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vcmi/CGameState.cpp
2008-07-26 13:57:32 +00:00

1259 lines
40 KiB
C++

#define VCMI_DLL
#include <algorithm>
#include <queue>
#include <fstream>
#include "CGameState.h"
#include "CGameInterface.h"
#include "CPlayerInterface.h"
#include "SDL_Extensions.h"
#include "CBattleInterface.h" //for CBattleHex
#include <boost/random/linear_congruential.hpp>
#include "hch/CDefObjInfoHandler.h"
#include "hch/CArtHandler.h"
#include "hch/CTownHandler.h"
#include "hch/CHeroHandler.h"
#include "hch/CObjectHandler.h"
#include "hch/CCreatureHandler.h"
#include "lib/VCMI_Lib.h"
#include "map.h"
#include "StartInfo.h"
#include "CLua.h"
#include "CCallback.h"
#include "CLuaHandler.h"
#include "lib/NetPacks.h"
#include <boost/foreach.hpp>
boost::rand48 ran;
class CMP_stack
{
public:
bool operator ()(const CStack* a, const CStack* b)
{
return (a->creature->speed)>(b->creature->speed);
}
} cmpst ;
CStack::CStack(CCreature * C, int A, int O, int I, bool AO)
:creature(C),amount(A),owner(O), alive(true), position(-1), ID(I), attackerOwned(AO), firstHPleft(C->hitPoints)
{
}
void CGameState::apply(IPack * pack)
{
switch(pack->getType())
{
case 101://NewTurn
{
NewTurn * n = static_cast<NewTurn*>(pack);
day = n->day;
BOOST_FOREACH(NewTurn::Hero h, n->heroes) //give mana/movement point
{
static_cast<CGHeroInstance*>(map->objects[h.id])->movement = h.move;
static_cast<CGHeroInstance*>(map->objects[h.id])->mana = h.mana;
}
BOOST_FOREACH(NewTurn::Resources h, n->res) //give resources
{
for(int i=0;i<RESOURCE_QUANTITY;i++)
players[h.player].resources[i] = h.resources[i];
}
if(n->resetBuilded) //reset amount of structures set in this turn in towns
BOOST_FOREACH(CGTownInstance* t, map->towns)
t->builded = 0;
}
}
}
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
{
std::cout << "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;
}
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>(34,pickHero(obj->tempOwner));
}
case 71: //random monster
return std::pair<int,int>(54,ran()%(VLC->creh->creatures.size()));
case 72: //random monster lvl1
return std::pair<int,int>(54,VLC->creh->levelCreatures[1][ran()%VLC->creh->levelCreatures[1].size()]->idNumber);
case 73: //random monster lvl2
return std::pair<int,int>(54,VLC->creh->levelCreatures[2][ran()%VLC->creh->levelCreatures[2].size()]->idNumber);
case 74: //random monster lvl3
return std::pair<int,int>(54,VLC->creh->levelCreatures[3][ran()%VLC->creh->levelCreatures[3].size()]->idNumber);
case 75: //random monster lvl4
return std::pair<int,int>(54,VLC->creh->levelCreatures[4][ran()%VLC->creh->levelCreatures[4].size()]->idNumber);
case 76: //random resource
return std::pair<int,int>(79,ran()%7); //now it's OH3 style, use %8 for mithril
case 77: //random town
{
int align = ((CGTownInstance*)obj)->alignment,
f;
if(align>PLAYER_LIMIT-1)//same as owner / random
{
if(obj->tempOwner > PLAYER_LIMIT-1)
f = -1; //random
else
f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
}
else
{
f = scenarioOps->getIthPlayersSettings(align).castle;
}
if(f<0) f = ran()%VLC->townh->towns.size();
return std::pair<int,int>(98,f);
}
case 162: //random monster lvl5
return std::pair<int,int>(54,VLC->creh->levelCreatures[5][ran()%VLC->creh->levelCreatures[5].size()]->idNumber);
case 163: //random monster lvl6
return std::pair<int,int>(54,VLC->creh->levelCreatures[6][ran()%VLC->creh->levelCreatures[6].size()]->idNumber);
case 164: //random monster lvl7
return std::pair<int,int>(54,VLC->creh->levelCreatures[7][ran()%VLC->creh->levelCreatures[7].size()]->idNumber);
case 216: //random dwelling
{
int faction = ran()%F_NUMBER;
CCreGen2ObjInfo* info =(CCreGen2ObjInfo*)obj->info;
if (info->asCastle)
{
for(int i=0;i<map->objects.size();i++)
{
if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
{
randomizeObject(map->objects[i]); //we have to randomize the castle first
faction = map->objects[i]->subID;
