mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
1259 lines
40 KiB
C++
1259 lines
40 KiB
C++
#define VCMI_DLL
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#include <algorithm>
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#include <queue>
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#include <fstream>
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#include "CGameState.h"
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#include "CGameInterface.h"
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#include "CPlayerInterface.h"
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#include "SDL_Extensions.h"
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#include "CBattleInterface.h" //for CBattleHex
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#include <boost/random/linear_congruential.hpp>
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#include "hch/CDefObjInfoHandler.h"
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#include "hch/CArtHandler.h"
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#include "hch/CTownHandler.h"
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#include "hch/CHeroHandler.h"
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#include "hch/CObjectHandler.h"
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#include "hch/CCreatureHandler.h"
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#include "lib/VCMI_Lib.h"
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#include "map.h"
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#include "StartInfo.h"
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#include "CLua.h"
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#include "CCallback.h"
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#include "CLuaHandler.h"
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#include "lib/NetPacks.h"
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#include <boost/foreach.hpp>
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boost::rand48 ran;
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class CMP_stack
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{
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public:
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bool operator ()(const CStack* a, const CStack* b)
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{
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return (a->creature->speed)>(b->creature->speed);
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}
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} cmpst ;
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CStack::CStack(CCreature * C, int A, int O, int I, bool AO)
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:creature(C),amount(A),owner(O), alive(true), position(-1), ID(I), attackerOwned(AO), firstHPleft(C->hitPoints)
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{
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}
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void CGameState::apply(IPack * pack)
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{
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switch(pack->getType())
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{
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case 101://NewTurn
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{
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NewTurn * n = static_cast<NewTurn*>(pack);
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day = n->day;
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BOOST_FOREACH(NewTurn::Hero h, n->heroes) //give mana/movement point
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{
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static_cast<CGHeroInstance*>(map->objects[h.id])->movement = h.move;
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static_cast<CGHeroInstance*>(map->objects[h.id])->mana = h.mana;
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}
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BOOST_FOREACH(NewTurn::Resources h, n->res) //give resources
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{
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for(int i=0;i<RESOURCE_QUANTITY;i++)
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players[h.player].resources[i] = h.resources[i];
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}
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if(n->resetBuilded) //reset amount of structures set in this turn in towns
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BOOST_FOREACH(CGTownInstance* t, map->towns)
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t->builded = 0;
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}
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}
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}
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int CGameState::pickHero(int owner)
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{
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int h=-1;
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if(map->getHero(h = scenarioOps->getIthPlayersSettings(owner).hero,0) && h>=0) //we haven't used selected hero
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return h;
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int f = scenarioOps->getIthPlayersSettings(owner).castle;
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int i=0;
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do //try to find free hero of our faction
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{
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i++;
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h = scenarioOps->getIthPlayersSettings(owner).castle*HEROES_PER_TYPE*2+(ran()%(HEROES_PER_TYPE*2));//->scenarioOps->playerInfos[pru].hero = VLC->
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} while( map->getHero(h) && i<175);
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if(i>174) //probably no free heroes - there's no point in further search, we'll take first free
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{
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std::cout << "Warning: cannot find free hero - trying to get first available..."<<std::endl;
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for(int j=0; j<HEROES_PER_TYPE * 2 * F_NUMBER; j++)
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if(!map->getHero(j))
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h=j;
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}
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return h;
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}
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std::pair<int,int> CGameState::pickObject(CGObjectInstance *obj)
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{
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switch(obj->ID)
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{
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case 65: //random artifact
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return std::pair<int,int>(5,(ran()%136)+7); //tylko sensowny zakres - na poczatku sa katapulty itp, na koncu specjalne i blanki
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case 66: //random treasure artifact
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return std::pair<int,int>(5,VLC->arth->treasures[ran()%VLC->arth->treasures.size()]->id);
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case 67: //random minor artifact
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return std::pair<int,int>(5,VLC->arth->minors[ran()%VLC->arth->minors.size()]->id);
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case 68: //random major artifact
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return std::pair<int,int>(5,VLC->arth->majors[ran()%VLC->arth->majors.size()]->id);
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case 69: //random relic artifact
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return std::pair<int,int>(5,VLC->arth->relics[ran()%VLC->arth->relics.size()]->id);
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case 70: //random hero
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{
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return std::pair<int,int>(34,pickHero(obj->tempOwner));
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}
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case 71: //random monster
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return std::pair<int,int>(54,ran()%(VLC->creh->creatures.size()));
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case 72: //random monster lvl1
