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vcmi/lib/CGameState.cpp
mateuszb 8e3de98059 * restoring campaign features
* minor improvements
2012-09-21 17:59:54 +00:00

3113 lines
85 KiB
C++

#include "StdInc.h"
#include "CGameState.h"
#include <boost/random/linear_congruential.hpp>
#include "CCampaignHandler.h"
#include "CDefObjInfoHandler.h"
#include "CArtHandler.h"
#include "CBuildingHandler.h"
#include "CGeneralTextHandler.h"
#include "CTownHandler.h"
#include "CSpellHandler.h"
#include "CHeroHandler.h"
#include "CObjectHandler.h"
#include "CCreatureHandler.h"
#include "CModHandler.h"
#include "VCMI_Lib.h"
#include "Connection.h"
#include "map.h"
#include "StartInfo.h"
#include "NetPacks.h"
#include "RegisterTypes.h"
#include "CMapInfo.h"
#include "BattleState.h"
#include "JsonNode.h"
#include "Filesystem/CResourceLoader.h"
#include "GameConstants.h"
DLL_LINKAGE boost::rand48 ran;
class CGObjectInstance;
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
/*
* CGameState.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
void foofoofoo()
{
//never called function to force instantation of templates
int *ccc = NULL;
registerTypes((CISer<CConnection>&)*ccc);
registerTypes((COSer<CConnection>&)*ccc);
registerTypes((CSaveFile&)*ccc);
registerTypes((CLoadFile&)*ccc);
registerTypes((CTypeList&)*ccc);
}
template <typename T> class CApplyOnGS;
class CBaseForGSApply
{
public:
virtual void applyOnGS(CGameState *gs, void *pack) const =0;
virtual ~CBaseForGSApply(){};
template<typename U> static CBaseForGSApply *getApplier(const U * t=NULL)
{
return new CApplyOnGS<U>;
}
};
template <typename T> class CApplyOnGS : public CBaseForGSApply
{
public:
void applyOnGS(CGameState *gs, void *pack) const
{
T *ptr = static_cast<T*>(pack);
boost::unique_lock<boost::shared_mutex> lock(*gs->mx);
ptr->applyGs(gs);
}
};
static CApplier<CBaseForGSApply> *applierGs = NULL;
class IObjectCaller
{
public:
virtual ~IObjectCaller(){};
virtual void preInit()=0;
virtual void postInit()=0;
};
template <typename T>
class CObjectCaller : public IObjectCaller
{
public:
void preInit()
{
//T::preInit();
}
void postInit()
{
//T::postInit();
}
};
class CObjectCallersHandler
{
public:
std::vector<IObjectCaller*> apps;
template<typename T> void registerType(const T * t=NULL)
{
apps.push_back(new CObjectCaller<T>);
}
CObjectCallersHandler()
{
registerTypes1(*this);
}
~CObjectCallersHandler()
{
for (size_t i = 0; i < apps.size(); i++)
delete apps[i];
}
void preInit()
{
// for (size_t i = 0; i < apps.size(); i++)
// apps[i]->preInit();
}
void postInit()
{
//for (size_t i = 0; i < apps.size(); i++)
//apps[i]->postInit();
}
} *objCaller = NULL;
void MetaString::getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const
{
int type = txt.first, ser = txt.second;
if(type == ART_NAMES)
{
dst = VLC->arth->artifacts[ser]->Name();
}
else if(type == CRE_PL_NAMES)
{
dst = VLC->creh->creatures[ser]->namePl;
}
else if(type == MINE_NAMES)
{
dst = VLC->generaltexth->mines[ser].first;
}
else if(type == MINE_EVNTS)
{
dst = VLC->generaltexth->mines[ser].second;
}
else if(type == SPELL_NAME)
{
dst = VLC->spellh->spells[ser]->name;
}
else if(type == CRE_SING_NAMES)
{
dst = VLC->creh->creatures[ser]->nameSing;
}
else if(type == ART_DESCR)
{
dst = VLC->arth->artifacts[ser]->Description();
