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vcmi/lib/CGameState.cpp
Michał W. Urbańczyk 617e1f962e New files for lib:
* lib/ERMScriptModule.cpp
* lib/ERMScriptModule.h
* lib/CObstacleInstance.h

More jugglery with callbacks. Moving stuff from CGameState to CGameInfoCallback. Work on unified game events interface for player (AI or GUI) and script module. Directing events to ERM interpretetr, first attempts of calling some triggers. Crashy, if there any scripts.
Some other changes, including fighting amount of includes in includes and tracking of hero visits (need further work).
2011-05-09 22:20:47 +00:00

3024 lines
82 KiB
C++

#define VCMI_DLL
#include "CCampaignHandler.h"
#include <algorithm>
#include <queue>
#include <fstream>
#include "CGameState.h"
#include <boost/random/linear_congruential.hpp>
#include "CDefObjInfoHandler.h"
#include "CArtHandler.h"
#include "CBuildingHandler.h"
#include "CGeneralTextHandler.h"
#include "CTownHandler.h"
#include "CSpellHandler.h"
#include "CHeroHandler.h"
#include "CObjectHandler.h"
#include "CCreatureHandler.h"
//#include "../lib/IGameCallback.h"
#include "VCMI_Lib.h"
#include "Connection.h"
#include "map.h"
#include "../StartInfo.h"
#include "NetPacks.h"
#include <boost/foreach.hpp>
#include <boost/lexical_cast.hpp>
#include <boost/thread.hpp>
#include <boost/thread/shared_mutex.hpp>
#include <boost/assign/list_of.hpp>
#include "RegisterTypes.cpp"
#include <algorithm>
#include <numeric>
#include "CMapInfo.h"
#include "BattleState.h"
boost::rand48 ran;
class CGObjectInstance;
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
/*
* CGameState.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
void foofoofoo()
{
//never called function to force instantation of templates
int *ccc = NULL;
registerTypes((CISer<CConnection>&)*ccc);
registerTypes((COSer<CConnection>&)*ccc);
registerTypes((CSaveFile&)*ccc);
registerTypes((CLoadFile&)*ccc);
registerTypes((CTypeList&)*ccc);
}
template <typename T> class CApplyOnGS;
class CBaseForGSApply
{
public:
virtual void applyOnGS(CGameState *gs, void *pack) const =0;
virtual ~CBaseForGSApply(){};
template<typename U> static CBaseForGSApply *getApplier(const U * t=NULL)
{
return new CApplyOnGS<U>;
}
};
template <typename T> class CApplyOnGS : public CBaseForGSApply
{
public:
void applyOnGS(CGameState *gs, void *pack) const
{
T *ptr = static_cast<T*>(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();
}
};
static CApplier<CBaseForGSApply> *applierGs = NULL;
class IObjectCaller
{
public:
virtual void preInit()=0;
virtual void postInit()=0;
};
template <typename T>
class CObjectCaller : public IObjectCaller
{
public:
void preInit()
{
//T::preInit();
}
void postInit()
{
//T::postInit();
}
};
class CObjectCallersHandler
{
public:
std::vector<IObjectCaller*> apps;
template<typename T> void registerType(const T * t=NULL)
{
apps.push_back(new CObjectCaller<T>);
}
CObjectCallersHandler()
{
registerTypes1(*this);
}
~CObjectCallersHandler()
{
for (size_t i = 0; i < apps.size(); i++)
delete apps[i];
}
void preInit()
{
// for (size_t i = 0; i < apps.size(); i++)
// apps[i]->preInit();
}
void postInit()
{
//for (size_t i = 0; i < apps.size(); i++)
//apps[i]->postInit();
}
} *objCaller = NULL;
InfoAboutTown::InfoAboutTown()
{
tType = NULL;
details = NULL;
fortLevel = 0;
owner = -1;
}
InfoAboutTown::~InfoAboutTown()
{
delete details;
}
void InfoAboutTown::initFromTown( const CGTownInstance *t, bool detailed )
{
obj = t;
army = ArmyDescriptor(t->getUpperArmy(), detailed);
built = t->builded;
fortLevel = t->fortLevel();
name = t->name;
tType = t->town;
owner = t->tempOwner;
if(detailed)
{
//include details about hero
details = new Details;
details->goldIncome = t->dailyIncome();
details->customRes = vstd::contains(t->builtBuildings, 15);
details->hallLevel = t->hallLevel();
details->garrisonedHero = t->garrisonHero;
}
//TODO: adjust undetailed info about army to our count of thieves guilds
}
void InfoAboutTown::initFromGarrison(const CGGarrison *garr, bool detailed)
{
obj = garr;
fortLevel = 0;
army = ArmyDescriptor(garr, detailed);
name = VLC->generaltexth->names[33]; // "Garrison"
owner = garr->tempOwner;
built = false;
tType = NULL;
// Show detailed info only to owning player.
if(detailed)
{
details = new InfoAboutTown::Details;
details->customRes = false;
details->garrisonedHero = false;
details->goldIncome = -1;
details->hallLevel = -1;
}
}
void MetaString::getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const
{
int type = txt.first, ser = txt.second;
if(type == ART_NAMES)
{
dst = VLC->arth->artifacts[ser]->Name();
}
else if(type == CRE_PL_NAMES)
{
dst = VLC->creh->creatures[ser]->namePl;
}
else if(type == MINE_NAMES)
{
dst = VLC->generaltexth->mines[ser].first;
}
else if(type == MINE_EVNTS)
{
dst = VLC->generaltexth->mines[ser].second;
}
else if(type == SPELL_NAME)
{
dst = VLC->spellh->spells[ser]->name;
}
else if(type == CRE_SING_NAMES)
{
dst = VLC->creh->creatures[ser]->nameSing;
}
else if(type == ART_DESCR)
{
dst = VLC->arth->artifacts[ser]->Description();
}
else
{
std::vector<std::string> *vec;
switch(type)
{
case GENERAL_TXT:
vec = &VLC->generaltexth->allTexts;
break;
case XTRAINFO_TXT:
vec = &VLC->generaltexth->xtrainfo;
break;
case OBJ_NAMES:
vec = &VLC->generaltexth->names;
break;
case RES_NAMES:
vec = &VLC->generaltexth->restypes;
break;
case ARRAY_TXT:
vec = &VLC->generaltexth->arraytxt;
break;
case CREGENS:
vec = &VLC->generaltexth->creGens;
break;
case CREGENS4:
vec = &VLC->generaltexth->creGens4;
break;
case ADVOB_TXT:
vec = &VLC->generaltexth->advobtxt;
break;
case ART_EVNTS:
vec = &VLC->generaltexth->artifEvents;
break;
case SEC_SKILL_NAME:
vec = &VLC->generaltexth->skillName;
break;
case COLOR:
vec = &VLC->generaltexth->capColors;
break;
}
dst = (*vec)[ser];
}
}
DLL_EXPORT void MetaString::toString(std::string &dst) const
{
size_t exSt = 0, loSt = 0, nums = 0;
dst.clear();
for(size_t i=0;i<message.size();++i)
{//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER
switch(message[i])
{
case TEXACT_STRING:
dst += exactStrings[exSt++];
break;
case TLOCAL_STRING:
{
std::string hlp;
getLocalString(localStrings[loSt++], hlp);
dst += hlp;
}
break;
case TNUMBER:
dst += boost::lexical_cast<std::string>(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<std::string>(numbers[nums++]));
break;
case TREPLACE_PLUSNUMBER:
dst.replace (dst.find("%+d"), 3, '+' + boost::lexical_cast<std::string>(numbers[nums++]));
break;
default:
tlog1 << "MetaString processing error!\n";
break;
}
}
}
DLL_EXPORT std::string MetaString::toString() const
{
std::string ret;
toString(ret);
return ret;
}
DLL_EXPORT std::string MetaString::buildList () const
///used to handle loot from creature bank
{
size_t exSt = 0, loSt = 0, nums = 0;
std::string lista;
for (int i = 0; i < message.size(); ++i)
{
if (i > 0 && message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING)
{
if (exSt == exactStrings.size() - 1)
lista += VLC->generaltexth->allTexts[141]; //" and "
else
lista += ", ";
}
switch (message[i])
{
case TEXACT_STRING:
lista += exactStrings[exSt++];
break;
case TLOCAL_STRING:
{
std::string hlp;
getLocalString (localStrings[loSt++], hlp);
lista += hlp;
}
break;
case TNUMBER:
lista += boost::lexical_cast<std::string>(numbers[nums++]);
break;
case TREPLACE_ESTRING:
lista.replace (lista.find("%s"), 2, exactStrings[exSt++]);
break;
case TREPLACE_LSTRING:
{
std::string hlp;
getLocalString (localStrings[loSt++], hlp);
lista.replace (lista.find("%s"), 2, hlp);
}
break;
case TREPLACE_NUMBER:
lista.replace (lista.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
break;
default:
tlog1 << "MetaString processing error!\n";
}
}
return lista;
}
