mirror of
https://github.com/vcmi/vcmi.git
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6e02c1c5db
* recruiting creatures
1000 lines
29 KiB
C++
1000 lines
29 KiB
C++
#define VCMI_DLL
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#include <algorithm>
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#include <queue>
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#include <fstream>
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#include "CGameState.h"
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#include <boost/random/linear_congruential.hpp>
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#include "hch/CDefObjInfoHandler.h"
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#include "hch/CArtHandler.h"
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#include "hch/CTownHandler.h"
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#include "hch/CHeroHandler.h"
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#include "hch/CObjectHandler.h"
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#include "hch/CCreatureHandler.h"
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#include "lib/VCMI_Lib.h"
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#include "map.h"
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#include "StartInfo.h"
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#include "lib/NetPacks.h"
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#include <boost/foreach.hpp>
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#include <boost/thread.hpp>
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#include <boost/thread/shared_mutex.hpp>
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boost::rand48 ran;
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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 34: //hero
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{
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CGHeroInstance * nobj;
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nobj = new CGHeroInstance();
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nobj->pos = pos;
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nobj->tempOwner = owner;
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nobj->defInfo = new CGDefInfo();
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nobj->defInfo->id = 34;
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nobj->defInfo->subid = subid;
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nobj->defInfo->printPriority = 0;
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nobj->type = VLC->heroh->heroes[subid];
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for(int i=0;i<6;i++)
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{
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nobj->defInfo->blockMap[i]=255;
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nobj->defInfo->visitMap[i]=0;
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}
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nobj->ID = id;
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nobj->subID = subid;
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nobj->defInfo->handler=NULL;
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nobj->defInfo->blockMap[5] = 253;
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nobj->defInfo->visitMap[5] = 2;
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nobj->artifacts.resize(20);
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nobj->artifWorn[16] = 3;
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nobj->portrait = subid;
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nobj->primSkills.resize(4);
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nobj->primSkills[0] = nobj->type->heroClass->initialAttack;
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nobj->primSkills[1] = nobj->type->heroClass->initialDefence;
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nobj->primSkills[2] = nobj->type->heroClass->initialPower;
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nobj->primSkills[3] = nobj->type->heroClass->initialKnowledge;
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nobj->mana = 10 * nobj->primSkills[3];
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return nobj;
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}
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case 98: //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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std::cout <<"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->info = NULL;
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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==34 || nobj->ID==98)
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return nobj;
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nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
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//if(!nobj->defInfo->handler)
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//{
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// nobj->defInfo->handler = CDefHandler::giveDef(nobj->defInfo->name);
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// nobj->defInfo->width = nobj->defInfo->handler->ourImages[0].bitmap->w/32;
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// nobj->defInfo->height = nobj->defInfo->handler->ourImages[0].bitmap->h/32;
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//}
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return nobj;
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}
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CStack * BattleInfo::getStack(int stackID)
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{
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for(int g=0; g<stacks.size(); ++g)
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{
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if(stacks[g]->ID == stackID)
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return stacks[g];
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}
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return NULL;
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}
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CStack * BattleInfo::getStackT(int tileID)
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{
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for(int g=0; g<stacks.size(); ++g)
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{
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if(stacks[g]->position == tileID
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|| (stacks[g]->creature->isDoubleWide() && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
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|| (stacks[g]->creature->isDoubleWide() && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))
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{
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if(stacks[g]->alive)
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{
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return stacks[g];
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}
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}
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}
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return NULL;
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}
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void BattleInfo::getAccessibilityMap(bool *accessibility, int stackToOmmit)
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{
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memset(accessibility,1,187); //initialize array with trues
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for(int g=0; g<stacks.size(); ++g)
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{
