#define VCMI_DLL #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/VCMI_Lib.h" #include "lib/Connection.h" #include "map.h" #include "StartInfo.h" #include "lib/NetPacks.h" #include #include #include #include "lib/RegisterTypes.cpp" boost::rand48 ran; #ifdef min #undef min #endif #ifdef max #undef max #endif 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; }; 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); } template void registerType(const T * t=NULL) { ui16 ID = typeList.registerType(t); apps[ID] = new CApplyOnGS; } } *applierGs = NULL; std::string DLL_EXPORT toString(MetaString &ms) { std::string ret; for(size_t i=0;i0) { ret += ms.strings[ms.message[i]-1]; } else { std::vector *vec; int type = ms.texts[-ms.message[i]-1].first, ser = ms.texts[-ms.message[i]-1].second; if(type == 5) { ret += VLC->arth->artifacts[ser].Name(); continue; } else if(type == 7) { ret += VLC->creh->creatures[ser].namePl; continue; } else if(type == 9) { ret += VLC->generaltexth->mines[ser].first; continue; } else if(type == 10) { ret += VLC->generaltexth->mines[ser].second; continue; } else if(type == MetaString::SPELL_NAME) { ret += VLC->spellh->spells[ser].name; continue; } else { switch(type) { case 1: vec = &VLC->generaltexth->allTexts; break; case 2: vec = &VLC->generaltexth->xtrainfo; break; case 3: vec = &VLC->generaltexth->names; break; case 4: vec = &VLC->generaltexth->restypes; break; case 6: vec = &VLC->generaltexth->arraytxt; break; case 8: vec = &VLC->generaltexth->creGens; break; case 11: vec = &VLC->generaltexth->advobtxt; break; case 12: vec = &VLC->generaltexth->artifEvents; break; } ret += (*vec)[ser]; } } } for(size_t i=0; i < ms.replacements.size(); ++i) { ret.replace(ret.find("%s"),2,ms.replacements[i]); } return ret; } 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->info = NULL; 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) { for(int g=0; gID == stackID) return stacks[g]; } return NULL; } CStack * BattleInfo::getStackT(int tileID) { for(int g=0; gposition == tileID || (stacks[g]->creature->isDoubleWide() && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID) || (stacks[g]->creature->isDoubleWide() && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID)) { if(stacks[g]->alive()) { return stacks[g]; } } } return NULL; } void BattleInfo::getAccessibilityMap(bool *accessibility, int stackToOmmit) { memset(accessibility,1,BFIELD_SIZE); //initialize array with trues for(int g=0; galive() || stacks[g]->ID==stackToOmmit) //we don't want to lock position of this stack continue; accessibility[stacks[g]->position] = false; if(stacks[g]->creature->isDoubleWide()) //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(int b=0; b blocked = VLC->heroh->obstacles[obstacles[b].ID].getBlocked(obstacles[b].pos); for(int c=0; c=0 && blocked[c] < BFIELD_SIZE) accessibility[blocked[c]] = false; } } } void BattleInfo::getAccessibilityMapForTwoHex(bool *accessibility, bool atackerSide, int stackToOmmit, bool addOccupiable) //send pointer to at least 187 allocated bytes { bool mac[BFIELD_SIZE]; getAccessibilityMap(mac,stackToOmmit); memcpy(accessibility,mac,BFIELD_SIZE); } void BattleInfo::makeBFS(int start, bool*accessibility, int *predecessor, int *dists) //both pointers must point to the at least 187-elements int arrays { //inits for(int b=0; b hexq; //bfs queue hexq.push(start); dists[hexq.front()] = 0; int curNext = -1; //for bfs loop only (helper var) while(!hexq.empty()) //bfs loop { int curHex = hexq.front(); std::vector neighbours = neighbouringTiles(curHex); hexq.pop(); for(int nr=0; nr=dists[curNext]) continue; hexq.push(curNext); dists[curNext] = dists[curHex] + 