mirror of
https://github.com/vcmi/vcmi.git
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546 lines
16 KiB
C++
546 lines
16 KiB
C++
#include "CGameState.h"
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#include "CGameInterface.h"
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#include "CPlayerInterface.h"
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#include <algorithm>
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#include "SDL_Thread.h"
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#include "SDL_Extensions.h"
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#include <queue>
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class CMP_stack
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{
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public:
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bool operator ()(const CStack* a, const CStack* b)
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{
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return (a->creature->speed)>(b->creature->speed);
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}
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} cmpst ;
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void CGameState::battle(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CArmedInstance *hero1, CArmedInstance *hero2)
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{
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curB = new BattleInfo();
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std::vector<CStack*> & stacks = (curB->stacks);
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curB->army1=army1;
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curB->army2=army2;
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curB->hero1=dynamic_cast<CGHeroInstance*>(hero1);
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curB->hero2=dynamic_cast<CGHeroInstance*>(hero2);
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curB->side1=(hero1)?(hero1->tempOwner):(-1);
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curB->side2=(hero2)?(hero2->tempOwner):(-1);
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curB->round = -2;
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curB->stackActionPerformed = false;
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for(std::map<int,std::pair<CCreature*,int> >::iterator i = army1->slots.begin(); i!=army1->slots.end(); i++)
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{
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stacks.push_back(new CStack(i->second.first,i->second.second,0, stacks.size(), true));
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stacks[stacks.size()-1]->ID = stacks.size()-1;
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}
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//initialization of positions
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switch(army1->slots.size()) //for attacker
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{
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case 0:
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break;
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case 1:
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stacks[0]->position = 86; //6
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break;
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case 2:
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stacks[0]->position = 35; //3
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stacks[1]->position = 137; //9
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break;
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case 3:
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stacks[0]->position = 35; //3
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stacks[1]->position = 86; //6
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stacks[2]->position = 137; //9
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break;
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case 4:
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stacks[0]->position = 1; //1
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stacks[1]->position = 69; //5
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stacks[2]->position = 103; //7
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stacks[3]->position = 171; //11
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break;
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case 5:
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stacks[0]->position = 1; //1
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stacks[1]->position = 35; //3
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stacks[2]->position = 86; //6
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stacks[3]->position = 137; //9
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stacks[4]->position = 171; //11
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break;
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case 6:
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stacks[0]->position = 1; //1
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stacks[1]->position = 35; //3
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stacks[2]->position = 69; //5
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stacks[3]->position = 103; //7
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stacks[4]->position = 137; //9
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stacks[5]->position = 171; //11
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break;
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case 7:
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stacks[0]->position = 1; //1
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stacks[1]->position = 35; //3
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stacks[2]->position = 69; //5
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stacks[3]->position = 86; //6
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stacks[4]->position = 103; //7
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stacks[5]->position = 137; //9
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stacks[6]->position = 171; //11
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break;
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default: //fault
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break;
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}
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for(std::map<int,std::pair<CCreature*,int> >::iterator i = army2->slots.begin(); i!=army2->slots.end(); i++)
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stacks.push_back(new CStack(i->second.first,i->second.second,1, stacks.size(), false));
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switch(army2->slots.size()) //for defender
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{
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case 0:
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break;
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case 1:
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stacks[0+army1->slots.size()]->position = 100; //6
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break;
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case 2:
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stacks[0+army1->slots.size()]->position = 49; //3
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stacks[1+army1->slots.size()]->position = 151; //9
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break;
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case 3:
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stacks[0+army1->slots.size()]->position = 49; //3
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stacks[1+army1->slots.size()]->position = 100; //6
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stacks[2+army1->slots.size()]->position = 151; //9
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break;
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case 4:
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stacks[0+army1->slots.size()]->position = 15; //1
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stacks[1+army1->slots.size()]->position = 83; //5
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stacks[2+army1->slots.size()]->position = 117; //7
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stacks[3+army1->slots.size()]->position = 185; //11
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break;
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case 5:
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stacks[0+army1->slots.size()]->position = 15; //1
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stacks[1+army1->slots.size()]->position = 49; //3
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stacks[2+army1->slots.size()]->position = 100; //6
