mirror of
https://github.com/vcmi/vcmi.git
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4d3808cfa0
* fixed AmptyAI (it builds now)
1965 lines
55 KiB
C++
1965 lines
55 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 <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/CBuildingHandler.h"
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#include "hch/CGeneralTextHandler.h"
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#include "hch/CTownHandler.h"
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#include "hch/CSpellHandler.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 "lib/Connection.h"
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#include "map.h"
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#include "StartInfo.h"
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#include "lib/NetPacks.h"
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#include <boost/foreach.hpp>
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#include <boost/thread.hpp>
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#include <boost/thread/shared_mutex.hpp>
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#include "lib/RegisterTypes.cpp"
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boost::rand48 ran;
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#ifdef min
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#undef min
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#endif
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#ifdef max
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#undef max
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#endif
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void foofoofoo()
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{
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//never called function to force instantation of templates
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int *ccc = NULL;
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registerTypes((CISer<CConnection>&)*ccc);
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registerTypes((COSer<CConnection>&)*ccc);
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registerTypes((CSaveFile&)*ccc);
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registerTypes((CLoadFile&)*ccc);
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registerTypes((CTypeList&)*ccc);
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}
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class CBaseForGSApply
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{
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public:
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virtual void applyOnGS(CGameState *gs, void *pack) const =0;
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};
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template <typename T> class CApplyOnGS : public CBaseForGSApply
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{
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public:
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void applyOnGS(CGameState *gs, void *pack) const
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{
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T *ptr = static_cast<T*>(pack);
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while(!gs->mx->try_lock())
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boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
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ptr->applyGs(gs);
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gs->mx->unlock();
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}
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};
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class CGSApplier
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{
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public:
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std::map<ui16,CBaseForGSApply*> apps;
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CGSApplier()
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{
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registerTypes2(*this);
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}
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template<typename T> void registerType(const T * t=NULL)
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{
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ui16 ID = typeList.registerType(t);
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apps[ID] = new CApplyOnGS<T>;
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}
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} *applierGs = NULL;
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std::string DLL_EXPORT toString(MetaString &ms)
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{
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std::string ret;
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for(size_t i=0;i<ms.message.size();++i)
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{
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if(ms.message[i]>0)
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{
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ret += ms.strings[ms.message[i]-1];
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}
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else
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{
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std::vector<std::string> *vec;
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int type = ms.texts[-ms.message[i]-1].first,
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ser = ms.texts[-ms.message[i]-1].second;
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if(type == 5)
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{
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ret += VLC->arth->artifacts[ser].Name();
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continue;
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}
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else if(type == 7)
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{
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ret += VLC->creh->creatures[ser].namePl;
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continue;
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}
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else if(type == 9)
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{
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ret += VLC->generaltexth->mines[ser].first;
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continue;
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}
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else if(type == 10)
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{
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ret += VLC->generaltexth->mines[ser].second;
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continue;
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}
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else if(type == MetaString::SPELL_NAME)
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{
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ret += VLC->spellh->spells[ser].name;
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continue;
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}
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else
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{
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switch(type)
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{
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case 1:
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vec = &VLC->generaltexth->allTexts;
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break;
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case 2:
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vec = &VLC->generaltexth->xtrainfo;
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break;
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case 3:
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vec = &VLC->generaltexth->names;
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break;
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case 4:
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vec = &VLC->generaltexth->restypes;
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break;
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case 6:
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vec = &VLC->generaltexth->arraytxt;
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break;
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case 8:
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vec = &VLC->generaltexth->creGens;
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break;
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case 11:
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vec = &VLC->generaltexth->advobtxt;
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break;
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case 12:
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vec = &VLC->generaltexth->artifEvents;
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break;
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}
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ret += (*vec)[ser];
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}
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}
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}
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for(size_t i=0; i < ms.replacements.size(); ++i)
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{
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ret.replace(ret.find("%s"),2,ms.replacements[i]);
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}
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return ret;
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}
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CGObjectInstance * createObject(int id, int subid, int3 pos, int owner)
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{
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CGObjectInstance * nobj;
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switch(id)
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{
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case HEROI_TYPE: //hero
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{
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CGHeroInstance * nobj = new CGHeroInstance();
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nobj->pos = pos;
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nobj->tempOwner = owner;
