#define VCMI_DLL #include "../hch/CCampaignHandler.h" #include #include #include #include "CGameState.h" #include #include "../hch/CDefObjInfoHandler.h" #include "../hch/CArtHandler.h" #include "../hch/CBuildingHandler.h" #include "../hch/CGeneralTextHandler.h" #include "../hch/CTownHandler.h" #include "../hch/CSpellHandler.h" #include "../hch/CHeroHandler.h" #include "../hch/CObjectHandler.h" #include "../hch/CCreatureHandler.h" //#include "../lib/IGameCallback.h" #include "VCMI_Lib.h" #include "Connection.h" #include "map.h" #include "../StartInfo.h" #include "NetPacks.h" #include #include #include #include #include #include "RegisterTypes.cpp" #include #include 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); } class CBaseForGSApply { public: virtual void applyOnGS(CGameState *gs, void *pack) const =0; virtual ~CBaseForGSApply(){}; }; template class CApplyOnGS : public CBaseForGSApply { public: void applyOnGS(CGameState *gs, void *pack) const { T *ptr = static_cast(pack); while(!gs->mx->try_lock()) boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish ptr->applyGs(gs); gs->mx->unlock(); } }; class CGSApplier { public: std::map apps; CGSApplier() { registerTypes2(*this); } ~CGSApplier() { std::map::iterator iter; for(iter = apps.begin(); iter != apps.end(); iter++) delete iter->second; } template void registerType(const T * t=NULL) { ui16 ID = typeList.registerType(t); apps[ID] = new CApplyOnGS; } } *applierGs = NULL; class IObjectCaller { public: 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; } dst = (*vec)[ser]; } } DLL_EXPORT 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: dst.replace (dst.find("%s"), 2, exactStrings[exSt++]); break; case TREPLACE_LSTRING: { std::string hlp; getLocalString(localStrings[loSt++], hlp); dst.replace (dst.find("%s"), 2, hlp); } break; case TREPLACE_NUMBER: dst.replace (dst.find("%d"), 2, boost::lexical_cast(numbers[nums++])); break; default: tlog1 << "MetaString processing error!\n"; break; } } } DLL_EXPORT std::string MetaString::toString() const { std::string ret; toString(ret); return ret; } DLL_EXPORT 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::addReplacement(const CStackInstance &stack) { assert(stack.count); //valid count assert(stack.type); //valid type if (stack.count == 1) addReplacement (CRE_SING_NAMES, stack.type->idNumber); else addReplacement (CRE_PL_NAMES, stack.type->idNumber); } static CGObjectInstance * createObject(int id, int subid, int3 pos, int owner) { CGObjectInstance * nobj; switch(id) { case HEROI_TYPE: //hero { CGHeroInstance * nobj = new CGHeroInstance(); nobj->pos = pos; nobj->tempOwner = owner; nobj->subID = subid; //nobj->initHero(ran); return nobj; } case 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==HEROI_TYPE || nobj->ID==TOWNI_TYPE) return nobj; nobj->defInfo = VLC->dobjinfo->gobjs[id][subid]; return nobj; } CStack * BattleInfo::getStack(int stackID, bool onlyAlive) { for(unsigned int g=0; gID == stackID && (!onlyAlive || stacks[g]->alive())) return stacks[g]; } return NULL; } const CStack * BattleInfo::getStack(int stackID, bool onlyAlive) const { return const_cast(this)->getStack(stackID, onlyAlive); } CStack * BattleInfo::getStackT(int tileID, bool onlyAlive) { for(unsigned int g=0; gposition == tileID || (stacks[g]->doubleWide() && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID) || (stacks[g]->doubleWide() && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID)) { if(!onlyAlive || stacks[g]->alive()) { return stacks[g]; } } } return NULL; } const CStack * BattleInfo::getStackT(int tileID, bool onlyAlive) const { return const_cast(this)->getStackT(tileID, onlyAlive); } void BattleInfo::getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set & occupyable, bool flying, int stackToOmmit) const { memset(accessibility, 1, BFIELD_SIZE); //initialize array with trues //removing accessibility for side columns of hexes for(int v = 0; v < BFIELD_SIZE; ++v) { if( v % BFIELD_WIDTH == 0 || v % BFIELD_WIDTH == (BFIELD_WIDTH - 1) ) accessibility[v] = false; } for(unsigned int g=0; galive() || stacks[g]->ID==stackToOmmit || stacks[g]->position < 0) //we don't want to lock position of this stack (eg. if it's a turret) continue; accessibility[stacks[g]->position] = false; if(stacks[g]->doubleWide()) //if it's a double hex creature { if(stacks[g]->attackerOwned) accessibility[stacks[g]->position-1] = false; else accessibility[stacks[g]->position+1] = false; } } //obstacles for(unsigned int b=0; b blocked = VLC->heroh->obstacles[obstacles[b].ID].getBlocked(obstacles[b].pos); for(unsigned int c=0; c=0 && blocked[c] < BFIELD_SIZE) accessibility[blocked[c]] = false; } } //walls if(siege > 0) { static const int permanentlyLocked[] = {12, 45, 78, 112, 147, 165}; for(int b=0; b lockedIfNotDestroyed[] = //(which part of wall, which hex is blocked if this part of wall is not destroyed {std::make_pair(2, 182), std::make_pair(3, 130), std::make_pair(4, 62), std::make_pair(5, 29)}; for(int b=0; b rem; //tiles to unlock for(int h=0; h::const_iterator it = rem.begin(); it != rem.end(); ++it) { accessibility[*it] = true; }*/ } } bool BattleInfo::isAccessible(int hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos) { if(flying && !lastPos) return true; if(twoHex) { //if given hex is accessible and appropriate adjacent one is free too return accessibility[hex] && accessibility[hex + (attackerOwned ? -1 : 1 )]; } else { return accessibility[hex]; } } void BattleInfo::makeBFS(int start, bool *accessibility, int *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const //both pointers must point to the at least 187-elements int arrays { //inits for(int b=0; b > hexq; //bfs queue (second filed used only if fillPredecessors is true) hexq.push(std::make_pair(start, true)); dists[hexq.front().first] = 0; int curNext = -1; //for bfs loop only (helper var) while(!hexq.empty()) //bfs loop { std::pair curHex = hexq.front(); std::vector neighbours = neighbouringTiles(curHex.first); hexq.pop(); for(unsigned int nr=0; nr=dists[curNext]) bool accessible = isAccessible(curNext, accessibility, twoHex, attackerOwned, flying, dists[curHex.first]+1 == dists[curNext]); if( dists[curHex.first]+1 >= dists[curNext] ) continue; if(accessible && curHex.second) { hexq.push(std::make_pair(curNext, true)); dists[curNext] = dists[curHex.first] + 1; } else if(fillPredecessors && !(accessible && !curHex.second)) { hexq.push(std::make_pair(curNext, false)); dists[curNext] = dists[curHex.first] + 1; } predecessor[curNext] = curHex.first; } } }; std::vector BattleInfo::getAccessibility(int stackID, bool addOccupiable) const { std::vector ret; bool ac[BFIELD_SIZE]; const CStack *s = getStack(stackID, false); //this function is called from healedOrResurrected, so our stack can be dead if(s->position < 0) //turrets return std::vector(); std::set occupyable; getAccessibilityMap(ac, s->doubleWide(), s->attackerOwned, addOccupiable, occupyable, s->hasBonusOfType(Bonus::FLYING), stackID); int pr[BFIELD_SIZE], dist[BFIELD_SIZE]; makeBFS(s->position, ac, pr, dist, s->doubleWide(), s->attackerOwned, s->hasBonusOfType(Bonus::FLYING), false); if(s->doubleWide()) { if(!addOccupiable) { std::vector rem; for(int b=0; battackerOwned ? ac[b-1] : ac[b+1]) ) { rem.push_back(b); } } for(unsigned int g=0; gattackerOwned ? (v%BFIELD_WIDTH)==1 : (v%BFIELD_WIDTH)==(BFIELD_WIDTH - 2)) ac[v] = false; } } for (int i=0; i < BFIELD_SIZE ; ++i) { if( ( ( !addOccupiable && dist[i] <= s->Speed() && ac[i] ) || ( addOccupiable && dist[i] <= s->Speed() && isAccessible(i, ac, s->doubleWide(), s->attackerOwned, s->hasBonusOfType(Bonus::FLYING), true) ) )//we can reach it || (vstd::contains(occupyable, i) && ( dist[ i + (s->attackerOwned ? 1 : -1 ) ] <= s->Speed() ) && ac[i + (s->attackerOwned ? 1 : -1 )] ) //it's occupyable and we can reach adjacent hex ) { ret.push_back(i); } } return ret; } bool BattleInfo::isStackBlocked(int ID) { CStack *our = getStack(ID); if(our->hasBonusOfType(Bonus::SIEGE_WEAPON)) //siege weapons cannot be blocked return false; for(unsigned int i=0; ialive() || stacks[i]->owner==our->owner ) continue; //we omit dead and allied stacks if(stacks[i]->doubleWide()) { if( mutualPosition(stacks[i]->position, our->position) >= 0 || mutualPosition(stacks[i]->position + (stacks[i]->attackerOwned ? -1 : 1), our->position) >= 0) return true; } else { if( mutualPosition(stacks[i]->position, our->position) >= 0 ) return true; } } return false; } signed char BattleInfo::mutualPosition(int hex1, int hex2) { if(hex2 == hex1 - ( (hex1/17)%2 ? 