1; predecessor[curNext] = curHex; } } }; std::vector BattleInfo::getAccessibility(int stackID, bool addOccupiable) { std::vector ret; bool ac[BFIELD_SIZE]; CStack *s = getStack(stackID); if(s->creature->isDoubleWide()) getAccessibilityMapForTwoHex(ac,s->attackerOwned,stackID,addOccupiable); else getAccessibilityMap(ac,stackID); int pr[BFIELD_SIZE], dist[BFIELD_SIZE]; makeBFS(s->position,ac,pr,dist); if(s->creature->isDoubleWide()) { if(!addOccupiable) { std::vector rem; for(int b=0; battackerOwned ? ac[b-1] : ac[b+1])) { rem.push_back(b); } } for(int g=0; gattackerOwned ? (v%BFIELD_WIDTH)==1 : (v%BFIELD_WIDTH)==(BFIELD_WIDTH - 2)) ac[v] = false; } else { std::vector rem; for(int b=0; b s->Speed() ) && ( !ac[b+1] || dist[b+1] > s->Speed() ) && b%BFIELD_WIDTH != 0 && b%BFIELD_WIDTH != (BFIELD_WIDTH-1)) { rem.push_back(b); } } for(int g=0; gSpeed() && ac[i]) { ret.push_back(i); } return ret; } bool BattleInfo::isStackBlocked(int ID) { CStack *our = getStack(ID); for(int i=0; ialive() || stacks[i]->owner==our->owner ) continue; //we omit dead and allied stacks if(stacks[i]->creature->isDoubleWide()) { 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) { int predecessor[BFIELD_SIZE]; //for getting the Path int dist[BFIELD_SIZE]; //calculated distances if(flyingCreature) { bool acc[BFIELD_SIZE]; //full accessibility table for(int b=0; b path; int curElem = dest; while(curElem != start) { path.push_back(curElem); curElem = predecessor[curElem]; } return std::make_pair(path, dist[dest]); } CStack::CStack(CCreature * C, int A, int O, int I, bool AO, int S) :creature(C),amount(A), baseAmount(A), owner(O), position(-1), ID(I), attackerOwned(AO), firstHPleft(C->hitPoints), shots(C->shots), slot(S), counterAttacks(1), effects(), state() { speed = creature->speed; abilities = C->abilities; state.insert(ALIVE); } ui32 CStack::Speed() const { int premy=0; const StackEffect *effect = 0; //haste effect check effect = getEffect(53); if(effect) premy += VLC->spellh->spells[effect->id].powers[effect->level]; //slow effect check effect = getEffect(54); if(effect) premy -= (creature->speed * VLC->spellh->spells[effect->id].powers[effect->level])/100; //prayer effect check effect = getEffect(48); if(effect) premy += VLC->spellh->spells[effect->id].powers[effect->level]; //bind effect check effect = getEffect(72); if(effect) { premy = creature->speed; //don't use '- creature->speed' - speed is unsigned! premy = -premy; } return speed + premy; } const CStack::StackEffect * CStack::getEffect(ui16 id) const { for (int i=0; i< effects.size(); i++) if(effects[i].id == id) return &effects[i]; return NULL; } si8 CStack::Morale() const { si8 ret = morale; if(getEffect(49)) //mirth { ret += VLC->spellh->spells[49].powers[getEffect(49)->level]; } if(getEffect(50)) //sorrow { ret -= VLC->spellh->spells[50].powers[getEffect(50)->level]; } if(ret > 3) ret = 3; if(ret < -3) ret = -3; return ret; } si8 CStack::Luck() const { si8 ret = luck; if(getEffect(51)) //fortune { ret += VLC->spellh->spells[51].powers[getEffect(51)->level]; } if(getEffect(52)) //misfortune { ret -= VLC->spellh->spells[52].powers[getEffect(52)->level]; } if(ret > 3) ret = 3; if(ret < -3) ret = -3; return ret; } bool CStack::willMove() { return !vstd::contains(state,DEFENDING) && !vstd::contains(state,MOVED) && alive() && !vstd::contains(abilities,NOT_ACTIVE); //eg. Ammo Cart } CGHeroInstance* CGameState::HeroesPool::pickHeroFor(bool native, int player, const CTown *town, int notThatOne) { if(player<0 || player>=PLAYER_LIMIT) { tlog1 << "Cannot pick hero for " << town->Name() << ". Wrong owner!\n"; return NULL; } std::vector pool; int sum=0, r; if(native) { for(std::map::iterator i=heroesPool.begin(); i!