1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00
vcmi/CGameState.cpp
2008-12-07 22:38:04 +00:00

1701 lines
48 KiB
C++

#define VCMI_DLL
#include <algorithm>
#include <queue>
#include <fstream>
#include "CGameState.h"
#include <boost/random/linear_congruential.hpp>
#include "hch/CDefObjInfoHandler.h"
#include "hch/CArtHandler.h"
#include "hch/CTownHandler.h"
#include "hch/CSpellHandler.h"
#include "hch/CHeroHandler.h"
#include "hch/CObjectHandler.h"
#include "hch/CCreatureHandler.h"
#include "lib/VCMI_Lib.h"
#include "map.h"
#include "StartInfo.h"
#include "lib/NetPacks.h"
#include <boost/foreach.hpp>
#include <boost/thread.hpp>
#include <boost/thread/shared_mutex.hpp>
boost::rand48 ran;
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
CGObjectInstance * createObject(int id, int subid, int3 pos, int owner)
{
CGObjectInstance * nobj;
switch(id)
{
case 34: //hero
{
CGHeroInstance * nobj = new CGHeroInstance();
nobj->pos = pos;
nobj->tempOwner = owner;
nobj->subID = subid;
//nobj->initHero(ran);
return nobj;
}
case 98: //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->info = NULL;
nobj->defInfo->id = id;
nobj->defInfo->subid = subid;
//assigning defhandler
if(nobj->ID==34 || nobj->ID==98)
return nobj;
nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
return nobj;
}
CStack * BattleInfo::getStack(int stackID)
{
for(int g=0; g<stacks.size(); ++g)
{
if(stacks[g]->ID == stackID)
return stacks[g];
}
return NULL;
}
CStack * BattleInfo::getStackT(int tileID)
{
for(int g=0; g<stacks.size(); ++g)
{
if(stacks[g]->position == tileID
|| (stacks[g]->creature->isDoubleWide() && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
|| (stacks[g]->creature->isDoubleWide() && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))
{
if(stacks[g]->alive())
{
return stacks[g];
}
}
}
return NULL;
}
void BattleInfo::getAccessibilityMap(bool *accessibility, int stackToOmmit)
{
memset(accessibility,1,BFIELD_SIZE); //initialize array with trues
for(int g=0; g<stacks.size(); ++g)
{
if(!stacks[g]->alive() || stacks[g]->ID==stackToOmmit) //we don't want to lock position of this stack
continue;
accessibility[stacks[g]->position] = false;
if(stacks[g]->creature->isDoubleWide()) //if it's a double hex creature
{
if(stacks[g]->attackerOwned)
accessibility[stacks[g]->position-1] = false;
else
accessibility[stacks[g]->position+1] = false;
}
}
//TODO: obstacles
}
void BattleInfo::getAccessibilityMapForTwoHex(bool *accessibility, bool atackerSide, int stackToOmmit) //send pointer to at least 187 allocated bytes
{
bool mac[BFIELD_SIZE];
getAccessibilityMap(mac,stackToOmmit);
memcpy(accessibility,mac,BFIELD_SIZE);
for(int b=0; b<BFIELD_SIZE; ++b)
{
if( mac[b] && !(atackerSide ? mac[b-1] : mac[b+1]))
{
accessibility[b] = false;
}
}
//removing accessibility for side hexes
for(int v=0; v<BFIELD_SIZE; ++v)
if(atackerSide ? (v%17)==1 : (v%17)==15)
accessibility[v] = false;
}
void BattleInfo::makeBFS(int start, bool*accessibility, int *predecessor, int *dists) //both pointers must point to the at least 187-elements int arrays
{
//inits
for(int b=0; b<BFIELD_SIZE; ++b)
predecessor[b] = -1;
for(int g=0; g<BFIELD_SIZE; ++g)
dists[g] = 100000000;
std::queue<int> hexq; //bfs queue
hexq.push(start);
dists[hexq.front()] = 0;
int curNext = -1; //for bfs loop only (helper var)
while(!hexq.empty()) //bfs loop
{
int curHex = hexq.front();
std::vector<int> neighbours = neighbouringTiles(curHex);
hexq.pop();
for(int nr=0; nr<neighbours.size(); nr++)
{
curNext = neighbours[nr];
if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
continue;
hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
predecessor[curNext] = curHex;
}
}
};
std::vector<int> BattleInfo::getAccessibility(int stackID)
{
std::vector<int> ret;
bool ac[BFIELD_SIZE];
CStack *s = getStack(stackID);
if(s->creature->isDoubleWide())
getAccessibilityMapForTwoHex(ac,s->attackerOwned,stackID);
else
getAccessibilityMap(ac,stackID);
int pr[BFIELD_SIZE], dist[BFIELD_SIZE];
makeBFS(s->position,ac,pr,dist);
for(int i=0;i<BFIELD_SIZE;i++)
if(dist[i] <= s->speed())
ret.push_back(i);
return ret;
}
bool BattleInfo::isStackBlocked(int ID)
{
CStack *our = getStack(ID);
for(int i=0; i<stacks.size();i++)
{
if( !stacks[i]->alive()
|| stacks[i]->owner==our->owner
)
continue; //we omit dead and allied stacks
if(stacks[i]->creature->isDoubleWide())
{
if( mutualPosition(stacks[i]->position, our->position) >= 0
|| mutualPosition(stacks[i]->position + (stacks[i]->attackerOwned ? -1 : 1), our->position) >= 0)
return true;
}
else
{
if( mutualPosition(stacks[i]->position, our->position) >= 0 )
return true;
}
}
return false;
}
