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Now obstacles should be placed exactly like they were in OH3. All problems with displaying obstacles in battlefield should be gone. They should be now matched to the single pixel. If there are still some discrepancies, please report them.
3001 lines
82 KiB
C++
3001 lines
82 KiB
C++
#include "StdInc.h"
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#include "CGameState.h"
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#include <boost/random/linear_congruential.hpp>
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#include "CCampaignHandler.h"
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#include "CDefObjInfoHandler.h"
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#include "CArtHandler.h"
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#include "CBuildingHandler.h"
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#include "CGeneralTextHandler.h"
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#include "CTownHandler.h"
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#include "CSpellHandler.h"
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#include "CHeroHandler.h"
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#include "CObjectHandler.h"
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#include "CCreatureHandler.h"
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#include "VCMI_Lib.h"
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#include "Connection.h"
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#include "map.h"
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#include "StartInfo.h"
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#include "NetPacks.h"
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#include "RegisterTypes.h"
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#include "CMapInfo.h"
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#include "BattleState.h"
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#include "../lib/JsonNode.h"
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#include "GameConstants.h"
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DLL_LINKAGE boost::rand48 ran;
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class CGObjectInstance;
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#ifdef min
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#undef min
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#endif
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#ifdef max
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#undef max
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#endif
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/*
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* CGameState.cpp, 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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void foofoofoo()
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{
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//never called function to force instantation of templates
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int *ccc = NULL;
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registerTypes((CISer<CConnection>&)*ccc);
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registerTypes((COSer<CConnection>&)*ccc);
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registerTypes((CSaveFile&)*ccc);
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registerTypes((CLoadFile&)*ccc);
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registerTypes((CTypeList&)*ccc);
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}
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template <typename T> class CApplyOnGS;
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class CBaseForGSApply
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{
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public:
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virtual void applyOnGS(CGameState *gs, void *pack) const =0;
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virtual ~CBaseForGSApply(){};
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template<typename U> static CBaseForGSApply *getApplier(const U * t=NULL)
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{
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return new CApplyOnGS<U>;
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}
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};
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template <typename T> class CApplyOnGS : public CBaseForGSApply
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{
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public:
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void applyOnGS(CGameState *gs, void *pack) const
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{
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T *ptr = static_cast<T*>(pack);
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boost::unique_lock<boost::shared_mutex> lock(*gs->mx);
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ptr->applyGs(gs);
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}
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};
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static CApplier<CBaseForGSApply> *applierGs = NULL;
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class IObjectCaller
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{
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public:
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virtual ~IObjectCaller(){};
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virtual void preInit()=0;
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virtual void postInit()=0;
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};
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template <typename T>
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class CObjectCaller : public IObjectCaller
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{
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public:
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void preInit()
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{
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//T::preInit();
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}
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void postInit()
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{
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//T::postInit();
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}
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};
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class CObjectCallersHandler
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{
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public:
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std::vector<IObjectCaller*> apps;
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template<typename T> void registerType(const T * t=NULL)
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{
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apps.push_back(new CObjectCaller<T>);
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}
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CObjectCallersHandler()
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{
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registerTypes1(*this);
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}
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~CObjectCallersHandler()
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{
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for (size_t i = 0; i < apps.size(); i++)
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delete apps[i];
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}
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void preInit()
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{
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// for (size_t i = 0; i < apps.size(); i++)
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// apps[i]->preInit();
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}
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void postInit()
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{
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//for (size_t i = 0; i < apps.size(); i++)
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//apps[i]->postInit();
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}
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} *objCaller = NULL;
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InfoAboutTown::InfoAboutTown()
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{
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tType = NULL;
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details = NULL;
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fortLevel = 0;
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owner = -1;
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}
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InfoAboutTown::~InfoAboutTown()
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{
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delete details;
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}
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void InfoAboutTown::initFromTown( const CGTownInstance *t, bool detailed )
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{
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obj = t;
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army = ArmyDescriptor(t->getUpperArmy(), detailed);
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built = t->builded;
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fortLevel = t->fortLevel();
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name = t->name;
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tType = t->town;
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owner = t->tempOwner;
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if(detailed)
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{
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//include details about hero
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details = new Details;
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details->goldIncome = t->dailyIncome();
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details->customRes = vstd::contains(t->builtBuildings, 15);
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details->hallLevel = t->hallLevel();
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details->garrisonedHero = t->garrisonHero;
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}
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//TODO: adjust undetailed info about army to our count of thieves guilds
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}
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void InfoAboutTown::initFromGarrison(const CGGarrison *garr, bool detailed)
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{
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obj = garr;
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fortLevel = 0;
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army = ArmyDescriptor(garr, detailed);
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name = VLC->generaltexth->names[33]; // "Garrison"
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owner = garr->tempOwner;
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built = false;
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tType = NULL;
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// Show detailed info only to owning player.
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if(detailed)
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{
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details = new InfoAboutTown::Details;
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details->customRes = false;
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details->garrisonedHero = false;
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details->goldIncome = -1;
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details->hallLevel = -1;
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}
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}
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void MetaString::getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const
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{
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int type = txt.first, ser = txt.second;
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if(type == ART_NAMES)
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{
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dst = VLC->arth->artifacts[ser]->Name();
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}
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else if(type == CRE_PL_NAMES)
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{
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dst = VLC->creh->creatures[ser]->namePl;
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}
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else if(type == MINE_NAMES)
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{
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dst = VLC->generaltexth->mines[ser].first;
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}
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else if(type == MINE_EVNTS)
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{
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dst = VLC->generaltexth->mines[ser].second;
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}
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else if(type == SPELL_NAME)
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{
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dst = VLC->spellh->spells[ser]->name;
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}
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else if(type == CRE_SING_NAMES)
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{
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dst = VLC->creh->creatures[ser]->nameSing;
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}
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else if(type == ART_DESCR)
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{
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dst = VLC->arth->artifacts[ser]->Description();
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}
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else
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{
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std::vector<std::string> *vec;
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switch(type)
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{
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case GENERAL_TXT:
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vec = &VLC->generaltexth->allTexts;
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break;
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case XTRAINFO_TXT:
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vec = &VLC->generaltexth->xtrainfo;
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break;
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case OBJ_NAMES:
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vec = &VLC->generaltexth->names;
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break;
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case RES_NAMES:
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vec = &VLC->generaltexth->restypes;
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break;
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case ARRAY_TXT:
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vec = &VLC->generaltexth->arraytxt;
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break;
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case CREGENS:
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vec = &VLC->generaltexth->creGens;
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break;
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case CREGENS4:
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vec = &VLC->generaltexth->creGens4;
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break;
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case ADVOB_TXT:
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vec = &VLC->generaltexth->advobtxt;
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break;
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case ART_EVNTS:
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vec = &VLC->generaltexth->artifEvents;
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break;
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case SEC_SKILL_NAME:
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vec = &VLC->generaltexth->skillName;
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break;
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case COLOR:
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vec = &VLC->generaltexth->capColors;
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break;
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default:
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tlog1 << "Failed string substitution because type is " << type << std::endl;
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dst = "#@#";
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return;
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}
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if(vec->size() <= ser)
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{
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tlog1 << "Failed string substitution with type " << type << " because index " << ser << " is out of bounds!\n";
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dst = "#!#";
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}
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else
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dst = (*vec)[ser];
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}
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}
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DLL_LINKAGE void MetaString::toString(std::string &dst) const
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{
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size_t exSt = 0, loSt = 0, nums = 0;
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dst.clear();
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for(size_t i=0;i<message.size();++i)
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{//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER
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switch(message[i])
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{
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case TEXACT_STRING:
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dst += exactStrings[exSt++];
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break;
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case TLOCAL_STRING:
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{
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std::string hlp;
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getLocalString(localStrings[loSt++], hlp);
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dst += hlp;
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}
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break;
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case TNUMBER:
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dst += boost::lexical_cast<std::string>(numbers[nums++]);
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break;
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case TREPLACE_ESTRING:
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dst.replace (dst.find("%s"), 2, exactStrings[exSt++]);
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break;
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case TREPLACE_LSTRING:
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{
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std::string hlp;
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getLocalString(localStrings[loSt++], hlp);
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dst.replace (dst.find("%s"), 2, hlp);
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}
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break;
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case TREPLACE_NUMBER:
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dst.replace (dst.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
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break;
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case TREPLACE_PLUSNUMBER:
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dst.replace (dst.find("%+d"), 3, '+' + boost::lexical_cast<std::string>(numbers[nums++]));
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break;
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default:
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tlog1 << "MetaString processing error!\n";
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break;
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}
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}
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}
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DLL_LINKAGE std::string MetaString::toString() const
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{
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std::string ret;
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toString(ret);
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return ret;
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}
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DLL_LINKAGE std::string MetaString::buildList () const
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///used to handle loot from creature bank
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{
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size_t exSt = 0, loSt = 0, nums = 0;
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std::string lista;
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for (int i = 0; i < message.size(); ++i)
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{
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if (i > 0 && (message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING))
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{
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if (exSt == exactStrings.size() - 1)
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lista += VLC->generaltexth->allTexts[141]; //" and "
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else
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lista += ", ";
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}
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switch (message[i])
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{
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case TEXACT_STRING:
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lista += exactStrings[exSt++];
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break;
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case TLOCAL_STRING:
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{
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std::string hlp;
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getLocalString (localStrings[loSt++], hlp);
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lista += hlp;
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}
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break;
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case TNUMBER:
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lista += boost::lexical_cast<std::string>(numbers[nums++]);
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break;
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case TREPLACE_ESTRING:
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lista.replace (lista.find("%s"), 2, exactStrings[exSt++]);
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break;
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case TREPLACE_LSTRING:
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{