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return std::pair<int,int>(54,VLC->creh->levelCreatures[1][ran()%VLC->creh->levelCreatures[1].size()]->idNumber);
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case 73: //random monster lvl2
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return std::pair<int,int>(54,VLC->creh->levelCreatures[2][ran()%VLC->creh->levelCreatures[2].size()]->idNumber);
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case 74: //random monster lvl3
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return std::pair<int,int>(54,VLC->creh->levelCreatures[3][ran()%VLC->creh->levelCreatures[3].size()]->idNumber);
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case 75: //random monster lvl4
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return std::pair<int,int>(54,VLC->creh->levelCreatures[4][ran()%VLC->creh->levelCreatures[4].size()]->idNumber);
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case 76: //random resource
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return std::pair<int,int>(79,ran()%7); //now it's OH3 style, use %8 for mithril
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case 77: //random town
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{
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int align = ((CGTownInstance*)obj)->alignment,
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f;
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if(align>PLAYER_LIMIT-1)//same as owner / random
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{
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if(obj->tempOwner > PLAYER_LIMIT-1)
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f = -1; //random
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else
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f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
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}
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else
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{
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f = scenarioOps->getIthPlayersSettings(align).castle;
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}
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if(f<0) f = ran()%VLC->townh->towns.size();
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return std::pair<int,int>(98,f);
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}
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case 162: //random monster lvl5
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return std::pair<int,int>(54,VLC->creh->levelCreatures[5][ran()%VLC->creh->levelCreatures[5].size()]->idNumber);
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case 163: //random monster lvl6
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return std::pair<int,int>(54,VLC->creh->levelCreatures[6][ran()%VLC->creh->levelCreatures[6].size()]->idNumber);
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case 164: //random monster lvl7
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return std::pair<int,int>(54,VLC->creh->levelCreatures[7][ran()%VLC->creh->levelCreatures[7].size()]->idNumber);
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case 216: //random dwelling
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{
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int faction = ran()%F_NUMBER;
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CCreGen2ObjInfo* info =(CCreGen2ObjInfo*)obj->info;
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if (info->asCastle)
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{
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for(int i=0;i<map->objects.size();i++)
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{
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if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
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{
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randomizeObject(map->objects[i]); //we have to randomize the castle first
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faction = map->objects[i]->subID;
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break;
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}
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else if(map->objects[i]->ID==98 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
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{
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faction = map->objects[i]->subID;
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break;
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}
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}
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}
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else
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{
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while((!(info->castles[0]&(1<<faction))))
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{
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if((faction>7) && (info->castles[1]&(1<<(faction-8))))
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break;
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faction = ran()%F_NUMBER;
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}
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}
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int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
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int cid = VLC->townh->towns[faction].basicCreatures[level];
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for(int i=0;i<VLC->objh->cregens.size();i++)
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if(VLC->objh->cregens[i]==cid)
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return std::pair<int,int>(17,i);
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std::cout << "Cannot find a dwelling for creature "<<cid <<std::endl;
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return std::pair<int,int>(17,0);
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}
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case 217:
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{
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int faction = ran()%F_NUMBER;
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CCreGenObjInfo* info =(CCreGenObjInfo*)obj->info;
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if (info->asCastle)
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{
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for(int i=0;i<map->objects.size();i++)
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{
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if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
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{
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randomizeObject(map->objects[i]); //we have to randomize the castle first
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faction = map->objects[i]->subID;
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break;
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}
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else if(map->objects[i]->ID==98 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
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{
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faction = map->objects[i]->subID;
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break;
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}
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}
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}
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else
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{
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while((!(info->castles[0]&(1<<faction))))
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{
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if((faction>7) && (info->castles[1]&(1<<(faction-8))))
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break;
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faction = ran()%F_NUMBER;
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}
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}
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int cid = VLC->townh->towns[faction].basicCreatures[obj->subID];
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for(int i=0;i<VLC->objh->cregens.size();i++)
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if(VLC->objh->cregens[i]==cid)
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return std::pair<int,int>(17,i);
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std::cout << "Cannot find a dwelling for creature "<<cid <<std::endl;