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nobj->subID = subid;
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//nobj->initHero(ran);
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return nobj;
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}
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case TOWNI_TYPE: //town
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nobj = new CGTownInstance;
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break;
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default: //rest of objects
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nobj = new CGObjectInstance;
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nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
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break;
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}
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nobj->ID = id;
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nobj->subID = subid;
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if(!nobj->defInfo)
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tlog3 <<"No def declaration for " <<id <<" "<<subid<<std::endl;
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nobj->pos = pos;
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//nobj->state = NULL;//new CLuaObjectScript();
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nobj->tempOwner = owner;
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nobj->info = NULL;
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nobj->defInfo->id = id;
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nobj->defInfo->subid = subid;
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//assigning defhandler
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if(nobj->ID==HEROI_TYPE || nobj->ID==TOWNI_TYPE)
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return nobj;
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nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
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return nobj;
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}
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CStack * BattleInfo::getStack(int stackID)
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{
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for(int g=0; g<stacks.size(); ++g)
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{
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if(stacks[g]->ID == stackID)
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return stacks[g];
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}
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return NULL;
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}
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CStack * BattleInfo::getStackT(int tileID)
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{
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for(int g=0; g<stacks.size(); ++g)
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{
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if(stacks[g]->position == tileID
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|| (stacks[g]->creature->isDoubleWide() && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
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|| (stacks[g]->creature->isDoubleWide() && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))
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{
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if(stacks[g]->alive())
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{
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return stacks[g];
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}
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}
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}
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return NULL;
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}
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void BattleInfo::getAccessibilityMap(bool *accessibility, int stackToOmmit)
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{
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memset(accessibility,1,BFIELD_SIZE); //initialize array with trues
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for(int g=0; g<stacks.size(); ++g)
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{
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if(!stacks[g]->alive() || stacks[g]->ID==stackToOmmit) //we don't want to lock position of this stack
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continue;
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accessibility[stacks[g]->position] = false;
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if(stacks[g]->creature->isDoubleWide()) //if it's a double hex creature
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{
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if(stacks[g]->attackerOwned)
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accessibility[stacks[g]->position-1] = false;
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else
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accessibility[stacks[g]->position+1] = false;
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}
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}
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//obstacles
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for(int b=0; b<obstacles.size(); ++b)
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{
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std::vector<int> blocked = VLC->heroh->obstacles[obstacles[b].ID].getBlocked(obstacles[b].pos);
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for(int c=0; c<blocked.size(); ++c)
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{
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if(blocked[c] >=0 && blocked[c] < BFIELD_SIZE)
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accessibility[blocked[c]] = false;
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}
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}
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}
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void BattleInfo::getAccessibilityMapForTwoHex(bool *accessibility, bool atackerSide, int stackToOmmit, bool addOccupiable) //send pointer to at least 187 allocated bytes
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{
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bool mac[BFIELD_SIZE];
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getAccessibilityMap(mac,stackToOmmit);
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memcpy(accessibility,mac,BFIELD_SIZE);
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}
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void BattleInfo::makeBFS(int start, bool*accessibility, int *predecessor, int *dists) //both pointers must point to the at least 187-elements int arrays
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{
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//inits
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for(int b=0; b<BFIELD_SIZE; ++b)
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predecessor[b] = -1;
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for(int g=0; g<BFIELD_SIZE; ++g)
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dists[g] = 100000000;
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std::queue<int> hexq; //bfs queue
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hexq.push(start);
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dists[hexq.front()] = 0;
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int curNext = -1; //for bfs loop only (helper var)
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while(!hexq.empty()) //bfs loop
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{
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int curHex = hexq.front();
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std::vector<int> neighbours = neighbouringTiles(curHex);
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hexq.pop();
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for(int nr=0; nr<neighbours.size(); nr++)
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{
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curNext = neighbours[nr];
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if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
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continue;
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hexq.push(curNext);
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dists[curNext] = dists[curHex] + 1;
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predecessor[curNext] = curHex;
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}
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}
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};
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std::vector<int> BattleInfo::getAccessibility(int stackID, bool addOccupiable)
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{
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std::vector<int> ret;
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bool ac[BFIELD_SIZE];
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CStack *s = getStack(stackID);
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if(s->creature->isDoubleWide())
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getAccessibilityMapForTwoHex(ac,s->attackerOwned,stackID,addOccupiable);
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else
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getAccessibilityMap(ac,stackID);
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int pr[BFIELD_SIZE], dist[BFIELD_SIZE];
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makeBFS(s->position,ac,pr,dist);
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if(s->creature->isDoubleWide())
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{
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if(!addOccupiable)
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{
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std::vector<int> rem;
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for(int b=0; b<BFIELD_SIZE; ++b)
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{
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if( ac[b] && !(s->attackerOwned ? ac[b-1] : ac[b+1]))
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{
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rem.push_back(b);
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}
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}
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for(int g=0; g<rem.size(); ++g)
