mirror of
https://github.com/vcmi/vcmi.git
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2145be281a
Fix saving of player's quests and bump save format version
467 lines
16 KiB
C++
467 lines
16 KiB
C++
#pragma once
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//#ifndef _MSC_VER
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#include "CCreatureHandler.h"
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#include "VCMI_Lib.h"
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#include "mapping/CMap.h"
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//#endif
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#include "HeroBonus.h"
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#include "CCreatureSet.h"
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#include "ConstTransitivePtr.h"
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#include "IGameCallback.h"
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#include "ResourceSet.h"
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#include "int3.h"
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#include "CRandomGenerator.h"
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#include "CGameStateFwd.h"
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/*
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* CGameState.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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class CTown;
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class CCallback;
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class IGameCallback;
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class CCreatureSet;
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class CStack;
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class CQuest;
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class CGHeroInstance;
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class CGTownInstance;
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class CArmedInstance;
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class CGDwelling;
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class CObjectScript;
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class CGObjectInstance;
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class CCreature;
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class CMap;
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struct StartInfo;
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struct SDL_Surface;
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class CMapHandler;
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class CPathfinder;
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struct SetObjectProperty;
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struct MetaString;
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struct CPack;
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class CSpell;
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struct TerrainTile;
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class CHeroClass;
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class CCampaign;
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class CCampaignState;
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class IModableArt;
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class CGGarrison;
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class CGameInfo;
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struct QuestInfo;
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class CQuest;
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class CCampaignScenario;
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struct EventCondition;
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class CScenarioTravel;
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namespace boost
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{
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class shared_mutex;
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}
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//numbers of creatures are exact numbers if detailed else they are quantity ids (1 - a few, 2 - several and so on; additionally 0 - unknown)
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struct ArmyDescriptor : public std::map<SlotID, CStackBasicDescriptor>
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{
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bool isDetailed;
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DLL_LINKAGE ArmyDescriptor(const CArmedInstance *army, bool detailed); //not detailed -> quantity ids as count
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DLL_LINKAGE ArmyDescriptor();
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DLL_LINKAGE int getStrength() const;
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};
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struct DLL_LINKAGE InfoAboutArmy
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{
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PlayerColor owner;
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std::string name;
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ArmyDescriptor army;
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InfoAboutArmy();
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InfoAboutArmy(const CArmedInstance *Army, bool detailed);
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void initFromArmy(const CArmedInstance *Army, bool detailed);
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};
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struct DLL_LINKAGE InfoAboutHero : public InfoAboutArmy
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{
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private:
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void assign(const InfoAboutHero & iah);
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public:
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struct DLL_LINKAGE Details
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{
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std::vector<si32> primskills;
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si32 mana, luck, morale;
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} *details;
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const CHeroClass *hclass;
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int portrait;
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InfoAboutHero();
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InfoAboutHero(const InfoAboutHero & iah);
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InfoAboutHero(const CGHeroInstance *h, bool detailed);
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~InfoAboutHero();
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InfoAboutHero & operator=(const InfoAboutHero & iah);
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void initFromHero(const CGHeroInstance *h, bool detailed);
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};
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/// Struct which holds a int information about a town
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struct DLL_LINKAGE InfoAboutTown : public InfoAboutArmy
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{
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struct DLL_LINKAGE Details
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{
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si32 hallLevel, goldIncome;
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bool customRes;
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bool garrisonedHero;
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} *details;
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const CTown *tType;
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si32 built;
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si32 fortLevel; //0 - none
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InfoAboutTown();
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InfoAboutTown(const CGTownInstance *t, bool detailed);
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~InfoAboutTown();