signed char BattleInfo::mutualPosition(int hex1, int hex2)
{
if(hex2 == hex1 - ( (hex1/17)%2 ? 18 : 17 )) //top left
return 0;
if(hex2 == hex1 - ( (hex1/17)%2 ? 17 : 16 )) //top right
return 1;
if(hex2 == hex1 - 1 && hex1%17 != 0) //left
return 5;
if(hex2 == hex1 + 1 && hex1%17 != 16) //right
return 2;
if(hex2 == hex1 + ( (hex1/17)%2 ? 16 : 17 )) //bottom left
return 4;
if(hex2 == hex1 + ( (hex1/17)%2 ? 17 : 18 )) //bottom right
return 3;
return -1;
}
std::vector<int> BattleInfo::neighbouringTiles(int hex)
{
#define CHECK_AND_PUSH(tile) {int hlp = (tile); if(hlp>=0 && hlp<BFIELD_SIZE && (hlp%BFIELD_WIDTH!=16) && hlp%BFIELD_WIDTH) ret.push_back(hlp);}
std::vector<int> ret;
CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 18 : 17 ));
CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 17 : 16 ));
CHECK_AND_PUSH(hex - 1);
CHECK_AND_PUSH(hex + 1);
CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 16 : 17 ));
CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 17 : 18 ));
#undef CHECK_AND_PUSH
return ret;
}
std::vector<int> BattleInfo::getPath(int start, int dest, bool*accessibility)
{
int predecessor[BFIELD_SIZE]; //for getting the Path
int dist[BFIELD_SIZE]; //calculated distances
makeBFS(start,accessibility,predecessor,dist);
//making the Path
std::vector<int> path;
int curElem = dest;
while(curElem != start)
{
path.push_back(curElem);
curElem = predecessor[curElem];
}
return path;
}
CStack::CStack(CCreature * C, int A, int O, int I, bool AO, int S)
:creature(C),amount(A), baseAmount(A), owner(O), position(-1), ID(I), attackerOwned(AO), firstHPleft(C->hitPoints),
shots(C->shots), slot(S), counterAttacks(1), effects(), state()
{
abilities = C->abilities;
state.insert(ALIVE);
}
ui32 CStack::speed() const
{
int premy=0;
const StackEffect *effect = 0;
//haste effect check
effect = getEffect(53);
if(effect)
premy += VLC->spellh->spells[effect->id].powers[effect->level];
//slow effect check
effect = getEffect(54);
if(effect)
premy -= VLC->spellh->spells[effect->id].powers[effect->level];
//prayer effect check
effect = getEffect(48);
if(effect)
premy += VLC->spellh->spells[effect->id].powers[effect->level];
//bind effect check
effect = getEffect(72);
if(effect)
premy = -creature->speed;
return creature->speed + premy;
}
const CStack::StackEffect * CStack::getEffect(ui16 id) const
{
for (int i=0; i< effects.size(); i++)
if(effects[i].id == id)
return &effects[i];
return NULL;
}
CGHeroInstance* CGameState::HeroesPool::pickHeroFor(bool native, int player, const CTown *town, int notThatOne)
{
if(player<0 || player>=PLAYER_LIMIT)
{
tlog1 << "Cannot pick hero for " << town->name << ". Wrong owner!\n";
return NULL;
}
std::vector<CGHeroInstance *> pool;
int sum=0, r;
if(native)
{
for(std::map<ui32,CGHeroInstance *>::iterator i=heroesPool.begin(); i!=heroesPool.end(); i++)
{
if(pavailable[i->first] & 1<<player
&& i->second->type->heroType/2 == town->typeID
&& i->second->subID != notThatOne
)
{
pool.push_back(i->second);
}
}
if(!pool.size())
return pickHeroFor(false,player,town,notThatOne);
else
return pool[rand()%pool.size()];
}
else
{
for(std::map<ui32,CGHeroInstance *>::iterator i=heroesPool.begin(); i!=heroesPool.end(); i++)
{
if(pavailable[i->first] & 1<<player
&& i->second->subID != notThatOne
)
{
pool.push_back(i->second);
sum += i->second->type->heroClass->selectionProbability[town->typeID];
}
}
if(!pool.size())
{
tlog1 << "There are no heroes available for player " << player<<"!\n";
return NULL;
}
r = rand()%sum;
for(int i=0; i<pool.size(); i++)
{
r -= pool[i]->type->heroClass->selectionProbability[town->typeID];
if(r<0)
return pool[i];
}
return pool[pool.size()-1];
}
}
void CGameState::applyNL(IPack * pack)
{
switch(pack->getType())
{
case 101://NewTurn
{
NewTurn * n = static_cast<NewTurn*>(pack);
day = n->day;
BOOST_FOREACH(NewTurn::Hero h, n->heroes) //give mana/movement point
{
static_cast<CGHeroInstance*>(map->objects[h.id])->movement = h.move;
static_cast<CGHeroInstance*>(map->objects[h.id])->mana = h.mana;
}
BOOST_FOREACH(SetResources h, n->res) //give resources
applyNL(&h);
BOOST_FOREACH(SetAvailableCreatures h, n->cres) //set available creatures in towns
applyNL(&h);
if(n->resetBuilded) //reset amount of structures set in this turn in towns
BOOST_FOREACH(CGTownInstance* t, map->towns)
t->builded = 0;
break;
}
case 102: //set resource amount
{
SetResource *sr = static_cast<SetResource*>(pack);
players[sr->player].resources[sr->resid] = sr->val;
break;
}
case 104:
{
SetResources *sr = static_cast<SetResources*>(pack);
for(int i=0;i<sr->res.size();i++)
players[sr->player].resources[i] = sr->res[i];
break;
}
case 105:
{