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{
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ac[rem[g]] = false;
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}
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//removing accessibility for side hexes
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for(int v=0; v<BFIELD_SIZE; ++v)
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if(s->attackerOwned ? (v%BFIELD_WIDTH)==1 : (v%BFIELD_WIDTH)==(BFIELD_WIDTH - 2))
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ac[v] = false;
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}
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else
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{
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std::vector<int> rem;
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for(int b=0; b<BFIELD_SIZE; ++b)
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{
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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))
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{
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rem.push_back(b);
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}
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}
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for(int g=0; g<rem.size(); ++g)
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{
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ac[rem[g]] = false;
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}
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}
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}
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for(int i=0;i<BFIELD_SIZE;i++)
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if(dist[i] <= s->Speed() && ac[i])
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{
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ret.push_back(i);
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}
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return ret;
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}
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bool BattleInfo::isStackBlocked(int ID)
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{
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CStack *our = getStack(ID);
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for(int i=0; i<stacks.size();i++)
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{
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if( !stacks[i]->alive()
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|| stacks[i]->owner==our->owner
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)
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continue; //we omit dead and allied stacks
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if(stacks[i]->creature->isDoubleWide())
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{
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if( mutualPosition(stacks[i]->position, our->position) >= 0
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|| mutualPosition(stacks[i]->position + (stacks[i]->attackerOwned ? -1 : 1), our->position) >= 0)
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return true;
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}
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else
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{
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if( mutualPosition(stacks[i]->position, our->position) >= 0 )
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return true;
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}
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}
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return false;
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}
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signed char BattleInfo::mutualPosition(int hex1, int hex2)
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{
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if(hex2 == hex1 - ( (hex1/17)%2 ? 18 : 17 )) //top left
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return 0;
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if(hex2 == hex1 - ( (hex1/17)%2 ? 17 : 16 )) //top right
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return 1;
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if(hex2 == hex1 - 1 && hex1%17 != 0) //left
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return 5;
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if(hex2 == hex1 + 1 && hex1%17 != 16) //right
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return 2;
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if(hex2 == hex1 + ( (hex1/17)%2 ? 16 : 17 )) //bottom left
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return 4;
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if(hex2 == hex1 + ( (hex1/17)%2 ? 17 : 18 )) //bottom right
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return 3;
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return -1;
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}
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std::vector<int> BattleInfo::neighbouringTiles(int hex)
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{
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#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);}
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std::vector<int> ret;
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CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 18 : 17 ));
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CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 17 : 16 ));
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CHECK_AND_PUSH(hex - 1);
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CHECK_AND_PUSH(hex + 1);
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CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 16 : 17 ));
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CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 17 : 18 ));
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#undef CHECK_AND_PUSH
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return ret;
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}
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std::pair< std::vector<int>, int > BattleInfo::getPath(int start, int dest, bool*accessibility, bool flyingCreature)
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{
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int predecessor[BFIELD_SIZE]; //for getting the Path
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int dist[BFIELD_SIZE]; //calculated distances
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if(flyingCreature)
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{
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bool acc[BFIELD_SIZE]; //full accessibility table
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for(int b=0; b<BFIELD_SIZE; ++b) //initialization of acc
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{
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acc[b] = true;
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}
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makeBFS(start, acc, predecessor, dist);
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}
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else
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{
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makeBFS(start, accessibility, predecessor, dist);
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}
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//making the Path
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std::vector<int> path;
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int curElem = dest;
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while(curElem != start)
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{
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path.push_back(curElem);
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curElem = predecessor[curElem];
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}
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return std::make_pair(path, dist[dest]);
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}
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CStack::CStack(CCreature * C, int A, int O, int I, bool AO, int S)
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:creature(C),amount(A), baseAmount(A), owner(O), position(-1), ID(I), attackerOwned(AO), firstHPleft(C->hitPoints),
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shots(C->shots), slot(S), counterAttacks(1), effects(), state()
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{
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speed = creature->speed;
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abilities = C->abilities;
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state.insert(ALIVE);
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}
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ui32 CStack::Speed() const
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{
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int premy=0;
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const StackEffect *effect = 0;
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//haste effect check
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effect = getEffect(53);
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if(effect)
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premy += VLC->spellh->spells[effect->id].powers[effect->level];
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//slow effect check
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effect = getEffect(54);
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if(effect)
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premy -= (creature->speed * VLC->spellh->spells[effect->id].powers[effect->level])/100;
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//prayer effect check
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effect = getEffect(48);
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if(effect)
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premy += VLC->spellh->spells[effect->id].powers[effect->level];
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//bind effect check
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effect = getEffect(72);
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if(effect)
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{
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premy = creature->speed; //don't use '- creature->speed' - speed is unsigned!