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void initFromTown(const CGTownInstance *t, bool detailed);
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};
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// typedef si32 TResourceUnit;
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// typedef std::vector<si32> TResourceVector;
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// typedef std::set<si32> TResourceSet;
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struct DLL_LINKAGE SThievesGuildInfo
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{
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std::vector<PlayerColor> playerColors; //colors of players that are in-game
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std::vector< std::vector< PlayerColor > > numOfTowns, numOfHeroes, gold, woodOre, mercSulfCrystGems, obelisks, artifacts, army, income; // [place] -> [colours of players]
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std::map<PlayerColor, InfoAboutHero> colorToBestHero; //maps player's color to his best heros'
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std::map<PlayerColor, EAiTactic::EAiTactic> personality; // color to personality // ai tactic
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std::map<PlayerColor, si32> bestCreature; // color to ID // id or -1 if not known
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// template <typename Handler> void serialize(Handler &h, const int version)
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// {
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// h & playerColors & numOfTowns & numOfHeroes & gold & woodOre & mercSulfCrystGems & obelisks & artifacts & army & income;
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// h & colorToBestHero & personality & bestCreature;
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// }
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};
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struct DLL_LINKAGE PlayerState : public CBonusSystemNode
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{
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public:
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PlayerColor color;
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bool human; //true if human controlled player, false for AI
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TeamID team;
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TResources resources;
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std::set<ObjectInstanceID> visitedObjects; // as a std::set, since most accesses here will be from visited status checks
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std::vector<ConstTransitivePtr<CGHeroInstance> > heroes;
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std::vector<ConstTransitivePtr<CGTownInstance> > towns;
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std::vector<ConstTransitivePtr<CGHeroInstance> > availableHeroes; //heroes available in taverns
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std::vector<ConstTransitivePtr<CGDwelling> > dwellings; //used for town growth
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std::vector<QuestInfo> quests; //store info about all received quests
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bool enteredWinningCheatCode, enteredLosingCheatCode; //if true, this player has entered cheat codes for loss / victory
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EPlayerStatus::EStatus status;
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boost::optional<ui8> daysWithoutCastle;
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PlayerState();
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std::string nodeName() const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & color & human & team & resources & status;
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h & heroes & towns & availableHeroes & dwellings & quests & visitedObjects;
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h & getBonusList(); //FIXME FIXME FIXME
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h & status & daysWithoutCastle;
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h & enteredLosingCheatCode & enteredWinningCheatCode;
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h & static_cast<CBonusSystemNode&>(*this);
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}
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};
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struct DLL_LINKAGE TeamState : public CBonusSystemNode
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{
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public:
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TeamID id; //position in gameState::teams
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std::set<PlayerColor> players; // members of this team
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std::vector<std::vector<std::vector<ui8> > > fogOfWarMap; //true - visible, false - hidden
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TeamState();
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id & players & fogOfWarMap;
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h & static_cast<CBonusSystemNode&>(*this);
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}
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};
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struct UpgradeInfo
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{
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CreatureID oldID; //creature to be upgraded
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std::vector<CreatureID> newID; //possible upgrades
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std::vector<TResources> cost; // cost[upgrade_serial] -> set of pairs<resource_ID,resource_amount>; cost is for single unit (not entire stack)
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UpgradeInfo(){oldID = CreatureID::NONE;};
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};
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struct DLL_EXPORT DuelParameters
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{
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ETerrainType terType;
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BFieldType bfieldType;
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struct DLL_EXPORT SideSettings
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{
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struct DLL_EXPORT StackSettings
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{
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CreatureID type;
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si32 count;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & type & count;
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}
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StackSettings();
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StackSettings(CreatureID Type, si32 Count);
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} stacks[GameConstants::ARMY_SIZE];
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si32 heroId; //-1 if none
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std::vector<si32> heroPrimSkills; //may be empty
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std::map<si32, CArtifactInstance*> artifacts;
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std::vector<std::pair<si32, si8> > heroSecSkills; //may be empty; pairs <id, level>, level [0-3]
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std::set<SpellID> spells;
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SideSettings();
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & stacks & heroId & heroPrimSkills & artifacts & heroSecSkills & spells;
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}
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} sides[2];
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std::vector<shared_ptr<CObstacleInstance> > obstacles;
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static DuelParameters fromJSON(const std::string &fname);
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struct CusomCreature
