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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/lib/CGameState.cpp
2009-09-04 14:11:42 +00:00

2774 lines
81 KiB
C++

#define VCMI_DLL
#include <algorithm>
#include <queue>
#include <fstream>
#include "CGameState.h"
#include <boost/random/linear_congruential.hpp>
#include "../hch/CDefObjInfoHandler.h"
#include "../hch/CArtHandler.h"
#include "../hch/CBuildingHandler.h"
#include "../hch/CGeneralTextHandler.h"
#include "../hch/CTownHandler.h"
#include "../hch/CSpellHandler.h"
#include "../hch/CHeroHandler.h"
#include "../hch/CObjectHandler.h"
#include "../hch/CCreatureHandler.h"
#include "VCMI_Lib.h"
#include "Connection.h"
#include "map.h"
#include "../StartInfo.h"
#include "NetPacks.h"
#include <boost/foreach.hpp>
#include <boost/lexical_cast.hpp>
#include <boost/thread.hpp>
#include <boost/thread/shared_mutex.hpp>
#include "RegisterTypes.cpp"
boost::rand48 ran;
#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);
}
class CBaseForGSApply
{
public:
virtual void applyOnGS(CGameState *gs, void *pack) const =0;
};
template <typename T> class CApplyOnGS : public CBaseForGSApply
{
public:
void applyOnGS(CGameState *gs, void *pack) const
{
T *ptr = static_cast<T*>(pack);
while(!gs->mx->try_lock())
boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
ptr->applyGs(gs);
gs->mx->unlock();
}
};
class CGSApplier
{
public:
std::map<ui16,CBaseForGSApply*> apps;
CGSApplier()
{
registerTypes2(*this);
}
template<typename T> void registerType(const T * t=NULL)
{
ui16 ID = typeList.registerType(t);
apps[ID] = new CApplyOnGS<T>;
}
} *applierGs = 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
{
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;
}
dst = (*vec)[ser];
}
}
DLL_EXPORT 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:
dst.replace(dst.find("%s"), 2, exactStrings[exSt++]);
break;
case TREPLACE_LSTRING:
{
std::string hlp;
getLocalString(localStrings[loSt++], hlp);
dst.replace(dst.find("%s"), 2, hlp);
}
break;
case TREPLACE_NUMBER:
dst.replace(dst.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
break;
default:
tlog1 << "MetaString processing error!\n";
break;
}
}
}
static CGObjectInstance * createObject(int id, int subid, int3 pos, int owner)
{
CGObjectInstance * nobj;
switch(id)
{
case HEROI_TYPE: //hero
{
CGHeroInstance * nobj = new CGHeroInstance();
nobj->pos = pos;
nobj->tempOwner = owner;
nobj->subID = subid;
//nobj->initHero(ran);
return nobj;
}
case 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->info = NULL;
nobj->defInfo->id = id;
nobj->defInfo->subid = subid;
//assigning defhandler
if(nobj->ID==HEROI_TYPE || nobj->ID==TOWNI_TYPE)
return nobj;
nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
return nobj;
}
CStack * BattleInfo::getStack(int stackID, bool onlyAlive)
{
for(unsigned int g=0; g<stacks.size(); ++g)
{
if(stacks[g]->ID == stackID && (!onlyAlive || stacks[g]->alive()))
return stacks[g];
}
return NULL;
}
const CStack * BattleInfo::getStack(int stackID, bool onlyAlive) const
{
for(unsigned int g=0; g<stacks.size(); ++g)
{
if(stacks[g]->ID == stackID && (!onlyAlive || stacks[g]->alive()))
return stacks[g];
}
return NULL;
}
CStack * BattleInfo::getStackT(int tileID, bool onlyAlive)
{
for(unsigned int g=0; g<stacks.size(); ++g)
{
if(stacks[g]->position == tileID
|| (stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
|| (stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))
{
if(!onlyAlive || stacks[g]->alive())
{
return stacks[g];
}
}
}
return NULL;
}
const CStack * BattleInfo::getStackT(int tileID, bool onlyAlive) const
{
for(unsigned int g=0; g<stacks.size(); ++g)
{
if(stacks[g]->position == tileID
|| (stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
|| (stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))
{
if(!onlyAlive || stacks[g]->alive())
{
return stacks[g];
}
}
}
return NULL;
}
void BattleInfo::getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<int> & occupyable, bool flying, int stackToOmmit) const
{
memset(accessibility, 1, BFIELD_SIZE); //initialize array with trues
//removing accessibility for side columns of hexes
for(int v = 0; v < BFIELD_SIZE; ++v)
{
if( v % BFIELD_WIDTH == 0 || v % BFIELD_WIDTH == (BFIELD_WIDTH - 1) )
accessibility[v] = false;
}
for(unsigned int g=0; g<stacks.size(); ++g)
{
if(!stacks[g]->alive() || stacks[g]->ID==stackToOmmit || stacks[g]->position < 0) //we don't want to lock position of this stack (eg. if it's a turret)
continue;
accessibility[stacks[g]->position] = false;
if(stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE)) //if it's a double hex creature
{
if(stacks[g]->attackerOwned)
accessibility[stacks[g]->position-1] = false;
else
accessibility[stacks[g]->position+1] = false;
}
}
//obstacles
for(unsigned int b=0; b<obstacles.size(); ++b)
{
std::vector<int> blocked = VLC->heroh->obstacles[obstacles[b].ID].getBlocked(obstacles[b].pos);
for(unsigned int c=0; c<blocked.size(); ++c)
{
if(blocked[c] >=0 && blocked[c] < BFIELD_SIZE)
accessibility[blocked[c]] = false;
}
}
//walls
if(siege > 0)
{
static const int permanentlyLocked[] = {12, 45, 78, 112, 147, 165};
for(int b=0; b<ARRAY_COUNT(permanentlyLocked); ++b)
{
accessibility[permanentlyLocked[b]] = false;
}
static const std::pair<int, int> lockedIfNotDestroyed[] = //(which part of wall, which hex is blocked if this part of wall is not destroyed
{std::make_pair(2, 182), std::make_pair(3, 130), std::make_pair(4, 62), std::make_pair(5, 29)};
for(int b=0; b<ARRAY_COUNT(lockedIfNotDestroyed); ++b)
{
if(si.wallState[lockedIfNotDestroyed[b].first] < 3)
{
accessibility[lockedIfNotDestroyed[b].second] = false;
}
}
//gate
if(attackerOwned && si.wallState[7] < 3) //if it attacker's unit and gate is not destroyed
{
accessibility[95] = accessibility[96] = false; //block gate's hexes
}
}
//occupyability
if(addOccupiable && twoHex)
{
std::set<int> rem; //tiles to unlock
for(int h=0; h<BFIELD_HEIGHT; ++h)
{
for(int w=1; w<BFIELD_WIDTH-1; ++w)
{
int hex = h * BFIELD_WIDTH + w;
if(!isAccessible(hex, accessibility, twoHex, attackerOwned, flying, true)
&& (attackerOwned ? isAccessible(hex+1, accessibility, twoHex, attackerOwned, flying, true) : isAccessible(hex-1, accessibility, twoHex, attackerOwned, flying, true) )
)
rem.insert(hex);
}
}
occupyable = rem;
/*for(std::set<int>::const_iterator it = rem.begin(); it != rem.end(); ++it)
{
accessibility[*it] = true;
}*/
}
}
bool BattleInfo::isAccessible(int hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos)
{
if(flying && !lastPos)
return true;
if(twoHex)
{
//if given hex is accessible and appropriate adjacent one is free too
return accessibility[hex] && accessibility[hex + (attackerOwned ? -1 : 1 )];
}
else
{
return accessibility[hex];
}
}
void BattleInfo::makeBFS(int start, bool *accessibility, int *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying) const //both pointers must point to the at least 187-elements int arrays
{
//inits
for(int b=0; b<BFIELD_SIZE; ++b)
predecessor[b] = -1;
for(int g=0; g<BFIELD_SIZE; ++g)
dists[g] = 100000000;
std::queue<int> hexq; //bfs queue
hexq.push(start);
dists[hexq.front()] = 0;
int curNext = -1; //for bfs loop only (helper var)
while(!hexq.empty()) //bfs loop
{
int curHex = hexq.front();
std::vector<int> neighbours = neighbouringTiles(curHex);
hexq.pop();
for(unsigned int nr=0; nr<neighbours.size(); nr++)
{
curNext = neighbours[nr]; //if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
bool accessible = isAccessible(curNext, accessibility, twoHex, attackerOwned, flying, dists[curHex]+1 == dists[curNext]);