break;
}
else if(map->objects[i]->ID==98 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
{
faction = map->objects[i]->subID;
break;
}
}
}
else
{
while((!(info->castles[0]&(1<<faction))))
{
if((faction>7) && (info->castles[1]&(1<<(faction-8))))
break;
faction = ran()%F_NUMBER;
}
}
int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
int cid = VLC->townh->towns[faction].basicCreatures[level];
for(int i=0;i<VLC->objh->cregens.size();i++)
if(VLC->objh->cregens[i]==cid)
return std::pair<int,int>(17,i);
std::cout << "Cannot find a dwelling for creature "<<cid <<std::endl;
return std::pair<int,int>(17,0);
}
case 217:
{
int faction = ran()%F_NUMBER;
CCreGenObjInfo* info =(CCreGenObjInfo*)obj->info;
if (info->asCastle)
{
for(int i=0;i<map->objects.size();i++)
{
if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
{
randomizeObject(map->objects[i]); //we have to randomize the castle first
faction = map->objects[i]->subID;
break;
}
else if(map->objects[i]->ID==98 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
{
faction = map->objects[i]->subID;
break;
}
}
}
else
{
while((!(info->castles[0]&(1<<faction))))
{
if((faction>7) && (info->castles[1]&(1<<(faction-8))))
break;
faction = ran()%F_NUMBER;
}
}
int cid = VLC->townh->towns[faction].basicCreatures[obj->subID];
for(int i=0;i<VLC->objh->cregens.size();i++)
if(VLC->objh->cregens[i]==cid)
return std::pair<int,int>(17,i);
std::cout << "Cannot find a dwelling for creature "<<cid <<std::endl;
return std::pair<int,int>(17,0);
}
case 218:
{
CCreGen3ObjInfo* info =(CCreGen3ObjInfo*)obj->info;
int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
int cid = VLC->townh->towns[obj->subID].basicCreatures[level];
for(int i=0;i<VLC->objh->cregens.size();i++)
if(VLC->objh->cregens[i]==cid)
return std::pair<int,int>(17,i);
std::cout << "Cannot find a dwelling for creature "<<cid <<std::endl;
return std::pair<int,int>(17,0);
}
}
return std::pair<int,int>(-1,-1);
}
void CGameState::randomizeObject(CGObjectInstance *cur)
{
std::pair<int,int> ran = pickObject(cur);
if(ran.first<0 || ran.second<0) //this is not a random object, or we couldn't find anything
{
if(cur->ID==98) //town - set def
{
CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
if(t->hasCapitol())
t->defInfo = capitols[t->subID];
else if(t->hasFort())
t->defInfo = forts[t->subID];
else
t->defInfo = villages[t->subID];
}
return;
}
else if(ran.first==34)//special code for hero
{
CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
if(!h) {std::cout<<"Wrong random hero at "<<cur->pos<<std::endl; return;}
cur->ID = ran.first;
cur->subID = ran.second;
h->type = VLC->heroh->heroes[ran.second];
map->heroes.push_back(h);
return; //TODO: maybe we should do something with definfo?
}
else if(ran.first==98)//special code for town
{
CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
if(!t) {std::cout<<"Wrong random town at "<<cur->pos<<std::endl; return;}
cur->ID = ran.first;
cur->subID = ran.second;
t->town = &VLC->townh->towns[ran.second];
if(t->hasCapitol())
t->defInfo = capitols[t->subID];
else if(t->hasFort())
t->defInfo = forts[t->subID];
else
t->defInfo = villages[t->subID];
map->towns.push_back(t);
return;
}
//we have to replace normal random object
cur->ID = ran.first;
cur->subID = ran.second;
map->defs.insert(cur->defInfo = VLC->dobjinfo->gobjs[ran.first][ran.second]);
if(!cur->defInfo){std::cout<<"Missing def declaration for "<<cur->ID<<" "<<cur->subID<<std::endl;return;}
}
int CGameState::getDate(int mode) const
{
int temp;
switch (mode)
{
case 0:
return day;
break;
case 1:
temp = (day)%7;
if (temp)
return temp;
else return 7;
break;
case 2:
temp = ((day-1)/7)+1;
if (!(temp%4))
return 4;
else
return (temp%4);
break;
case 3:
return ((day-1)/28)+1;
break;
}
return 0;
}
void CGameState::init(StartInfo * si, Mapa * map, int Seed)
{
day = 0;
seed = Seed;
ran.seed((long)seed);
scenarioOps = si;
this->map = map;