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premy = -premy;
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}
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return speed + premy;
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}
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const CStack::StackEffect * CStack::getEffect(ui16 id) const
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{
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for (int i=0; i< effects.size(); i++)
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if(effects[i].id == id)
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return &effects[i];
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return NULL;
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}
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si8 CStack::Morale() const
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{
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si8 ret = morale;
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if(getEffect(49)) //mirth
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{
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ret += VLC->spellh->spells[49].powers[getEffect(49)->level];
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}
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if(getEffect(50)) //sorrow
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{
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ret -= VLC->spellh->spells[50].powers[getEffect(50)->level];
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}
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if(ret > 3) ret = 3;
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if(ret < -3) ret = -3;
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return ret;
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}
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si8 CStack::Luck() const
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{
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si8 ret = luck;
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if(getEffect(51)) //fortune
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{
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ret += VLC->spellh->spells[51].powers[getEffect(51)->level];
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}
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if(getEffect(52)) //misfortune
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{
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ret -= VLC->spellh->spells[52].powers[getEffect(52)->level];
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}
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if(ret > 3) ret = 3;
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if(ret < -3) ret = -3;
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return ret;
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}
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bool CStack::willMove()
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{
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|
return !vstd::contains(state,DEFENDING)
|
|
&& !vstd::contains(state,MOVED)
|
|
&& alive()
|
|
&& !vstd::contains(abilities,NOT_ACTIVE); //eg. Ammo Cart
|
|
}
|
|
|
|
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;
|
|
applierGs = new CGSApplier;
|
|
}
|
|
CGameState::~CGameState()
|
|
{
|
|
delete mx;
|
|
delete map;
|
|
delete curB;
|
|
delete scenarioOps;
|
|
delete applierGs;
|
|
}
|
|
void CGameState::init(StartInfo * si, Mapa * map, int Seed)
|
|
{
|
|
day = 0;
|
|
seed = Seed;
|
|
ran.seed((boost::int32_t)seed);
|
|
scenarioOps = si;
|
|
this->map = map;
|
|
loadTownDInfos();
|
|
//picking random factions for players
|
|
for(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;
|
|