if( dists[curHex]+1 >= dists[curNext] )
continue;
if(accessible)
{
hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
}
predecessor[curNext] = curHex;
}
}
};
std::vector<int> BattleInfo::getAccessibility(int stackID, bool addOccupiable) const
{
std::vector<int> ret;
bool ac[BFIELD_SIZE];
const CStack *s = getStack(stackID);
if(s->position < 0) //turrets
return std::vector<int>();
std::set<int> occupyable;
getAccessibilityMap(ac, s->hasFeatureOfType(StackFeature::DOUBLE_WIDE), s->attackerOwned, addOccupiable, occupyable, s->hasFeatureOfType(StackFeature::FLYING), stackID);
int pr[BFIELD_SIZE], dist[BFIELD_SIZE];
makeBFS(s->position, ac, pr, dist, s->hasFeatureOfType(StackFeature::DOUBLE_WIDE), s->attackerOwned, s->hasFeatureOfType(StackFeature::FLYING));
if(s->hasFeatureOfType(StackFeature::DOUBLE_WIDE))
{
if(!addOccupiable)
{
std::vector<int> rem;
for(int b=0; b<BFIELD_SIZE; ++b)
{
//don't take into account most left and most right columns of hexes
if( b % BFIELD_WIDTH == 0 || b % BFIELD_WIDTH == BFIELD_WIDTH - 1 )
continue;
if( ac[b] && !(s->attackerOwned ? ac[b-1] : ac[b+1]) )
{
rem.push_back(b);
}
}
for(unsigned int g=0; g<rem.size(); ++g)
{
ac[rem[g]] = false;
}
//removing accessibility for side hexes
for(int v=0; v<BFIELD_SIZE; ++v)
if(s->attackerOwned ? (v%BFIELD_WIDTH)==1 : (v%BFIELD_WIDTH)==(BFIELD_WIDTH - 2))
ac[v] = false;
}
}
for (int i=0; i < BFIELD_SIZE ; ++i) {
if(
( ( !addOccupiable && dist[i] <= s->Speed() && ac[i] ) || ( addOccupiable && dist[i] <= s->Speed() && isAccessible(i, ac, s->hasFeatureOfType(StackFeature::DOUBLE_WIDE), s->attackerOwned, s->hasFeatureOfType(StackFeature::FLYING), true) ) )//we can reach it
|| (vstd::contains(occupyable, i) && ( dist[ i + (s->attackerOwned ? 1 : -1 ) ] <= s->Speed() ) &&
ac[i + (s->attackerOwned ? 1 : -1 )] ) //it's occupyable and we can reach adjacent hex
)
{
ret.push_back(i);
}
}
return ret;
}
bool BattleInfo::isStackBlocked(int ID)
{
CStack *our = getStack(ID);
if(our->hasFeatureOfType(StackFeature::SIEGE_WEAPON)) //siege weapons cannot be blocked
return false;
for(unsigned int i=0; i<stacks.size();i++)
{
if( !stacks[i]->alive()
|| stacks[i]->owner==our->owner
)
continue; //we omit dead and allied stacks
if(stacks[i]->hasFeatureOfType(StackFeature::DOUBLE_WIDE))
{
if( mutualPosition(stacks[i]->position, our->position) >= 0
|| mutualPosition(stacks[i]->position + (stacks[i]->attackerOwned ? -1 : 1), our->position) >= 0)
return true;
}
else
{
if( mutualPosition(stacks[i]->position, our->position) >= 0 )
return true;
}
}
return false;
}
signed char BattleInfo::mutualPosition(int hex1, int hex2)
{
if(hex2 == hex1 - ( (hex1/17)%2 ? 18 : 17 )) //top left
return 0;
if(hex2 == hex1 - ( (hex1/17)%2 ? 17 : 16 )) //top right
return 1;
if(hex2 == hex1 - 1 && hex1%17 != 0) //left
return 5;
if(hex2 == hex1 + 1 && hex1%17 != 16) //right
return 2;
if(hex2 == hex1 + ( (hex1/17)%2 ? 16 : 17 )) //bottom left
return 4;
if(hex2 == hex1 + ( (hex1/17)%2 ? 17 : 18 )) //bottom right
return 3;
return -1;
}
std::vector<int> BattleInfo::neighbouringTiles(int hex)
{
#define CHECK_AND_PUSH(tile) {int hlp = (tile); if(hlp>=0 && hlp<BFIELD_SIZE && (hlp%BFIELD_WIDTH!=16) && hlp%BFIELD_WIDTH) ret.push_back(hlp);}
std::vector<int> ret;
CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 18 : 17 ));
CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 17 : 16 ));
CHECK_AND_PUSH(hex - 1);
CHECK_AND_PUSH(hex + 1);
CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 16 : 17 ));
CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 17 : 18 ));
#undef CHECK_AND_PUSH
return ret;
}
std::pair< std::vector<int>, int > BattleInfo::getPath(int start, int dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned)
{
int predecessor[BFIELD_SIZE]; //for getting the Path
int dist[BFIELD_SIZE]; //calculated distances
makeBFS(start, accessibility, predecessor, dist, twoHex, attackerOwned, flyingCreature);
if(predecessor[dest] == -1) //cannot reach destination
{
return std::make_pair(std::vector<int>(), 0);
}
//making the Path
std::vector<int> path;
int curElem = dest;
while(curElem != start)
{
path.push_back(curElem);
curElem = predecessor[curElem];
}
return std::make_pair(path, dist[dest]);
}
int CStack::valOfFeatures(StackFeature::ECombatFeatures type, int subtype) const
{
int ret = 0;
if(subtype == -1024) //any subtype
{
for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
if(i->type == type)
ret += i->value;
}
else //given subtype
{
for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
if(i->type == type && i->subtype == subtype)
ret += i->value;
}
return ret;
}
bool CStack::hasFeatureOfType(StackFeature::ECombatFeatures type, int subtype) const
{
if(subtype == -1024) //any subtype
{
for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
if(i->type == type)
return true;
}
else //given subtype
{
for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
if(i->type == type && i->subtype == subtype)
return true;
}
return false;
}
CStack::CStack(CCreature * C, int A, int O, int I, bool AO, int S)
:ID(I), creature(C), amount(A), baseAmount(A), firstHPleft(C->hitPoints), owner(O), slot(S), attackerOwned(AO), position(-1),
counterAttacks(1), shots(C->shots), features(C->abilities)
{
//additional retaliations
for(int h=0; h<C->abilities.size(); ++h)
{
if(C->abilities[h].type == StackFeature::ADDITIONAL_RETALIATION)
{
counterAttacks += C->abilities[h].value;
}
}
//alive state indication
state.insert(ALIVE);
}
ui32 CStack::Speed() const
{
if(hasFeatureOfType(StackFeature::SIEGE_WEAPON)) //war machnes cannot move
return 0;
int speed = creature->speed;
speed += valOfFeatures(StackFeature::SPEED_BONUS);
int percentBonus = 0;
for(int g=0; g<features.size(); ++g)
{
if(features[g].type == StackFeature::SPEED_BONUS)
{
percentBonus += features[g].additionalInfo;
}
}
if(percentBonus < 0)
{
speed = (abs(percentBonus) * speed)/100;
}
else
{
speed = ((100 + percentBonus) * speed)/100;
}
//bind effect check
if(getEffect(72))
{
return 0;
}
return speed;
}
const CStack::StackEffect * CStack::getEffect(ui16 id) const
{
for (unsigned int i=0; i< effects.size(); i++)
if(effects[i].id == id)
return &effects[i];
return NULL;
}
ui8 CStack::howManyEffectsSet(ui16 id) const
{
ui8 ret = 0;
for (unsigned int i=0; i< effects.size(); i++)
if(effects[i].id == id) //effect found
{
++ret;
}
return ret;
}
si8 CStack::Morale() const
{
si8 ret = morale;
if(hasFeatureOfType(StackFeature::NON_LIVING) || hasFeatureOfType(StackFeature::UNDEAD) || hasFeatureOfType(StackFeature::NO_MORALE))
return 0;
ret += valOfFeatures(StackFeature::MORALE_BONUS); //mirth & sorrow & other
if(hasFeatureOfType(StackFeature::SELF_MORALE)) //eg. minotaur
{
ret = std::max<si8>(ret, +1);
}
if(ret > 3) ret = 3;
if(ret < -3) ret = -3;
return ret;
}
si8 CStack::Luck() const
{
si8 ret = luck;
if(hasFeatureOfType(StackFeature::NO_LUCK))
return 0;
ret += valOfFeatures(StackFeature::LUCK_BONUS); //fortune & misfortune & other
if(hasFeatureOfType(StackFeature::SELF_LUCK)) //eg. halfling
{
ret = std::max<si8>(ret, +1);
}
if(ret > 3) ret = 3;
if(ret < -3) ret = -3;
return ret;
}
si32 CStack::Attack() const
{
si32 ret = creature->attack; //value to be returned
if(hasFeatureOfType(StackFeature::IN_FRENZY)) //frenzy for attacker
{
ret += si32(VLC->spellh->spells[56].powers[getEffect(56)->level]/100.0) * Defense(false);
}
ret += valOfFeatures(StackFeature::ATTACK_BONUS);
return ret;
}
si32 CStack::Defense(bool withFrenzy /*= true*/) const
{
si32 ret = creature->defence;
