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vcmi/lib/CGameState.h
Arseniy Shestakov 9fd1cff090 Refactoring: always use std prefix for shared_ptr, unique_ptr and make_shared
Long time ago it's was used without prefix to make future switch from boost to std version easier.
I discusses this with Ivan and decide to drop these using from Global.h now.

This change wouldn't break anything because there was already code with prefix for each of three cases.
2015-12-29 05:43:33 +03:00

334 lines
11 KiB
C++

#pragma once
#include "CCreatureHandler.h"
#include "VCMI_Lib.h"
#include "HeroBonus.h"
#include "CCreatureSet.h"
#include "ConstTransitivePtr.h"
#include "IGameCallback.h"
#include "ResourceSet.h"
#include "int3.h"
#include "CRandomGenerator.h"
#include "CGameStateFwd.h"
#include "CPathfinder.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;
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;
}
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 RumorState
{
enum ERumorType : ui8
{
TYPE_NONE = 0, TYPE_RAND, TYPE_SPECIAL, TYPE_MAP
};
enum ERumorTypeSpecial : ui8
{
RUMOR_OBELISKS = 208,
RUMOR_ARTIFACTS = 209,
RUMOR_ARMY = 210,
RUMOR_INCOME = 211,
RUMOR_GRAIL = 212
};
ERumorType type;
std::map<ERumorType, std::pair<int, int>> last;
RumorState(){type = TYPE_NONE;};
bool update(int id, int extra);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & type & last;
}
};
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_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<std::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;
}
};
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;
RumorState rumor;
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); //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;
void updateRumor();
// ----- 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);
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;
if(version >= 755) //save format backward compatibility
{
h & rumor;
}
else if(!h.saving)
rumor = RumorState();
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;
};