ins.second.human = scenarioOps->playerInfos[i].human;
|
|
players.insert(ins);
|
|
}
|
|
/******************RESOURCES****************************************************/
|
|
//TODO: computer player should receive other amount of resource than computer (depending on difficulty)
|
|
std::vector<int> startres;
|
|
std::ifstream tis("config/startres.txt");
|
|
int k;
|
|
for (int j=0;j<scenarioOps->difficulty;j++)
|
|
{
|
|
tis >> k;
|
|
for (int z=0;z<RESOURCE_QUANTITY;z++)
|
|
tis>>k;
|
|
}
|
|
tis >> k;
|
|
for (int i=0;i<RESOURCE_QUANTITY;i++)
|
|
{
|
|
tis >> k;
|
|
startres.push_back(k);
|
|
}
|
|
tis.close();
|
|
tis.clear();
|
|
for (std::map<ui8,PlayerState>::iterator i = players.begin(); i!=players.end(); i++)
|
|
{
|
|
(*i).second.resources.resize(RESOURCE_QUANTITY);
|
|
for (int x=0;x<RESOURCE_QUANTITY;x++)
|
|
(*i).second.resources[x] = startres[x];
|
|
}
|
|
|
|
tis.open("config/resources.txt");
|
|
tis >> k;
|
|
int pom;
|
|
for(int i=0;i<k;i++)
|
|
{
|
|
tis >> pom;
|
|
resVals.push_back(pom);
|
|
}
|
|
|
|
/*************************HEROES************************************************/
|
|
std::set<int> hids;
|
|
for(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;
|
|
|
|
BOOST_FOREACH(CGObjectInstance *obj, map->objects)
|
|
{
|
|
if(obj->tempOwner != k->first) continue; //not a flagged object
|
|
|
|
int3 objCenter = obj->getSightCenter();
|
|
int radious = obj->getSightRadious();
|
|
|
|
for (int xd = std::max<int>(objCenter.x - radious , 0); xd <= std::min<int>(objCenter.x + radious, map->width - 1); xd++)
|
|
{
|
|
for (int yd = std::max<int>(objCenter.y - radious, 0); yd <= std::min<int>(objCenter.y + radious, map->height - 1); yd++)
|
|
{
|
|
double distance = objCenter.dist2d(int3(xd,yd,objCenter.z)) - 0.5;
|
|
if(distance <= radious)
|
|
k->second.fogOfWarMap[xd][yd][objCenter.z] = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
//for(int xd=0; xd<map->width; ++xd) //revealing part of map around heroes
|
|
//{
|
|
// for(int yd=0; yd<map->height; ++yd)
|
|
// {
|
|
// for(int ch=0; ch<k->second.heroes.size(); ++ch)
|
|
// {
|
|
// int deltaX = (k->second.heroes[ch]->getPosition(false).x-xd)*(k->second.heroes[ch]->getPosition(false).x-xd);
|
|
// int deltaY = (k->second.heroes[ch]->getPosition(false).y-yd)*(k->second.heroes[ch]->getPosition(false).y-yd);
|
|
// if(deltaX+deltaY<k->second.heroes[ch]->getSightDistance()*k->second.heroes[ch]->getSightDistance())
|
|
// k->second.fogOfWarMap[xd][yd][k->second.heroes[ch]->getPosition(false).z] = 1;
|
|
// }
|
|
// }
|
|
//}
|
|
|
|
//starting bonus
|
|
if(si->playerInfos[k->second.serial].bonus==brandom)
|
|
si->playerInfos[k->second.serial].bonus = ran()%3;
|
|
switch(si->playerInfos[k->second.serial].bonus)
|
|
{
|
|
case bgold:
|
|
k->second.resources[6] += 500 + (ran()%6)*100;
|
|
break;
|
|
case bresource:
|
|
{
|
|
int res = VLC->townh->towns[si->playerInfos[k->second.serial].castle].primaryRes;
|
|
if(res == 127)
|
|
{
|
|
k->second.resources[0] += 5 + ran()%6;
|
|
k->second.resources[2] += 5 + ran()%6;
|
|
}
|
|
else
|
|
{
|
|
k->second.resources[res] += 3 + ran()%4;
|
|
}
|
|
break;
|
|
}
|
|
case bartifact:
|
|
{
|
|
if(!k->second.heroes.size())
|
|
{
|
|
tlog5 << "Cannot give starting artifact - no heroes!" << std::endl;
|
|
break;
|
|
}
|
|
CArtifact *toGive;
|
|
do
|
|
{
|
|
toGive = VLC->arth->treasures[ran() % VLC->arth->treasures.size()];
|
|
} while (!map->allowedArtifact[toGive->id]);
|
|
CGHeroInstance *hero = k->second.heroes[0];
|
|
std::vector<ui16>::iterator slot = vstd::findFirstNot(hero->artifWorn,toGive->possibleSlots);
|
|
if(slot!=toGive->possibleSlots.end())
|
|
hero->artifWorn[*slot] = toGive->id;
|
|
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 ];
|
|
}
|
|
}
|
|
if(vti->getOwner() != 255)
|
|
getPlayer(vti->getOwner())->towns.push_back(vti);
|
|
}
|
|
|
|
for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