SetPrimSkill *sr = static_cast<SetPrimSkill*>(pack);
CGHeroInstance *hero = getHero(sr->id);
if(sr->which <4)
{
if(sr->abs)
hero->primSkills[sr->which] = sr->val;
else
hero->primSkills[sr->which] += sr->val;
}
else if(sr->which == 4) //XP
{
if(sr->abs)
hero->exp = sr->val;
else
hero->exp += sr->val;
}
break;
}
case 106:
{
SetSecSkill *sr = static_cast<SetSecSkill*>(pack);
CGHeroInstance *hero = getHero(sr->id);
if(hero->getSecSkillLevel(sr->which) == 0)
{
hero->secSkills.push_back(std::pair<int,int>(sr->which, sr->val));
}
else
{
for(unsigned i=0;i<hero->secSkills.size();i++)
{
if(hero->secSkills[i].first == sr->which)
{
if(sr->abs)
hero->secSkills[i].second = sr->val;
else
hero->secSkills[i].second += sr->val;
}
}
}
break;
}
case 108:
{
HeroVisitCastle *vc = static_cast<HeroVisitCastle*>(pack);
CGHeroInstance *h = getHero(vc->hid);
CGTownInstance *t = getTown(vc->tid);
if(vc->start())
{
if(vc->garrison())
{
t->garrisonHero = h;
h->visitedTown = t;
h->inTownGarrison = true;
}
else
{
t->visitingHero = h;
h->visitedTown = t;
h->inTownGarrison = false;
}
}
else
{
if(vc->garrison())
{
t->garrisonHero = NULL;
h->visitedTown = NULL;
h->inTownGarrison = false;
}
else
{
t->visitingHero = NULL;
h->visitedTown = NULL;
h->inTownGarrison = false;
}
}
break;
}
case 109:
{
ChangeSpells *rh = static_cast<ChangeSpells*>(pack);
CGHeroInstance *hero = getHero(rh->hid);
if(rh->learn)
BOOST_FOREACH(ui32 sid, rh->spells)
hero->spells.insert(sid);
else
BOOST_FOREACH(ui32 sid, rh->spells)
hero->spells.erase(sid);
break;
}
case 110:
{
SetMana *rh = static_cast<SetMana*>(pack);
CGHeroInstance *hero = getHero(rh->hid);
hero->mana = rh->val;
break;
}
case 111:
{
SetMovePoints *rh = static_cast<SetMovePoints*>(pack);
CGHeroInstance *hero = getHero(rh->hid);
hero->movement = rh->val;
break;
}
case 112:
{
FoWChange *rh = static_cast<FoWChange*>(pack);
BOOST_FOREACH(int3 t, rh->tiles)
players[rh->player].fogOfWarMap[t.x][t.y][t.z] = rh->mode;
break;
}
case 113:
{
SetAvailableHeroes *rh = static_cast<SetAvailableHeroes*>(pack);
players[rh->player].availableHeroes.clear();
players[rh->player].availableHeroes.push_back(hpool.heroesPool[rh->hid1]);
players[rh->player].availableHeroes.push_back(hpool.heroesPool[rh->hid2]);
if(rh->flags & 1)
{
hpool.heroesPool[rh->hid1]->army.slots.clear();
hpool.heroesPool[rh->hid1]->army.slots[0] = std::pair<ui32,si32>(VLC->creh->nameToID[hpool.heroesPool[rh->hid1]->type->refTypeStack[0]],1);
}
if(rh->flags & 2)
{
hpool.heroesPool[rh->hid2]->army.slots.clear();
hpool.heroesPool[rh->hid2]->army.slots[0] = std::pair<ui32,si32>(VLC->creh->nameToID[hpool.heroesPool[rh->hid2]->type->refTypeStack[0]],1);
}
break;
}
case 500:
{
RemoveObject *rh = static_cast<RemoveObject*>(pack);
CGObjectInstance *obj = map->objects[rh->id];
if(obj->ID==34)
{
CGHeroInstance *h = static_cast<CGHeroInstance*>(obj);
std::vector<CGHeroInstance*>::iterator nitr = std::find(map->heroes.begin(), map->heroes.end(),h);
map->heroes.erase(nitr);
int player = h->tempOwner;
nitr = std::find(players[player].heroes.begin(), players[player].heroes.end(), h);
players[player].heroes.erase(nitr);
if(h->visitedTown)
{
if(h->inTownGarrison)
h->visitedTown->garrisonHero = NULL;
else
h->visitedTown->visitingHero = NULL;
h->visitedTown = NULL;
}
}
map->objects[rh->id] = NULL;
//unblock tiles
if(obj->defInfo)
{
map->removeBlockVisTiles(obj);
}
break;
}
case 501://hero try-move
{
TryMoveHero * n = static_cast<TryMoveHero*>(pack);
CGHeroInstance *h = static_cast<CGHeroInstance*>(map->objects[n->id]);
h->movement = n->movePoints;
if(n->start!=n->end && n->result)
{
map->removeBlockVisTiles(h);
h->pos = n->end;
map->addBlockVisTiles(h);
}
BOOST_FOREACH(int3 t, n->fowRevealed)
players[h->getOwner()].fogOfWarMap[t.x][t.y][t.z] = 1;
break;
}
case 502:
{
SetGarrisons * n = static_cast<SetGarrisons*>(pack);
for(std::map<ui32,CCreatureSet>::iterator i = n->garrs.begin(); i!=n->garrs.end(); i++)
{
CArmedInstance *ai = static_cast<CArmedInstance*>(map->objects[i->first]);
ai->army = i->second;
if(ai->ID==98 && (static_cast<CGTownInstance*>(ai))->garrisonHero) //if there is a hero in garrison then we must update also his army
const_cast<CGHeroInstance*>((static_cast<CGTownInstance*>(ai))->garrisonHero)->army = i->second;
else if(ai->ID==34)
{
CGHeroInstance *h = static_cast<CGHeroInstance*>(ai);
if(h->visitedTown && h->inTownGarrison)
h->visitedTown->army = i->second;
}
}
break;
}
case 503:
{
//SetStrInfo *ssi = static_cast<SetStrInfo*>(pack);
//static_cast<CGTownInstance*>(map->objects[ssi->tid])->strInfo.creatures = ssi->cres;
break;
}
case 504:
{
NewStructures *ns = static_cast<NewStructures*>(pack);