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if(!stacks[g]->alive || stacks[g]->ID==stackToOmmit) //we don't want to lock position of this stack
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continue;
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accessibility[stacks[g]->position] = false;
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if(stacks[g]->creature->isDoubleWide()) //if it's a double hex creature
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{
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if(stacks[g]->attackerOwned)
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accessibility[stacks[g]->position-1] = false;
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else
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accessibility[stacks[g]->position+1] = false;
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}
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}
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//TODO: obstacles
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}
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void BattleInfo::getAccessibilityMapForTwoHex(bool *accessibility, bool atackerSide, int stackToOmmit) //send pointer to at least 187 allocated bytes
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{
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bool mac[187];
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getAccessibilityMap(mac,stackToOmmit);
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memcpy(accessibility,mac,187);
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for(int b=0; b<187; ++b)
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{
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if( mac[b] && !(atackerSide ? mac[b-1] : mac[b+1]))
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{
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accessibility[b] = false;
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}
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}
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//removing accessibility for side hexes
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for(int v=0; v<187; ++v)
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if(atackerSide ? (v%17)==1 : (v%17)==15)
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accessibility[v] = false;
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}
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void BattleInfo::makeBFS(int start, bool*accessibility, int *predecessor, int *dists) //both pointers must point to the at least 187-elements int arrays
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{
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//inits
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for(int b=0; b<187; ++b)
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predecessor[b] = -1;
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for(int g=0; g<187; ++g)
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dists[g] = 100000000;
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std::queue<int> hexq; //bfs queue
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hexq.push(start);
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dists[hexq.front()] = 0;
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int curNext = -1; //for bfs loop only (helper var)
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while(!hexq.empty()) //bfs loop
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{
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int curHex = hexq.front();
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std::vector<int> neighbours = neighbouringTiles(curHex);
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hexq.pop();
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for(int nr=0; nr<neighbours.size(); nr++)
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{
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curNext = neighbours[nr];
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if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
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continue;
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hexq.push(curNext);
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dists[curNext] = dists[curHex] + 1;
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predecessor[curNext] = curHex;
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}
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}
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};
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std::vector<int> BattleInfo::getAccessibility(int stackID)
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{
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std::vector<int> ret;
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bool ac[187];
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CStack *s = getStack(stackID);
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if(s->creature->isDoubleWide())
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getAccessibilityMapForTwoHex(ac,s->attackerOwned,stackID);
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else
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getAccessibilityMap(ac,stackID);
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int pr[187], dist[187];
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makeBFS(s->position,ac,pr,dist);
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for(int i=0;i<187;i++)
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if(dist[i] <= s->creature->speed)
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ret.push_back(i);
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return ret;
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}
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signed char BattleInfo::mutualPosition(int hex1, int hex2)
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{
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if(hex2 == hex1 - ( (hex1/17)%2 ? 18 : 17 )) //top left
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return 0;
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if(hex2 == hex1 - ( (hex1/17)%2 ? 17 : 16 )) //top right
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return 1;
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if(hex2 == hex1 - 1 && hex1%17 != 0) //left
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return 5;
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if(hex2 == hex1 + 1 && hex1%17 != 16) //right
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return 2;
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if(hex2 == hex1 + ( (hex1/17)%2 ? 16 : 17 )) //bottom left
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return 4;
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if(hex2 == hex1 + ( (hex1/17)%2 ? 17 : 18 )) //bottom right
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return 3;
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return -1;
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}
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std::vector<int> BattleInfo::neighbouringTiles(int hex)
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{
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#define CHECK_AND_PUSH(tile) {int hlp = (tile); if(hlp>=0 && hlp<187 && (hlp%17!=16) && hlp%17) ret.push_back(hlp);}
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std::vector<int> ret;
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CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 18 : 17 ));
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CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 17 : 16 ));
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CHECK_AND_PUSH(hex - 1);