|
|
{
|
|
if(k->first==-1 || k->first==255)
|
|
continue;
|
|
// 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(unsigned int l=0; l<k->second.heroes.size();l++)
|
|
{
|
|
for(unsigned int m=0; m<k->second.towns.size();m++)
|
|
{
|
|
int3 vistile = k->second.towns[m]->pos; vistile.x--; //tile next to the entrance
|
|
if(vistile == k->second.heroes[l]->pos || k->second.heroes[l]->pos==k->second.towns[m]->pos)
|
|
{
|
|
k->second.towns[m]->visitingHero = k->second.heroes[l];
|
|
k->second.heroes[l]->visitedTown = k->second.towns[m];
|
|
k->second.heroes[l]->inTownGarrison = false;
|
|
if(k->second.heroes[l]->pos==k->second.towns[m]->pos)
|
|
k->second.heroes[l]->pos.x -= 1;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for(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<getPlayer(player)->towns.size();i++)
|
|
if(vstd::contains(getPlayer(player)->towns[i]->builtBuildings,14))
|
|
mcount++;
|
|
float ret = std::min(((float)mcount+1.0f)/20.0f,0.5f);
|
|
return ret;
|
|
}
|
|
|
|
void CGameState::loadTownDInfos()
|
|
{
|
|
for(int i=0;i<F_NUMBER;i++)
|
|
{
|
|
villages[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
|
|
forts[i] = VLC->dobjinfo->castles[i];
|
|
capitols[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
|
|
}
|
|
}
|
|
|
|
void CGameState::getNeighbours(int3 tile, std::vector<int3> &vec, const boost::logic::tribool &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)
|
|
{
|
|
if(src == dest) //same tile
|
|
return 0;
|
|
|
|
TerrainTile &s = map->terrain[src.x][src.y][src.z],
|
|
&d = map->terrain[dest.x][dest.y][dest.z];
|
|
|
|
//get basic cost
|
|
int ret = h->getTileCost(d,s);
|
|
|
|
if(src.x!=dest.x && src.y!=dest.y) //it's diagonal move
|
|
{
|
|
int old = ret;
|
|
ret *= 1.414;
|
|
//diagonal move costs too much but normal move is possible - allow diagonal move
|
|
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
|
|
|
|
//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] > getPlayer(t->tempOwner)->resources[res])
|
|
ret = 6; //lack of res
|
|
}
|
|
|
|
//checking for requirements
|
|
for( std::set<int>::iterator ri = VLC->townh->requirements[t->subID][ID].begin();
|
|
ri != VLC->townh->requirements[t->subID][ID].end();
|
|
ri++ )
|
|
{
|
|
if(t->builtBuildings.find(*ri)==t->builtBuildings.end())
|
|
ret = 8; //lack of requirements - cannot build
|
|
}
|
|
|
|
//can we build it?
|
|
if(t->forbiddenBuildings.find(ID)!=t->forbiddenBuildings.end())
|
|
ret = 2; //forbidden
|
|
else if(t->builded >= MAX_BUILDING_PER_TURN)
|
|
ret = 5; //building limit
|
|
|
|
if(ID == 13) //capitol
|
|
{
|
|
for(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)
|
|
{
|
|
applierGs->apps[typeList.getTypeID(pack)]->applyOnGS(this,pack);
|
|
}
|
|
|
|
PlayerState * CGameState::getPlayer( ui8 color )
|
|
{
|
|
if(vstd::contains(players,color))
|
|
{
|
|
return &players[color];
|
|
}
|
|
else
|
|
{
|
|
tlog2 << "Warning: Cannot find info for player " << int(color) << std::endl;
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
CPath * CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero)
|
|
{
|
|
if(!map->isInTheMap(src) || !map->isInTheMap(dest)) //check input
|
|
return NULL;
|
|
|
|
int3 hpos = hero->getPosition(false);
|
|
tribool blockLandSea; //true - blocks sea, false - blocks land, indeterminate - allows all
|
|
|
|
if (!hero->canWalkOnSea())
|
|
blockLandSea = (map->getTile(hpos).tertype != water); //block land if hero is on water and vice versa
|
|
else
|
|
blockLandSea = boost::logic::indeterminate;
|
|
|
|
//graph initialization
|
|
std::vector< std::vector<CPathNode> > graph;
|
|
graph.resize(map->width);
|
|
for(size_t i=0; i<graph.size(); ++i)
|
|
{
|
|
graph[i].resize(map->height);
|
|
for(size_t j=0; j<graph[i].size(); ++j)
|
|
{
|
|
const TerrainTile *tinfo = &map->terrain[i][j][src.z];
|
|
CPathNode &node = graph[i][j];
|
|
|
|
