#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 "VCMI_Lib.h" #include "Connection.h" #include "map.h" #include "../StartInfo.h" #include "NetPacks.h" #include #include #include #include #include "RegisterTypes.cpp" boost::rand48 ran; #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; }; 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; 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 { 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; } 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; } } } 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->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, bool onlyAlive) { for(unsigned int g=0; gID == stackID && (!onlyAlive || stacks[g]->alive())) return stacks[g]; } return NULL; } CStack * BattleInfo::getStackT(int tileID, bool onlyAlive) { for(unsigned int g=0; gposition == tileID || (stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID) || (stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID)) { if(!onlyAlive || stacks[g]->alive()) { return stacks[g]; } } } return NULL; } void BattleInfo::getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set & occupyable, bool flying, int stackToOmmit) { 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) //we don't want to lock position of this stack continue; accessibility[stacks[g]->position] = false; if(stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE)) //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 int permanentlyLocked[] = {12, 45, 78, 112, 147, 182}; 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, 165), 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) //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(unsigned int nr=0; nr=dists[curNext]) if(!isAccessible(curNext, accessibility, twoHex, attackerOwned, flying, dists[curHex]+1 == dists[curNext]) || (dists[curHex]+1)>=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); std::set occupyable; getAccessibilityMap(ac, s->hasFeatureOfType(StackFeature::DOUBLE_WIDE), s->attackerOwned, addOccupiable, occupyable, s->hasFeatureOfType(StackFeature::FLYING), stackID); int pr[BFIELD_SIZE], dist[BFIELD_SIZE]; makeBFS(s->position, ac, pr, dist, s->hasFeatureOfType(StackFeature::DOUBLE_WIDE), s->attackerOwned, s->hasFeatureOfType(StackFeature::FLYING)); if(s->hasFeatureOfType(StackFeature::DOUBLE_WIDE)) { 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->hasFeatureOfType(StackFeature::DOUBLE_WIDE), s->attackerOwned, s->hasFeatureOfType(StackFeature::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->hasFeatureOfType(StackFeature::SIEGE_WEAPON)) //siege weapons cannot be blocked return true; for(unsigned int i=0; ialive() || stacks[i]->owner==our->owner ) continue; //we omit dead and allied stacks if(stacks[i]->hasFeatureOfType(StackFeature::DOUBLE_WIDE)) { 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); 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]); } int CStack::valOfFeatures(StackFeature::ECombatFeatures type, int subtype) const { int ret = 0; if(subtype == -1024) //any subtype { for(std::vector::const_iterator i=features.begin(); i != features.end(); i++) if(i->type == type) ret += i->value; } else //given subtype { for(std::vector::const_iterator i=features.begin(); i != features.end(); i++) if(i->type == type && i->subtype == subtype) ret += i->value; } return ret; } bool CStack::hasFeatureOfType(StackFeature::ECombatFeatures type, int subtype) const { if(subtype == -1024) //any subtype { for(std::vector::const_iterator i=features.begin(); i != features.end(); i++) if(i->type == type) return true; } else //given subtype { for(std::vector::const_iterator i=features.begin(); i != features.end(); i++) if(i->type == type && i->subtype == subtype) return true; } return false; } CStack::CStack(CCreature * C, int A, int O, int I, bool AO, int S) :ID(I), creature(C), amount(A), baseAmount(A), firstHPleft(C->hitPoints), owner(O), slot(S), attackerOwned(AO), position(-1), counterAttacks(1), shots(C->shots), features(C->abilities) { //additional retaliations for(int h=0; habilities.size(); ++h) { if(C->abilities[h].type == StackFeature::ADDITIONAL_RETALIATION) { counterAttacks += C->abilities[h].value; } } //alive state indication state.insert(ALIVE); } ui32 CStack::Speed() const { if(hasFeatureOfType(StackFeature::SIEGE_WEAPON)) //war machnes cannot move return 0; int speed = creature->speed; speed += valOfFeatures(StackFeature::SPEED_BONUS); int percentBonus = 0; for(int g=0; g(ret, +1); } if(ret > 3) ret = 3; if(ret < -3) ret = -3; return ret; } si8 