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CHECK_AND_PUSH(hex + 1);
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CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 16 : 17 ));
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CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 17 : 18 ));
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#undef CHECK_AND_PUSH
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return ret;
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}
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std::vector<int> BattleInfo::getPath(int start, int dest, bool*accessibility)
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{
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int predecessor[187]; //for getting the Path
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int dist[187]; //calculated distances
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makeBFS(start,accessibility,predecessor,dist);
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//making the Path
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std::vector<int> path;
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int curElem = dest;
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while(curElem != start)
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{
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path.push_back(curElem);
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curElem = predecessor[curElem];
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}
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return path;
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}
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CStack::CStack(CCreature * C, int A, int O, int I, bool AO)
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:creature(C),amount(A),owner(O), alive(true), position(-1), ID(I), attackerOwned(AO), firstHPleft(C->hitPoints)
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{
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}
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void CGameState::applyNL(IPack * pack)
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{
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switch(pack->getType())
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{
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case 101://NewTurn
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{
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NewTurn * n = static_cast<NewTurn*>(pack);
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day = n->day;
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BOOST_FOREACH(NewTurn::Hero h, n->heroes) //give mana/movement point
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{
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static_cast<CGHeroInstance*>(map->objects[h.id])->movement = h.move;
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static_cast<CGHeroInstance*>(map->objects[h.id])->mana = h.mana;
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}
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BOOST_FOREACH(SetResources h, n->res) //give resources
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applyNL(&h);
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BOOST_FOREACH(SetAvailableCreatures h, n->cres) //set available creatures in towns
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applyNL(&h);
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if(n->resetBuilded) //reset amount of structures set in this turn in towns
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BOOST_FOREACH(CGTownInstance* t, map->towns)
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t->builded = 0;
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break;
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}
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case 102: //set resource amount
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{
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SetResource *sr = static_cast<SetResource*>(pack);
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players[sr->player].resources[sr->resid] = sr->val;
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break;
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}
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case 104:
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{
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SetResources *sr = static_cast<SetResources*>(pack);
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for(int i=0;i<sr->res.size();i++)
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players[sr->player].resources[i] = sr->res[i];
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break;
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}
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case 105:
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{
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SetPrimSkill *sr = static_cast<SetPrimSkill*>(pack);
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CGHeroInstance *hero = getHero(sr->id);
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if(sr->which <4)
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{
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if(sr->abs)
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hero->primSkills[sr->which] = sr->val;
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else
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hero->primSkills[sr->which] += sr->val;
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}
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else if(sr->which == 4) //XP
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{
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if(sr->abs)
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hero->exp = sr->val;
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else
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hero->exp += sr->val;
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}
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break;
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}
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case 500:
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{
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RemoveHero *rh = static_cast<RemoveHero*>(pack);
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CGHeroInstance *h = static_cast<CGHeroInstance*>(map->objects[rh->id]);
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std::vector<CGHeroInstance*>::iterator nitr = std::find(map->heroes.begin(), map->heroes.end(),h);
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map->heroes.erase(nitr);
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int player = h->tempOwner;
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nitr = std::find(players[player].heroes.begin(), players[player].heroes.end(), h);
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players[player].heroes.erase(nitr);
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map->objects[h->id] = NULL;
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break;
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}
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case 501://hero try-move
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{
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TryMoveHero * n = static_cast<TryMoveHero*>(pack);
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CGHeroInstance *h = static_cast<CGHeroInstance*>(map->objects[n->id]);
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h->movement = n->movePoints;
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if(n->result)
