mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-22 22:13:35 +02:00
32240da34e
since some net packs now need DLL_LINKAGE
504 lines
17 KiB
C++
504 lines
17 KiB
C++
#pragma once
|
|
|
|
|
|
|
|
//#ifndef _MSC_VER
|
|
#include "CCreatureHandler.h"
|
|
#include "VCMI_Lib.h"
|
|
#include "mapping/CMap.h"
|
|
//#endif
|
|
|
|
#include "HeroBonus.h"
|
|
#include "CCreatureSet.h"
|
|
#include "ConstTransitivePtr.h"
|
|
#include "IGameCallback.h"
|
|
#include "ResourceSet.h"
|
|
#include "int3.h"
|
|
#include "CRandomGenerator.h"
|
|
#include "CGameStateFwd.h"
|
|
|
|
/*
|
|
* CGameState.h, 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
|
|
*
|
|
*/
|
|
|
|
class CTown;
|
|
class CCallback;
|
|
class IGameCallback;
|
|
class CCreatureSet;
|
|
class CStack;
|
|
class CQuest;
|
|
class CGHeroInstance;
|
|
class CGTownInstance;
|
|
class CArmedInstance;
|
|
class CGDwelling;
|
|
class CObjectScript;
|
|
class CGObjectInstance;
|
|
class CCreature;
|
|
class CMap;
|
|
struct StartInfo;
|
|
struct SDL_Surface;
|
|
class CMapHandler;
|
|
class CPathfinder;
|
|
struct SetObjectProperty;
|
|
struct MetaString;
|
|
struct CPack;
|
|
class CSpell;
|
|
struct TerrainTile;
|
|
class CHeroClass;
|
|
class CCampaign;
|
|
class CCampaignState;
|
|
class IModableArt;
|
|
class CGGarrison;
|
|
class CGameInfo;
|
|
struct QuestInfo;
|
|
class CQuest;
|
|
class CCampaignScenario;
|
|
struct EventCondition;
|
|
class CScenarioTravel;
|
|
|
|
namespace boost
|
|
{
|
|
class shared_mutex;
|
|
}
|
|
|
|
//numbers of creatures are exact numbers if detailed else they are quantity ids (0 - a few, 1 - several and so on; additionally -1 - unknown)
|
|
struct ArmyDescriptor : public std::map<SlotID, CStackBasicDescriptor>
|
|
{
|
|
bool isDetailed;
|
|
DLL_LINKAGE ArmyDescriptor(const CArmedInstance *army, bool detailed); //not detailed -> quantity ids as count
|
|
DLL_LINKAGE ArmyDescriptor();
|
|
|
|
DLL_LINKAGE int getStrength() const;
|
|
};
|
|
|
|
struct DLL_LINKAGE InfoAboutArmy
|
|
{
|
|
PlayerColor owner;
|
|
std::string name;
|
|
|
|
ArmyDescriptor army;
|
|
|
|
InfoAboutArmy();
|
|
InfoAboutArmy(const CArmedInstance *Army, bool detailed);
|
|
|
|
void initFromArmy(const CArmedInstance *Army, bool detailed);
|
|
};
|
|
|
|
struct DLL_LINKAGE InfoAboutHero : public InfoAboutArmy
|
|
{
|
|
private:
|
|
void assign(const InfoAboutHero & iah);
|
|
public:
|
|
struct DLL_LINKAGE Details
|
|
{
|
|
std::vector<si32> primskills;
|
|
si32 mana, luck, morale;
|
|
} *details;
|
|
|
|
const CHeroClass *hclass;
|
|
int portrait;
|
|
|
|
InfoAboutHero();
|
|
InfoAboutHero(const InfoAboutHero & iah);
|
|
InfoAboutHero(const CGHeroInstance *h, bool detailed);
|
|
~InfoAboutHero();
|
|
|
|
InfoAboutHero & operator=(const InfoAboutHero & iah);
|
|
|
|
void initFromHero(const CGHeroInstance *h, bool detailed);
|
|
};
|
|
|
|
/// Struct which holds a int information about a town
|
|
struct DLL_LINKAGE InfoAboutTown : public InfoAboutArmy
|
|
{
|
|
struct DLL_LINKAGE Details
|
|
{
|
|
si32 hallLevel, goldIncome;
|
|
bool customRes;
|
|
bool garrisonedHero;
|
|
|
|
} *details;
|
|
|
|
const CTown *tType;
|
|
|
|
si32 built;
|
|
si32 fortLevel; //0 - none
|
|
|
|
InfoAboutTown();
|
|
InfoAboutTown(const CGTownInstance *t, bool detailed);
|
|
~InfoAboutTown();
|
|
void initFromTown(const CGTownInstance *t, bool detailed);
|
|
};
|
|
|
|
// typedef si32 TResourceUnit;
|
|