if(withFrenzy && getEffect(56)) //frenzy for defender
{
return 0;
}
ret += valOfFeatures(StackFeature::DEFENCE_BONUS);
return ret;
}
ui16 CStack::MaxHealth() const
{
return creature->hitPoints + valOfFeatures(StackFeature::HP_BONUS);
}
bool CStack::willMove()
{
return !vstd::contains(state, DEFENDING)
&& !vstd::contains(state, MOVED)
&& alive()
&& ! hasFeatureOfType(StackFeature::NOT_ACTIVE); //eg. Ammo Cart
}
CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, int player, const CTown *town, std::map<ui32,CGHeroInstance *> &available) const
{
CGHeroInstance *ret = NULL;
if(player<0 || player>=PLAYER_LIMIT)
{
tlog1 << "Cannot pick hero for " << town->Name() << ". Wrong owner!\n";
return NULL;
}
std::vector<CGHeroInstance *> pool;
if(native)
{
for(std::map<ui32,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);
}
}
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(std::map<ui32,CGHeroInstance *>::iterator i=available.begin(); i!=available.end(); i++)
{
if(pavailable.find(i->first)->second & 1<<player)
{
pool.push_back(i->second);
sum += i->second->type->heroClass->selectionProbability[town->typeID];
}
}
if(!pool.size())
{
tlog1 << "There are no heroes available for player " << player<<"!\n";
return NULL;
}
r = rand()%sum;
for(unsigned int i=0; i<pool.size(); i++)
{
r -= pool[i]->type->heroClass->selectionProbability[town->typeID];
if(r<0)
ret = pool[i];
}
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;
if(!map->getHero(h = scenarioOps->getIthPlayersSettings(owner).hero,0) && h>=0) //we haven't used selected hero
return h;
int f = scenarioOps->getIthPlayersSettings(owner).castle;
int i=0;
do //try to find free hero of our faction
{
i++;
h = scenarioOps->getIthPlayersSettings(owner).castle*HEROES_PER_TYPE*2+(ran()%(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<HEROES_PER_TYPE * 2 * F_NUMBER; j++)
if(!map->getHero(j))
h=j;
}
return h;
}
CGHeroInstance *CGameState::getHero(int objid)
{
if(objid<0 || objid>=map->objects.size() || map->objects[objid]->ID!=HEROI_TYPE)
return NULL;
return static_cast<CGHeroInstance *>(map->objects[objid]);
}
CGTownInstance *CGameState::getTown(int objid)
{
if(objid<0 || objid>=map->objects.size())
return NULL;
return static_cast<CGTownInstance *>(map->objects[objid]);
}
std::pair<int,int> CGameState::pickObject(CGObjectInstance *obj)
{
switch(obj->ID)
{
case 65: //random artifact
return std::pair<int,int>(5,(ran()%136)+7); //tylko sensowny zakres - na poczatku sa katapulty itp, na koncu specjalne i blanki
case 66: //random treasure artifact
return std::pair<int,int>(5,VLC->arth->treasures[ran()%VLC->arth->treasures.size()]->id);
case 67: //random minor artifact
return std::pair<int,int>(5,VLC->arth->minors[ran()%VLC->arth->minors.size()]->id);
case 68: //random major artifact
return std::pair<int,int>(5,VLC->arth->majors[ran()%VLC->arth->majors.size()]->id);
case 69: //random relic artifact
return std::pair<int,int>(5,VLC->arth->relics[ran()%VLC->arth->relics.size()]->id);
case 70: //random hero
{
return std::pair<int,int>(HEROI_TYPE,pickHero(obj->tempOwner));
}
case 71: //random monster
{
int r;
do
{
r = ran()%197;
} while (vstd::contains(VLC->creh->notUsedMonsters,r));
return std::pair<int,int>(54,r);
}
case 72: //random monster lvl1
return std::pair<int,int>(54,VLC->creh->levelCreatures[1][ran()%VLC->creh->levelCreatures[1].size()]->idNumber);
case 73: //random monster lvl2
return std::pair<int,int>(54,VLC->creh->levelCreatures[2][ran()%VLC->creh->levelCreatures[2].size()]->idNumber);
case 74: //random monster lvl3
return std::pair<int,int>(54,VLC->creh->levelCreatures[3][ran()%VLC->creh->levelCreatures[3].size()]->idNumber);
case 75: //random monster lvl4
return std::pair<int,int>(54,VLC->creh->levelCreatures[4][ran()%VLC->creh->levelCreatures[4].size()]->idNumber);
case 76: //random resource
return std::pair<int,int>(79,ran()%7); //now it's OH3 style, use %8 for mithril
case 77: //random town
{
int align = (static_cast<CGTownInstance*>(obj))->alignment,
f;
if(align>PLAYER_LIMIT-1)//same as owner / random
{
if(obj->tempOwner > PLAYER_LIMIT-1)
f = -1; //random
else
f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
}
else
{
f = scenarioOps->getIthPlayersSettings(align).castle;
}
if(f<0) f = ran()%VLC->townh->towns.size();
return std::pair<int,int>(TOWNI_TYPE,f);
}
case 162: //random monster lvl5
return std::pair<int,int>(54,VLC->creh->levelCreatures[5][ran()%VLC->creh->levelCreatures[5].size()]->idNumber);
case 163: //random monster lvl6
return std::pair<int,int>(54,VLC->creh->levelCreatures[6][ran()%VLC->creh->levelCreatures[6].size()]->idNumber);
case 164: //random monster lvl7
return std::pair<int,int>(54,VLC->creh->levelCreatures[7][ran()%VLC->creh->levelCreatures[7].size()]->idNumber);
case 216: //random dwelling
{
int faction = ran()%F_NUMBER;
CCreGen2ObjInfo* info = static_cast<CCreGen2ObjInfo*>(obj->info);
if (info->asCastle)
{
for(unsigned int i=0;i<map->objects.size();i++)
{
if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
{
randomizeObject(map->objects[i]); //we have to randomize the castle first
faction = map->objects[i]->subID;
break;
}
else if(map->objects[i]->ID==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
{
faction = map->objects[i]->subID;
break;
}
}
}
else
{
while((!(info->castles[0]&(1<<faction))))
{
if((faction>7) && (info->castles[1]&(1<<(faction-8))))
break;
faction = ran()%F_NUMBER;
}
}
int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
int cid = VLC->townh->towns[faction].basicCreatures[level];
for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
if(VLC->objh->cregens[i]==cid)
return std::pair<int,int>(17,i);
tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
return std::pair<int,int>(17,0);
}
case 217:
{
int faction = ran()%F_NUMBER;
CCreGenObjInfo* info = static_cast<CCreGenObjInfo*>(obj->info);
if (info->asCastle)
{
for(unsigned int i=0;i<map->objects.size();i++)
{
if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
{
randomizeObject(map->objects[i]); //we have to randomize the castle first
faction = map->objects[i]->subID;
break;
}
else if(map->objects[i]->ID==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
{
faction = map->objects[i]->subID;
break;
}
}
}
else
{
while((!(info->castles[0]&(1<<faction))))
{
if((faction>7) && (info->castles[1]&(1<<(faction-8))))
break;
faction = ran()%F_NUMBER;
}
}
int cid = VLC->townh->towns[faction].basicCreatures[obj->subID];
for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
if(VLC->objh->cregens[i]==cid)
return std::pair<int,int>(17,i);
tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
return std::pair<int,int>(17,0);
}
case 218:
{
CCreGen3ObjInfo* info = static_cast<CCreGen3ObjInfo*>(obj->info);
int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
int cid = VLC->townh->towns[obj->subID].basicCreatures[level];
for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
if(VLC->objh->cregens[i]==cid)
return std::pair<int,int>(17,i);
tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
return std::pair<int,int>(17,0);
}
}
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==TOWNI_TYPE) //town - set def
{
CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
if(t->hasCapitol())
t->defInfo = capitols[t->subID];
else if(t->hasFort())
t->defInfo = forts[t->subID];
else
t->defInfo = villages[t->subID];
}
return;
}
else if(ran.first==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];
map->heroes.push_back(h);
return; //TODO: maybe we should do something with definfo?