18 : 17 )) //top left return 0; if(hex2 == hex1 - ( (hex1/17)%2 ? 17 : 16 )) //top right return 1; if(hex2 == hex1 - 1 && hex1%17 != 0) //left return 5; if(hex2 == hex1 + 1 && hex1%17 != 16) //right return 2; if(hex2 == hex1 + ( (hex1/17)%2 ? 16 : 17 )) //bottom left return 4; if(hex2 == hex1 + ( (hex1/17)%2 ? 17 : 18 )) //bottom right return 3; return -1; } std::vector BattleInfo::neighbouringTiles(int hex) { #define CHECK_AND_PUSH(tile) {int hlp = (tile); if(hlp>=0 && hlp ret; CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 18 : 17 )); CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 17 : 16 )); CHECK_AND_PUSH(hex - 1); CHECK_AND_PUSH(hex + 1); CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 16 : 17 )); CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 17 : 18 )); #undef CHECK_AND_PUSH return ret; } std::pair< std::vector, int > BattleInfo::getPath(int start, int dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned) { int predecessor[BFIELD_SIZE]; //for getting the Path int dist[BFIELD_SIZE]; //calculated distances makeBFS(start, accessibility, predecessor, dist, twoHex, attackerOwned, flyingCreature, false); if(predecessor[dest] == -1) //cannot reach destination { return std::make_pair(std::vector(), 0); } //making the Path std::vector path; int curElem = dest; while(curElem != start) { path.push_back(curElem); curElem = predecessor[curElem]; } return std::make_pair(path, dist[dest]); } CStack::CStack(const CStackInstance *base, int O, int I, bool AO, int S) : CStackInstance(*base), ID(I), owner(O), slot(S), attackerOwned(AO), position(-1), counterAttacks(1) { baseAmount = base->count; firstHPleft = valOfBonuses(Bonus::STACK_HEALTH); shots = type->shots; counterAttacks += valOfBonuses(Bonus::ADDITIONAL_RETALIATION); //alive state indication state.insert(ALIVE); } ui32 CStack::Speed( int turn /*= 0*/ ) const { if(hasBonus(Selector::type(Bonus::SIEGE_WEAPON) && Selector::turns(turn))) //war machines cannot move return 0; int speed = valOfBonuses(Selector::type(Bonus::STACKS_SPEED) && Selector::turns(turn)); int percentBonus = 0; BOOST_FOREACH(const Bonus &b, bonuses) { if(b.type == Bonus::STACKS_SPEED) { percentBonus += b.additionalInfo; } } speed = ((100 + percentBonus) * speed)/100; //bind effect check if(getEffect(72)) { return 0; } return speed; } const CStack::StackEffect * CStack::getEffect( ui16 id, int turn /*= 0*/ ) const { for (unsigned int i=0; i< effects.size(); i++) if(effects[i].id == id) if(!turn || effects[i].turnsRemain > turn) return &effects[i]; return NULL; } ui8 CStack::howManyEffectsSet(ui16 id) const { ui8 ret = 0; for (unsigned int i=0; i< effects.size(); i++) if(effects[i].id == id) //effect found { ++ret; } return ret; } bool CStack::willMove(int turn /*= 0*/) const { return ( turn ? true : !vstd::contains(state, DEFENDING) ) && !moved(turn) && canMove(turn); } bool CStack::canMove( int turn /*= 0*/ ) const { return alive() && !hasBonus(Selector::type(Bonus::NOT_ACTIVE) && Selector::turns(turn)); //eg. Ammo Cart or blinded creature } bool CStack::moved( int turn /*= 0*/ ) const { if(!turn) return vstd::contains(state, MOVED); else return false; } bool CStack::doubleWide() const { return type->doubleWide; } CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, int player, const CTown *town, std::map &available, const CHeroClass *bannedClass /*= NULL*/) const { CGHeroInstance *ret = NULL; if(player<0 || player>=PLAYER_LIMIT) { tlog1 << "Cannot pick hero for " << town->Name() << ". Wrong owner!\n"; return NULL; } std::vector pool; if(native) { for(std::map::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 avaliable 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(std::map::iterator i=available.begin(); i!=available.end(); i++) { if(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 (unsigned int 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; if(!map->getHero(h = scenarioOps->getIthPlayersSettings(owner).hero,0) && h>=0) //we haven't used selected hero return h; int f = scenarioOps->getIthPlayersSettings(owner).castle; int i=0; do //try to find free hero of our faction { i++; h = scenarioOps->getIthPlayersSettings(owner).castle*HEROES_PER_TYPE*2+(ran()%(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; } CGHeroInstance *CGameState::getHero(int objid) { if(objid<0 || objid>=map->objects.size() || map->objects[objid]->ID!=HEROI_TYPE) return NULL; return static_cast(map->objects[objid]); } const CGHeroInstance * CGameState::getHero( int objid ) const { return (const_cast(this))->getHero(objid); } CGTownInstance *CGameState::getTown(int objid) { if(objid<0 || objid>=map->objects.size()) return NULL; CGObjectInstance *obj = map->objects[objid]; if(obj->ID != TOWNI_TYPE) return NULL; return static_cast(obj); } const CGTownInstance * CGameState::getTown( int objid ) const { return (const_cast(this))->getTown(objid); } 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(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->levelCreatures[1][ran()%VLC->creh->levelCreatures[1].size()]->idNumber); case 73: //random monster lvl2 return std::pair(54,VLC->creh->levelCreatures[2][ran()%VLC->creh->levelCreatures[2].size()]->idNumber); case 74: //random monster lvl3 return std::pair(54,VLC->creh->levelCreatures[3][ran()%VLC->creh->levelCreatures[3].size()]->idNumber); case 75: //random monster lvl4 return std::pair(54,VLC->creh->levelCreatures[4][ran()%VLC->creh->levelCreatures[4].size()]->idNumber); 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>PLAYER_LIMIT-1)//same as owner / random { if(obj->tempOwner > 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(TOWNI_TYPE,f); } case 162: //random monster lvl5 return std::pair(54,VLC->creh->levelCreatures[5][ran()%VLC->creh->levelCreatures[5].size()]->idNumber); case 163: //random monster lvl6 return std::pair(54,VLC->creh->levelCreatures[6][ran()%VLC->creh->levelCreatures[6].size()]->idNumber); case 164: //random monster lvl7 return std::pair(54,VLC->creh->levelCreatures[7][ran()%VLC->creh->levelCreatures[7].size()]->idNumber); case 216: //random dwelling { int faction = ran()%F_NUMBER; CGDwelling * dwl = static_cast(obj); CCreGen2ObjInfo* info = static_cast(dwl->info); if (info->asCastle) { for(unsigned int i=0;iobjects.size();i++) { if(map->objects[i]->ID==77 && dynamic_cast(map->objects[i])->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==TOWNI_TYPE && dynamic_cast(map->objects[i])->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()%F_NUMBER; } } int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel)); int cid = VLC->townh->towns[faction].basicCreatures[level]; for(unsigned int i=0;iobjh->cregens.size();i++) if(VLC->objh->cregens[i]==cid) return std::pair(17,i); tlog3 << "Cannot find a dwelling for creature "<< cid << std::endl; return std::pair(17,0); delete dwl->info; dwl->info = NULL; } case 217: { int faction = ran()%F_NUMBER; CGDwelling * dwl = static_cast(obj); CCreGenObjInfo* info = static_cast(dwl->info); if (info->asCastle) { for(unsigned int i=0;iobjects.size();i++) { if(map->objects[i]->ID==77 && dynamic_cast(map->objects[i])->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==TOWNI_TYPE && dynamic_cast(map->objects[i])->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()%F_NUMBER; } } int cid = VLC->townh->towns[faction].basicCreatures[obj->subID]; for(unsigned int i=0;iobjh->cregens.size();i++) if(VLC->objh->cregens[i]==cid) return std::pair(17,i); tlog3 << "Cannot find a dwelling for creature "<(17,0); delete dwl->info; dwl->info = NULL; } case 218: { CGDwelling * dwl = static_cast(obj); CCreGen3ObjInfo* info = static_cast(dwl->info); int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel)); int cid = VLC->townh->towns[obj->subID].basicCreatures[level]; for(unsigned int i=0;iobjh->cregens.size();i++) if(VLC->objh->cregens[i]==cid) return std::pair(17,i); tlog3 << "Cannot find a dwelling for creature "<(17,0); delete dwl->info; dwl->info = NULL; } } 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==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==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==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; 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; } return 0; } CGameState::CGameState() { mx = new boost::shared_mutex(); map = NULL; curB = NULL; scenarioOps = NULL; applierGs = new CGSApplier; objCaller = new CObjectCallersHandler; campaign = NULL; } CGameState::~CGameState() { delete mx; delete map; delete curB; //delete