}
else
{
std::vector<std::string> *vec;
switch(type)
{
case GENERAL_TXT:
vec = &VLC->generaltexth->allTexts;
break;
case XTRAINFO_TXT:
vec = &VLC->generaltexth->xtrainfo;
break;
case OBJ_NAMES:
vec = &VLC->generaltexth->names;
break;
case RES_NAMES:
vec = &VLC->generaltexth->restypes;
break;
case ARRAY_TXT:
vec = &VLC->generaltexth->arraytxt;
break;
case CREGENS:
vec = &VLC->generaltexth->creGens;
break;
case CREGENS4:
vec = &VLC->generaltexth->creGens4;
break;
case ADVOB_TXT:
vec = &VLC->generaltexth->advobtxt;
break;
case ART_EVNTS:
vec = &VLC->generaltexth->artifEvents;
break;
case SEC_SKILL_NAME:
vec = &VLC->generaltexth->skillName;
break;
case COLOR:
vec = &VLC->generaltexth->capColors;
break;
default:
tlog1 << "Failed string substitution because type is " << type << std::endl;
dst = "#@#";
return;
}
if(vec->size() <= ser)
{
tlog1 << "Failed string substitution with type " << type << " because index " << ser << " is out of bounds!\n";
dst = "#!#";
}
else
dst = (*vec)[ser];
}
}
DLL_LINKAGE void MetaString::toString(std::string &dst) const
{
size_t exSt = 0, loSt = 0, nums = 0;
dst.clear();
for(size_t i=0;i<message.size();++i)
{//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER
switch(message[i])
{
case TEXACT_STRING:
dst += exactStrings[exSt++];
break;
case TLOCAL_STRING:
{
std::string hlp;
getLocalString(localStrings[loSt++], hlp);
dst += hlp;
}
break;
case TNUMBER:
dst += boost::lexical_cast<std::string>(numbers[nums++]);
break;
case TREPLACE_ESTRING:
boost::replace_first(dst, "%s", exactStrings[exSt++]);
break;
case TREPLACE_LSTRING:
{
std::string hlp;
getLocalString(localStrings[loSt++], hlp);
boost::replace_first(dst, "%s", hlp);
}
break;
case TREPLACE_NUMBER:
boost::replace_first(dst, "%d", boost::lexical_cast<std::string>(numbers[nums++]));
break;
case TREPLACE_PLUSNUMBER:
boost::replace_first(dst, "%+d", '+' + boost::lexical_cast<std::string>(numbers[nums++]));
break;
default:
tlog1 << "MetaString processing error!\n";
break;
}
}
}
DLL_LINKAGE std::string MetaString::toString() const
{
std::string ret;
toString(ret);
return ret;
}
DLL_LINKAGE std::string MetaString::buildList () const
///used to handle loot from creature bank
{
size_t exSt = 0, loSt = 0, nums = 0;
std::string lista;
for (int i = 0; i < message.size(); ++i)
{
if (i > 0 && (message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING))
{
if (exSt == exactStrings.size() - 1)
lista += VLC->generaltexth->allTexts[141]; //" and "
else
lista += ", ";
}
switch (message[i])
{
case TEXACT_STRING:
lista += exactStrings[exSt++];
break;
case TLOCAL_STRING:
{
std::string hlp;
getLocalString (localStrings[loSt++], hlp);
lista += hlp;
}
break;
case TNUMBER:
lista += boost::lexical_cast<std::string>(numbers[nums++]);
break;
case TREPLACE_ESTRING:
lista.replace (lista.find("%s"), 2, exactStrings[exSt++]);
break;
case TREPLACE_LSTRING:
{
std::string hlp;
getLocalString (localStrings[loSt++], hlp);
lista.replace (lista.find("%s"), 2, hlp);
}
break;
case TREPLACE_NUMBER:
lista.replace (lista.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
break;
default:
tlog1 << "MetaString processing error!\n";
}
}
return lista;
}
void MetaString::addCreReplacement(TCreature id, TQuantity count) //adds sing or plural name;
{
if (!count)