}
else if(ran.first==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];
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:
return day;
break;
case 1:
temp = (day)%7;
if (temp)
return temp;
else return 7;
break;
case 2:
temp = ((day-1)/7)+1;
if (!(temp%4))
return 4;
else
return (temp%4);
break;
case 3:
return ((day-1)/28)+1;
break;
}
return 0;
}
CGameState::CGameState()
{
mx = new boost::shared_mutex();
map = NULL;
curB = NULL;
scenarioOps = NULL;
applierGs = new CGSApplier;
}
CGameState::~CGameState()
{
delete mx;
delete map;
delete curB;
delete scenarioOps;
delete applierGs;
}
void CGameState::init(StartInfo * si, Mapa * map, int Seed)
{
day = 0;
seed = Seed;
ran.seed((boost::int32_t)seed);
scenarioOps = si;
this->map = map;
loadTownDInfos();
//picking random factions for players
for(unsigned int i=0;i<scenarioOps->playerInfos.size();i++)
{
if(scenarioOps->playerInfos[i].castle==-1)
{
int f;
do
{
f = ran()%F_NUMBER;
}while(!(map->players[scenarioOps->playerInfos[i].color].allowedFactions & 1<<f));
scenarioOps->playerInfos[i].castle = f;
}
}
//randomizing objects
for(unsigned int no=0; no<map->objects.size(); ++no)
{
randomizeObject(map->objects[no]);
if(map->objects[no]->ID==26)
{
map->objects[no]->defInfo->handler=NULL;
}
map->objects[no]->hoverName = VLC->generaltexth->names[map->objects[no]->ID];
}
//std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
/*********give starting hero****************************************/
for(int i=0;i<PLAYER_LIMIT;i++)
{
if((map->players[i].generateHeroAtMainTown && map->players[i].hasMainTown) || (map->players[i].hasMainTown && map->version==CMapHeader::RoE))
{
int3 hpos = map->players[i].posOfMainTown;
hpos.x+=1;// hpos.y+=1;
int j;
for(j=0; j<scenarioOps->playerInfos.size(); j++) //don't add unsigned here - we are refering to the variable above
if(scenarioOps->playerInfos[j].color == i)
break;
if(j == scenarioOps->playerInfos.size())
continue;
int h=pickHero(i);
if(scenarioOps->playerInfos[j].hero == -1)
scenarioOps->playerInfos[j].hero = h;
CGHeroInstance * nnn = static_cast<CGHeroInstance*>(createObject(HEROI_TYPE,h,hpos,i));
nnn->id = map->objects.size();
hpos = map->players[i].posOfMainTown;hpos.x+=2;
for(unsigned int o=0;o<map->towns.size();o++) //find main town
{
if(map->towns[o]->pos == hpos)
{
map->towns[o]->visitingHero = nnn;
nnn->visitedTown = map->towns[o];
nnn->inTownGarrison = false;
break;
}
}
nnn->initHero();
map->heroes.push_back(nnn);
map->objects.push_back(nnn);
map->addBlockVisTiles(nnn);
}
}
/*********creating players entries in gs****************************************/
for (unsigned int i=0; i<scenarioOps->playerInfos.size();i++)
{
std::pair<int,PlayerState> ins(scenarioOps->playerInfos[i].color,PlayerState());
ins.second.color=ins.first;
ins.second.serial=i;
ins.second.human = scenarioOps->playerInfos[i].human;
players.insert(ins);
}
/******************RESOURCES****************************************************/
//TODO: computer player should receive other amount of resource than computer (depending on difficulty)
std::vector<int> startres;
std::ifstream tis("config/startres.txt");
int k;
for (int j=0;j<scenarioOps->difficulty;j++)
{
tis >> k;
for (int z=0;z<RESOURCE_QUANTITY;z++)
tis>>k;
}
tis >> k;
for (int i=0;i<RESOURCE_QUANTITY;i++)
{
tis >> k;
startres.push_back(k);
}
tis.close();
tis.clear();
for (std::map<ui8,PlayerState>::iterator i = players.begin(); i!=players.end(); i++)
{
(*i).second.resources.resize(RESOURCE_QUANTITY);
for (int x=0;x<RESOURCE_QUANTITY;x++)
(*i).second.resources[x] = startres[x];
}
tis.open("config/resources.txt");
tis >> k;
int pom;
for(int i=0;i<k;i++)
{
tis >> pom;
resVals.push_back(pom);
}
/*************************HEROES************************************************/
std::set<int> hids;
for(unsigned int i=0; i<map->allowedHeroes.size(); i++) //add to hids all allowed heroes
if(map->allowedHeroes[i])
hids.insert(i);
for (unsigned int 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(unsigned int 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 into the pool
{
CGHeroInstance * vhi = new CGHeroInstance();
vhi->initHero(hid);
hpool.heroesPool[hid] = vhi;
hpool.pavailable[hid] = 0xff;
}
for(unsigned int i=0; i<map->disposedHeroes.size(); i++)
{
hpool.pavailable[map->disposedHeroes[i].ID] = map->disposedHeroes[i].players;
}
/*************************FOG**OF**WAR******************************************/
for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
{
k->second.fogOfWarMap.resize(map->width);
for(int g=0; g<map->width; ++g)
k->second.fogOfWarMap[g].resize(map->height);
for(int g=-0; g<map->width; ++g)
for(int h=0; h<map->height; ++h)
k->second.fogOfWarMap[g][h].resize(map->twoLevel+1, 0);
for(int g=0; g<map->width; ++g)
for(int h=0; h<map->height; ++h)
for(int v=0; v<map->twoLevel+1; ++v)
k->second.fogOfWarMap[g][h][v] = 0;
BOOST_FOREACH(CGObjectInstance *obj, map->objects)
{
if(obj->tempOwner != k->first) continue; //not a flagged object
int3 objCenter = obj->getSightCenter();
int radious = obj->getSightRadious();
for (int xd = std::max<int>(objCenter.x - radious , 0); xd <= std::min<int>(objCenter.x + radious, map->width - 1); xd++)
{
for (int yd = std::max<int>(objCenter.y - radious, 0); yd <= std::min<int>(objCenter.y + radious, map->height - 1); yd++)
{
double distance = objCenter.dist2d(int3(xd,yd,objCenter.z)) - 0.5;
if(distance <= radious)
k->second.fogOfWarMap[xd][yd][objCenter.z] = 1;
}
}
}
//for(int xd=0; xd<map->width; ++xd) //revealing part of map around heroes
//{
// for(int yd=0; yd<map->height; ++yd)
// {
// for(int ch=0; ch<k->second.heroes.size(); ++ch)
// {
// int deltaX = (k->second.heroes[ch]->getPosition(false).x-xd)*(k->second.heroes[ch]->getPosition(false).x-xd);
// int deltaY = (k->second.heroes[ch]->getPosition(false).y-yd)*(k->second.heroes[ch]->getPosition(false).y-yd);
// if(deltaX+deltaY<k->second.heroes[ch]->getSightDistance()*k->second.heroes[ch]->getSightDistance())
// k->second.fogOfWarMap[xd][yd][k->second.heroes[ch]->getPosition(false).z] = 1;
// }
// }
//}
//starting bonus
if(si->playerInfos[k->second.serial].bonus==brandom)
si->playerInfos[k->second.serial].bonus = ran()%3;
switch(si->playerInfos[k->second.serial].bonus)
{
case bgold:
k->second.resources[6] += 500 + (ran()%6)*100;
break;
case bresource:
{
int res = VLC->townh->towns[si->playerInfos[k->second.serial].castle].primaryRes;
if(res == 127)
{
k->second.resources[0] += 5 + ran()%6;
k->second.resources[2] += 5 + ran()%6;
}
else
{
k->second.resources[res] += 3 + ran()%4;
}
break;
}
case bartifact:
{
if(!k->second.heroes.size())
{
tlog5 << "Cannot give starting artifact - no heroes!" << std::endl;
break;
}
CArtifact *toGive;
do
{
toGive = VLC->arth->treasures[ran() % VLC->arth->treasures.size()];
} while (!map->allowedArtifact[toGive->id]);
CGHeroInstance *hero = k->second.heroes[0];
std::vector<ui16>::iterator slot = vstd::findFirstNot(hero->artifWorn,toGive->possibleSlots);
if(slot!=toGive->possibleSlots.end())
{
hero->artifWorn[*slot] = toGive->id;
hero->recreateArtBonuses();
}
else
hero->artifacts.push_back(toGive->id);
}
}
}
/****************************TOWNS************************************************/
for (unsigned int i=0;i<map->towns.size();i++)
{
CGTownInstance * vti =(map->towns[i]);
if(!vti->town)
vti->town = &VLC->townh->towns[vti->subID];
if (vti->name.length()==0) // if town hasn't name we draw it
vti->name = vti->town->Names()[ran()%vti->town->Names().size()];
//init buildings
if(vti->builtBuildings.find(-50)!=vti->builtBuildings.end()) //give standard set of buildings
{
vti->builtBuildings.erase(-50);
vti->builtBuildings.insert(10);
vti->builtBuildings.insert(5);
vti->builtBuildings.insert(30);
if(ran()%2)
vti->builtBuildings.insert(31);
}
//init spells
vti->spells.resize(SPELL_LEVELS);
CSpell *s;
for(unsigned int 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, sel=-1;
for(unsigned int ps=0;ps<vti->possibleSpells.size();ps++)
total += VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];
int r = (total)? ran()%total : -1;
for(unsigned int 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;
}
//init garrisons
for (std::map<si32,std::pair<ui32,si32> >::iterator j=vti->army.slots.begin(); j!=vti->army.slots.end();j++)