void MetaString::addCreReplacement(TCreature id, TQuantity count) //adds sing or plural name;
{
assert(count);
if (count == 1)
addReplacement (CRE_SING_NAMES, id);
else
addReplacement (CRE_PL_NAMES, id);
}
void MetaString::addReplacement(const CStackBasicDescriptor &stack)
{
assert(stack.count); //valid count
assert(stack.type); //valid type
addCreReplacement(stack.type->idNumber, stack.count);
}
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 " <<id <<" "<<subid<<std::endl;
nobj->pos = pos;
//nobj->state = NULL;//new CLuaObjectScript();
nobj->tempOwner = owner;
nobj->defInfo->id = id;
nobj->defInfo->subid = subid;
//assigning defhandler
if(nobj->ID==HEROI_TYPE || nobj->ID==TOWNI_TYPE)
return nobj;
nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
return nobj;
}
CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, int player, const CTown *town, bmap<ui32, ConstTransitivePtr<CGHeroInstance> > &available, const CHeroClass *bannedClass /*= NULL*/) const
{
CGHeroInstance *ret = NULL;
if(player<0 || player>=PLAYER_LIMIT)
{
tlog1 << "Cannot pick hero for " << town->Name() << ". Wrong owner!\n";
return NULL;
}
std::vector<CGHeroInstance *> pool;
if(native)
{
for(bmap<ui32, ConstTransitivePtr<CGHeroInstance> >::iterator i=available.begin(); i!=available.end(); i++)
{
if(pavailable.find(i->first)->second & 1<<player
&& i->second->type->heroType/2 == town->typeID)
{
pool.push_back(i->second); //get all avaliable heroes
}
}
if(!pool.size())
{
tlog1 << "Cannot pick native hero for " << player << ". Picking any...\n";
return pickHeroFor(false, player, town, available);
}
else
{
ret = pool[rand()%pool.size()];
}
}
else
{
int sum=0, r;
for(bmap<ui32, ConstTransitivePtr<CGHeroInstance> >::iterator i=available.begin(); i!=available.end(); i++)
{
if(pavailable.find(i->first)->second & 1<<player
&& !bannedClass || i->second->type->heroClass != bannedClass)
{
pool.push_back(i->second);
sum += i->second->type->heroClass->selectionProbability[town->typeID]; //total weight
}
}
if(!pool.size())
{
tlog1 << "There are no heroes available for player " << player<<"!\n";
return NULL;
}
r = rand()%sum;
for (unsigned int i=0; i<pool.size(); i++)
{
r -= pool[i]->type->heroClass->selectionProbability[town->typeID];
if(r < 0)
{
ret = pool[i];
break;
}
}
if(!ret)
ret = pool.back();
}
available.erase(ret->subID);
return ret;
}
//void CGameState::apply(CPack * pack)
//{
// while(!mx->try_lock())
// boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
// //applyNL(pack);
// mx->unlock();
//}
int CGameState::pickHero(int owner)
{
int h=-1;
const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
if(!map->getHero(h = ps.hero,0) && h>=0) //we haven't used selected hero
return h;
int i=0;
do //try to find free hero of our faction
{
i++;
h = ps.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..."<<std::endl;
for(int j=0; j<HEROES_PER_TYPE * 2 * F_NUMBER; j++)
if(!map->getHero(j))
h=j;
}
return h;
}
std::pair<int,int> CGameState::pickObject (CGObjectInstance *obj)
{
switch(obj->ID)
{
case 65:
return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));
case 66: //random treasure artifact
return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_TREASURE));
case 67: //random minor artifact
return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_MINOR));
case 68: //random major artifact
return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_MAJOR));
case 69: //random relic artifact
return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_RELIC));
case 70: //random hero
return std::pair<int,int>(HEROI_TYPE,pickHero(obj->tempOwner));
case 71: //random monster
return std::pair<int,int>(54,VLC->creh->pickRandomMonster(boost::ref(ran)));
case 72: //random monster lvl1
return std::pair<int,int>(54,VLC->creh->pickRandomMonster(boost::ref(ran), 1));
case 73: //random monster lvl2
return std::pair<int,int>(54,VLC->creh->pickRandomMonster(boost::ref(ran), 2));
case 74: //random monster lvl3
return std::pair<int,int>(54,VLC->creh->pickRandomMonster(boost::ref(ran), 3));
case 75: //random monster lvl4
return std::pair<int,int>(54, VLC->creh->pickRandomMonster(boost::ref(ran), 4));
case 76: //random resource
return std::pair<int,int>(79,ran()%7); //now it's OH3 style, use %8 for mithril
case 77: //random town
{
int align = (static_cast<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<int,int>(TOWNI_TYPE,f);
}
case 162: //random monster lvl5
return std::pair<int,int>(54, VLC->creh->pickRandomMonster(boost::ref(ran), 5));
case 163: //random monster lvl6
return std::pair<int,int>(54, VLC->creh->pickRandomMonster(boost::ref(ran), 6));
case 164: //random monster lvl7
return std::pair<int,int>(54, VLC->creh->pickRandomMonster(boost::ref(ran), 7));
case 216: //random dwelling
{
int faction = ran()%F_NUMBER;
CGDwelling * dwl = static_cast<CGDwelling*>(obj);
CCreGen2ObjInfo* info = static_cast<CCreGen2ObjInfo*>(dwl->info);
if (info->asCastle)
{
for(unsigned int i=0;i<map->objects.size();i++)
{
if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i].get())->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<CGTownInstance*>(map->objects[i].get())->identifier == info->identifier)
{
faction = map->objects[i]->subID;
break;
}
}
}
else
{
while((!(info->castles[0]&(1<<faction))))
{
if((faction>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;i<VLC->objh->cregens.size();i++)
if(VLC->objh->cregens[i]==cid)
return std::pair<int,int>(17,i);
tlog3 << "Cannot find a dwelling for creature "<< cid << std::endl;
return std::pair<int,int>(17,0);
delete dwl->info;
dwl->info = NULL;
}
case 217:
{
int faction = ran()%F_NUMBER;
CGDwelling * dwl = static_cast<CGDwelling*>(obj);
CCreGenObjInfo* info = static_cast<CCreGenObjInfo*>(dwl->info);
if (info->asCastle)
{
for(unsigned int i=0;i<map->objects.size();i++)
{
if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i].get())->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<CGTownInstance*>(map->objects[i].get())->identifier == info->identifier)
{
faction = map->objects[i]->subID;
break;
}
}
}
else
{
while((!(info->castles[0]&(1<<faction))))
{
if((faction>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;i<VLC->objh->cregens.size();i++)
if(VLC->objh->cregens[i]==cid)
return std::pair<int,int>(17,i);
tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
return std::pair<int,int>(17,0);
delete dwl->info;
dwl->info = NULL;
}
case 218:
{
CGDwelling * dwl = static_cast<CGDwelling*>(obj);
CCreGen3ObjInfo* info = static_cast<CCreGen3ObjInfo*>(dwl->info);
int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
int cid = VLC->townh->towns[obj->subID].basicCreatures[level];
for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
if(VLC->objh->cregens[i]==cid)
return std::pair<int,int>(17,i);
tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
return std::pair<int,int>(17,0);
delete dwl->info;
dwl->info = NULL;
}
}
return std::pair<int,int>(-1,-1);
}
void CGameState::randomizeObject(CGObjectInstance *cur)
{
std::pair<int,int> 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<CGTownInstance*>(cur);
t->town = &VLC->townh->towns[t->subID];
if(t->hasCapitol())
t->defInfo = capitols[t->subID];
else if(t->hasFort())
t->defInfo = forts[t->subID];
else
t->defInfo = villages[t->subID];
}
return;
}
else if(ran.first==HEROI_TYPE)//special code for hero
{
CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
if(!h) {tlog2<<"Wrong random hero at "<<cur->pos<<std::endl; return;}
cur->ID = ran.first;
h->portrait = cur->subID = ran.second;
h->type = VLC->heroh->heroes[ran.second];
h->randomizeArmy(h->type->heroType/2);
map->heroes.push_back(h);
return; //TODO: maybe we should do something with definfo?