=heroesPool.end(); i++) { if(pavailable[i->first] & 1<second->type->heroType/2 == town->typeID && i->second->subID != notThatOne ) { pool.push_back(i->second); } } if(!pool.size()) return pickHeroFor(false,player,town,notThatOne); else return pool[rand()%pool.size()]; } else { for(std::map::iterator i=heroesPool.begin(); i!=heroesPool.end(); i++) { if(pavailable[i->first] & 1<second->subID != notThatOne ) { pool.push_back(i->second); sum += i->second->type->heroClass->selectionProbability[town->typeID]; } } if(!pool.size()) { tlog1 << "There are no heroes available for player " << player<<"!\n"; return NULL; } r = rand()%sum; for(int i=0; itype->heroClass->selectionProbability[town->typeID]; if(r<0) return pool[i]; } return pool[pool.size()-1]; } } //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!=34) return NULL; return static_cast(map->objects[objid]); } CGTownInstance *CGameState::getTown(int objid) { if(objid<0 || objid>=map->objects.size()) return NULL; return static_cast(map->objects[objid]); } std::pair CGameState::pickObject(CGObjectInstance *obj) { switch(obj->ID) { case 65: //random artifact return std::pair(5,(ran()%136)+7); //tylko sensowny zakres - na poczatku sa katapulty itp, na koncu specjalne i blanki case 66: //random treasure artifact return std::pair(5,VLC->arth->treasures[ran()%VLC->arth->treasures.size()]->id); case 67: //random minor artifact return std::pair(5,VLC->arth->minors[ran()%VLC->arth->minors.size()]->id); case 68: //random major artifact return std::pair(5,VLC->arth->majors[ran()%VLC->arth->majors.size()]->id); case 69: //random relic artifact return std::pair(5,VLC->arth->relics[ran()%VLC->arth->relics.size()]->id); case 70: //random hero { return std::pair(HEROI_TYPE,pickHero(obj->tempOwner)); } case 71: //random monster { int r; do { r = ran()%197; } while (vstd::contains(VLC->creh->notUsedMonsters,r)); return std::pair(54,r); } 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 = ((CGTownInstance*)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; CCreGen2ObjInfo* info =(CCreGen2ObjInfo*)obj->info; if (info->asCastle) { for(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(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); } case 217: { int faction = ran()%F_NUMBER; CCreGenObjInfo* info =(CCreGenObjInfo*)obj->info; if (info->asCastle) { for(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(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); } case 218: { CCreGen3ObjInfo* info =(CCreGen3ObjInfo*)obj->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(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); } } 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); 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]; 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]; 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: return day; break; case 1: temp = (day)%7; if (temp) return temp; else return 7; break; case 2: temp = ((day-1)/7)+1; if (!(temp%4)) return 4; else return (temp%4); break; case 3: return ((day-1)/28)+1; break; } return 0; } CGameState::CGameState() { mx = new boost::shared_mutex(); map = NULL; curB = NULL; scenarioOps = NULL; applierGs = new CGSApplier; } CGameState::~CGameState() { delete mx; delete map; delete curB; delete scenarioOps; delete applierGs; } void CGameState::init(StartInfo * si, Mapa * map, int Seed) { day = 0; seed = Seed; ran.seed((boost::int32_t)seed); scenarioOps = si; this->map = map; loadTownDInfos(); //picking random factions for players for(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 for(int