node.accesible = !tinfo->blocked;
|
|
if(i==dest.x && j==dest.y && tinfo->visitable)
|
|
{
|
|
node.accesible = true; //for allowing visiting objects
|
|
}
|
|
node.dist = -1;
|
|
node.theNodeBefore = NULL;
|
|
node.visited = false;
|
|
node.coord.x = i;
|
|
node.coord.y = j;
|
|
node.coord.z = dest.z;
|
|
|
|
if ((tinfo->tertype == rock) //it's rock
|
|
|| ((blockLandSea) && (tinfo->tertype == water)) //it's sea and we cannot walk on sea
|
|
|| ((!blockLandSea) && (tinfo->tertype != water)) //it's land and we cannot walk on land
|
|
|| !getPlayer(hero->tempOwner)->fogOfWarMap[i][j][src.z] //tile is covered by the FoW
|
|
)
|
|
{
|
|
node.accesible = false;
|
|
}
|
|
}
|
|
}
|
|
//graph initialized
|
|
|
|
//initial tile - set cost on 0 and add to the queue
|
|
graph[src.x][src.y].dist = 0;
|
|
std::queue<CPathNode> mq;
|
|
mq.push(graph[src.x][src.y]);
|
|
|
|
ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
|
|
|
|
std::vector<int3> neighbours;
|
|
neighbours.reserve(8);
|
|
|
|
while(!mq.empty())
|
|
{
|
|
CPathNode &cp = graph[mq.front().coord.x][mq.front().coord.y];
|
|
mq.pop();
|
|
if (cp.coord == dest) //it's destination tile
|
|
{
|
|
if (cp.dist < curDist) //that path is better than previous one
|
|
curDist = cp.dist;
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (cp.dist > curDist) //it's not dest and current length is greater than cost of already found path
|
|
continue;
|
|
}
|
|
|
|
//add accessible neighbouring nodes to the queue
|
|
getNeighbours(cp.coord,neighbours,blockLandSea);
|
|
for(int i=0; i < neighbours.size(); i++)
|
|
{
|
|
CPathNode & dp = graph[neighbours[i].x][neighbours[i].y];
|
|
if(dp.accesible)
|
|
{
|
|
int cost = getMovementCost(hero,cp.coord,dp.coord,hero->movement - cp.dist);
|
|
if((dp.dist==-1 || (dp.dist > cp.dist + cost)) && dp.accesible && checkForVisitableDir(cp.coord, dp.coord) && checkForVisitableDir(dp.coord, cp.coord))
|
|
{
|
|
dp.dist = cp.dist + cost;
|
|
dp.theNodeBefore = &cp;
|
|
mq.push(dp);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
CPathNode *curNode = &graph[dest.x][dest.y];
|
|
if(!curNode->theNodeBefore) //destination is not accessible
|
|
return NULL;
|
|
|
|
CPath * ret = new CPath;
|
|
|
|
while(curNode->coord != graph[src.x][src.y].coord)
|
|
{
|
|
ret->nodes.push_back(*curNode);
|
|
curNode = curNode->theNodeBefore;
|
|
}
|
|
|
|
ret->nodes.push_back(graph[src.x][src.y]);
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
|
|
{
|
|
const TerrainTile * pom = &map->getTile(dst);
|
|
for(int b=0; b<pom->visitableObjects.size(); ++b) //checking destination tile
|
|
{
|
|
if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore
|
|
continue;
|
|
|
|
CGDefInfo * di = pom->visitableObjects[b]->defInfo;
|
|
if( (dst.x == src.x-1 && dst.y == src.y-1) && !(di->visitDir & (1<<4)) )
|
|
{
|
|
return false;
|
|
}
|
|
if( (dst.x == src.x && dst.y == src.y-1) && !(di->visitDir & (1<<5)) )
|
|
{
|
|
return false;
|
|
}
|
|
if( (dst.x == src.x+1 && dst.y == src.y-1) && !(di->visitDir & (1<<6)) )
|
|
{
|
|
return false;
|
|
}
|
|
if( (dst.x == src.x+1 && dst.y == src.y) && !(di->visitDir & (1<<7)) )
|
|
{
|
|
return false;
|
|
}
|
|
if( (dst.x == src.x+1 && dst.y == src.y+1) && !(di->visitDir & (1<<0)) )
|
|
{
|
|
return false;
|
|
}
|
|
if( (dst.x == src.x && dst.y == src.y+1) && !(di->visitDir & (1<<1)) )
|
|
{
|
|
return false;
|
|
}
|
|
if( (dst.x == src.x-1 && dst.y == src.y+1) && !(di->visitDir & (1<<2)) )
|
|
{
|
|
return false;
|
|
}
|
|
if( (dst.x == src.x-1 && dst.y == src.y) && !(di->visitDir & (1<<3)) )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
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),
|
|
defenderDefenseBonus = defender->creature->defence + (defendingHero ? defendingHero->getPrimSkillLevel(1) : 0),
|
|
attackDefenseBonus = 0,
|
|
minDmg = attacker->creature->damageMin * attacker->amount,
|