}
else if(ran.first==TOWNI_TYPE)//special code for town
{
CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
if(!t) {tlog2<<"Wrong random town at "<<cur->pos<<std::endl; return;}
cur->ID = ran.first;
cur->subID = ran.second;
t->town = &VLC->townh->towns[ran.second];
if(t->hasCapitol())
t->defInfo = capitols[t->subID];
else if(t->hasFort())
t->defInfo = forts[t->subID];
else
t->defInfo = villages[t->subID];
t->randomizeArmy(t->subID);
map->towns.push_back(t);
return;
}
//we have to replace normal random object
cur->ID = ran.first;
cur->subID = ran.second;
map->removeBlockVisTiles(cur); //recalculate blockvis tiles - picked object might have different than random placeholder
map->defy.push_back(cur->defInfo = VLC->dobjinfo->gobjs[ran.first][ran.second]);
if(!cur->defInfo)
{
tlog1<<"*BIG* WARNING: Missing def declaration for "<<cur->ID<<" "<<cur->subID<<std::endl;
return;
}
map->addBlockVisTiles(cur);
}
int CGameState::getDate(int mode) const
{
int temp;
switch (mode)
{
case 0: //day number
return day;
break;
case 1: //day of week
temp = (day)%7; // 1 - Monday, 7 - Sunday
if (temp)
return temp;
else return 7;
break;
case 2: //current week
temp = ((day-1)/7)+1;
if (!(temp%4))
return 4;
else
return (temp%4);
break;
case 3: //current month
return ((day-1)/28)+1;
break;
case 4: //day of month
temp = (day)%28;
if (temp)
return temp;
else return 28;
break;
}
return 0;
}
CGameState::CGameState()
{
gs = this;
mx = new boost::shared_mutex();
applierGs = new CApplier<CBaseForGSApply>;
registerTypes2(*applierGs);
objCaller = new CObjectCallersHandler;
globalEffects.description = "Global effects";
}
CGameState::~CGameState()
{
delete mx;
map.dellNull();
curB.dellNull();
//delete scenarioOps; //TODO: fix for loading ind delete
//delete initialOpts;
delete applierGs;
delete objCaller;
//TODO: delete properly that definfos
villages.clear();
capitols.clear();
}
BattleInfo * CGameState::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town)
{
int terrain = map->getTile(tile).tertype;
int terType = battleGetBattlefieldType(tile);
return BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
}
void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
{
struct HLP
{
//it's assumed that given hero should receive the bonus
static void giveCampaignBonusToHero(CGHeroInstance * hero, const StartInfo * si, const CScenarioTravel & st )
{
const CScenarioTravel::STravelBonus & curBonus = st.bonusesToChoose[si->choosenCampaignBonus];
if(curBonus.isBonusForHero())
{
//apply bonus
switch (curBonus.type)
{
case 0: //spell
hero->spells.insert(curBonus.info2);
break;
case 1: //monster
{
for(int i=0; i<ARMY_SIZE; i++)
{
if(hero->slotEmpty(i))
{
hero->addToSlot(i, curBonus.info2, curBonus.info3);
break;
}
}
}
break;
case 3: //artifact
hero->giveArtifact(curBonus.info2);
break;
case 4: //spell scroll
{
CArtifactInstance * scroll = CArtifactInstance::createScroll(VLC->spellh->spells[curBonus.info2]);
scroll->putAt(hero, scroll->firstAvailableSlot(hero));
}
break;
case 5: //prim skill
{
const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus.info2);
for (int g=0; g<PRIMARY_SKILLS; ++g)
{
int val = ptr[g];
if (val == 0)
{
continue;
}
Bonus *bb = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, si->whichMapInCampaign, g);
hero->addNewBonus(bb);
}
}
break;
case 6: //sec skills
hero->setSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(curBonus.info2), curBonus.info3, true);
break;
}
}
}
static std::vector<const PlayerSettings *> getHumanPlayerInfo(const StartInfo * si)
{
std::vector<const PlayerSettings *> ret;
for(std::map<int, PlayerSettings>::const_iterator it = si->playerInfos.begin();
it != si->playerInfos.end(); ++it)
{
if(it->second.human)
ret.push_back(&it->second);
}
return ret;
}
static void replaceHero( CGameState * gs, int objId, CGHeroInstance * ghi )
{
ghi->id = objId;
gs->map->objects[objId] = ghi;
gs->map->heroes.push_back(ghi);
}
//sort in descending order by power
static bool heroPowerSorter(const CGHeroInstance * a, const CGHeroInstance * b)
{
return a->getHeroStrength() > b->getHeroStrength();
}
};
seed = Seed;
ran.seed((boost::int32_t)seed);
scenarioOps = new StartInfo(*si);
initialOpts = new StartInfo(*si);
si = NULL;
switch(scenarioOps->mode)
{
case StartInfo::NEW_GAME:
map = new Mapa(scenarioOps->mapname);
break;
case StartInfo::CAMPAIGN:
{
campaign = new CCampaignState();
campaign->initNewCampaign(*scenarioOps);
assert(vstd::contains(campaign->camp->mapPieces, scenarioOps->whichMapInCampaign));
std::string &mapContent = campaign->camp->mapPieces[scenarioOps->whichMapInCampaign];
map = new Mapa();
map->initFromBytes((const unsigned char*)mapContent.c_str());
}
break;
case StartInfo::DUEL:
{
bool success = false;
DuelParameters dp;
try
{
CLoadFile lf(scenarioOps->mapname);
lf >> dp;
success = true;
}
catch(...)
{}
const CArmedInstance *armies[2] = {0};
const CGHeroInstance *heroes[2] = {0};
CGTownInstance *town = NULL;
for(int i = 0; i < 2; i++)
{
CArmedInstance *obj = NULL;
if(dp.sides[i].heroId >= 0)
{
CGHeroInstance *h = new CGHeroInstance();
armies[i] = heroes[i] = h;
obj = h;
h->subID = dp.sides[i].heroId;
h->initHero(h->subID);
}
else
{
CGCreature *c = new CGCreature();
armies[i] = obj = c;
c->subID = 34;
}
obj->initObj();
obj->setOwner(i);
for(int j = 0; j < ARRAY_COUNT(dp.sides[i].stacks); j++)
{
int cre = dp.sides[i].stacks[j].type, count = dp.sides[i].stacks[j].count;
if(!count && obj->hasStackAtSlot(j)
|| count)
obj->setCreature(j, cre, count);
}
}
curB = BattleInfo::setupBattle(int3(), dp.bfieldType, dp.terType, armies, heroes, false, town);
curB->localInit();
return;
}
break;
default:
tlog1 << "Wrong mode: " << (int)scenarioOps->mode << std::endl;
return;
}
VLC->arth->initAllowedArtifactsList(map->allowedArtifact);
tlog0 << "Map loaded!" << std::endl;
//tlog0 <<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;
if(checksum)
{
tlog0 << "\tServer checksum for " << scenarioOps->mapname <<": "<< checksum << std::endl;
tlog0 << "\tOur checksum for the map: "<< map->checksum << std::endl;
if(map->checksum != checksum)
{
tlog1 << "Wrong map checksum!!!" << std::endl;
throw std::string("Wrong checksum");
}
}
day = 0;
loadTownDInfos();
//pick grail location
if(map->grailPos.x < 0 || map->grailRadious) //grail not set or set within a radius around some place
{
if(!map->grailRadious) //radius not given -> anywhere on map
map->grailRadious = map->width * 2;
std::vector<int3> allowedPos;
// add all not blocked tiles in range
for (int i = 0; i < map->width ; i++)
{
for (int j = 0; j < map->height ; j++)
{
for (int k = 0; k <= map->twoLevel ; k++)
{
const TerrainTile &t = map->terrain[i][j][k];
if(!t.blocked
&& !t.visitable
&& t.tertype != TerrainTile::water
&& t.tertype != TerrainTile::rock
&& map->grailPos.dist2d(int3(i,j,k)) <= map->grailRadious)
allowedPos.push_back(int3(i,j,k));
}
}
}
//remove tiles with holes
for(unsigned int no=0; no<map->objects.size(); ++no)
if(map->objects[no]->ID == 124)
allowedPos -= map->objects[no]->pos;
if(allowedPos.size())
map->grailPos = allowedPos[ran() % allowedPos.size()];
else
tlog2 << "Warning: Grail cannot be placed, no appropriate tile found!\n";
}
//picking random factions for players
for(std::map<int, PlayerSettings>::iterator it = scenarioOps->playerInfos.begin();
it != scenarioOps->playerInfos.end(); ++it)
{
if(it->second.castle==-1)
{
int f;
do
{
f = ran()%F_NUMBER;
}while(!(map->players[it->first].allowedFactions & 1<<f));
it->second.castle = f;
}
}
//randomizing objects
BOOST_FOREACH(CGObjectInstance *obj, map->objects)
{
randomizeObject(obj);
obj->hoverName = VLC->generaltexth->names[obj->ID];
//handle Favouring Winds - mark tiles under it
if(obj->ID == 225)
for (int i = 0; i < obj->getWidth() ; i++)
for (int j = 0; j < obj->getHeight() ; j++)
{
int3 pos = obj->pos - int3(i,j,0);
if(map->isInTheMap(pos))
map->getTile(pos).siodmyTajemniczyBajt |= 128;
}
}
//std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
/*********creating players entries in gs****************************************/
for(std::map<int, PlayerSettings>::iterator it = scenarioOps->playerInfos.begin();
it != scenarioOps->playerInfos.end(); ++it)
{
std::pair<int,PlayerState> ins(it->first,PlayerState());
ins.second.color=ins.first;
ins.second.human = it->second.human;
ins.second.team = map->players[ins.first].team;
teams[ins.second.team].id = ins.second.team;//init team
teams[ins.second.team].players.insert(ins.first);//add player to team
players.insert(ins);
}
/*********give starting hero****************************************/
for(int i=0;i<PLAYER_LIMIT;i++)
{
const PlayerInfo &p = map->players[i];
bool generateHero = (p.generateHeroAtMainTown && p.hasMainTown);
if(generateHero && vstd::contains(scenarioOps->playerInfos, i))
{
int3 hpos = p.posOfMainTown;
hpos.x+=1;
int h = pickHero(i);
if(scenarioOps->playerInfos[i].hero == -1)
scenarioOps->playerInfos[i].hero = h;
CGHeroInstance * nnn = static_cast<CGHeroInstance*>(createObject(HEROI_TYPE,h,hpos,i));
nnn->id = map->objects.size();
nnn->initHero();
map->heroes.push_back(nnn);
map->objects.push_back(nnn);