{
if(j->second.first > 196 && j->second.first < 211)
{
if(j->second.first%2)
j->second.first = vti->town->basicCreatures[ (j->second.first-197) / 2 ];
else
j->second.first = vti->town->upgradedCreatures[ (j->second.first-197) / 2 ];
}
}
if(vti->getOwner() != 255)
getPlayer(vti->getOwner())->towns.push_back(vti);
}
for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
{
if(k->first==-1 || k->first==255)
continue;
//init visiting and garrisoned heroes
for(unsigned int l=0; l<k->second.heroes.size();l++)
{
for(unsigned int m=0; m<k->second.towns.size();m++)
{
int3 vistile = k->second.towns[m]->pos; vistile.x--; //tile next to the entrance
if(vistile == k->second.heroes[l]->pos || k->second.heroes[l]->pos==k->second.towns[m]->pos)
{
k->second.towns[m]->visitingHero = k->second.heroes[l];
k->second.heroes[l]->visitedTown = k->second.towns[m];
k->second.heroes[l]->inTownGarrison = false;
if(k->second.heroes[l]->pos==k->second.towns[m]->pos)
k->second.heroes[l]->pos.x -= 1;
break;
}
}
}
}
for(unsigned int i=0; i<map->defy.size(); i++)
{
map->defy[i]->serial = i;
}
for(unsigned int i=0; i<map->objects.size(); i++)
{
map->objects[i]->initObj();
if(map->objects[i]->ID == 62) //prison also needs to initialize hero
static_cast<CGHeroInstance*>(map->objects[i])->initHero();
}
}
bool CGameState::battleShootCreatureStack(int ID, int dest)
{
return true;
}
bool CGameState::battleCanFlee(int player)
{
if(!curB) //there is no battle
return false;
const CGHeroInstance *h1 = getHero(curB->hero1);
const CGHeroInstance *h2 = getHero(curB->hero2);
if(h1 && h1->hasBonusOfType(HeroBonus::ENEMY_CANT_ESCAPE) //eg. one of heroes is wearing shakles of war
|| h2 && h2->hasBonusOfType(HeroBonus::ENEMY_CANT_ESCAPE))
return false;
return true;
}
int CGameState::battleGetStack(int pos, bool onlyAlive)
{
if(!curB)
return -1;
for(unsigned int g=0; g<curB->stacks.size(); ++g)
{
if((curB->stacks[g]->position == pos
|| (curB->stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE)
&&( (curB->stacks[g]->attackerOwned && curB->stacks[g]->position-1 == pos)
|| (!curB->stacks[g]->attackerOwned && curB->stacks[g]->position+1 == pos) )
))
&& (!onlyAlive || curB->stacks[g]->alive())
)
return curB->stacks[g]->ID;
}
return -1;
}
int CGameState::battleGetBattlefieldType(int3 tile)
{
if(tile==int3() && curB)
tile = curB->tile;
else if(tile==int3() && !curB)
return -1;
const std::vector <CGObjectInstance*> & objs = map->objects;
for(int g=0; g<objs.size(); ++g)
{
if( !objs[g] || objs[g]->pos.x - tile.x < 0 || objs[g]->pos.x - tile.x >= 8
|| tile.y - objs[g]->pos.y + 5 < 0 || tile.y - objs[g]->pos.y + 5 >=6
|| !objs[g]->coveringAt(objs[g]->pos.x - tile.x, tile.y - objs[g]->pos.y + 5)
) //look only for objects covering given tile
continue;
switch(objs[g]->ID)
{
case 222: //clover field
return 19;
case 21: case 223: //cursed ground
return 22;
case 224: //evil fog
return 20;
case 225: //favourable winds
return 21;
case 226: //fiery fields
return 14;
case 227: //holy ground
return 18;
case 228: //lucid pools
return 17;
case 229: //magic clouds
return 16;
case 46: case 230: //magic plains
return 9;
case 231: //rocklands
return 15;
}
}
switch(map->terrain[tile.x][tile.y][tile.z].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(CArmedInstance *obj, int stackPos)
{
UpgradeInfo ret;
CCreature *base = &VLC->creh->creatures[obj->army.slots[stackPos].first];
if((obj->ID == TOWNI_TYPE) || ((obj->ID == HEROI_TYPE) && static_cast<const CGHeroInstance*>(obj)->visitedTown))
{
CGTownInstance * t;
if(obj->ID == TOWNI_TYPE)
t = static_cast<CGTownInstance *>(const_cast<CArmedInstance *>(obj));
else
t = static_cast<const CGHeroInstance*>(obj)->visitedTown;
for(std::set<si32>::iterator i=t->builtBuildings.begin(); i!=t->builtBuildings.end(); i++)
{
if( (*i) >= 37 && (*i) < 44 ) //upgraded creature dwelling
{
int nid = t->town->upgradedCreatures[(*i)-37]; //upgrade offered by that building
if(base->upgrades.find(nid) != base->upgrades.end()) //possible upgrade
{
ret.newID.push_back(nid);
ret.cost.push_back(std::set<std::pair<int,int> >());
for(int j=0;j<RESOURCE_QUANTITY;j++)
{
int dif = VLC->creh->creatures[nid].cost[j] - base->cost[j];
if(dif)
ret.cost[ret.cost.size()-1].insert(std::make_pair(j,dif));
}
}
}
}//end for
}
//TODO: check if hero ability makes some upgrades possible
if(ret.newID.size())
ret.oldID = base->idNumber;
return ret;
}
float CGameState::getMarketEfficiency( int player, int mode/*=0*/ )
{
boost::shared_lock<boost::shared_mutex> lock(*mx);
if(mode) return -1; //todo - support other modes
int mcount = 0;
for(unsigned int i=0;i<getPlayer(player)->towns.size();i++)
if(vstd::contains(getPlayer(player)->towns[i]->builtBuildings,14))
mcount++;
float ret = std::min(((float)mcount+1.0f)/20.0f,0.5f);
return ret;
}
void CGameState::loadTownDInfos()
{
for(int i=0;i<F_NUMBER;i++)
{
villages[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
forts[i] = VLC->dobjinfo->castles[i];
capitols[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
}
}
void CGameState::getNeighbours( const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand )
{
static 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) };
vec.clear();
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);
if((indeterminate(onLand) || onLand == (hlpt.tertype!=8) )
&& hlpt.tertype!=9)
{
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(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);
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;
}
int CGameState::canBuildStructure( const CGTownInstance *t, int ID )
{
int ret = 7; //allowed by default
//checking resources
CBuilding * pom = VLC->buildh->buildings[t->subID][ID];
if(!pom)return 8;
if(pom->Name().size()==0||pom->resources.size()==0)return 2;//TODO: why does this happen?
for(int res=0;res<pom->resources.size();res++) //TODO: support custom amount of resources
{
if(pom->resources[res] > getPlayer(t->tempOwner)->resources[res])
ret = 6; //lack of res
}
//checking for requirements
for( std::set<int>::iterator ri = VLC->townh->requirements[t->subID][ID].begin();
ri != VLC->townh->requirements[t->subID][ID].end();
ri++ )
{
if(t->builtBuildings.find(*ri)==t->builtBuildings.end())
ret = 8; //lack of requirements - cannot build
}
//can we build it?
if(t->forbiddenBuildings.find(ID)!=t->forbiddenBuildings.end())
ret = 2; //forbidden
else if(t->builded >= MAX_BUILDING_PER_TURN)
ret = 5; //building limit
if(ID == 13) //capitol
{
for(unsigned int in = 0; in < map->towns.size(); in++)
{
if(map->towns[in]->tempOwner==t->tempOwner && vstd::contains(map->towns[in]->builtBuildings,13))
{
ret = 0; //no more than one capitol
break;
}
}
}
else if(ID == 6) //shipyard
{
int3 t1(t->pos + int3(-1,3,0)),
t2(t->pos + int3(-3,3,0));
if(map->isInTheMap(t1) && map->getTile(t1).tertype != TerrainTile::water
&& (map->isInTheMap(t2) && map->getTile(t2).tertype != TerrainTile::water))
ret = 1; //lack of water
}
if(t->builtBuildings.find(ID)!=t->builtBuildings.end()) //already built
ret = 4;
return ret;
}
void CGameState::apply(CPack *pack)
{
ui16 typ = typeList.getTypeID(pack);
assert(typ >= 0);
applierGs->apps[typ]->applyOnGS(this,pack);
}
PlayerState * CGameState::getPlayer( ui8 color )
{
if(vstd::contains(players,color))
{
return &players[color];
}
else
{
tlog2 << "Warning: Cannot find info for player " << int(color) << std::endl;
return NULL;
}
}
bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret)
{
if(!map->isInTheMap(src) || !map->isInTheMap(dest)) //check input
return false;
int3 hpos = hero->getPosition(false);
tribool blockLandSea; //true - blocks sea, false - blocks land, indeterminate - allows all
if (!hero->canWalkOnSea())
blockLandSea = (map->getTile(hpos).tertype != TerrainTile::water); //block land if hero is on water and vice versa
else
blockLandSea = boost::logic::indeterminate;
const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayer(hero->tempOwner)->fogOfWarMap;
//graph initialization
std::vector< std::vector<CPathNode> > graph;
graph.resize(map->width);
for(size_t i=0; i<graph.size(); ++i)
{
graph[i].resize(map->height);
for(size_t j=0; j<graph[i].size(); ++j)
{
const TerrainTile *tinfo = &map->terrain[i][j][src.z];
CPathNode &node = graph[i][j];
node.accesible = !tinfo->blocked;