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return std::pair<int,int>(17,0);
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}
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case 218:
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{
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CCreGen3ObjInfo* info =(CCreGen3ObjInfo*)obj->info;
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int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
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int cid = VLC->townh->towns[obj->subID].basicCreatures[level];
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for(int i=0;i<VLC->objh->cregens.size();i++)
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if(VLC->objh->cregens[i]==cid)
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return std::pair<int,int>(17,i);
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std::cout << "Cannot find a dwelling for creature "<<cid <<std::endl;
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return std::pair<int,int>(17,0);
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}
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}
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return std::pair<int,int>(-1,-1);
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}
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void CGameState::randomizeObject(CGObjectInstance *cur)
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{
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std::pair<int,int> ran = pickObject(cur);
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if(ran.first<0 || ran.second<0) //this is not a random object, or we couldn't find anything
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{
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if(cur->ID==98) //town - set def
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{
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CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
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if(t->hasCapitol())
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t->defInfo = capitols[t->subID];
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else if(t->hasFort())
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t->defInfo = forts[t->subID];
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else
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t->defInfo = villages[t->subID];
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}
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return;
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}
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else if(ran.first==34)//special code for hero
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{
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CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
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if(!h) {std::cout<<"Wrong random hero at "<<cur->pos<<std::endl; return;}
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cur->ID = ran.first;
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cur->subID = ran.second;
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h->type = VLC->heroh->heroes[ran.second];
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map->heroes.push_back(h);
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return; //TODO: maybe we should do something with definfo?
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}
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else if(ran.first==98)//special code for town
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{
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CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
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if(!t) {std::cout<<"Wrong random town at "<<cur->pos<<std::endl; return;}
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cur->ID = ran.first;
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cur->subID = ran.second;
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t->town = &VLC->townh->towns[ran.second];
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if(t->hasCapitol())
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t->defInfo = capitols[t->subID];
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else if(t->hasFort())
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t->defInfo = forts[t->subID];
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else
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t->defInfo = villages[t->subID];
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map->towns.push_back(t);
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return;
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}
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//we have to replace normal random object
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cur->ID = ran.first;
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cur->subID = ran.second;
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map->defs.insert(cur->defInfo = VLC->dobjinfo->gobjs[ran.first][ran.second]);
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if(!cur->defInfo){std::cout<<"Missing def declaration for "<<cur->ID<<" "<<cur->subID<<std::endl;return;}
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}
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int CGameState::getDate(int mode) const
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{
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int temp;
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switch (mode)
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{
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case 0:
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return day;
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break;
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case 1:
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temp = (day)%7;
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if (temp)
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return temp;
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else return 7;
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break;
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case 2:
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temp = ((day-1)/7)+1;
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if (!(temp%4))
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return 4;
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else
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return (temp%4);
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break;
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case 3:
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return ((day-1)/28)+1;
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break;
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}
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return 0;
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}
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void CGameState::init(StartInfo * si, Mapa * map, int Seed)
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{
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day = 0;
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seed = Seed;
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ran.seed((long)seed);
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scenarioOps = si;
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this->map = map;
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for(int i=0;i<F_NUMBER;i++)
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{
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villages[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
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forts[i] = VLC->dobjinfo->castles[i];
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capitols[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
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}
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//picking random factions for players
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for(int i=0;i<scenarioOps->playerInfos.size();i++)
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{
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if(scenarioOps->playerInfos[i].castle==-1)
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{
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int f;
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do
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{
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f = ran()%F_NUMBER;
