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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00
vcmi/CGameState.cpp
Michał W. Urbańczyk 320e04a121 New files
For VCMI_LIB: lib/RegisterTypes.cpp lib/NetPacksLib.cpp
For VCMI_CLIENT: client/NetPacksClient.cpp
(+ headers)
Removed files
FOR VCMI_CLIENT: hch/CAbilityHandler.cpp and header

Redone sending and applying messages server => client
May be still buggy.
2009-03-07 17:08:40 +00:00

1750 lines
49 KiB
C++

#define VCMI_DLL
#include <algorithm>
#include <queue>
#include <fstream>
#include "CGameState.h"
#include <boost/random/linear_congruential.hpp>
#include "hch/CDefObjInfoHandler.h"
#include "hch/CArtHandler.h"
#include "hch/CBuildingHandler.h"
#include "hch/CGeneralTextHandler.h"
#include "hch/CTownHandler.h"
#include "hch/CSpellHandler.h"
#include "hch/CHeroHandler.h"
#include "hch/CObjectHandler.h"
#include "hch/CCreatureHandler.h"
#include "lib/VCMI_Lib.h"
#include "lib/Connection.h"
#include "map.h"
#include "StartInfo.h"
#include "lib/NetPacks.h"
#include <boost/foreach.hpp>
#include <boost/thread.hpp>
#include <boost/thread/shared_mutex.hpp>
#include "lib/RegisterTypes.h"
boost::rand48 ran;
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
class CBaseForGSApply
{
public:
virtual void applyOnGS(CGameState *gs, void *pack) const =0;
};
template <typename T> class CApplyOnGS : public CBaseForGSApply
{
public:
void applyOnGS(CGameState *gs, void *pack) const
{
T *ptr = static_cast<T*>(pack);
ptr->applyGs(gs);
}
};
class CGSApplier
{
public:
std::map<ui16,CBaseForGSApply*> apps;
CGSApplier()
{
registerTypes2(*this);
}
template<typename T> void registerType(const T * t=NULL)
{
ui16 ID = typeList.registerType(t);
apps[ID] = new CApplyOnGS<T>;
}
} *applier = NULL;
std::string DLL_EXPORT toString(MetaString &ms)
{
std::string ret;
for(size_t i=0;i<ms.message.size();++i)
{
if(ms.message[i]>0)
{
ret += ms.strings[ms.message[i]-1];
}
else
{
std::vector<std::string> *vec;
int type = ms.texts[-ms.message[i]-1].first,
ser = ms.texts[-ms.message[i]-1].second;
if(type == 5)
{
ret += VLC->arth->artifacts[ser].Name();
continue;
}
else if(type == 7)
{
ret += VLC->creh->creatures[ser].namePl;
continue;
}
else if(type == 9)
{
ret += VLC->generaltexth->mines[ser].first;
continue;
}
else if(type == 10)
{
ret += VLC->generaltexth->mines[ser].second;
continue;
}
else
{
switch(type)
{
case 1:
vec = &VLC->generaltexth->allTexts;
break;
case 2:
vec = &VLC->generaltexth->xtrainfo;
break;
case 3:
vec = &VLC->generaltexth->names;
break;
case 4:
vec = &VLC->generaltexth->restypes;
break;
case 6:
vec = &VLC->generaltexth->arraytxt;
break;
case 8:
vec = &VLC->generaltexth->creGens;
break;
case 11:
vec = &VLC->generaltexth->advobtxt;
break;
case 12:
vec = &VLC->generaltexth->artifEvents;
break;
}
ret += (*vec)[ser];
}
}
}
for(size_t i=0; i < ms.replacements.size(); ++i)
{
ret.replace(ret.find("%s"),2,ms.replacements[i]);
}
return ret;
}
CGObjectInstance * createObject(int id, int subid, int3 pos, int owner)
{
CGObjectInstance * nobj;
switch(id)
{
case HEROI_TYPE: //hero
{
CGHeroInstance * nobj = new CGHeroInstance();
nobj->pos = pos;
nobj->tempOwner = owner;
nobj->subID = subid;
//nobj->initHero(ran);
return nobj;
}
case TOWNI_TYPE: //town
nobj = new CGTownInstance;
break;
default: //rest of objects
nobj = new CGObjectInstance;
nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
break;
}
nobj->ID = id;
nobj->subID = subid;
if(!nobj->defInfo)
tlog3 <<"No def declaration for " <<id <<" "<<subid<<std::endl;
nobj->pos = pos;
//nobj->state = NULL;//new CLuaObjectScript();
nobj->tempOwner = owner;
nobj->info = NULL;
nobj->defInfo->id = id;
nobj->defInfo->subid = subid;
//assigning defhandler
if(nobj->ID==HEROI_TYPE || nobj->ID==TOWNI_TYPE)
return nobj;
nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
return nobj;
}
CStack * BattleInfo::getStack(int stackID)
{
for(int g=0; g<stacks.size(); ++g)
{
if(stacks[g]->ID == stackID)
return stacks[g];
}
return NULL;
}
CStack * BattleInfo::getStackT(int tileID)
{
for(int g=0; g<stacks.size(); ++g)
{
if(stacks[g]->position == tileID
|| (stacks[g]->creature->isDoubleWide() && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
|| (stacks[g]->creature->isDoubleWide() && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))
{
if(stacks[g]->alive())
{
return stacks[g];
}
}
}
return NULL;
}
void BattleInfo::getAccessibilityMap(bool *accessibility, int stackToOmmit)
{
memset(accessibility,1,BFIELD_SIZE); //initialize array with trues
for(int g=0; g<stacks.size(); ++g)
{
if(!stacks[g]->alive() || stacks[g]->ID==stackToOmmit) //we don't want to lock position of this stack
continue;
accessibility[stacks[g]->position] = false;
if(stacks[g]->creature->isDoubleWide()) //if it's a double hex creature
{
if(stacks[g]->attackerOwned)
accessibility[stacks[g]->position-1] = false;
else
accessibility[stacks[g]->position+1] = false;
}
}
//obstacles
for(int b=0; b<obstacles.size(); ++b)
{
std::vector<int> blocked = VLC->heroh->obstacles[obstacles[b].ID].getBlocked(obstacles[b].pos);
for(int c=0; c<blocked.size(); ++c)
{
if(blocked[c] >=0 && blocked[c] < BFIELD_SIZE)
accessibility[blocked[c]] = false;
}
}
}