addReplacement (CRE_PL_NAMES, id); //no creatures - just empty name (eg. defeat Angels)
else if (count == 1)
addReplacement (CRE_SING_NAMES, id);
else
addReplacement (CRE_PL_NAMES, id);
}
void MetaString::addReplacement(const CStackBasicDescriptor &stack)
{
assert(stack.type); //valid type
addCreReplacement(stack.type->idNumber, stack.count);
}
static CGObjectInstance * createObject(int id, int subid, int3 pos, int owner)
{
CGObjectInstance * nobj;
switch(id)
{
case GameConstants::HEROI_TYPE: //hero
{
CGHeroInstance * nobj = new CGHeroInstance();
nobj->pos = pos;
nobj->tempOwner = owner;
nobj->subID = subid;
//nobj->initHero(ran);
return nobj;
}
case GameConstants::TOWNI_TYPE: //town
nobj = new CGTownInstance;
break;
default: //rest of objects
nobj = new CGObjectInstance;
nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
break;
}
nobj->ID = id;
nobj->subID = subid;
if(!nobj->defInfo)
tlog3 <<"No def declaration for " <<id <<" "<<subid<<std::endl;
nobj->pos = pos;
//nobj->state = NULL;//new CLuaObjectScript();
nobj->tempOwner = owner;
nobj->defInfo->id = id;
nobj->defInfo->subid = subid;
//assigning defhandler
if(nobj->ID==GameConstants::HEROI_TYPE || nobj->ID==GameConstants::TOWNI_TYPE)
return nobj;
nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
return nobj;
}
CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, int player, const CTown *town, bmap<ui32, ConstTransitivePtr<CGHeroInstance> > &available, const CHeroClass *bannedClass /*= NULL*/) const
{
CGHeroInstance *ret = NULL;
if(player<0 || player>=GameConstants::PLAYER_LIMIT)
{
tlog1 << "Cannot pick hero for " << town->Name() << ". Wrong owner!\n";
return NULL;
}
std::vector<CGHeroInstance *> pool;
if(native)
{
for(bmap<ui32, ConstTransitivePtr<CGHeroInstance> >::iterator i=available.begin(); i!=available.end(); i++)
{
if(pavailable.find(i->first)->second & 1<<player
&& i->second->type->heroType/2 == town->typeID)
{
pool.push_back(i->second); //get all available heroes
}
}
if(!pool.size())
{
tlog1 << "Cannot pick native hero for " << player << ". Picking any...\n";
return pickHeroFor(false, player, town, available);
}
else
{
ret = pool[rand()%pool.size()];
}
}
else
{
int sum=0, r;
for(bmap<ui32, ConstTransitivePtr<CGHeroInstance> >::iterator i=available.begin(); i!=available.end(); i++)
{
if ((!bannedClass && (pavailable.find(i->first)->second & (1<<player))) ||
i->second->type->heroClass != bannedClass)
{
pool.push_back(i->second);
sum += i->second->type->heroClass->selectionProbability[town->typeID]; //total weight
}
}
if(!pool.size())
{
tlog1 << "There are no heroes available for player " << player<<"!\n";
return NULL;
}
r = rand()%sum;
for (ui32 i=0; i<pool.size(); i++)
{
r -= pool[i]->type->heroClass->selectionProbability[town->typeID];
if(r < 0)
{
ret = pool[i];
break;
}
}
if(!ret)
ret = pool.back();
}
available.erase(ret->subID);
return ret;
}
//void CGameState::apply(CPack * pack)
//{
// while(!mx->try_lock())
// boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
// //applyNL(pack);
// mx->unlock();
//}
int CGameState::pickHero(int owner)
{
int h=-1;
const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
if(!map->getHero(h = ps.hero,0) && h>=0) //we haven't used selected hero
return h;
int i=0;
do //try to find free hero of our faction
{
i++;