no=0; noobjects.size(); ++no) { randomizeObject(map->objects[no]); if(map->objects[no]->ID==26) { map->objects[no]->defInfo->handler=NULL; map->removeBlockVisTiles(map->objects[no]); map->objects[no]->defInfo->blockMap[5] = 255; map->addBlockVisTiles(map->objects[no]); } map->objects[no]->hoverName = VLC->generaltexth->names[map->objects[no]->ID]; } //std::cout<<"\tRandomizing objects: "<players[i].generateHeroAtMainTown && map->players[i].hasMainTown) || (map->players[i].hasMainTown && map->version==RoE)) { int3 hpos = map->players[i].posOfMainTown; hpos.x+=1;// hpos.y+=1; int j; for(j=0; jplayerInfos.size(); j++) if(scenarioOps->playerInfos[j].color == i) break; if(j == scenarioOps->playerInfos.size()) continue; int h=pickHero(i); CGHeroInstance * nnn = static_cast(createObject(HEROI_TYPE,h,hpos,i)); nnn->id = map->objects.size(); hpos = map->players[i].posOfMainTown;hpos.x+=2; for(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 (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 computer (depending on difficulty) std::vector startres; std::ifstream tis("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> k; int pom; for(int i=0;i> pom; resVals.push_back(pom); } /*************************HEROES************************************************/ std::set hids; for(int i=0; iallowedHeroes.size(); i++) //add to hids all allowed heroes if(map->allowedHeroes[i]) hids.insert(i); for (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(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 into the pool { CGHeroInstance * vhi = new CGHeroInstance(); vhi->initHero(hid); hpool.heroesPool[hid] = vhi; hpool.pavailable[hid] = 0xff; } for(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 int3 objCenter = obj->getSightCenter(); int radious = obj->getSightRadious(); for (int xd = std::max(objCenter.x - radious , 0); xd <= std::min(objCenter.x + radious, map->width - 1); xd++) { for (int yd = std::max(objCenter.y - radious, 0); yd <= std::min(objCenter.y + radious, map->height - 1); yd++) { double distance = objCenter.dist2d(int3(xd,yd,objCenter.z)) - 0.5; if(distance <= radious) k->second.fogOfWarMap[xd][yd][objCenter.z] = 1; } } } //for(int xd=0; xdwidth; ++xd) //revealing part of map around heroes //{ // for(int yd=0; ydheight; ++yd) // { // for(int ch=0; chsecond.heroes.size(); ++ch) // { // int deltaX = (k->second.heroes[ch]->getPosition(false).x-xd)*(k->second.heroes[ch]->getPosition(false).x-xd); // int deltaY = (k->second.heroes[ch]->getPosition(false).y-yd)*(k->second.heroes[ch]->getPosition(false).y-yd); // if(deltaX+deltaYsecond.heroes[ch]->getSightDistance()*k->second.heroes[ch]->getSightDistance()) // k->second.fogOfWarMap[xd][yd][k->second.heroes[ch]->getPosition(false).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; do { toGive = VLC->arth->treasures[ran() % VLC->arth->treasures.size()]; } while (!map->allowedArtifact[toGive->id]); CGHeroInstance *hero = k->second.heroes[0]; std::vector::iterator slot = vstd::findFirstNot(hero->artifWorn,toGive->possibleSlots); if(slot!=toGive->possibleSlots.end()) hero->artifWorn[*slot] = toGive->id; else hero->artifacts.push_back(toGive->id); } } } /****************************TOWNS************************************************/ for (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); } //init spells vti->spells.resize(SPELL_LEVELS); CSpell *s; for(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(int ps=0;pspossibleSpells.size();ps++) total += VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID]; int r = (total)? ran()%total : -1; for(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; } //init garrisons for (std::map >::iterator j=vti->army.slots.begin(); j!