void BattleInfo::getAccessibilityMapForTwoHex(bool *accessibility, bool atackerSide, int stackToOmmit, bool addOccupiable) //send pointer to at least 187 allocated bytes
{
bool mac[BFIELD_SIZE];
getAccessibilityMap(mac,stackToOmmit);
memcpy(accessibility,mac,BFIELD_SIZE);
}
void BattleInfo::makeBFS(int start, bool*accessibility, int *predecessor, int *dists) //both pointers must point to the at least 187-elements int arrays
{
//inits
for(int b=0; b<BFIELD_SIZE; ++b)
predecessor[b] = -1;
for(int g=0; g<BFIELD_SIZE; ++g)
dists[g] = 100000000;
std::queue<int> hexq; //bfs queue
hexq.push(start);
dists[hexq.front()] = 0;
int curNext = -1; //for bfs loop only (helper var)
while(!hexq.empty()) //bfs loop
{
int curHex = hexq.front();
std::vector<int> neighbours = neighbouringTiles(curHex);
hexq.pop();
for(int nr=0; nr<neighbours.size(); nr++)
{
curNext = neighbours[nr];
if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
continue;
hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
predecessor[curNext] = curHex;
}
}
};
std::vector<int> BattleInfo::getAccessibility(int stackID, bool addOccupiable)
{
std::vector<int> ret;
bool ac[BFIELD_SIZE];
CStack *s = getStack(stackID);
if(s->creature->isDoubleWide())
getAccessibilityMapForTwoHex(ac,s->attackerOwned,stackID,addOccupiable);
else
getAccessibilityMap(ac,stackID);
int pr[BFIELD_SIZE], dist[BFIELD_SIZE];
makeBFS(s->position,ac,pr,dist);
if(s->creature->isDoubleWide())
{
if(!addOccupiable)
{
std::vector<int> rem;
for(int b=0; b<BFIELD_SIZE; ++b)
{
if( ac[b] && !(s->attackerOwned ? ac[b-1] : ac[b+1]))
{
rem.push_back(b);
}
}
for(int g=0; g<rem.size(); ++g)
{
ac[rem[g]] = false;
}
//removing accessibility for side hexes
for(int v=0; v<BFIELD_SIZE; ++v)
if(s->attackerOwned ? (v%BFIELD_WIDTH)==1 : (v%BFIELD_WIDTH)==(BFIELD_WIDTH - 2))
ac[v] = false;
}
else
{
std::vector<int> rem;
for(int b=0; b<BFIELD_SIZE; ++b)
{
if( ac[b] && (!ac[b-1] || dist[b-1] > s->speed() ) && ( !ac[b+1] || dist[b+1] > s->speed() ) && b%BFIELD_WIDTH != 0 && b%BFIELD_WIDTH != (BFIELD_WIDTH-1))
{
rem.push_back(b);
}
}
for(int g=0; g<rem.size(); ++g)
{
ac[rem[g]] = false;
}
}
}
for(int i=0;i<BFIELD_SIZE;i++)
if(dist[i] <= s->speed() && ac[i])
{
ret.push_back(i);
}
return ret;
}
bool BattleInfo::isStackBlocked(int ID)
{
CStack *our = getStack(ID);
for(int i=0; i<stacks.size();i++)
{
if( !stacks[i]->alive()
|| stacks[i]->owner==our->owner
)
continue; //we omit dead and allied stacks
if(stacks[i]->creature->isDoubleWide())
{
if( mutualPosition(stacks[i]->position, our->position) >= 0
|| mutualPosition(stacks[i]->position + (stacks[i]->attackerOwned ? -1 : 1), our->position) >= 0)
return true;
}
else
{
if( mutualPosition(stacks[i]->position, our->position) >= 0 )
return true;
}
}
return false;
}
signed char BattleInfo::mutualPosition(int hex1, int hex2)
{
if(hex2 == hex1 - ( (hex1/17)%2 ? 18 : 17 )) //top left
return 0;
if(hex2 == hex1 - ( (hex1/17)%2 ? 17 : 16 )) //top right
return 1;
if(hex2 == hex1 - 1 && hex1%17 != 0) //left
return 5;
if(hex2 == hex1 + 1 && hex1%17 != 16) //right
return 2;
if(hex2 == hex1 + ( (hex1/17)%2 ? 16 : 17 )) //bottom left
return 4;
if(hex2 == hex1 + ( (hex1/17)%2 ? 17 : 18 )) //bottom right
return 3;
return -1;
}
std::vector<int> BattleInfo::neighbouringTiles(int hex)
{
#define CHECK_AND_PUSH(tile) {int hlp = (tile); if(hlp>=0 && hlp<BFIELD_SIZE && (hlp%BFIELD_WIDTH!=16) && hlp%BFIELD_WIDTH) ret.push_back(hlp);}
std::vector<int> ret;
CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 18 : 17 ));
CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 17 : 16 ));
CHECK_AND_PUSH(hex - 1);
CHECK_AND_PUSH(hex + 1);
CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 16 : 17 ));
CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 17 : 18 ));
#undef CHECK_AND_PUSH
return ret;
}
std::pair< std::vector<int>, int > BattleInfo::getPath(int start, int dest, bool*accessibility, bool flyingCreature)
{
int predecessor[BFIELD_SIZE]; //for getting the Path
int dist[BFIELD_SIZE]; //calculated distances
if(flyingCreature)
{
bool acc[BFIELD_SIZE]; //full accessibility table
for(int b=0; b<BFIELD_SIZE; ++b) //initialization of acc
{
acc[b] = true;
}
makeBFS(start, acc, predecessor, dist);
}
else
{
makeBFS(start, accessibility, predecessor, dist);
}
//making the Path
std::vector<int> path;
int curElem = dest;
while(curElem != start)
{
path.push_back(curElem);
curElem = predecessor[curElem];
}
return std::make_pair(path, dist[dest]);
}
CStack::CStack(CCreature * C, int A, int O, int I, bool AO, int S)
:creature(C),amount(A), baseAmount(A), owner(O), position(-1), ID(I), attackerOwned(AO), firstHPleft(C->hitPoints),
shots(C->shots), slot(S), counterAttacks(1), effects(), state()
{
abilities = C->abilities;
state.insert(ALIVE);
}
ui32 CStack::speed() const
{
int premy=0;
const StackEffect *effect = 0;
//haste effect check
effect = getEffect(53);
if(effect)
premy += VLC->spellh->spells[effect->id].powers[effect->level];
//slow effect check
effect = getEffect(54);
if(effect)
premy -= (creature->speed * VLC->spellh->spells[effect->id].powers[effect->level])/100;
//prayer effect check
effect = getEffect(48);
if(effect)
premy += VLC->spellh->spells[effect->id].powers[effect->level];
//bind effect check
effect = getEffect(72);
if(effect)
{
premy = creature->speed; //don't use '- creature->speed' - speed is unsigned!
