vector newID; //possible upgrades std::vector > > cost; // cost[upgrade_serial] -> set of pairs UpgradeInfo(){oldID = -1;}; }; struct CPathNode { bool accessible; //true if a hero can be on this node int dist; //distance from the first node of searching; -1 is infinity CPathNode * theNodeBefore; int3 coord; //coordiantes bool visited; }; struct CGPathNode { enum { ACCESSIBLE=1, //tile can be entered and passed VISITABLE, //tile can be entered as the last tile in path BLOCKVIS, //visitable from neighbouring tile but not passable BLOCKED //tile can't be entered nor visited }; ui8 accessible; //the enum above ui8 land; ui8 turns; ui32 moveRemains; CGPathNode * theNodeBefore; int3 coord; //coordinates CGPathNode(); }; struct DLL_EXPORT CPath { std::vector nodes; //just get node by node int3 startPos() const; // start point int3 endPos() const; //destination point void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object' }; struct DLL_EXPORT CGPath { std::vector nodes; //just get node by node int3 startPos() const; // start point int3 endPos() const; //destination point void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object' }; struct DLL_EXPORT CPathsInfo { const CGHeroInstance *hero; int3 hpos; int3 sizes; CGPathNode ***nodes; //[w][h][level] bool getPath(const int3 &dst, CGPath &out); CPathsInfo(const int3 &Sizes); ~CPathsInfo(); }; class DLL_EXPORT CGameState { public: StartInfo* scenarioOps; ui32 seed; ui8 currentPlayer; //ID of player currently having turn BattleInfo *curB; //current battle ui32 day; //total number of days in game Mapa * map; std::map players; //ID <-> player state std::map villages, forts, capitols; //def-info for town graphics std::vector resVals; //default values of resources in gold struct DLL_EXPORT HeroesPool { std::map heroesPool; //[subID] - heroes available to buy; NULL if not available std::map pavailable; // [subid] -> which players can recruit hero (binary flags) CGHeroInstance * pickHeroFor(bool native, int player, const CTown *town, std::map &available) const; template void serialize(Handler &h, const int version) { h & heroesPool & pavailable; } } hpool; //we have here all heroes available on this map that are not hired boost::shared_mutex *mx; PlayerState *getPlayer(ui8 color, bool verbose = true); const PlayerState *getPlayer(ui8 color, bool verbose = true) const; void init(StartInfo * si, Mapa * map, int Seed); void loadTownDInfos(); void randomizeObject(CGObjectInstance *cur); std::pair pickObject(CGObjectInstance *obj); //chooses type of object to be randomized, returns int pickHero(int owner); void apply(CPack *pack); CGHeroInstance *getHero(int objid); CGTownInstance *getTown(int objid); const CGHeroInstance *getHero(int objid) const; const CGTownInstance *getTown(int objid) const; bool battleMoveCreatureStack(int ID, int dest); bool battleAttackCreatureStack(int ID, int dest); bool battleShootCreatureStack(int ID, int dest); bool battleCanFlee(int player); //returns true if player can flee from the battle int battleGetStack(int pos, bool onlyAlive); //returns ID of stack at given tile int battleGetBattlefieldType(int3 tile = int3());// 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills 7. grass/pines 8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees 14. fiery fields 15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field 20. evil fog 21. "favourable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship const CGHeroInstance * battleGetOwner(int stackID); //returns hero that owns given stack; NULL if none si8 battleMaxSpellLevel(); //calculates maximum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, SPELL_LEVELS is returned bool battleCanShoot(int ID, int dest); //determines if stack with given ID shoot at the selected destination UpgradeInfo getUpgradeInfo(const CArmedInstance *obj, int stackPos); float getMarketEfficiency(int player, int mode=0); std::set getBuildingRequiments(const CGTownInstance *t, int ID); int canBuildStructure(const CGTownInstance *t, int ID);// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements bool checkForVisitableDir(const int3 & src, const int3 & dst) const; //check if src tile is visitable from dst tile bool checkForVisitableDir(const int3 & src, const TerrainTile *pom, const int3 & dst) const; //check if src tile is visitable from dst tile bool getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret); //calculates path between src and dest; returns pointer to newly allocated CPath or NULL if path does not exists void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src = int3(-1,-1,-1), int movement = -1); //calculates possible paths for hero, by default uses current hero position and movement left; returns pointer to newly allocated CPath or NULL if path does not exists int victoryCheck(ui8 player) const; //checks if given player is winner; -1 if std victory, 1 if special victory, 0 else int lossCheck(ui8 player) const; //checks if given player is loser; -1 if std loss, 1 if special, 0 else ui8 checkForStandardWin() const; //returns color of player that accomplished standard victory conditions or 255 if no winner bool checkForStandardLoss(ui8 player) const; //checks if given player lost the game void obtainPlayersStats(SThievesGuildInfo & tgi, int level); //fills tgi with info about other players that is available at given level of thieves' guild bool isVisible(int3 pos, int player); bool isVisible(const CGObjectInstance *obj, int player); CGameState(); //c-tor ~CGameState(); //d-tor void getNeighbours(const TerrainTile &srct, int3 tile, std::vector &vec, const boost::logic::tribool &onLand); int getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, int remainingMovePoints=-1, bool checkLast=true); int getDate(int mode=0) const; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month template void serialize(Handler &h, const int version) { h & scenarioOps & seed & currentPlayer & day & map & players & resVals & hpool; if(!h.saving) { loadTownDInfos(); // //recreating towns/heroes vectors in players entries // for(int i=0; itowns.size(); i++) // if(map->towns[i]->tempOwner < PLAYER_LIMIT) // getPlayer(map->towns[i]->tempOwner)->towns.push_back(map->towns[i]); // for(int i=0; iheroes.size(); i++) // if(map->heroes[i]->tempOwner < PLAYER_LIMIT) // getPlayer(map->heroes[i]->tempOwner)->heroes.push_back(map->heroes[i]); // //recreating available heroes // for(std::map::iterator i=players.begin(); i!=players.end(); i++) // { // for(size_t j=0; j < i->second.availableHeroes.size(); j++) // { // ui32 hlp = i->second.availableHeroes[j]->subID; // delete i->second.availableHeroes[j]; // if(hlp != 0xffffffff) // { // assert(vstd::contains(hpool.heroesPool, hlp)); // i->second.availableHeroes[j] = hpool.heroesPool[hlp]; // } // else // { // i->second.availableHeroes[j] = NULL; // } // } // } } } friend class CCallback; friend class CLuaCallback; friend class CClient; friend void initGameState(Mapa * map, CGameInfo * cgi); friend class IGameCallback; friend class CMapHandler; friend class CGameHandler; }; #endif // __CGAMESTATE_H__