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{
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int id;
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int attack, defense, dmg, HP, speed, shoots;
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CusomCreature()
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{
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id = attack = defense = dmg = HP = speed = shoots = -1;
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}
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id & attack & defense & dmg & HP & speed & shoots;
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}
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};
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std::vector<CusomCreature> creatures;
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DuelParameters();
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & terType & bfieldType & sides & obstacles & creatures;
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}
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};
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class CPathfinder : private CGameInfoCallback
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{
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private:
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bool allowEmbarkAndDisembark;
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bool allowTeleportTwoWay; // Two-way monoliths and Subterranean Gate
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bool allowTeleportOneWay; // One-way monoliths with one known exit only
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bool allowTeleportOneWayRandom; // One-way monoliths with more than one known exit
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bool allowTeleportWhirlpool; // Force enabled if hero protected or unaffected (have one stack of one creature)
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CPathsInfo &out;
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const CGHeroInstance *hero;
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const std::vector<std::vector<std::vector<ui8> > > &FoW;
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std::list<CGPathNode*> mq; //BFS queue -> nodes to be checked
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int3 curPos;
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CGPathNode *cp; //current (source) path node -> we took it from the queue
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CGPathNode *dp; //destination node -> it's a neighbour of cp that we consider
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const TerrainTile *ct, *dt; //tile info for both nodes
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ui8 useEmbarkCost; //0 - usual movement; 1 - embark; 2 - disembark
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Obj destTopVisObjID;
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CGPathNode *getNode(const int3 &coord);
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void initializeGraph();
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bool goodForLandSeaTransition(); //checks if current move will be between sea<->land. If so, checks it legality (returns false if movement is not possible) and sets useEmbarkCost
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CGPathNode::EAccessibility evaluateAccessibility(const TerrainTile *tinfo) const;
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bool canMoveBetween(const int3 &a, const int3 &b) const; //checks only for visitable objects that may make moving between tiles impossible, not other conditions (like tiles itself accessibility)
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bool addTeleportTwoWay(const CGTeleport * obj) const;
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bool addTeleportOneWay(const CGTeleport * obj) const;
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bool addTeleportOneWayRandom(const CGTeleport * obj) const;
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bool addTeleportWhirlpool(const CGWhirlpool * obj) const;
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public:
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CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero);
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void calculatePaths(); //calculates possible paths for hero, uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
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};
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struct BattleInfo;
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DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult);
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class DLL_LINKAGE CGameState : public CNonConstInfoCallback
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{
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public:
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struct DLL_LINKAGE HeroesPool
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{
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std::map<ui32, ConstTransitivePtr<CGHeroInstance> > heroesPool; //[subID] - heroes available to buy; nullptr if not available
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std::map<ui32,ui8> pavailable; // [subid] -> which players can recruit hero (binary flags)
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CGHeroInstance * pickHeroFor(bool native, PlayerColor player, const CTown *town,
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std::map<ui32, ConstTransitivePtr<CGHeroInstance> > &available, CRandomGenerator & rand, const CHeroClass *bannedClass = nullptr) const;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & heroesPool & pavailable;
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}
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} hpool; //we have here all heroes available on this map that are not hired
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CGameState();
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virtual ~CGameState();
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void init(StartInfo * si);
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ConstTransitivePtr<StartInfo> scenarioOps, initialOpts; //second one is a copy of settings received from pregame (not randomized)
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PlayerColor currentPlayer; //ID of player currently having turn
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ConstTransitivePtr<BattleInfo> curB; //current battle
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ui32 day; //total number of days in game
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ConstTransitivePtr<CMap> map;
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std::map<PlayerColor, PlayerState> players;
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std::map<TeamID, TeamState> teams;
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CBonusSystemNode globalEffects;
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boost::shared_mutex *mx;
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void giveHeroArtifact(CGHeroInstance *h, ArtifactID aid);
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void apply(CPack *pack);
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BFieldType battleGetBattlefieldType(int3 tile);
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UpgradeInfo getUpgradeInfo(const CStackInstance &stack);
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PlayerRelations::PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2);
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bool checkForVisitableDir(const int3 & src, const int3 & dst) const; //check if src tile is visitable from dst tile
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void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out); //calculates possible paths for hero, by default uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
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int3 guardingCreaturePosition (int3 pos) const;
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std::vector<CGObjectInstance*> guardingCreatures (int3 pos) const;