for(int i=0;i<F_NUMBER;i++)
{
villages[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
forts[i] = VLC->dobjinfo->castles[i];
capitols[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
}
//picking random factions for players
for(int i=0;i<scenarioOps->playerInfos.size();i++)
{
if(scenarioOps->playerInfos[i].castle==-1)
{
int f;
do
{
f = ran()%F_NUMBER;
}while(!(map->players[scenarioOps->playerInfos[i].color].allowedFactions & 1<<f));
scenarioOps->playerInfos[i].castle = f;
}
}
//randomizing objects
for(int no=0; no<map->objects.size(); ++no)
{
randomizeObject(map->objects[no]);
if(map->objects[no]->ID==26)
map->objects[no]->defInfo->handler=NULL;
}
//std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
day=0;
/*********creating players entries in gs****************************************/
for (int i=0; i<scenarioOps->playerInfos.size();i++)
{
std::pair<int,PlayerState> ins(scenarioOps->playerInfos[i].color,PlayerState());
ins.second.color=ins.first;
ins.second.serial=i;
players.insert(ins);
}
/******************RESOURCES****************************************************/
//TODO: zeby komputer dostawal inaczej niz gracz
std::vector<int> startres;
std::ifstream tis("config/startres.txt");
int k;
for (int j=0;j<scenarioOps->difficulty;j++)
{
tis >> k;
for (int z=0;z<RESOURCE_QUANTITY;z++)
tis>>k;
}
tis >> k;
for (int i=0;i<RESOURCE_QUANTITY;i++)
{
tis >> k;
startres.push_back(k);
}
tis.close();
for (std::map<ui8,PlayerState>::iterator i = players.begin(); i!=players.end(); i++)
{
(*i).second.resources.resize(RESOURCE_QUANTITY);
for (int x=0;x<RESOURCE_QUANTITY;x++)
(*i).second.resources[x] = startres[x];
}
/*************************HEROES************************************************/
for (int i=0; i<map->heroes.size();i++) //heroes instances
{
if (map->heroes[i]->getOwner()<0)
continue;
CGHeroInstance * vhi = (map->heroes[i]);
if(!vhi->type)
vhi->type = VLC->heroh->heroes[vhi->subID];
//vhi->subID = vhi->type->ID;
if (vhi->level<1)
{
vhi->exp=40+ran()%50;
vhi->level = 1;
}
if (vhi->level>1) ;//TODO dodac um dr, ale potrzebne los
if ((!vhi->primSkills.size()) || (vhi->primSkills[0]<0))
{
if (vhi->primSkills.size()<PRIMARY_SKILLS)
vhi->primSkills.resize(PRIMARY_SKILLS);
vhi->primSkills[0] = vhi->type->heroClass->initialAttack;
vhi->primSkills[1] = vhi->type->heroClass->initialDefence;
vhi->primSkills[2] = vhi->type->heroClass->initialPower;
vhi->primSkills[3] = vhi->type->heroClass->initialKnowledge;
}
vhi->mana = vhi->primSkills[3]*10;
if (!vhi->name.length())
{
vhi->name = vhi->type->name;
}
if (!vhi->biography.length())
{
vhi->biography = vhi->type->biography;
}
if (vhi->portrait < 0)
vhi->portrait = vhi->type->ID;
//initial army
if (!vhi->army.slots.size()) //standard army
{
int pom, pom2=0;
for(int x=0;x<3;x++)
{
pom = (VLC->creh->nameToID[vhi->type->refTypeStack[x]]);
if(pom>=145 && pom<=149) //war machine
{
pom2++;
switch (pom)
{
case 145: //catapult
vhi->artifWorn[16] = 3;
break;
default:
pom-=145;
vhi->artifWorn[13+pom] = 4+pom;
break;
}
continue;
}
vhi->army.slots[x-pom2].first = &(VLC->creh->creatures[pom]);
if((pom = (vhi->type->highStack[x]-vhi->type->lowStack[x])) > 0)
vhi->army.slots[x-pom2].second = (ran()%pom)+vhi->type->lowStack[x];
else
vhi->army.slots[x-pom2].second = +vhi->type->lowStack[x];
}
}
players[vhi->getOwner()].heroes.push_back(vhi);
}
/*************************FOG**OF**WAR******************************************/
for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
{
k->second.fogOfWarMap.resize(map->width);
for(int g=0; g<map->width; ++g)
k->second.fogOfWarMap[g].resize(map->height);
for(int g=-0; g<map->width; ++g)
for(int h=0; h<map->height; ++h)
k->second.fogOfWarMap[g][h].resize(map->twoLevel+1, 0);
for(int g=0; g<map->width; ++g)
for(int h=0; h<map->height; ++h)
for(int v=0; v<map->twoLevel+1; ++v)
k->second.fogOfWarMap[g][h][v] = 0;
for(int xd=0; xd<map->width; ++xd) //revealing part of map around heroes