map->addBlockVisTiles(nnn);
}
}
/*************************replace hero placeholders*****************************/
if (campaign)
{
CScenarioTravel::STravelBonus bonus =
campaign->camp->scenarios[scenarioOps->whichMapInCampaign].travelOptions.bonusesToChoose[scenarioOps->choosenCampaignBonus];
std::vector<CGHeroInstance *> Xheroes;
if (bonus.type == 8) //hero crossover
{
Xheroes = campaign->camp->scenarios[bonus.info2].crossoverHeroes;
}
//selecting heroes by type
for(int g=0; g<map->objects.size(); ++g)
{
CGObjectInstance * obj = map->objects[g];
if (obj->ID != 214) //not a placeholder
{
continue;
}
CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);
if(hp->subID != 0xFF) //select by type
{
bool found = false;
BOOST_FOREACH(CGHeroInstance * ghi, Xheroes)
{
if (ghi->subID == hp->subID)
{
found = true;
HLP::replaceHero(this, g, ghi);
Xheroes -= ghi;
break;
}
}
if (!found)
{
//TODO: create new hero of this type
}
}
}
//selecting heroes by power
std::sort(Xheroes.begin(), Xheroes.end(), HLP::heroPowerSorter);
for(int g=0; g<map->objects.size(); ++g)
{
CGObjectInstance * obj = map->objects[g];
if (obj->ID != 214) //not a placeholder
{
continue;
}
CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);
if (hp->subID == 0xFF) //select by power
{
if(Xheroes.size() > hp->power - 1)
HLP::replaceHero(this, g, Xheroes[hp->power - 1]);
else
tlog2 << "Warning, to hero to replace!\n";
//we don't have to remove hero from Xheroes because it would destroy the order and duplicates shouldn't happen
}
}
}
/******************RESOURCES****************************************************/
std::vector<int> startresAI, startresHuman;
std::ifstream tis(DATA_DIR "/config/startres.txt");
int k;
for (int j=0; j<scenarioOps->difficulty * 2; j++)
{
tis >> k;
for (int z=0;z<RESOURCE_QUANTITY;z++)
tis>>k;
}
tis >> k;
for (int i=0; i<RESOURCE_QUANTITY; i++)
{
tis >> k;
startresHuman.push_back(k);
}
tis >> k;
for (int i=0; i<RESOURCE_QUANTITY; i++)
{
tis >> k;
startresAI.push_back(k);
}
tis.close();
tis.clear();
for (std::map<ui8,PlayerState>::iterator i = players.begin(); i!=players.end(); i++)
{
(*i).second.resources.resize(RESOURCE_QUANTITY);
for (int x=0;x<RESOURCE_QUANTITY;x++)
{
if (i->second.human)
{
(*i).second.resources[x] = startresHuman[x];
}
else
{
(*i).second.resources[x] = startresAI[x];
}
}
}
//give start resource bonus in case of campaign
if (scenarioOps->mode == StartInfo::CAMPAIGN)
{
CScenarioTravel::STravelBonus chosenBonus =
campaign->camp->scenarios[scenarioOps->whichMapInCampaign].travelOptions.bonusesToChoose[scenarioOps->choosenCampaignBonus];
if(chosenBonus.type == 7) //resource
{
std::vector<const PlayerSettings *> people = HLP::getHumanPlayerInfo(scenarioOps); //players we will give resource bonus
for (int b=0; b<people.size(); ++b)
{
std::vector<int> res; //resources we will give
switch (chosenBonus.info1)
{
case 0: case 1: case 2: case 3: case 4: case 5: case 6:
res.push_back(chosenBonus.info1);
break;
case 0xFD: //wood+ore
res.push_back(0); res.push_back(2);
break;
case 0xFE: //rare
res.push_back(1); res.push_back(3); res.push_back(4); res.push_back(5);
break;
default:
assert(0);
break;
}
//increasing resource quantity
for (int n=0; n<res.size(); ++n)
{
players[people[b]->color].resources[res[n]] += chosenBonus.info2;
}
}
}
}
/*************************HEROES************************************************/
std::set<int> hids; //hero ids to create pool
for(unsigned int i=0; i<map->allowedHeroes.size(); i++) //add to hids all allowed heroes
if(map->allowedHeroes[i])
hids.insert(i);
for (unsigned int i=0; i<map->heroes.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; i<map->objects.size();i++) //prisons
{
if (map->objects[i]->ID == 62)
hids.erase(map->objects[i]->subID);
}
for(unsigned int i=0; i<map->predefinedHeroes.size(); i++)
{
if(!vstd::contains(hids,map->predefinedHeroes[i]->subID))
continue;
map->predefinedHeroes[i]->initHero();
hpool.heroesPool[map->predefinedHeroes[i]->subID] = map->predefinedHeroes[i];
hpool.pavailable[map->predefinedHeroes[i]->subID] = 0xff;
hids.erase(map->predefinedHeroes[i]->subID);
}
BOOST_FOREACH(int hid, hids) //all not used allowed heroes go with default state into the pool
{
CGHeroInstance * vhi = new CGHeroInstance();
vhi->initHero(hid);
hpool.heroesPool[hid] = vhi;
hpool.pavailable[hid] = 0xff;
}
for(unsigned int i=0; i<map->disposedHeroes.size(); i++)
{
hpool.pavailable[map->disposedHeroes[i].ID] = map->disposedHeroes[i].players;
}
if (scenarioOps->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero
{
CScenarioTravel::STravelBonus chosenBonus =
campaign->camp->scenarios[scenarioOps->whichMapInCampaign].travelOptions.bonusesToChoose[scenarioOps->choosenCampaignBonus];
if (chosenBonus.isBonusForHero() && chosenBonus.info1 != 0xFFFE) //exclude generated heroes
{
//find human player
int humanPlayer;
for (std::map<ui8, PlayerState>::iterator it=players.begin(); it != players.end(); ++it)
{
if(it->second.human)
{
humanPlayer = it->first;
break;
}
}
std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = players[humanPlayer].heroes;
if (chosenBonus.info1 == 0xFFFD) //most powerful
{
int maxB = -1;
for (int b=0; b<heroes.size(); ++b)
{
if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())
{
maxB = b;
}
}
if(maxB < 0)
tlog2 << "Warning - cannot give bonus to hero cause there are no heroes!\n";
else
HLP::giveCampaignBonusToHero(heroes[maxB], scenarioOps, campaign->camp->scenarios[scenarioOps->whichMapInCampaign].travelOptions);
}
else //specific hero
{
for (int b=0; b<heroes.size(); ++b)
{
if (heroes[b]->subID == chosenBonus.info1)
{
HLP::giveCampaignBonusToHero(heroes[b], scenarioOps, campaign->camp->scenarios[scenarioOps->whichMapInCampaign].travelOptions);
break;
}
}
}
}
}
/*************************FOG**OF**WAR******************************************/
for(std::map<ui8, TeamState>::iterator k=teams.begin(); k!=teams.end(); ++k)
{
k->second.fogOfWarMap.resize(map->width);
for(int g=0; g<map->width; ++g)
k->second.fogOfWarMap[g].resize(map->height);
for(int g=-0; g<map->width; ++g)
for(int h=0; h<map->height; ++h)
k->second.fogOfWarMap[g][h].resize(map->twoLevel+1, 0);
for(int g=0; g<map->width; ++g)
for(int h=0; h<map->height; ++h)
for(int v=0; v<map->twoLevel+1; ++v)
k->second.fogOfWarMap[g][h][v] = 0;
BOOST_FOREACH(CGObjectInstance *obj, map->objects)
{
if( !vstd::contains(k->second.players, obj->tempOwner)) continue; //not a flagged object
boost::unordered_set<int3, ShashInt3> tiles;
obj->getSightTiles(tiles);
BOOST_FOREACH(int3 tile, tiles)
{
k->second.fogOfWarMap[tile.x][tile.y][tile.z] = 1;
}
}
}
for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
{
//starting bonus
if(scenarioOps->playerInfos[k->first].bonus==PlayerSettings::brandom)
scenarioOps->playerInfos[k->first].bonus = ran()%3;
switch(scenarioOps->playerInfos[k->first].bonus)
{
case PlayerSettings::bgold:
k->second.resources[6] += 500 + (ran()%6)*100;
break;
case PlayerSettings::bresource:
{
int res = VLC->townh->towns[scenarioOps->playerInfos[k->first].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 PlayerSettings::bartifact:
{
if(!k->second.heroes.size())
{
tlog5 << "Cannot give starting artifact - no heroes!" << std::endl;
break;
}
CArtifact *toGive;
toGive = VLC->arth->artifacts[VLC->arth->getRandomArt (CArtifact::ART_TREASURE)];
CGHeroInstance *hero = k->second.heroes[0];
hero->giveArtifact(toGive->id);
}
}
}
/****************************TOWNS************************************************/
for ( int i=0; i<4; i++)
CGTownInstance::universitySkills.push_back(14+i);//skills for university
for (unsigned int i=0;i<map->towns.size();i++)
{
CGTownInstance * vti =(map->towns[i]);
if(!vti->town)
vti->town = &VLC->townh->towns[vti->subID];
if (vti->name.length()==0) // if town hasn't name we draw it
vti->name = vti->town->Names()[ran()%vti->town->Names().size()];
//init buildings
if(vti->builtBuildings.find(-50)!=vti->builtBuildings.end()) //give standard set of buildings
{
vti->builtBuildings.erase(-50);
vti->builtBuildings.insert(10);
vti->builtBuildings.insert(5);
vti->builtBuildings.insert(30);
if(ran()%2)
vti->builtBuildings.insert(31);
}
if (vstd::contains(vti->builtBuildings,(6)) && vti->state()==2)
vti->builtBuildings.erase(6);//if we have harbor without water - erase it (this is H3 behaviour)
//init hordes
for (int i = 0; i<CREATURES_PER_TOWN; i++)
if (vstd::contains(vti->builtBuildings,(-31-i))) //if we have horde for this level
{
vti->builtBuildings.erase(-31-i);//remove old ID
if (vti->town->hordeLvl[0] == i)//if town first horde is this one
{
vti->builtBuildings.insert(18);//add it
if (vstd::contains(vti->builtBuildings,(37+i)))//if we have upgraded dwelling as well
vti->builtBuildings.insert(19);//add it as well
}
if (vti->town->hordeLvl[1] == i)//if town second horde is this one
{
vti->builtBuildings.insert(24);
if (vstd::contains(vti->builtBuildings,(37+i)))
vti->builtBuildings.insert(25);
}
}
for (std::list<CCastleEvent*>::iterator ev=vti->events.begin(); ev!=vti->events.end(); ev++)
for (int i = 0; i<CREATURES_PER_TOWN; i++)
if (vstd::contains((*ev)->buildings,(-31-i))) //if we have horde for this level