// typedef std::vector<si32> TResourceVector;
|
|
// typedef std::set<si32> TResourceSet;
|
|
|
|
struct DLL_LINKAGE SThievesGuildInfo
|
|
{
|
|
std::vector<PlayerColor> playerColors; //colors of players that are in-game
|
|
|
|
std::vector< std::vector< PlayerColor > > numOfTowns, numOfHeroes, gold, woodOre, mercSulfCrystGems, obelisks, artifacts, army, income; // [place] -> [colours of players]
|
|
|
|
std::map<PlayerColor, InfoAboutHero> colorToBestHero; //maps player's color to his best heros'
|
|
|
|
std::map<PlayerColor, EAiTactic::EAiTactic> personality; // color to personality // ai tactic
|
|
std::map<PlayerColor, si32> bestCreature; // color to ID // id or -1 if not known
|
|
|
|
// template <typename Handler> void serialize(Handler &h, const int version)
|
|
// {
|
|
// h & playerColors & numOfTowns & numOfHeroes & gold & woodOre & mercSulfCrystGems & obelisks & artifacts & army & income;
|
|
// h & colorToBestHero & personality & bestCreature;
|
|
// }
|
|
|
|
};
|
|
|
|
struct DLL_LINKAGE PlayerState : public CBonusSystemNode
|
|
{
|
|
public:
|
|
PlayerColor color;
|
|
bool human; //true if human controlled player, false for AI
|
|
ObjectInstanceID currentSelection; //id of hero/town, 0xffffffff if none
|
|
TeamID team;
|
|
TResources resources;
|
|
std::set<ObjectInstanceID> visitedObjects; // as a std::set, since most accesses here will be from visited status checks
|
|
std::vector<ConstTransitivePtr<CGHeroInstance> > heroes;
|
|
std::vector<ConstTransitivePtr<CGTownInstance> > towns;
|
|
std::vector<ConstTransitivePtr<CGHeroInstance> > availableHeroes; //heroes available in taverns
|
|
std::vector<ConstTransitivePtr<CGDwelling> > dwellings; //used for town growth
|
|
std::vector<QuestInfo> quests; //store info about all received quests
|
|
|
|
bool enteredWinningCheatCode, enteredLosingCheatCode; //if true, this player has entered cheat codes for loss / victory
|
|
EPlayerStatus::EStatus status;
|
|
boost::optional<ui8> daysWithoutCastle;
|
|
|
|
PlayerState();
|
|
std::string nodeName() const override;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & color & human & currentSelection & team & resources & status;
|
|
h & heroes & towns & availableHeroes & dwellings & visitedObjects;
|
|
h & getBonusList(); //FIXME FIXME FIXME
|
|
h & status & daysWithoutCastle;
|
|
h & enteredLosingCheatCode & enteredWinningCheatCode;
|
|
h & static_cast<CBonusSystemNode&>(*this);
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE TeamState : public CBonusSystemNode
|
|
{
|
|
public:
|
|
TeamID id; //position in gameState::teams
|
|
std::set<PlayerColor> players; // members of this team
|
|
std::vector<std::vector<std::vector<ui8> > > fogOfWarMap; //true - visible, false - hidden
|
|
|
|
TeamState();
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & id & players & fogOfWarMap;
|
|
h & static_cast<CBonusSystemNode&>(*this);
|
|
}
|
|
|
|
};
|
|
|
|
struct UpgradeInfo
|
|
{
|
|
CreatureID oldID; //creature to be upgraded
|
|
std::vector<CreatureID> newID; //possible upgrades
|
|
std::vector<TResources> cost; // cost[upgrade_serial] -> set of pairs<resource_ID,resource_amount>; cost is for single unit (not entire stack)
|
|
UpgradeInfo(){oldID = CreatureID::NONE;};
|
|
};
|
|
|
|
struct DLL_LINKAGE CGPathNode
|
|
{
|
|
enum EAccessibility
|
|
{
|
|
NOT_SET = 0,
|
|
ACCESSIBLE = 1, //tile can be entered and passed
|
|
VISITABLE, //tile can be entered as the last tile in path