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// ----- victory, loss condition checks -----
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EVictoryLossCheckResult checkForVictoryAndLoss(PlayerColor player) const;
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bool checkForVictory(PlayerColor player, const EventCondition & condition) const; //checks if given player is winner
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PlayerColor checkForStandardWin() const; //returns color of player that accomplished standard victory conditions or 255 (NEUTRAL) if no winner
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bool checkForStandardLoss(PlayerColor player) const; //checks if given player lost the game
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void obtainPlayersStats(SThievesGuildInfo & tgi, int level); //fills tgi with info about other players that is available at given level of thieves' guild
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std::map<ui32, ConstTransitivePtr<CGHeroInstance> > unusedHeroesFromPool(); //heroes pool without heroes that are available in taverns
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BattleInfo * setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town);
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bool isVisible(int3 pos, PlayerColor player);
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bool isVisible(const CGObjectInstance *obj, boost::optional<PlayerColor> player);
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void getNeighbours(const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand, bool limitCoastSailing);
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int getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, bool flying, int remainingMovePoints=-1, bool checkLast=true);
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int getDate(Date::EDateType mode=Date::DAY) const; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
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// ----- getters, setters -----
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CRandomGenerator & getRandomGenerator();
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & scenarioOps & initialOpts & currentPlayer & day & map & players & teams & hpool & globalEffects & rand;
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BONUS_TREE_DESERIALIZATION_FIX
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}
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private:
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struct CrossoverHeroesList
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{
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std::vector<CGHeroInstance *> heroesFromPreviousScenario, heroesFromAnyPreviousScenarios;
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void addHeroToBothLists(CGHeroInstance * hero);
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void removeHeroFromBothLists(CGHeroInstance * hero);
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};
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struct CampaignHeroReplacement
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{
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CampaignHeroReplacement(CGHeroInstance * hero, ObjectInstanceID heroPlaceholderId);
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CGHeroInstance * hero;
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ObjectInstanceID heroPlaceholderId;
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};
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// ----- initialization -----
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void initNewGame();
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void initCampaign();
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void initDuel();
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void checkMapChecksum();
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void initGrailPosition();
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void initRandomFactionsForPlayers();
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void randomizeMapObjects();
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void randomizeObject(CGObjectInstance *cur);
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void initPlayerStates();
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void placeCampaignHeroes();
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CrossoverHeroesList getCrossoverHeroesFromPreviousScenarios() const;
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/// returns heroes and placeholders in where heroes will be put
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std::vector<CampaignHeroReplacement> generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes);
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/// gets prepared and copied hero instances with crossover heroes from prev. scenario and travel options from current scenario
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void prepareCrossoverHeroes(std::vector<CampaignHeroReplacement> & campaignHeroReplacements, const CScenarioTravel & travelOptions) const;
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void replaceHeroesPlaceholders(const std::vector<CampaignHeroReplacement> & campaignHeroReplacements);
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void placeStartingHeroes();
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void placeStartingHero(PlayerColor playerColor, HeroTypeID heroTypeId, int3 townPos);
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void initStartingResources();
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void initHeroes();
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void giveCampaignBonusToHero(CGHeroInstance * hero);
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void initFogOfWar();
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void initStartingBonus();
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void initTowns();
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void initMapObjects();
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void initVisitingAndGarrisonedHeroes();
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// ----- bonus system handling -----
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void buildBonusSystemTree();
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void attachArmedObjects();
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void buildGlobalTeamPlayerTree();
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void deserializationFix();
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// ---- misc helpers -----
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CGHeroInstance * getUsedHero(HeroTypeID hid) const;
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bool isUsedHero(HeroTypeID hid) const; //looks in heroes and prisons
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std::set<HeroTypeID> getUnusedAllowedHeroes(bool alsoIncludeNotAllowed = false) const;
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std::pair<Obj,int> pickObject(CGObjectInstance *obj); //chooses type of object to be randomized, returns <type, subtype>
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int pickUnusedHeroTypeRandomly(PlayerColor owner); // picks a unused hero type randomly
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int pickNextHeroType(PlayerColor owner); // picks next free hero type of the H3 hero init sequence -> chosen starting hero, then unused hero type randomly
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// ---- data -----
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CRandomGenerator rand;
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friend class CCallback;
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friend class CClient;
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friend class IGameCallback;
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friend class CMapHandler;
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friend class CGameHandler;
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};
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