h = ps.castle*GameConstants::HEROES_PER_TYPE*2+(ran()%(GameConstants::HEROES_PER_TYPE*2));//->scenarioOps->playerInfos[pru].hero = VLC->
} while( map->getHero(h) && i<175);
if(i>174) //probably no free heroes - there's no point in further search, we'll take first free
{
tlog3 << "Warning: cannot find free hero - trying to get first available..."<<std::endl;
for(int j=0; j<GameConstants::HEROES_PER_TYPE * 2 * GameConstants::F_NUMBER; j++)
if(!map->getHero(j))
h=j;
}
return h;
}
std::pair<int,int> CGameState::pickObject (CGObjectInstance *obj)
{
switch(obj->ID)
{
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)
{
auto iter = VLC->townh->towns.begin();
std::advance(iter, ran()%VLC->townh->towns.size());
f = iter->first;
}
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 dwellings
case 217:
case 218:
{
CGDwelling * dwl = static_cast<CGDwelling*>(obj);
int faction;
//if castle alignment available
if (auto info = dynamic_cast<CCreGenAsCastleInfo*>(dwl->info))
{
faction = ran()%GameConstants::F_NUMBER;
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;
}
}
}
else // castle alignment fixed
faction = obj->subID;
int level;
//if level set to range
if (auto info = dynamic_cast<CCreGenLeveledInfo*>(dwl->info))
level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
else // fixed level
level = obj->subID;
delete dwl->info;
dwl->info = nullptr;
std::pair<int,int> result(-1, -1);
int cid = VLC->townh->towns[faction].creatures[level][0];
//golem factory is not in list of cregens but can be placed as random object
static const int factoryCreatures[] = {32, 33, 116, 117};
std::vector<int> factory(factoryCreatures, factoryCreatures + ARRAY_COUNT(factoryCreatures));
if (vstd::contains(factory, cid))
result = std::pair<int,int>(20, 1);
//NOTE: this will pick last dwelling with this creature (Mantis #900)
//check for block map equality is better but more complex solution
BOOST_FOREACH(auto &iter, VLC->objh->cregens)
if (iter.second == cid)
result = std::pair<int,int>(17, iter.first);
if (result.first == -1)
tlog0 << "Error: failed to find creature for dwelling of "<< int(faction) << " of level " << int(level) << "\n";
return result;
}
}
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 = si->campState->getBonusForCurrentMap();
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->campState->currentMap, 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:
{
auto campaign = scenarioOps->campState;
assert(vstd::contains(campaign->camp->mapPieces, scenarioOps->campState->currentMap));
std::string &mapContent = campaign->camp->mapPieces[scenarioOps->campState->currentMap];
map = new Mapa();
map->initFromBytes((const ui8*)mapContent.c_str(), mapContent.size());
}
break;
case StartInfo::DUEL:
initDuel();
return;
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 (scenarioOps->campState)
{
auto campaign = scenarioOps->campState;
CScenarioTravel::STravelBonus bonus = campaign->getBonusForCurrentMap();
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****************************************************/
const JsonNode config(ResourceID("config/startres.json"));
const JsonVector &vector = config["difficulty"].Vector();
const JsonNode &level = vector[scenarioOps->difficulty];
TResources startresAI(level["ai"]);
TResources startresHuman(level["human"]);