|
|
BLOCKVIS, //visitable from neighbouring tile but not passable
|
|
BLOCKED //tile can't be entered nor visited
|
|
};
|
|
|
|
EAccessibility accessible;
|
|
ui8 land;
|
|
ui8 turns; //how many turns we have to wait before reachng the tile - 0 means current turn
|
|
ui32 moveRemains; //remaining tiles after hero reaches the tile
|
|
CGPathNode * theNodeBefore;
|
|
int3 coord; //coordinates
|
|
|
|
CGPathNode();
|
|
bool reachable() const;
|
|
};
|
|
|
|
struct DLL_LINKAGE CGPath
|
|
{
|
|
std::vector<CGPathNode> nodes; //just get node by node
|
|
|
|
int3 startPos() const; // start point
|
|
int3 endPos() const; //destination point
|
|
void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object'
|
|
};
|
|
|
|
struct DLL_LINKAGE CPathsInfo
|
|
{
|
|
bool isValid;
|
|
const CGHeroInstance *hero;
|
|
int3 hpos;
|
|
int3 sizes;
|
|
CGPathNode ***nodes; //[w][h][level]
|
|
|
|
bool getPath(const int3 &dst, CGPath &out);
|
|
CPathsInfo(const int3 &Sizes);
|
|
~CPathsInfo();
|
|
};
|
|
|
|
struct DLL_EXPORT DuelParameters
|
|
{
|
|
ETerrainType terType;
|
|
BFieldType bfieldType;
|
|
struct DLL_EXPORT SideSettings
|
|
{
|
|
struct DLL_EXPORT StackSettings
|
|
{
|
|
CreatureID type;
|
|
si32 count;
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & type & count;
|
|
}
|
|
|
|
StackSettings();
|
|
StackSettings(CreatureID Type, si32 Count);
|
|
} stacks[GameConstants::ARMY_SIZE];
|
|
|
|
si32 heroId; //-1 if none
|
|
std::vector<si32> heroPrimSkills; //may be empty
|
|
std::map<si32, CArtifactInstance*> artifacts;
|
|
std::vector<std::pair<si32, si8> > heroSecSkills; //may be empty; pairs <id, level>, level [0-3]
|
|
std::set<SpellID> spells;
|
|
|
|
SideSettings();
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & stacks & heroId & heroPrimSkills & artifacts & heroSecSkills & spells;
|
|
}
|
|
} sides[2];
|
|
|
|
std::vector<shared_ptr<CObstacleInstance> > obstacles;
|
|
|
|
static DuelParameters fromJSON(const std::string &fname);
|
|
|
|
struct CusomCreature
|
|
{
|
|
int id;
|
|
int attack, defense, dmg, HP, speed, shoots;
|
|
|
|
CusomCreature()
|
|
{
|
|
id = attack = defense = dmg = HP = speed = shoots = -1;
|
|
}
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & id & attack & defense & dmg & HP & speed & shoots;
|
|
}
|
|
};
|
|
|
|
std::vector<CusomCreature> creatures;
|
|
|
|
DuelParameters();
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & terType & bfieldType & sides & obstacles & creatures;
|
|
}
|
|
};
|
|
|
|
class CPathfinder : private CGameInfoCallback
|
|
{
|
|
private:
|
|
bool useSubterraneanGates;
|
|
bool allowEmbarkAndDisembark;
|
|
CPathsInfo &out;
|
|
const CGHeroInstance *hero;
|
|
const std::vector<std::vector<std::vector<ui8> > > &FoW;
|
|
|
|
std::list<CGPathNode*> mq; //BFS queue -> nodes to be checked
|
|
|
|
|
|
int3 curPos;
|
|
CGPathNode *cp; //current (source) path node -> we took it from the queue
|
|
CGPathNode *dp; //destination node -> it's a neighbour of cp that we consider
|
|
const TerrainTile *ct, *dt; //tile info for both nodes
|
|
ui8 useEmbarkCost; //0 - usual movement; 1 - embark; 2 - disembark
|
|
int destTopVisObjID;
|
|
|
|
|
|
CGPathNode *getNode(const int3 &coord);
|
|
void initializeGraph();
|
|
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
|
|
|
|
CGPathNode::EAccessibility evaluateAccessibility(const TerrainTile *tinfo) const;
|
|
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)