scenarioOps; delete applierGs; delete objCaller; } void CGameState::init( StartInfo * si, ui32 checksum, int Seed ) { VLC->arth->allowedArtifacts.clear(); VLC->arth->clearHlpLists(); switch(si->mode) { case 0: map = new Mapa(si->mapname); for (int i=0; i<144; ++i) //yes, 144 { if (map->allowedArtifact[i]) VLC->arth->allowedArtifacts.push_back(VLC->arth->artifacts[i]); } break; case 2: campaign = new CCampaignState(); campaign->initNewCampaign(*si); std::string &mapContent = campaign->camp->mapPieces[si->whichMapInCampaign]; map = new Mapa(); map->initFromBytes((const unsigned char*)mapContent.c_str()); for (int i=0; i<144; ++i) { if (map->allowedArtifact[i]) VLC->arth->allowedArtifacts.push_back(VLC->arth->artifacts[i]); } break; } tlog0 << "Map loaded!" << std::endl; //tlog0 <<"Reading and detecting map file (together): "<mapname <<": "<< checksum << std::endl; tlog0 << "\tOur checksum for the map: "<< map->checksum << std::endl; if(map->checksum != checksum) { tlog1 << "Wrong map checksum!!!" << std::endl; throw std::string("Wrong checksum"); } } day = 0; seed = Seed; ran.seed((boost::int32_t)seed); scenarioOps = si; 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(unsigned int 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(unsigned int i=0;iplayerInfos.size();i++) { if(scenarioOps->playerInfos[i].castle==-1) { int f; do { f = ran()%F_NUMBER; }while(!(map->players[scenarioOps->playerInfos[i].color].allowedFactions & 1<playerInfos[i].castle = f; } } //randomizing objects BOOST_FOREACH(CGObjectInstance *obj, map->objects) { randomizeObject(obj); if(obj->ID==EVENTI_TYPE) { obj->defInfo->handler=NULL; } 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: "<players[i].generateHeroAtMainTown && map->players[i].hasMainTown) || (map->players[i].hasMainTown && map->version==CMapHeader::RoE)) { int3 hpos = map->players[i].posOfMainTown; hpos.x+=1;// hpos.y+=1; int j; for(j=0; jplayerInfos.size(); j++) //don't add unsigned here - we are refering to the variable above if(scenarioOps->playerInfos[j].color == i) break; if(j == scenarioOps->playerInfos.size()) continue; int h=pickHero(i); if(scenarioOps->playerInfos[j].hero == -1) scenarioOps->playerInfos[j].hero = h; CGHeroInstance * nnn = static_cast(createObject(HEROI_TYPE,h,hpos,i)); nnn->id = map->objects.size(); hpos = map->players[i].posOfMainTown;hpos.x+=2; for(unsigned int o=0;otowns.size();o++) //find main town { if(map->towns[o]->pos == hpos) { map->towns[o]->visitingHero = nnn; nnn->visitedTown = map->towns[o]; nnn->inTownGarrison = false; break; } } nnn->initHero(); map->heroes.push_back(nnn); map->objects.push_back(nnn); map->addBlockVisTiles(nnn); } } /*********creating players entries in gs****************************************/ for (unsigned int i=0; iplayerInfos.size();i++) { std::pair ins(scenarioOps->playerInfos[i].color,PlayerState()); ins.second.color=ins.first; ins.second.serial=i; ins.second.human = scenarioOps->playerInfos[i].human; players.insert(ins); } /******************RESOURCES****************************************************/ //TODO: computer player should receive other amount of resource than player (depending on difficulty) std::vector startres; std::ifstream tis(DATA_DIR "/config/startres.txt"); int k; for (int j=0;jdifficulty;j++) { tis >> k; for (int z=0;z>k; } tis >> k; for (int i=0;i> k; startres.push_back(k); } tis.close(); tis.clear(); for (std::map::iterator i = players.begin(); i!=players.end(); i++) { (*i).second.resources.resize(RESOURCE_QUANTITY); for (int x=0;x hids; //hero ids to create pool for(unsigned int i=0; iallowedHeroes.size(); i++) //add to hids all allowed heroes if(map->allowedHeroes[i]) hids.insert(i); for (unsigned int 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 (unsigned int i=0; iobjects.size();i++) //prisons { if (map->objects[i]->ID == 62) hids.erase(map->objects[i]->subID); } for(unsigned int 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(unsigned int i=0; idisposedHeroes.size(); i++) { hpool.pavailable[map->disposedHeroes[i].ID] = map->disposedHeroes[i].players; } /*************************FOG**OF**WAR******************************************/ for(std::map::iterator k=players.begin(); k!=players.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(obj->tempOwner != k->first) continue; //not a flagged object std::set tiles; obj->getSightTiles(tiles); BOOST_FOREACH(int3 tile, tiles) { k->second.fogOfWarMap[tile.x][tile.y][tile.z] = 1; } } //starting bonus if(si->playerInfos[k->second.serial].bonus==brandom) si->playerInfos[k->second.serial].bonus = ran()%3; switch(si->playerInfos[k->second.serial].bonus) { case bgold: k->second.resources[6] += 500 + (ran()%6)*100; break; case bresource: { int res = VLC->townh->towns[si->playerInfos[k->second.serial].castle].primaryRes; if(res == 127) { k->second.resources[0] += 5 + ran()%6; k->second.resources[2] += 5 + ran()%6; } else { k->second.resources[res] += 3 + ran()%4; } break; } case 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]; std::vector::iterator slot = vstd::findFirstNot (hero->artifWorn, toGive->possibleSlots); if(slot != toGive->possibleSlots.end()) VLC->arth->equipArtifact(hero->artifWorn, *slot, toGive->id); else hero->giveArtifact(toGive->id); } } } /****************************TOWNS************************************************/ for ( int i=0; i<4; i++) CGTownInstance::universitySkills.push_back(14+i);//skills for university for (unsigned int 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); } } //init spells vti->spells.resize(SPELL_LEVELS); CSpell *s; for(unsigned int 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, sel=-1; for(unsigned int ps=0;pspossibleSpells.size();ps++) total += VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID]; int r = (total)? ran()%total : -1; for(unsigned int 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); } for(std::map::iterator k=players.begin(); k!=players.end(); ++k) { if(k->first==-1 || k->first==255) continue; //init visiting and garrisoned heroes for(unsigned int l=0; lsecond.heroes.size();l++) { CGHeroInstance *h = k->second.heroes[l]; for(unsigned int m=0; msecond.towns.size();m++) { CGTownInstance *t = k->second.towns[m]; int3 vistile = t->pos; vistile.x--; //tile next to the entrance if(vistile == h->pos || h->pos==t->pos) { t->visitingHero = h; h->visitedTown = t; h->inTownGarrison = false; 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; } } } } for(unsigned int i=0; idefy.size(); i++) { map->defy[i]->serial = i; } objCaller->preInit(); for(unsigned int i=0; iobjects.size(); i++) { map->objects[i]->initObj(); if(map->objects[i]->ID == 62) //prison also needs to initialize hero static_cast(map->objects[i])->initHero(); } objCaller->postInit(); } bool CGameState::battleShootCreatureStack(int ID, int dest) { return true; } bool CGameState::battleCanFlee(int player) { if(!curB) //there is no battle return false; if(curB->heroes[0]->hasBonusOfType(Bonus::ENEMY_CANT_ESCAPE) //eg. one of heroes is wearing shakles of war || curB->heroes[0]->hasBonusOfType(Bonus::ENEMY_CANT_ESCAPE)) return false; return true; } int CGameState::battleGetStack(int pos, bool onlyAlive) { if(!curB) return -1; for(unsigned int g=0; gstacks.size(); ++g) { if((curB->stacks[g]->position == pos || (curB->stacks[g]->doubleWide() &&( (curB->stacks[g]->attackerOwned && curB->stacks[g]->position-1 == pos) || (!curB->stacks[g]->attackerOwned && curB->stacks[g]->position+1 == pos) ) )) && (!onlyAlive || curB->stacks[g]->alive()) ) return curB->stacks[g]->ID; } return -1; } int CGameState::battleGetBattlefieldType(int3 tile) { if(tile==int3() && curB) tile = curB->tile; else if(tile==int3() && !curB) return -1; const std::vector & objs = map->objects; for(int g=0; gpos.x - tile.x < 0 || objs[g]->pos.x - tile.x >= 8 || tile.y - objs[g]->pos.y + 5 < 0 || tile.y - objs[g]->pos.y + 5 >=6 || !objs[g]->coveringAt(objs[g]->pos.x - tile.x, tile.y - objs[g]->pos.y + 5) ) //look only for objects covering given tile continue; switch(objs[g]->ID) { case 222: //clover field return 19; case 21: case 223: //cursed ground return 22; case 224: //evil fog return 20; case 225: //favourable winds return 21; case 226: //fiery fields return 14; case 227: //holy ground return 18; case 228: //lucid pools return 17; case 229: //magic clouds return 16; case 46: case 230: //magic plains return 9; case 231: //rocklands return 15; } } switch(map->terrain[tile.x][tile.y][tile.z].