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stacks[3+army1->slots.size()]->position = 151; //9
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stacks[4+army1->slots.size()]->position = 185; //11
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break;
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case 6:
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stacks[0+army1->slots.size()]->position = 15; //1
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stacks[1+army1->slots.size()]->position = 49; //3
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stacks[2+army1->slots.size()]->position = 83; //5
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stacks[3+army1->slots.size()]->position = 117; //7
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stacks[4+army1->slots.size()]->position = 151; //9
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stacks[5+army1->slots.size()]->position = 185; //11
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break;
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case 7:
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stacks[0+army1->slots.size()]->position = 15; //1
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stacks[1+army1->slots.size()]->position = 49; //3
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stacks[2+army1->slots.size()]->position = 83; //5
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stacks[3+army1->slots.size()]->position = 100; //6
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stacks[4+army1->slots.size()]->position = 117; //7
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stacks[5+army1->slots.size()]->position = 151; //9
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stacks[6+army1->slots.size()]->position = 185; //11
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break;
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default: //fault
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break;
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}
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for(int g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
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{
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if((stacks[g]->position%17)==1 && stacks[g]->creature->isDoubleWide())
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{
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stacks[g]->position += 1;
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}
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else if((stacks[g]->position%17)==15 && stacks[g]->creature->isDoubleWide())
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{
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stacks[g]->position -= 1;
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}
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}
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std::stable_sort(stacks.begin(),stacks.end(),cmpst);
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//for start inform players about battle
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for(std::map<int, PlayerState>::iterator j=CGI->state->players.begin(); j!=CGI->state->players.end(); ++j)//CGI->state->players.size(); ++j) //for testing
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{
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if (j->first > PLAYER_LIMIT)
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break;
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if(j->second.fogOfWarMap[tile.x][tile.y][tile.z])
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{ //player should be notified
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tribool side = tribool::indeterminate_value;
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if(j->first == curB->side1) //player is attacker
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side = false;
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else if(j->first == curB->side2) //player is defender
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side = true;
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else
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return; //no witnesses
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if(CGI->playerint[j->second.serial]->human)
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{
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((CPlayerInterface*)( CGI->playerint[j->second.serial] ))->battleStart(army1, army2, tile, curB->hero1, curB->hero2, side);
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}
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else
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{
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//CGI->playerint[j->second.serial]->battleStart(army1, army2, tile, curB->hero1, curB->hero2, side);
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}
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}
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}
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curB->round++;
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if( (curB->hero1 && curB->hero1->getSecSkillLevel(19)>=0) || ( curB->hero2 && curB->hero2->getSecSkillLevel(19)>=0) )//someone has tactics
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{
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//TODO: wywolania dla rundy -1, ograniczenie pola ruchu, etc
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}
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curB->round++;
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//SDL_Thread * eventh = SDL_CreateThread(battleEventThread, NULL);
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while(true) //till the end of the battle ;]
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{
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bool battleEnd = false;
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//tell players about next round
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for(int v=0; v<CGI->playerint.size(); ++v)
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CGI->playerint[v]->battleNewRound(curB->round);
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//stack loop
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for(int i=0;i<stacks.size();i++)
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{
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curB->activeStack = i;
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curB->stackActionPerformed = false;
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if(stacks[i]->alive) //indicate posiibility of making action for this unit
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{
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unsigned char owner = (stacks[i]->owner)?(hero2 ? hero2->tempOwner : 255):(hero1->tempOwner);
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unsigned char serialOwner = -1;
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for(int g=0; g<CGI->playerint.size(); ++g)
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{
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if(CGI->playerint[g]->playerID == owner)
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{
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serialOwner = g;
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break;
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}
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}
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if(serialOwner==255) //neutral unit
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{
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}
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else if(CGI->playerint[serialOwner]->human)
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{
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BattleAction ba = ((CPlayerInterface*)CGI->playerint[serialOwner])->activeStack(stacks[i]->ID);
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switch(ba.actionType)
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{
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case 3: //defend
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{
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break;
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}
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case 4: //retreat/flee
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{
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for(int v=0; v<CGI->playerint.size(); ++v) //tell about the end of this battle to interfaces
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CGI->playerint[v]->battleEnd(army1, army2, hero1, hero2, std::vector<int>(), 0, false);
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battleEnd = true;
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break;
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}