{
for(int yd=0; yd<map->height; ++yd)
{
for(int ch=0; ch<k->second.heroes.size(); ++ch)
{
int deltaX = (k->second.heroes[ch]->getPosition(false).x-xd)*(k->second.heroes[ch]->getPosition(false).x-xd);
int deltaY = (k->second.heroes[ch]->getPosition(false).y-yd)*(k->second.heroes[ch]->getPosition(false).y-yd);
if(deltaX+deltaY<k->second.heroes[ch]->getSightDistance()*k->second.heroes[ch]->getSightDistance())
k->second.fogOfWarMap[xd][yd][k->second.heroes[ch]->getPosition(false).z] = 1;
}
}
}
}
/****************************TOWNS************************************************/
for (int i=0;i<map->towns.size();i++)
{
CGTownInstance * vti =(map->towns[i]);
if(!vti->town)
vti->town = &VLC->townh->towns[vti->subID];
if (vti->name.length()==0) // if town hasn't name we draw it
vti->name=vti->town->names[ran()%vti->town->names.size()];
if(vti->builtBuildings.find(-50)!=vti->builtBuildings.end()) //give standard set of buildings
{
vti->builtBuildings.erase(-50);
vti->builtBuildings.insert(10);
vti->builtBuildings.insert(5);
vti->builtBuildings.insert(30);
if(ran()%2)
vti->builtBuildings.insert(31);
}
players[vti->getOwner()].towns.push_back(vti);
}
for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
{
if(k->first==-1 || k->first==255)
continue;
for(int xd=0; xd<map->width; ++xd) //revealing part of map around towns
{
for(int yd=0; yd<map->height; ++yd)
{
for(int ch=0; ch<k->second.towns.size(); ++ch)
{
int deltaX = (k->second.towns[ch]->pos.x-xd)*(k->second.towns[ch]->pos.x-xd);
int deltaY = (k->second.towns[ch]->pos.y-yd)*(k->second.towns[ch]->pos.y-yd);
if(deltaX+deltaY<k->second.towns[ch]->getSightDistance()*k->second.towns[ch]->getSightDistance())
k->second.fogOfWarMap[xd][yd][k->second.towns[ch]->pos.z] = 1;
}
}
}
//init visiting heroes
for(int l=0; l<k->second.heroes.size();l++)
{
for(int m=0; m<k->second.towns.size();m++)
{
int3 vistile = k->second.towns[m]->pos; vistile.x--; //tile next to the entrance
if(vistile == k->second.heroes[l]->pos)
{
k->second.towns[m]->visitingHero = k->second.heroes[l];
break;
}
}
}
}
///****************************SCRIPTS************************************************/
//std::map<int, std::map<std::string, CObjectScript*> > * skrypty = &objscr; //alias for easier access
///****************************C++ OBJECT SCRIPTS************************************************/
//std::map<int,CCPPObjectScript*> scripts;
//CScriptCallback * csc = new CScriptCallback();
//csc->gs = this;
//handleCPPObjS(&scripts,new CVisitableOPH(csc));
//handleCPPObjS(&scripts,new CVisitableOPW(csc));
//handleCPPObjS(&scripts,new CPickable(csc));
//handleCPPObjS(&scripts,new CMines(csc));
//handleCPPObjS(&scripts,new CTownScript(csc));
//handleCPPObjS(&scripts,new CHeroScript(csc));
//handleCPPObjS(&scripts,new CMonsterS(csc));
//handleCPPObjS(&scripts,new CCreatureGen(csc));
////created map
///****************************LUA OBJECT SCRIPTS************************************************/
//std::vector<std::string> * lf = CLuaHandler::searchForScripts("scripts/lua/objects"); //files
//for (int i=0; i<lf->size(); i++)
//{
// try
// {
// std::vector<std::string> * temp = CLuaHandler::functionList((*lf)[i]);
// CLuaObjectScript * objs = new CLuaObjectScript((*lf)[i]);
// CLuaCallback::registerFuncs(objs->is);
// //objs
// for (int j=0; j<temp->size(); j++)
// {
// int obid ; //obj ID
// int dspos = (*temp)[j].find_first_of('_');
// obid = atoi((*temp)[j].substr(dspos+1,(*temp)[j].size()-dspos-1).c_str());
// std::string fname = (*temp)[j].substr(0,dspos);
// if (skrypty->find(obid)==skrypty->end())
// skrypty->insert(std::pair<int, std::map<std::string, CObjectScript*> >(obid,std::map<std::string,CObjectScript*>()));
// (*skrypty)[obid].insert(std::pair<std::string, CObjectScript*>(fname,objs));
// }
// delete temp;
// }HANDLE_EXCEPTION
//}
///****************************INITIALIZING OBJECT SCRIPTS************************************************/