|
|
|
|
public:
|
|
CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero);
|
|
void calculatePaths(int3 src = int3(-1,-1,-1), int movement = -1); //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
|
|
};
|
|
|
|
|
|
struct BattleInfo;
|
|
|
|
DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult);
|
|
|
|
class DLL_LINKAGE CGameState : public CNonConstInfoCallback
|
|
{
|
|
public:
|
|
struct DLL_LINKAGE HeroesPool
|
|
{
|
|
std::map<ui32, ConstTransitivePtr<CGHeroInstance> > heroesPool; //[subID] - heroes available to buy; nullptr if not available
|
|
std::map<ui32,ui8> pavailable; // [subid] -> which players can recruit hero (binary flags)
|
|
|
|
CGHeroInstance * pickHeroFor(bool native, PlayerColor player, const CTown *town,
|
|
std::map<ui32, ConstTransitivePtr<CGHeroInstance> > &available, CRandomGenerator & rand, const CHeroClass *bannedClass = nullptr) const;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & heroesPool & pavailable;
|
|
}
|
|
} hpool; //we have here all heroes available on this map that are not hired
|
|
|
|
CGameState();
|
|
virtual ~CGameState();
|
|
|
|
void init(StartInfo * si);
|
|
|
|
ConstTransitivePtr<StartInfo> scenarioOps, initialOpts; //second one is a copy of settings received from pregame (not randomized)
|
|
PlayerColor currentPlayer; //ID of player currently having turn
|
|
ConstTransitivePtr<BattleInfo> curB; //current battle
|
|
ui32 day; //total number of days in game
|
|
ConstTransitivePtr<CMap> map;
|
|
std::map<PlayerColor, PlayerState> players;
|
|
std::map<TeamID, TeamState> teams;
|
|
CBonusSystemNode globalEffects;
|
|
|
|
boost::shared_mutex *mx;
|
|
|
|
void giveHeroArtifact(CGHeroInstance *h, ArtifactID aid);
|
|
|
|
void apply(CPack *pack);
|
|
BFieldType battleGetBattlefieldType(int3 tile);
|
|
UpgradeInfo getUpgradeInfo(const CStackInstance &stack);
|
|
PlayerRelations::PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2);
|
|
bool checkForVisitableDir(const int3 & src, const int3 & dst) const; //check if src tile is visitable from dst tile
|
|
void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src = int3(-1,-1,-1), int movement = -1); //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
|
|
int3 guardingCreaturePosition (int3 pos) const;
|
|
std::vector<CGObjectInstance*> guardingCreatures (int3 pos) const;
|
|
|
|
// ----- victory, loss condition checks -----
|
|
|
|
EVictoryLossCheckResult checkForVictoryAndLoss(PlayerColor player) const;
|
|
bool checkForVictory(PlayerColor player, const EventCondition & condition) const; //checks if given player is winner
|
|
PlayerColor checkForStandardWin() const; //returns color of player that accomplished standard victory conditions or 255 (NEUTRAL) if no winner
|
|
bool checkForStandardLoss(PlayerColor player) const; //checks if given player lost the game
|
|
|
|
void obtainPlayersStats(SThievesGuildInfo & tgi, int level); //fills tgi with info about other players that is available at given level of thieves' guild
|
|
std::map<ui32, ConstTransitivePtr<CGHeroInstance> > unusedHeroesFromPool(); //heroes pool without heroes that are available in taverns
|
|
BattleInfo * setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town);
|
|
|
|
bool isVisible(int3 pos, PlayerColor player);
|
|
bool isVisible(const CGObjectInstance *obj, boost::optional<PlayerColor> player);
|
|
|
|