premy = -premy;
}
return creature->speed + premy;
}
const CStack::StackEffect * CStack::getEffect(ui16 id) const
{
for (int i=0; i< effects.size(); i++)
if(effects[i].id == id)
return &effects[i];
return NULL;
}
si8 CStack::Morale() const
{
si8 ret = morale;
if(getEffect(49)) //mirth
{
ret += VLC->spellh->spells[49].powers[getEffect(49)->level];
}
if(getEffect(50)) //sorrow
{
ret -= VLC->spellh->spells[50].powers[getEffect(50)->level];
}
if(ret > 3) ret = 3;
if(ret < -3) ret = -3;
return ret;
}
si8 CStack::Luck() const
{
si8 ret = luck;
if(getEffect(51)) //fortune
{
ret += VLC->spellh->spells[51].powers[getEffect(51)->level];
}
if(getEffect(52)) //misfortune
{
ret -= VLC->spellh->spells[52].powers[getEffect(52)->level];
}
if(ret > 3) ret = 3;
if(ret < -3) ret = -3;
return ret;
}
CGHeroInstance* CGameState::HeroesPool::pickHeroFor(bool native, int player, const CTown *town, int notThatOne)
{
if(player<0 || player>=PLAYER_LIMIT)
{
tlog1 << "Cannot pick hero for " << town->Name() << ". Wrong owner!\n";
return NULL;
}
std::vector<CGHeroInstance *> pool;
int sum=0, r;
if(native)
{
for(std::map<ui32,CGHeroInstance *>::iterator i=heroesPool.begin(); i!=heroesPool.end(); i++)
{
if(pavailable[i->first] & 1<<player
&& i->second->type->heroType/2 == town->typeID
&& i->second->subID != notThatOne
)
{
pool.push_back(i->second);
}
}
if(!pool.size())
return pickHeroFor(false,player,town,notThatOne);
else
return pool[rand()%pool.size()];
}
else
{
for(std::map<ui32,CGHeroInstance *>::iterator i=heroesPool.begin(); i!=heroesPool.end(); i++)
{
if(pavailable[i->first] & 1<<player
&& i->second->subID != notThatOne
)
{
pool.push_back(i->second);
sum += i->second->type->heroClass->selectionProbability[town->typeID];
}
}
if(!pool.size())
{
tlog1 << "There are no heroes available for player " << player<<"!\n";
return NULL;
}
r = rand()%sum;
for(int i=0; i<pool.size(); i++)
{
r -= pool[i]->type->heroClass->selectionProbability[town->typeID];
if(r<0)
return pool[i];
}
return pool[pool.size()-1];
}
}
//void CGameState::apply(CPack * pack)
//{
// while(!mx->try_lock())
// boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
// //applyNL(pack);
// mx->unlock();
//}
int CGameState::pickHero(int owner)
{
int h=-1;
if(!map->getHero(h = scenarioOps->getIthPlayersSettings(owner).hero,0) && h>=0) //we haven't used selected hero
return h;
int f = scenarioOps->getIthPlayersSettings(owner).castle;
int i=0;
do //try to find free hero of our faction
{
i++;
h = scenarioOps->getIthPlayersSettings(owner).castle*HEROES_PER_TYPE*2+(ran()%(HEROES_PER_TYPE*2));//->scenarioOps->playerInfos[pru].hero = VLC->
} while( map->getHero(h) && i<175);
if(i>174) //probably no free heroes - there's no point in further search, we'll take first free
{
tlog3 << "Warning: cannot find free hero - trying to get first available..."<<std::endl;
for(int j=0; j<HEROES_PER_TYPE * 2 * F_NUMBER; j++)
if(!map->getHero(j))
h=j;
}
return h;
}
CGHeroInstance *CGameState::getHero(int objid)
{
if(objid<0 || objid>=map->objects.size() || map->objects[objid]->ID!=34)
return NULL;
return static_cast<CGHeroInstance *>(map->objects[objid]);
}
CGTownInstance *CGameState::getTown(int objid)
{
if(objid<0 || objid>=map->objects.size())
return NULL;
return static_cast<CGTownInstance *>(map->objects[objid]);
}
std::pair<int,int> CGameState::pickObject(CGObjectInstance *obj)
{
switch(obj->ID)
{
case 65: //random artifact
return std::pair<int,int>(5,(ran()%136)+7); //tylko sensowny zakres - na poczatku sa katapulty itp, na koncu specjalne i blanki
case 66: //random treasure artifact
return std::pair<int,int>(5,VLC->arth->treasures[ran()%VLC->arth->treasures.size()]->id);
case 67: //random minor artifact
return std::pair<int,int>(5,VLC->arth->minors[ran()%VLC->arth->minors.size()]->id);
case 68: //random major artifact
return std::pair<int,int>(5,VLC->arth->majors[ran()%VLC->arth->majors.size()]->id);
case 69: //random relic artifact
return std::pair<int,int>(5,VLC->arth->relics[ran()%VLC->arth->relics.size()]->id);
case 70: //random hero
{
return std::pair<int,int>(HEROI_TYPE,pickHero(obj->tempOwner));
}
case 71: //random monster
{
int r;
do
{
r = ran()%197;
} while (vstd::contains(VLC->creh->notUsedMonsters,r));
return std::pair<int,int>(54,r);
}
case 72: //random monster lvl1
return std::pair<int,int>(54,VLC->creh->levelCreatures[1][ran()%VLC->creh->levelCreatures[1].size()]->idNumber);
case 73: //random monster lvl2
return std::pair<int,int>(54,VLC->creh->levelCreatures[2][ran()%VLC->creh->levelCreatures[2].size()]->idNumber);
case 74: //random monster lvl3
return std::pair<int,int>(54,VLC->creh->levelCreatures[3][ran()%VLC->creh->levelCreatures[3].size()]->idNumber);
case 75: //random monster lvl4
return std::pair<int,int>(54,VLC->creh->levelCreatures[4][ran()%VLC->creh->levelCreatures[4].size()]->idNumber);
case 76: //random resource
return std::pair<int,int>(79,ran()%7); //now it's OH3 style, use %8 for mithril
case 77: //random town
{
int align = ((CGTownInstance*)obj)->alignment,
f;
if(align>PLAYER_LIMIT-1)//same as owner / random
{
if(obj->tempOwner > PLAYER_LIMIT-1)
f = -1; //random
else
f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
}
else
{
f = scenarioOps->getIthPlayersSettings(align).castle;
}
if(f<0) f = ran()%VLC->townh->towns.size();