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 = scenarioOps->campState->getBonusForCurrentMap();
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 = scenarioOps->campState->getBonusForCurrentMap();
if (chosenBonus.isBonusForHero() && chosenBonus.info1 != 0xFFFE) //exclude generated heroes
{
//find human player
int humanPlayer=GameConstants::NEUTRAL_PLAYER;
for (std::map<ui8, PlayerState>::iterator it=players.begin(); it != players.end(); ++it)
{
if(it->second.human)
{
humanPlayer = it->first;
break;
}
}
assert(humanPlayer != GameConstants::NEUTRAL_PLAYER);
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, scenarioOps->campState->getCurrentScenario().travelOptions, this);
}
else //specific hero
{
for (int b=0; b<heroes.size(); ++b)
{
if (heroes[b]->subID == chosenBonus.info1)
{
HLP::giveCampaignBonusToHero(heroes[b], scenarioOps, scenarioOps->campState->getCurrentScenario().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(EBuilding::VILLAGE_HALL);
vti->builtBuildings.insert(EBuilding::TAVERN);
vti->builtBuildings.insert(EBuilding::DWELL_FIRST);
if(ran()%2)
vti->builtBuildings.insert(EBuilding::DWELL_FIRST+1);
}
if (vstd::contains(vti->builtBuildings, EBuilding::SHIPYARD) && vti->state()==2)
vti->builtBuildings.erase(EBuilding::SHIPYARD);//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(EBuilding::HORDE_1);//add it
if (vstd::contains(vti->builtBuildings,(EBuilding::DWELL_UP_FIRST+i)))//if we have upgraded dwelling as well
vti->builtBuildings.insert(EBuilding::HORDE_1_UPGR);//add it as well
}
if (vti->town->hordeLvl[1] == i)//if town second horde is this one
{
vti->builtBuildings.insert(EBuilding::HORDE_2);
if (vstd::contains(vti->builtBuildings,(EBuilding::DWELL_UP_FIRST+i)))
vti->builtBuildings.insert(EBuilding::HORDE_2_UPGR);
}
}
//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(EBuilding::HORDE_1);
if (vti->town->hordeLvl[1] == i)
ev->buildings.insert(EBuilding::HORDE_2);
}
}
//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 = scenarioOps->campState->getBonusForCurrentMap();
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();
}
BOOST_FOREACH(CGObjectInstance *obj, map->objects)
{
switch (obj->ID)
{
case Obj::QUEST_GUARD:
case Obj::SEER_HUT:
{
auto q = static_cast<CGSeerHut*>(obj);
assert (q);
q->setObjToKill();
}
}
}
CGTeleport::postInit(); //pairing subterranean gates
buildBonusSystemTree();
for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
{
if(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
int seedAfterInit = ran();
tlog0 << "Seed after init is " << seedAfterInit << " (before was " << scenarioOps->seedToBeUsed << ")" << std::endl;
if(scenarioOps->seedPostInit > 0)
{
//RNG must be in the same state on all machines when initialization is done (otherwise we have desync)
assert(scenarioOps->seedPostInit == seedAfterInit);
}
else
{
scenarioOps->seedPostInit = seedAfterInit; //store the post init "seed"
}
}
void CGameState::initDuel()
{
DuelParameters dp;
try //CLoadFile likes throwing
{
if(boost::algorithm::ends_with(scenarioOps->mapname, ".json"))
{
tlog0 << "Loading duel settings from JSON file: " << scenarioOps->mapname << std::endl;
dp = DuelParameters::fromJSON(scenarioOps->mapname);
tlog0 << "JSON file has been successfully read!\n";
}
else
{
CLoadFile lf(scenarioOps->mapname);
lf >> dp;
}
}
catch(...)