CGTownInstance*t = static_cast<CGTownInstance*>(map->objects[ns->tid]);
BOOST_FOREACH(si32 bid,ns->bid)
t->builtBuildings.insert(bid);
t->builded = ns->builded;
break;
}
case 506:
{
SetAvailableCreatures *sac = static_cast<SetAvailableCreatures*>(pack);
static_cast<CGTownInstance*>(map->objects[sac->tid])->strInfo.creatures = sac->creatures;
break;
}
case 508:
{
SetHeroesInTown *sac = static_cast<SetHeroesInTown*>(pack);
CGTownInstance *t = getTown(sac->tid);
CGHeroInstance *v = getHero(sac->visiting), *g = getHero(sac->garrison);
t->visitingHero = v;
t->garrisonHero = g;
if(v)
{
v->visitedTown = t;
v->inTownGarrison = false;
map->addBlockVisTiles(v);
}
if(g)
{
g->visitedTown = t;
g->inTownGarrison = true;
map->removeBlockVisTiles(g);
}
break;
}
case 509:
{
SetHeroArtifacts *sha = static_cast<SetHeroArtifacts*>(pack);
CGHeroInstance *h = getHero(sha->hid);
h->artifacts = sha->artifacts;
h->artifWorn = sha->artifWorn;
break;
}
case 515:
{
HeroRecruited *sha = static_cast<HeroRecruited*>(pack);
CGHeroInstance *h = hpool.heroesPool[sha->hid];
CGTownInstance *t = getTown(sha->tid);
h->setOwner(sha->player);
h->pos = sha->tile;
h->movement = h->maxMovePoints(true);
hpool.heroesPool.erase(sha->hid);
if(h->id < 0)
{
h->id = map->objects.size();
map->objects.push_back(h);
}
else
map->objects[h->id] = h;
map->heroes.push_back(h);
players[h->tempOwner].heroes.push_back(h);
map->addBlockVisTiles(h);
t->visitingHero = h;
h->visitedTown = t;
h->inTownGarrison = false;
break;
}
case 1001://set object property
{
SetObjectProperty *p = static_cast<SetObjectProperty*>(pack);
if(p->what == 3) //set creatures amount
{
tlog5 << "Setting creatures amount in " << p->id << std::endl;
static_cast<CCreatureObjInfo*>(map->objects[p->id]->info)->number = p->val;
break;
}
ui8 CGObjectInstance::*point;
switch(p->what)
{
case 1:
point = &CGObjectInstance::tempOwner;
break;
case 2:
point = &CGObjectInstance::blockVisit;
break;
}
map->objects[p->id]->*point = p->val;
break;
}
case 2000:
{
HeroLevelUp * bs = static_cast<HeroLevelUp*>(pack);
getHero(bs->heroid)->level = bs->level;
break;
}
case 3000:
{
BattleStart * bs = static_cast<BattleStart*>(pack);
curB = bs->info;
break;
}
case 3001:
{
BattleNextRound *ns = static_cast<BattleNextRound*>(pack);
curB->round = ns->round;
for(int i=0; i<curB->stacks.size();i++)
{
curB->stacks[i]->state -= DEFENDING;
curB->stacks[i]->state -= WAITING;
curB->stacks[i]->state -= MOVED;
curB->stacks[i]->state -= HAD_MORALE;
curB->stacks[i]->counterAttacks = 1;
}
break;
}
case 3002:
{
BattleSetActiveStack *ns = static_cast<BattleSetActiveStack*>(pack);
curB->activeStack = ns->stack;
break;
}
case 3003:
{
BattleResult *br = static_cast<BattleResult*>(pack);
//TODO: give exp, artifacts to winner, decrease armies (casualties)
for(unsigned i=0;i<curB->stacks.size();i++)
delete curB->stacks[i];
delete curB;
curB = NULL;
break;
}
case 3004:
{
BattleStackMoved *br = static_cast<BattleStackMoved*>(pack);
curB->getStack(br->stack)->position = br->tile;
break;
}
case 3005:
{
BattleStackAttacked *br = static_cast<BattleStackAttacked*>(pack);
CStack * at = curB->getStack(br->stackAttacked);
at->amount = br->newAmount;
at->firstHPleft = br->newHP;
if(br->killed())
at->state -= ALIVE;
break;
}
case 3006:
{
BattleAttack *br = static_cast<BattleAttack*>(pack);
CStack *attacker = curB->getStack(br->stackAttacking);
if(br->counter())
attacker->counterAttacks--;
if(br->shot())
attacker->shots--;
applyNL(&br->bsa);
break;
}
case 3007:
{
StartAction *br = static_cast<StartAction*>(pack);
CStack *st = curB->getStack(br->ba.stackNumber);
switch(br->ba.actionType)
{
case 3:
st->state.insert(DEFENDING);
break;
case 8:
st->state.insert(WAITING);
break;
case 2: case 6: case 7: case 9: case 10:
st->state.insert(MOVED);
break;
}
break;
}
case 3009:
{
SpellCasted *sc = static_cast<SpellCasted*>(pack);
CGHeroInstance *h = (sc->side) ? getHero(curB->hero2) : getHero(curB->hero1);
if(h)
h->mana -= VLC->spellh->spells[sc->id].costs[sc->skill];
//TODO: counter
break;
}
case 3010:
{
SetStackEffect *sc = static_cast<SetStackEffect*>(pack);
CStack *stack = curB->getStack(sc->stack);
stack->effects.push_back(sc->effect);
break;
}
}
}
void CGameState::apply(IPack * pack)
{
while(!mx->try_lock())
boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
applyNL(pack);
mx->unlock();
}
int CGameState::pickHero(int owner)
{
int h=-1;
if(!map->getHero(h = scenarioOps->getIthPlayersSettings(owner).hero,0) && h>=0) //we haven't used selected hero
return h;
int f = scenarioOps->getIthPlayersSettings(owner).castle;
int i=0;
do //try to find free hero of our faction
{
i++;