return std::pair<int,int>(TOWNI_TYPE,f);
}
case 162: //random monster lvl5
return std::pair<int,int>(54,VLC->creh->levelCreatures[5][ran()%VLC->creh->levelCreatures[5].size()]->idNumber);
case 163: //random monster lvl6
return std::pair<int,int>(54,VLC->creh->levelCreatures[6][ran()%VLC->creh->levelCreatures[6].size()]->idNumber);
case 164: //random monster lvl7
return std::pair<int,int>(54,VLC->creh->levelCreatures[7][ran()%VLC->creh->levelCreatures[7].size()]->idNumber);
case 216: //random dwelling
{
int faction = ran()%F_NUMBER;
CCreGen2ObjInfo* info =(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==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
{
faction = map->objects[i]->subID;
break;
}
}
}
else
{
while((!(info->castles[0]&(1<<faction))))
{
if((faction>7) && (info->castles[1]&(1<<(faction-8))))
break;
faction = ran()%F_NUMBER;
}
}
int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
int cid = VLC->townh->towns[faction].basicCreatures[level];
for(int i=0;i<VLC->objh->cregens.size();i++)
if(VLC->objh->cregens[i]==cid)
return std::pair<int,int>(17,i);
tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
return std::pair<int,int>(17,0);
}
case 217:
{
int faction = ran()%F_NUMBER;
CCreGenObjInfo* info =(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==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
{
faction = map->objects[i]->subID;
break;
}
}
}
else
{
while((!(info->castles[0]&(1<<faction))))
{
if((faction>7) && (info->castles[1]&(1<<(faction-8))))
break;
faction = ran()%F_NUMBER;
}
}
int cid = VLC->townh->towns[faction].basicCreatures[obj->subID];
for(int i=0;i<VLC->objh->cregens.size();i++)
if(VLC->objh->cregens[i]==cid)
return std::pair<int,int>(17,i);
tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
return std::pair<int,int>(17,0);
}
case 218:
{
CCreGen3ObjInfo* info =(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);
tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
return std::pair<int,int>(17,0);
}
}
return std::pair<int,int>(-1,-1);
}
void CGameState::randomizeObject(CGObjectInstance *cur)
{
std::pair<int,int> ran = pickObject(cur);
if(ran.first<0 || ran.second<0) //this is not a random object, or we couldn't find anything
{
if(cur->ID==TOWNI_TYPE) //town - set def
{
CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
if(t->hasCapitol())
t->defInfo = capitols[t->subID];
else if(t->hasFort())
t->defInfo = forts[t->subID];
else
t->defInfo = villages[t->subID];
}
return;
}
else if(ran.first==HEROI_TYPE)//special code for hero
{
CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
if(!h) {tlog2<<"Wrong random hero at "<<cur->pos<<std::endl; return;}
cur->ID = ran.first;
h->portrait = cur->subID = ran.second;
h->type = VLC->heroh->heroes[ran.second];
map->heroes.push_back(h);
return; //TODO: maybe we should do something with definfo?
}
else if(ran.first==TOWNI_TYPE)//special code for town
{
CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
if(!t) {tlog2<<"Wrong random town at "<<cur->pos<<std::endl; return;}
cur->ID = ran.first;
cur->subID = ran.second;
t->town = &VLC->townh->towns[ran.second];
if(t->hasCapitol())
t->defInfo = capitols[t->subID];
else if(t->hasFort())
t->defInfo = forts[t->subID];
else
t->defInfo = villages[t->subID];
map->towns.push_back(t);
return;
}
//we have to replace normal random object
cur->ID = ran.first;
cur->subID = ran.second;
map->removeBlockVisTiles(cur); //recalculate blockvis tiles - picked object might have different than random placeholder
map->defy.push_back(cur->defInfo = VLC->dobjinfo->gobjs[ran.first][ran.second]);
if(!cur->defInfo)
{
tlog1<<"*BIG* WARNING: Missing def declaration for "<<cur->ID<<" "<<cur->subID<<std::endl;
return;
}
map->addBlockVisTiles(cur);
}
int CGameState::getDate(int mode) const
{
int temp;
switch (mode)
{
case 0:
return day;
break;
case 1:
temp = (day)%7;
if (temp)
return temp;
else return 7;
break;
case 2:
temp = ((day-1)/7)+1;
if (!(temp%4))
return 4;
else
return (temp%4);
break;
case 3:
return ((day-1)/28)+1;
break;
}
return 0;
}
CGameState::CGameState()
{
mx = new boost::shared_mutex();
map = NULL;
curB = NULL;
scenarioOps = NULL;
applier = new CGSApplier;
}
CGameState::~CGameState()
{
delete mx;
delete map;
delete curB;
delete scenarioOps;
delete applier;
}
void CGameState::init(StartInfo * si, Mapa * map, int Seed)
{
day = 0;
seed = Seed;
ran.seed((boost::int32_t)seed);
scenarioOps = si;
this->map = map;
loadTownDInfos();
//picking random factions for players
for(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;
map->removeBlockVisTiles(map->objects[no]);
map->objects[no]->defInfo->blockMap[5] = 255;
map->addBlockVisTiles(map->objects[no]);
}
map->objects[no]->hoverName = VLC->generaltexth->names[map->objects[no]->ID];
}
//std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
/*********give starting hero****************************************/
for(int i=0;i<PLAYER_LIMIT;i++)
{
if((map->players[i].generateHeroAtMainTown && map->players[i].hasMainTown) || (map->players[i].hasMainTown && map->version==RoE))
{
int3 hpos = map->players[i].posOfMainTown;
hpos.x+=1;// hpos.y+=1;
int j;
for(j=0; j<scenarioOps->playerInfos.size(); j++)
if(scenarioOps->playerInfos[j].color == i)
break;
if(j == scenarioOps->playerInfos.size())