{
(*ev)->buildings.erase(-31-i);
if (vti->town->hordeLvl[0] == i)
(*ev)->buildings.insert(18);
if (vti->town->hordeLvl[1] == i)
(*ev)->buildings.insert(24);
}
//init spells
vti->spells.resize(SPELL_LEVELS);
CSpell *s;
for(unsigned int z=0; z<vti->obligatorySpells.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;
int sel = -1;
for(unsigned int ps=0;ps<vti->possibleSpells.size();ps++)
total += VLC->spellh->spells[vti->possibleSpells[ps]]->probabilities[vti->subID];
int r = (total)? ran()%total : -1;
for(unsigned int ps=0; ps<vti->possibleSpells.size();ps++)
{
r -= VLC->spellh->spells[vti->possibleSpells[ps]]->probabilities[vti->subID];
if(r<0)
{
sel = ps;
break;
}
}
if(sel<0)
sel=0;
CSpell *s = VLC->spellh->spells[vti->possibleSpells[sel]];
vti->spells[s->level-1].push_back(s->id);
vti->possibleSpells -= s->id;
}
if(vti->getOwner() != 255)
getPlayer(vti->getOwner())->towns.push_back(vti);
}
//campaign bonuses for towns
if (scenarioOps->mode == StartInfo::CAMPAIGN)
{
CScenarioTravel::STravelBonus chosenBonus =
campaign->camp->scenarios[scenarioOps->whichMapInCampaign].travelOptions.bonusesToChoose[scenarioOps->choosenCampaignBonus];
if (chosenBonus.type == 2)
{
for (int g=0; g<map->towns.size(); ++g)
{
PlayerState * owner = getPlayer(map->towns[g]->getOwner());
PlayerInfo & pi = map->players[owner->color];
if (owner->human && //human-owned
map->towns[g]->pos == pi.posOfMainTown + int3(2, 0, 0))
{
map->towns[g]->builtBuildings.insert(
CBuildingHandler::campToERMU(chosenBonus.info1, map->towns[g]->town->typeID, map->towns[g]->builtBuildings));
break;
}
}
}
}
objCaller->preInit();
BOOST_FOREACH(CGObjectInstance *obj, map->objects)
{
obj->initObj();
if(obj->ID == 62) //prison also needs to initialize hero
static_cast<CGHeroInstance*>(obj)->initHero();
}
CGTeleport::postInit(); //pairing subterranean gates
buildBonusSystemTree();
for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
{
if(k->first==-1 || k->first==255)
continue;
//init visiting and garrisoned heroes
BOOST_FOREACH(CGHeroInstance *h, k->second.heroes)
{
BOOST_FOREACH(CGTownInstance *t, k->second.towns)
{
int3 vistile = t->pos; vistile.x--; //tile next to the entrance
if(vistile == h->pos || h->pos==t->pos)
{
t->setVisitingHero(h);
if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it
{
map->removeBlockVisTiles(h);
h->pos.x -= 1;
map->addBlockVisTiles(h);
}
break;
}
}
}
}
}
int CGameState::battleGetBattlefieldType(int3 tile)
{
if(tile==int3() && curB)
tile = curB->tile;
else if(tile==int3() && !curB)
return -1;
const TerrainTile &t = map->getTile(tile);
//fight in mine -> subterranean
if(dynamic_cast<const CGMine *>(t.visitableObjects.front()))
return 12;
const std::vector <ConstTransitivePtr<CGObjectInstance> > & objs = map->objects;
for(int g=0; g<objs.size(); ++g)
{
if( !objs[g] || objs[g]->pos.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(t.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;
}
}
std::set<std::pair<int, int> > costDiff(const std::vector<ui32> &a, const std::vector<ui32> &b, const int modifier = 100) //modifer %
{
std::set<std::pair<int, int> > ret;
for(int j=0;j<RESOURCE_QUANTITY;j++)
{
assert(a[j] >= b[j]);
if(int dif = modifier * (a[j] - b[j]) / 100)
ret.insert(std::make_pair(j,dif));
}
return ret;
}
UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack)
{
UpgradeInfo ret;
const CCreature *base = stack.type;
const CGHeroInstance *h = stack.armyObj->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(stack.armyObj) : NULL;
const CGTownInstance *t = NULL;
if(stack.armyObj->ID == TOWNI_TYPE)
t = static_cast<const CGTownInstance *>(stack.armyObj);
else if(h)
{ //hero speciality
BonusList lista = h->speciality.getBonuses(Selector::typeSybtype(Bonus::SPECIAL_UPGRADE, base->idNumber));
BOOST_FOREACH(const Bonus *it, lista)
{
ui16 nid = it->additionalInfo;
if (nid != base->idNumber) //in very specific case the upgrade is avaliable by default (?)
{
ret.newID.push_back(nid);
ret.cost.push_back(costDiff(VLC->creh->creatures[nid]->cost, base->cost));
}
}
t = h->visitedTown;
}
if(t)
{
BOOST_FOREACH(si32 bid, t->builtBuildings)
{
if( bid >= 37 && bid < 44 ) //upgraded creature dwelling
{
int nid = t->town->upgradedCreatures[bid-37]; //upgrade offered by that building
if(vstd::contains(base->upgrades, nid)) //possible upgrade
{
ret.newID.push_back(nid);
ret.cost.push_back(costDiff(VLC->creh->creatures[nid]->cost, base->cost));
}
}
}
}
//hero is visiting Hill Fort
if(h && map->getTile(h->visitablePos()).visitableObjects.front()->ID == 35)
{
static const int costModifiers[] = {0, 25, 50, 75, 100}; //we get cheaper upgrades depending on level
const int costModifier = costModifiers[std::min<int>(std::max((int)base->level - 1, 0), ARRAY_COUNT(costModifiers) - 1)];
BOOST_FOREACH(si32 nid, base->upgrades)
{
ret.newID.push_back(nid);
ret.cost.push_back(costDiff(VLC->creh->creatures[nid]->cost, base->cost, costModifier));
}
}
if(ret.newID.size())
ret.oldID = base->idNumber;
return ret;
}
int CGameState::getPlayerRelations( ui8 color1, ui8 color2 )
{
if ( color1 == color2 )
return 2;
const TeamState * ts = getPlayerTeam(color1);
if (ts && vstd::contains(ts->players, color2))
return 1;
return 0;
}
void CGameState::loadTownDInfos()
{
for(int i=0;i<F_NUMBER;i++)
{
villages[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
forts[i] = VLC->dobjinfo->castles[i];
map->defy.push_back(forts[i]);
capitols[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
}
std::ifstream ifs(DATA_DIR "/config/townsDefs.txt");
int ccc;
ifs>>ccc;
for(int i=0; i < ccc*2; i++)
{
CGDefInfo *n;
if(i<ccc)
n = villages[i];
else
n = capitols[i%ccc];
ifs >> n->name;
map->defy.push_back(n);
}
}
void CGameState::getNeighbours(const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand, bool limitCoastSailing)
{
static int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
vec.clear();
for (size_t i = 0; i < ARRAY_COUNT(dirs); i++)
{
const int3 hlp = tile + dirs[i];
if(!map->isInTheMap(hlp))
continue;
const TerrainTile &hlpt = map->getTile(hlp);
//we cannot visit things from blocked tiles
if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)
{
continue;
}
if(srct.tertype == TerrainTile::water && limitCoastSailing && hlpt.tertype == TerrainTile::water && dirs[i].x && dirs[i].y) //diagonal move through water
{
int3 hlp1 = tile,
hlp2 = tile;
hlp1.x += dirs[i].x;
hlp2.y += dirs[i].y;
if(map->getTile(hlp1).tertype != TerrainTile::water || map->getTile(hlp2).tertype != TerrainTile::water)
continue;
}
if((indeterminate(onLand) || onLand == (hlpt.tertype!=TerrainTile::water) )
&& hlpt.tertype != TerrainTile::rock)
{
vec.push_back(hlp);
}
}
}
int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, int remainingMovePoints, bool checkLast)
{
if(src == dest) //same tile
return 0;
TerrainTile &s = map->terrain[src.x][src.y][src.z],
&d = map->terrain[dest.x][dest.y][dest.z];
//get basic cost
int ret = h->getTileCost(d,s);
if(d.blocked && h->hasBonusOfType(Bonus::FLYING_MOVEMENT))
{
bool freeFlying = h->getBonusesCount(Selector::typeSybtype(Bonus::FLYING_MOVEMENT, 1)) > 0;
if(!freeFlying)
{
ret *= 1.4f; //40% penalty for movement over blocked tile
}
}
else if (d.tertype == TerrainTile::water)
{
if(h->boat && s.siodmyTajemniczyBajt & 128 && d.siodmyTajemniczyBajt & 128) //Favourable Winds
ret *= 0.666f;
else if (!h->boat && h->getBonusesCount(Selector::typeSybtype(Bonus::WATER_WALKING, 1)) > 0)
ret *= 1.4f; //40% penalty for water walking
}
if(src.x != dest.x && src.y != dest.y) //it's diagonal move
{
int old = ret;
ret *= 1.414213;
//diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
if(ret > remainingMovePoints && remainingMovePoints >= old)
{
return remainingMovePoints;
}
}
int left = remainingMovePoints-ret;
if(checkLast && left > 0 && remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
{
std::vector<int3> vec;
getNeighbours(d, dest, vec, s.tertype != TerrainTile::water, true);
for(size_t i=0; i < vec.size(); i++)
{
int fcost = getMovementCost(h,dest,vec[i],left,false);
if(fcost <= left)
{
return ret;
}
}
ret = remainingMovePoints;
}
return ret;
}
void CGameState::apply(CPack *pack)
{
ui16 typ = typeList.getTypeID(pack);
applierGs->apps[typ]->applyOnGS(this,pack);
}
bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret)
{
if(!map->isInTheMap(src) || !map->isInTheMap(dest)) //check input
return false;
int3 hpos = hero->getPosition(false);
bool flying = false; //hero is under flying effect TODO
bool waterWalking = false; //hero is on land and can walk on water TODO
bool onLand = map->getTile(hpos).tertype != TerrainTile::water;
// tribool blockLandSea; //true - blocks sea, false - blocks land, indeterminate - allows all
//
// if (!hero->canWalkOnSea())
// blockLandSea = (map->getTile(hpos).tertype != TerrainTile::water); //block land if hero is on water and vice versa
// else
// blockLandSea = boost::logic::indeterminate;
const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayerTeam(hero->tempOwner)->fogOfWarMap;
//graph initialization
std::vector< std::vector<CPathNode> > graph;