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h->pos = n->end;
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else
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h->pos = n->start;
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BOOST_FOREACH(int3 t, n->fowRevealed)
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players[h->getOwner()].fogOfWarMap[t.x][t.y][t.z] = 1;
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break;
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}
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case 502:
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{
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SetGarrisons * n = static_cast<SetGarrisons*>(pack);
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for(std::map<ui32,CCreatureSet>::iterator i = n->garrs.begin(); i!=n->garrs.end(); i++)
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static_cast<CArmedInstance*>(map->objects[i->first])->army = i->second;
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break;
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}
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case 503:
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{
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//SetStrInfo *ssi = static_cast<SetStrInfo*>(pack);
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//static_cast<CGTownInstance*>(map->objects[ssi->tid])->strInfo.creatures = ssi->cres;
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break;
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}
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case 504:
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{
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NewStructures *ns = static_cast<NewStructures*>(pack);
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CGTownInstance*t = static_cast<CGTownInstance*>(map->objects[ns->tid]);
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BOOST_FOREACH(si32 bid,ns->bid)
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t->builtBuildings.insert(bid);
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t->builded = ns->builded;
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break;
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}
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case 506:
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{
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SetAvailableCreatures *sac = static_cast<SetAvailableCreatures*>(pack);
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static_cast<CGTownInstance*>(map->objects[sac->tid])->strInfo.creatures = sac->creatures;
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break;
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}
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case 1001://set object property
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{
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SetObjectProperty *p = static_cast<SetObjectProperty*>(pack);
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int CGObjectInstance::*point;
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switch(p->what)
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{
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case 1:
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point = &CGObjectInstance::tempOwner;
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break;
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case 2:
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point = &CGObjectInstance::blockVisit;
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break;
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}
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map->objects[p->id]->*point = p->val;
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break;
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}
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case 3000:
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{
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BattleStart * bs = static_cast<BattleStart*>(pack);
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curB = bs->info;
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break;
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}
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case 3001:
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{
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BattleNextRound *ns = static_cast<BattleNextRound*>(pack);
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curB->round = ns->round;
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break;
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}
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case 3002:
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{
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BattleSetActiveStack *ns = static_cast<BattleSetActiveStack*>(pack);
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curB->activeStack = ns->stack;
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break;
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}
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case 3003:
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{
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BattleResult *br = static_cast<BattleResult*>(pack);
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//TODO: give exp, artifacts to winner, decrease armies (casualties)
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for(unsigned i=0;i<curB->stacks.size();i++)
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delete curB->stacks[i];
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delete curB;
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curB = NULL;
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break;
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}
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case 3004:
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{
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BattleStackMoved *br = static_cast<BattleStackMoved*>(pack);
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curB->getStack(br->stack)->position = br->tile;
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break;
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}
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case 3005:
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{
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BattleStackAttacked *br = static_cast<BattleStackAttacked*>(pack);
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CStack * at = curB->getStack(br->stackAttacked);
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at->amount = br->newAmount;
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at->firstHPleft = br->newHP;
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at->alive = !br->killed();
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break;
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}
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case 3006:
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{
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BattleAttack *br = static_cast<BattleAttack*>(pack);
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applyNL(&br->bsa);
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break;
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}
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}
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}
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void CGameState::apply(IPack * pack)
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{
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mx->lock();