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std::string hlp;
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getLocalString (localStrings[loSt++], hlp);
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lista.replace (lista.find("%s"), 2, hlp);
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}
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break;
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case TREPLACE_NUMBER:
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lista.replace (lista.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
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break;
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default:
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tlog1 << "MetaString processing error!\n";
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}
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}
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return lista;
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}
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void MetaString::addCreReplacement(TCreature id, TQuantity count) //adds sing or plural name;
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{
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assert(count);
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if (count == 1)
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addReplacement (CRE_SING_NAMES, id);
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else
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addReplacement (CRE_PL_NAMES, id);
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}
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void MetaString::addReplacement(const CStackBasicDescriptor &stack)
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{
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assert(stack.count); //valid count
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assert(stack.type); //valid type
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addCreReplacement(stack.type->idNumber, stack.count);
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}
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static CGObjectInstance * createObject(int id, int subid, int3 pos, int owner)
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{
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CGObjectInstance * nobj;
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switch(id)
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{
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case GameConstants::HEROI_TYPE: //hero
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{
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CGHeroInstance * nobj = new CGHeroInstance();
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nobj->pos = pos;
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nobj->tempOwner = owner;
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nobj->subID = subid;
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//nobj->initHero(ran);
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return nobj;
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}
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case GameConstants::TOWNI_TYPE: //town
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nobj = new CGTownInstance;
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break;
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default: //rest of objects
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nobj = new CGObjectInstance;
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nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
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break;
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}
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nobj->ID = id;
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nobj->subID = subid;
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if(!nobj->defInfo)
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tlog3 <<"No def declaration for " <<id <<" "<<subid<<std::endl;
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nobj->pos = pos;
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//nobj->state = NULL;//new CLuaObjectScript();
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nobj->tempOwner = owner;
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nobj->defInfo->id = id;
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nobj->defInfo->subid = subid;
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//assigning defhandler
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if(nobj->ID==GameConstants::HEROI_TYPE || nobj->ID==GameConstants::TOWNI_TYPE)
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return nobj;
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nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
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return nobj;
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}
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CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, int player, const CTown *town, bmap<ui32, ConstTransitivePtr<CGHeroInstance> > &available, const CHeroClass *bannedClass /*= NULL*/) const
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{
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CGHeroInstance *ret = NULL;
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if(player<0 || player>=GameConstants::PLAYER_LIMIT)
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{
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tlog1 << "Cannot pick hero for " << town->Name() << ". Wrong owner!\n";
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return NULL;
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}
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std::vector<CGHeroInstance *> pool;
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if(native)
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{
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for(bmap<ui32, ConstTransitivePtr<CGHeroInstance> >::iterator i=available.begin(); i!=available.end(); i++)
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{
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if(pavailable.find(i->first)->second & 1<<player
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&& i->second->type->heroType/2 == town->typeID)
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{
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pool.push_back(i->second); //get all available heroes
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}
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}
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if(!pool.size())
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{
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tlog1 << "Cannot pick native hero for " << player << ". Picking any...\n";
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return pickHeroFor(false, player, town, available);
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}
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else
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{
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ret = pool[rand()%pool.size()];
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}
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}
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else
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{
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int sum=0, r;
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for(bmap<ui32, ConstTransitivePtr<CGHeroInstance> >::iterator i=available.begin(); i!=available.end(); i++)
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{
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if ((!bannedClass && (pavailable.find(i->first)->second & (1<<player))) ||
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i->second->type->heroClass != bannedClass)
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{
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pool.push_back(i->second);
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sum += i->second->type->heroClass->selectionProbability[town->typeID]; //total weight
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}
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}
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if(!pool.size())
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{
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tlog1 << "There are no heroes available for player " << player<<"!\n";
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return NULL;
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}
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r = rand()%sum;
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for (ui32 i=0; i<pool.size(); i++)
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{
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r -= pool[i]->type->heroClass->selectionProbability[town->typeID];
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if(r < 0)
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{
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ret = pool[i];
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break;
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}
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}
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if(!ret)
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ret = pool.back();
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}
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available.erase(ret->subID);
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return ret;
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}
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//void CGameState::apply(CPack * pack)
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//{
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// while(!mx->try_lock())
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// boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
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// //applyNL(pack);
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// mx->unlock();
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//}
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int CGameState::pickHero(int owner)
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{
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int h=-1;
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const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
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if(!map->getHero(h = ps.hero,0) && h>=0) //we haven't used selected hero
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return h;
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int i=0;
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do //try to find free hero of our faction
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{
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i++;
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h = ps.castle*GameConstants::HEROES_PER_TYPE*2+(ran()%(GameConstants::HEROES_PER_TYPE*2));//->scenarioOps->playerInfos[pru].hero = VLC->
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} while( map->getHero(h) && i<175);
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if(i>174) //probably no free heroes - there's no point in further search, we'll take first free
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{
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tlog3 << "Warning: cannot find free hero - trying to get first available..."<<std::endl;
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for(int j=0; j<GameConstants::HEROES_PER_TYPE * 2 * GameConstants::F_NUMBER; j++)
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if(!map->getHero(j))
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h=j;
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}
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return h;
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}
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std::pair<int,int> CGameState::pickObject (CGObjectInstance *obj)
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{
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switch(obj->ID)
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{
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case 65:
|
|
return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));
|
|
case 66: //random treasure artifact
|
|
return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_TREASURE));
|
|
case 67: //random minor artifact
|
|
return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_MINOR));
|
|
case 68: //random major artifact
|
|
return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_MAJOR));
|
|
case 69: //random relic artifact
|
|
return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_RELIC));
|
|
case 70: //random hero
|
|
return std::pair<int,int>(GameConstants::HEROI_TYPE,pickHero(obj->tempOwner));
|
|
case 71: //random monster
|
|
return std::pair<int,int>(54,VLC->creh->pickRandomMonster(boost::ref(ran)));
|
|
case 72: //random monster lvl1
|
|
return std::pair<int,int>(54,VLC->creh->pickRandomMonster(boost::ref(ran), 1));
|
|
case 73: //random monster lvl2
|
|
return std::pair<int,int>(54,VLC->creh->pickRandomMonster(boost::ref(ran), 2));
|
|
case 74: //random monster lvl3
|
|
return std::pair<int,int>(54,VLC->creh->pickRandomMonster(boost::ref(ran), 3));
|
|
case 75: //random monster lvl4
|
|
return std::pair<int,int>(54, VLC->creh->pickRandomMonster(boost::ref(ran), 4));
|
|
case 76: //random resource
|
|
return std::pair<int,int>(79,ran()%7); //now it's OH3 style, use %8 for mithril
|
|
case 77: //random town
|
|
{
|
|
int align = (static_cast<CGTownInstance*>(obj))->alignment,
|
|
f;
|
|
if(align>GameConstants::PLAYER_LIMIT-1)//same as owner / random
|
|
{
|
|
if(obj->tempOwner > GameConstants::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>(GameConstants::TOWNI_TYPE,f);
|
|
}
|
|
case 162: //random monster lvl5
|
|
return std::pair<int,int>(54, VLC->creh->pickRandomMonster(boost::ref(ran), 5));
|
|
case 163: //random monster lvl6
|
|
return std::pair<int,int>(54, VLC->creh->pickRandomMonster(boost::ref(ran), 6));
|
|
case 164: //random monster lvl7
|
|
return std::pair<int,int>(54, VLC->creh->pickRandomMonster(boost::ref(ran), 7));
|
|
case 216: //random dwelling
|
|
{
|
|
int faction = ran()%GameConstants::F_NUMBER;
|
|
CGDwelling * dwl = static_cast<CGDwelling*>(obj);
|
|
CCreGen2ObjInfo* info = static_cast<CCreGen2ObjInfo*>(dwl->info);
|
|
if (info->asCastle)
|
|
{
|
|
for(ui32 i=0;i<map->objects.size();i++)
|
|
{
|
|
if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i].get())->identifier == info->identifier)
|
|
{
|
|
randomizeObject(map->objects[i]); //we have to randomize the castle first
|
|
faction = map->objects[i]->subID;
|
|
break;
|
|
}
|
|
else if(map->objects[i]->ID==GameConstants::TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i].get())->identifier == info->identifier)
|
|
{
|
|
faction = map->objects[i]->subID;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while((!(info->castles[0]&(1<<faction))))
|
|
{
|
|
if((faction>7) && (info->castles[1]&(1<<(faction-8))))
|
|
break;
|
|
faction = ran()%GameConstants::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(ui32 i=0;i<VLC->objh->cregens.size();i++)
|
|
if(VLC->objh->cregens[i]==cid)
|
|
return std::pair<int,int>(17,i);
|
|
tlog3 << "Cannot find a dwelling for creature "<< cid << std::endl;
|
|
return std::pair<int,int>(17,0);
|
|
delete dwl->info;
|
|
dwl->info = NULL;
|
|
}
|
|
case 217:
|
|
{
|
|
int faction = ran()%GameConstants::F_NUMBER;
|
|
CGDwelling * dwl = static_cast<CGDwelling*>(obj);
|
|
CCreGenObjInfo* info = static_cast<CCreGenObjInfo*>(dwl->info);
|
|
if (info->asCastle)
|
|
{
|
|
for(ui32 i=0;i<map->objects.size();i++)
|
|
{
|
|
if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i].get())->identifier == info->identifier)
|
|
{
|
|
randomizeObject(map->objects[i]); //we have to randomize the castle first
|
|
faction = map->objects[i]->subID;
|
|
break;
|
|
}
|
|
else if(map->objects[i]->ID==GameConstants::TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i].get())->identifier == info->identifier)
|
|
{
|
|
faction = map->objects[i]->subID;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while((!(info->castles[0]&(1<<faction))))
|
|
{
|
|
if((faction>7) && (info->castles[1]&(1<<(faction-8))))
|
|
break;
|
|
faction = ran()%GameConstants::F_NUMBER;
|
|
}
|
|
}
|
|
int cid = VLC->townh->towns[faction].basicCreatures[obj->subID];
|
|
for(ui32 i=0;i<VLC->objh->cregens.size();i++)
|
|
if(VLC->objh->cregens[i]==cid)
|
|
return std::pair<int,int>(17,i);
|
|
tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
|
|
return std::pair<int,int>(17,0);
|
|
delete dwl->info;
|
|
dwl->info = NULL;
|
|
}
|
|
case 218:
|
|
{
|
|
CGDwelling * dwl = static_cast<CGDwelling*>(obj);
|
|
CCreGen3ObjInfo* info = static_cast<CCreGen3ObjInfo*>(dwl->info);
|
|
int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
|
|
int cid = VLC->townh->towns[obj->subID].basicCreatures[level];
|
|
for(ui32 i=0;i<VLC->objh->cregens.size();i++)
|
|
if(VLC->objh->cregens[i]==cid)
|
|
return std::pair<int,int>(17,i);
|
|
tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
|
|
return std::pair<int,int>(17,0);
|
|
delete dwl->info;
|
|
dwl->info = NULL;
|
|
}
|
|
}
|
|
return std::pair<int,int>(-1,-1);
|
|
}
|
|
|
|
void CGameState::randomizeObject(CGObjectInstance *cur)
|
|
{
|
|
std::pair<int,int> ran = pickObject(cur);
|
|
if(ran.first<0 || ran.second<0) //this is not a random object, or we couldn't find anything
|
|
{
|
|
if(cur->ID==GameConstants::TOWNI_TYPE) //town - set def
|
|
{
|
|
CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
|
|
t->town = &VLC->townh->towns[t->subID];
|
|
if(t->hasCapitol())
|
|
t->defInfo = capitols[t->subID];
|
|
else if(t->hasFort())
|
|
t->defInfo = forts[t->subID];
|
|
else
|
|
t->defInfo = villages[t->subID];
|
|
}
|
|
return;
|
|
}
|
|
else if(ran.first==GameConstants::HEROI_TYPE)//special code for hero
|
|
{
|
|
CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
|
|
if(!h) {tlog2<<"Wrong random hero at "<<cur->pos<<std::endl; return;}
|
|
cur->ID = ran.first;
|
|
h->portrait = cur->subID = ran.second;
|
|
h->type = VLC->heroh->heroes[ran.second];
|
|
h->randomizeArmy(h->type->heroType/2);
|
|
map->heroes.push_back(h);
|
|
return; //TODO: maybe we should do something with definfo?
|
|
}
|
|
else if(ran.first==GameConstants::TOWNI_TYPE)//special code for town
|
|
{
|
|
CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
|
|
if(!t) {tlog2<<"Wrong random town at "<<cur->pos<<std::endl; return;}
|
|
cur->ID = ran.first;
|
|
cur->subID = ran.second;
|
|
t->town = &VLC->townh->towns[ran.second];
|
|
if(t->hasCapitol())
|
|
t->defInfo = capitols[t->subID];
|
|
else if(t->hasFort())
|
|
t->defInfo = forts[t->subID];
|
|
else
|
|
t->defInfo = villages[t->subID];
|
|
t->randomizeArmy(t->subID);
|
|
map->towns.push_back(t);
|
|
return;
|
|
}
|
|
//we have to replace normal random object
|
|
cur->ID = ran.first;
|
|
cur->subID = ran.second;
|
|
map->removeBlockVisTiles(cur); //recalculate blockvis tiles - picked object might have different than random placeholder
|
|
map->defy.push_back(cur->defInfo = VLC->dobjinfo->gobjs[ran.first][ran.second]);
|
|
if(!cur->defInfo)
|
|
{
|
|
tlog1<<"*BIG* WARNING: Missing def declaration for "<<cur->ID<<" "<<cur->subID<<std::endl;
|
|
return;
|
|
}
|
|
|
|
map->addBlockVisTiles(cur);
|
|
}
|
|
|
|
int CGameState::getDate(int mode) const
|
|
{
|
|
int temp;
|
|
switch (mode)
|
|
{
|
|
case 0: //day number
|
|
return day;
|
|
break;
|
|
case 1: //day of week
|
|
temp = (day)%7; // 1 - Monday, 7 - Sunday
|
|
if (temp)
|
|
return temp;
|
|
else return 7;
|
|
break;
|
|
case 2: //current week
|
|
temp = ((day-1)/7)+1;
|
|
if (!(temp%4))
|
|
return 4;
|
|
else
|
|
return (temp%4);
|
|
break;
|
|
case 3: //current month
|
|
return ((day-1)/28)+1;
|
|
break;
|
|
case 4: //day of month
|
|
temp = (day)%28;
|
|
if (temp)
|
|
return temp;
|
|
else return 28;
|
|
break;
|
|
}
|
|
return 0;
|
|
}
|
|
CGameState::CGameState()
|
|
{
|
|
gs = this;
|
|
mx = new boost::shared_mutex();
|
|
applierGs = new CApplier<CBaseForGSApply>;
|
|
registerTypes2(*applierGs);
|
|
objCaller = new CObjectCallersHandler;
|
|
globalEffects.setDescription("Global effects");
|
|
}
|
|
CGameState::~CGameState()
|
|
{
|
|
//delete mx;//TODO: crash on Linux (mutex must be unlocked before destruction)
|
|
map.dellNull();
|
|
curB.dellNull();
|
|
//delete scenarioOps; //TODO: fix for loading ind delete
|
|
//delete initialOpts;
|
|
delete applierGs;
|
|
delete objCaller;
|
|
|
|
//TODO: delete properly that definfos
|
|
villages.clear();
|
|
capitols.clear();
|
|
}
|
|
|
|
BattleInfo * CGameState::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town)
|
|
{
|
|
const TerrainTile &t = map->getTile(tile);
|
|
int terrain = t.tertype;
|
|
if(t.isCoastal() && !t.isWater())
|
|
terrain = TerrainTile::sand;
|
|
|
|
int terType = battleGetBattlefieldType(tile);
|
|
return BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
|
|
}
|
|
|
|
void CGameState::init(StartInfo * si)
|
|
{
|
|
struct HLP
|
|
{
|
|
//it's assumed that given hero should receive the bonus
|
|
static void giveCampaignBonusToHero(CGHeroInstance * hero, const StartInfo * si, const CScenarioTravel & st, CGameState *gs )
|
|
{
|
|
const CScenarioTravel::STravelBonus & curBonus = st.bonusesToChoose[si->choosenCampaignBonus];
|
|
if(curBonus.isBonusForHero())
|
|
{
|
|
//apply bonus
|
|
switch (curBonus.type)
|
|
{
|
|
case 0: //spell
|
|
hero->spells.insert(curBonus.info2);
|
|
break;
|
|
case 1: //monster
|
|
{
|
|
for(int i=0; i<GameConstants::ARMY_SIZE; i++)
|
|
{
|
|
if(hero->slotEmpty(i))
|
|
{
|
|
hero->addToSlot(i, curBonus.info2, curBonus.info3);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case 3: //artifact
|
|
gs->giveHeroArtifact(hero, curBonus.info2);
|
|
break;
|
|
case 4: //spell scroll
|
|
{
|
|
CArtifactInstance * scroll = CArtifactInstance::createScroll(VLC->spellh->spells[curBonus.info2]);
|
|
scroll->putAt(ArtifactLocation(hero, scroll->firstAvailableSlot(hero)));
|
|
}
|
|
break;
|
|
case 5: //prim skill
|
|
{
|
|
const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus.info2);
|
|
for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
|
|
{
|
|
int val = ptr[g];
|
|
if (val == 0)
|
|
{
|
|
continue;
|
|
}
|
|
Bonus *bb = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, si->whichMapInCampaign, g);
|
|
hero->addNewBonus(bb);
|
|
}
|
|
}
|
|
break;
|
|
case 6: //sec skills
|
|
hero->setSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(curBonus.info2), curBonus.info3, true);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
static std::vector<const PlayerSettings *> getHumanPlayerInfo(const StartInfo * si)
|
|
{
|
|
std::vector<const PlayerSettings *> ret;
|
|
for(std::map<int, PlayerSettings>::const_iterator it = si->playerInfos.begin();
|
|
it != si->playerInfos.end(); ++it)
|
|
{
|
|
if(it->second.human)
|
|
ret.push_back(&it->second);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
static void replaceHero( CGameState * gs, int objId, CGHeroInstance * ghi )
|
|
{
|
|
ghi->id = objId;
|
|
gs->map->objects[objId] = ghi;
|
|
gs->map->heroes.push_back(ghi);
|
|
}
|
|
|
|
//sort in descending order by power
|
|
static bool heroPowerSorter(const CGHeroInstance * a, const CGHeroInstance * b)
|
|
{
|
|
return a->getHeroStrength() > b->getHeroStrength();
|
|
}
|
|
};
|
|
|
|
tlog0 << "\tUsing random seed: "<< si->seedToBeUsed << std::endl;
|
|
ran.seed((boost::int32_t)si->seedToBeUsed);
|
|
scenarioOps = new StartInfo(*si);
|
|
initialOpts = new StartInfo(*si);
|
|
si = NULL;
|
|
|
|
switch(scenarioOps->mode)
|
|
{
|
|
case StartInfo::NEW_GAME:
|
|
map = new Mapa(scenarioOps->mapname);
|
|
break;
|
|
case StartInfo::CAMPAIGN:
|
|
{
|
|
campaign = new CCampaignState();
|
|
campaign->initNewCampaign(*scenarioOps);
|
|
assert(vstd::contains(campaign->camp->mapPieces, scenarioOps->whichMapInCampaign));
|
|
|
|
std::string &mapContent = campaign->camp->mapPieces[scenarioOps->whichMapInCampaign];
|
|
map = new Mapa();
|
|
map->initFromBytes((const ui8*)mapContent.c_str(), mapContent.size());
|
|
}
|
|
break;
|
|
case StartInfo::DUEL:
|
|
{
|
|
DuelParameters dp;
|
|
try
|
|
{
|
|
CLoadFile lf(scenarioOps->mapname);
|
|
lf >> dp;
|
|
}
|
|
catch(...)