graph.resize(map->width);
for(size_t i=0; i<graph.size(); ++i)
{
graph[i].resize(map->height);
for(size_t j=0; j<graph[i].size(); ++j)
{
const TerrainTile *tinfo = &map->terrain[i][j][src.z];
CPathNode &node = graph[i][j];
node.accessible = !tinfo->blocked;
node.dist = -1;
node.theNodeBefore = NULL;
node.visited = false;
node.coord.x = i;
node.coord.y = j;
node.coord.z = dest.z;
if(!tinfo->entrableTerrain(onLand, flying || waterWalking)
|| !FoW[i][j][src.z] //tile is covered by the FoW
)
{
node.accessible = false;
}
}
}
//Special rules for the destination tile
{
const TerrainTile *t = &map->terrain[dest.x][dest.y][dest.z];
CPathNode &d = graph[dest.x][dest.y];
//tile may be blocked by blockvis / normal vis obj but it still must be accessible
if(t->visitable)
{
d.accessible = true; //for allowing visiting objects
}
if(onLand && t->tertype == TerrainTile::water) //hero can walk only on land and dst lays on the water
{
size_t i = 0;
for(; i < t->visitableObjects.size(); i++)
if(t->visitableObjects[i]->ID == 8 || t->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat
break;
d.accessible = (i < t->visitableObjects.size()); //dest is accessible only if there is boat/hero
}
else if(!onLand && t->tertype != TerrainTile::water) //hero is moving by water
{
d.accessible = (t->siodmyTajemniczyBajt & 64) && !t->blocked; //tile is accessible if it's coastal and not blocked
}
}
//graph initialized
//initial tile - set cost on 0 and add to the queue
graph[src.x][src.y].dist = 0;
std::queue<CPathNode> mq;
mq.push(graph[src.x][src.y]);
ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
std::vector<int3> neighbours;
neighbours.reserve(8);
while(!mq.empty())
{
CPathNode &cp = graph[mq.front().coord.x][mq.front().coord.y];
mq.pop();
if (cp.coord == dest) //it's destination tile
{
if (cp.dist < curDist) //that path is better than previous one
curDist = cp.dist;
continue;
}
else
{
if (cp.dist > curDist) //it's not dest and current length is greater than cost of already found path
continue;
}
//add accessible neighbouring nodes to the queue
getNeighbours(map->getTile(cp.coord), cp.coord, neighbours, boost::logic::indeterminate, true);
for(unsigned int i=0; i < neighbours.size(); i++)
{
CPathNode & dp = graph[neighbours[i].x][neighbours[i].y];
if(dp.accessible)
{
int cost = getMovementCost(hero,cp.coord,dp.coord,hero->movement - cp.dist);
if((dp.dist==-1 || (dp.dist > cp.dist + cost)) && dp.accessible && checkForVisitableDir(cp.coord, dp.coord) && checkForVisitableDir(dp.coord, cp.coord))
{
dp.dist = cp.dist + cost;
dp.theNodeBefore = &cp;
mq.push(dp);
}
}
}
}
CPathNode *curNode = &graph[dest.x][dest.y];
if(!curNode->theNodeBefore) //destination is not accessible
return false;
//fill ret with found path
ret.nodes.clear();
while(curNode->coord != graph[src.x][src.y].coord)
{
ret.nodes.push_back(*curNode);
curNode = curNode->theNodeBefore;
}
ret.nodes.push_back(graph[src.x][src.y]);
return true;
}
void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement)
{
assert(hero);
boost::shared_lock<boost::shared_mutex> lock(*mx);
if(src.x < 0)
src = hero->getPosition(false);
if(movement < 0)
movement = hero->movement;
out.hero = hero;
out.hpos = src;
if(!map->isInTheMap(src)/* || !map->isInTheMap(dest)*/) //check input
{
tlog1 << "CGameState::calculatePaths: Hero outside the map? How dare you...\n";
return;
}
tribool onLand; //true - blocks sea, false - blocks land, indeterminate - allows all
if (!hero->canWalkOnSea())
onLand = (map->getTile(src).tertype != TerrainTile::water); //block land if hero is on water and vice versa
else
onLand = boost::logic::indeterminate;
const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayerTeam(hero->tempOwner)->fogOfWarMap;
bool flying = hero->hasBonusOfType(Bonus::FLYING_MOVEMENT);
bool waterWalk = hero->hasBonusOfType(Bonus::WATER_WALKING);
//graph initialization
CGPathNode ***graph = out.nodes;
for(size_t i=0; i < out.sizes.x; ++i)
{
for(size_t j=0; j < out.sizes.y; ++j)
{
for(size_t k=0; k < out.sizes.z; ++k)
{
const TerrainTile *tinfo = &map->terrain[i][j][k];
CGPathNode &node = graph[i][j][k];
node.accessible = (tinfo->blocked ? CGPathNode::FLYABLE : CGPathNode::ACCESSIBLE);
if(!flying && node.accessible == CGPathNode::FLYABLE)
{
node.accessible = CGPathNode::BLOCKED;
}
node.turns = 0xff;
node.moveRemains = 0;
node.coord.x = i;
node.coord.y = j;
node.coord.z = k;
node.land = tinfo->tertype != TerrainTile::water;
node.theNodeBefore = NULL;
bool leaveAsBlocked = false;
if((onLand || indeterminate(onLand)) && !node.land)//it's sea and we cannot walk on sea
{
if (waterWalk || flying)
{
node.accessible = CGPathNode::FLYABLE;
}
else
{
node.accessible = CGPathNode::BLOCKED;
leaveAsBlocked = true;
}
}
if ( tinfo->tertype == TerrainTile::rock//it's rock
|| (!onLand && node.land) //it's land and we cannot walk on land (complementary condition is handled above)
|| !FoW[i][j][k] //tile is covered by the FoW
|| leaveAsBlocked
)
{
node.accessible = CGPathNode::BLOCKED;
}
else if(tinfo->visitable)
{
//hero is protected in Sanctuary
if(tinfo->visitableObjects.front()->ID == 80 && tinfo->visitableObjects.back()->ID == HEROI_TYPE && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner)
node.accessible = CGPathNode::BLOCKED;
else
{
for(size_t ii = 0; ii < tinfo->visitableObjects.size(); ii++)
{
const CGObjectInstance * const obj = tinfo->visitableObjects[ii];
if(obj->getPassableness() & 1<<hero->tempOwner) //special object instance specific passableness flag - overwrites other accessibility flags
{
node.accessible = CGPathNode::ACCESSIBLE;
}
else if(obj->blockVisit)
{
node.accessible = CGPathNode::BLOCKVIS;
break;
}
else if(obj->ID != EVENTI_TYPE) //pathfinder should ignore placed events
{
node.accessible = CGPathNode::VISITABLE;
}
}
}
}
else if (map->isInTheMap(guardingCreaturePosition(int3(i, j, k)))
&& tinfo->blockingObjects.size() == 0)
{
// Monster close by; blocked visit for battle.
node.accessible = CGPathNode::BLOCKVIS;
}
if(onLand && !node.land) //hero can walk only on land and tile lays on the water
{
size_t i = 0;
for(; i < tinfo->visitableObjects.size(); i++)
if(tinfo->visitableObjects[i]->ID == 8 || tinfo->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat
break;
if(i < tinfo->visitableObjects.size())
node.accessible = CGPathNode::BLOCKVIS; //dest is accessible only if there is boat/hero
}
else if(!onLand && tinfo->tertype != TerrainTile::water) //hero is moving by water
{
if((tinfo->siodmyTajemniczyBajt & 64) && !tinfo->blocked)
node.accessible = CGPathNode::VISITABLE; //tile is accessible if it's coastal and not blocked
}
}
}
}
//graph initialized
//initial tile - set cost on 0 and add to the queue
graph[src.x][src.y][src.z].turns = 0;
graph[src.x][src.y][src.z].moveRemains = movement;
std::queue<CGPathNode*> mq;
mq.push(&graph[src.x][src.y][src.z]);
//ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
std::vector<int3> neighbours;
neighbours.reserve(8);
while(!mq.empty())
{
CGPathNode *cp = mq.front();
mq.pop();
const int3 guardPosition = guardingCreaturePosition(cp->coord);
const bool guardedPosition = (guardPosition != int3(-1, -1, -1) && cp->coord != src);
const TerrainTile &ct = map->getTile(cp->coord);
int movement = cp->moveRemains, turn = cp->turns;
if(!movement)
{
movement = hero->maxMovePoints(ct.tertype != TerrainTile::water);
turn++;
}
//add accessible neighbouring nodes to the queue
getNeighbours(ct, cp->coord, neighbours, boost::logic::indeterminate, !onLand);
for(unsigned int i=0; i < neighbours.size(); i++)
{
int moveAtNextTile = movement;
int turnAtNextTile = turn;
const int3 &n = neighbours[i]; //current neighbor
CGPathNode & dp = graph[n.x][n.y][n.z];
if( !checkForVisitableDir(cp->coord, dp.coord)
|| !checkForVisitableDir(dp.coord, cp->coord)
|| dp.accessible == CGPathNode::BLOCKED )
{
continue;
}
int cost = getMovementCost(hero, cp->coord, dp.coord, movement);
int remains = movement - cost;
if(remains < 0)
{
//occurs rarely, when hero with low movepoints tries to go leave the road
turnAtNextTile++;
moveAtNextTile = hero->maxMovePoints(ct.tertype != TerrainTile::water);
cost = getMovementCost(hero, cp->coord, dp.coord, moveAtNextTile); //cost must be updated, movement points changed :(
remains = moveAtNextTile - cost;
}
const bool neighborIsGuard = guardingCreaturePosition(cp->coord) == dp.coord;
if((dp.turns==0xff //we haven't been here before
|| dp.turns > turnAtNextTile
|| (dp.turns >= turnAtNextTile && dp.moveRemains < remains)) //this route is faster
&& (!guardedPosition || neighborIsGuard)) // Can step into tile of guard
{
assert(&dp != cp->theNodeBefore); //two tiles can't point to each other
dp.moveRemains = remains;
dp.turns = turnAtNextTile;
dp.theNodeBefore = cp;
const bool guardedNeighbor = guardingCreaturePosition(dp.coord) != int3(-1, -1, -1);
//const bool positionIsGuard = guardingCreaturePosition(cp->coord) == cp->coord; //can this be true? hero never passes from monster tile...
if (dp.accessible == CGPathNode::ACCESSIBLE || dp.accessible == CGPathNode::FLYABLE
|| (guardedNeighbor && !guardedPosition)) // Can step into a hostile tile once.