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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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if(map->getHero(h = scenarioOps->getIthPlayersSettings(owner).hero,0) && h>=0) //we haven't used selected hero
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return h;
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int f = scenarioOps->getIthPlayersSettings(owner).castle;
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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 = scenarioOps->getIthPlayersSettings(owner).castle*HEROES_PER_TYPE*2+(ran()%(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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std::cout << "Warning: cannot find free hero - trying to get first available..."<<std::endl;
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for(int j=0; j<HEROES_PER_TYPE * 2 * 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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CGHeroInstance *CGameState::getHero(int objid)
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{
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if(objid<0 || objid>=map->objects.size())
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return NULL;
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return static_cast<CGHeroInstance *>(map->objects[objid]);
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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: //random artifact
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return std::pair<int,int>(5,(ran()%136)+7); //tylko sensowny zakres - na poczatku sa katapulty itp, na koncu specjalne i blanki
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case 66: //random treasure artifact
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return std::pair<int,int>(5,VLC->arth->treasures[ran()%VLC->arth->treasures.size()]->id);
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case 67: //random minor artifact
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return std::pair<int,int>(5,VLC->arth->minors[ran()%VLC->arth->minors.size()]->id);
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case 68: //random major artifact
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return std::pair<int,int>(5,VLC->arth->majors[ran()%VLC->arth->majors.size()]->id);
|
|
case 69: //random relic artifact
|
|
return std::pair<int,int>(5,VLC->arth->relics[ran()%VLC->arth->relics.size()]->id);
|
|
case 70: //random hero
|
|
{
|
|
return std::pair<int,int>(34,pickHero(obj->tempOwner));
|
|
}
|
|
case 71: //random monster
|
|
return std::pair<int,int>(54,ran()%(VLC->creh->creatures.size()));
|
|
case 72: //random monster lvl1
|
|
return std::pair<int,int>(54,VLC->creh->levelCreatures[1][ran()%VLC->creh->levelCreatures[1].size()]->idNumber);
|
|
case 73: //random monster lvl2
|
|
return std::pair<int,int>(54,VLC->creh->levelCreatures[2][ran()%VLC->creh->levelCreatures[2].size()]->idNumber);
|
|
case 74: //random monster lvl3
|
|
return std::pair<int,int>(54,VLC->creh->levelCreatures[3][ran()%VLC->creh->levelCreatures[3].size()]->idNumber);
|
|
case 75: //random monster lvl4
|
|
return std::pair<int,int>(54,VLC->creh->levelCreatures[4][ran()%VLC->creh->levelCreatures[4].size()]->idNumber);
|
|
case 76: //random resource
|
|
return std::pair<int,int>(79,ran()%7); //now it's OH3 style, use %8 for mithril
|
|
case 77: //random town
|
|
{
|
|
int align = ((CGTownInstance*)obj)->alignment,
|
|
f;
|
|
if(align>PLAYER_LIMIT-1)//same as owner / random
|
|
{
|
|
if(obj->tempOwner > PLAYER_LIMIT-1)
|
|
f = -1; //random
|
|
else
|
|
f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
|
|
}
|
|
else
|
|
{
|
|
f = scenarioOps->getIthPlayersSettings(align).castle;
|
|
}
|
|
if(f<0) f = ran()%VLC->townh->towns.size();
|
|
return std::pair<int,int>(98,f);
|
|
}
|
|
case 162: //random monster lvl5
|
|
return std::pair<int,int>(54,VLC->creh->levelCreatures[5][ran()%VLC->creh->levelCreatures[5].size()]->idNumber);
|
|
case 163: //random monster lvl6
|
|
return std::pair<int,int>(54,VLC->creh->levelCreatures[6][ran()%VLC->creh->levelCreatures[6].size()]->idNumber);
|
|
case 164: //random monster lvl7
|
|
return std::pair<int,int>(54,VLC->creh->levelCreatures[7][ran()%VLC->creh->levelCreatures[7].size()]->idNumber);
|
|
case 216: //random dwelling
|
|
{
|
|
int faction = ran()%F_NUMBER;
|
|
CCreGen2ObjInfo* info =(CCreGen2ObjInfo*)obj->info;
|
|
if (info->asCastle)
|
|
{
|
|
for(int i=0;i<map->objects.size();i++)
|
|
{
|
|
if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
|
|
{
|
|
randomizeObject(map->objects[i]); //we have to randomize the castle first
|
|
faction = map->objects[i]->subID;
|
|
break;
|
|
}
|
|
else if(map->objects[i]->ID==98 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
|
|
{
|
|
faction = map->objects[i]->subID;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while((!(info->castles[0]&(1<<faction))))
|
|
{
|
|
if((faction>7) && (info->castles[1]&(1<<(faction-8))))
|
|
break;
|
|
faction = ran()%F_NUMBER;
|
|
}
|
|
}
|
|
int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
|
|
int cid = VLC->townh->towns[faction].basicCreatures[level];
|
|
for(int i=0;i<VLC->objh->cregens.size();i++)
|
|
if(VLC->objh->cregens[i]==cid)
|
|
return std::pair<int,int>(17,i);
|
|
std::cout << "Cannot find a dwelling for creature "<<cid <<std::endl;
|
|
return std::pair<int,int>(17,0);
|
|
}
|
|
case 217:
|
|
{
|
|
int faction = ran()%F_NUMBER;
|
|
CCreGenObjInfo* info =(CCreGenObjInfo*)obj->info;
|
|
if (info->asCastle)
|
|
{
|
|
for(int i=0;i<map->objects.size();i++)
|
|
{
|
|
if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
|
|
{
|
|
randomizeObject(map->objects[i]); //we have to randomize the castle first
|
|
faction = map->objects[i]->subID;
|
|
break;
|
|
}
|
|
else if(map->objects[i]->ID==98 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
|
|
{
|
|
faction = map->objects[i]->subID;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while((!(info->castles[0]&(1<<faction))))
|
|
{
|
|
if((faction>7) && (info->castles[1]&(1<<(faction-8))))
|
|
break;
|
|
faction = ran()%F_NUMBER;
|
|
}
|
|
}
|
|
int cid = VLC->townh->towns[faction].basicCreatures[obj->subID];
|
|
for(int i=0;i<VLC->objh->cregens.size();i++)
|
|
if(VLC->objh->cregens[i]==cid)
|
|
return std::pair<int,int>(17,i);
|
|
std::cout << "Cannot find a dwelling for creature "<<cid <<std::endl;
|
|
return std::pair<int,int>(17,0);
|
|
}
|
|
case 218:
|
|
{
|
|
CCreGen3ObjInfo* info =(CCreGen3ObjInfo*)obj->info;
|
|
int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
|
|
int cid = VLC->townh->towns[obj->subID].basicCreatures[level];
|
|
for(int i=0;i<VLC->objh->cregens.size();i++)
|
|
if(VLC->objh->cregens[i]==cid)
|
|
return std::pair<int,int>(17,i);
|
|
std::cout << "Cannot find a dwelling for creature "<<cid <<std::endl;
|
|
return std::pair<int,int>(17,0);
|
|
}
|
|
}
|
|
return std::pair<int,int>(-1,-1);
|
|
}
|
|
void CGameState::randomizeObject(CGObjectInstance *cur)
|
|
{
|
|
std::pair<int,int> ran = pickObject(cur);
|
|
if(ran.first<0 || ran.second<0) //this is not a random object, or we couldn't find anything
|
|
{
|
|
if(cur->ID==98) //town - set def
|
|
{
|
|
CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
|
|
if(t->hasCapitol())
|
|
t->defInfo = capitols[t->subID];
|
|
else if(t->hasFort())
|
|
t->defInfo = forts[t->subID];
|
|
else
|
|
t->defInfo = villages[t->subID];
|
|
}
|
|
return;
|
|
}
|
|
else if(ran.first==34)//special code for hero
|
|
{
|
|
CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
|
|
if(!h) {std::cout<<"Wrong random hero at "<<cur->pos<<std::endl; return;}
|
|
cur->ID = ran.first;
|
|
h->portrait = cur->subID = ran.second;
|
|
h->type = VLC->heroh->heroes[ran.second];
|
|
map->heroes.push_back(h);
|
|
return; //TODO: maybe we should do something with definfo?
