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