{
tlog1 << "Cannot load duel settings from " << scenarioOps->mapname << std::endl;
throw;
}
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)
{
const DuelParameters::SideSettings &ss = dp.sides[i];
CGHeroInstance *h = new CGHeroInstance();
armies[i] = heroes[i] = h;
obj = h;
h->subID = ss.heroId;
for(int i = 0; i < ss.heroPrimSkills.size(); i++)
h->pushPrimSkill(i, ss.heroPrimSkills[i]);
if(ss.spells.size())
{
h->putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0));
boost::copy(ss.spells, std::inserter(h->spells, h->spells.begin()));
}
BOOST_FOREACH(auto &parka, ss.artifacts)
{
h->putArtifact(parka.first, parka.second);
}
typedef const std::pair<si32, si8> &TSecSKill;
BOOST_FOREACH(TSecSKill secSkill, ss.heroSecSkills)
h->setSecSkillLevel((CGHeroInstance::SecondarySkill)secSkill.first, secSkill.second, 1);
h->initHero(h->subID);
obj->initObj();
}
else
{
CGCreature *c = new CGCreature();
armies[i] = obj = c;
//c->subID = 34;
}
obj->setOwner(i);
for(int j = 0; j < ARRAY_COUNT(dp.sides[i].stacks); j++)
{
TCreature cre = dp.sides[i].stacks[j].type;
TQuantity count = dp.sides[i].stacks[j].count;
if(count || obj->hasStackAtSlot(j))
obj->setCreature(j, cre, count);
}
BOOST_FOREACH(const DuelParameters::CusomCreature &cc, dp.creatures)
{
CCreature *c = VLC->creh->creatures[cc.id];
if(cc.attack >= 0)
c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK))->val = cc.attack;
if(cc.defense >= 0)
c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE))->val = cc.defense;
if(cc.speed >= 0)
c->getBonusLocalFirst(Selector::type(Bonus::STACKS_SPEED))->val = cc.speed;
if(cc.HP >= 0)
c->getBonusLocalFirst(Selector::type(Bonus::STACK_HEALTH))->val = cc.HP;
if(cc.dmg >= 0)
{
c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1))->val = cc.dmg;
c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2))->val = cc.dmg;
}
if(cc.shoots >= 0)
c->getBonusLocalFirst(Selector::type(Bonus::SHOTS))->val = cc.shoots;
}
}
curB = BattleInfo::setupBattle(int3(), dp.bfieldType, dp.terType, armies, heroes, false, town);
curB->obstacles = dp.obstacles;
curB->localInit();
return;
}
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;
BOOST_FOREACH(auto &obj, map->objects)
{
//look only for objects covering given tile
if( !obj || obj->pos.z != tile.z
|| !obj->coveringAt(tile.x - obj->pos.x, tile.y - obj->pos.y))
continue;
switch(obj->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;
}
}
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(ResourceID("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...
if(map->victoryCondition.condition == EVictoryConditionType::WINSTANDARD)
return -1;
else
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
&& t->hasBuilt(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::vector< ui8 > > getRank( std::vector<TStat> stats )
{
std::sort(stats.begin(), stats.end(), statsHLP());
//put first element
std::vector< std::vector<ui8> > ret;
std::vector<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::vector<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);
// }
// }
InfoAboutArmy::InfoAboutArmy():
owner(GameConstants::NEUTRAL_PLAYER)
{}
InfoAboutArmy::InfoAboutArmy(const CArmedInstance *Army, bool detailed)
{
initFromArmy(Army, detailed);
}
void InfoAboutArmy::initFromArmy(const CArmedInstance *Army, bool detailed)
{
army = ArmyDescriptor(Army, detailed);
owner = Army->tempOwner;
name = Army->getHoverText();
}
void InfoAboutHero::assign(const InfoAboutHero & iah)
{
InfoAboutArmy::operator = (iah);
details = (iah.details ? new Details(*iah.details) : NULL);
hclass = iah.hclass;
portrait = iah.portrait;
}
InfoAboutHero::InfoAboutHero():
details(nullptr),
hclass(nullptr),
portrait(-1)
{}
InfoAboutHero::InfoAboutHero(const InfoAboutHero & iah):