|
|
{}
|
|
|
|
|
|
const CArmedInstance *armies[2] = {0};
|
|
const CGHeroInstance *heroes[2] = {0};
|
|
CGTownInstance *town = NULL;
|
|
|
|
for(int i = 0; i < 2; i++)
|
|
{
|
|
CArmedInstance *obj = NULL;
|
|
if(dp.sides[i].heroId >= 0)
|
|
{
|
|
CGHeroInstance *h = new CGHeroInstance();
|
|
armies[i] = heroes[i] = h;
|
|
obj = h;
|
|
h->subID = dp.sides[i].heroId;
|
|
h->initHero(h->subID);
|
|
}
|
|
else
|
|
{
|
|
CGCreature *c = new CGCreature();
|
|
armies[i] = obj = c;
|
|
c->subID = 34;
|
|
|
|
}
|
|
|
|
obj->initObj();
|
|
obj->setOwner(i);
|
|
|
|
for(int j = 0; j < ARRAY_COUNT(dp.sides[i].stacks); j++)
|
|
{
|
|
int cre = dp.sides[i].stacks[j].type, count = dp.sides[i].stacks[j].count;
|
|
if(count || obj->hasStackAtSlot(j))
|
|
obj->setCreature(j, cre, count);
|
|
}
|
|
}
|
|
|
|
curB = BattleInfo::setupBattle(int3(), dp.bfieldType, dp.terType, armies, heroes, false, town);
|
|
curB->localInit();
|
|
return;
|
|
}
|
|
break;
|
|
default:
|
|
tlog1 << "Wrong mode: " << (int)scenarioOps->mode << std::endl;
|
|
return;
|
|
}
|
|
VLC->arth->initAllowedArtifactsList(map->allowedArtifact);
|
|
tlog0 << "Map loaded!" << std::endl;
|
|
|
|
|
|
//tlog0 <<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;
|
|
tlog0 << "\tOur checksum for the map: "<< map->checksum << std::endl;
|
|
if(scenarioOps->mapfileChecksum)
|
|
{
|
|
tlog0 << "\tServer checksum for " << scenarioOps->mapname <<": "<< scenarioOps->mapfileChecksum << std::endl;
|
|
if(map->checksum != scenarioOps->mapfileChecksum)
|
|
{
|
|
tlog1 << "Wrong map checksum!!!" << std::endl;
|
|
throw std::runtime_error("Wrong checksum");
|
|
}
|
|
}
|
|
else
|
|
scenarioOps->mapfileChecksum = map->checksum;
|
|
|
|
day = 0;
|
|
loadTownDInfos();
|
|
|
|
//pick grail location
|
|
if(map->grailPos.x < 0 || map->grailRadious) //grail not set or set within a radius around some place
|
|
{
|
|
if(!map->grailRadious) //radius not given -> anywhere on map
|
|
map->grailRadious = map->width * 2;
|
|
|
|
|
|
std::vector<int3> allowedPos;
|
|
|
|
// add all not blocked tiles in range
|
|
for (int i = 0; i < map->width ; i++)
|
|
{
|
|
for (int j = 0; j < map->height ; j++)
|
|
{
|
|
for (int k = 0; k <= map->twoLevel ; k++)
|
|
{
|
|
const TerrainTile &t = map->terrain[i][j][k];
|
|
if(!t.blocked
|
|
&& !t.visitable
|
|
&& t.tertype != TerrainTile::water
|
|
&& t.tertype != TerrainTile::rock
|
|
&& map->grailPos.dist2d(int3(i,j,k)) <= map->grailRadious)
|
|
allowedPos.push_back(int3(i,j,k));
|
|
}
|
|
}
|
|
}
|
|
|
|
//remove tiles with holes
|
|
for(ui32 no=0; no<map->objects.size(); ++no)
|
|
if(map->objects[no]->ID == 124)
|
|
allowedPos -= map->objects[no]->pos;
|
|
|
|
if(allowedPos.size())
|
|
map->grailPos = allowedPos[ran() % allowedPos.size()];
|
|
else
|
|
tlog2 << "Warning: Grail cannot be placed, no appropriate tile found!\n";
|
|
}
|
|
|
|
//picking random factions for players
|
|
for(std::map<int, PlayerSettings>::iterator it = scenarioOps->playerInfos.begin();
|
|
it != scenarioOps->playerInfos.end(); ++it)
|
|
{
|
|
if(it->second.castle==-1)
|
|
{
|
|
int f;
|
|
do
|
|
{
|
|
f = ran()%GameConstants::F_NUMBER;
|
|
}while(!(map->players[it->first].allowedFactions & 1<<f));
|
|
it->second.castle = f;
|
|
}
|
|
}
|
|
|
|
//randomizing objects
|
|
BOOST_FOREACH(CGObjectInstance *obj, map->objects)
|
|
{
|
|
randomizeObject(obj);
|
|
obj->hoverName = VLC->generaltexth->names[obj->ID];
|
|
|
|
//handle Favouring Winds - mark tiles under it
|
|
if(obj->ID == 225)
|
|
for (int i = 0; i < obj->getWidth() ; i++)
|
|
for (int j = 0; j < obj->getHeight() ; j++)
|
|
{
|
|
int3 pos = obj->pos - int3(i,j,0);
|
|
if(map->isInTheMap(pos))
|
|
map->getTile(pos).siodmyTajemniczyBajt |= 128;
|
|
}
|
|
}
|
|
//std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
|
|
|
|
/*********creating players entries in gs****************************************/
|
|
for(std::map<int, PlayerSettings>::iterator it = scenarioOps->playerInfos.begin();
|
|
it != scenarioOps->playerInfos.end(); ++it)
|
|
{
|
|
std::pair<int,PlayerState> ins(it->first,PlayerState());
|
|
ins.second.color=ins.first;
|
|
ins.second.human = it->second.human;
|
|
ins.second.team = map->players[ins.first].team;
|
|
teams[ins.second.team].id = ins.second.team;//init team
|
|
teams[ins.second.team].players.insert(ins.first);//add player to team
|
|
players.insert(ins);
|
|
}
|
|
|
|
/*********give starting hero****************************************/
|
|
for(int i=0;i<GameConstants::PLAYER_LIMIT;i++)
|
|
{
|
|
const PlayerInfo &p = map->players[i];
|
|
bool generateHero = (p.generateHeroAtMainTown && p.hasMainTown);
|
|
if(generateHero && vstd::contains(scenarioOps->playerInfos, i))
|
|
{
|
|
int3 hpos = p.posOfMainTown;
|
|
hpos.x+=1;
|
|
|
|
int h = pickHero(i);
|
|
if(scenarioOps->playerInfos[i].hero == -1)
|
|
scenarioOps->playerInfos[i].hero = h;
|
|
|
|
CGHeroInstance * nnn = static_cast<CGHeroInstance*>(createObject(GameConstants::HEROI_TYPE,h,hpos,i));
|
|
nnn->id = map->objects.size();
|
|
nnn->initHero();
|
|
map->heroes.push_back(nnn);
|
|
map->objects.push_back(nnn);
|
|
map->addBlockVisTiles(nnn);
|
|
}
|
|
}
|
|
|
|
/*************************replace hero placeholders*****************************/
|
|
|
|
if (campaign)
|
|
{
|
|
|
|
CScenarioTravel::STravelBonus bonus =
|
|
campaign->camp->scenarios[scenarioOps->whichMapInCampaign].travelOptions.bonusesToChoose[scenarioOps->choosenCampaignBonus];
|
|
|
|
|
|
std::vector<CGHeroInstance *> Xheroes;
|
|
if (bonus.type == 8) //hero crossover
|
|
{
|
|
Xheroes = campaign->camp->scenarios[bonus.info2].crossoverHeroes;
|
|
}
|
|
|
|
//selecting heroes by type
|
|
for(int g=0; g<map->objects.size(); ++g)
|
|
{
|
|
CGObjectInstance * obj = map->objects[g];
|
|
if (obj->ID != 214) //not a placeholder
|
|
{
|
|
continue;
|
|
}
|
|
CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);
|
|
|
|
if(hp->subID != 0xFF) //select by type
|
|
{
|
|
bool found = false;
|
|
BOOST_FOREACH(CGHeroInstance * ghi, Xheroes)
|
|
{
|
|
if (ghi->subID == hp->subID)
|
|
{
|
|
found = true;
|
|
HLP::replaceHero(this, g, ghi);
|
|
Xheroes -= ghi;
|
|
break;
|
|
}
|
|
}
|
|
if (!found)
|
|
{
|
|
//TODO: create new hero of this type
|
|
}
|
|
}
|
|
}
|
|
|
|
//selecting heroes by power
|
|
|
|
std::sort(Xheroes.begin(), Xheroes.end(), HLP::heroPowerSorter);
|
|
for(int g=0; g<map->objects.size(); ++g)
|
|
{
|
|
CGObjectInstance * obj = map->objects[g];
|
|
if (obj->ID != 214) //not a placeholder
|
|
{
|
|
continue;
|
|
}
|
|
CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);
|
|
|
|
if (hp->subID == 0xFF) //select by power
|
|
{
|
|
if(Xheroes.size() > hp->power - 1)
|
|
HLP::replaceHero(this, g, Xheroes[hp->power - 1]);
|
|
else
|
|
tlog2 << "Warning, to hero to replace!\n";
|
|
//we don't have to remove hero from Xheroes because it would destroy the order and duplicates shouldn't happen
|
|
}
|
|
}
|
|
}
|
|
|
|
/******************RESOURCES****************************************************/
|
|
TResources startresAI, startresHuman;
|
|
const JsonNode config(GameConstants::DATA_DIR + "/config/startres.json");
|
|
const JsonVector &vector = config["difficulty"].Vector();
|
|
const JsonNode &level = vector[scenarioOps->difficulty];
|
|
const JsonNode &human = level["human"];
|
|
const JsonNode &ai = level["ai"];
|
|
|
|
startresHuman[0] = human["wood"].Float();
|
|
startresHuman[1] = human["mercury"].Float();
|
|
startresHuman[2] = human["ore"].Float();
|
|
startresHuman[3] = human["sulfur"].Float();
|
|
startresHuman[4] = human["crystal"].Float();
|
|
startresHuman[5] = human["gems"].Float();
|
|
startresHuman[6] = human["gold"].Float();
|
|
startresHuman[7] = human["mithril"].Float();
|
|
|
|
startresAI[0] = ai["wood"].Float();
|
|
startresAI[1] = ai["mercury"].Float();
|
|
startresAI[2] = ai["ore"].Float();
|
|
startresAI[3] = ai["sulfur"].Float();
|
|
startresAI[4] = ai["crystal"].Float();
|
|
startresAI[5] = ai["gems"].Float();
|
|
startresAI[6] = ai["gold"].Float();
|
|
startresAI[7] = ai["mithril"].Float();
|
|
|
|
for (std::map<ui8,PlayerState>::iterator i = players.begin(); i!=players.end(); i++)
|
|
{
|
|
PlayerState &p = i->second;
|
|
|
|
if (p.human)
|
|
p.resources = startresHuman;
|
|
else
|
|
p.resources = startresAI;
|
|
}
|
|
|
|
//give start resource bonus in case of campaign
|
|
if (scenarioOps->mode == StartInfo::CAMPAIGN)
|
|
{
|
|
CScenarioTravel::STravelBonus chosenBonus =
|
|
campaign->camp->scenarios[scenarioOps->whichMapInCampaign].travelOptions.bonusesToChoose[scenarioOps->choosenCampaignBonus];
|
|
if(chosenBonus.type == 7) //resource
|
|
{
|
|
std::vector<const PlayerSettings *> people = HLP::getHumanPlayerInfo(scenarioOps); //players we will give resource bonus
|
|
BOOST_FOREACH(const PlayerSettings *ps, people)
|
|
{
|
|
std::vector<int> res; //resources we will give
|
|
switch (chosenBonus.info1)
|
|
{
|
|
case 0: case 1: case 2: case 3: case 4: case 5: case 6:
|
|
res.push_back(chosenBonus.info1);
|
|
break;
|
|
case 0xFD: //wood+ore
|
|
res.push_back(Res::WOOD); res.push_back(Res::ORE);
|
|
break;
|
|
case 0xFE: //rare
|
|
res.push_back(Res::MERCURY); res.push_back(Res::SULFUR); res.push_back(Res::CRYSTAL); res.push_back(Res::GEMS);
|
|
break;
|
|
default:
|
|
assert(0);
|
|
break;
|
|
}
|
|
//increasing resource quantity
|
|
for (int n=0; n<res.size(); ++n)
|
|
{
|
|
players[ps->color].resources[res[n]] += chosenBonus.info2;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*************************HEROES************************************************/