{
mq.push(&dp);
}
}
} //neighbours loop
} //queue loop
}
/**
* Tells if the tile is guarded by a monster as well as the position
* of the monster that will attack on it.
*
* @return int3(-1, -1, -1) if the tile is unguarded, or the position of
* the monster guarding the tile.
*/
int3 CGameState::guardingCreaturePosition (int3 pos) const
{
const int3 originalPos = pos;
// Give monster at position priority.
if (!map->isInTheMap(pos))
return int3(-1, -1, -1);
const TerrainTile &posTile = map->terrain[pos.x][pos.y][pos.z];
if (posTile.visitable)
{
BOOST_FOREACH (CGObjectInstance* obj, posTile.visitableObjects)
{
if(obj->blockVisit)
{
if (obj->ID == 54) // Monster
return pos;
else
return int3(-1, -1, -1); //blockvis objects are not guarded by neighbouring creatures
}
}
}
// See if there are any monsters adjacent.
pos -= int3(1, 1, 0); // Start with top left.
for (int dx = 0; dx < 3; dx++)
{
for (int dy = 0; dy < 3; dy++)
{
if (map->isInTheMap(pos))
{
TerrainTile &tile = map->terrain[pos.x][pos.y][pos.z];
if (tile.visitable && (tile.tertype == TerrainTile::water) == (posTile.tertype == TerrainTile::water))
{
BOOST_FOREACH (CGObjectInstance* obj, tile.visitableObjects)
{
if (obj->ID == 54 && checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile
{
return pos;
}
}
}
}
pos.y++;
}
pos.y -= 3;
pos.x++;
}
return int3(-1, -1, -1);
}
bool CGameState::isVisible(int3 pos, int player)
{
if(player == 255) //neutral player
return false;
return getPlayerTeam(player)->fogOfWarMap[pos.x][pos.y][pos.z];
}
bool CGameState::isVisible( const CGObjectInstance *obj, int player )
{
if(player == -1)
return true;
if(player == 255) //neutral player -> TODO ??? needed?
return false;
//object is visible when at least one blocked tile is visible
for(int fx=0; fx<8; ++fx)
{
for(int fy=0; fy<6; ++fy)
{
int3 pos = obj->pos + int3(fx-7,fy-5,0);
if(map->isInTheMap(pos)
&& !((obj->defInfo->blockMap[fy] >> (7 - fx)) & 1)
&& isVisible(pos, player) )
return true;
}
}
return false;
}
bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
{
const TerrainTile * pom = &map->getTile(dst);
return checkForVisitableDir(src, pom, dst);
}
bool CGameState::checkForVisitableDir( const int3 & src, const TerrainTile *pom, const int3 & dst ) const
{
for(unsigned int b=0; b<pom->visitableObjects.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 CGameState::victoryCheck( ui8 player ) const
{
const PlayerState *p = CGameInfoCallback::getPlayer(player);
if(map->victoryCondition.condition == winStandard || map->victoryCondition.allowNormalVictory)
if(player == checkForStandardWin())
return -1;
if (p->enteredWinningCheatCode)
{ //cheater or tester, but has entered the code...
return 1;
}
if(p->human || map->victoryCondition.appliesToAI)
{
switch(map->victoryCondition.condition)
{
case artifact:
//check if any hero has winning artifact
for(size_t i = 0; i < p->heroes.size(); i++)
if(p->heroes[i]->hasArt(map->victoryCondition.ID))
return 1;
break;
case gatherTroop:
{
//check if in players armies there is enough creatures
int total = 0; //creature counter
for(size_t i = 0; i < map->objects.size(); i++)
{
const CArmedInstance *ai = NULL;
if(map->objects[i]
&& map->objects[i]->tempOwner == player //object controlled by player
&& (ai = dynamic_cast<const CArmedInstance*>(map->objects[i].get()))) //contains army
{
for(TSlots::const_iterator i=ai->Slots().begin(); i!=ai->Slots().end(); ++i) //iterate through army
if(i->second->type->idNumber == map->victoryCondition.ID) //it's searched creature
total += i->second->count;
}
}
if(total >= map->victoryCondition.count)
return 1;
}
break;
case gatherResource:
if(p->resources[map->victoryCondition.ID] >= map->victoryCondition.count)
return 1;
break;
case buildCity:
{
const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);
if(t->tempOwner == player && t->fortLevel()-1 >= map->victoryCondition.ID && t->hallLevel()-1 >= map->victoryCondition.count)
return 1;
}
break;
case buildGrail:
BOOST_FOREACH(const CGTownInstance *t, map->towns)
if((t == map->victoryCondition.obj || !map->victoryCondition.obj)
&& t->tempOwner == player
&& vstd::contains(t->builtBuildings, 26))
return 1;
break;
case beatHero:
if(map->victoryCondition.obj->tempOwner >= PLAYER_LIMIT) //target hero not present on map
return 1;
break;
case captureCity:
{
if(map->victoryCondition.obj->tempOwner == player)
return 1;
}
break;
case beatMonster:
if(!map->objects[map->victoryCondition.obj->id]) //target monster not present on map
return 1;
break;
case takeDwellings:
for(size_t i = 0; i < map->objects.size(); i++)
{
if(map->objects[i] && map->objects[i]->tempOwner != player) //check not flagged objs
{
switch(map->objects[i]->ID)
{
case 17: case 18: case 19: case 20: //dwellings
case 216: case 217: case 218:
return 0; //found not flagged dwelling - player not won
}
}
}
return 1;
break;
case takeMines:
for(size_t i = 0; i < map->objects.size(); i++)
{
if(map->objects[i] && map->objects[i]->tempOwner != player) //check not flagged objs
{
switch(map->objects[i]->ID)
{
case 53: case 220:
return 0; //found not flagged mine - player not won
}
}
}
return 1;
break;
case transportItem:
{
const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);
if((t->visitingHero && t->visitingHero->hasArt(map->victoryCondition.ID))
|| (t->garrisonHero && t->garrisonHero->hasArt(map->victoryCondition.ID)))
{
return 1;
}
}
break;
}
}
return 0;
}
ui8 CGameState::checkForStandardWin() const
{
//std victory condition is:
//all enemies lost
ui8 supposedWinner = 255, winnerTeam = 255;
for(std::map<ui8,PlayerState>::const_iterator i = players.begin(); i != players.end(); i++)
{
if(i->second.status == PlayerState::INGAME && i->first < PLAYER_LIMIT)
{
if(supposedWinner == 255)
{
//first player remaining ingame - candidate for victory
supposedWinner = i->second.color;
winnerTeam = i->second.team;
}
else if(winnerTeam != i->second.team)
{
//current candidate has enemy remaining in game -> no vicotry
return 255;
}
}
}
return supposedWinner;
}
bool CGameState::checkForStandardLoss( ui8 player ) const
{
//std loss condition is: player lost all towns and heroes
const PlayerState &p = *CGameInfoCallback::getPlayer(player);
return !p.heroes.size() && !p.towns.size();
}
struct statsHLP
{
typedef std::pair< ui8, si64 > TStat;
//converts [<player's color, value>] to vec[place] -> platers
static std::vector< std::list< ui8 > > getRank( std::vector<TStat> stats )
{
std::sort(stats.begin(), stats.end(), statsHLP());
//put first element
std::vector< std::list<ui8> > ret;
std::list<ui8> tmp;
tmp.push_back( stats[0].first );
ret.push_back( tmp );
//the rest of elements
for(int g=1; g<stats.size(); ++g)
{
if(stats[g].second == stats[g-1].second)
{
(ret.end()-1)->push_back( stats[g].first );
}
else
{
//create next occupied rank
std::list<ui8> tmp;
tmp.push_back(stats[g].first);
ret.push_back(tmp);
}
}
return ret;
}
bool operator()(const TStat & a, const TStat & b) const
{
return a.second > b.second;
}
static const CGHeroInstance * findBestHero(CGameState * gs, int color)
{
std::vector<ConstTransitivePtr<CGHeroInstance> > &h = gs->players[color].heroes;
if(!h.size())
return NULL;
//best hero will be that with highest exp
int best = 0;
for(int b=1; b<h.size(); ++b)
{
if(h[b]->exp > h[best]->exp)
{
best = b;
}
}
return h[best];
}
//calculates total number of artifacts that belong to given player
static int getNumberOfArts(const PlayerState * ps)
{
int ret = 0;
for(int g=0; g<ps->heroes.size(); ++g)
{
ret += ps->heroes[g]->artifactsInBackpack.size() + ps->heroes[g]->artifactsWorn.size();
}
return ret;
}
};
void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
{
#define FILL_FIELD(FIELD, VAL_GETTER) \
{ \
std::vector< std::pair< ui8, si64 > > stats; \
for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g) \
{ \
if(g->second.color == 255) \
continue; \
std::pair< ui8, si64 > stat; \
stat.first = g->second.color; \
stat.second = VAL_GETTER; \
stats.push_back(stat); \
} \
tgi.FIELD = statsHLP::getRank(stats); \
}
for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
{
if(g->second.color != 255)
tgi.playerColors.push_back(g->second.color);
}
if(level >= 1) //num of towns & num of heroes
{
//num of towns
FILL_FIELD(numOfTowns, g->second.towns.size())
//num of heroes
FILL_FIELD(numOfHeroes, g->second.heroes.size())
//best hero's portrait
for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
{
if(g->second.color == 255)
continue;
const CGHeroInstance * best = statsHLP::findBestHero(this, g->second.color);