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; } } const CGHeroInstance * CGameState::battleGetOwner(int stackID) { if(!curB) return NULL; return curB->heroes[!curB->getStack(stackID)->attackerOwned]; } std::set > costDiff(const std::vector &a, const std::vector &b, const int modifier = 100) //modifer % { std::set > ret; for(int j=0;j= b[j]); if(int dif = modifier * (a[j] - b[j]) / 100) ret.insert(std::make_pair(j,dif)); } return ret; } UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack) { UpgradeInfo ret; const CCreature *base = stack.type; const CGHeroInstance *h = stack.armyObj->ID == HEROI_TYPE ? static_cast(stack.armyObj) : NULL; const CGTownInstance *t = NULL; if(stack.armyObj->ID == TOWNI_TYPE) t = static_cast(stack.armyObj); else if(h) { //TODO: check if hero specialty makes some upgrades possible BonusList lista = h->speciality.getBonuses(Selector::typeSybtype(Bonus::SPECIAL_UPGRADE, base->idNumber)); for (BonusList::iterator it = lista.begin(); it != lista.end(); it++) { ui16 nid = it->additionalInfo; if (nid != base->idNumber) //sharpshooter appears to be default upgrade of minor creatures (?) { ret.newID.push_back(nid); ret.cost.push_back(costDiff(VLC->creh->creatures[nid]->cost, base->cost)); } } t = h->visitedTown; } if(t) { BOOST_FOREACH(si32 bid, t->builtBuildings) { if( bid >= 37 && bid < 44 ) //upgraded creature dwelling { int nid = t->town->upgradedCreatures[bid-37]; //upgrade offered by that building if(vstd::contains(base->upgrades, nid)) //possible upgrade { ret.newID.push_back(nid); ret.cost.push_back(costDiff(VLC->creh->creatures[nid]->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(costDiff(VLC->creh->creatures[nid]->cost, base->cost, costModifier)); } } if(ret.newID.size()) ret.oldID = base->idNumber; return ret; } void CGameState::loadTownDInfos() { for(int i=0;idobjinfo->castles[i]); forts[i] = VLC->dobjinfo->castles[i]; capitols[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]); } } void CGameState::getNeighbours(const TerrainTile &srct, int3 tile, std::vector &vec, const boost::logic::tribool &onLand, bool limitCoastSailing) { static int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0), int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) }; vec.clear(); 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::typeSybtype(Bonus::FLYING_MOVEMENT, 1)) > 0; if(!freeFlying) { ret *= 1.4f; //40% penalty for movement over blocked tile } } else if (d.tertype == TerrainTile::water) { if(h->boat && s.siodmyTajemniczyBajt & 128 && d.siodmyTajemniczyBajt & 128) //Favourable Winds ret *= 0.666f; else if (!h->boat && h->getBonusesCount(Selector::typeSybtype(Bonus::WATER_WALKING, 1)) > 0) ret *= 1.4f; //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; } std::set CGameState::getBuildingRequiments(const CGTownInstance *t, int ID) { std::set used; used.insert(ID); std::set reqs = VLC->townh->requirements[t->subID][ID]; while(true) { size_t noloop=0; for(std::set::iterator i=reqs.begin();i!=reqs.end();i++) { if(used.find(*i)==used.end()) //we haven't added requirements for this building { used.insert(*i); for( std::set::iterator j=VLC->townh->requirements[t->subID][*i].begin(); j!=VLC->townh->requirements[t->subID][*i].end(); j++) { reqs.insert(*j);//creating full list of requirements } } else { noloop++; } } if(noloop==reqs.size()) break; } return reqs; } int CGameState::canBuildStructure( const CGTownInstance *t, int ID ) { int ret = 7; //allowed by default if(t->builded >= MAX_BUILDING_PER_TURN) ret = 5; //building limit //checking resources CBuilding * pom = VLC->buildh->buildings[t->subID][ID]; if(!pom) return 8; // if(pom->Name().size()==0||pom->resources.size()==0) // return 2;//TODO: why does this happen? for(int res=0;resresources.size();res++) //TODO: support custom amount of resources { if(pom->resources[res] > getPlayer(t->tempOwner)->resources[res]) ret = 6; //lack of res } //checking for requirements std::set reqs = getBuildingRequiments(t, ID);//getting all requiments for( std::set::iterator ri = reqs.begin(); ri != reqs.end(); ri++ ) { if(t->builtBuildings.find(*ri)==t->builtBuildings.end()) ret = 8; //lack of requirements - cannot build } //can we build it? if(t->forbiddenBuildings.find(ID)!=t->forbiddenBuildings.end()) ret = 2; //forbidden if(ID == 13) //capitol { for(unsigned int in = 0; in < map->towns.size(); in++) { if(map->towns[in]->tempOwner==t->tempOwner && vstd::contains(map->towns[in]->builtBuildings,13)) { ret = 0; //no more than one capitol break; } } } else if(ID == 6) //shipyard { int3 t1(t->pos + int3(-1,3,0)), t2(t->pos + int3(-3,3,0)); if(map->isInTheMap(t1) && map->getTile(t1).tertype != TerrainTile::water && (map->isInTheMap(t2) && map->getTile(t2).tertype != TerrainTile::water)) ret = 1; //lack of water } if(t->builtBuildings.find(ID)!=t->builtBuildings.end()) //already built ret = 4; return ret; } void CGameState::apply(CPack *pack) { ui16 typ = typeList.getTypeID(pack); assert(typ >= 0); applierGs->apps[typ]->applyOnGS(this,pack); } PlayerState * CGameState::getPlayer( ui8 color, bool verbose ) { if(vstd::contains(players,color)) { return &players[color]; } else { if(verbose) tlog2 << "Warning: Cannot find info for player " << int(color) << std::endl; return NULL; } } const PlayerState * CGameState::getPlayer( ui8 color, bool verbose ) const { return (const_cast(this))->getPlayer(color, verbose); } bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret) { if(!map->isInTheMap(src) || !map->isInTheMap(dest)) //check input return false; int3 hpos = hero->getPosition(false); bool flying = false; //hero is under flying effect TODO bool waterWalking = false; //hero is on land and can walk on water TODO bool onLand = map->getTile(hpos).tertype != TerrainTile::water; // tribool blockLandSea; //true - blocks sea, false - blocks land, indeterminate - allows all // // if (!hero->canWalkOnSea()) // blockLandSea = (map->getTile(hpos).tertype != TerrainTile::water); //block land if hero is on water and vice versa // else // blockLandSea = boost::logic::indeterminate; const std::vector > > &FoW = getPlayer(hero->tempOwner)->fogOfWarMap; //graph initialization std::vector< std::vector > graph; graph.resize(map->width); for(size_t i=0; iheight); for(size_t j=0; jterrain[i][j][src.z]; CPathNode &node = graph[i][j]; node.accessible = !tinfo->blocked; node.dist = -1; node.theNodeBefore = NULL; node.visited = false; node.coord.x = i; node.coord.y = j; node.coord.z = dest.z; if(!tinfo->entrableTerrain(onLand, flying || waterWalking) || !FoW[i][j][src.z] //tile is covered by the FoW ) { node.accessible = false; } } } //Special rules for the destination tile { const TerrainTile *t = &map->terrain[dest.x][dest.y][dest.z]; CPathNode &d = graph[dest.x][dest.y]; //tile may be blocked by blockvis / normal vis obj but it still must be accessible if(t->visitable) { d.accessible = true; //for allowing visiting objects } if(onLand && t->tertype == TerrainTile::water) //hero can walk only on land and dst lays on the water { size_t i = 0; for(; i < t->visitableObjects.size(); i++) if(t->visitableObjects[i]->ID == 8 || t->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat break; d.accessible = (i < t->visitableObjects.size()); //dest is accessible only if there is boat/hero } else if(!onLand && t->tertype != TerrainTile::water) //hero is moving by water { d.accessible = (t->siodmyTajemniczyBajt & 64) && !t->blocked; //tile is accessible if it's coastal and not blocked } } //graph initialized //initial tile - set cost on 0 and add to the queue graph[src.x][src.y].dist = 0; std::queue mq; mq.push(graph[src.x][src.y]); ui32 curDist = 0xffffffff; //total cost of path - init with max possible val std::vector neighbours; neighbours.reserve(8); while(!mq.empty()) { CPathNode &cp = graph[mq.front().coord.x][mq.front().coord.y]; mq.pop(); if (cp.coord == dest) //it's destination tile { if (cp.dist < curDist) //that path is better than previous one curDist = cp.dist; continue; } else { if (cp.dist > curDist) //it's not dest and current length is greater than cost of already found path continue; } //add accessible neighbouring nodes to the queue getNeighbours(map->getTile(cp.coord), cp.coord, neighbours, boost::logic::indeterminate, true); for(unsigned int i=0; i < neighbours.size(); i++) { CPathNode & dp = graph[neighbours[i].x][neighbours[i].y]; if(dp.accessible) { int cost = getMovementCost(hero,cp.coord,dp.coord,hero->movement - cp.dist); if((dp.dist==-1 || (dp.dist > cp.dist + cost)) && dp.accessible && checkForVisitableDir(cp.coord, dp.coord) && checkForVisitableDir(dp.coord, cp.coord)) { dp.dist = cp.dist + cost; dp.theNodeBefore = &cp; mq.push(dp); } } } } CPathNode *curNode = &graph[dest.x][dest.y]; if(!curNode->theNodeBefore) //destination is not accessible return false; //fill ret with found path ret.nodes.clear(); while(curNode->coord != graph[src.x][src.y].coord) { ret.nodes.push_back(*curNode); curNode = curNode->theNodeBefore; } ret.nodes.push_back(graph[src.x][src.y]); return true; } void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement) { assert(hero); boost::shared_lock lock(*mx); if(src.x < 0) src = hero->getPosition(false); if(movement < 0) movement = hero->movement; out.hero = hero; out.hpos = src; if(!map->isInTheMap(src)/* || !map->isInTheMap(dest)*/) //check input { tlog1 << "CGameState::calculatePaths: Hero outside the map? How dare you...