|
|
std::set<int> hids; //hero ids to create pool
|
|
|
|
for(ui32 i=0; i<map->allowedHeroes.size(); i++) //add to hids all allowed heroes
|
|
if(map->allowedHeroes[i])
|
|
hids.insert(i);
|
|
|
|
for (ui32 i=0; i<map->heroes.size();i++) //heroes instances initialization
|
|
{
|
|
if (map->heroes[i]->getOwner()<0)
|
|
{
|
|
tlog2 << "Warning - hero with uninitialized owner!\n";
|
|
continue;
|
|
}
|
|
CGHeroInstance * vhi = (map->heroes[i]);
|
|
vhi->initHero();
|
|
players.find(vhi->getOwner())->second.heroes.push_back(vhi);
|
|
hids.erase(vhi->subID);
|
|
}
|
|
|
|
for (ui32 i=0; i<map->objects.size();i++) //prisons
|
|
{
|
|
if (map->objects[i]->ID == 62)
|
|
hids.erase(map->objects[i]->subID);
|
|
}
|
|
|
|
for(ui32 i=0; i<map->predefinedHeroes.size(); i++)
|
|
{
|
|
if(!vstd::contains(hids,map->predefinedHeroes[i]->subID))
|
|
continue;
|
|
map->predefinedHeroes[i]->initHero();
|
|
hpool.heroesPool[map->predefinedHeroes[i]->subID] = map->predefinedHeroes[i];
|
|
hpool.pavailable[map->predefinedHeroes[i]->subID] = 0xff;
|
|
hids.erase(map->predefinedHeroes[i]->subID);
|
|
}
|
|
|
|
BOOST_FOREACH(int hid, hids) //all not used allowed heroes go with default state into the pool
|
|
{
|
|
CGHeroInstance * vhi = new CGHeroInstance();
|
|
vhi->initHero(hid);
|
|
hpool.heroesPool[hid] = vhi;
|
|
hpool.pavailable[hid] = 0xff;
|
|
}
|
|
|
|
for(ui32 i=0; i<map->disposedHeroes.size(); i++)
|
|
{
|
|
hpool.pavailable[map->disposedHeroes[i].ID] = map->disposedHeroes[i].players;
|
|
}
|
|
|
|
if (scenarioOps->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero
|
|
{
|
|
|
|
CScenarioTravel::STravelBonus chosenBonus =
|
|
campaign->camp->scenarios[scenarioOps->whichMapInCampaign].travelOptions.bonusesToChoose[scenarioOps->choosenCampaignBonus];
|
|
if (chosenBonus.isBonusForHero() && chosenBonus.info1 != 0xFFFE) //exclude generated heroes
|
|
{
|
|
//find human player
|
|
int humanPlayer;
|
|
for (std::map<ui8, PlayerState>::iterator it=players.begin(); it != players.end(); ++it)
|
|
{
|
|
if(it->second.human)
|
|
{
|
|
humanPlayer = it->first;
|
|
break;
|
|
}
|
|
}
|
|
std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = players[humanPlayer].heroes;
|
|
|
|
if (chosenBonus.info1 == 0xFFFD) //most powerful
|
|
{
|
|
int maxB = -1;
|
|
for (int b=0; b<heroes.size(); ++b)
|
|
{
|
|
if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())
|
|
{
|
|
maxB = b;
|
|
}
|
|
}
|
|
if(maxB < 0)
|
|
tlog2 << "Warning - cannot give bonus to hero cause there are no heroes!\n";
|
|
else
|
|
HLP::giveCampaignBonusToHero(heroes[maxB], scenarioOps, campaign->camp->scenarios[scenarioOps->whichMapInCampaign].travelOptions, this);
|
|
}
|
|
else //specific hero
|
|
{
|
|
for (int b=0; b<heroes.size(); ++b)
|
|
{
|
|
if (heroes[b]->subID == chosenBonus.info1)
|
|
{
|
|
HLP::giveCampaignBonusToHero(heroes[b], scenarioOps, campaign->camp->scenarios[scenarioOps->whichMapInCampaign].travelOptions, this);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*************************FOG**OF**WAR******************************************/
|
|
for(std::map<ui8, TeamState>::iterator k=teams.begin(); k!=teams.end(); ++k)
|
|
{
|
|
k->second.fogOfWarMap.resize(map->width);
|
|
for(int g=0; g<map->width; ++g)
|
|
k->second.fogOfWarMap[g].resize(map->height);
|
|
|
|
for(int g=-0; g<map->width; ++g)
|
|
for(int h=0; h<map->height; ++h)
|
|
k->second.fogOfWarMap[g][h].resize(map->twoLevel+1, 0);
|
|
|
|
for(int g=0; g<map->width; ++g)
|
|
for(int h=0; h<map->height; ++h)
|
|
for(int v=0; v<map->twoLevel+1; ++v)
|
|
k->second.fogOfWarMap[g][h][v] = 0;
|
|
|
|
BOOST_FOREACH(CGObjectInstance *obj, map->objects)
|
|
{
|
|
if( !vstd::contains(k->second.players, obj->tempOwner)) continue; //not a flagged object
|
|
|
|
boost::unordered_set<int3, ShashInt3> tiles;
|
|
obj->getSightTiles(tiles);
|
|
BOOST_FOREACH(int3 tile, tiles)
|
|
{
|
|
k->second.fogOfWarMap[tile.x][tile.y][tile.z] = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
|
|
{
|
|
//starting bonus
|
|
if(scenarioOps->playerInfos[k->first].bonus==PlayerSettings::brandom)
|
|
scenarioOps->playerInfos[k->first].bonus = ran()%3;
|
|
switch(scenarioOps->playerInfos[k->first].bonus)
|
|
{
|
|
case PlayerSettings::bgold:
|
|
k->second.resources[Res::GOLD] += 500 + (ran()%6)*100;
|
|
break;
|
|
case PlayerSettings::bresource:
|
|
{
|
|
int res = VLC->townh->towns[scenarioOps->playerInfos[k->first].castle].primaryRes;
|
|
if(res == 127)
|
|
{
|
|
k->second.resources[Res::WOOD] += 5 + ran()%6;
|
|
k->second.resources[Res::ORE] += 5 + ran()%6;
|
|
}
|
|
else
|
|
{
|
|
k->second.resources[res] += 3 + ran()%4;
|
|
}
|
|
break;
|
|
}
|
|
case PlayerSettings::bartifact:
|
|
{
|
|
if(!k->second.heroes.size())
|
|
{
|
|
tlog5 << "Cannot give starting artifact - no heroes!" << std::endl;
|
|
break;
|
|
}
|
|
CArtifact *toGive;
|
|
toGive = VLC->arth->artifacts[VLC->arth->getRandomArt (CArtifact::ART_TREASURE)];
|
|
|
|
CGHeroInstance *hero = k->second.heroes[0];
|
|
giveHeroArtifact(hero, toGive->id);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
/****************************TOWNS************************************************/
|
|
for ( int i=0; i<4; i++)
|
|
CGTownInstance::universitySkills.push_back(14+i);//skills for university
|
|
|
|
for (ui32 i=0;i<map->towns.size();i++)
|
|
{
|
|
CGTownInstance * vti =(map->towns[i]);
|
|
if(!vti->town)
|
|
vti->town = &VLC->townh->towns[vti->subID];
|
|
if (vti->name.length()==0) // if town hasn't name we draw it
|
|
vti->name = vti->town->Names()[ran()%vti->town->Names().size()];
|
|
|
|
//init buildings
|
|
if(vti->builtBuildings.find(-50)!=vti->builtBuildings.end()) //give standard set of buildings
|
|
{
|
|
vti->builtBuildings.erase(-50);
|
|
vti->builtBuildings.insert(10);
|
|
vti->builtBuildings.insert(5);
|
|
vti->builtBuildings.insert(30);
|
|
if(ran()%2)
|
|
vti->builtBuildings.insert(31);
|
|
}
|
|
|
|
if (vstd::contains(vti->builtBuildings,(6)) && vti->state()==2)
|
|
vti->builtBuildings.erase(6);//if we have harbor without water - erase it (this is H3 behaviour)
|
|
|
|
//init hordes
|
|
for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
|
|
if (vstd::contains(vti->builtBuildings,(-31-i))) //if we have horde for this level
|
|
{
|
|
vti->builtBuildings.erase(-31-i);//remove old ID
|
|
if (vti->town->hordeLvl[0] == i)//if town first horde is this one
|
|
{
|
|
vti->builtBuildings.insert(18);//add it
|
|
if (vstd::contains(vti->builtBuildings,(37+i)))//if we have upgraded dwelling as well
|
|
vti->builtBuildings.insert(19);//add it as well
|
|
}
|
|
if (vti->town->hordeLvl[1] == i)//if town second horde is this one
|
|
{
|
|
vti->builtBuildings.insert(24);
|
|
if (vstd::contains(vti->builtBuildings,(37+i)))
|
|
vti->builtBuildings.insert(25);
|
|
}
|
|
}
|
|
|
|
//town events
|
|
BOOST_FOREACH(CCastleEvent *ev, vti->events)
|
|
{
|
|
for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
|
|
if (vstd::contains(ev->buildings,(-31-i))) //if we have horde for this level
|
|
{
|
|
ev->buildings.erase(-31-i);
|
|
if (vti->town->hordeLvl[0] == i)
|
|
ev->buildings.insert(18);
|
|
if (vti->town->hordeLvl[1] == i)
|
|
ev->buildings.insert(24);
|
|
}
|
|
}
|
|
//init spells
|
|
vti->spells.resize(GameConstants::SPELL_LEVELS);
|
|
CSpell *s;
|
|
for(ui32 z=0; z<vti->obligatorySpells.size();z++)
|
|
{
|
|
s = VLC->spellh->spells[vti->obligatorySpells[z]];
|
|
vti->spells[s->level-1].push_back(s->id);
|
|
vti->possibleSpells -= s->id;
|
|
}
|
|
while(vti->possibleSpells.size())
|
|
{
|
|
ui32 total=0;
|
|
int sel = -1;
|
|
|
|
for(ui32 ps=0;ps<vti->possibleSpells.size();ps++)
|
|
total += VLC->spellh->spells[vti->possibleSpells[ps]]->probabilities[vti->subID];
|
|
int r = (total)? ran()%total : -1;
|
|
for(ui32 ps=0; ps<vti->possibleSpells.size();ps++)
|
|
{
|
|
r -= VLC->spellh->spells[vti->possibleSpells[ps]]->probabilities[vti->subID];
|
|
if(r<0)
|
|
{
|
|
sel = ps;
|
|
break;
|
|
}
|
|
}
|
|
if(sel<0)
|
|
sel=0;
|
|
|
|
CSpell *s = VLC->spellh->spells[vti->possibleSpells[sel]];
|
|
vti->spells[s->level-1].push_back(s->id);
|
|
vti->possibleSpells -= s->id;
|
|
}
|
|
if(vti->getOwner() != 255)
|
|
getPlayer(vti->getOwner())->towns.push_back(vti);
|
|
}
|
|
|
|
//campaign bonuses for towns
|
|
if (scenarioOps->mode == StartInfo::CAMPAIGN)
|
|
{
|
|
CScenarioTravel::STravelBonus chosenBonus =
|
|
campaign->camp->scenarios[scenarioOps->whichMapInCampaign].travelOptions.bonusesToChoose[scenarioOps->choosenCampaignBonus];
|
|
|
|
if (chosenBonus.type == 2)
|
|
{
|
|
for (int g=0; g<map->towns.size(); ++g)
|
|
{
|
|
PlayerState * owner = getPlayer(map->towns[g]->getOwner());
|
|
if (owner)
|
|
{
|
|
PlayerInfo & pi = map->players[owner->color];
|
|
|
|
if (owner->human && //human-owned
|
|
map->towns[g]->pos == pi.posOfMainTown + int3(2, 0, 0))
|
|
{
|
|
map->towns[g]->builtBuildings.insert(
|
|
CBuildingHandler::campToERMU(chosenBonus.info1, map->towns[g]->town->typeID, map->towns[g]->builtBuildings));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
objCaller->preInit();
|
|
BOOST_FOREACH(CGObjectInstance *obj, map->objects)
|
|
{
|
|
obj->initObj();
|
|
if(obj->ID == 62) //prison also needs to initialize hero
|
|
static_cast<CGHeroInstance*>(obj)->initHero();
|
|
}
|
|
CGTeleport::postInit(); //pairing subterranean gates
|
|
|
|
buildBonusSystemTree();
|
|
|
|
for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
|
|
{
|
|
if(k->first==-1 || k->first==255)