//std::string temps("newObject");
//for (int i=0; i<map->objects.size(); i++)
//{
// //c++ scripts
// if (scripts.find(map->objects[i]->ID) != scripts.end())
// {
// map->objects[i]->state = scripts[map->objects[i]->ID];
// map->objects[i]->state->newObject(map->objects[i]);
// }
// else
// {
// map->objects[i]->state = NULL;
// }
// // lua scripts
// if(checkFunc(map->objects[i]->ID,temps))
// (*skrypty)[map->objects[i]->ID][temps]->newObject(map->objects[i]);
//}
//delete lf;
}
void CGameState::battle(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CArmedInstance *hero1, CArmedInstance *hero2)
{/*
curB = new BattleInfo();
std::vector<CStack*> & stacks = (curB->stacks);
curB->army1=army1;
curB->army2=army2;
curB->hero1=dynamic_cast<CGHeroInstance*>(hero1);
curB->hero2=dynamic_cast<CGHeroInstance*>(hero2);
curB->side1=(hero1)?(hero1->tempOwner):(-1);
curB->side2=(hero2)?(hero2->tempOwner):(-1);
curB->round = -2;
curB->stackActionPerformed = false;
for(std::map<int,std::pair<CCreature*,int> >::iterator i = army1->slots.begin(); i!=army1->slots.end(); i++)
{
stacks.push_back(new CStack(i->second.first,i->second.second,0, stacks.size(), true));
stacks[stacks.size()-1]->ID = stacks.size()-1;
}
//initialization of positions
switch(army1->slots.size()) //for attacker
{
case 0:
break;
case 1:
stacks[0]->position = 86; //6
break;
case 2:
stacks[0]->position = 35; //3
stacks[1]->position = 137; //9
break;
case 3:
stacks[0]->position = 35; //3
stacks[1]->position = 86; //6
stacks[2]->position = 137; //9
break;
case 4:
stacks[0]->position = 1; //1
stacks[1]->position = 69; //5
stacks[2]->position = 103; //7
stacks[3]->position = 171; //11
break;
case 5:
stacks[0]->position = 1; //1
stacks[1]->position = 35; //3
stacks[2]->position = 86; //6
stacks[3]->position = 137; //9
stacks[4]->position = 171; //11
break;
case 6:
stacks[0]->position = 1; //1
stacks[1]->position = 35; //3
stacks[2]->position = 69; //5
stacks[3]->position = 103; //7
stacks[4]->position = 137; //9
stacks[5]->position = 171; //11
break;
case 7:
stacks[0]->position = 1; //1
stacks[1]->position = 35; //3
stacks[2]->position = 69; //5
stacks[3]->position = 86; //6
stacks[4]->position = 103; //7
stacks[5]->position = 137; //9
stacks[6]->position = 171; //11
break;
default: //fault
break;
}
for(std::map<int,std::pair<CCreature*,int> >::iterator i = army2->slots.begin(); i!=army2->slots.end(); i++)
stacks.push_back(new CStack(i->second.first,i->second.second,1, stacks.size(), false));
switch(army2->slots.size()) //for defender
{
case 0:
break;
case 1:
stacks[0+army1->slots.size()]->position = 100; //6
break;
case 2:
stacks[0+army1->slots.size()]->position = 49; //3
stacks[1+army1->slots.size()]->position = 151; //9
break;
case 3:
stacks[0+army1->slots.size()]->position = 49; //3
stacks[1+army1->slots.size()]->position = 100; //6
stacks[2+army1->slots.size()]->position = 151; //9
break;
case 4:
stacks[0+army1->slots.size()]->position = 15; //1
stacks[1+army1->slots.size()]->position = 83; //5
stacks[2+army1->slots.size()]->position = 117; //7
stacks[3+army1->slots.size()]->position = 185; //11
break;
case 5:
stacks[0+army1->slots.size()]->position = 15; //1
stacks[1+army1->slots.size()]->position = 49; //3
stacks[2+army1->slots.size()]->position = 100; //6
stacks[3+army1->slots.size()]->position = 151; //9
stacks[4+army1->slots.size()]->position = 185; //11
break;
case 6:
stacks[0+army1->slots.size()]->position = 15; //1
stacks[1+army1->slots.size()]->position = 49; //3
stacks[2+army1->slots.size()]->position = 83; //5
stacks[3+army1->slots.size()]->position = 117; //7
stacks[4+army1->slots.size()]->position = 151; //9
stacks[5+army1->slots.size()]->position = 185; //11
break;
case 7:
stacks[0+army1->slots.size()]->position = 15; //1
stacks[1+army1->slots.size()]->position = 49; //3
stacks[2+army1->slots.size()]->position = 83; //5