\n"; return; } tribool onLand; //true - blocks sea, false - blocks land, indeterminate - allows all if (!hero->canWalkOnSea()) onLand = (map->getTile(src).tertype != TerrainTile::water); //block land if hero is on water and vice versa else onLand = boost::logic::indeterminate; const std::vector > > &FoW = getPlayer(hero->tempOwner)->fogOfWarMap; bool flying = hero->hasBonusOfType(Bonus::FLYING_MOVEMENT); bool waterWalk = hero->hasBonusOfType(Bonus::WATER_WALKING); //graph initialization 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) { const TerrainTile *tinfo = &map->terrain[i][j][k]; CGPathNode &node = graph[i][j][k]; node.accessible = (tinfo->blocked ? CGPathNode::FLYABLE : CGPathNode::ACCESSIBLE); if(!flying && node.accessible == CGPathNode::FLYABLE) { node.accessible = CGPathNode::BLOCKED; } 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; bool leaveAsBlocked = false; if((onLand || indeterminate(onLand)) && !node.land)//it's sea and we cannot walk on sea { if (waterWalk || flying) { node.accessible = CGPathNode::FLYABLE; } else { node.accessible = CGPathNode::BLOCKED; leaveAsBlocked = true; } } if ( tinfo->tertype == TerrainTile::rock//it's rock || !onLand && node.land //it's land and we cannot walk on land (complementary condition is handled above) || !FoW[i][j][k] //tile is covered by the FoW || leaveAsBlocked ) { node.accessible = CGPathNode::BLOCKED; } else if(tinfo->visitable) { //hero is protected in Sanctuary if(tinfo->visitableObjects.front()->ID == 80 && tinfo->visitableObjects.back()->ID == HEROI_TYPE && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner) node.accessible = CGPathNode::BLOCKED; else { for(size_t ii = 0; ii < tinfo->visitableObjects.size(); ii++) { const CGObjectInstance * const obj = tinfo->visitableObjects[ii]; if(obj->getPassableness() & 1<tempOwner) //special object instance specific passableness flag - overwrites other accessibility flags { node.accessible = CGPathNode::ACCESSIBLE; } else if(obj->blockVisit) { node.accessible = CGPathNode::BLOCKVIS; break; } else if(obj->ID != EVENTI_TYPE) //pathfinder should ignore placed events { node.accessible = CGPathNode::VISITABLE; } } } } else if (map->isInTheMap(guardingCreaturePosition(int3(i, j, k))) && tinfo->blockingObjects.size() == 0) { // Monster close by; blocked visit for battle. node.accessible = CGPathNode::BLOCKVIS; } if(onLand && !node.land) //hero can walk only on land and tile lays on the water { size_t i = 0; for(; i < tinfo->visitableObjects.size(); i++) if(tinfo->visitableObjects[i]->ID == 8 || tinfo->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat break; if(i < tinfo->visitableObjects.size()) node.accessible = CGPathNode::BLOCKVIS; //dest is accessible only if there is boat/hero } else if(!onLand && tinfo->tertype != TerrainTile::water) //hero is moving by water { if((tinfo->siodmyTajemniczyBajt & 64) && !tinfo->blocked) node.accessible = CGPathNode::VISITABLE; //tile is accessible if it's coastal and not blocked } } } } //graph initialized //initial tile - set cost on 0 and add to the queue graph[src.x][src.y][src.z].turns = 0; graph[src.x][src.y][src.z].moveRemains = movement; std::queue mq; mq.push(&graph[src.x][src.y][src.z]); //ui32 curDist = 0xffffffff; //total cost of path - init with max possible val std::vector neighbours; neighbours.reserve(8); while(!mq.empty()) { CGPathNode *cp = mq.front(); mq.pop(); const int3 guardPosition = guardingCreaturePosition(cp->coord); const bool guardedPosition = (guardPosition != int3(-1, -1, -1) && cp->coord != src); const TerrainTile &ct = map->getTile(cp->coord); int movement = cp->moveRemains, turn = cp->turns; if(!movement) { movement = hero->maxMovePoints(ct.tertype != TerrainTile::water); turn++; } //add accessible neighbouring nodes to the queue getNeighbours(ct, cp->coord, neighbours, boost::logic::indeterminate, !onLand); for(unsigned int i=0; i < neighbours.size(); i++) { int moveAtNextTile = movement; int turnAtNextTile = turn; const int3 &n = neighbours[i]; //current neighbor CGPathNode & dp = graph[n.x][n.y][n.z]; if( !checkForVisitableDir(cp->coord, dp.coord) || !checkForVisitableDir(dp.coord, cp->coord) || dp.accessible == CGPathNode::BLOCKED ) { continue; } int cost = getMovementCost(hero, cp->coord, dp.coord, movement); int remains = movement - cost; if(remains < 0) { //occurs rarely, when hero with low movepoints tries to go leave the road turnAtNextTile++; moveAtNextTile = hero->maxMovePoints(ct.tertype != TerrainTile::water); cost = getMovementCost(hero, cp->coord, dp.coord, moveAtNextTile); //cost must be updated, movement points changed :( remains = moveAtNextTile - cost; } const bool neighborIsGuard = guardingCreaturePosition(cp->coord) == dp.coord; if((dp.turns==0xff //we haven't been here before || dp.turns > turnAtNextTile || (dp.turns >= turnAtNextTile && dp.moveRemains < remains)) //this route is faster && (!guardedPosition || neighborIsGuard)) // 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 guardedNeighbor = guardingCreaturePosition(dp.coord) != int3(-1, -1, -1); //const bool positionIsGuard = guardingCreaturePosition(cp->coord) == cp->coord; //can this be true? hero never passes from monster tile... if (dp.accessible == CGPathNode::ACCESSIBLE || dp.accessible == CGPathNode::FLYABLE || (guardedNeighbor && !guardedPosition)) // Can step into a hostile tile once. { mq.push(&dp); } } } //neighbours loop } //queue loop } /** * 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 players[player].fogOfWarMap[pos.x][pos.y][pos.z]; } bool CGameState::isVisible( const CGObjectInstance *obj, int player ) { if(player == 255) //neutral player 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(unsigned int 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; } std::pair BattleInfo::calculateDmgRange( const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky ) { float additiveBonus=1.0f, multBonus=1.0f, minDmg = attacker->getMinDamage() * attacker->count, maxDmg = attacker->getMaxDamage() * attacker->count; if(attacker->type->idNumber == 149) //arrow turret { switch(attacker->position) { case -2: //keep minDmg = 15; maxDmg = 15; break; case -3: case -4: //turrets minDmg = 7.5f; maxDmg = 7.5f; break; } } if(attacker->hasBonusOfType(Bonus::SIEGE_WEAPON) && attacker->type->idNumber != 149) //any siege weapon, but only ballista can attack (second condition - not arrow turret) { //minDmg and maxDmg are multiplied by hero attack + 1 minDmg *= attackerHero->getPrimSkillLevel(0) + 1; maxDmg *= attackerHero->getPrimSkillLevel(0) + 1; } int attackDefenceDifference = 0; if(attacker->hasBonusOfType(Bonus::GENERAL_ATTACK_REDUCTION)) { float multAttackReduction = attacker->valOfBonuses(Bonus::GENERAL_ATTACK_REDUCTION, -1024) / 100.0f; attackDefenceDifference = attacker->Attack() * multAttackReduction; } else { attackDefenceDifference = attacker->Attack(); } if(attacker->hasBonusOfType(Bonus::ENEMY_DEFENCE_REDUCTION)) { float multDefenceReduction = (100.0f - attacker->valOfBonuses(Bonus::ENEMY_DEFENCE_REDUCTION, -1024)) / 100.0f; attackDefenceDifference -= defender->Defense() * multDefenceReduction; } else { attackDefenceDifference -= defender->Defense(); } //calculating total attack/defense skills modifier if(shooting) //precision handling (etc.) attackDefenceDifference += attacker->getBonuses(Selector::typeSybtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT)).totalValue(); else //bloodlust handling (etc.) attackDefenceDifference += attacker->getBonuses(Selector::typeSybtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_MELEE_FIGHT)).totalValue(); if(attacker->getEffect(55)) //slayer handling { std::vector affectedIds; int spLevel = attacker->getEffect(55)->level; for(int g = 0; g < VLC->creh->creatures.size(); ++g) { BOOST_FOREACH(const