|
|
}
|
|
else if(ran.first==98)//special code for town
|
|
{
|
|
CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
|
|
if(!t) {std::cout<<"Wrong random town at "<<cur->pos<<std::endl; return;}
|
|
cur->ID = ran.first;
|
|
cur->subID = ran.second;
|
|
t->town = &VLC->townh->towns[ran.second];
|
|
if(t->hasCapitol())
|
|
t->defInfo = capitols[t->subID];
|
|
else if(t->hasFort())
|
|
t->defInfo = forts[t->subID];
|
|
else
|
|
t->defInfo = villages[t->subID];
|
|
map->towns.push_back(t);
|
|
return;
|
|
}
|
|
//we have to replace normal random object
|
|
cur->ID = ran.first;
|
|
cur->subID = ran.second;
|
|
map->defs.insert(cur->defInfo = VLC->dobjinfo->gobjs[ran.first][ran.second]);
|
|
if(!cur->defInfo)
|
|
{
|
|
std::cout<<"Missing def declaration for "<<cur->ID<<" "<<cur->subID<<std::endl;
|
|
return;
|
|
}
|
|
}
|
|
|
|
int CGameState::getDate(int mode) const
|
|
{
|
|
int temp;
|
|
switch (mode)
|
|
{
|
|
case 0:
|
|
return day;
|
|
break;
|
|
case 1:
|
|
temp = (day)%7;
|
|
if (temp)
|
|
return temp;
|
|
else return 7;
|
|
break;
|
|
case 2:
|
|
temp = ((day-1)/7)+1;
|
|
if (!(temp%4))
|
|
return 4;
|
|
else
|
|
return (temp%4);
|
|
break;
|
|
case 3:
|
|
return ((day-1)/28)+1;
|
|
break;
|
|
}
|
|
return 0;
|
|
}
|
|
CGameState::CGameState()
|
|
{
|
|
mx = new boost::shared_mutex();
|
|
}
|
|
CGameState::~CGameState()
|
|
{
|
|
delete mx;
|
|
}
|
|
void CGameState::init(StartInfo * si, Mapa * map, int Seed)
|
|
{
|
|
day = 0;
|
|
seed = Seed;
|
|
ran.seed((boost::int32_t)seed);
|
|
scenarioOps = si;
|
|
this->map = map;
|
|
|
|
for(int i=0;i<F_NUMBER;i++)
|
|
{
|
|
villages[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
|
|
forts[i] = VLC->dobjinfo->castles[i];
|
|
capitols[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
|
|
}
|
|
|
|
//picking random factions for players
|
|
for(int i=0;i<scenarioOps->playerInfos.size();i++)
|
|
{
|
|
if(scenarioOps->playerInfos[i].castle==-1)
|
|
{
|
|
int f;
|
|
do
|
|
{
|
|
f = ran()%F_NUMBER;
|
|
}while(!(map->players[scenarioOps->playerInfos[i].color].allowedFactions & 1<<f));
|
|
scenarioOps->playerInfos[i].castle = f;
|
|
}
|
|
}
|
|
//randomizing objects
|
|
for(int no=0; no<map->objects.size(); ++no)
|
|
{
|
|
randomizeObject(map->objects[no]);
|
|
if(map->objects[no]->ID==26)
|
|
map->objects[no]->defInfo->handler=NULL;
|
|
map->objects[no]->hoverName = VLC->objh->names[map->objects[no]->ID];
|
|
}
|
|
//std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
|
|
|
|
//giving starting hero
|
|
for(int i=0;i<PLAYER_LIMIT;i++)
|
|
{
|
|
if((map->players[i].generateHeroAtMainTown && map->players[i].hasMainTown) || (map->players[i].hasMainTown && map->version==RoE))
|
|
{
|
|
int3 hpos = map->players[i].posOfMainTown;
|
|
hpos.x+=1;// hpos.y+=1;
|
|
int j;
|
|
for(j=0; j<scenarioOps->playerInfos.size(); j++)
|
|
if(scenarioOps->playerInfos[j].color == i)
|
|
break;
|
|
if(j == scenarioOps->playerInfos.size())
|
|
continue;
|
|
int h=pickHero(i);
|
|
CGHeroInstance * nnn = static_cast<CGHeroInstance*>(createObject(34,h,hpos,i));
|
|
nnn->id = map->objects.size();
|
|
//nnn->defInfo->handler = graphics->flags1[0];
|
|
map->heroes.push_back(nnn);
|
|
map->objects.push_back(nnn);
|
|
}
|
|
}
|
|
//std::cout<<"\tGiving starting heroes: "<<th.getDif()<<std::endl;
|
|
|
|
/*********creating players entries in gs****************************************/
|
|
for (int i=0; i<scenarioOps->playerInfos.size();i++)
|
|
{
|
|
std::pair<int,PlayerState> ins(scenarioOps->playerInfos[i].color,PlayerState());
|
|
ins.second.color=ins.first;
|