stacks[3+army1->slots.size()]->position = 100; //6
stacks[4+army1->slots.size()]->position = 117; //7
stacks[5+army1->slots.size()]->position = 151; //9
stacks[6+army1->slots.size()]->position = 185; //11
break;
default: //fault
break;
}
for(int g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
{
if((stacks[g]->position%17)==1 && stacks[g]->creature->isDoubleWide())
{
stacks[g]->position += 1;
}
else if((stacks[g]->position%17)==15 && stacks[g]->creature->isDoubleWide())
{
stacks[g]->position -= 1;
}
}
std::stable_sort(stacks.begin(),stacks.end(),cmpst);
//for start inform players about battle
for(std::map<int, PlayerState>::iterator j=players.begin(); j!=players.end(); ++j)//->players.size(); ++j) //for testing
{
if (j->first > PLAYER_LIMIT)
break;
if(j->second.fogOfWarMap[tile.x][tile.y][tile.z])
{ //player should be notified
tribool side = tribool::indeterminate_value;
if(j->first == curB->side1) //player is attacker
side = false;
else if(j->first == curB->side2) //player is defender
side = true;
else
continue; //no witnesses
if(VLC->playerint[j->second.serial]->human)
{
((CPlayerInterface*)( VLC->playerint[j->second.serial] ))->battleStart(army1, army2, tile, curB->hero1, curB->hero2, side);
}
else
{
//VLC->playerint[j->second.serial]->battleStart(army1, army2, tile, curB->hero1, curB->hero2, side);
}
}
}
curB->round++;
if( (curB->hero1 && curB->hero1->getSecSkillLevel(19)>=0) || ( curB->hero2 && curB->hero2->getSecSkillLevel(19)>=0) )//someone has tactics
{
//TODO: wywolania dla rundy -1, ograniczenie pola ruchu, etc
}
curB->round++;
//SDL_Thread * eventh = SDL_CreateThread(battleEventThread, NULL);
while(true) //till the end of the battle ;]
{
bool battleEnd = false;
//tell players about next round
for(int v=0; v<VLC->playerint.size(); ++v)
VLC->playerint[v]->battleNewRound(curB->round);
//stack loop
for(int i=0;i<stacks.size();i++)
{
curB->activeStack = i;
curB->stackActionPerformed = false;
if(stacks[i]->alive) //indicate posiibility of making action for this unit
{
unsigned char owner = (stacks[i]->owner)?(hero2 ? hero2->tempOwner : 255):(hero1->tempOwner);
unsigned char serialOwner = -1;
for(int g=0; g<VLC->playerint.size(); ++g)
{
if(VLC->playerint[g]->playerID == owner)
{
serialOwner = g;
break;
}
}
if(serialOwner==255) //neutral unit
{
}
else if(VLC->playerint[serialOwner]->human)
{
BattleAction ba = ((CPlayerInterface*)VLC->playerint[serialOwner])->activeStack(stacks[i]->ID);
switch(ba.actionType)
{
case 2: //walk
{
battleMoveCreatureStack(ba.stackNumber, ba.destinationTile);
}
case 3: //defend
{
break;
}
case 4: //retreat/flee
{
for(int v=0; v<VLC->playerint.size(); ++v) //tell about the end of this battle to interfaces
VLC->playerint[v]->battleEnd(army1, army2, hero1, hero2, std::vector<int>(), 0, false);
battleEnd = true;
break;
}
case 6: //walk or attack
{
battleMoveCreatureStack(ba.stackNumber, ba.destinationTile);
battleAttackCreatureStack(ba.stackNumber, ba.destinationTile);
break;
}
}
}
else
{
//VLC->playerint[serialOwner]->activeStack(stacks[i]->ID);
}
}
if(battleEnd)
break;
//sprawdzic czy po tej akcji ktoras strona nie wygrala bitwy
}
if(battleEnd)
break;
curB->round++;
SDL_Delay(50);
}
for(int i=0;i<stacks.size();i++)
delete stacks[i];
delete curB;
curB = NULL;*/
}
bool CGameState::battleMoveCreatureStack(int ID, int dest)
{/*
//first checks
if(curB->stackActionPerformed) //because unit cannot be moved more than once
return false;
unsigned char owner = -1; //owner moved of unit
for(int g=0; g<curB->stacks.size(); ++g)
{
if(curB->stacks[g]->ID == ID)
{
owner = curB->stacks[g]->owner;
break;
}
}
bool stackAtEnd = false; //true if there is a stack at the end of the path (we should attack it)
int numberOfStackAtEnd = -1;
for(int g=0; g<curB->stacks.size(); ++g)
{
if(curB->stacks[g]->position == dest
|| (curB->stacks[g]->creature->isDoubleWide() && curB->stacks[g]->attackerOwned && curB->stacks[g]->position-1 == dest)