InfoAboutHero iah;
iah.initFromHero(best, level >= 8);
iah.army.clear();
tgi.colorToBestHero[g->second.color] = iah;
}
}
if(level >= 2) //gold
{
FILL_FIELD(gold, g->second.resources[6])
}
if(level >= 2) //wood & ore
{
FILL_FIELD(woodOre, g->second.resources[0] + g->second.resources[1])
}
if(level >= 3) //mercury, sulfur, crystal, gems
{
FILL_FIELD(mercSulfCrystGems, g->second.resources[2] + g->second.resources[3] + g->second.resources[4] + g->second.resources[5])
}
if(level >= 4) //obelisks found
{
//TODO
}
if(level >= 5) //artifacts
{
FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))
}
if(level >= 6) //army strength
{
//TODO
}
if(level >= 7) //income
{
//TODO
}
if(level >= 8) //best hero's stats
{
//already set in lvl 1 handling
}
if(level >= 9) //personality
{
for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
{
if(g->second.color == 255) //do nothing for neutral player
continue;
if(g->second.human)
{
tgi.personality[g->second.color] = -1;
}
else //AI
{
tgi.personality[g->second.color] = map->players[g->second.color].AITactic;
}
}
}
if(level >= 10) //best creature
{
//best creatures belonging to player (highest AI value)
for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
{
if(g->second.color == 255) //do nothing for neutral player
continue;
int bestCre = -1; //best creature's ID
for(int b=0; b<g->second.heroes.size(); ++b)
{
for(TSlots::const_iterator it = g->second.heroes[b]->Slots().begin(); it != g->second.heroes[b]->Slots().end(); ++it)
{
int toCmp = it->second->type->idNumber; //ID of creature we should compare with the best one
if(bestCre == -1 || VLC->creh->creatures[bestCre]->AIValue < VLC->creh->creatures[toCmp]->AIValue)
{
bestCre = toCmp;
}
}
}
tgi.bestCreature[g->second.color] = bestCre;
}
}
#undef FILL_FIELD
}
int CGameState::lossCheck( ui8 player ) const
{
const PlayerState *p = CGameInfoCallback::getPlayer(player);
//if(map->lossCondition.typeOfLossCon == lossStandard)
if(checkForStandardLoss(player))
return -1;
if (p->enteredLosingCheatCode)
{
return 1;
}
if(p->human) //special loss condition applies only to human player
{
switch(map->lossCondition.typeOfLossCon)
{
case lossCastle:
{
const CGTownInstance *t = dynamic_cast<const CGTownInstance *>(map->lossCondition.obj);
assert(t);
if(t->tempOwner != player)
return 1;
}
break;
case lossHero:
{
const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(map->lossCondition.obj);
assert(h);
if(h->tempOwner != player)
return 1;
}
break;
case timeExpires:
if(map->lossCondition.timeLimit < day)
return 1;
break;
}
}
if(!p->towns.size() && p->daysWithoutCastle >= 7)
return 2;
return false;
}
bmap<ui32, ConstTransitivePtr<CGHeroInstance> > CGameState::unusedHeroesFromPool()
{
bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = hpool.heroesPool;
for ( std::map<ui8, PlayerState>::iterator i = players.begin() ; i != players.end();i++)
for(std::vector< ConstTransitivePtr<CGHeroInstance> >::iterator j = i->second.availableHeroes.begin(); j != i->second.availableHeroes.end(); j++)
if(*j)
pool.erase((**j).subID);
return pool;
}
void CGameState::buildBonusSystemTree()
{
buildGlobalTeamPlayerTree();
attachArmedObjects();
BOOST_FOREACH(CGTownInstance *t, map->towns)
{
t->deserializationFix();
}
// CStackInstance <-> CCreature, CStackInstance <-> CArmedInstance, CArtifactInstance <-> CArtifact
// are provided on initializing / deserializing
}
void CGameState::deserializationFix()
{
buildGlobalTeamPlayerTree();
attachArmedObjects();
}
void CGameState::buildGlobalTeamPlayerTree()
{
for(std::map<ui8, TeamState>::iterator k=teams.begin(); k!=teams.end(); ++k)
{
TeamState *t = &k->second;
t->attachTo(&globalEffects);
BOOST_FOREACH(ui8 teamMember, k->second.players)
{
PlayerState *p = getPlayer(teamMember);
assert(p);
p->attachTo(t);
}
}
}
void CGameState::attachArmedObjects()
{
BOOST_FOREACH(CGObjectInstance *obj, map->objects)
{
if(CArmedInstance *armed = dynamic_cast<CArmedInstance*>(obj))
armed->whatShouldBeAttached()->attachTo(armed->whereShouldBeAttached(this));
}
}
int3 CPath::startPos() const
{
return nodes[nodes.size()-1].coord;
}
void CPath::convert(ui8 mode) //mode=0 -> from 'manifest' to 'object'
{
if (mode==0)
{
for (unsigned int i=0;i<nodes.size();i++)
{
nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
}
}
}
int3 CPath::endPos() const
{
return nodes[0].coord;
}
CGPathNode::CGPathNode()
:coord(-1,-1,-1)
{
accessible = 0;
land = 0;
moveRemains = 0;
turns = 255;
theNodeBefore = NULL;
}
bool CPathsInfo::getPath( const int3 &dst, CGPath &out )
{
out.nodes.clear();
const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
if(!curnode->theNodeBefore || curnode->accessible == CGPathNode::FLYABLE)
return false;
//we'll transform number of turns to conform the rule that hero cannot stop on blocked tile
bool transition01 = false;
while(curnode)
{
CGPathNode cpn = *curnode;
if(transition01)
{
if (curnode->accessible == CGPathNode::ACCESSIBLE)
{
transition01 = false;
}
else if (curnode->accessible == CGPathNode::FLYABLE)
{
cpn.turns = 1;
}
}
if(curnode->turns == 1 && curnode->theNodeBefore->turns == 0)
{
transition01 = true;
}
curnode = curnode->theNodeBefore;
out.nodes.push_back(cpn);
}
return true;
}
CPathsInfo::CPathsInfo( const int3 &Sizes )
:sizes(Sizes)
{
hero = NULL;
nodes = new CGPathNode**[sizes.x];
for(int i = 0; i < sizes.x; i++)
{
nodes[i] = new CGPathNode*[sizes.y];
for (int j = 0; j < sizes.y; j++)
{
nodes[i][j] = new CGPathNode[sizes.z];
}
}
}
CPathsInfo::~CPathsInfo()
{
for(int i = 0; i < sizes.x; i++)
{
for (int j = 0; j < sizes.y; j++)
{
delete [] nodes[i][j];
}
delete [] nodes[i];
}
delete [] nodes;
}
int3 CGPath::startPos() const
{
return nodes[nodes.size()-1].coord;
}
int3 CGPath::endPos() const
{
return nodes[0].coord;
}
void CGPath::convert( ui8 mode )
{
if(mode==0)
{
for(unsigned int i=0;i<nodes.size();i++)
{
nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
}
}
}
PlayerState::PlayerState()
: color(-1), currentSelection(0xffffffff), enteredWinningCheatCode(0),
enteredLosingCheatCode(0), status(INGAME), daysWithoutCastle(0)
{
nodeType = PLAYER;
}
std::string PlayerState::nodeName() const
{
return "Player " + (color < VLC->generaltexth->capColors.size() ? VLC->generaltexth->capColors[color] : boost::lexical_cast<std::string>(color));
}
// void PlayerState::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
// {
// return; //no loops possible
// }
//
// void PlayerState::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
// {
// for (std::vector<CGHeroInstance *>::const_iterator it = heroes.begin(); it != heroes.end(); it++)
// {
// if (*it != root)
// (*it)->getBonuses(out, selector, this);
// }
// }
InfoAboutHero::InfoAboutHero()
{
details = NULL;
hclass = NULL;
portrait = -1;
}
InfoAboutHero::InfoAboutHero( const InfoAboutHero & iah )
{
assign(iah);
}
InfoAboutHero::~InfoAboutHero()
{
delete details;
}
void InfoAboutHero::initFromHero( const CGHeroInstance *h, bool detailed )
{
if(!h) return;
owner = h->tempOwner;
hclass = h->type->heroClass;
name = h->name;
portrait = h->portrait;
army = ArmyDescriptor(h, detailed);
if(detailed)
{
//include details about hero
details = new Details;
details->luck = h->LuckVal();
details->morale = h->MoraleVal();
details->mana = h->mana;
details->primskills.resize(PRIMARY_SKILLS);
for (int i = 0; i < PRIMARY_SKILLS ; i++)
{
details->primskills[i] = h->getPrimSkillLevel(i);
}
}
}
void InfoAboutHero::assign( const InfoAboutHero & iah )
{
army = iah.army;
details = (iah.details ? new Details(*iah.details) : NULL);
hclass = iah.hclass;
name = iah.name;
owner = iah.owner;
portrait = iah.portrait;
}
InfoAboutHero & InfoAboutHero::operator=( const InfoAboutHero & iah )
{
assign(iah);
return *this;
}
ArmyDescriptor::ArmyDescriptor(const CArmedInstance *army, bool detailed)
{
for(TSlots::const_iterator i = army->Slots().begin(); i != army->Slots().end(); i++)
{
if(detailed)
(*this)[i->first] = *i->second;
else
(*this)[i->first] = CStackBasicDescriptor(i->second->type, i->second->getQuantityID());
}
}
ArmyDescriptor::ArmyDescriptor()
{
}
DuelParameters::SideSettings::StackSettings::StackSettings()
: type(-1), count(0)
{
}
DuelParameters::SideSettings::StackSettings::StackSettings(si32 Type, si32 Count)
: type(Type), count(Count)
{
}
DuelParameters::SideSettings::SideSettings()
{
heroId = -1;
}
DuelParameters::DuelParameters()
{
terType = TerrainTile::dirt;
bfieldType = 15;
}
TeamState::TeamState()
{
nodeType = TEAM;
}