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case 6: //walk or attack
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{
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battleMoveCreatureStack(ba.stackNumber, ba.destinationTile);
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break;
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}
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}
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}
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else
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{
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//CGI->playerint[serialOwner]->activeStack(stacks[i]->ID);
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}
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}
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if(battleEnd)
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break;
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//sprawdzic czy po tej akcji ktoras strona nie wygrala bitwy
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}
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if(battleEnd)
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break;
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curB->round++;
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SDL_Delay(50);
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}
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for(int i=0;i<stacks.size();i++)
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delete stacks[i];
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delete curB;
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curB = NULL;
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}
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bool CGameState::battleMoveCreatureStack(int ID, int dest)
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{
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//first checks
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if(curB->stackActionPerformed) //because unit cannot be moved more than once
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return false;
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bool stackAtEnd = false; //true if there is a stack at the end of the path (we should attack it)
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unsigned char owner = -1; //owner moved of unit
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for(int g=0; g<curB->stacks.size(); ++g)
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{
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if(curB->stacks[g]->position == dest)
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{
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stackAtEnd = true;
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break;
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}
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}
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for(int g=0; g<curB->stacks.size(); ++g)
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{
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if(curB->stacks[g]->ID == ID)
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{
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owner = curB->stacks[g]->owner;
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break;
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}
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}
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//selecting moved stack
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CStack * curStack = NULL;
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for(int y=0; y<curB->stacks.size(); ++y)
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{
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if(curB->stacks[y]->ID == ID)
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{
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curStack = curB->stacks[y];
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break;
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}
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}
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if(!curStack)
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return false;
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//initing necessary tables
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bool accessibility[187]; //accesibility of hexes
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for(int k=0; k<187; k++)
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accessibility[k] = true;
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for(int g=0; g<curB->stacks.size(); ++g)
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{
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//if(curB->stacks[g]->owner == owner) //we don't want to lock enemy's positions
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{
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accessibility[curB->stacks[g]->position] = false;
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if(curB->stacks[g]->creature->isDoubleWide()) //if it's a double hex creature
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{
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if(curB->stacks[g]->attackerOwned)
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accessibility[curB->stacks[g]->position-1] = false;
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else
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accessibility[curB->stacks[g]->position+1] = false;
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}
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}
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}
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if(curStack->creature->isDoubleWide()) //locking positions unreachable by two-hex creatures
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{
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bool mac[187];
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for(int b=0; b<187; ++b)
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{
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//
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// && ( ? (curStack->attackerOwned ? accessibility[curNext-1] : accessibility[curNext+1]) : true )
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mac[b] = accessibility[b];
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if( accessibility[b] && !(curStack->attackerOwned ? accessibility[b-1] : accessibility[b+1]))
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{
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mac[b] = false;
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}
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}
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mac[curStack->attackerOwned ? curStack->position+1 : curStack->position-1]=true;
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for(int v=0; v<187; ++v)
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accessibility[v] = mac[v];
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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(curStack->attackerOwned ? (v%17)==1 : (v%17)==15)
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accessibility[v] = false;
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}
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if(!accessibility[dest])
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return false;
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int predecessor[187]; //for getting the Path
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for(int b=0; b<187; ++b)
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predecessor[b] = -1;
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//bfsing
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int dists[187]; //calculated distances
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std::queue<int> hexq; //bfs queue
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hexq.push(curStack->position);
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for(int g=0; g<187; ++g)
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dists[g] = 100000000;
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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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hexq.pop();
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curNext = curHex - ( (curHex/17)%2 ? 18 : 17 );
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if((curNext > 0) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top left
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{
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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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curNext = curHex - ( (curHex/17)%2 ? 17 : 16 );