continue;
int h=pickHero(i);
CGHeroInstance * nnn = static_cast<CGHeroInstance*>(createObject(HEROI_TYPE,h,hpos,i));
nnn->id = map->objects.size();
hpos = map->players[i].posOfMainTown;hpos.x+=2;
for(int o=0;o<map->towns.size();o++) //find main town
{
if(map->towns[o]->pos == hpos)
{
map->towns[o]->visitingHero = nnn;
nnn->visitedTown = map->towns[o];
nnn->inTownGarrison = false;
break;
}
}
nnn->initHero();
map->heroes.push_back(nnn);
map->objects.push_back(nnn);
map->addBlockVisTiles(nnn);
}
}
/*********creating players entries in gs****************************************/
for (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: computer player should receive other amount of resource than computer (depending on difficulty)
std::vector<int> startres;
std::ifstream tis("config/startres.txt");
int k;
for (int j=0;j<scenarioOps->difficulty;j++)
{
tis >> k;
for (int z=0;z<RESOURCE_QUANTITY;z++)
tis>>k;
}
tis >> k;
for (int i=0;i<RESOURCE_QUANTITY;i++)
{
tis >> k;
startres.push_back(k);
}
tis.close();
tis.clear();
for (std::map<ui8,PlayerState>::iterator i = players.begin(); i!=players.end(); i++)
{
(*i).second.resources.resize(RESOURCE_QUANTITY);
for (int x=0;x<RESOURCE_QUANTITY;x++)
(*i).second.resources[x] = startres[x];
}
tis.open("config/resources.txt");
tis >> k;
int pom;
for(int i=0;i<k;i++)
{
tis >> pom;
resVals.push_back(pom);
}
/*************************HEROES************************************************/
std::set<int> hids;
for(int i=0; i<map->allowedHeroes.size(); i++) //add to hids all allowed heroes
if(map->allowedHeroes[i])
hids.insert(i);
for (int i=0; i<map->heroes.size();i++) //heroes instances initialization
{
if (map->heroes[i]->getOwner()<0)
{
tlog2 << "Warning - hero with uninitialized owner!\n";
continue;
}
CGHeroInstance * vhi = (map->heroes[i]);
vhi->initHero();
players.find(vhi->getOwner())->second.heroes.push_back(vhi);
hids.erase(vhi->subID);
}
for(int i=0; i<map->predefinedHeroes.size(); i++)
{
if(!vstd::contains(hids,map->predefinedHeroes[i]->subID))
continue;
map->predefinedHeroes[i]->initHero();
hpool.heroesPool[map->predefinedHeroes[i]->subID] = map->predefinedHeroes[i];
hpool.pavailable[map->predefinedHeroes[i]->subID] = 0xff;
hids.erase(map->predefinedHeroes[i]->subID);
}
BOOST_FOREACH(int hid, hids) //all not used allowed heroes go into the pool
{
CGHeroInstance * vhi = new CGHeroInstance();
vhi->initHero(hid);
hpool.heroesPool[hid] = vhi;
hpool.pavailable[hid] = 0xff;
}
for(int i=0; i<map->disposedHeroes.size(); i++)
{
hpool.pavailable[map->disposedHeroes[i].ID] = map->disposedHeroes[i].players;
}
/*************************FOG**OF**WAR******************************************/
for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
{
k->second.fogOfWarMap.resize(map->width);
for(int g=0; g<map->width; ++g)
k->second.fogOfWarMap[g].resize(map->height);
for(int g=-0; g<map->width; ++g)
for(int h=0; h<map->height; ++h)
k->second.fogOfWarMap[g][h].resize(map->twoLevel+1, 0);
for(int g=0; g<map->width; ++g)
for(int h=0; h<map->height; ++h)
for(int v=0; v<map->twoLevel+1; ++v)
k->second.fogOfWarMap[g][h][v] = 0;
for(int xd=0; xd<map->width; ++xd) //revealing part of map around heroes
{
for(int yd=0; yd<map->height; ++yd)
{
for(int ch=0; ch<k->second.heroes.size(); ++ch)
{
int deltaX = (k->second.heroes[ch]->getPosition(false).x-xd)*(k->second.heroes[ch]->getPosition(false).x-xd);
int deltaY = (k->second.heroes[ch]->getPosition(false).y-yd)*(k->second.heroes[ch]->getPosition(false).y-yd);
if(deltaX+deltaY<k->second.heroes[ch]->getSightDistance()*k->second.heroes[ch]->getSightDistance())
k->second.fogOfWarMap[xd][yd][k->second.heroes[ch]->getPosition(false).z] = 1;
}
}
}
//starting bonus
if(si->playerInfos[k->second.serial].bonus==brandom)
si->playerInfos[k->second.serial].bonus = ran()%3;
switch(si->playerInfos[k->second.serial].bonus)
{
case bgold:
k->second.resources[6] += 500 + (ran()%6)*100;
break;
case bresource:
{
int res = VLC->townh->towns[si->playerInfos[k->second.serial].castle].primaryRes;
if(res == 127)
{
k->second.resources[0] += 5 + ran()%6;
k->second.resources[2] += 5 + ran()%6;
}
else
{
k->second.resources[res] += 3 + ran()%4;
}
break;
}
case bartifact:
{
if(!k->second.heroes.size())
{
tlog5 << "Cannot give starting artifact - no heroes!" << std::endl;
break;
}
CArtifact *toGive;
do
{
toGive = VLC->arth->treasures[ran() % VLC->arth->treasures.size()];
} while (!map->allowedArtifact[toGive->id]);
CGHeroInstance *hero = k->second.heroes[0];
std::vector<ui16>::iterator slot = vstd::findFirstNot(hero->artifWorn,toGive->possibleSlots);
if(slot!=toGive->possibleSlots.end())
hero->artifWorn[*slot] = toGive->id;
else
hero->artifacts.push_back(toGive->id);
}
}
}
/****************************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()];
//init buildings
if(vti->builtBuildings.find(-50)!=vti->builtBuildings.end()) //give standard set of buildings
{
vti->builtBuildings.erase(-50);
vti->builtBuildings.insert(10);
vti->builtBuildings.insert(5);
vti->builtBuildings.insert(30);
if(ran()%2)
vti->builtBuildings.insert(31);
}
//init spells
vti->spells.resize(SPELL_LEVELS);
CSpell *s;
for(int z=0; z<vti->obligatorySpells.size();z++)
{
s = &VLC->spellh->spells[vti->obligatorySpells[z]];
vti->spells[s->level-1].push_back(s->id);