CStack::Luck() const { si8 ret = luck; if(hasFeatureOfType(StackFeature::NO_LUCK)) return 0; ret += valOfFeatures(StackFeature::LUCK_BONUS); //fortune & misfortune & other if(hasFeatureOfType(StackFeature::SELF_LUCK)) //eg. halfling { ret = std::max(ret, +1); } if(ret > 3) ret = 3; if(ret < -3) ret = -3; return ret; } si32 CStack::Attack() const { si32 ret = creature->attack; //value to be returned if(hasFeatureOfType(StackFeature::IN_FRENZY)) //frenzy for attacker { ret += (VLC->spellh->spells[56].powers[getEffect(56)->level]/100.0) * Defense(false); } ret += valOfFeatures(StackFeature::ATTACK_BONUS); return ret; } si32 CStack::Defense(bool withFrenzy /*= true*/) const { si32 ret = creature->defence; if(withFrenzy && getEffect(56)) //frenzy for defender { return 0; } ret += valOfFeatures(StackFeature::DEFENCE_BONUS); return ret; } ui16 CStack::MaxHealth() const { return creature->hitPoints + valOfFeatures(StackFeature::HP_BONUS); } bool CStack::willMove() { return !vstd::contains(state, DEFENDING) && !vstd::contains(state, MOVED) && alive() && ! hasFeatureOfType(StackFeature::NOT_ACTIVE); //eg. Ammo Cart } CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, int player, const CTown *town, std::map &available) 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); } } 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); 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(unsigned int i=0; itype->heroClass->selectionProbability[town->typeID]; if(r<0) ret = pool[i]; } 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]); } 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 = (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; CCreGen2ObjInfo* info = static_cast(obj->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 "<(17,0); } case 217: { int faction = ran()%F_NUMBER; CCreGenObjInfo* info = static_cast(obj->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); } case 218: { CCreGen3ObjInfo* info = static_cast(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(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); } } 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(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 for(unsigned int no=0; noobjects.size(); ++no) { randomizeObject(map->objects[no]); if(map->objects[no]->ID==26) { map->objects[no]->defInfo->handler=NULL; } 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==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 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(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; 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(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 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; hero->recreateArtBonuses(); } else hero->artifacts.push_back(toGive->id); } } } /****************************TOWNS************************************************/ 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); } //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; } //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; //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(unsigned int i=0; idefy.size(); i++) { map->defy[i]->serial = i; } 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(); } } bool CGameState::battleShootCreatureStack(int ID, int dest) { return true; } bool CGameState::battleCanFlee(int player) { if(!curB) //there is no battle return false; const CGHeroInstance *h1 = getHero(curB->hero1); const CGHeroInstance *h2 = getHero(curB->hero2); if(h1 && h1->hasBonusOfType(HeroBonus::ENEMY_CANT_ESCAPE) //eg. one of heroes is wearing shakles of war || h2 && h2->hasBonusOfType(HeroBonus::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]->hasFeatureOfType(StackFeature::DOUBLE_WIDE) &&( (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; } } 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(unsigned 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) { 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++) { int3 hlp = tile + dirs[i]; if(!map->isInTheMap(hlp)) continue; if((indeterminate(onLand) || onLand == (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 *= 1.414213; //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(dest, vec, s.tertype != TerrainTile::water); 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]; 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 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(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 ) { if(vstd::contains(players,color)) { return &players[color]; } else { tlog2 << "Warning: Cannot find info for player " << int(color) << std::endl; return NULL; } } 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); 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.accesible = !