node.dist = -1;
node.theNodeBefore = NULL;
node.visited = false;
node.coord.x = i;
node.coord.y = j;
node.coord.z = dest.z;
if ((tinfo->tertype == TerrainTile::rock) //it's rock
|| ((blockLandSea) && (tinfo->tertype == TerrainTile::water)) //it's sea and we cannot walk on sea
|| ((!blockLandSea) && (tinfo->tertype != TerrainTile::water)) //it's land and we cannot walk on land
|| !FoW[i][j][src.z] //tile is covered by the FoW
)
{
node.accesible = false;
}
}
}
//Special rules for the destination tile
{
const TerrainTile *t = &map->terrain[dest.x][dest.y][dest.z];
CPathNode &d = graph[dest.x][dest.y];
//tile may be blocked by blockvis / normal vis obj but it still must be accessible
if(t->visitable)
{
d.accesible = true; //for allowing visiting objects
}
if(blockLandSea && t->tertype == TerrainTile::water) //hero can walk only on land and dst lays on the water
{
size_t i = 0;
for(; i < t->visitableObjects.size(); i++)
if(t->visitableObjects[i]->ID == 8 || t->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat
break;
d.accesible = (i < t->visitableObjects.size()); //dest is accessible only if there is boat/hero
}
else if(!blockLandSea && t->tertype != TerrainTile::water) //hero is moving by water
{
d.accesible = (t->siodmyTajemniczyBajt & 64) && !t->blocked; //tile is accessible if it's coastal and not blocked
}
}
//graph initialized
//initial tile - set cost on 0 and add to the queue
graph[src.x][src.y].dist = 0;
std::queue<CPathNode> mq;
mq.push(graph[src.x][src.y]);
ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
std::vector<int3> neighbours;
neighbours.reserve(8);
while(!mq.empty())
{
CPathNode &cp = graph[mq.front().coord.x][mq.front().coord.y];
mq.pop();
if (cp.coord == dest) //it's destination tile
{
if (cp.dist < curDist) //that path is better than previous one
curDist = cp.dist;
continue;
}
else
{
if (cp.dist > curDist) //it's not dest and current length is greater than cost of already found path
continue;
}
//add accessible neighbouring nodes to the queue
getNeighbours(map->getTile(cp.coord), cp.coord, neighbours, boost::logic::indeterminate);
for(unsigned int i=0; i < neighbours.size(); i++)
{
CPathNode & dp = graph[neighbours[i].x][neighbours[i].y];
if(dp.accesible)
{
int cost = getMovementCost(hero,cp.coord,dp.coord,hero->movement - cp.dist);
if((dp.dist==-1 || (dp.dist > cp.dist + cost)) && dp.accesible && checkForVisitableDir(cp.coord, dp.coord) && checkForVisitableDir(dp.coord, cp.coord))
{
dp.dist = cp.dist + cost;
dp.theNodeBefore = &cp;
mq.push(dp);
}
}
}
}
CPathNode *curNode = &graph[dest.x][dest.y];
if(!curNode->theNodeBefore) //destination is not accessible
return false;
//fill ret with found path
ret.nodes.clear();
while(curNode->coord != graph[src.x][src.y].coord)
{
ret.nodes.push_back(*curNode);
curNode = curNode->theNodeBefore;
}
ret.nodes.push_back(graph[src.x][src.y]);
return true;
}
void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement)
{
if(src.x < 0)
src = hero->getPosition(false);
if(movement < 0)
movement = hero->movement;
if(!map->isInTheMap(src)/* || !map->isInTheMap(dest)*/) //check input
{
tlog1 << "CGameState::calculatePaths: Hero outside the map? How dare you...\n";
return;
}
tribool onLand; //true - blocks sea, false - blocks land, indeterminate - allows all
if (!hero->canWalkOnSea())
onLand = (map->getTile(src).tertype != TerrainTile::water); //block land if hero is on water and vice versa
else
onLand = boost::logic::indeterminate;
const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayer(hero->tempOwner)->fogOfWarMap;
//graph initialization
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)
{
const TerrainTile *tinfo = &map->terrain[i][j][k];
CGPathNode &node = graph[i][j][k];
node.accessible = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);
node.turns = 0xff;
node.moveRemains = 0;
node.coord.x = i;
node.coord.y = j;
node.coord.z = k;
node.land = tinfo->tertype != TerrainTile::water;
if ( tinfo->tertype == TerrainTile::rock//it's rock
|| onLand && !node.land //it's sea and we cannot walk on sea
|| !onLand && node.land //it's land and we cannot walk on land
|| !FoW[i][j][k] //tile is covered by the FoW
)
{
node.accessible = CGPathNode::BLOCKED;
}
else if(tinfo->visitable)
{
for(size_t ii = 0; ii < tinfo->visitableObjects.size(); ii++)
{
if(tinfo->visitableObjects[ii]->blockVisit)
{
node.accessible = CGPathNode::BLOCKVIS;
break;
}
else
node.accessible = CGPathNode::VISITABLE;
}
}
if(onLand && !node.land) //hero can walk only on land and tile lays on the water
{
size_t i = 0;
for(; i < tinfo->visitableObjects.size(); i++)
if(tinfo->visitableObjects[i]->ID == 8 || tinfo->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat
break;
if(i < tinfo->visitableObjects.size())
node.accessible = CGPathNode::BLOCKVIS; //dest is accessible only if there is boat/hero
}
else if(!onLand && tinfo->tertype != TerrainTile::water) //hero is moving by water
{
if((tinfo->siodmyTajemniczyBajt & 64) && !tinfo->blocked)
node.accessible = CGPathNode::ACCESSIBLE; //tile is accessible if it's coastal and not blocked
}
}
}
}
//graph initialized
//initial tile - set cost on 0 and add to the queue
graph[src.x][src.y][src.z].turns = 0;
graph[src.x][src.y][src.z].moveRemains = movement;
std::queue<CGPathNode*> mq;
mq.push(&graph[src.x][src.y][src.z]);
ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
std::vector<int3> neighbours;
neighbours.reserve(8);
while(!mq.empty())
{
CGPathNode *cp = mq.front();
mq.pop();
const TerrainTile &ct = map->getTile(cp->coord);
int movement = cp->moveRemains, turn = cp->turns;
if(!movement)
{
movement = hero->maxMovePoints(ct.tertype != TerrainTile::water);
turn++;
}
//add accessible neighbouring nodes to the queue
getNeighbours(ct, cp->coord, neighbours, boost::logic::indeterminate);
for(unsigned int i=0; i < neighbours.size(); i++)
{
const int3 &n = neighbours[i]; //current neighbor
CGPathNode & dp = graph[n.x][n.y][n.z];
if( !checkForVisitableDir(cp->coord, dp.coord)
|| !checkForVisitableDir(dp.coord, cp->coord)
|| dp.accessible == CGPathNode::BLOCKED )
{
continue;
}
int cost = getMovementCost(hero, cp->coord, dp.coord, movement);
int remains = movement - cost;
if(dp.turns==0xff //we haven't been here before
|| dp.turns > turn
|| (dp.turns >= turn && dp.moveRemains < remains)) //this route is faster
{
dp.moveRemains = remains;
dp.turns = turn;
dp.theNodeBefore = cp;
if(dp.accessible == CGPathNode::ACCESSIBLE)
{
mq.push(&dp);
}
}
} //neighbours loop
} //queue loop
}
bool CGameState::isVisible(int3 pos, int player)
{
if(player == 255) //neutral player
return false;
return players[player].fogOfWarMap[pos.x][pos.y][pos.z];
}
bool CGameState::isVisible( const CGObjectInstance *obj, int player )
{
if(player == 255) //neutral player
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(unsigned int 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;
}
std::pair<ui32, ui32> BattleInfo::calculateDmgRange(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge)
{
float attackDefenseBonus,
minDmg = attacker->creature->damageMin * attacker->amount,
maxDmg = attacker->creature->damageMax * attacker->amount;
if(attacker->creature->idNumber == 149) //arrow turret
{
switch(attacker->position)
{
case -2: //keep
minDmg = 15;
maxDmg = 15;
break;
case -3: case -4: //turrets
minDmg = 7.5f;
maxDmg = 7.5f;
break;
}
}
if(attacker->hasFeatureOfType(StackFeature::SIEGE_WEAPON)) //any siege weapon, but only ballista can attack
{ //minDmg and maxDmg are multiplied by hero attack + 1
minDmg *= attackerHero->getPrimSkillLevel(0) + 1;
maxDmg *= attackerHero->getPrimSkillLevel(0) + 1;
}
if(attacker->hasFeatureOfType(StackFeature::GENERAL_ATTACK_REDUCTION))
{
attackDefenseBonus = attacker->Attack() * (attacker->valOfFeatures(StackFeature::GENERAL_ATTACK_REDUCTION, -1024) / 100.0f) - defender->Defense();
}
else
{
attackDefenseBonus = attacker->Attack() - defender->Defense();
}
//calculating total attack/defense skills modifier
if(!shooting && attacker->hasFeatureOfType(StackFeature::ATTACK_BONUS, 0)) //bloodlust handling (etc.)
{
attackDefenseBonus += attacker->valOfFeatures(StackFeature::ATTACK_BONUS, 0);
}
if(shooting && attacker->hasFeatureOfType(StackFeature::ATTACK_BONUS, 1)) //precision handling (etc.)