vti->possibleSpells -= s->id;
}
while(vti->possibleSpells.size())
{
ui32 total=0, sel=-1;
for(int ps=0;ps<vti->possibleSpells.size();ps++)
total += VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];
int r = (total)? ran()%total : -1;
for(int ps=0; ps<vti->possibleSpells.size();ps++)
{
r -= VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];
if(r<0)
{
sel = ps;
break;
}
}
if(sel<0)
sel=0;
CSpell *s = &VLC->spellh->spells[vti->possibleSpells[sel]];
vti->spells[s->level-1].push_back(s->id);
vti->possibleSpells -= s->id;
}
//init garrisons
for (std::map<si32,std::pair<ui32,si32> >::iterator j=vti->army.slots.begin(); j!=vti->army.slots.end();j++)
{
if(j->second.first > 196 && j->second.first < 211)
{
if(j->second.first%2)
j->second.first = vti->town->basicCreatures[ (j->second.first-197) / 2 ];
else
j->second.first = vti->town->upgradedCreatures[ (j->second.first-197) / 2 ];
}
}
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 and garrisoned 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.heroes[l]->pos==k->second.towns[m]->pos)
{
k->second.towns[m]->visitingHero = k->second.heroes[l];
k->second.heroes[l]->visitedTown = k->second.towns[m];
k->second.heroes[l]->inTownGarrison = false;
if(k->second.heroes[l]->pos==k->second.towns[m]->pos)
k->second.heroes[l]->pos.x -= 1;
break;
}
}
}
}
for(int i=0; i<map->defy.size(); i++)
{
map->defy[i]->serial = i;
}
for(int i=0; i<map->objects.size(); i++)
{
map->objects[i]->initObj();
if(map->objects[i]->ID == 62) //prison also needs to initialize hero
static_cast<CGHeroInstance*>(map->objects[i])->initHero();
}
}
bool CGameState::battleShootCreatureStack(int ID, int dest)
{
return true;
}
int CGameState::battleGetStack(int pos)
{
if(!curB)
return -1;
for(int g=0; g<curB->stacks.size(); ++g)
{
if((curB->stacks[g]->position == pos
|| (curB->stacks[g]->creature->isDoubleWide()
&&( (curB->stacks[g]->attackerOwned && curB->stacks[g]->position-1 == pos)
|| (!curB->stacks[g]->attackerOwned && curB->stacks[g]->position+1 == pos) )
))
&& curB->stacks[g]->alive()
)
return curB->stacks[g]->ID;
}
return -1;
}
int CGameState::battleGetBattlefieldType(int3 tile)
{
if(tile==int3() && curB)
tile = curB->tile;
else if(tile==int3() && !curB)
return -1;
//std::vector < std::pair<const CGObjectInstance*,SDL_Rect> > & objs = CGI->mh->ttiles[tile.x][tile.y][tile.z].objects;
//for(int g=0; g<objs.size(); ++g)
//{
// switch(objs[g].first->ID)
// {
// case 222: //clover field
// return 19;
// case 223: //cursed ground
// return 22;
// case 224: //evil fog
// return 20;
// case 225: //favourable winds
// return 21;
// case 226: //fiery fields
// return 14;
// case 227: //holy ground
// return 18;
// case 228: //lucid pools
// return 17;
// case 229: //magic clouds
// return 16;
// case 230: //magic plains
// return 9;
// case 231: //rocklands
// return 15;
// }
//}
switch(map->terrain[tile.x][tile.y][tile.z].tertype)
{
case dirt:
return rand()%3+3;
case sand:
return 2; //TODO: coast support
case grass:
return rand()%2+6;
case snow:
return rand()%2+10;
case swamp:
return 13;
case rough:
return 23;
case subterranean:
return 12;
case lava:
return 8;
case water:
return 25;
case rock:
return 15;
default:
return -1;
}
}
UpgradeInfo CGameState::getUpgradeInfo(CArmedInstance *obj, int stackPos)
{
UpgradeInfo ret;
CCreature *base = &VLC->creh->creatures[obj->army.slots[stackPos].first];
if((obj->ID == TOWNI_TYPE) || ((obj->ID == HEROI_TYPE) && static_cast<const CGHeroInstance*>(obj)->visitedTown))
{
CGTownInstance * t;
if(obj->ID == TOWNI_TYPE)
t = static_cast<CGTownInstance *>(const_cast<CArmedInstance *>(obj));
else
t = static_cast<const CGHeroInstance*>(obj)->visitedTown;
for(std::set<si32>::iterator i=t->builtBuildings.begin(); i!=t->builtBuildings.end(); i++)
{
if( (*i) >= 37 && (*i) < 44 ) //upgraded creature dwelling
{
int nid = t->town->upgradedCreatures[(*i)-37]; //upgrade offered by that building
if(base->upgrades.find(nid) != base->upgrades.end()) //possible upgrade
{
ret.newID.push_back(nid);
ret.cost.push_back(std::set<std::pair<int,int> >());
for(int j=0;j<RESOURCE_QUANTITY;j++)
{
int dif = VLC->creh->creatures[nid].cost[j] - base->cost[j];
if(dif)
ret.cost[ret.cost.size()-1].insert(std::make_pair(j,dif));
}
}
}
}//end for
}
//TODO: check if hero ability makes some upgrades possible
if(ret.newID.size())
ret.oldID = base->idNumber;
return ret;
}
float CGameState::getMarketEfficiency( int player, int mode/*=0*/ )
{
boost::shared_lock<boost::shared_mutex> lock(*mx);
if(mode) return -1; //todo - support other modes
int mcount = 0;
for(int i=0;i<players[player].towns.size();i++)
if(vstd::contains(players[player].towns[i]->builtBuildings,14))
mcount++;
float ret = std::min(((float)mcount+1.0f)/20.0f,0.5f);
return ret;
}
std::set<int3> CGameState::tilesToReveal(int3 pos, int radious, int player) const
{
std::set<int3> ret;
int xbeg = pos.x - radious - 2;
if(xbeg < 0)
xbeg = 0;
int xend = pos.x + radious + 2;
if(xend >= map->width)
xend = map->width;
int ybeg = pos.y - radious - 2;
if(ybeg < 0)
ybeg = 0;
int yend = pos.y + radious + 2;
if(yend >= map->height)
yend = map->height;
for(int xd=xbeg; xd<xend; ++xd) //revealing part of map around heroes
{
for(int yd=ybeg; yd<yend; ++yd)
{
int deltaX = (pos.x-xd)*(pos.x-xd);
int deltaY = (pos.y-yd)*(pos.y-yd);