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->tertype == TerrainTile::rock) //it's rock || ((blockLandSea) && (tinfo->tertype == TerrainTile::water)) //it's sea and we cannot walk on sea || ((!blockLandSea) && (tinfo->tertype != TerrainTile::water)) //it's land and we cannot walk on land || !FoW[i][j][src.z] //tile is covered by the FoW ) { node.accesible = 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.accesible = true; //for allowing visiting objects } if(blockLandSea && 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.accesible = (i < t->visitableObjects.size()); //dest is accessible only if there is boat/hero } else if(!blockLandSea && t->tertype != TerrainTile::water) //hero is moving by water { d.accesible = (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(cp.coord, neighbours, boost::logic::indeterminate); for(unsigned 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 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, const int3 &src) //{ // if(!map->isInTheMap(src)/* || !map->isInTheMap(dest)*/) //check input // //todo: distater // return; // // int3 hpos = hero->getPosition(false); // 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 // 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::BLOCKED : CGPathNode::ACCESSIBLE); // node.visited = false; // node.turns = 0xff; // node.moveRemains = 0; // node.coord.x = i; // node.coord.y = j; // node.coord.z = k; // node.land = tinfo->tertype == TerrainTile::water; // // if ((tinfo->tertype == TerrainTile::rock) //it's rock // || ((blockLandSea) && () //it's sea and we cannot walk on sea // || ((!blockLandSea) && (tinfo->tertype != TerrainTile::water)) //it's land and we cannot walk on land // || !FoW[i][j][k] //tile is covered by the FoW // ) // { // node.accessible = CGPathNode::BLOCKED; // } // else if(tinfo->visitable) // { // for(size_t ii = 0; ii < tinfo->visitableObjects.size(); ii++) // { // if(tinfo->visitableObjects[ii]->blockVisit) // { // node.accessible = CGPathNode::BLOCKVIS; // break; // } // else // node.accessible = CGPathNode::VISITABLE; // } // } // // if(blockLandSea && tinfo->tertype == TerrainTile::water) //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(!blockLandSea && tinfo->tertype != TerrainTile::water) //hero is moving by water // { // if((tinfo->siodmyTajemniczyBajt & 64) && !tinfo->blocked) // node.accessible = CGPathNode::ACCESSIBLE; //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 = hero->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 = graph[mq.front()->coord.x][mq.front()->coord.y]; // mq.pop(); // // //add accessible neighbouring nodes to the queue // getNeighbours(cp->coord, neighbours, boost::logic::indeterminate); // for(unsigned int i=0; i < neighbours.size(); i++) // { // const int3 &n = neighbours[i]; //current neighbour // CGPathNode & dp = graph[n.x][n.y][n.z]; // if(!cp->moveRemains) // { // cp->turns++; // cp->moveRemains = hero->maxMovePoints( // } // // // if(dp.accessible != CGPathNode::BLOCKVIS) // { // int cost = getMovementCost(hero,cp->coord,dp.coord,hero->movement - cp->dist); // if((dp.turns==0xff || (dp.dist > cp->dist + cost)) && dp.accesible && checkForVisitableDir(cp->coord, dp.coord) && checkForVisitableDir(dp.coord, cp->coord)) // { // dp.moveRemains = cp.moveRemains - cost; // dp.theNodeBefore = &cp; // if(dp.accessible == CGPathNode::ACCESSIBLE) // { // 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; //} 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); 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; } int BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge) { int attackDefenseBonus, minDmg = attacker->creature->damageMin * attacker->amount, maxDmg = attacker->creature->damageMax * attacker->amount; if(attacker->hasFeatureOfType(StackFeature::SIEGE_WEAPON)) //any siege weapon, but only ballista can attack { //minDmg and maxDmg are multiplied by hero attack + 1 minDmg *= attackerHero->getPrimSkillLevel(0) + 1; maxDmg *= attackerHero->getPrimSkillLevel(0) + 1; } if(attacker->hasFeatureOfType(StackFeature::GENERAL_ATTACK_REDUCTION)) { attackDefenseBonus = attacker->Attack() * (attacker->valOfFeatures(StackFeature::GENERAL_ATTACK_REDUCTION, -1024) / 100.0f) - defender->Defense(); } else { attackDefenseBonus = attacker->Attack() - defender->Defense(); } //calculating total attack/defense skills modifier