{
attackDefenseBonus += attacker->valOfFeatures(StackFeature::ATTACK_BONUS, 1);
}
if(attacker->getEffect(55)) //slayer handling
{
std::vector<int> affectedIds;
switch(attacker->getEffect(55)->level)
{
case 3: //expert
{
affectedIds.push_back(40); //giant
affectedIds.push_back(41); //titan
affectedIds.push_back(152); //lord of thunder
} //continue adding ...
case 2: //advanced
{
affectedIds.push_back(12); //angel
affectedIds.push_back(13); //archangel
affectedIds.push_back(54); //devil
affectedIds.push_back(55); //arch devil
affectedIds.push_back(150); //supreme archangel
affectedIds.push_back(153); //antichrist
} //continue adding ...
case 0: case 1: //none and basic
{
affectedIds.push_back(26); //green dragon
affectedIds.push_back(27); //gold dragon
affectedIds.push_back(82); //red dragon
affectedIds.push_back(83); //black dragon
affectedIds.push_back(96); //behemot
affectedIds.push_back(97); //ancient behemot
affectedIds.push_back(110); //hydra
affectedIds.push_back(111); //chaos hydra
affectedIds.push_back(132); //azure dragon
affectedIds.push_back(133); //crystal dragon
affectedIds.push_back(134); //faerie dragon
affectedIds.push_back(135); //rust dragon
affectedIds.push_back(151); //diamond dragon
affectedIds.push_back(154); //blood dragon
affectedIds.push_back(155); //darkness dragon
affectedIds.push_back(156); //ghost behemot
affectedIds.push_back(157); //hell hydra
break;
}
}
for(unsigned int g=0; g<affectedIds.size(); ++g)
{
if(defender->creature->idNumber == affectedIds[g])
{
attackDefenseBonus += VLC->spellh->spells[55].powers[attacker->getEffect(55)->level];
break;
}
}
}
float dmgBonusMultiplier = 1.0f;
//applying jousting bonus
if( attacker->hasFeatureOfType(StackFeature::JOUSTING) && !defender->hasFeatureOfType(StackFeature::CHARGE_IMMUNITY) )
dmgBonusMultiplier += charge * 0.05f;
//bonus from attack/defense skills
if(attackDefenseBonus < 0) //decreasing dmg
{
if(0.02f * (-attackDefenseBonus) > 0.3f)
{
dmgBonusMultiplier += -0.3f;
}
else
{
dmgBonusMultiplier += 0.02f * attackDefenseBonus;
}
}
else //increasing dmg
{
if(0.05f * attackDefenseBonus > 4.0f)
{
dmgBonusMultiplier += 4.0f;
}
else
{
dmgBonusMultiplier += 0.05f * attackDefenseBonus;
}
}
//handling secondary abilities and artifacts giving premies to them
if(attackerHero)
{
if(shooting)
{
switch(attackerHero->getSecSkillLevel(1)) //archery
{
case 1: //basic
dmgBonusMultiplier += 0.1f;
break;
case 2: //advanced
dmgBonusMultiplier += 0.25f;
break;
case 3: //expert
dmgBonusMultiplier += 0.5f;
break;
}
if(attackerHero->getSecSkillLevel(1) > 0) //non-none level
{
//apply artifact premy to archery
dmgBonusMultiplier += attackerHero->valOfBonuses(HeroBonus::SECONDARY_SKILL_PREMY, 1) / 100.0f;
}
}
else
{
switch(attackerHero->getSecSkillLevel(22)) //offense
{
case 1: //basic
dmgBonusMultiplier += 0.1f;
break;
case 2: //advanced
dmgBonusMultiplier += 0.2f;
break;
case 3: //expert
dmgBonusMultiplier += 0.3f;
break;
}
}
}
if(defendingHero)
{
switch(defendingHero->getSecSkillLevel(23)) //armorer
{
case 1: //basic
dmgBonusMultiplier *= 0.95f;
break;
case 2: //advanced
dmgBonusMultiplier *= 0.9f;
break;
case 3: //expert
dmgBonusMultiplier *= 0.85f;
break;
}
}
//handling hate effect
if( attacker->hasFeatureOfType(StackFeature::HATE, defender->creature->idNumber) )
dmgBonusMultiplier += 0.5f;
//handling spell effects
if(!shooting && defender->hasFeatureOfType(StackFeature::GENERAL_DAMAGE_REDUCTION, 0)) //eg. shield
{
dmgBonusMultiplier *= float(defender->valOfFeatures(StackFeature::GENERAL_DAMAGE_REDUCTION, 0)) / 100.0f;
}
else if(shooting && defender->hasFeatureOfType(StackFeature::GENERAL_DAMAGE_REDUCTION, 1)) //eg. air shield
{
dmgBonusMultiplier *= float(defender->valOfFeatures(StackFeature::GENERAL_DAMAGE_REDUCTION, 1)) / 100.0f;
}
if(attacker->getEffect(42)) //curse handling (partial, the rest is below)
{
dmgBonusMultiplier *= 0.8f * float(VLC->spellh->spells[42].powers[attacker->getEffect(42)->level]); //the second factor is 1 or 0
}
minDmg *= dmgBonusMultiplier;
maxDmg *= dmgBonusMultiplier;
if(attacker->getEffect(42)) //curse handling (rest)
{
minDmg -= VLC->spellh->spells[42].powers[attacker->getEffect(42)->level];
return std::make_pair(int(minDmg), int(minDmg));
}
else if(attacker->getEffect(41)) //bless handling
{
maxDmg += VLC->spellh->spells[41].powers[attacker->getEffect(41)->level];
return std::make_pair(int(maxDmg), int(maxDmg));
}
else
{
return std::make_pair(int(minDmg), int(maxDmg));
}
tlog1 << "We are too far in calculateDmg...\n";
return std::make_pair(0, 0);
}
ui32 BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge)
{
std::pair<ui32, ui32> range = calculateDmgRange(attacker, defender, attackerHero, defendingHero, shooting, charge);
if(range.first != range.second)
return range.first + rand() % (range.second - range.first + 1);
else
return range.first;
}
void BattleInfo::calculateCasualties( std::set<std::pair<ui32,si32> > *casualties ) const
{
for(unsigned int i=0; i<stacks.size();i++)//setting casualties
{
if(!stacks[i]->alive())
{
casualties[!stacks[i]->attackerOwned].insert(std::pair<ui32,si32>(stacks[i]->creature->idNumber,stacks[i]->baseAmount));
}
else if(stacks[i]->amount != stacks[i]->baseAmount)
{
casualties[!stacks[i]->attackerOwned].insert(std::pair<ui32,si32>(stacks[i]->creature->idNumber,stacks[i]->baseAmount - stacks[i]->amount));
}
}
}
si8 CGameState::battleMaxSpellLevel()
{
if(!curB) //there is not battle
{
tlog1 << "si8 CGameState::maxSpellLevel() call when there is no battle!" << std::endl;
throw "si8 CGameState::maxSpellLevel() call when there is no battle!";
}
si8 levelLimit = SPELL_LEVELS;
const CGHeroInstance *h1 = getHero(curB->hero1);
if(h1)
{
for(std::list<HeroBonus>::const_iterator i = h1->bonuses.begin(); i != h1->bonuses.end(); i++)
if(i->type == HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL)
amin(levelLimit, i->val);
}
const CGHeroInstance *h2 = getHero(curB->hero2);
if(h2)
{
for(std::list<HeroBonus>::const_iterator i = h2->bonuses.begin(); i != h2->bonuses.end(); i++)
if(i->type == HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL)
amin(levelLimit, i->val);
}
return levelLimit;
}
std::set<CStack*> BattleInfo::getAttackedCreatures(const CSpell * s, const CGHeroInstance * caster, int destinationTile)
{
std::set<ui16> attackedHexes = s->rangeInHexes(destinationTile, caster->getSpellSchoolLevel(s));
std::set<CStack*> attackedCres; /*std::set to exclude multiple occurences of two hex creatures*/
bool onlyAlive = s->id != 38 && s->id != 39; //when casting resurrection or animate dead we should be allow to select dead stack
if(s->id == 24 || s->id == 25 || s->id == 26) //death ripple, destroy undead and armageddon
{
for(int it=0; it<stacks.size(); ++it)
{
if((s->id == 24 && !stacks[it]->creature->isUndead()) //death ripple
|| (s->id == 25 && stacks[it]->creature->isUndead()) //destroy undead
|| (s->id == 26) //armageddon
)
{
attackedCres.insert(stacks[it]);
}
}
}
else if(VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET_1") != std::string::npos
|| VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET_2") != std::string::npos) //spell to be cast on a specific creature but massive on expert
{
if(caster->getSpellSchoolLevel(s) < 3) /*not expert */
{
CStack * st = getStackT(destinationTile, onlyAlive);
if(st)
attackedCres.insert(st);
}
else
{
for(int it=0; it<stacks.size(); ++it)
{
/*if it's non negative spell and our unit or non positive spell and hostile unit */
if((VLC->spellh->spells[s->id].positiveness >= 0 && stacks[it]->owner == caster->tempOwner)
||(VLC->spellh->spells[s->id].positiveness <= 0 && stacks[it]->owner != caster->tempOwner )
)
{
if(!onlyAlive || stacks[it]->alive())
attackedCres.insert(stacks[it]);
}
}
} //if(caster->getSpellSchoolLevel(s) < 3)
}
else if(VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET") != std::string::npos) //spell to be cast on one specific creature
{
CStack * st = getStackT(destinationTile, onlyAlive);
if(st)
attackedCres.insert(st);
}
else //custom range from attackedHexes
{
for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
{
CStack * st = getStackT(*it, onlyAlive);
if(st)
attackedCres.insert(st);
}
}
return attackedCres;
}
int BattleInfo::calculateSpellDuration(const CSpell * spell, const CGHeroInstance * caster)
{
switch(spell->id)
{
case 56: //frenzy
return 1;
default: //other spells
return caster->getPrimSkillLevel(2) + caster->valOfBonuses(HeroBonus::SPELL_DURATION);