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}while(!(map->players[scenarioOps->playerInfos[i].color].allowedFactions & 1<<f));
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scenarioOps->playerInfos[i].castle = f;
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}
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}
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//randomizing objects
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for(int no=0; no<map->objects.size(); ++no)
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{
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randomizeObject(map->objects[no]);
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if(map->objects[no]->ID==26)
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map->objects[no]->defInfo->handler=NULL;
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}
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//std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
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day=0;
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/*********creating players entries in gs****************************************/
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for (int i=0; i<scenarioOps->playerInfos.size();i++)
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{
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std::pair<int,PlayerState> ins(scenarioOps->playerInfos[i].color,PlayerState());
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ins.second.color=ins.first;
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ins.second.serial=i;
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players.insert(ins);
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}
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/******************RESOURCES****************************************************/
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//TODO: zeby komputer dostawal inaczej niz gracz
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std::vector<int> startres;
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std::ifstream tis("config/startres.txt");
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int k;
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for (int j=0;j<scenarioOps->difficulty;j++)
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{
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tis >> k;
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for (int z=0;z<RESOURCE_QUANTITY;z++)
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tis>>k;
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}
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tis >> k;
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for (int i=0;i<RESOURCE_QUANTITY;i++)
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{
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tis >> k;
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startres.push_back(k);
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}
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tis.close();
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for (std::map<ui8,PlayerState>::iterator i = players.begin(); i!=players.end(); i++)
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{
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(*i).second.resources.resize(RESOURCE_QUANTITY);
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for (int x=0;x<RESOURCE_QUANTITY;x++)
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(*i).second.resources[x] = startres[x];
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}
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/*************************HEROES************************************************/
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for (int i=0; i<map->heroes.size();i++) //heroes instances
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{
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if (map->heroes[i]->getOwner()<0)
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continue;
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CGHeroInstance * vhi = (map->heroes[i]);
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if(!vhi->type)
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vhi->type = VLC->heroh->heroes[vhi->subID];
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//vhi->subID = vhi->type->ID;
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if (vhi->level<1)
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{
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vhi->exp=40+ran()%50;
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vhi->level = 1;
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}
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if (vhi->level>1) ;//TODO dodac um dr, ale potrzebne los
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if ((!vhi->primSkills.size()) || (vhi->primSkills[0]<0))
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{
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if (vhi->primSkills.size()<PRIMARY_SKILLS)
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vhi->primSkills.resize(PRIMARY_SKILLS);
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vhi->primSkills[0] = vhi->type->heroClass->initialAttack;
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vhi->primSkills[1] = vhi->type->heroClass->initialDefence;
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vhi->primSkills[2] = vhi->type->heroClass->initialPower;
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vhi->primSkills[3] = vhi->type->heroClass->initialKnowledge;
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}
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vhi->mana = vhi->primSkills[3]*10;
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if (!vhi->name.length())
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{
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vhi->name = vhi->type->name;
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}
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if (!vhi->biography.length())
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{
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vhi->biography = vhi->type->biography;
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}
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if (vhi->portrait < 0)
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vhi->portrait = vhi->type->ID;
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//initial army
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if (!vhi->army.slots.size()) //standard army
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{
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int pom, pom2=0;
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for(int x=0;x<3;x++)
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{
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pom = (VLC->creh->nameToID[vhi->type->refTypeStack[x]]);
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if(pom>=145 && pom<=149) //war machine
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{
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pom2++;
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switch (pom)
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{
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case 145: //catapult
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vhi->artifWorn[16] = 3;
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break;
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default:
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pom-=145;
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vhi->artifWorn[13+pom] = 4+pom;
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break;
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}
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continue;
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}
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vhi->army.slots[x-pom2].first = &(VLC->creh->creatures[pom]);
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if((pom = (vhi->type->highStack[x]-vhi->type->lowStack[x])) > 0)
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vhi->army.slots[x-pom2].second = (ran()%pom)+vhi->type->lowStack[x];
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else
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vhi->army.slots[x-pom2].second = +vhi->type->lowStack[x];
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}
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}
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|
|
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>();
|
|
}
|
|
|