if(deltaX+deltaY<radious*radious)
{
if(player<0 || players.find(player)->second.fogOfWarMap[xd][yd][pos.z]==0)
{
ret.insert(int3(xd,yd,pos.z));
}
}
}
}
return ret;
}
void CGameState::loadTownDInfos()
{
for(int i=0;i<F_NUMBER;i++)
{
villages[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
forts[i] = VLC->dobjinfo->castles[i];
capitols[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
}
}
void CGameState::getNeighbours(int3 tile, std::vector<int3> &vec, bool onLand)
{
vec.clear();
int3 hlp;
bool weAreOnLand = (map->getTile(tile).tertype != 8);
if(tile.x > 0)
{
hlp = int3(tile.x-1,tile.y,tile.z);
if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9)
vec.push_back(hlp);
}
if(tile.y > 0)
{
hlp = int3(tile.x,tile.y-1,tile.z);
if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9)
vec.push_back(hlp);
}
if(tile.x > 0 && tile.y > 0)
{
hlp = int3(tile.x-1,tile.y-1,tile.z);
if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9)
vec.push_back(hlp);
}
if(tile.x > 0 && tile.y < map->height-1)
{
hlp = int3(tile.x-1,tile.y+1,tile.z);
if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9)
vec.push_back(hlp);
}
if(tile.y < map->height-1)
{
hlp = int3(tile.x,tile.y+1,tile.z);
if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9)
vec.push_back(hlp);
}
if(tile.x < map->width-1)
{
hlp = int3(tile.x+1,tile.y,tile.z);
if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9)
vec.push_back(hlp);
}
if(tile.x < map->width-1 && tile.y > 0)
{
hlp = int3(tile.x+1,tile.y-1,tile.z);
if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9)
vec.push_back(hlp);
}
if(tile.x < map->width-1 && tile.y < map->height-1)
{
hlp = int3(tile.x+1,tile.y+1,tile.z);
if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9)
vec.push_back(hlp);
}
}
int CGameState::getMovementCost(const CGHeroInstance *h, int3 src, int3 dest, int remainingMovePoints, bool checkLast)
{
TerrainTile &s = map->terrain[src.x][src.y][src.z],
&d = map->terrain[dest.x][dest.y][dest.z];
//get basic cost
int ret = h->getTileCost(d,s);
if(src.x!=dest.x && src.y!=dest.y) //diagonal move costs too much but normal move is possible
{
int old = ret;
ret *= 1.414;
if(ret > remainingMovePoints && remainingMovePoints > old)
{
return remainingMovePoints;
}
}
int left = remainingMovePoints-ret;
if(checkLast && left > 0 && remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
{
std::vector<int3> vec;
getNeighbours(dest,vec,true);
for(size_t i=0; i < vec.size(); i++)
{
int fcost = getMovementCost(h,dest,vec[i],left,false);
if(fcost <= left)
{
return ret;
}
}
ret = remainingMovePoints;
}
return ret;
}
int CGameState::canBuildStructure( const CGTownInstance *t, int ID )
{
int ret = 7; //allowed by default
//can we build it?
if(t->forbiddenBuildings.find(ID)!=t->forbiddenBuildings.end())
ret = 2; //forbidden
else if(t->builded >= MAX_BUILDING_PER_TURN)
ret = 5; //building limit
//checking resources
CBuilding * pom = VLC->buildh->buildings[t->subID][ID];
for(int res=0;res<7;res++) //TODO: support custom amount of resources
{
if(pom->resources[res] > players[t->tempOwner].resources[res])
ret = 6; //lack of res
}
//checking for requirements
for( std::set<int>::iterator ri = VLC->townh->requirements[t->subID][ID].begin();
ri != VLC->townh->requirements[t->subID][ID].end();
ri++ )
{
if(t->builtBuildings.find(*ri)==t->builtBuildings.end())
ret = 8; //lack of requirements - cannot build
}
if(ID == 13) //capitol
{
for(int in = 0; in < map->towns.size(); in++)
{
if(map->towns[in]->tempOwner==t->tempOwner && vstd::contains(map->towns[in]->builtBuildings,13))
{
ret = 0; //no more than one capitol
break;
}
}
}
else if(ID == 6) //shipyard
{
if(map->getTile(t->pos + int3(-1,3,0)).tertype != water && map->getTile(t->pos + int3(-3,3,0)).tertype != water)
ret = 1; //lack of water
}
return ret;
}
void CGameState::apply(CPack *pack)
{
applier->apps[typeList.getTypeID(pack)]->applyOnGS(this,pack);
}
int BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting)
{
int attackerAttackBonus = attacker->creature->attack + (attackerHero ? attackerHero->getPrimSkillLevel(0) : 0);
if(attacker->getEffect(56)) //frenzy for attacker
{
attackerAttackBonus += (VLC->spellh->spells[attacker->getEffect(56)->id].powers[attacker->getEffect(56)->level]/100.0) *(attacker->creature->defence + (attackerHero ? attackerHero->getPrimSkillLevel(1) : 0));
}
int defenderDefenseBonus = defender->creature->defence + (defendingHero ? defendingHero->getPrimSkillLevel(1) : 0);
if(defender->getEffect(56)) //frenzy for defender
{
defenderDefenseBonus = 0;
}
int attackDefenseBonus = attackerAttackBonus - defenderDefenseBonus;
if(defender->getEffect(48)) //defender's prayer handling
{
attackDefenseBonus -= VLC->spellh->spells[defender->getEffect(48)->id].powers[defender->getEffect(48)->level];
}
if(attacker->getEffect(48)) //attacker's prayer handling
{
attackDefenseBonus += VLC->spellh->spells[attacker->getEffect(48)->id].powers[attacker->getEffect(48)->level];
}
if(defender->getEffect(46)) //stone skin handling
{
attackDefenseBonus -= VLC->spellh->spells[defender->getEffect(46)->id].powers[defender->getEffect(46)->level];
}
if(attacker->getEffect(45)) //weakness handling
{
attackDefenseBonus -= VLC->spellh->spells[attacker->getEffect(45)->id].powers[attacker->getEffect(45)->level];