Bonus &b, VLC->creh->creatures[g]->bonuses) { if ( (b.type == Bonus::KING3 && spLevel >= 3) || //expert (b.type == Bonus::KING2 && spLevel >= 2) || //adv + (b.type == Bonus::KING1 && spLevel >= 0) ) //none or basic + { affectedIds.push_back(g); break; } } } for(unsigned int g=0; gtype->idNumber == affectedIds[g]) { attackDefenceDifference += VLC->spellh->spells[55].powers[attacker->getEffect(55)->level]; break; } } } //bonus from attack/defense skills if(attackDefenceDifference < 0) //decreasing dmg { float dec = 0.025f * (-attackDefenceDifference); if(dec > 0.7f) { multBonus *= 0.3f; //1.0 - 0.7 } else { multBonus *= 1.0f - dec; } } else //increasing dmg { float inc = 0.05f * attackDefenceDifference; if(inc > 4.0f) { additiveBonus += 4.0f; } else { additiveBonus += inc; } } //applying jousting bonus if( attacker->hasBonusOfType(Bonus::JOUSTING) && !defender->hasBonusOfType(Bonus::CHARGE_IMMUNITY) ) additiveBonus += charge * 0.05f; //handling secondary abilities and artifacts giving premies to them if(attackerHero) { if(shooting) { additiveBonus += attackerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 1) / 100.0f; } else { additiveBonus += attackerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 22) / 100.0f; } } if(defendingHero) { multBonus *= (std::max(0, 100-defendingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 23))) / 100.0f; } //handling hate effect if( attacker->hasBonusOfType(Bonus::HATE, defender->type->idNumber) ) additiveBonus += 0.5f; //luck bonus if (lucky) { additiveBonus += 1.0f; } //handling spell effects if(!shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) //eg. shield { multBonus *= float(defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) / 100.0f; } else if(shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) //eg. air shield { multBonus *= float(defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) / 100.0f; } if(attacker->getEffect(42)) //curse handling (partial, the rest is below) { multBonus *= 0.8f * float(VLC->spellh->spells[42].powers[attacker->getEffect(42)->level]); //the second factor is 1 or 0 } class HLP { public: static bool hasAdvancedAirShield(const CStack * stack) { for(int g=0; geffects.size(); ++g) { if (stack->effects[g].id == 28 && stack->effects[g].level >= 2) { return true; } } return false; } }; //wall / distance penalty + advanced air shield if (shooting && !NBonus::hasOfType(attackerHero, Bonus::NO_SHOTING_PENALTY) && ( hasDistancePenalty(attacker->ID, defender->position) || hasWallPenalty(attacker->ID, defender->position) || HLP::hasAdvancedAirShield(defender) ) ) { multBonus *= 0.5; } if (!shooting && attacker->hasBonusOfType(Bonus::SHOOTER) && !attacker->hasBonusOfType(Bonus::NO_MELEE_PENALTY)) { multBonus *= 0.5; } minDmg *= additiveBonus * multBonus; maxDmg *= additiveBonus * multBonus; std::pair returnedVal; if(attacker->getEffect(42)) //curse handling (rest) { minDmg -= VLC->spellh->spells[42].powers[attacker->getEffect(42)->level]; returnedVal = std::make_pair(int(minDmg), int(minDmg)); } else if(attacker->getEffect(41)) //bless handling { maxDmg += VLC->spellh->spells[41].powers[attacker->getEffect(41)->level]; returnedVal = std::make_pair(int(maxDmg), int(maxDmg)); } else { returnedVal = std::make_pair(int(minDmg), int(maxDmg)); } //damage cannot be less than 1 amax(returnedVal.first, 1); amax(returnedVal.second, 1); return returnedVal; } ui32 BattleInfo::calculateDmg( const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky ) { std::pair range = calculateDmgRange(attacker, defender, attackerHero, defendingHero, shooting, charge, lucky); if(range.first != range.second) { int valuesToAverage[10]; int howManyToAv = std::min(10, attacker->count); for (int g=0; g *casualties ) const { for(unsigned int i=0; ialive() ? st->baseAmount - st->count : st->baseAmount); amax(killed, 0); if(killed) casualties[!st->attackerOwned][st->type->idNumber] += killed; } } si8 CGameState::battleMaxSpellLevel() { if(!curB) //there is not battle { tlog1 << "si8 CGameState::maxSpellLevel() call when there is no battle!" << std::endl; throw "si8 CGameState::maxSpellLevel() call when there is no battle!"; } si8 levelLimit = SPELL_LEVELS; const CGHeroInstance *h1 = curB->heroes[0]; if(h1) { for(std::list::const_iterator i = h1->bonuses.begin(); i != h1->bonuses.end(); i++) if(i->type == Bonus::BLOCK_SPELLS_ABOVE_LEVEL) amin(levelLimit, i->val); } const CGHeroInstance *h2 = curB->heroes[1]; if(h2) { for(std::list::const_iterator i = h2->bonuses.begin(); i != h2->bonuses.end(); i++) if(i->type == Bonus::BLOCK_SPELLS_ABOVE_LEVEL) amin(levelLimit, i->val); } return levelLimit; } std::set BattleInfo::getAttackedCreatures( const CSpell * s, int skillLevel, ui8 attackerOwner, int destinationTile ) { std::set attackedHexes = s->rangeInHexes(destinationTile, skillLevel); std::set attackedCres; /*std::set to exclude multiple occurrences of two hex creatures*/ bool onlyAlive = s->id != 38 && s->id != 39; //when casting resurrection or animate dead we should be allow to select dead stack if(s->id == 24 || s->id == 25 || s->id == 26) //death ripple, destroy undead and Armageddon { for(int it=0; itid == 24 && !stacks[it]->type->isUndead()) //death ripple || (s->id == 25 && stacks[it]->type->isUndead()) //destroy undead || (s->id == 26) //Armageddon ) { if(stacks[it]->alive()) attackedCres.insert(stacks[it]); } } } else if(VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET_1") != std::string::npos || VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET_2") != std::string::npos) //spell to be cast on a specific creature but massive on expert { if(skillLevel < 3) /*not expert */ { CStack * st = getStackT(destinationTile, onlyAlive); if(st) attackedCres.insert(st); } else { for(int it=0; itspellh->spells[s->id].positiveness >= 0 && stacks[it]->owner == attackerOwner) ||(VLC->spellh->spells[s->id].positiveness <= 0 && stacks[it]->owner != attackerOwner ) ) { if(!onlyAlive || stacks[it]->alive()) attackedCres.insert(stacks[it]); } } } //if(caster->getSpellSchoolLevel(s) < 3) } else if(VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET") != std::string::npos) //spell to be cast on one specific creature { CStack * st = getStackT(destinationTile, onlyAlive); if(st) attackedCres.insert(st); } else //custom range from attackedHexes { for(std::set::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it) { CStack * st = getStackT(*it, onlyAlive); if(st) attackedCres.insert(st); } } return attackedCres; } int BattleInfo::calculateSpellDuration( const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower ) { if(!caster) //TODO: something better return std::max(5, usedSpellPower); switch(spell->id) { case 56: //frenzy return 1; default: //other spells return caster->getPrimSkillLevel(2) + caster->valOfBonuses(Bonus::SPELL_DURATION); } } CStack * BattleInfo::generateNewStack(const CStackInstance &base, int stackID, bool attackerOwned, int slot, int /*TerrainTile::EterrainType*/ terrain, int position) const { CStack * ret = new CStack(&base, attackerOwned ? side1 : side2, stackID, attackerOwned, slot); //native terrain bonuses int faction = ret->type->faction; if(faction >= 0 && VLC->heroh->nativeTerrains[faction] == terrain) { ret->bonuses.push_back(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE)); ret->bonuses.push_back(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::ATTACK, 1, Bonus::TERRAIN_NATIVE)); ret->bonuses.push_back(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 1, Bonus::TERRAIN_NATIVE)); } ret->position = position; return ret; } ui32 BattleInfo::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const { ui32 ret = caster->getSpellCost(sp); //checking for friendly stacks reducing cost of the spell and //enemy stacks increasing it si32 manaReduction = 0; si32 manaIncrease = 0; for(int g=0; gowner == caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ALLY) ) { amin(manaReduction, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ALLY)); } if( stacks[g]->owner != caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ENEMY) ) { amax(manaIncrease, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ENEMY)); } } return ret + manaReduction + manaIncrease; } int BattleInfo::hexToWallPart(int hex) const { if(siege == 0) //there is no battle! return -1; static const std::pair attackable[] = //potentially attackable parts of wall {std::make_pair(50, 0), std::make_pair(183, 1), std::make_pair(182, 2), std::make_pair(130, 3), std::make_pair(62, 4), std::make_pair(29, 