|
ins.second.serial=i;
|
|
players.insert(ins);
|
|
}
|
|
/******************RESOURCES****************************************************/
|
|
//TODO: zeby komputer dostawal inaczej niz gracz
|
|
std::vector<int> startres;
|
|
std::ifstream tis("config/startres.txt");
|
|
int k;
|
|
for (int j=0;j<scenarioOps->difficulty;j++)
|
|
{
|
|
tis >> k;
|
|
for (int z=0;z<RESOURCE_QUANTITY;z++)
|
|
tis>>k;
|
|
}
|
|
tis >> k;
|
|
for (int i=0;i<RESOURCE_QUANTITY;i++)
|
|
{
|
|
tis >> k;
|
|
startres.push_back(k);
|
|
}
|
|
tis.close();
|
|
for (std::map<ui8,PlayerState>::iterator i = players.begin(); i!=players.end(); i++)
|
|
{
|
|
(*i).second.resources.resize(RESOURCE_QUANTITY);
|
|
for (int x=0;x<RESOURCE_QUANTITY;x++)
|
|
(*i).second.resources[x] = startres[x];
|
|
|
|
}
|
|
|
|
/*************************HEROES************************************************/
|
|
for (int i=0; i<map->heroes.size();i++) //heroes instances
|
|
{
|
|
if (map->heroes[i]->getOwner()<0)
|
|
continue;
|
|
CGHeroInstance * vhi = (map->heroes[i]);
|
|
if(!vhi->type)
|
|
vhi->type = VLC->heroh->heroes[vhi->subID];
|
|
//vhi->subID = vhi->type->ID;
|
|
if (vhi->level<1)
|
|
{
|
|
vhi->exp=40+ran()%50;
|
|
vhi->level = 1;
|
|
}
|
|
if (vhi->level>1) ;//TODO dodac um dr, ale potrzebne los
|
|
if ((!vhi->primSkills.size()) || (vhi->primSkills[0]<0))
|
|
{
|
|
if (vhi->primSkills.size()<PRIMARY_SKILLS)
|
|
vhi->primSkills.resize(PRIMARY_SKILLS);
|
|
vhi->primSkills[0] = vhi->type->heroClass->initialAttack;
|
|
vhi->primSkills[1] = vhi->type->heroClass->initialDefence;
|
|
vhi->primSkills[2] = vhi->type->heroClass->initialPower;
|
|
vhi->primSkills[3] = vhi->type->heroClass->initialKnowledge;
|
|
}
|
|
vhi->mana = vhi->primSkills[3]*10;
|
|
if (!vhi->name.length())
|
|
{
|
|
vhi->name = vhi->type->name;
|
|
}
|
|
if (!vhi->biography.length())
|
|
{
|
|
vhi->biography = vhi->type->biography;
|
|
}
|
|
if (vhi->portrait < 0)
|
|
vhi->portrait = vhi->type->ID;
|
|
|
|
//initial army
|
|
if (!vhi->army.slots.size()) //standard army
|
|
{
|
|
int pom, pom2=0;
|
|
for(int x=0;x<3;x++)
|
|
{
|
|
pom = (VLC->creh->nameToID[vhi->type->refTypeStack[x]]);
|
|
if(pom>=145 && pom<=149) //war machine
|
|
{
|
|
pom2++;
|
|
switch (pom)
|
|
{
|
|
case 145: //catapult
|
|
vhi->artifWorn[16] = 3;
|
|
break;
|
|
default:
|
|
pom-=145;
|
|
vhi->artifWorn[13+pom] = 4+pom;
|
|
break;
|
|
}
|
|
continue;
|
|
}
|
|
vhi->army.slots[x-pom2].first = pom;
|
|
if((pom = (vhi->type->highStack[x]-vhi->type->lowStack[x])) > 0)
|
|
vhi->army.slots[x-pom2].second = (ran()%pom)+vhi->type->lowStack[x];
|
|
else
|
|
vhi->army.slots[x-pom2].second = +vhi->type->lowStack[x];
|
|
}
|
|
}
|
|
|
|
players[vhi->getOwner()].heroes.push_back(vhi);
|
|
|
|
}
|
|
/*************************FOG**OF**WAR******************************************/
|
|
for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
|
|
{
|
|
k->second.fogOfWarMap.resize(map->width);
|
|
for(int g=0; g<map->width; ++g)
|
|
k->second.fogOfWarMap[g].resize(map->height);
|
|
|
|
for(int g=-0; g<map->width; ++g)
|
|
for(int h=0; h<map->height; ++h)
|
|
k->second.fogOfWarMap[g][h].resize(map->twoLevel+1, 0);
|
|
|
|
for(int g=0; g<map->width; ++g)
|
|
for(int h=0; h<map->height; ++h)
|
|
for(int v=0; v<map->twoLevel+1; ++v)
|
|
k->second.fogOfWarMap[g][h][v] = 0;
|
|
for(int xd=0; xd<map->width; ++xd) //revealing part of map around heroes
|
|
{
|
|
for(int yd=0; yd<map->height; ++yd)
|
|
{
|
|
for(int ch=0; ch<k->second.heroes.size(); ++ch)
|
|
{
|
|
int deltaX = (k->second.heroes[ch]->getPosition(false).x-xd)*(k->second.heroes[ch]->getPosition(false).x-xd);