InfoAboutArmy()
{
assign(iah);
}
InfoAboutHero::InfoAboutHero(const CGHeroInstance *h, bool detailed)
{
initFromHero(h, detailed);
}
InfoAboutHero::~InfoAboutHero()
{
delete details;
}
InfoAboutHero & InfoAboutHero::operator=(const InfoAboutHero & iah)
{
assign(iah);
return *this;
}
void InfoAboutHero::initFromHero(const CGHeroInstance *h, bool detailed)
{
if(!h)
return;
initFromArmy(h, detailed);
hclass = h->type->heroClass;
name = h->name;
portrait = h->portrait;
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);
}
}
}
InfoAboutTown::InfoAboutTown():
details(nullptr),
tType(nullptr),
built(0),
fortLevel(0)
{
}
InfoAboutTown::InfoAboutTown(const CGTownInstance *t, bool detailed)
{
initFromTown(t, detailed);
}
InfoAboutTown::~InfoAboutTown()
{
delete details;
}
void InfoAboutTown::initFromTown(const CGTownInstance *t, bool detailed)
{
initFromArmy(t, detailed);
army = ArmyDescriptor(t->getUpperArmy(), detailed);
built = t->builded;
fortLevel = t->fortLevel();
name = t->name;
tType = t->town;
if(detailed)
{
//include details about hero
details = new Details;
details->goldIncome = t->dailyIncome();
details->customRes = t->hasBuilt(EBuilding::RESOURCE_SILO);
details->hallLevel = t->hallLevel();
details->garrisonedHero = t->garrisonHero;
}
}
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(false)
{
}
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;
}
DuelParameters DuelParameters::fromJSON(const std::string &fname)
{
DuelParameters ret;
const JsonNode duelData(ResourceID("DATA/" + fname, EResType::TEXT));
ret.terType = duelData["terType"].Float();
ret.bfieldType = duelData["bfieldType"].Float();
BOOST_FOREACH(const JsonNode &n, duelData["sides"].Vector())
{
SideSettings &ss = ret.sides[(int)n["side"].Float()];
int i = 0;
BOOST_FOREACH(const JsonNode &stackNode, n["army"].Vector())
{
ss.stacks[i].type = stackNode.Vector()[0].Float();
ss.stacks[i].count = stackNode.Vector()[1].Float();
i++;
}
if(n["heroid"].getType() == JsonNode::DATA_FLOAT)
ss.heroId = n["heroid"].Float();
else
ss.heroId = -1;
BOOST_FOREACH(const JsonNode &n, n["heroPrimSkills"].Vector())
ss.heroPrimSkills.push_back(n.Float());
BOOST_FOREACH(const JsonNode &skillNode, n["heroSecSkills"].Vector())
{
std::pair<si32, si8> secSkill;
secSkill.first = skillNode.Vector()[0].Float();
secSkill.second = skillNode.Vector()[1].Float();
ss.heroSecSkills.push_back(secSkill);
}
assert(ss.heroPrimSkills.empty() || ss.heroPrimSkills.size() == GameConstants::PRIMARY_SKILLS);
if(ss.heroId != -1)
{
auto spells = n["spells"];
if(spells.getType() == JsonNode::DATA_STRING && spells.String() == "all")
BOOST_FOREACH(auto spell, VLC->spellh->spells)
ss.spells.insert(spell->id);
else
BOOST_FOREACH(const JsonNode &spell, n["spells"].Vector())
ss.spells.insert(spell.Float());
}
}
BOOST_FOREACH(const JsonNode &n, duelData["obstacles"].Vector())
{
auto oi = make_shared<CObstacleInstance>();
if(n.getType() == JsonNode::DATA_VECTOR)
{
oi->ID = n.Vector()[0].Float();
oi->pos = n.Vector()[1].Float();
}
else
{
assert(n.getType() == JsonNode::DATA_FLOAT);
oi->ID = 21;
oi->pos = n.Float();
}
oi->uniqueID = ret.obstacles.size();
ret.obstacles.push_back(oi);
}
BOOST_FOREACH(const JsonNode &n, duelData["creatures"].Vector())
{
CusomCreature cc;
cc.id = n["id"].Float();
#define retreive(name) \
if(n[ #name ].getType() == JsonNode::DATA_FLOAT)\
cc.name = n[ #name ].Float(); \
else \
cc.name = -1;
retreive(attack);
retreive(defense);
retreive(HP);
retreive(dmg);
retreive(shoots);
retreive(speed);
ret.creatures.push_back(cc);
}
return ret;
}
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 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++;
int 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;
}