h = scenarioOps->getIthPlayersSettings(owner).castle*HEROES_PER_TYPE*2+(ran()%(HEROES_PER_TYPE*2));//->scenarioOps->playerInfos[pru].hero = VLC->
} while( map->getHero(h) && i<175);
if(i>174) //probably no free heroes - there's no point in further search, we'll take first free
{
tlog3 << "Warning: cannot find free hero - trying to get first available..."<<std::endl;
for(int j=0; j<HEROES_PER_TYPE * 2 * F_NUMBER; j++)
if(!map->getHero(j))
h=j;
}
return h;
}
CGHeroInstance *CGameState::getHero(int objid)
{
if(objid<0 || objid>=map->objects.size())
return NULL;
return static_cast<CGHeroInstance *>(map->objects[objid]);
}
CGTownInstance *CGameState::getTown(int objid)
{
if(objid<0 || objid>=map->objects.size())
return NULL;
return static_cast<CGTownInstance *>(map->objects[objid]);
}
std::pair<int,int> CGameState::pickObject(CGObjectInstance *obj)
{
switch(obj->ID)
{
case 65: //random artifact
return std::pair<int,int>(5,(ran()%136)+7); //tylko sensowny zakres - na poczatku sa katapulty itp, na koncu specjalne i blanki
case 66: //random treasure artifact
return std::pair<int,int>(5,VLC->arth->treasures[ran()%VLC->arth->treasures.size()]->id);
case 67: //random minor artifact
return std::pair<int,int>(5,VLC->arth->minors[ran()%VLC->arth->minors.size()]->id);
case 68: //random major artifact
return std::pair<int,int>(5,VLC->arth->majors[ran()%VLC->arth->majors.size()]->id);
case 69: //random relic artifact
return std::pair<int,int>(5,VLC->arth->relics[ran()%VLC->arth->relics.size()]->id);
case 70: //random hero
{
return std::pair<int,int>(34,pickHero(obj->tempOwner));
}
case 71: //random monster
{
int r;
do
{
r = ran()%197;
} while (vstd::contains(VLC->creh->notUsedMonsters,r));
return std::pair<int,int>(54,r);
}
case 72: //random monster lvl1
return std::pair<int,int>(54,VLC->creh->levelCreatures[1][ran()%VLC->creh->levelCreatures[1].size()]->idNumber);
case 73: //random monster lvl2
return std::pair<int,int>(54,VLC->creh->levelCreatures[2][ran()%VLC->creh->levelCreatures[2].size()]->idNumber);
case 74: //random monster lvl3
return std::pair<int,int>(54,VLC->creh->levelCreatures[3][ran()%VLC->creh->levelCreatures[3].size()]->idNumber);
case 75: //random monster lvl4
return std::pair<int,int>(54,VLC->creh->levelCreatures[4][ran()%VLC->creh->levelCreatures[4].size()]->idNumber);
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 = ((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>(98,f);
}
case 162: //random monster lvl5
return std::pair<int,int>(54,VLC->creh->levelCreatures[5][ran()%VLC->creh->levelCreatures[5].size()]->idNumber);
case 163: //random monster lvl6
return std::pair<int,int>(54,VLC->creh->levelCreatures[6][ran()%VLC->creh->levelCreatures[6].size()]->idNumber);
case 164: //random monster lvl7
return std::pair<int,int>(54,VLC->creh->levelCreatures[7][ran()%VLC->creh->levelCreatures[7].size()]->idNumber);
case 216: //random dwelling
{
int faction = ran()%F_NUMBER;
CCreGen2ObjInfo* info =(CCreGen2ObjInfo*)obj->info;
if (info->asCastle)
{
for(int i=0;i<map->objects.size();i++)
{
if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
{
randomizeObject(map->objects[i]); //we have to randomize the castle first
faction = map->objects[i]->subID;
break;
}
else if(map->objects[i]->ID==98 && dynamic_cast<CGTownInstance*>(map->objects[i])->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(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);
}
case 217:
{
int faction = ran()%F_NUMBER;
CCreGenObjInfo* info =(CCreGenObjInfo*)obj->info;
if (info->asCastle)
{
for(int i=0;i<map->objects.size();i++)
{
if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
{
randomizeObject(map->objects[i]); //we have to randomize the castle first
faction = map->objects[i]->subID;
break;
}
else if(map->objects[i]->ID==98 && dynamic_cast<CGTownInstance*>(map->objects[i])->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(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);
}
case 218:
{
CCreGen3ObjInfo* info =(CCreGen3ObjInfo*)obj->info;
int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
int cid = VLC->townh->towns[obj->subID].basicCreatures[level];
for(int i=0;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);
}
}
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==98) //town - set def
{
CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
if(t->hasCapitol())
t->defInfo = capitols[t->subID];
else if(t->hasFort())
t->defInfo = forts[t->subID];
else
t->defInfo = villages[t->subID];
}
return;
}
else if(ran.first==34)//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];
map->heroes.push_back(h);
return; //TODO: maybe we should do something with definfo?