void getNeighbours(const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand, bool limitCoastSailing);
|
|
int getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, bool flying, int remainingMovePoints=-1, bool checkLast=true);
|
|
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
|
|
|
|
// ----- getters, setters -----
|
|
CRandomGenerator & getRandomGenerator();
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & scenarioOps & initialOpts & currentPlayer & day & map & players & teams & hpool & globalEffects & rand;
|
|
BONUS_TREE_DESERIALIZATION_FIX
|
|
}
|
|
|
|
private:
|
|
struct CrossoverHeroesList
|
|
{
|
|
std::vector<CGHeroInstance *> heroesFromPreviousScenario, heroesFromAnyPreviousScenarios;
|
|
void addHeroToBothLists(CGHeroInstance * hero);
|
|
void removeHeroFromBothLists(CGHeroInstance * hero);
|
|
};
|
|
|
|
struct CampaignHeroReplacement
|
|
{
|
|
CampaignHeroReplacement(CGHeroInstance * hero, ObjectInstanceID heroPlaceholderId);
|
|
CGHeroInstance * hero;
|
|
ObjectInstanceID heroPlaceholderId;
|
|
};
|
|
|
|
// ----- initialization -----
|
|
|
|
void initNewGame();
|
|
void initCampaign();
|
|
void initDuel();
|
|
void checkMapChecksum();
|
|
void initGrailPosition();
|
|
void initRandomFactionsForPlayers();
|
|
void randomizeMapObjects();
|
|
void randomizeObject(CGObjectInstance *cur);
|
|
void initPlayerStates();
|
|
void placeCampaignHeroes();
|
|
CrossoverHeroesList getCrossoverHeroesFromPreviousScenarios() const;
|
|
|
|
/// returns heroes and placeholders in where heroes will be put
|
|
std::vector<CampaignHeroReplacement> generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes);
|
|
|
|
/// gets prepared and copied hero instances with crossover heroes from prev. scenario and travel options from current scenario
|
|
void prepareCrossoverHeroes(std::vector<CampaignHeroReplacement> & campaignHeroReplacements, const CScenarioTravel & travelOptions) const;
|
|
|
|
void replaceHeroesPlaceholders(const std::vector<CampaignHeroReplacement> & campaignHeroReplacements);
|
|
void placeStartingHeroes();
|
|
void placeStartingHero(PlayerColor playerColor, HeroTypeID heroTypeId, int3 townPos);
|
|
void initStartingResources();
|
|
void initHeroes();
|
|
void giveCampaignBonusToHero(CGHeroInstance * hero);
|
|
void initFogOfWar();
|
|
void initStartingBonus();
|
|
void initTowns();
|
|
void initMapObjects();
|
|
void initVisitingAndGarrisonedHeroes();
|
|
|
|
// ----- bonus system handling -----
|
|
|
|
void buildBonusSystemTree();
|
|
void attachArmedObjects();
|
|
void buildGlobalTeamPlayerTree();
|
|
void deserializationFix();
|
|
|
|
// ---- misc helpers -----
|
|
|
|
CGHeroInstance * getUsedHero(HeroTypeID hid) const;
|
|
bool isUsedHero(HeroTypeID hid) const; //looks in heroes and prisons
|
|
std::set<HeroTypeID> getUnusedAllowedHeroes(bool alsoIncludeNotAllowed = false) const;
|
|
std::pair<Obj,int> pickObject(CGObjectInstance *obj); //chooses type of object to be randomized, returns <type, subtype>
|
|
int pickUnusedHeroTypeRandomly(PlayerColor owner); // picks a unused hero type randomly
|
|
int pickNextHeroType(PlayerColor owner); // picks next free hero type of the H3 hero init sequence -> chosen starting hero, then unused hero type randomly
|
|
|
|
// ---- data -----
|
|
CRandomGenerator rand;
|
|
|
|
friend class CCallback;
|
|
friend class CClient;
|
|
friend class IGameCallback;
|
|
friend class CMapHandler;
|
|
friend class CGameHandler;
|
|
};
|