=vti->army.slots.end();j++) { if(j->second.first > 196 && j->second.first < 211) { if(j->second.first%2) j->second.first = vti->town->basicCreatures[ (j->second.first-197) / 2 ]; else j->second.first = vti->town->upgradedCreatures[ (j->second.first-197) / 2 ]; } } 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; // for(int xd=0; xdwidth; ++xd) //revealing part of map around towns // { // for(int yd=0; ydheight; ++yd) // { // for(int ch=0; chsecond.towns.size(); ++ch) // { // int deltaX = (k->second.towns[ch]->pos.x-xd)*(k->second.towns[ch]->pos.x-xd); // int deltaY = (k->second.towns[ch]->pos.y-yd)*(k->second.towns[ch]->pos.y-yd); // if(deltaX+deltaYsecond.towns[ch]->getSightDistance()*k->second.towns[ch]->getSightDistance()) // k->second.fogOfWarMap[xd][yd][k->second.towns[ch]->pos.z] = 1; // } // } // } //init visiting and garrisoned heroes for(unsigned int l=0; lsecond.heroes.size();l++) { for(unsigned int m=0; msecond.towns.size();m++) { int3 vistile = k->second.towns[m]->pos; vistile.x--; //tile next to the entrance if(vistile == k->second.heroes[l]->pos || k->second.heroes[l]->pos==k->second.towns[m]->pos) { k->second.towns[m]->visitingHero = k->second.heroes[l]; k->second.heroes[l]->visitedTown = k->second.towns[m]; k->second.heroes[l]->inTownGarrison = false; if(k->second.heroes[l]->pos==k->second.towns[m]->pos) k->second.heroes[l]->pos.x -= 1; break; } } } } for(int i=0; idefy.size(); i++) { map->defy[i]->serial = i; } for(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(); } } bool CGameState::battleShootCreatureStack(int ID, int dest) { return true; } int CGameState::battleGetStack(int pos) { if(!curB) return -1; for(int g=0; gstacks.size(); ++g) { if((curB->stacks[g]->position == pos || (curB->stacks[g]->creature->isDoubleWide() &&( (curB->stacks[g]->attackerOwned && curB->stacks[g]->position-1 == pos) || (!curB->stacks[g]->attackerOwned && curB->stacks[g]->position+1 == pos) ) )) && 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; //std::vector < std::pair > & objs = CGI->mh->ttiles[tile.x][tile.y][tile.z].objects; //for(int g=0; gID) // { // case 222: //clover field // return 19; // 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 230: //magic plains // return 9; // case 231: //rocklands // return 15; // } //} switch(map->terrain[tile.x][tile.y][tile.z].tertype) { case dirt: return rand()%3+3; case sand: return 2; //TODO: coast support case grass: return rand()%2+6; case snow: return rand()%2+10; case swamp: return 13; case rough: return 23; case subterranean: return 12; case lava: return 8; case water: return 25; case rock: return 15; default: return -1; } } UpgradeInfo CGameState::getUpgradeInfo(CArmedInstance *obj, int stackPos) { UpgradeInfo ret; CCreature *base = &VLC->creh->creatures[obj->army.slots[stackPos].first]; if((obj->ID == TOWNI_TYPE) || ((obj->ID == HEROI_TYPE) && static_cast(obj)->visitedTown)) { CGTownInstance * t; if(obj->ID == TOWNI_TYPE) t = static_cast(const_cast(obj)); else t = static_cast(obj)->visitedTown; for(std::set::iterator i=t->builtBuildings.begin(); i!=t->builtBuildings.end(); i++) { if( (*i) >= 37 && (*i) < 44 ) //upgraded creature dwelling { int nid = t->town->upgradedCreatures[(*i)-37]; //upgrade offered by that building if(base->upgrades.find(nid) != base->upgrades.end()) //possible upgrade { ret.newID.push_back(nid); ret.cost.push_back(std::set >()); for(int j=0;jcreh->creatures[nid].cost[j] - base->cost[j]; if(dif) ret.cost[ret.cost.size()-1].insert(std::make_pair(j,dif)); } } } }//end for } //TODO: check if hero ability makes some upgrades possible if(ret.newID.size()) ret.oldID = base->idNumber; return ret; } float CGameState::getMarketEfficiency( int player, int mode/*=0*/ ) { boost::shared_lock lock(*mx); if(mode) return -1; //todo - support other modes int mcount = 0; for(int i=0;itowns.size();i++) if(vstd::contains(getPlayer(player)->towns[i]->builtBuildings,14)) mcount++; float ret = std::min(((float)mcount+1.0f)/20.0f,0.5f); 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(int3 tile, std::vector &vec, const boost::logic::tribool &onLand) { vec.clear(); int3 hlp; bool weAreOnLand = (map->getTile(tile).tertype != 8); if(tile.x > 0) { hlp = int3(tile.x-1,tile.y,tile.z); if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9) vec.push_back(hlp); } if(tile.y > 0) { hlp = int3(tile.x,tile.y-1,tile.z); if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9) vec.push_back(hlp); } if(tile.x > 0 && tile.y > 0) { hlp = int3(tile.x-1,tile.y-1,tile.z); if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9) vec.push_back(hlp); } if(tile.x > 0 && tile.y < map->height-1) { hlp = int3(tile.x-1,tile.y+1,tile.z); if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9) vec.push_back(hlp); } if(tile.y < map->height-1) { hlp = int3(tile.x,tile.y+1,tile.z); if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9) vec.push_back(hlp); } if(tile.x < map->width-1) { hlp = int3(tile.x+1,tile.y,tile.z); if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9) vec.push_back(hlp); } if(tile.x < map->width-1 && tile.y > 0) { hlp = int3(tile.x+1,tile.y-1,tile.z); if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9) vec.push_back(hlp); } if(tile.x < map->width-1 && tile.y < map->height-1) { hlp = int3(tile.x+1,tile.y+1,tile.z); if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9) vec.push_back(hlp); } } int CGameState::getMovementCost(const CGHeroInstance *h, int3 src, 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(src.x!=dest.x && src.y!=dest.y) //it's diagonal move { int old = ret; ret *= 1.414; //diagonal move costs too much but normal move is possible - allow diagonal move 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(dest,vec,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; } int CGameState::canBuildStructure( const CGTownInstance *t, int ID ) { int ret = 7; //allowed by default //checking resources CBuilding * pom = VLC->buildh->buildings[t->subID][ID]; for(int res=0;res<7;res++) //TODO: support custom amount of resources { if(pom->resources[res] > getPlayer(t->tempOwner)->resources[res]) ret = 6; //lack of res } //checking for requirements for( std::set::iterator ri = VLC->townh->requirements[t->subID][ID].begin(); ri != VLC->townh->requirements[t->subID][ID].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 else if(t->builded >= MAX_BUILDING_PER_TURN) ret = 5; //building limit if(ID == 13) //capitol { for(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 { if(map->getTile(t->pos + int3(-1,3,0)).tertype != water && map->getTile(t->pos + int3(-3,3,0)).tertype != water) ret = 1; //lack of water } return ret; } void CGameState::apply(CPack *pack) { applierGs->apps[typeList.getTypeID(pack)]->applyOnGS(this,pack); } PlayerState * CGameState::getPlayer( ui8 color ) { if(vstd::contains(players,color)) { return &players[color]; } else { tlog2 << "Warning: Cannot find info for player " << int(color) << std::endl; return NULL; } } CPath * CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero) { if(!map->isInTheMap(src) || !map->isInTheMap(dest)) //check input return NULL; int3 hpos = hero->getPosition(false); tribool blockLandSea; //true - blocks sea, false - blocks land, indeterminate - allows all if (!hero->canWalkOnSea()) blockLandSea = (map->getTile(hpos).tertype != water); //block land if hero is on water and vice versa else blockLandSea = boost::logic::indeterminate; //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.accesible = !tinfo->blocked; if(i==dest.x && j==dest.y && tinfo->visitable) { node.accesible = true; //for allowing visiting objects } node.dist = -1; node.theNodeBefore = NULL; node.visited = false; node.coord.x = i; node.coord.y = j; node.coord.z = dest.z; if ((tinfo->tertype == rock) //it's rock || ((blockLandSea) && (tinfo->tertype == water)) //it's sea and we cannot walk on sea || ((!blockLandSea) && (tinfo->tertype != water)) //it's land and we cannot walk on land || !getPlayer(hero->tempOwner)->fogOfWarMap[i][j][src.z] //tile is covered by the FoW ) { node.accesible = false; } } } //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(cp.coord,neighbours,blockLandSea); for(int i=0; i < neighbours.size(); i++) { CPathNode & dp = graph[neighbours[i].x][neighbours[i].y]; if(dp.accesible) { int cost = getMovementCost(hero,cp.coord,dp.coord,hero->movement - cp.dist); if((dp.dist==-1 || (dp.dist > cp.dist + cost)) && dp.accesible && 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 NULL; CPath * ret = new CPath; 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 ret; } bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const { const TerrainTile * pom = &map->getTile(dst); for(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; } int BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting) { int attackerAttackBonus = attacker->creature->attack + (attackerHero ? attackerHero->getPrimSkillLevel(0) : 0), defenderDefenseBonus = defender->creature->defence + (defendingHero ? defendingHero->getPrimSkillLevel(1) : 0), attackDefenseBonus = 0, minDmg = attacker->creature->damageMin * attacker->amount, maxDmg = attacker->creature->damageMax * attacker->amount; //calculating total attack/defense skills modifier if(attacker->getEffect(56)) //frenzy for attacker { attackerAttackBonus += (VLC->spellh->spells[attacker->getEffect(56)->id].powers[attacker->getEffect(56)->level]/100.0) *(attacker->creature->defence + (attackerHero ? attackerHero->getPrimSkillLevel(1) : 0)); } if(defender->getEffect(56)) //frenzy for defender { defenderDefenseBonus = 0; } attackDefenseBonus = attackerAttackBonus - defenderDefenseBonus; if(defender->getEffect(48)) //defender's prayer handling { attackDefenseBonus -= VLC->spellh->spells[defender->getEffect(48)->id].powers[defender->getEffect(48)->level]; } if(attacker->getEffect(48)) //attacker's prayer handling { attackDefenseBonus += VLC->spellh->spells[attacker->getEffect(48)->id].powers[attacker->getEffect(48)->level]; } if(defender->getEffect(46)) //stone skin handling { attackDefenseBonus -= VLC->spellh->spells[defender->getEffect(46)->id].powers[defender->getEffect(46)->level]; } if(attacker->getEffect(45)) //weakness handling { attackDefenseBonus -= VLC->spellh->spells[attacker->getEffect(45)->id].powers[attacker->getEffect(45)->level]; } if(!shooting && attacker->getEffect(43)) //bloodlust handling { attackDefenseBonus += VLC->spellh->spells[attacker->getEffect(43)->id].powers[attacker->getEffect(43)->level]; } float dmgBonusMultiplier = 1.0f; //bonus from attack/defense skills if(attackDefenseBonus < 0) //decreasing dmg { if(0.02f * (-attackDefenseBonus) > 0.3f) { dmgBonusMultiplier += -0.3f; } else { dmgBonusMultiplier += 0.02f * attackDefenseBonus; } } else //increasing dmg { if(0.05f * attackDefenseBonus > 4.0f) { dmgBonusMultiplier += 4.0f; } else { dmgBonusMultiplier += 0.05f * attackDefenseBonus; } } //handling secondary abilities if(attackerHero) { if(shooting) { switch(attackerHero->getSecSkillLevel(1)) //archery { case 1: //basic dmgBonusMultiplier *= 1.1f; break; case 2: //advanced dmgBonusMultiplier *= 1.25f; break; case 3: //expert dmgBonusMultiplier *= 1.5f; break; } } else { switch(attackerHero->getSecSkillLevel(22)) //offense { case 1: //basic dmgBonusMultiplier *= 1.1f; break; case 2: //advanced dmgBonusMultiplier *= 1.2f; break; case 3: //expert dmgBonusMultiplier *= 1.3f; break; } } } if(defendingHero) { switch(defendingHero->getSecSkillLevel(23)) //armorer { case 1: //basic dmgBonusMultiplier *= 0.95f; break; case 2: //advanced dmgBonusMultiplier *= 0.9f; break; case 3: //expert dmgBonusMultiplier *= 0.85f; break; } } //handling spell effects if(!shooting && defender->getEffect(27)) //shield { if(defender->getEffect(27)->level<=1) //none or basic dmgBonusMultiplier *= 0.85f; else //adv or expert dmgBonusMultiplier *= 0.7f; } else if(shooting && defender->getEffect(28)) //air shield { if(defender->getEffect(28)->level<=1) //none or basic dmgBonusMultiplier *= 0.75f; else //adv or expert dmgBonusMultiplier *= 0.5f; } if(attacker->getEffect(42)) //curse handling (partial, the rest is below) { if(attacker->getEffect(42)->level>=2) //adv or expert dmgBonusMultiplier *= 0.8f; } minDmg *= dmgBonusMultiplier; maxDmg *= dmgBonusMultiplier; if(attacker->getEffect(42)) //curse handling (rest) { minDmg -= VLC->spellh->spells[attacker->getEffect(42)->id].powers[attacker->getEffect(42)->level]; return minDmg; } else if(attacker->getEffect(41)) //bless handling { maxDmg += VLC->spellh->spells[attacker->getEffect(41)->id].powers[attacker->getEffect(41)->level]; return maxDmg; } else { if(minDmg != maxDmg) return minDmg + rand() % (maxDmg - minDmg + 1); else return minDmg; } tlog1 << "We are too far in calculateDmg...\n"; return -1; } void BattleInfo::calculateCasualties( std::set > *casualties ) { for(int i=0; ialive()) { casualties[!stacks[i]->attackerOwned].insert(std::pair(stacks[i]->creature->idNumber,stacks[i]->baseAmount)); } else if(stacks[i]->amount != stacks[i]->baseAmount) { casualties[!stacks[i]->attackerOwned].insert(std::pair(stacks[i]->creature->idNumber,stacks[i]->baseAmount - stacks[i]->amount)); } } } CStack * BattleInfo::getNextStack() { CStack *current = getStack(activeStack); for (int i = 0; i < stacks.size(); i++) //find fastest not moved/waited stack (stacks vector is sorted by speed) { if(stacks[i]->willMove() && !vstd::contains(stacks[i]->state,WAITING)) return stacks[i]; } for (int i = stacks.size() - 1; i >= 0 ; i--) //find slowest waiting stack { if(stacks[i]->willMove()) return stacks[i]; } return NULL; //all stacks moved or defending! } std::vector BattleInfo::getStackQueue() { std::vector ret; std::vector taken; //if non-zero value, corresponding stack has been placed in ret taken.resize(stacks.size()); for(int g=0; gstate,DEFENDING)) && stacks[i]->alive() && (moved == 1 || !vstd::contains(stacks[i]->state,MOVED)) && !vstd::contains(stacks[i]->state,WAITING) && taken[i]==0 && !vstd::contains(stacks[i]->abilities,NOT_ACTIVE)) //eg. Ammo Cart { if(speed == -1 || stacks[i]->Speed() > speed) { id = i; speed = stacks[i]->Speed(); } } } if(id != -1) { ret.push_back(*stacks[id]); taken[id] = 1; } else //choose something from not moved stacks { int id = -1, speed = 10000; //infinite speed for(int i=0; istate,DEFENDING)) && stacks[i]->alive() && (moved == 1 || !vstd::contains(stacks[i]->state,MOVED)) && vstd::contains(stacks[i]->state,WAITING) && taken[i]==0 && !vstd::contains(stacks[i]->abilities,NOT_ACTIVE)) //eg. Ammo Cart { if(stacks[i]->Speed() < speed) //slowest one { id = i; speed = stacks[i]->Speed(); } } } if(id != -1) { ret.push_back(*stacks[id]); taken[id] = 1; } else { break; //no stacks have been found, so none of them will be found in next iterations } } } } return ret; } 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 (int i=0;i