|
|
int deltaY = (k->second.heroes[ch]->getPosition(false).y-yd)*(k->second.heroes[ch]->getPosition(false).y-yd);
|
|
if(deltaX+deltaY<k->second.heroes[ch]->getSightDistance()*k->second.heroes[ch]->getSightDistance())
|
|
k->second.fogOfWarMap[xd][yd][k->second.heroes[ch]->getPosition(false).z] = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
/****************************TOWNS************************************************/
|
|
for (int i=0;i<map->towns.size();i++)
|
|
{
|
|
CGTownInstance * vti =(map->towns[i]);
|
|
if(!vti->town)
|
|
vti->town = &VLC->townh->towns[vti->subID];
|
|
if (vti->name.length()==0) // if town hasn't name we draw it
|
|
vti->name=vti->town->names[ran()%vti->town->names.size()];
|
|
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);
|
|
}
|
|
players[vti->getOwner()].towns.push_back(vti);
|
|
}
|
|
|
|
for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
|
|
{
|
|
if(k->first==-1 || k->first==255)
|
|
continue;
|
|
for(int xd=0; xd<map->width; ++xd) //revealing part of map around towns
|
|
{
|
|
for(int yd=0; yd<map->height; ++yd)
|
|
{
|
|
for(int ch=0; ch<k->second.towns.size(); ++ch)
|
|
{
|
|
int deltaX = (k->second.towns[ch]->pos.x-xd)*(k->second.towns[ch]->pos.x-xd);
|
|
int deltaY = (k->second.towns[ch]->pos.y-yd)*(k->second.towns[ch]->pos.y-yd);
|
|
if(deltaX+deltaY<k->second.towns[ch]->getSightDistance()*k->second.towns[ch]->getSightDistance())
|
|
k->second.fogOfWarMap[xd][yd][k->second.towns[ch]->pos.z] = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
//init visiting heroes
|
|
for(int l=0; l<k->second.heroes.size();l++)
|
|
{
|
|
for(int m=0; m<k->second.towns.size();m++)
|
|
{
|
|
int3 vistile = k->second.towns[m]->pos; vistile.x--; //tile next to the entrance
|
|
if(vistile == k->second.heroes[l]->pos)
|
|
{
|
|
k->second.towns[m]->visitingHero = k->second.heroes[l];
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CGameState::battleShootCreatureStack(int ID, int dest)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
int CGameState::battleGetStack(int pos)
|
|
{
|
|
for(int g=0; g<curB->stacks.size(); ++g)
|
|
{
|
|
if(curB->stacks[g]->position == pos ||
|
|
( curB->stacks[g]->creature->isDoubleWide() &&
|
|
( (curB->stacks[g]->attackerOwned && curB->stacks[g]->position-1 == pos) ||
|
|
(!curB->stacks[g]->attackerOwned && curB->stacks[g]->position-1 == pos)
|
|
)
|
|
)
|
|
)
|
|
return curB->stacks[g]->ID;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
int BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender)
|
|
{
|
|
int attackDefenseBonus = attacker->creature->attack - defender->creature->defence;
|
|
int damageBase = 0;
|
|
if(attacker->creature->damageMax == attacker->creature->damageMin) //constant damage
|
|
{
|
|
damageBase = attacker->creature->damageMin;
|
|
}
|
|
else
|
|
{
|
|
damageBase = rand()%(attacker->creature->damageMax - attacker->creature->damageMin) + attacker->creature->damageMin + 1;
|
|
}
|
|
|
|
float dmgBonusMultiplier = 1.0;
|
|
if(attackDefenseBonus < 0) //decreasing dmg
|
|
{
|
|
if(0.02f * (-attackDefenseBonus) > 0.3f)
|
|
{
|
|
dmgBonusMultiplier += -0.3f;
|
|
}
|
|
else
|
|
{
|
|
dmgBonusMultiplier += 0.02f * attackDefenseBonus;
|
|
}
|
|
}
|
|
else //increasing dmg
|
|
{
|
|
if(0.05f * attackDefenseBonus > 4.0f)
|
|
{
|
|
dmgBonusMultiplier += 4.0f;
|
|
}
|
|
else
|
|
{
|
|
dmgBonusMultiplier += 0.05f * attackDefenseBonus;
|
|
}
|
|
}
|
|
|
|
return (float)damageBase * (float)attacker->amount * dmgBonusMultiplier;
|
|
} |