}
else if(ran.first==98)//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];
map->towns.push_back(t);
return;
}
//we have to replace normal random object
cur->ID = ran.first;
cur->subID = ran.second;
map->defs.insert(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;
}
}
int CGameState::getDate(int mode) const
{
int temp;
switch (mode)
{
case 0:
return day;
break;
case 1:
temp = (day)%7;
if (temp)
return temp;
else return 7;
break;
case 2:
temp = ((day-1)/7)+1;
if (!(temp%4))
return 4;
else
return (temp%4);
break;
case 3:
return ((day-1)/28)+1;
break;
}
return 0;
}
CGameState::CGameState()
{
mx = new boost::shared_mutex();
}
CGameState::~CGameState()
{
delete mx;
}
void CGameState::init(StartInfo * si, Mapa * map, int Seed)
{
day = 0;
seed = Seed;
ran.seed((boost::int32_t)seed);
scenarioOps = si;
this->map = map;
loadTownDInfos();
//picking random factions for players
for(int i=0;i<scenarioOps->playerInfos.size();i++)
{
if(scenarioOps->playerInfos[i].castle==-1)
{
int f;
do
{
f = ran()%F_NUMBER;
}while(!(map->players[scenarioOps->playerInfos[i].color].allowedFactions & 1<<f));
scenarioOps->playerInfos[i].castle = f;
}
}
//randomizing objects
for(int no=0; no<map->objects.size(); ++no)
{
randomizeObject(map->objects[no]);
if(map->objects[no]->ID==26)
{
map->objects[no]->defInfo->handler=NULL;
map->removeBlockVisTiles(map->objects[no]);
map->objects[no]->defInfo->blockMap[5] = 255;
map->addBlockVisTiles(map->objects[no]);
}
map->objects[no]->hoverName = VLC->objh->names[map->objects[no]->ID];
}
//std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
/*********give starting hero****************************************/
for(int i=0;i<PLAYER_LIMIT;i++)
{
if((map->players[i].generateHeroAtMainTown && map->players[i].hasMainTown) || (map->players[i].hasMainTown && map->version==RoE))
{
int3 hpos = map->players[i].posOfMainTown;
hpos.x+=1;// hpos.y+=1;
int j;
for(j=0; j<scenarioOps->playerInfos.size(); j++)
if(scenarioOps->playerInfos[j].color == i)
break;
if(j == scenarioOps->playerInfos.size())
continue;
int h=pickHero(i);
CGHeroInstance * nnn = static_cast<CGHeroInstance*>(createObject(34,h,hpos,i));
nnn->id = map->objects.size();
hpos = map->players[i].posOfMainTown;hpos.x+=2;
for(int o=0;o<map->towns.size();o++) //find main town
{
if(map->towns[o]->pos == hpos)
{
map->towns[o]->visitingHero = nnn;
nnn->visitedTown = map->towns[o];
nnn->inTownGarrison = false;
break;
}
}
nnn->initHero();
map->heroes.push_back(nnn);
map->objects.push_back(nnn);
map->addBlockVisTiles(nnn);
}
}
/*********creating players entries in gs****************************************/
for (int i=0; i<scenarioOps->playerInfos.size();i++)
{
std::pair<int,PlayerState> ins(scenarioOps->playerInfos[i].color,PlayerState());
ins.second.color=ins.first;
ins.second.serial=i;
players.insert(ins);
}
/******************RESOURCES****************************************************/
//TODO: computer player should receive other amount of resource than computer (depending on difficulty)
std::vector<int> startres;
std::ifstream tis("config/startres.txt");
int k;
for (int j=0;j<scenarioOps->difficulty;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;
startres.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++)
(*i).second.resources[x] = startres[x];
}
tis.open("config/resources.txt");
tis >> k;
int pom;
for(int i=0;i<k;i++)
{
tis >> pom;
resVals.push_back(pom);
}
/*************************HEROES************************************************/
std::set<int> hids;
for(int i=0; i<map->allowedHeroes.size(); i++) //add to hids all allowed heroes
if(map->allowedHeroes[i])
hids.insert(i);
for (int i=0; i<map->heroes.size();i++) //heroes instances
{
if (map->heroes[i]->getOwner()<0)
{
tlog2 << "Warning - hero with uninitialized owner!\n";
continue;
}
CGHeroInstance * vhi = (map->heroes[i]);
vhi->initHero();
players[vhi->getOwner()].heroes.push_back(vhi);
hids.erase(vhi->subID);
}
for(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 into the pool
{
CGHeroInstance * vhi = new CGHeroInstance();
vhi->initHero(hid);
hpool.heroesPool[hid] = vhi;
hpool.pavailable[hid] = 0xff;
}
for(int i=0; i<map->disposedHeroes.size(); i++)
{
hpool.pavailable[map->disposedHeroes[i].ID] = map->disposedHeroes[i].players;
}
/*************************FOG**OF**WAR******************************************/
for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.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;
for(int xd=0; xd<map->width; ++xd) //revealing part of map around heroes
{
for(int yd=0; yd<map->height; ++yd)
{
for(int ch=0; ch<k->second.heroes.size(); ++ch)
{
int deltaX = (k->second.heroes[ch]->getPosition(false).x-xd)*(k->second.heroes[ch]->getPosition(false).x-xd);
int deltaY = (k->second.heroes[ch]->getPosition(false).y-yd)*(k->second.heroes[ch]->getPosition(false).y-yd);
if(deltaX+deltaY<k->second.heroes[ch]->getSightDistance()*k->second.heroes[ch]->getSightDistance())
k->second.fogOfWarMap[xd][yd][k->second.heroes[ch]->getPosition(false).z] = 1;
}
}
}
//starting bonus
if(si->playerInfos[k->second.serial].bonus==brandom)
si->playerInfos[k->second.serial].bonus = ran()%3;
switch(si->playerInfos[k->second.serial].bonus)
{
case bgold:
k->second.resources[6] += 500 + (ran()%6)*100;
break;
case bresource:
{
int res = VLC->townh->towns[si->playerInfos[k->second.serial].castle].primaryRes;
if(res == 127)
{
k->second.resources[0] += 5 + ran()%6;
k->second.resources[2] += 5 + ran()%6;
}
else
{
k->second.resources[res] += 3 + ran()%4;
}
break;
}
case bartifact:
{
if(!k->second.heroes.size())
{
tlog5 << "Cannot give starting artifact - no heroes!" << std::endl;
break;
}
CArtifact *toGive;
do
{
toGive = VLC->arth->treasures[ran() % VLC->arth->treasures.size()];
} while (!map->allowedArtifact[toGive->id]);
CGHeroInstance *hero = k->second.heroes[0];
std::vector<ui16>::iterator slot = vstd::findFirstNot(hero->artifWorn,toGive->possibleSlots);
if(slot!=toGive->possibleSlots.end())
hero->artifWorn[*slot] = toGive->id;
else
hero->artifacts.push_back(toGive->id);
}
}
}
/****************************TOWNS************************************************/
for (int i=0;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);
}
//init spells
vti->spells.resize(SPELL_LEVELS);
CSpell *s;
for(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, sel=-1;
for(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(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;
}
//init garrisons
for (std::map<si32,std::pair<ui32,si32> >::iterator j=vti->army.slots.begin(); j!=vti->army.slots.end();j++)
{
if(j->second.first > 196 && j->second.first < 211)
{
if(j->second.first%2)
j->second.first = vti->town->basicCreatures[ (j->second.first-197) / 2 ];
else
j->second.first = vti->town->upgradedCreatures[ (j->second.first-197) / 2 ];
}
}
players[vti->getOwner()].towns.push_back(vti);
}
for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
{
if(k->first==-1 || k->first==255)
continue;
for(int xd=0; xd<map->width; ++xd) //revealing part of map around towns
{
for(int yd=0; yd<map->height; ++yd)
{
for(int ch=0; ch<k->second.towns.size(); ++ch)
{
int deltaX = (k->second.towns[ch]->pos.x-xd)*(k->second.towns[ch]->pos.x-xd);
int deltaY = (k->second.towns[ch]->pos.y-yd)*(k->second.towns[ch]->pos.y-yd);
if(deltaX+deltaY<k->second.towns[ch]->getSightDistance()*k->second.towns[ch]->getSightDistance())
k->second.fogOfWarMap[xd][yd][k->second.towns[ch]->pos.z] = 1;
}
}
}
//init visiting and garrisoned heroes
for(int l=0; l<k->second.heroes.size();l++)
{
for(int m=0; m<k->second.towns.size();m++)
{
int3 vistile = k->second.towns[m]->pos; vistile.x--; //tile next to the entrance
if(vistile == k->second.heroes[l]->pos || k->second.heroes[l]->pos==k->second.towns[m]->pos)
{
k->second.towns[m]->visitingHero = k->second.heroes[l];
k->second.heroes[l]->visitedTown = k->second.towns[m];
k->second.heroes[l]->inTownGarrison = false;
if(k->second.heroes[l]->pos==k->second.towns[m]->pos)
k->second.heroes[l]->pos.x -= 1;
break;
}
}
}
}
}
bool CGameState::battleShootCreatureStack(int ID, int dest)
{
return true;
}
int CGameState::battleGetStack(int pos)
{
if(!curB)
return -1;
for(int g=0; g<curB->stacks.size(); ++g)
{
if((curB->stacks[g]->position == pos
|| (curB->stacks[g]->creature->isDoubleWide()
&&( (curB->stacks[g]->attackerOwned && curB->stacks[g]->position-1 == pos)
|| (!curB->stacks[g]->attackerOwned && curB->stacks[g]->position+1 == pos) )
))
&& curB->stacks[g]->alive()
)
return curB->stacks[g]->ID;
}
return -1;
}
UpgradeInfo CGameState::getUpgradeInfo(CArmedInstance *obj, int stackPos)
{
UpgradeInfo ret;
CCreature *base = &VLC->creh->creatures[obj->army.slots[stackPos].first];
if((obj->ID == 98) || ((obj->ID == 34) && static_cast<const CGHeroInstance*>(obj)->visitedTown))
{
CGTownInstance * t;
if(obj->ID == 98)
t = static_cast<CGTownInstance *>(const_cast<CArmedInstance *>(obj));
else
t = static_cast<const CGHeroInstance*>(obj)->visitedTown;
for(std::set<si32>::iterator i=t->builtBuildings.begin(); i!=t->builtBuildings.end(); i++)
{
if( (*i) >= 37 && (*i) < 44 ) //upgraded creature dwelling
{
int nid = t->town->upgradedCreatures[(*i)-37]; //upgrade offered by that building
if(base->upgrades.find(nid) != base->upgrades.end()) //possible upgrade
{
ret.newID.push_back(nid);
ret.cost.push_back(std::set<std::pair<int,int> >());
for(int j=0;j<RESOURCE_QUANTITY;j++)
{
int dif = VLC->creh->creatures[nid].cost[j] - base->cost[j];
if(dif)
ret.cost[ret.cost.size()-1].insert(std::make_pair(j,dif));
}
}
}
}//end for
}
//TODO: check if hero ability makes some upgrades possible
if(ret.newID.size())
ret.oldID = base->idNumber;
return ret;
}
float CGameState::getMarketEfficiency( int player, int mode/*=0*/ )
{
boost::shared_lock<boost::shared_mutex> lock(*mx);
if(mode) return -1; //todo - support other modes
int mcount = 0;
for(int i=0;i<players[player].towns.size();i++)
if(vstd::contains(players[player].towns[i]->builtBuildings,14))
mcount++;
float ret = std::min(((float)mcount+1.0f)/20.0f,0.5f);
return ret;
}
std::set<int3> CGameState::tilesToReveal(int3 pos, int radious, int player)
{
std::set<int3> ret;
int xbeg = pos.x - radious - 2;
if(xbeg < 0)
xbeg = 0;
int xend = pos.x + radious + 2;
if(xend >= map->width)
xend = map->width;
int ybeg = pos.y - radious - 2;
if(ybeg < 0)
ybeg = 0;
int yend = pos.y + radious + 2;
if(yend >= map->height)
yend = map->height;