}
}
CStack * BattleInfo::generateNewStack(const CGHeroInstance * owner, int creatureID, int amount, int stackID, bool attackerOwned, int slot, int /*TerrainTile::EterrainType*/ terrain, int position) const
{
CStack * ret = new CStack(&VLC->creh->creatures[creatureID], amount, attackerOwned ? side1 : side2, stackID, attackerOwned, slot);
if(owner)
{
ret->features.push_back(makeFeature(StackFeature::SPEED_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->valOfBonuses(HeroBonus::STACKS_SPEED), StackFeature::BONUS_FROM_HERO));
//base luck/morale calculations
ret->morale = owner->getCurrentMorale(slot, false);
ret->luck = owner->getCurrentLuck(slot, false);
//other bonuses
ret->features.push_back(makeFeature(StackFeature::ATTACK_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->getPrimSkillLevel(0), StackFeature::BONUS_FROM_HERO));
ret->features.push_back(makeFeature(StackFeature::DEFENCE_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->getPrimSkillLevel(1), StackFeature::BONUS_FROM_HERO));
if ( owner->hasBonusOfType(HeroBonus::STACK_HEALTH_PERCENT) ) // e.g. Elixir of Life
ret->features.push_back(makeFeature(StackFeature::HP_BONUS, StackFeature::WHOLE_BATTLE, 0,
(ret->creature->hitPoints * owner->valOfBonuses(HeroBonus::STACK_HEALTH_PERCENT)) / 100,
StackFeature::BONUS_FROM_HERO));
if (owner->hasBonusOfType(HeroBonus::HP_REGENERATION)) // e.g. Elixir of Life
ret->features.push_back(makeFeature(StackFeature::HP_REGENERATION, StackFeature::WHOLE_BATTLE, 0,
owner->valOfBonuses(HeroBonus::HP_REGENERATION), StackFeature::BONUS_FROM_HERO));
if (owner->hasBonusOfType(HeroBonus::LEVEL_SPELL_IMMUNITY)) // e.g. Power of the Dragon Father
ret->features.push_back(makeFeature(StackFeature::LEVEL_SPELL_IMMUNITY, StackFeature::WHOLE_BATTLE, 0,
owner->valOfBonuses(HeroBonus::LEVEL_SPELL_IMMUNITY), StackFeature::BONUS_FROM_HERO));
ret->features.push_back(makeFeature(StackFeature::HP_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->valOfBonuses(HeroBonus::STACK_HEALTH), StackFeature::BONUS_FROM_HERO));
ret->firstHPleft = ret->MaxHealth();
}
else
{
ret->morale = 0;
ret->luck = 0;
}
//native terrain bonuses
int faction = ret->creature->faction;
if(faction >= 0 && VLC->heroh->nativeTerrains[faction] == terrain)
{
ret->features.push_back(makeFeature(StackFeature::SPEED_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
ret->features.push_back(makeFeature(StackFeature::ATTACK_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
ret->features.push_back(makeFeature(StackFeature::DEFENCE_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
}
ret->position = position;
return ret;
}
ui32 BattleInfo::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
{
ui32 ret = VLC->spellh->spells[sp->id].costs[caster->getSpellSchoolLevel(sp)];
//checking for friendly stacks reducing cost of the spell
si32 manaReduction = 0;
for(int g=0; g<stacks.size(); ++g)
{
if( stacks[g]->owner == caster->tempOwner && stacks[g]->hasFeatureOfType(StackFeature::CHANGES_SPELL_COST_FOR_ALLY) )
{
amin(manaReduction, stacks[g]->valOfFeatures(StackFeature::CHANGES_SPELL_COST_FOR_ALLY));
}
}
return ret + manaReduction;
}
int BattleInfo::hexToWallPart(int hex) const
{
if(siege == 0) //there is no battle!
return -1;
static const std::pair<int, int> attackable[] = //potentially attackable parts of wall
{std::make_pair(50, 0), std::make_pair(183, 1), std::make_pair(182, 2), std::make_pair(130, 3),
std::make_pair(62, 4), std::make_pair(29, 5), std::make_pair(12, 6), std::make_pair(95, 7), std::make_pair(96, 7)};
for(int g = 0; g < ARRAY_COUNT(attackable); ++g)
{
if(attackable[g].first == hex)
return attackable[g].second;
}
return -1; //not found!
}
std::pair<const CStack *, int> BattleInfo::getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const
{
bool ac[BFIELD_SIZE];
std::set<int> occupyable;
getAccessibilityMap(ac, closest->hasFeatureOfType(StackFeature::DOUBLE_WIDE), closest->attackerOwned, false, occupyable, closest->hasFeatureOfType(StackFeature::FLYING), closest->ID);
int predecessor[BFIELD_SIZE], dist[BFIELD_SIZE];
makeBFS(closest->position, ac, predecessor, dist, closest->hasFeatureOfType(StackFeature::DOUBLE_WIDE), closest->attackerOwned, closest->hasFeatureOfType(StackFeature::FLYING));
std::vector< std::pair< std::pair<int, int>, const CStack *> > stackPairs; //pairs <<distance, hex>, stack>
for(int g=0; g<BFIELD_SIZE; ++g)
{
const CStack * atG = getStackT(g);
if(!atG || atG->ID == closest->ID) //if there is not stack or we are the closest one
continue;
if(boost::logic::indeterminate(attackerOwned) || atG->attackerOwned == attackerOwned)
{
if(predecessor[g] == -1) //TODO: is it really the best solution?
continue;
stackPairs.push_back( std::make_pair( std::make_pair(dist[predecessor[g]], g), atG) );
}
}
if(stackPairs.size() > 0)
{
std::pair< std::pair<int, int>, const CStack *> minimalPair = stackPairs[0];
for(int b=1; b<stackPairs.size(); ++b)
{
if(stackPairs[b].first.first < minimalPair.first.first)
minimalPair = stackPairs[b];
}
return std::make_pair(minimalPair.second, predecessor[minimalPair.first.second]);
}
return std::make_pair<const CStack * , int>(NULL, -1);
}
bool CGameState::battleCanShoot(int ID, int dest)
{
if(!curB)
return false;
const CStack *our = curB->getStack(ID),
*dst = curB->getStackT(dest);
if(!our || !dst) return false;
int ourHero = our->attackerOwned ? curB->hero1 : curB->hero2;
if(our->hasFeatureOfType(StackFeature::FORGETFULL)) //forgetfulness
return false;
if(our->hasFeatureOfType(StackFeature::SHOOTER)//it's shooter
&& our->owner != dst->owner
&& dst->alive()
&& (!curB->isStackBlocked(ID) ||
( getHero(ourHero) && getHero(ourHero)->hasBonusOfType(HeroBonus::FREE_SHOOTING) ) )
&& our->shots
)
return true;
return false;
}
CStack * BattleInfo::getNextStack()
{
CStack *current = getStack(activeStack);
for (unsigned int i = 0; i < stacks.size(); i++) //find fastest not moved/waited stack (stacks vector is sorted by speed)
{
if(stacks[i]->willMove() && !vstd::contains(stacks[i]->state,WAITING))
return stacks[i];
}
for (int i = stacks.size() - 1; i >= 0 ; i--) //find slowest waiting stack
{
if(stacks[i]->willMove())
return stacks[i];
}
return NULL; //all stacks moved or defending!
}
std::vector<CStack> BattleInfo::getStackQueue()
{
std::vector<CStack> ret;
std::vector<int> taken; //if non-zero value, corresponding stack has been placed in ret
taken.resize(stacks.size());
for(unsigned int g=0; g<taken.size(); ++g)
{
taken[g] = 0;
}
for(int moved=0; moved<2; ++moved) //in first cycle we add stacks that can act in current turn, in second one the rest of them
{
for(unsigned int gc=0; gc<stacks.size(); ++gc)
{
int id = -1, speed = -1;
for(unsigned int i=0; i<stacks.size(); ++i) //find not waited stacks only
{
if((moved == 1 ||!vstd::contains(stacks[i]->state, DEFENDING))
&& stacks[i]->alive()
&& (moved == 1 || !vstd::contains(stacks[i]->state, MOVED))
&& !vstd::contains(stacks[i]->state,WAITING)
&& taken[i]==0
&& !stacks[i]->hasFeatureOfType(StackFeature::NOT_ACTIVE)) //eg. Ammo Cart
{
if(speed == -1 || stacks[i]->Speed() > speed)
{
id = i;
speed = stacks[i]->Speed();
}
}
}
if(id != -1)
{
ret.push_back(*stacks[id]);
taken[id] = 1;
}
else //choose something from not moved stacks
{
int id = -1, speed = 10000; //infinite speed
for(unsigned int i=0; i<stacks.size(); ++i) //find waited stacks only
{
if((moved == 1 ||!vstd::contains(stacks[i]->state, DEFENDING))
&& stacks[i]->alive()
&& (moved == 1 || !vstd::contains(stacks[i]->state, MOVED))
&& vstd::contains(stacks[i]->state,WAITING)
&& taken[i]==0
&& !stacks[i]->hasFeatureOfType(StackFeature::NOT_ACTIVE)) //eg. Ammo Cart
{
if(stacks[i]->Speed() < speed) //slowest one
{
id = i;
speed = stacks[i]->Speed();
}
}
}
if(id != -1)
{
ret.push_back(*stacks[id]);
taken[id] = 1;
}
else
{
break; //no stacks have been found, so none of them will be found in next iterations
}
}
}
}
return ret;
}
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 (unsigned int 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 CPathsInfo::getPath( const int3 &dst, CGPath &out )
{
out.nodes.clear();
const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
if(!curnode->theNodeBefore)
return false;
while(curnode->theNodeBefore)
{
out.nodes.push_back(*curnode);
curnode = curnode->theNodeBefore;
}
return true;
}
CPathsInfo::CPathsInfo( const int3 &Sizes )
:sizes(Sizes)
{
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;
}