5), std::make_pair(12, 6), std::make_pair(95, 7), std::make_pair(96, 7)}; for(int g = 0; g < ARRAY_COUNT(attackable); ++g) { if(attackable[g].first == hex) return attackable[g].second; } return -1; //not found! } int BattleInfo::lineToWallHex( int line ) const { static const int lineToHex[] = {12, 29, 45, 62, 78, 95, 112, 130, 147, 165, 182}; return lineToHex[line]; } std::pair BattleInfo::getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const { bool ac[BFIELD_SIZE]; std::set occupyable; getAccessibilityMap(ac, closest->doubleWide(), closest->attackerOwned, false, occupyable, closest->hasBonusOfType(Bonus::FLYING), closest->ID); int predecessor[BFIELD_SIZE], dist[BFIELD_SIZE]; makeBFS(closest->position, ac, predecessor, dist, closest->doubleWide(), closest->attackerOwned, closest->hasBonusOfType(Bonus::FLYING), true); std::vector< std::pair< std::pair, const CStack *> > stackPairs; //pairs <, stack> for(int g=0; gID == closest->ID) //if there is not stack or we are the closest one continue; if(boost::logic::indeterminate(attackerOwned) || atG->attackerOwned == attackerOwned) { if(predecessor[g] == -1) //TODO: is it really the best solution? continue; stackPairs.push_back( std::make_pair( std::make_pair(dist[predecessor[g]], g), atG) ); } } if(stackPairs.size() > 0) { std::vector< std::pair< std::pair, const CStack *> > minimalPairs; minimalPairs.push_back(stackPairs[0]); for(int b=1; b, const CStack *> minPair = minimalPairs[minimalPairs.size()/2]; return std::make_pair(minPair.second, predecessor[minPair.first.second]); } return std::make_pair(NULL, -1); } ui32 BattleInfo::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower ) const { ui32 ret = 0; //value to return //15 - magic arrows, 16 - ice bolt, 17 - lightning bolt, 18 - implosion, 20 - frost ring, 21 - fireball, 22 - inferno, 23 - meteor shower, //24 - death ripple, 25 - destroy undead, 26 - armageddon, 77 - thunderbolt static std::map dmgMultipliers = boost::assign::map_list_of(15, 10)(16, 20)(17, 25)(18, 75)(20, 10)(21, 10)(22, 10)(23, 10)(24, 5)(25, 10)(26, 50)(77, 10); //check if spell really does damage - if not, return 0 if(dmgMultipliers.find(sp->id) == dmgMultipliers.end()) return 0; ret = usedSpellPower * dmgMultipliers[sp->id]; ret += sp->powers[spellSchoolLevel]; //applying sorcerery secondary skill if(caster) { ret *= (100.f + caster->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 25)) / 100.0f; //mysticism ret *= (100.f + caster->valOfBonuses(Bonus::SPELL_DAMAGE) + caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, sp->id)) / 100.0f; if(sp->air) ret *= (100.0f + caster->valOfBonuses(Bonus::AIR_SPELL_DMG_PREMY)) / 100.0f; else if(sp->fire) //only one type of bonus for Magic Arrow ret *= (100.0f + caster->valOfBonuses(Bonus::FIRE_SPELL_DMG_PREMY)) / 100.0f; else if(sp->water) ret *= (100.0f + caster->valOfBonuses(Bonus::WATER_SPELL_DMG_PREMY)) / 100.0f; else if(sp->earth) ret *= (100.0f + caster->valOfBonuses(Bonus::EARTH_SPELL_DMG_PREMY)) / 100.0f; } //affected creature-specific part if(affectedCreature) { //applying protections - when spell has more then one elements, only one protection should be applied (I think) if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 0)) //air spell & protection from air { ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 0); ret /= 100; } else if(sp->fire && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 1)) //fire spell & protection from fire { ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 1); ret /= 100; } else if(sp->water && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 2)) //water spell & protection from water { ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 2); ret /= 100; } else if (sp->earth && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 3)) //earth spell & protection from earth { ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 3); ret /= 100; } //general spell dmg reduction if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, -1)) //air spell & protection from air { ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, -1); ret /= 100; } //dmg increasing if( affectedCreature->hasBonusOfType(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id) ) { ret *= 100 + affectedCreature->valOfBonuses(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id); ret /= 100; } if (caster) //Hero specials like Solmyr, Deemer ret *= (100.f + ((caster->valOfBonuses(Bonus::SPECIAL_SPELL_LEV, sp->id) * caster->level) / affectedCreature->type->level)) / 100.0f; } return ret; } bool CGameState::battleCanShoot(int ID, int dest) { if(!curB) return false; const CStack *our = curB->getStack(ID), *dst = curB->getStackT(dest); if(!our || !dst) return false; const CGHeroInstance * ourHero = battleGetOwner(our->ID); if(our->hasBonusOfType(Bonus::FORGETFULL)) //forgetfulness return false; if(our->type->idNumber == 145 && dst) //catapult cannot attack creatures return false; if(our->hasBonusOfType(Bonus::SHOOTER)//it's shooter && our->owner != dst->owner && dst->alive() && (!curB->isStackBlocked(ID) || NBonus::hasOfType(ourHero, Bonus::FREE_SHOOTING)) && our->shots ) return true; return false; } int CGameState::victoryCheck( ui8 player ) const { const PlayerState *p = getPlayer(player); if(map->victoryCondition.condition == winStandard || map->victoryCondition.allowNormalVictory) if(player == checkForStandardWin()) return -1; if(p->human || map->victoryCondition.appliesToAI) { switch(map->victoryCondition.condition) { case 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 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]))) //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 gatherResource: if(p->resources[map->victoryCondition.ID] >= map->victoryCondition.count) return 1; break; case 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 buildGrail: BOOST_FOREACH(const CGTownInstance *t, map->towns) if((t == map->victoryCondition.obj || !map->victoryCondition.obj) && t->tempOwner == player && vstd::contains(t->builtBuildings, 26)) return 1; break; case beatHero: if(map->victoryCondition.obj->tempOwner >= PLAYER_LIMIT) //target hero not present on map return 1; break; case captureCity: { if(map->victoryCondition.obj->tempOwner == player) return 1; } break; case beatMonster: if(!map->objects[map->victoryCondition.obj->id]) //target monster not present on map return 1; break; case 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 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 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 < PLAYER_LIMIT) { if(supposedWinner == 255) { //first player remaining ingame - candidate for victory supposedWinner = i->second.color; winnerTeam = map->players[supposedWinner].team; } else if(winnerTeam != map->players[i->second.color].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 = *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::list< ui8 > > getRank( std::vector stats ) { std::sort(stats.begin(), stats.end(), statsHLP()); //put first element std::vector< std::list > ret; std::list 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::list 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]->artifacts.size() + ps->heroes[g]->artifWorn.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[6]) } if(level >= 2) //wood & ore { FILL_FIELD(woodOre, g->second.resources[0] + g->second.resources[1]) } if(level >= 3) //mercury, sulfur, crystal, gems { FILL_FIELD(mercSulfCrystGems, g->second.resources[2] + g->second.resources[3] + g->second.resources[4] + g->second.resources[5]) } 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.serial].