|| (curB->stacks[g]->creature->isDoubleWide() && !curB->stacks[g]->attackerOwned && curB->stacks[g]->position+1 == dest))
{
if(curB->stacks[g]->alive)
{
stackAtEnd = true;
numberOfStackAtEnd = g;
break;
}
}
}
//selecting moved stack
CStack * curStack = NULL;
for(int y=0; y<curB->stacks.size(); ++y)
{
if(curB->stacks[y]->ID == ID)
{
curStack = curB->stacks[y];
break;
}
}
if(!curStack)
return false;
//initing necessary tables
bool accessibility[187]; //accesibility of hexes
for(int k=0; k<187; k++)
accessibility[k] = true;
for(int g=0; g<curB->stacks.size(); ++g)
{
if(curB->stacks[g]->ID != ID && curB->stacks[g]->alive) //we don't want to lock enemy's positions and this units' position
{
accessibility[curB->stacks[g]->position] = false;
if(curB->stacks[g]->creature->isDoubleWide()) //if it's a double hex creature
{
if(curB->stacks[g]->attackerOwned)
accessibility[curB->stacks[g]->position-1] = false;
else
accessibility[curB->stacks[g]->position+1] = false;
}
}
}
accessibility[dest] = true;
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;
}
if(!accessibility[dest])
return false;
int predecessor[187]; //for getting the Path
for(int b=0; b<187; ++b)
predecessor[b] = -1;
//bfsing
int dists[187]; //calculated distances
std::queue<int> hexq; //bfs queue
hexq.push(curStack->position);
for(int g=0; g<187; ++g)
dists[g] = 100000000;
dists[hexq.front()] = 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] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top left
{
hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
predecessor[curNext] = curHex;
}
curNext = curHex - ( (curHex/17)%2 ? 17 : 16 );
if((curNext > 0) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top right
{
hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
predecessor[curNext] = curHex;
}
curNext = curHex - 1;
if((curNext > 0) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //left
{
hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
predecessor[curNext] = curHex;
}
curNext = curHex + 1;
if((curNext < 187) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //right
{
hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
predecessor[curNext] = curHex;
}
curNext = curHex + ( (curHex/17)%2 ? 16 : 17 );
if((curNext < 187) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom left
{
hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
predecessor[curNext] = curHex;
}
curNext = curHex + ( (curHex/17)%2 ? 17 : 18 );
if((curNext < 187) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom right
{
hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
predecessor[curNext] = curHex;
}
}
//following the Path
if(dists[dest] > curStack->creature->speed && !(stackAtEnd && dists[dest] == curStack->creature->speed+1)) //we can attack a stack if we can go to adjacent hex
return false;
std::vector<int> path;
int curElem = dest;
while(curElem!=curStack->position)
{
path.push_back(curElem);
curElem = predecessor[curElem];
}
for(int v=path.size()-1; v>=0; --v)
{
if(v!=0 || !stackAtEnd) //it's not the last step
{
LOCPLINT->battleStackMoved(ID, path[v], v==path.size()-1, v==0 || (stackAtEnd && v==1) );
curStack->position = path[v];
}
else //if it's last step and we should attack unit at the end
{
LOCPLINT->battleStackAttacking(ID, path[v]);
//counting dealt damage
int numberOfCres = curStack->amount; //number of attacking creatures
int attackDefenseBonus = curStack->creature->attack - curB->stacks[numberOfStackAtEnd]->creature->defence;
int damageBase = 0;
if(curStack->creature->damageMax == curStack->creature->damageMin) //constant damage
{
damageBase = curStack->creature->damageMin;
}
else
{
damageBase = ran()%(curStack->creature->damageMax - curStack->creature->damageMin) + curStack->creature->damageMin + 1;
}
float dmgBonusMultiplier = 1.0;
if(attackDefenseBonus < 0) //decreasing dmg
{
if(0.02f * (-attackDefenseBonus) > 0.3f)
{