if(!shooting && attacker->hasFeatureOfType(StackFeature::ATTACK_BONUS, 0)) //bloodlust handling (etc.) { attackDefenseBonus += attacker->valOfFeatures(StackFeature::ATTACK_BONUS, 0); } if(shooting && attacker->hasFeatureOfType(StackFeature::ATTACK_BONUS, 1)) //precision handling (etc.) { attackDefenseBonus += attacker->valOfFeatures(StackFeature::ATTACK_BONUS, 1); } if(attacker->getEffect(55)) //slayer handling { std::vector affectedIds; switch(attacker->getEffect(55)->level) { case 3: //expert { affectedIds.push_back(40); //giant affectedIds.push_back(41); //titan affectedIds.push_back(152); //lord of thunder } //continue adding ... case 2: //advanced { affectedIds.push_back(12); //angel affectedIds.push_back(13); //archangel affectedIds.push_back(54); //devil affectedIds.push_back(55); //arch devil affectedIds.push_back(150); //supreme archangel affectedIds.push_back(153); //antichrist } //continue adding ... case 0: case 1: //none and basic { affectedIds.push_back(26); //green dragon affectedIds.push_back(27); //gold dragon affectedIds.push_back(82); //red dragon affectedIds.push_back(83); //black dragon affectedIds.push_back(96); //behemot affectedIds.push_back(97); //ancient behemot affectedIds.push_back(110); //hydra affectedIds.push_back(111); //chaos hydra affectedIds.push_back(132); //azure dragon affectedIds.push_back(133); //crystal dragon affectedIds.push_back(134); //faerie dragon affectedIds.push_back(135); //rust dragon affectedIds.push_back(151); //diamond dragon affectedIds.push_back(154); //blood dragon affectedIds.push_back(155); //darkness dragon affectedIds.push_back(156); //ghost behemot affectedIds.push_back(157); //hell hydra break; } } for(unsigned int g=0; gcreature->idNumber == affectedIds[g]) { attackDefenseBonus += VLC->spellh->spells[55].powers[attacker->getEffect(55)->level]; break; } } } float dmgBonusMultiplier = 1.0f; //applying jousting bonus if( attacker->hasFeatureOfType(StackFeature::JOUSTING) && !defender->hasFeatureOfType(StackFeature::CHARGE_IMMUNITY) ) dmgBonusMultiplier += charge * 0.05f; //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 and artifacts giving premies to them if(attackerHero) { if(shooting) { switch(attackerHero->getSecSkillLevel(1)) //archery { case 1: //basic dmgBonusMultiplier += 0.1f; break; case 2: //advanced dmgBonusMultiplier += 0.25f; break; case 3: //expert dmgBonusMultiplier += 0.5f; break; } if(attackerHero->getSecSkillLevel(1) > 0) //non-none level { //apply artifact premy to archery dmgBonusMultiplier += attackerHero->valOfBonuses(HeroBonus::SECONDARY_SKILL_PREMY, 1) / 100.0f; } } else { switch(attackerHero->getSecSkillLevel(22)) //offense { case 1: //basic dmgBonusMultiplier += 0.1f; break; case 2: //advanced dmgBonusMultiplier += 0.2f; break; case 3: //expert dmgBonusMultiplier += 0.3f; 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 hate effect if( attacker->hasFeatureOfType(StackFeature::HATE, defender->creature->idNumber) ) dmgBonusMultiplier += 0.5f; //handling spell effects if(!shooting && defender->hasFeatureOfType(StackFeature::GENERAL_DAMAGE_REDUCTION, 0)) //eg. shield { dmgBonusMultiplier *= float(defender->valOfFeatures(StackFeature::GENERAL_DAMAGE_REDUCTION, 0)) / 100.0f; } else if(shooting && defender->hasFeatureOfType(StackFeature::GENERAL_DAMAGE_REDUCTION, 1)) //eg. air shield { dmgBonusMultiplier *= float(defender->valOfFeatures(StackFeature::GENERAL_DAMAGE_REDUCTION, 1)) / 100.0f; } if(attacker->getEffect(42)) //curse handling (partial, the rest is below) { dmgBonusMultiplier *= 0.8f * float(VLC->spellh->spells[42].powers[attacker->getEffect(42)->level]); //the second factor is 1 or 0 } minDmg *= dmgBonusMultiplier; maxDmg *= dmgBonusMultiplier; if(attacker->getEffect(42)) //curse handling (rest) { minDmg -= VLC->spellh->spells[42].powers[attacker->getEffect(42)->level]; return minDmg; } else if(attacker->getEffect(41)) //bless handling { maxDmg += VLC->spellh->spells[41].