for(int xd=xbeg; xd<xend; ++xd) //revealing part of map around heroes
{
for(int yd=ybeg; yd<yend; ++yd)
{
int deltaX = (pos.x-xd)*(pos.x-xd);
int deltaY = (pos.y-yd)*(pos.y-yd);
if(deltaX+deltaY<radious*radious)
{
if(player<0 || players[player].fogOfWarMap[xd][yd][pos.z]==0)
{
ret.insert(int3(xd,yd,pos.z));
}
}
}
}
return ret;
}
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];
capitols[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
}
}
int BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting)
{
int attackDefenseBonus = attacker->creature->attack + (attackerHero ? attackerHero->getPrimSkillLevel(0) : 0) - (defender->creature->defence + (defendingHero ? defendingHero->getPrimSkillLevel(1) : 0));
if(defender->getEffect(48)) //defender's prayer handling
{
if(defender->getEffect(48)->level<=1) //none or basic
attackDefenseBonus -= 2;
else //adv or expert
attackDefenseBonus -= 4;
}
if(attacker->getEffect(48)) //attacker's prayer handling
{
if(attacker->getEffect(48)->level<=1) //none or basic
attackDefenseBonus += 2;
else //adv or expert
attackDefenseBonus += 4;
}
if(defender->getEffect(46)) //stone skin handling
{
if(defender->getEffect(46)->level<=1) //none or basic
attackDefenseBonus -= 3;
else //adv or expert
attackDefenseBonus -= 6;
}
if(attacker->getEffect(45)) //weakness handling
{
if(attacker->getEffect(45)->level<=1) //none or basic
attackDefenseBonus -= 3;
else //adv or expert
attackDefenseBonus -= 6;
}
if(!shooting && attacker->getEffect(43)) //bloodlust handling
{
if(attacker->getEffect(43)->level<=1) //none or basic
attackDefenseBonus += 3;
else //adv or expert
attackDefenseBonus += 6;
}
int damageBase = 0;
if(attacker->getEffect(42)) //curse handling (partial, the rest is below)
{
damageBase = attacker->creature->damageMin;
if(attacker->getEffect(42)->level >= 2) //adv or expert
{
damageBase -= 1;
}
}
else if(attacker->getEffect(41)) //bless handling
{
damageBase = attacker->creature->damageMax;
if(attacker->getEffect(41)->level >= 2) //adv or expert
{
damageBase += 1;
}
}
else if(attacker->creature->damageMax == attacker->creature->damageMin) //constant damage
{
damageBase = attacker->creature->damageMin;
}
else
{
damageBase = rand()%(attacker->creature->damageMax - attacker->creature->damageMin) + attacker->creature->damageMin + 1;
}
float dmgBonusMultiplier = 1.0f;
if(attackDefenseBonus < 0) //decreasing dmg
{
if(0.02f * (-attackDefenseBonus) > 0.3f)
{
dmgBonusMultiplier += -0.3f;
}
else
{
dmgBonusMultiplier += 0.02f * attackDefenseBonus;
}
}
else //increasing dmg
{
if(0.05f * attackDefenseBonus > 4.0f)
{
dmgBonusMultiplier += 4.0f;
}
else
{
dmgBonusMultiplier += 0.05f * attackDefenseBonus;
}
}
//handling secondary abilities
if(attackerHero)
{
if(shooting)
{
switch(attackerHero->getSecSkillLevel(1)) //archery
{
case 1: //basic
dmgBonusMultiplier *= 1.1f;
break;
case 2: //advanced
dmgBonusMultiplier *= 1.25f;
break;
case 3: //expert
dmgBonusMultiplier *= 1.5f;
break;
}
}
else
{
switch(attackerHero->getSecSkillLevel(22)) //offence
{
case 1: //basic
dmgBonusMultiplier *= 1.1f;
break;
case 2: //advanced
dmgBonusMultiplier *= 1.2f;
break;
case 3: //expert
dmgBonusMultiplier *= 1.3f;
break;
}
}
}
if(defendingHero)
{
switch(defendingHero->getSecSkillLevel(23)) //armourer
{
case 1: //basic
dmgBonusMultiplier *= 0.95f;
break;
case 2: //advanced
dmgBonusMultiplier *= 0.9f;
break;
case 3: //expert
dmgBonusMultiplier *= 0.85f;
break;
}
}
//handling spell effects
if(!shooting && defender->getEffect(27)) //shield
{
if(defender->getEffect(27)->level<=1) //none or basic
dmgBonusMultiplier *= 0.85f;
else //adv or expert
dmgBonusMultiplier *= 0.7f;
}
if(shooting && defender->getEffect(28)) //air shield
{
if(defender->getEffect(28)->level<=1) //none or basic
dmgBonusMultiplier *= 0.75f;
else //adv or expert
dmgBonusMultiplier *= 0.5f;
}
if(attacker->getEffect(42)) //curse, second part of handling
{
if(attacker->getEffect(42)->level>=2) //adv or expert
dmgBonusMultiplier *= 0.8f;
}
return (float)damageBase * (float)attacker->amount * dmgBonusMultiplier;
}
void BattleInfo::calculateCasualties( std::set<std::pair<ui32,si32> > *casualties )
{
for(int i=0; i<stacks.size();i++)//setting casualties
{
if(!stacks[i]->alive())
{
casualties[!stacks[i]->attackerOwned].insert(std::pair<ui32,si32>(stacks[i]->creature->idNumber,stacks[i]->baseAmount));
}
else if(stacks[i]->amount != stacks[i]->baseAmount)
{
casualties[!stacks[i]->attackerOwned].insert(std::pair<ui32,si32>(stacks[i]->creature->idNumber,stacks[i]->baseAmount - stacks[i]->amount));
}
}
}
CStack * BattleInfo::getNextStack()
{
CStack *current = getStack(activeStack);
for (int i = 0; i < stacks.size(); i++) //find fastest not moved/waited stack (stacks vector is sorted by speed)
{
if(vstd::contains(stacks[i]->state,DEFENDING)
||vstd::contains(stacks[i]->state,WAITING)
||vstd::contains(stacks[i]->state,MOVED)
||!stacks[i]->alive()
||stacks[i] == current
)
continue;
return stacks[i];
}
for (int i = stacks.size() - 1; i >= 0 ; i--) //find slowest waiting stack
{
if(vstd::contains(stacks[i]->state,DEFENDING)
||vstd::contains(stacks[i]->state,MOVED)
||!stacks[i]->alive()
||stacks[i] == current
)
continue;
return stacks[i];
}
return NULL; //all stacks moved or defending!
}