dmgBonusMultiplier += -0.3f;
}
else
{
dmgBonusMultiplier += 0.02f * attackDefenseBonus;
}
}
else //increasing dmg
{
if(0.05f * attackDefenseBonus > 4.0f)
{
dmgBonusMultiplier += 4.0f;
}
else
{
dmgBonusMultiplier += 0.05f * attackDefenseBonus;
}
}
int finalDmg = (float)damageBase * (float)curStack->amount * dmgBonusMultiplier;
//applying damages
int cresKilled = finalDmg / curB->stacks[numberOfStackAtEnd]->creature->hitPoints;
int damageFirst = finalDmg % curB->stacks[numberOfStackAtEnd]->creature->hitPoints;
if( curB->stacks[numberOfStackAtEnd]->firstHPleft <= damageFirst )
{
curB->stacks[numberOfStackAtEnd]->amount -= 1;
curB->stacks[numberOfStackAtEnd]->firstHPleft += curB->stacks[numberOfStackAtEnd]->creature->hitPoints - damageFirst;
}
else
{
curB->stacks[numberOfStackAtEnd]->firstHPleft -= damageFirst;
}
int cresInstackBefore = curB->stacks[numberOfStackAtEnd]->amount;
curB->stacks[numberOfStackAtEnd]->amount -= cresKilled;
if(curB->stacks[numberOfStackAtEnd]->amount<=0) //stack killed
{
curB->stacks[numberOfStackAtEnd]->amount = 0;
LOCPLINT->battleStackKilled(curB->stacks[numberOfStackAtEnd]->ID, finalDmg, std::min(cresKilled, cresInstackBefore) , ID);
curB->stacks[numberOfStackAtEnd]->alive = false;
}
else
{
LOCPLINT->battleStackIsAttacked(curB->stacks[numberOfStackAtEnd]->ID, finalDmg, std::min(cresKilled, cresInstackBefore), ID);
}
//damage applied
}
}
curB->stackActionPerformed = true;
LOCPLINT->actionFinished(BattleAction());*/
return true;
}
bool CGameState::battleAttackCreatureStack(int ID, int dest)
{
int attackedCreaure = -1; //-1 - there is no attacked creature
for(int b=0; b<curB->stacks.size(); ++b) //TODO: make upgrades for two-hex cres.
{
if(curB->stacks[b]->position == dest)
{
attackedCreaure = curB->stacks[b]->ID;
break;
}
}
if(attackedCreaure == -1)
return false;
//LOCPLINT->cb->
return true;
}
std::vector<int> CGameState::battleGetRange(int ID)
{/*
int initialPlace=-1; //position of unit
int radius=-1; //range of unit
unsigned char owner = -1; //owner of unit
//selecting stack
CStack * curStack = NULL;
for(int y=0; y<curB->stacks.size(); ++y)
{
if(curB->stacks[y]->ID == ID)
{
curStack = curB->stacks[y];
break;
}
}
for(int g=0; g<curB->stacks.size(); ++g)
{
if(curB->stacks[g]->ID == ID)
{
initialPlace = curB->stacks[g]->position;
radius = curB->stacks[g]->creature->speed;
owner = curB->stacks[g]->owner;
break;
}
}
bool accessibility[187]; //accesibility of hexes
for(int k=0; k<187; k++)
accessibility[k] = true;
for(int g=0; g<curB->stacks.size(); ++g)
{
if(curB->stacks[g]->ID != ID && curB->stacks[g]->alive) //we don't want to lock current unit's position
{
accessibility[curB->stacks[g]->position] = false;
if(curB->stacks[g]->creature->isDoubleWide()) //if it's a double hex creature
{
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);
}
}
std::vector<int> additionals;
//adding enemies' positions
for(int c=0; c<curB->stacks.size(); ++c)
{
if(curB->stacks[c]->alive && curB->stacks[c]->owner != owner)
{
for(int g=0; g<ret.size(); ++g)
{
if(CBattleHex::mutualPosition(ret[g], curB->stacks[c]->position) != -1)
{
additionals.push_back(curB->stacks[c]->position);
}
if(curB->stacks[c]->creature->isDoubleWide() && curB->stacks[c]->attackerOwned && CBattleHex::mutualPosition(ret[g], curB->stacks[c]->position-1) != -1)
{
additionals.push_back(curB->stacks[c]->position-1);
}
if(curB->stacks[c]->creature->isDoubleWide() && !curB->stacks[c]->attackerOwned && CBattleHex::mutualPosition(ret[g], curB->stacks[c]->position+1) != -1)
{
additionals.push_back(curB->stacks[c]->position+1);
}
}
}
}
for(int g=0; g<additionals.size(); ++g)
{
ret.push_back(additionals[g]);
}
std::sort(ret.begin(), ret.end());
std::vector<int>::iterator nend = std::unique(ret.begin(), ret.end());
std::vector<int> ret2;
for(std::vector<int>::iterator it = ret.begin(); it != nend; ++it)
{
ret2.push_back(*it);
}
return ret2;*/
return std::vector<int>();
}