|
maxDmg = attacker->creature->damageMax * attacker->amount;
|
|
|
|
//calculating total attack/defense skills modifier
|
|
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));
|
|
}
|
|
if(defender->getEffect(56)) //frenzy for defender
|
|
{
|
|
defenderDefenseBonus = 0;
|
|
}
|
|
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];
|
|
}
|
|
|
|
float dmgBonusMultiplier = 1.0f;
|
|
|
|
//bonus from attack/defense skills
|
|
if(attackDefenseBonus < 0) //decreasing dmg
|
|
{
|
|
if(0.02f * (-attackDefenseBonus) > 0.3f)
|
|
{
|
|
dmgBonusMultiplier += -0.3f;
|
|
}
|
|
else
|
|
{
|
|
dmgBonusMultiplier += 0.02f * attackDefenseBonus;
|
|
}
|
|
}
|
|
else //increasing dmg
|
|
{
|
|
if(0.05f * attackDefenseBonus > 4.0f)
|
|
{
|
|
dmgBonusMultiplier += 4.0f;
|
|
}
|
|
else
|
|
{
|
|
dmgBonusMultiplier += 0.05f * attackDefenseBonus;
|
|
}
|
|
}
|
|
|
|
//handling secondary abilities
|
|
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)) //offense
|
|
{
|
|
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)) //armorer
|
|
{
|
|
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;
|
|
}
|
|
else 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 handling (partial, the rest is below)
|
|
{
|
|
if(attacker->getEffect(42)->level>=2) //adv or expert
|
|
dmgBonusMultiplier *= 0.8f;
|
|
}
|
|
|
|
|
|
|
|
minDmg *= dmgBonusMultiplier;
|
|
maxDmg *= dmgBonusMultiplier;
|
|
|
|
if(attacker->getEffect(42)) //curse handling (rest)
|
|
{
|
|
minDmg -= VLC->spellh->spells[attacker->getEffect(42)->id].powers[attacker->getEffect(42)->level];
|
|
return minDmg;
|
|
}
|
|
else if(attacker->getEffect(41)) //bless handling
|
|
{
|
|
maxDmg += VLC->spellh->spells[attacker->getEffect(41)->id].powers[attacker->getEffect(41)->level];
|
|
return maxDmg;
|
|
}
|
|
else
|
|
{
|
|
if(minDmg != maxDmg)
|
|
return minDmg + rand() % (maxDmg - minDmg + 1);
|
|
else
|
|
return minDmg;
|
|
}
|
|
|
|
tlog1 << "We are too far in calculateDmg...\n";
|
|
return -1;
|
|
}
|
|
|
|
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(stacks[i]->willMove() && !vstd::contains(stacks[i]->state,WAITING))
|
|
return stacks[i];
|
|
}
|
|
for (int i = stacks.size() - 1; i >= 0 ; i--) //find slowest waiting stack
|
|
{
|
|
if(stacks[i]->willMove())
|
|
return stacks[i];
|
|
}
|
|
return NULL; //all stacks moved or defending!
|
|
}
|
|
|
|
std::vector<CStack> BattleInfo::getStackQueue()
|
|
{
|
|
std::vector<CStack> ret;
|
|
std::vector<int> taken; //if non-zero value, corresponding stack has been placed in ret
|
|
taken.resize(stacks.size());
|
|
for(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
|
|
&& !vstd::contains(stacks[i]->abilities,NOT_ACTIVE)) //eg. Ammo Cart
|
|
{
|
|
if(speed == -1 || stacks[i]->Speed() > speed)
|
|
{
|
|
id = i;
|
|
speed = stacks[i]->Speed();
|
|
}
|
|
}
|
|
}
|
|
if(id != -1)
|
|
{
|
|
ret.push_back(*stacks[id]);
|
|
taken[id] = 1;
|
|
}
|
|
else //choose something from not moved stacks
|
|
{
|
|
int id = -1, speed = 10000; //infinite speed
|
|
for(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
|
|
&& !vstd::contains(stacks[i]->abilities,NOT_ACTIVE)) //eg. Ammo Cart
|
|
{
|
|
if(stacks[i]->Speed() < speed) //slowest one
|
|
{
|
|
id = i;
|
|
speed = stacks[i]->Speed();
|
|
}
|
|
}
|
|
}
|
|
if(id != -1)
|
|
{
|
|
ret.push_back(*stacks[id]);
|
|
taken[id] = 1;
|
|
}
|
|
else
|
|
{
|
|
break; //no stacks have been found, so none of them will be found in next iterations
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
int3 CPath::startPos() const
|
|
{
|
|
return nodes[nodes.size()-1].coord;
|
|
}
|
|
void CPath::convert(ui8 mode) //mode=0 -> from 'manifest' to 'object'
|
|
{
|
|
if (mode==0)
|
|
{
|
|
for (int i=0;i<nodes.size();i++)
|
|
{
|
|
nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
|
|
}
|
|
}
|
|
}
|
|
|
|
int3 CPath::endPos() const
|
|
{
|
|
return nodes[0].coord;
|
|
}
|