|
|
continue;
|
|
|
|
//init visiting and garrisoned heroes
|
|
BOOST_FOREACH(CGHeroInstance *h, k->second.heroes)
|
|
{
|
|
BOOST_FOREACH(CGTownInstance *t, k->second.towns)
|
|
{
|
|
int3 vistile = t->pos; vistile.x--; //tile next to the entrance
|
|
if(vistile == h->pos || h->pos==t->pos)
|
|
{
|
|
t->setVisitingHero(h);
|
|
if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it
|
|
{
|
|
map->removeBlockVisTiles(h);
|
|
h->pos.x -= 1;
|
|
map->addBlockVisTiles(h);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
map->checkForObjectives(); //needs to be run when all objects are properly placed
|
|
|
|
if(scenarioOps->seedPostInit > 0)
|
|
{
|
|
int actualSeed = ran();
|
|
assert(scenarioOps->seedPostInit == actualSeed); //RNG must be in the same state on all machines when initialization is done (otherwise we have desync)
|
|
}
|
|
else
|
|
{
|
|
scenarioOps->seedPostInit = ran(); //store the post init "seed"
|
|
}
|
|
}
|
|
|
|
int CGameState::battleGetBattlefieldType(int3 tile) const
|
|
{
|
|
if(tile==int3() && curB)
|
|
tile = curB->tile;
|
|
else if(tile==int3() && !curB)
|
|
return -1;
|
|
|
|
const TerrainTile &t = map->getTile(tile);
|
|
//fight in mine -> subterranean
|
|
if(dynamic_cast<const CGMine *>(t.visitableObjects.front()))
|
|
return 12;
|
|
|
|
const std::vector <ConstTransitivePtr<CGObjectInstance> > & objs = map->objects;
|
|
for(int g=0; g<objs.size(); ++g)
|
|
{
|
|
if( !objs[g] || objs[g]->pos.x - tile.x < 0 || objs[g]->pos.x - tile.x >= 8
|
|
|| tile.y - objs[g]->pos.y + 5 < 0 || tile.y - objs[g]->pos.y + 5 >=6
|
|
|| !objs[g]->coveringAt(objs[g]->pos.x - tile.x, tile.y - objs[g]->pos.y + 5)
|
|
) //look only for objects covering given tile
|
|
continue;
|
|
|
|
switch(objs[g]->ID)
|
|
{
|
|
case Obj::CLOVER_FIELD:
|
|
return 19;
|
|
case Obj::CURSED_GROUND1: case Obj::CURSED_GROUND2:
|
|
return 22;
|
|
case Obj::EVIL_FOG:
|
|
return 20;
|
|
case Obj::FAVORABLE_WINDS:
|
|
return 21;
|
|
case Obj::FIERY_FIELDS:
|
|
return 14;
|
|
case Obj::HOLY_GROUNDS:
|
|
return 18;
|
|
case Obj::LUCID_POOLS:
|
|
return 17;
|
|
case Obj::MAGIC_CLOUDS:
|
|
return 16;
|
|
case Obj::MAGIC_PLAINS1: case Obj::MAGIC_PLAINS2:
|
|
return 9;
|
|
case Obj::ROCKLANDS:
|
|
return 15;
|
|
}
|
|
}
|
|
|
|
if(!t.isWater() && t.isCoastal())
|
|
return 1; //sand/beach
|
|
|
|
switch(t.tertype)
|
|
{
|
|
case TerrainTile::dirt:
|
|
return rand()%3+3;
|
|
case TerrainTile::sand:
|
|
return 2; //TODO: coast support
|
|
case TerrainTile::grass:
|
|
return rand()%2+6;
|
|
case TerrainTile::snow:
|
|
return rand()%2+10;
|
|
case TerrainTile::swamp:
|
|
return 13;
|
|
case TerrainTile::rough:
|
|
return 23;
|
|
case TerrainTile::subterranean:
|
|
return 12;
|
|
case TerrainTile::lava:
|
|
return 8;
|
|
case TerrainTile::water:
|
|
return 25;
|
|
case TerrainTile::rock:
|
|
return 15;
|
|
default:
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
|
|
std::set<std::pair<int, int> > costDiff(const std::vector<ui32> &a, const std::vector<ui32> &b, const int modifier = 100) //modifer %
|
|
{
|
|
std::set<std::pair<int, int> > ret;
|
|
for(int j=0;j<GameConstants::RESOURCE_QUANTITY;j++)
|
|
{
|
|
assert(a[j] >= b[j]);
|
|
if(int dif = modifier * (a[j] - b[j]) / 100)
|
|
ret.insert(std::make_pair(j,dif));
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack)
|
|
{
|
|
UpgradeInfo ret;
|
|
const CCreature *base = stack.type;
|
|
|
|
const CGHeroInstance *h = stack.armyObj->ID == GameConstants::HEROI_TYPE ? static_cast<const CGHeroInstance*>(stack.armyObj) : NULL;
|
|
const CGTownInstance *t = NULL;
|
|
|
|
if(stack.armyObj->ID == GameConstants::TOWNI_TYPE)
|
|
t = static_cast<const CGTownInstance *>(stack.armyObj);
|
|
else if(h)
|
|
{ //hero speciality
|
|
TBonusListPtr lista = h->speciality.getBonuses(Selector::typeSubtype(Bonus::SPECIAL_UPGRADE, base->idNumber));
|
|
BOOST_FOREACH(const Bonus *it, *lista)
|
|
{
|
|
ui16 nid = it->additionalInfo;
|
|
if (nid != base->idNumber) //in very specific case the upgrade is available by default (?)
|
|
{
|
|
ret.newID.push_back(nid);
|
|
ret.cost.push_back(VLC->creh->creatures[nid]->cost - base->cost);
|
|
}
|
|
}
|
|
t = h->visitedTown;
|
|
}
|
|
if(t)
|
|
{
|
|
BOOST_FOREACH(const CGTownInstance::TCreaturesSet::value_type & dwelling, t->creatures)
|
|
{
|
|
if (vstd::contains(dwelling.second, base->idNumber)) //Dwelling with our creature
|
|
{
|
|
BOOST_FOREACH(ui32 upgrID, dwelling.second)
|
|
{
|
|
if(vstd::contains(base->upgrades, upgrID)) //possible upgrade
|
|
{
|
|
ret.newID.push_back(upgrID);
|
|
ret.cost.push_back(VLC->creh->creatures[upgrID]->cost - base->cost);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//hero is visiting Hill Fort
|
|
if(h && map->getTile(h->visitablePos()).visitableObjects.front()->ID == 35)
|
|
{
|
|
static const int costModifiers[] = {0, 25, 50, 75, 100}; //we get cheaper upgrades depending on level
|
|
const int costModifier = costModifiers[std::min<int>(std::max((int)base->level - 1, 0), ARRAY_COUNT(costModifiers) - 1)];
|
|
|
|
BOOST_FOREACH(si32 nid, base->upgrades)
|
|
{
|
|
ret.newID.push_back(nid);
|
|
ret.cost.push_back((VLC->creh->creatures[nid]->cost - base->cost) * costModifier / 100);
|
|
}
|
|
}
|
|
|
|
if(ret.newID.size())
|
|
ret.oldID = base->idNumber;
|
|
|
|
return ret;
|
|
}
|
|
|
|
int CGameState::getPlayerRelations( ui8 color1, ui8 color2 )
|
|
{
|
|
if ( color1 == color2 )
|
|
return 2;
|
|
if(color1 == 255 || color2 == 255) //neutral player has no friends
|
|
return 0;
|
|
|
|
const TeamState * ts = getPlayerTeam(color1);
|
|
if (ts && vstd::contains(ts->players, color2))
|
|
return 1;
|
|
return 0;
|
|
}
|
|
|
|
void CGameState::loadTownDInfos()
|
|
{
|
|
int i;
|
|
const JsonNode config(GameConstants::DATA_DIR + "/config/towns_defs.json");
|
|
|
|
assert(config["town_defnames"].Vector().size() == GameConstants::F_NUMBER);
|
|
|
|
i = 0;
|
|
BOOST_FOREACH(const JsonNode &t, config["town_defnames"].Vector())
|
|
{
|
|
villages[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
|
|
villages[i]->name = t["village"].String();
|
|
map->defy.push_back(villages[i]);
|
|
|
|
forts[i] = VLC->dobjinfo->castles[i];
|
|
map->defy.push_back(forts[i]);
|
|
|
|
capitols[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
|
|
capitols[i]->name = t["capitol"].String();
|
|
map->defy.push_back(capitols[i]);
|
|
|
|
++i;
|
|
}
|
|
}
|
|
|
|
void CGameState::getNeighbours(const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand, bool limitCoastSailing)
|
|
{
|
|
static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
|
|
int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
|
|
|
|
for (size_t i = 0; i < ARRAY_COUNT(dirs); i++)
|
|
{
|
|
const int3 hlp = tile + dirs[i];
|
|
if(!map->isInTheMap(hlp))
|
|
continue;
|
|
|
|
const TerrainTile &hlpt = map->getTile(hlp);
|
|
|
|
// //we cannot visit things from blocked tiles
|
|
// if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)
|
|
// {
|
|
// continue;
|
|
// }
|
|
|
|
if(srct.tertype == TerrainTile::water && limitCoastSailing && hlpt.tertype == TerrainTile::water && dirs[i].x && dirs[i].y) //diagonal move through water
|
|
{
|
|
int3 hlp1 = tile,
|
|
hlp2 = tile;
|
|
hlp1.x += dirs[i].x;
|
|
hlp2.y += dirs[i].y;
|
|
|
|
if(map->getTile(hlp1).tertype != TerrainTile::water || map->getTile(hlp2).tertype != TerrainTile::water)
|
|
continue;
|
|
}
|
|
|
|
if((indeterminate(onLand) || onLand == (hlpt.tertype!=TerrainTile::water) )
|
|
&& hlpt.tertype != TerrainTile::rock)
|
|
{
|
|
vec.push_back(hlp);
|
|
}
|
|
}
|
|
}
|
|
|
|
int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, int remainingMovePoints, bool checkLast)
|
|
{
|
|
if(src == dest) //same tile
|
|
return 0;
|
|
|
|
TerrainTile &s = map->terrain[src.x][src.y][src.z],
|
|
&d = map->terrain[dest.x][dest.y][dest.z];
|
|
|
|
//get basic cost
|
|
int ret = h->getTileCost(d,s);
|
|
|
|
if(d.blocked && h->hasBonusOfType(Bonus::FLYING_MOVEMENT))
|
|
{
|
|
bool freeFlying = h->getBonusesCount(Selector::typeSubtype(Bonus::FLYING_MOVEMENT, 1)) > 0;
|
|
|
|
if(!freeFlying)
|
|
{
|
|
ret *= 1.4; //40% penalty for movement over blocked tile
|
|
}
|
|
}
|
|
else if (d.tertype == TerrainTile::water)
|
|
{
|
|
if(h->boat && s.hasFavourableWinds() && d.hasFavourableWinds()) //Favourable Winds
|
|
ret *= 0.666;
|
|
else if (!h->boat && h->getBonusesCount(Selector::typeSubtype(Bonus::WATER_WALKING, 1)) > 0)
|
|
ret *= 1.4; //40% penalty for water walking
|
|
}
|
|
|
|
if(src.x != dest.x && src.y != dest.y) //it's diagonal move
|
|
{
|
|
int old = ret;
|
|
ret *= 1.414213;
|
|
//diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
|
|
if(ret > remainingMovePoints && remainingMovePoints >= old)
|
|
{
|
|
return remainingMovePoints;
|
|
}
|
|
}
|
|
|
|
|
|
int left = remainingMovePoints-ret;
|
|
if(checkLast && left > 0 && remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
|
|
{
|
|
std::vector<int3> vec;
|
|
getNeighbours(d, dest, vec, s.tertype != TerrainTile::water, true);
|
|
for(size_t i=0; i < vec.size(); i++)
|
|
{
|
|
int fcost = getMovementCost(h,dest,vec[i],left,false);
|
|
if(fcost <= left)
|
|
{
|
|
return ret;
|
|
}
|
|
}
|
|
ret = remainingMovePoints;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
void CGameState::apply(CPack *pack)
|
|
{
|
|
ui16 typ = typeList.getTypeID(pack);
|
|
applierGs->apps[typ]->applyOnGS(this,pack);
|
|
}
|
|
|
|
bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret)
|
|
{
|
|
//the old pathfinder is not supported anymore!