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if((curNext > 0) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top right
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{
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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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curNext = curHex - 1;
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if((curNext > 0) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //left
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{
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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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curNext = curHex + 1;
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if((curNext < 187) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //right
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{
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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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curNext = curHex + ( (curHex/17)%2 ? 16 : 17 );
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if((curNext < 187) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom left
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{
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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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curNext = curHex + ( (curHex/17)%2 ? 17 : 18 );
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if((curNext < 187) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom right
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{
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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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//following the Path
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if(dists[dest] > curStack->creature->speed)
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return false;
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std::vector<int> path;
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int curElem = dest;
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while(curElem!=curStack->position)
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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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for(int v=path.size()-1; v>=0; --v)
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{
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if(v!=0 || !stackAtEnd) //it's not the last step
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{
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LOCPLINT->battleStackMoved(ID, path[v], v==path.size()-1, v==0);
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curStack->position = path[v];
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}
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else //if it's last step and we should attack unit at the end
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{
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LOCPLINT->battleStackAttacking(ID, path[v]);
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}
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}
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curB->stackActionPerformed = true;
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LOCPLINT->actionFinished(BattleAction());
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return true;
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}
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std::vector<int> CGameState::battleGetRange(int ID)
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{
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int initialPlace=-1; //position of unit
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int radius=-1; //range of unit
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unsigned char owner = -1; //owner of unit
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//selecting stack
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CStack * curStack = NULL;
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for(int y=0; y<curB->stacks.size(); ++y)
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{
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if(curB->stacks[y]->ID == ID)
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{
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curStack = curB->stacks[y];
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break;
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}
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}
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for(int g=0; g<curB->stacks.size(); ++g)
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{
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if(curB->stacks[g]->ID == ID)
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{
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initialPlace = curB->stacks[g]->position;
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radius = curB->stacks[g]->creature->speed;
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owner = curB->stacks[g]->owner;
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break;
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}
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}
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bool accessibility[187]; //accesibility of hexes
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for(int k=0; k<187; k++)
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accessibility[k] = true;
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for(int g=0; g<curB->stacks.size(); ++g)
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{
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if(curB->stacks[g]->owner == owner) //we don't want to lock enemy's positions
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{
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accessibility[curB->stacks[g]->position] = false;
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if(curB->stacks[g]->creature->isDoubleWide()) //if it's a double hex creature
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{
|
|
if(curB->stacks[g]->attackerOwned)
|
|
accessibility[curB->stacks[g]->position-1] = false;
|
|
else
|
|
accessibility[curB->stacks[g]->position+1] = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(curStack->creature->isDoubleWide()) //locking positions unreachable by two-hex creatures
|
|
{
|
|
bool mac[187];
|
|
for(int b=0; b<187; ++b)
|
|
{
|
|
//
|
|
// && ( ? (curStack->attackerOwned ? accessibility[curNext-1] : accessibility[curNext+1]) : true )
|
|
mac[b] = accessibility[b];
|
|
if( accessibility[b] && !(curStack->attackerOwned ? accessibility[b-1] : accessibility[b+1]))
|
|
{
|
|
mac[b] = false;
|
|
}
|
|
}
|
|
mac[curStack->attackerOwned ? curStack->position+1 : curStack->position-1]=true;
|
|
for(int v=0; v<187; ++v)
|
|
accessibility[v] = mac[v];
|
|
//removing accessibility for side hexes
|
|
for(int v=0; v<187; ++v)
|
|
if(curStack->attackerOwned ? (v%17)==1 : (v%17)==15)
|
|
accessibility[v] = false;
|
|
}
|
|
|
|
int dists[187]; //calculated distances
|
|
std::queue<int> hexq; //bfs queue
|
|
hexq.push(initialPlace);
|
|
for(int g=0; g<187; ++g)
|
|
dists[g] = 100000000;
|
|
dists[initialPlace] = 0;
|
|
int curNext = -1; //for bfs loop only (helper var)
|
|
while(!hexq.empty()) //bfs loop
|
|
{
|
|
int curHex = hexq.front();
|
|
hexq.pop();
|
|
curNext = curHex - ( (curHex/17)%2 ? 18 : 17 );
|
|
if((curNext > 0) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top left
|
|
{
|
|
hexq.push(curNext);
|
|
dists[curNext] = dists[curHex] + 1;
|
|
}
|
|
curNext = curHex - ( (curHex/17)%2 ? 17 : 16 );
|
|
if((curNext > 0) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top right
|
|
{
|
|
hexq.push(curNext);
|
|
dists[curNext] = dists[curHex] + 1;
|
|
}
|
|
curNext = curHex - 1;
|
|
if((curNext > 0) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //left
|
|
{
|
|
hexq.push(curNext);
|
|
dists[curNext] = dists[curHex] + 1;
|
|
}
|
|
curNext = curHex + 1;
|
|
if((curNext < 187) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //right
|
|
{
|
|
hexq.push(curNext);
|
|
dists[curNext] = dists[curHex] + 1;
|
|
}
|
|
curNext = curHex + ( (curHex/17)%2 ? 16 : 17 );
|
|
if((curNext < 187) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom left
|
|
{
|
|
hexq.push(curNext);
|
|
dists[curNext] = dists[curHex] + 1;
|
|
}
|
|
curNext = curHex + ( (curHex/17)%2 ? 17 : 18 );
|
|
if((curNext < 187) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom right
|
|
{
|
|
hexq.push(curNext);
|
|
dists[curNext] = dists[curHex] + 1;
|
|
}
|
|
}
|
|
|
|
std::vector<int> ret;
|
|
|
|
for(int i=0; i<187; ++i)
|
|
{
|
|
if(dists[i]<=radius)
|
|
{
|
|
ret.push_back(i);
|
|
}
|
|
}
|
|
return ret;
|
|
}
|
|
|