}
if(!shooting && attacker->getEffect(43)) //bloodlust handling
{
attackDefenseBonus += VLC->spellh->spells[attacker->getEffect(43)->id].powers[attacker->getEffect(43)->level];
}
int damageBase = 0;
if(attacker->getEffect(42)) //curse handling (partial, the rest is below)
{
damageBase = attacker->creature->damageMin;
damageBase -= VLC->spellh->spells[attacker->getEffect(42)->id].powers[attacker->getEffect(42)->level];
}
else if(attacker->getEffect(41)) //bless handling
{
damageBase = attacker->creature->damageMax;
damageBase += VLC->spellh->spells[attacker->getEffect(41)->id].powers[attacker->getEffect(41)->level];
}
else if(attacker->creature->damageMax == attacker->creature->damageMin) //constant damage
{
damageBase = attacker->creature->damageMin;
}
else
{
damageBase = rand()%(attacker->creature->damageMax - attacker->creature->damageMin) + attacker->creature->damageMin + 1;
}
float dmgBonusMultiplier = 1.0f;
if(attackDefenseBonus < 0) //decreasing dmg
{
if(0.02f * (-attackDefenseBonus) > 0.3f)
{
dmgBonusMultiplier += -0.3f;
}
else
{
dmgBonusMultiplier += 0.02f * attackDefenseBonus;
}
}
else //increasing dmg
{
if(0.05f * attackDefenseBonus > 4.0f)
{
dmgBonusMultiplier += 4.0f;
}
else
{
dmgBonusMultiplier += 0.05f * attackDefenseBonus;
}
}
//handling secondary abilities
if(attackerHero)
{
if(shooting)
{
switch(attackerHero->getSecSkillLevel(1)) //archery
{
case 1: //basic
dmgBonusMultiplier *= 1.1f;
break;
case 2: //advanced
dmgBonusMultiplier *= 1.25f;
break;
case 3: //expert
dmgBonusMultiplier *= 1.5f;
break;
}
}
else
{
switch(attackerHero->getSecSkillLevel(22)) //offence
{
case 1: //basic
dmgBonusMultiplier *= 1.1f;
break;
case 2: //advanced
dmgBonusMultiplier *= 1.2f;
break;
case 3: //expert
dmgBonusMultiplier *= 1.3f;
break;
}
}
}
if(defendingHero)
{
switch(defendingHero->getSecSkillLevel(23)) //armourer
{
case 1: //basic
dmgBonusMultiplier *= 0.95f;
break;
case 2: //advanced
dmgBonusMultiplier *= 0.9f;
break;
case 3: //expert
dmgBonusMultiplier *= 0.85f;
break;
}
}
//handling spell effects
if(!shooting && defender->getEffect(27)) //shield
{
if(defender->getEffect(27)->level<=1) //none or basic
dmgBonusMultiplier *= 0.85f;
else //adv or expert
dmgBonusMultiplier *= 0.7f;
}
if(shooting && defender->getEffect(28)) //air shield
{
if(defender->getEffect(28)->level<=1) //none or basic
dmgBonusMultiplier *= 0.75f;
else //adv or expert
dmgBonusMultiplier *= 0.5f;
}
if(attacker->getEffect(42)) //curse, second part of handling
{
if(attacker->getEffect(42)->level>=2) //adv or expert
dmgBonusMultiplier *= 0.8f;
}
return (float)damageBase * (float)attacker->amount * dmgBonusMultiplier;
}
void BattleInfo::calculateCasualties( std::set<std::pair<ui32,si32> > *casualties )
{
for(int i=0; i<stacks.size();i++)//setting casualties
{
if(!stacks[i]->alive())
{
casualties[!stacks[i]->attackerOwned].insert(std::pair<ui32,si32>(stacks[i]->creature->idNumber,stacks[i]->baseAmount));
}
else if(stacks[i]->amount != stacks[i]->baseAmount)
{
casualties[!stacks[i]->attackerOwned].insert(std::pair<ui32,si32>(stacks[i]->creature->idNumber,stacks[i]->baseAmount - stacks[i]->amount));
}
}
}
CStack * BattleInfo::getNextStack()
{
CStack *current = getStack(activeStack);
for (int i = 0; i < stacks.size(); i++) //find fastest not moved/waited stack (stacks vector is sorted by speed)
{
if(vstd::contains(stacks[i]->state,DEFENDING)
||vstd::contains(stacks[i]->state,WAITING)
||vstd::contains(stacks[i]->state,MOVED)
||!stacks[i]->alive()
)
continue;
return stacks[i];
}
for (int i = stacks.size() - 1; i >= 0 ; i--) //find slowest waiting stack
{
if(vstd::contains(stacks[i]->state,DEFENDING)
||vstd::contains(stacks[i]->state,MOVED)
||!stacks[i]->alive()
)
continue;
return stacks[i];
}
return NULL; //all stacks moved or defending!
}
std::vector<CStack> BattleInfo::getStackQueue()
{
std::vector<CStack> ret;
std::vector<int> taken; //if non-zero value, corresponding stack has been placed in ret
taken.resize(stacks.size());
for(int g=0; g<taken.size(); ++g)
{
taken[g] = 0;
}
for(int moved=0; moved<2; ++moved) //in first cycle we add stacks that can act in current turn, in second one the rest of them
{
for(int gc=0; gc<stacks.size(); ++gc)
{
int id = -1, speed = -1;
for(int i=0; i<stacks.size(); ++i) //find not waited stacks only
{
if((moved == 1 ||!vstd::contains(stacks[i]->state,DEFENDING))
&& stacks[i]->alive()
&& (moved == 1 || !vstd::contains(stacks[i]->state,MOVED))
&& !vstd::contains(stacks[i]->state,WAITING)
&& taken[i]==0)
{
if(speed == -1 || stacks[i]->speed() > speed)
{
id = i;
speed = stacks[i]->speed();
}
}
}
if(id != -1)
{
ret.push_back(*stacks[id]);
taken[id] = 1;
}
else //choose something from not moved stacks
{
int id = -1, speed = 10000; //infinite speed
for(int i=0; i<stacks.size(); ++i) //find waited stacks only
{
if((moved == 1 ||!vstd::contains(stacks[i]->state,DEFENDING))
&& stacks[i]->alive()
&& (moved == 1 || !vstd::contains(stacks[i]->state,MOVED))
&& vstd::contains(stacks[i]->state,WAITING)
&& taken[i]==0)
{
if(stacks[i]->speed() < speed) //slowest one
{
id = i;
speed = stacks[i]->speed();
}
}
}
if(id != -1)
{
ret.push_back(*stacks[id]);
taken[id] = 1;
}
else
{
break; //no stacks have been found, so none of them will be found in next iterations
}
}
}
}
return ret;
}