|
|
assert(0);
|
|
return false;
|
|
}
|
|
|
|
void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement)
|
|
{
|
|
CPathfinder pathfinder(out, this, hero);
|
|
pathfinder.calculatePaths(src, movement);
|
|
}
|
|
|
|
/**
|
|
* Tells if the tile is guarded by a monster as well as the position
|
|
* of the monster that will attack on it.
|
|
*
|
|
* @return int3(-1, -1, -1) if the tile is unguarded, or the position of
|
|
* the monster guarding the tile.
|
|
*/
|
|
int3 CGameState::guardingCreaturePosition (int3 pos) const
|
|
{
|
|
const int3 originalPos = pos;
|
|
// Give monster at position priority.
|
|
if (!map->isInTheMap(pos))
|
|
return int3(-1, -1, -1);
|
|
const TerrainTile &posTile = map->terrain[pos.x][pos.y][pos.z];
|
|
if (posTile.visitable)
|
|
{
|
|
BOOST_FOREACH (CGObjectInstance* obj, posTile.visitableObjects)
|
|
{
|
|
if(obj->blockVisit)
|
|
{
|
|
if (obj->ID == 54) // Monster
|
|
return pos;
|
|
else
|
|
return int3(-1, -1, -1); //blockvis objects are not guarded by neighbouring creatures
|
|
}
|
|
}
|
|
}
|
|
|
|
// See if there are any monsters adjacent.
|
|
pos -= int3(1, 1, 0); // Start with top left.
|
|
for (int dx = 0; dx < 3; dx++)
|
|
{
|
|
for (int dy = 0; dy < 3; dy++)
|
|
{
|
|
if (map->isInTheMap(pos))
|
|
{
|
|
TerrainTile &tile = map->terrain[pos.x][pos.y][pos.z];
|
|
if (tile.visitable && (tile.tertype == TerrainTile::water) == (posTile.tertype == TerrainTile::water))
|
|
{
|
|
BOOST_FOREACH (CGObjectInstance* obj, tile.visitableObjects)
|
|
{
|
|
if (obj->ID == 54 && checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile
|
|
{
|
|
return pos;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
pos.y++;
|
|
}
|
|
pos.y -= 3;
|
|
pos.x++;
|
|
}
|
|
|
|
return int3(-1, -1, -1);
|
|
}
|
|
|
|
bool CGameState::isVisible(int3 pos, int player)
|
|
{
|
|
if(player == 255) //neutral player
|
|
return false;
|
|
return getPlayerTeam(player)->fogOfWarMap[pos.x][pos.y][pos.z];
|
|
}
|
|
|
|
bool CGameState::isVisible( const CGObjectInstance *obj, int player )
|
|
{
|
|
if(player == -1)
|
|
return true;
|
|
|
|
if(player == 255) //neutral player -> TODO ??? needed?
|
|
return false;
|
|
//object is visible when at least one blocked tile is visible
|
|
for(int fx=0; fx<8; ++fx)
|
|
{
|
|
for(int fy=0; fy<6; ++fy)
|
|
{
|
|
int3 pos = obj->pos + int3(fx-7,fy-5,0);
|
|
if(map->isInTheMap(pos)
|
|
&& !((obj->defInfo->blockMap[fy] >> (7 - fx)) & 1)
|
|
&& isVisible(pos, player) )
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
|
|
{
|
|
const TerrainTile * pom = &map->getTile(dst);
|
|
return checkForVisitableDir(src, pom, dst);
|
|
}
|
|
|
|
bool CGameState::checkForVisitableDir( const int3 & src, const TerrainTile *pom, const int3 & dst ) const
|
|
{
|
|
for(ui32 b=0; b<pom->visitableObjects.size(); ++b) //checking destination tile
|
|
{
|
|
if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore
|
|
continue;
|
|
|
|
CGDefInfo * di = pom->visitableObjects[b]->defInfo;
|
|
if( (dst.x == src.x-1 && dst.y == src.y-1) && !(di->visitDir & (1<<4)) )
|
|
{
|
|
return false;
|
|
}
|
|
if( (dst.x == src.x && dst.y == src.y-1) && !(di->visitDir & (1<<5)) )
|
|
{
|
|
return false;
|
|
}
|
|
if( (dst.x == src.x+1 && dst.y == src.y-1) && !(di->visitDir & (1<<6)) )
|
|
{
|
|
return false;
|
|
}
|
|
if( (dst.x == src.x+1 && dst.y == src.y) && !(di->visitDir & (1<<7)) )
|
|
{
|
|
return false;
|
|
}
|
|
if( (dst.x == src.x+1 && dst.y == src.y+1) && !(di->visitDir & (1<<0)) )
|
|
{
|
|
return false;
|
|
}
|
|
if( (dst.x == src.x && dst.y == src.y+1) && !(di->visitDir & (1<<1)) )
|
|
{
|
|
return false;
|
|
}
|
|
if( (dst.x == src.x-1 && dst.y == src.y+1) && !(di->visitDir & (1<<2)) )
|
|
{
|
|
return false;
|
|
}
|
|
if( (dst.x == src.x-1 && dst.y == src.y) && !(di->visitDir & (1<<3)) )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
int CGameState::victoryCheck( ui8 player ) const
|
|
{
|
|
const PlayerState *p = CGameInfoCallback::getPlayer(player);
|
|
if(map->victoryCondition.condition == EVictoryConditionType::WINSTANDARD || map->victoryCondition.allowNormalVictory
|
|
|| (!p->human && !map->victoryCondition.appliesToAI)) //if the special victory condition applies only to human, AI has the standard)
|
|
{
|
|
if(player == checkForStandardWin())
|
|
return -1;
|
|
}
|
|
|
|
if (p->enteredWinningCheatCode)
|
|
{ //cheater or tester, but has entered the code...
|
|
return 1;
|
|
}
|
|
|
|
if(p->human || map->victoryCondition.appliesToAI)
|
|
{
|
|
switch(map->victoryCondition.condition)
|
|
{
|
|
case EVictoryConditionType::ARTIFACT:
|
|
//check if any hero has winning artifact
|
|
for(size_t i = 0; i < p->heroes.size(); i++)
|
|
if(p->heroes[i]->hasArt(map->victoryCondition.ID))
|
|
return 1;
|
|
|
|
break;
|
|
|
|
case EVictoryConditionType::GATHERTROOP:
|
|
{
|
|
//check if in players armies there is enough creatures
|
|
int total = 0; //creature counter
|
|
for(size_t i = 0; i < map->objects.size(); i++)
|
|
{
|
|
const CArmedInstance *ai = NULL;
|
|
if(map->objects[i]
|
|
&& map->objects[i]->tempOwner == player //object controlled by player
|
|
&& (ai = dynamic_cast<const CArmedInstance*>(map->objects[i].get()))) //contains army
|
|
{
|
|
for(TSlots::const_iterator i=ai->Slots().begin(); i!=ai->Slots().end(); ++i) //iterate through army
|
|
if(i->second->type->idNumber == map->victoryCondition.ID) //it's searched creature
|
|
total += i->second->count;
|
|
}
|
|
}
|
|
|
|
if(total >= map->victoryCondition.count)
|
|
return 1;
|
|
}
|
|
break;
|
|
|
|
case EVictoryConditionType::GATHERRESOURCE:
|
|
if(p->resources[map->victoryCondition.ID] >= map->victoryCondition.count)
|
|
return 1;
|
|
|
|
break;
|
|
|
|
case EVictoryConditionType::BUILDCITY:
|
|
{
|
|
const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);
|
|
if(t->tempOwner == player && t->fortLevel()-1 >= map->victoryCondition.ID && t->hallLevel()-1 >= map->victoryCondition.count)
|
|
return 1;
|
|
}
|
|
break;
|
|
|
|
case EVictoryConditionType::BUILDGRAIL:
|
|
BOOST_FOREACH(const CGTownInstance *t, map->towns)
|
|
if((t == map->victoryCondition.obj || !map->victoryCondition.obj)
|
|
&& t->tempOwner == player
|
|
&& vstd::contains(t->builtBuildings, EBuilding::GRAIL))
|
|
return 1;
|
|
break;
|
|
|
|
case EVictoryConditionType::BEATHERO:
|
|
if(map->victoryCondition.obj->tempOwner >= GameConstants::PLAYER_LIMIT) //target hero not present on map
|
|
return 1;
|
|
break;
|
|
case EVictoryConditionType::CAPTURECITY:
|
|
{
|
|
if(map->victoryCondition.obj->tempOwner == player)
|
|
return 1;
|
|
}
|
|
break;
|
|
case EVictoryConditionType::BEATMONSTER:
|
|
if(!map->objects[map->victoryCondition.obj->id]) //target monster not present on map
|
|
return 1;
|
|
break;
|
|
case EVictoryConditionType::TAKEDWELLINGS:
|
|
for(size_t i = 0; i < map->objects.size(); i++)
|
|
{
|
|
if(map->objects[i] && map->objects[i]->tempOwner != player) //check not flagged objs
|
|
{
|
|
switch(map->objects[i]->ID)
|
|
{
|
|
case 17: case 18: case 19: case 20: //dwellings
|
|
case 216: case 217: case 218:
|
|
return 0; //found not flagged dwelling - player not won
|
|
}
|
|
}
|
|
}
|
|
return 1;
|
|
break;
|
|
case EVictoryConditionType::TAKEMINES:
|
|
for(size_t i = 0; i < map->objects.size(); i++)
|
|
{
|
|
if(map->objects[i] && map->objects[i]->tempOwner != player) //check not flagged objs
|
|
{
|
|
switch(map->objects[i]->ID)
|
|
{
|
|
case 53: case 220:
|
|
return 0; //found not flagged mine - player not won
|
|
}
|
|
}
|
|
}
|
|
return 1;
|
|
break;
|
|
case EVictoryConditionType::TRANSPORTITEM:
|
|
{
|
|
const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);
|
|
if((t->visitingHero && t->visitingHero->hasArt(map->victoryCondition.ID))
|
|
|| (t->garrisonHero && t->garrisonHero->hasArt(map->victoryCondition.ID)))
|
|
{
|
|
return 1;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
ui8 CGameState::checkForStandardWin() const
|
|
{
|
|
//std victory condition is:
|
|
//all enemies lost
|
|
ui8 supposedWinner = 255, winnerTeam = 255;
|
|
for(std::map<ui8,PlayerState>::const_iterator i = players.begin(); i != players.end(); i++)
|
|
{
|
|
if(i->second.status == PlayerState::INGAME && i->first < GameConstants::PLAYER_LIMIT)
|
|
{
|
|
if(supposedWinner == 255)
|
|
{
|
|
//first player remaining ingame - candidate for victory
|
|
supposedWinner = i->second.color;
|
|
winnerTeam = i->second.team;
|
|
}
|
|
else if(winnerTeam != i->second.team)
|
|
{
|
|
//current candidate has enemy remaining in game -> no vicotry
|
|
return 255;
|
|
}
|
|
}
|
|
}
|
|
|
|
return supposedWinner;
|
|
}
|
|
|
|
bool CGameState::checkForStandardLoss( ui8 player ) const
|
|
{
|
|
//std loss condition is: player lost all towns and heroes
|
|
const PlayerState &p = *CGameInfoCallback::getPlayer(player);
|
|
return !p.heroes.size() && !p.towns.size();
|
|
}
|
|
|
|
struct statsHLP
|
|
{
|
|
typedef std::pair< ui8, si64 > TStat;
|
|
//converts [<player's color, value>] to vec[place] -> platers
|
|
static std::vector< std::list< ui8 > > getRank( std::vector<TStat> stats )
|
|
{
|
|
std::sort(stats.begin(), stats.end(), statsHLP());
|
|
|
|
//put first element
|
|
std::vector< std::list<ui8> > ret;
|
|
std::list<ui8> tmp;
|
|
tmp.push_back( stats[0].first );
|
|
ret.push_back( tmp );
|
|
|
|
//the rest of elements
|
|
for(int g=1; g<stats.size(); ++g)
|
|
{
|
|
if(stats[g].second == stats[g-1].second)
|
|
{
|
|
(ret.end()-1)->push_back( stats[g].first );
|
|
}
|
|
else
|
|
{
|
|
//create next occupied rank
|
|
std::list<ui8> tmp;
|
|
tmp.push_back(stats[g].first);
|
|
ret.push_back(tmp);
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool operator()(const TStat & a, const TStat & b) const
|
|
{
|
|
return a.second > b.second;
|
|
}
|
|
|
|
static const CGHeroInstance * findBestHero(CGameState * gs, int color)
|
|
{
|
|
std::vector<ConstTransitivePtr<CGHeroInstance> > &h = gs->players[color].heroes;
|
|
if(!h.size())
|
|
return NULL;
|
|
//best hero will be that with highest exp
|
|
int best = 0;
|
|
for(int b=1; b<h.size(); ++b)
|
|
{
|
|
if(h[b]->exp > h[best]->exp)
|
|
{
|
|
best = b;
|
|
}
|
|
}
|
|
return h[best];
|
|
}
|
|
|
|
//calculates total number of artifacts that belong to given player