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 = getPlayer(player); //if(map->lossCondition.typeOfLossCon == lossStandard) if(checkForStandardLoss(player)) return -1; if(p->human) //special loss condition applies only to human player { switch(map->lossCondition.typeOfLossCon) { case lossCastle: { const CGTownInstance *t = dynamic_cast(map->lossCondition.obj); assert(t); if(t->tempOwner != player) return 1; } break; case lossHero: { const CGHeroInstance *h = dynamic_cast(map->lossCondition.obj); assert(h); if(h->tempOwner != player) return 1; } break; case timeExpires: if(map->lossCondition.timeLimit < day) return 1; break; } } if(!p->towns.size() && p->daysWithoutCastle >= 7) return 2; return false; } std::map CGameState::unusedHeroesFromPool() { std::map pool = hpool.heroesPool; for ( std::map::iterator i = players.begin() ; i != players.end();i++) for(std::vector::iterator j = i->second.availableHeroes.begin(); j != i->second.availableHeroes.end(); j++) if(*j) pool.erase((**j).subID); return pool; } const CStack * BattleInfo::getNextStack() const { std::vector hlp; getStackQueue(hlp, 1, -1); if(hlp.size()) return hlp[0]; else return NULL; } static const CStack *takeStack(std::vector &st, int &curside, int turn) { const CStack *ret = NULL; unsigned i, //fastest stack j; //fastest stack of the other side for(i = 0; i < st.size(); i++) if(st[i]) break; //no stacks left if(i == st.size()) return NULL; const CStack *fastest = st[i], *other = NULL; int bestSpeed = fastest->Speed(turn); if(fastest->attackerOwned != curside) { ret = fastest; } else { for(j = i + 1; j < st.size(); j++) { if(!st[j]) continue; if(st[j]->attackerOwned != curside || st[j]->Speed(turn) != bestSpeed) break; } if(j >= st.size()) { ret = fastest; } else { other = st[j]; if(other->Speed(turn) != bestSpeed) ret = fastest; else ret = other; } } assert(ret); if(ret == fastest) st[i] = NULL; else st[j] = NULL; curside = ret->attackerOwned; return ret; } void BattleInfo::getStackQueue( std::vector &out, int howMany, int turn /*= 0*/, int lastMoved /*= -1*/ ) const { //we'll split creatures with remaining movement to 4 parts std::vector phase[4]; //0 - turrets/catapult, 1 - normal (unmoved) creatures, other war machines, 2 - waited cres that had morale, 3 - rest of waited cres int toMove = 0; //how many stacks still has move const CStack *active = getStack(activeStack); //active stack hasn't taken any action yet - must be placed at the beginning of queue, no matter what if(!turn && active && active->willMove() && !vstd::contains(active->state, WAITING)) { out.push_back(active); if(out.size() == howMany) return; } for(unsigned int i=0; iwillMove() //we are considering current round and stack won't move || turn > 0 && !s->canMove(turn) //stack won't be able to move in later rounds || turn <= 0 && s == active && out.size() && s == out.front()) //it's active stack already added at the beginning of queue { continue; } int p = -1; //in which phase this tack will move? if(turn <= 0 && vstd::contains(s->state, WAITING)) //consider waiting state only for ongoing round { if(vstd::contains(s->state, HAD_MORALE)) p = 2; else p = 3; } else if(s->type->idNumber == 145 || s->type->idNumber == 149) //catapult and turrets are first { p = 0; } else { p = 1; } phase[p].push_back(s); toMove++; } for(int i = 0; i < 4; i++) std::sort(phase[i].begin(), phase[i].end(), CMP_stack(i, turn > 0 ? turn : 0)); for(size_t i = 0; i < phase[0].size() && i < howMany; i++) out.push_back(phase[0][i]); if(out.size() == howMany) return; if(lastMoved == -1) { if(active) { if(out.size() && out.front() == active) lastMoved = active->attackerOwned; else lastMoved = active->attackerOwned; } else { lastMoved = 0; } } int pi = 1; while(out.size() < howMany) { const CStack *hlp = takeStack(phase[pi], lastMoved, turn); if(!hlp) { pi++; if(pi > 3) { //if(turn != 2) getStackQueue(out, howMany, turn + 1, lastMoved); return; } } else { out.push_back(hlp); } } } si8 BattleInfo::hasDistancePenalty( int stackID, int destHex ) { const CStack * stack = getStack(stackID); int xDst = std::abs(destHex % BFIELD_WIDTH - stack->position % BFIELD_WIDTH), yDst = std::abs(destHex / BFIELD_WIDTH - stack->position / BFIELD_WIDTH); int distance = std::max(xDst, yDst) + std::min(xDst, yDst) - (std::max(xDst, yDst) + 1)/2; //I hope it's approximately correct return distance > 10 && !stack->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY); } si8 BattleInfo::sameSideOfWall(int pos1, int pos2) { int wallInStackLine = lineToWallHex(pos1/BFIELD_WIDTH); int wallInDestLine = lineToWallHex(pos2/BFIELD_WIDTH); bool stackLeft = pos1 < wallInStackLine; bool destLeft = pos2 < wallInDestLine; return stackLeft != destLeft; } si8 BattleInfo::hasWallPenalty( int stackID, int destHex ) { if (siege == 0) { return false; } const CStack * stack = getStack(stackID); if (stack->hasBonusOfType(Bonus::NO_WALL_PENALTY)); { return false; } return !sameSideOfWall(stack->position, destHex); } si8 BattleInfo::canTeleportTo(int stackID, int destHex, int telportLevel) { bool ac[BFIELD_SIZE]; const CStack *s = getStack(stackID, false); //this function is called from healedOrResurrected, so our stack can be dead std::set occupyable; getAccessibilityMap(ac, s->doubleWide(), s->attackerOwned, false, occupyable, s->hasBonusOfType(Bonus::FLYING), stackID); if (siege && telportLevel < 2) //check for wall { return ac[destHex] && sameSideOfWall(s->position, destHex); } else { return ac[destHex]; } } void BattleInfo::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const { CBonusSystemNode::getBonuses(out, selector, root); const CStack *dest = dynamic_cast(root); if (!dest) return; //TODO: make it in clean way if(Selector::matchesType(selector, Bonus::MORALE) || Selector::matchesType(selector, Bonus::LUCK)) { BOOST_FOREACH(const CStack *s, stacks) { if(s->owner == dest->owner) s->getBonuses(out, selector, Selector::effectRange(Bonus::ONLY_ALLIED_ARMY), this); else s->getBonuses(out, selector, Selector::effectRange(Bonus::ONLY_ENEMY_ARMY), this); } } } 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 (unsigned int i=0;itheNodeBefore || curnode->accessible == CGPathNode::FLYABLE) return false; //we'll transform number of turns to conform the rule that hero cannot stop on blocked tile bool transition01 = false; while(curnode) { CGPathNode cpn = *curnode; if(transition01) { if (curnode->accessible == CGPathNode::ACCESSIBLE) { transition01 = false; } else if (curnode->accessible == CGPathNode::FLYABLE) { cpn.turns = 1; } } if(curnode->turns == 1 && curnode->theNodeBefore->turns == 0) { transition01 = true; } 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(unsigned int i=0;itype->idNumber < b->type->idNumber; //catapult is 145 and turrets are 149 //TODO? turrets order case 1: //fastest first, upper slot first { int as = a->Speed(turn), bs = b->Speed(turn); if(as != bs) return as > bs; else return a->slot < b->slot; } case 2: //fastest last, upper slot first //TODO: should be replaced with order of receiving morale! case 3: //fastest last, upper slot first { int as = a->Speed(turn), bs = b->Speed(turn); if(as != bs) return as < bs; else return a->slot < b->slot; } default: assert(0); return false; } } CMP_stack::CMP_stack( int Phase /*= 1*/, int Turn ) { phase = Phase; turn = Turn; } PlayerState::PlayerState() : color(-1), currentSelection(0xffffffff), status(INGAME), daysWithoutCastle(0) { } void PlayerState::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const { /* for (std::vector::const_iterator it = heroes.begin(); it != heroes.end(); ++it) { if (*it != root) (*it)->getParents(out, root); } for (std::vector::const_iterator it = towns.begin(); it != towns.end(); ++it) { if (*it != root) (*it)->getParents(out, root); } */ //TODO - dwellings } void PlayerState::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const {//temporary //CBonusSystemNode::getBonuses(out, selector, root); } InfoAboutHero::InfoAboutHero() { details = NULL; hclass = NULL; portrait = -1; } InfoAboutHero::InfoAboutHero( const InfoAboutHero & iah ) { assign(iah); } InfoAboutHero::~InfoAboutHero() { delete details; } void InfoAboutHero::initFromHero( const CGHeroInstance *h, bool detailed ) { if(!h) return; owner = h->tempOwner; hclass = h->type->heroClass; name = h->name; portrait = h->portrait; army = h->getArmy(); if(detailed) { //include details about hero details = new Details; details->luck = h->LuckVal(); details->morale = h->MoraleVal(); details->mana = h->mana; details->primskills.resize(PRIMARY_SKILLS); for (int i = 0; i < PRIMARY_SKILLS ; i++) { details->primskills[i] = h->getPrimSkillLevel(i); } } else { //hide info about hero stacks counts using descriptives names ids for(TSlots::const_iterator i = army.Slots().begin(); i != army.Slots().end(); ++i) { army.setStackCount(i->first, i->second.getQuantityID()+1); } } } void InfoAboutHero::assign( const InfoAboutHero & iah ) { army = iah.army; details = (iah.details ? new Details(*iah.details) : NULL); hclass = iah.hclass; name = iah.name; owner = iah.owner; portrait = iah.portrait; } InfoAboutHero & InfoAboutHero::operator=( const InfoAboutHero & iah ) { assign(iah); return *this; } void CCampaignState::initNewCampaign( const StartInfo &si ) { assert(si.mode == 2); campaignName = si.mapname; currentMap = si.whichMapInCampaign; camp = CCampaignHandler::getCampaign(campaignName, true); //TODO lod??? for (ui8 i = 0; i < camp->mapPieces.size(); i++) mapsRemaining.push_back(i); }