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(unsigned 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)); } } } 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 = getHero(curB->hero1); if(h1) { for(std::list::const_iterator i = h1->bonuses.begin(); i != h1->bonuses.end(); i++) if(i->type == HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL) amin(levelLimit, i->val); } const CGHeroInstance *h2 = getHero(curB->hero2); if(h2) { for(std::list::const_iterator i = h2->bonuses.begin(); i != h2->bonuses.end(); i++) if(i->type == HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL) amin(levelLimit, i->val); } return levelLimit; } std::set BattleInfo::getAttackedCreatures(const CSpell * s, const CGHeroInstance * caster, int destinationTile) { std::set attackedHexes = s->rangeInHexes(destinationTile, caster->getSpellSchoolLevel(s)); std::set attackedCres; /*std::set to exclude multiple occurences 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]->creature->isUndead()) //death ripple || (s->id == 25 && stacks[it]->creature->isUndead()) //destroy undead || (s->id == 26) //armageddon ) { 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(caster->getSpellSchoolLevel(s) < 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 == caster->tempOwner) ||(VLC->spellh->spells[s->id].positiveness <= 0 && stacks[it]->owner != caster->tempOwner ) ) { 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) { switch(spell->id) { case 56: //frenzy return 1; default: //other spells return caster->getPrimSkillLevel(2) + caster->valOfBonuses(HeroBonus::SPELL_DURATION); } } CStack * BattleInfo::generateNewStack(const CGHeroInstance * owner, int creatureID, int amount, int stackID, bool attackerOwned, int slot, int /*TerrainTile::EterrainType*/ terrain, int position) { CStack * ret = new CStack(&VLC->creh->creatures[creatureID], amount, attackerOwned ? side1 : side2, stackID, attackerOwned, slot); if(owner) { ret->features.push_back(makeFeature(StackFeature::SPEED_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->valOfBonuses(HeroBonus::STACKS_SPEED), StackFeature::BONUS_FROM_HERO)); //base luck/morale calculations ret->morale = owner->getCurrentMorale(slot, false); ret->luck = owner->getCurrentLuck(slot, false); //other bonuses ret->features.push_back(makeFeature(StackFeature::ATTACK_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->getPrimSkillLevel(0), StackFeature::BONUS_FROM_HERO)); ret->features.push_back(makeFeature(StackFeature::DEFENCE_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->getPrimSkillLevel(1), StackFeature::BONUS_FROM_HERO)); if ( owner->hasBonusOfType(HeroBonus::STACK_HEALTH_PERCENT) ) // e.g. Elixir of Life ret->features.push_back(makeFeature(StackFeature::HP_BONUS, StackFeature::WHOLE_BATTLE, 0, (ret->creature->hitPoints * owner->valOfBonuses(HeroBonus::STACK_HEALTH_PERCENT)) / 100, StackFeature::BONUS_FROM_HERO)); if (owner->hasBonusOfType(HeroBonus::HP_REGENERATION)) // e.g. Elixir of Life ret->features.push_back(makeFeature(StackFeature::HP_REGENERATION, StackFeature::WHOLE_BATTLE, 0, owner->valOfBonuses(HeroBonus::HP_REGENERATION), StackFeature::BONUS_FROM_HERO)); if (owner->hasBonusOfType(HeroBonus::LEVEL_SPELL_IMMUNITY)) // e.g. Power of the Dragon Father ret->features.push_back(makeFeature(StackFeature::LEVEL_SPELL_IMMUNITY, StackFeature::WHOLE_BATTLE, 0, owner->valOfBonuses(HeroBonus::LEVEL_SPELL_IMMUNITY), StackFeature::BONUS_FROM_HERO)); ret->features.push_back(makeFeature(StackFeature::HP_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->valOfBonuses(HeroBonus::STACK_HEALTH), StackFeature::BONUS_FROM_HERO)); ret->firstHPleft = ret->MaxHealth(); } else { ret->morale = 0; ret->luck = 0; } //native terrain bonuses int faction = ret->creature->faction; if(faction >= 0 && VLC->heroh->nativeTerrains[faction] == terrain) { ret->features.push_back(makeFeature(StackFeature::SPEED_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE)); ret->features.push_back(makeFeature(StackFeature::ATTACK_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE)); ret->features.push_back(makeFeature(StackFeature::DEFENCE_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE)); } ret->position = position; return ret; } ui32 BattleInfo::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) { ui32 ret = VLC->spellh->spells[sp->id].costs[caster->getSpellSchoolLevel(sp)]; //checking for friendly stacks reducing cost of the spell si32 manaReduction = 0; for(int g=0; gowner == caster->tempOwner && stacks[g]->hasFeatureOfType(StackFeature::CHANGES_SPELL_COST_FOR_ALLY) ) { amin(manaReduction, stacks[g]->valOfFeatures(StackFeature::CHANGES_SPELL_COST_FOR_ALLY)); } } return ret + manaReduction; } CStack * BattleInfo::getNextStack() { CStack *current = getStack(activeStack); for (unsigned 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(unsigned 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 && !stacks[i]->hasFeatureOfType(StackFeature::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(unsigned 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 && !stacks[i]->hasFeatureOfType(StackFeature::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 (unsigned int i=0;i