|
|
static int getNumberOfArts(const PlayerState * ps)
|
|
{
|
|
int ret = 0;
|
|
for(int g=0; g<ps->heroes.size(); ++g)
|
|
{
|
|
ret += ps->heroes[g]->artifactsInBackpack.size() + ps->heroes[g]->artifactsWorn.size();
|
|
}
|
|
return ret;
|
|
}
|
|
};
|
|
|
|
void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
|
|
{
|
|
#define FILL_FIELD(FIELD, VAL_GETTER) \
|
|
{ \
|
|
std::vector< std::pair< ui8, si64 > > stats; \
|
|
for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g) \
|
|
{ \
|
|
if(g->second.color == 255) \
|
|
continue; \
|
|
std::pair< ui8, si64 > stat; \
|
|
stat.first = g->second.color; \
|
|
stat.second = VAL_GETTER; \
|
|
stats.push_back(stat); \
|
|
} \
|
|
tgi.FIELD = statsHLP::getRank(stats); \
|
|
}
|
|
|
|
for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
|
|
{
|
|
if(g->second.color != 255)
|
|
tgi.playerColors.push_back(g->second.color);
|
|
}
|
|
|
|
if(level >= 1) //num of towns & num of heroes
|
|
{
|
|
//num of towns
|
|
FILL_FIELD(numOfTowns, g->second.towns.size())
|
|
//num of heroes
|
|
FILL_FIELD(numOfHeroes, g->second.heroes.size())
|
|
//best hero's portrait
|
|
for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
|
|
{
|
|
if(g->second.color == 255)
|
|
continue;
|
|
const CGHeroInstance * best = statsHLP::findBestHero(this, g->second.color);
|
|
InfoAboutHero iah;
|
|
iah.initFromHero(best, level >= 8);
|
|
iah.army.clear();
|
|
tgi.colorToBestHero[g->second.color] = iah;
|
|
}
|
|
}
|
|
if(level >= 2) //gold
|
|
{
|
|
FILL_FIELD(gold, g->second.resources[Res::GOLD])
|
|
}
|
|
if(level >= 2) //wood & ore
|
|
{
|
|
FILL_FIELD(woodOre, g->second.resources[Res::WOOD] + g->second.resources[Res::ORE])
|
|
}
|
|
if(level >= 3) //mercury, sulfur, crystal, gems
|
|
{
|
|
FILL_FIELD(mercSulfCrystGems, g->second.resources[Res::MERCURY] + g->second.resources[Res::SULFUR] + g->second.resources[Res::CRYSTAL] + g->second.resources[Res::GEMS])
|
|
}
|
|
if(level >= 4) //obelisks found
|
|
{
|
|
//TODO
|
|
}
|
|
if(level >= 5) //artifacts
|
|
{
|
|
FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))
|
|
}
|
|
if(level >= 6) //army strength
|
|
{
|
|
//TODO
|
|
}
|
|
if(level >= 7) //income
|
|
{
|
|
//TODO
|
|
}
|
|
if(level >= 8) //best hero's stats
|
|
{
|
|
//already set in lvl 1 handling
|
|
}
|
|
if(level >= 9) //personality
|
|
{
|
|
for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
|
|
{
|
|
if(g->second.color == 255) //do nothing for neutral player
|
|
continue;
|
|
if(g->second.human)
|
|
{
|
|
tgi.personality[g->second.color] = -1;
|
|
}
|
|
else //AI
|
|
{
|
|
tgi.personality[g->second.color] = map->players[g->second.color].AITactic;
|
|
}
|
|
|
|
}
|
|
}
|
|
if(level >= 10) //best creature
|
|
{
|
|
//best creatures belonging to player (highest AI value)
|
|
for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
|
|
{
|
|
if(g->second.color == 255) //do nothing for neutral player
|
|
continue;
|
|
int bestCre = -1; //best creature's ID
|
|
for(int b=0; b<g->second.heroes.size(); ++b)
|
|
{
|
|
for(TSlots::const_iterator it = g->second.heroes[b]->Slots().begin(); it != g->second.heroes[b]->Slots().end(); ++it)
|
|
{
|
|
int toCmp = it->second->type->idNumber; //ID of creature we should compare with the best one
|
|
if(bestCre == -1 || VLC->creh->creatures[bestCre]->AIValue < VLC->creh->creatures[toCmp]->AIValue)
|
|
{
|
|
bestCre = toCmp;
|
|
}
|
|
}
|
|
}
|
|
tgi.bestCreature[g->second.color] = bestCre;
|
|
}
|
|
}
|
|
|
|
#undef FILL_FIELD
|
|
}
|
|
|
|
int CGameState::lossCheck( ui8 player ) const
|
|
{
|
|
const PlayerState *p = CGameInfoCallback::getPlayer(player);
|
|
//if(map->lossCondition.typeOfLossCon == lossStandard)
|
|
if(checkForStandardLoss(player))
|
|
return -1;
|
|
|
|
if (p->enteredLosingCheatCode)
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
if(p->human) //special loss condition applies only to human player
|
|
{
|
|
switch(map->lossCondition.typeOfLossCon)
|
|
{
|
|
case ELossConditionType::LOSSCASTLE:
|
|
{
|
|
const CGTownInstance *t = dynamic_cast<const CGTownInstance *>(map->lossCondition.obj);
|
|
assert(t);
|
|
if(t->tempOwner != player)
|
|
return 1;
|
|
}
|
|
break;
|
|
case ELossConditionType::LOSSHERO:
|
|
{
|
|
const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(map->lossCondition.obj);
|
|
assert(h);
|
|
if(h->tempOwner != player)
|
|
return 1;
|
|
}
|
|
break;
|
|
case ELossConditionType::TIMEEXPIRES:
|
|
if(map->lossCondition.timeLimit < day)
|
|
return 1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(!p->towns.size() && p->daysWithoutCastle >= 7)
|
|
return 2;
|
|
|
|
return false;
|
|
}
|
|
|
|
bmap<ui32, ConstTransitivePtr<CGHeroInstance> > CGameState::unusedHeroesFromPool()
|
|
{
|
|
bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = hpool.heroesPool;
|
|
for ( std::map<ui8, PlayerState>::iterator i = players.begin() ; i != players.end();i++)
|
|
for(std::vector< ConstTransitivePtr<CGHeroInstance> >::iterator j = i->second.availableHeroes.begin(); j != i->second.availableHeroes.end(); j++)
|
|
if(*j)
|
|
pool.erase((**j).subID);
|
|
|
|
return pool;
|
|
}
|
|
|
|
void CGameState::buildBonusSystemTree()
|
|
{
|
|
buildGlobalTeamPlayerTree();
|
|
attachArmedObjects();
|
|
|
|
BOOST_FOREACH(CGTownInstance *t, map->towns)
|
|
{
|
|
t->deserializationFix();
|
|
}
|
|
// CStackInstance <-> CCreature, CStackInstance <-> CArmedInstance, CArtifactInstance <-> CArtifact
|
|
// are provided on initializing / deserializing
|
|
}
|
|
|
|
void CGameState::deserializationFix()
|
|
{
|
|
buildGlobalTeamPlayerTree();
|
|
attachArmedObjects();
|
|
}
|
|
|
|
void CGameState::buildGlobalTeamPlayerTree()
|
|
{
|
|
for(std::map<ui8, TeamState>::iterator k=teams.begin(); k!=teams.end(); ++k)
|
|
{
|
|
TeamState *t = &k->second;
|
|
t->attachTo(&globalEffects);
|
|
|
|
BOOST_FOREACH(ui8 teamMember, k->second.players)
|
|
{
|
|
PlayerState *p = getPlayer(teamMember);
|
|
assert(p);
|
|
p->attachTo(t);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameState::attachArmedObjects()
|
|
{
|
|
BOOST_FOREACH(CGObjectInstance *obj, map->objects)
|
|
{
|
|
if(CArmedInstance *armed = dynamic_cast<CArmedInstance*>(obj))
|
|
armed->whatShouldBeAttached()->attachTo(armed->whereShouldBeAttached(this));
|
|
}
|
|
}
|
|
|
|
void CGameState::giveHeroArtifact(CGHeroInstance *h, int aid)
|
|
{
|
|
CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object
|
|
CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
|
|
map->addNewArtifactInstance(ai);
|
|
ai->putAt(ArtifactLocation(h, ai->firstAvailableSlot(h)));
|
|
}
|
|
|
|
int3 CPath::startPos() const
|
|
{
|
|
return nodes[nodes.size()-1].coord;
|
|
}
|
|
void CPath::convert(ui8 mode) //mode=0 -> from 'manifest' to 'object'
|
|
{
|
|
if (mode==0)
|
|
{
|
|
for (ui32 i=0;i<nodes.size();i++)
|
|
{
|
|
nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
|
|
}
|
|
}
|
|
}
|
|
|
|
int3 CPath::endPos() const
|
|
{
|
|
return nodes[0].coord;
|
|
}
|
|
|
|
CGPathNode::CGPathNode()
|
|
:coord(-1,-1,-1)
|
|
{
|
|
accessible = 0;
|
|
land = 0;
|
|
moveRemains = 0;
|
|
turns = 255;
|
|
theNodeBefore = NULL;
|
|
}
|
|
|
|
bool CGPathNode::reachable() const
|
|
{
|
|
return turns < 255;
|
|
}
|
|
|
|
bool CPathsInfo::getPath( const int3 &dst, CGPath &out )
|
|
{
|
|
assert(isValid);
|
|
|
|
out.nodes.clear();
|
|
const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
|
|
if(!curnode->theNodeBefore)
|
|
return false;
|
|
|
|
|
|
while(curnode)
|
|
{
|
|
CGPathNode cpn = *curnode;
|
|
curnode = curnode->theNodeBefore;
|
|
out.nodes.push_back(cpn);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
CPathsInfo::CPathsInfo( const int3 &Sizes )
|
|
:sizes(Sizes)
|
|
{
|
|
hero = NULL;
|
|
nodes = new CGPathNode**[sizes.x];
|
|
for(int i = 0; i < sizes.x; i++)
|
|
{
|
|
nodes[i] = new CGPathNode*[sizes.y];
|
|
for (int j = 0; j < sizes.y; j++)
|
|
{
|
|
nodes[i][j] = new CGPathNode[sizes.z];
|
|
}
|
|
}
|
|
}
|
|
|
|
CPathsInfo::~CPathsInfo()
|
|
{
|
|
for(int i = 0; i < sizes.x; i++)
|
|
{
|
|
for (int j = 0; j < sizes.y; j++)
|
|
{
|
|
delete [] nodes[i][j];
|
|
}
|
|
delete [] nodes[i];
|
|
}
|
|
delete [] nodes;
|
|
}
|
|
|
|
int3 CGPath::startPos() const
|
|
{
|
|
return nodes[nodes.size()-1].coord;
|
|
}
|
|
|
|
int3 CGPath::endPos() const
|
|
{
|
|
return nodes[0].coord;
|
|
}
|
|
|
|
void CGPath::convert( ui8 mode )
|
|
{
|
|
if(mode==0)
|
|
{
|
|
for(ui32 i=0;i<nodes.size();i++)
|
|
{
|
|
nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
|
|
}
|
|
}
|
|
}
|
|
|
|
PlayerState::PlayerState()
|
|
: color(-1), currentSelection(0xffffffff), enteredWinningCheatCode(0),
|
|
enteredLosingCheatCode(0), status(INGAME), daysWithoutCastle(0)
|
|
{
|
|
setNodeType(PLAYER);
|
|
}
|
|
|
|
std::string PlayerState::nodeName() const
|
|
{
|
|
return "Player " + (color < VLC->generaltexth->capColors.size() ? VLC->generaltexth->capColors[color] : boost::lexical_cast<std::string>(color));
|
|
}
|
|
|
|
// void PlayerState::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
|
|
// {
|
|
// return; //no loops possible
|
|
// }
|
|
//
|
|
// void PlayerState::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
|
|
// {
|
|
// for (std::vector<CGHeroInstance *>::const_iterator it = heroes.begin(); it != heroes.end(); it++)
|
|
// {
|
|
// if (*it != root)
|
|
// (*it)->getBonuses(out, selector, this);
|
|
// }
|
|
// }
|
|
|
|
InfoAboutHero::InfoAboutHero()
|
|
{
|
|
details = NULL;
|
|
hclass = NULL;
|
|
portrait = -1;
|
|
}
|
|
|
|
InfoAboutHero::InfoAboutHero( const InfoAboutHero & iah )
|
|
{
|
|
assign(iah);
|
|
}
|
|
|
|
InfoAboutHero::~InfoAboutHero()
|
|
{
|
|
delete details;
|
|
}
|
|
|
|
void InfoAboutHero::initFromHero( const CGHeroInstance *h, bool detailed )
|
|
{
|
|
if(!h) return;
|
|
|
|
owner = h->tempOwner;
|
|
hclass = h->type->heroClass;
|
|
name = h->name;
|
|
portrait = h->portrait;
|
|
army = ArmyDescriptor(h, detailed);
|
|
|
|
if(detailed)
|
|
{
|
|
//include details about hero
|
|
details = new Details;
|
|
details->luck = h->LuckVal();
|
|
details->morale = h->MoraleVal();
|
|
details->mana = h->mana;
|
|
details->primskills.resize(GameConstants::PRIMARY_SKILLS);
|
|
|
|
for (int i = 0; i < GameConstants::PRIMARY_SKILLS ; i++)
|
|
{
|
|
details->primskills[i] = h->getPrimSkillLevel(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
void InfoAboutHero::assign( const InfoAboutHero & iah )
|
|
{
|
|
army = iah.army;
|
|
details = (iah.details ? new Details(*iah.details) : NULL);
|
|
hclass = iah.hclass;
|
|
name = iah.name;
|
|
owner = iah.owner;
|
|
portrait = iah.portrait;
|
|
}
|
|
|
|
InfoAboutHero & InfoAboutHero::operator=( const InfoAboutHero & iah )
|
|
{
|
|
assign(iah);
|
|
return *this;
|
|
}
|
|
|
|
|
|
|
|
ArmyDescriptor::ArmyDescriptor(const CArmedInstance *army, bool detailed) : isDetailed(detailed)
|
|
{
|
|
for(TSlots::const_iterator i = army->Slots().begin(); i != army->Slots().end(); i++)
|
|
{
|
|
if(detailed)
|
|
(*this)[i->first] = *i->second;
|
|
else
|
|
(*this)[i->first] = CStackBasicDescriptor(i->second->type, i->second->getQuantityID());
|
|
}
|
|
}
|
|
|
|
ArmyDescriptor::ArmyDescriptor() : isDetailed(true)
|
|
{
|
|
|
|
}
|
|
|
|
int ArmyDescriptor::getStrength() const
|
|
{
|
|
ui64 ret = 0;
|
|
if(isDetailed)
|
|
{
|
|
for(const_iterator i = begin(); i != end(); i++)
|
|
ret += i->second.type->AIValue * i->second.count;
|
|
}
|
|
else
|
|
{
|
|
for(const_iterator i = begin(); i != end(); i++)
|
|
ret += i->second.type->AIValue * CCreature::estimateCreatureCount(i->second.count);
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
DuelParameters::SideSettings::StackSettings::StackSettings()
|
|
: type(-1), count(0)
|
|
{
|
|
}
|
|
|
|
DuelParameters::SideSettings::StackSettings::StackSettings(si32 Type, si32 Count)
|
|
: type(Type), count(Count)
|
|
{
|
|
}
|
|
|
|
DuelParameters::SideSettings::SideSettings()
|
|
{
|
|
heroId = -1;
|
|
}
|
|
|
|
DuelParameters::DuelParameters()
|
|
{
|
|
terType = TerrainTile::dirt;
|
|
bfieldType = 15;
|
|
}
|
|
|
|
TeamState::TeamState()
|
|
{
|
|
setNodeType(TEAM);
|
|
}
|
|
|
|
void CPathfinder::initializeGraph()
|
|
{
|
|
CGPathNode ***graph = out.nodes;
|
|
for(size_t i=0; i < out.sizes.x; ++i)
|
|
{
|
|
for(size_t j=0; j < out.sizes.y; ++j)
|
|
{
|
|
for(size_t k=0; k < out.sizes.z; ++k)
|
|
{
|
|
curPos = int3(i,j,k);
|
|
const TerrainTile *tinfo = &gs->map->terrain[i][j][k];
|
|
CGPathNode &node = graph[i][j][k];
|
|
node.accessible = evaluateAccessibility(tinfo);
|
|
node.turns = 0xff;
|
|
node.moveRemains = 0;
|
|
node.coord.x = i;
|
|
node.coord.y = j;
|
|
node.coord.z = k;
|
|
node.land = tinfo->tertype != TerrainTile::water;
|
|
node.theNodeBefore = NULL;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/)
|
|
{
|
|
assert(hero);
|
|
assert(hero == getHero(hero->id));
|
|
if(src.x < 0)
|
|
src = hero->getPosition(false);
|
|
if(movement < 0)
|
|
movement = hero->movement;
|
|
|
|
out.hero = hero;
|
|
out.hpos = src;
|
|
|
|
if(!gs->map->isInTheMap(src)/* || !gs->map->isInTheMap(dest)*/) //check input
|
|
{
|
|
tlog1 << "CGameState::calculatePaths: Hero outside the gs->map? How dare you...\n";
|
|
return;
|
|
}
|
|
|
|
initializeGraph();
|
|
|
|
|
|
//initial tile - set cost on 0 and add to the queue
|
|
CGPathNode &initialNode = *getNode(src);
|
|
initialNode.turns = 0;
|
|
initialNode.moveRemains = movement;
|
|
mq.push_back(&initialNode);
|
|
|
|
std::vector<int3> neighbours;
|
|
neighbours.reserve(16);
|
|
while(!mq.empty())
|
|
{
|
|
cp = mq.front();
|
|
mq.pop_front();
|
|
|
|
const int3 sourceGuardPosition = guardingCreaturePosition(cp->coord);
|
|
bool guardedSource = (sourceGuardPosition != int3(-1, -1, -1) && cp->coord != src);
|
|
ct = &gs->map->getTile(cp->coord);
|
|
|
|
int movement = cp->moveRemains, turn = cp->turns;
|
|
if(!movement)
|
|
{
|
|
movement = hero->maxMovePoints(cp->land);
|
|
turn++;
|
|
}
|
|
|
|
|
|
//add accessible neighbouring nodes to the queue
|
|
neighbours.clear();
|
|
|
|
//handling subterranean gate => it's exit is the only neighbour
|
|
bool subterraneanEntry = (ct->topVisitableID() == GameConstants::SUBTERRANEAN_GATE_TYPE && useSubterraneanGates);
|
|
if(subterraneanEntry)
|
|
{
|
|
//try finding the exit gate
|
|
if(const CGObjectInstance *outGate = getObj(CGTeleport::getMatchingGate(ct->visitableObjects.back()->id), false))
|
|
{
|
|
const int3 outPos = outGate->visitablePos();
|
|
//gs->getNeighbours(*getTile(outPos), outPos, neighbours, boost::logic::indeterminate, !cp->land);
|
|
neighbours.push_back(outPos);
|
|
}
|
|
else
|
|
{
|
|
//gate with no exit (blocked) -> do nothing with this node
|
|
continue;
|
|
}
|
|
}
|
|
|
|
gs->getNeighbours(*ct, cp->coord, neighbours, boost::logic::indeterminate, !cp->land);
|
|
|
|
for(ui32 i=0; i < neighbours.size(); i++)
|
|
{
|
|
const int3 &n = neighbours[i]; //current neighbor
|
|
dp = getNode(n);
|
|
dt = &gs->map->getTile(n);
|
|
destTopVisObjID = dt->topVisitableID();
|
|
|
|
useEmbarkCost = 0; //0 - usual movement; 1 - embark; 2 - disembark
|
|
|
|
int moveAtNextTile = movement;
|
|
int turnAtNextTile = turn;
|
|
|
|
|
|
const bool destIsGuardian = sourceGuardPosition == n;
|
|
|
|
if(!goodForLandSeaTransition())
|
|
continue;
|
|
|
|
if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED )
|
|
continue;
|
|
|
|
//special case -> hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
|
|
if(cp->accessible == CGPathNode::VISITABLE && guardedSource && cp->theNodeBefore->land && ct->topVisitableID() == GameConstants::BOATI_TYPE)
|
|
guardedSource = false;
|
|
|
|
int cost = gs->getMovementCost(hero, cp->coord, dp->coord, movement);
|
|
|
|
//special case -> moving from src Subterranean gate to dest gate -> it's free
|
|
if(subterraneanEntry && destTopVisObjID == GameConstants::SUBTERRANEAN_GATE_TYPE && cp->coord.z != dp->coord.z)
|
|
cost = 0;
|
|
|
|
int remains = movement - cost;
|
|
|
|
if(useEmbarkCost)
|
|
{
|
|
remains = hero->movementPointsAfterEmbark(movement, cost, useEmbarkCost - 1);
|
|
cost = movement - remains;
|
|
}
|
|
|
|
if(remains < 0)
|
|
{
|
|
//occurs rarely, when hero with low movepoints tries to leave the road
|
|
turnAtNextTile++;
|
|
moveAtNextTile = hero->maxMovePoints(cp->land);
|
|
cost = gs->getMovementCost(hero, cp->coord, dp->coord, moveAtNextTile); //cost must be updated, movement points changed :(
|
|
remains = moveAtNextTile - cost;
|
|
}
|
|
|
|
if((dp->turns==0xff //we haven't been here before
|
|
|| dp->turns > turnAtNextTile
|
|
|| (dp->turns >= turnAtNextTile && dp->moveRemains < remains)) //this route is faster
|
|
&& (!guardedSource || destIsGuardian)) // Can step into tile of guard
|
|
{
|
|
|
|
assert(dp != cp->theNodeBefore); //two tiles can't point to each other
|
|
dp->moveRemains = remains;
|
|
dp->turns = turnAtNextTile;
|
|
dp->theNodeBefore = cp;
|
|
|
|
const bool guardedDst = guardingCreaturePosition(dp->coord) != int3(-1, -1, -1)
|
|
&& dp->accessible == CGPathNode::BLOCKVIS;
|
|
|
|
if (dp->accessible == CGPathNode::ACCESSIBLE
|
|
|| (useEmbarkCost && allowEmbarkAndDisembark)
|
|
|| destTopVisObjID == GameConstants::SUBTERRANEAN_GATE_TYPE
|
|
|| (guardedDst && !guardedSource)) // Can step into a hostile tile once.
|
|
{
|
|
mq.push_back(dp);
|
|
}
|
|
}
|
|
} //neighbours loop
|
|
} //queue loop
|
|
|
|
out.isValid = true;
|
|
}
|
|
|
|
CGPathNode *CPathfinder::getNode(const int3 &coord)
|
|
{
|
|
return &out.nodes[coord.x][coord.y][coord.z];
|
|
}
|
|
|
|
bool CPathfinder::canMoveBetween(const int3 &a, const int3 &b) const
|
|
{
|
|
return gs->checkForVisitableDir(a, b) && gs->checkForVisitableDir(b, a);
|
|
}
|
|
|
|
bool CPathfinder::canStepOntoDst() const
|
|
{
|
|
//TODO remove
|
|
assert(0);
|
|
return false;
|
|
}
|
|
|
|
CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const TerrainTile *tinfo) const
|
|
{
|
|
CGPathNode::EAccessibility ret = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);
|
|
|
|
|
|
if(tinfo->tertype == TerrainTile::rock || !FoW[curPos.x][curPos.y][curPos.z])
|
|
return CGPathNode::BLOCKED;
|
|
|
|
if(tinfo->visitable)
|
|
{
|
|
if(tinfo->visitableObjects.front()->ID == 80 && tinfo->visitableObjects.back()->ID == GameConstants::HEROI_TYPE && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner) //non-owned hero stands on Sanctuary
|
|
{
|
|
return CGPathNode::BLOCKED;
|
|
}
|
|
else
|
|
{
|
|
BOOST_FOREACH(const CGObjectInstance *obj, tinfo->visitableObjects)
|
|
{
|
|
if(obj->getPassableness() & 1<<hero->tempOwner) //special object instance specific passableness flag - overwrites other accessibility flags
|
|
{
|
|
ret = CGPathNode::ACCESSIBLE;
|
|
}
|
|
else if(obj->blockVisit)
|
|
{
|
|
return CGPathNode::BLOCKVIS;
|
|
}
|
|
else if(obj->ID != GameConstants::EVENTI_TYPE) //pathfinder should ignore placed events
|
|
{
|
|
ret = CGPathNode::VISITABLE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (gs->map->isInTheMap(guardingCreaturePosition(curPos))
|
|
&& !tinfo->blocked)
|
|
{
|
|
// Monster close by; blocked visit for battle.
|
|
return CGPathNode::BLOCKVIS;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool CPathfinder::goodForLandSeaTransition()
|
|
{
|
|
if(cp->land != dp->land) //hero can traverse land<->sea only in special circumstances
|
|
{
|
|
if(cp->land) //from land to sea -> embark or assault hero on boat
|
|
{
|
|
if(dp->accessible == CGPathNode::ACCESSIBLE || destTopVisObjID < 0) //cannot enter empty water tile from land -> it has to be visitable
|
|
return false;
|
|
if(destTopVisObjID != GameConstants::HEROI_TYPE && destTopVisObjID != GameConstants::BOATI_TYPE) //only boat or hero can be accessed from land
|
|
return false;
|
|
if(destTopVisObjID == GameConstants::BOATI_TYPE)
|
|
useEmbarkCost = 1;
|
|
}
|
|
else //disembark
|
|
{
|
|
//can disembark only on coastal tiles
|
|
if(!dt->isCoastal())
|
|
return false;
|
|
|
|
//tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast
|
|
if( (dp->accessible != CGPathNode::ACCESSIBLE && (dp->accessible != CGPathNode::BLOCKVIS || dt->blocked))
|
|
|| dt->visitable) //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate
|
|
return false;;
|
|
|
|
useEmbarkCost = 2;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero) : CGameInfoCallback(_gs, -1), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap)
|
|
{
|
|
useSubterraneanGates = true;
|
|
allowEmbarkAndDisembark = true;
|
|
}
|