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85eb5c7eb9
* support for 3 new artifacts: - Ring of Vitality - Ring of Life - Vial of Lifeblood * restructures creature ability preparing (creature abilities are now loaded from cr_abils.txt file). It needs further work - all changes in abilities should be moved from CCreatureHandler.cpp to cr_abils.txt as it's done in this commit (I hope it's clear how it should be done as there is an example)
331 lines
13 KiB
C++
331 lines
13 KiB
C++
#ifndef __CGAMESTATE_H__
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#define __CGAMESTATE_H__
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#include "../global.h"
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#ifndef _MSC_VER
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#include "../hch/CCreatureHandler.h"
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#include "VCMI_Lib.h"
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#include "map.h"
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#endif
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#include <set>
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#include <vector>
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#include "StackFeature.h"
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#ifdef _WIN32
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#include <tchar.h>
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#else
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#include "../tchar_amigaos4.h"
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#endif
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/*
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* CGameState.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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class CTown;
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class CScriptCallback;
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class CCallback;
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class CLuaCallback;
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class CCPPObjectScript;
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class CCreatureSet;
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class CStack;
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class CGHeroInstance;
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class CGTownInstance;
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class CArmedInstance;
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class CGDefInfo;
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class CObjectScript;
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class CGObjectInstance;
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class CCreature;
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struct Mapa;
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struct StartInfo;
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struct SDL_Surface;
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class CMapHandler;
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class CPathfinder;
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struct SetObjectProperty;
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struct MetaString;
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struct CPack;
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class CSpell;
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std::string DLL_EXPORT toString(MetaString &ms);
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namespace boost
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{
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class shared_mutex;
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}
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struct DLL_EXPORT PlayerState
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{
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public:
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ui8 color, serial;
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ui8 human; //true if human controlled player, false for AI
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ui32 currentSelection; //id of hero/town, 0xffffffff if none
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std::vector<std::vector<std::vector<ui8> > > fogOfWarMap; //true - visible, false - hidden
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std::vector<si32> resources;
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std::vector<CGHeroInstance *> heroes;
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std::vector<CGTownInstance *> towns;
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std::vector<CGHeroInstance *> availableHeroes; //heroes available in taverns
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PlayerState():color(-1),currentSelection(0xffffffff){};
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & color & serial & human & currentSelection & fogOfWarMap & resources;
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ui32 size;
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if(h.saving) //write subids of available heroes
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{
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size = availableHeroes.size();
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h & size;
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for(size_t i=0; i < size; i++)
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h & availableHeroes[i]->subID;
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}
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else
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{
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ui32 hid;
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h & size;
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for(size_t i=0; i < size; i++)
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{
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//fill availableHeroes with dummy hero instances, holding subids
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h & hid;
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availableHeroes.push_back(new CGHeroInstance);
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availableHeroes[availableHeroes.size()-1]->subID = hid;
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}
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}
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}
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};
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struct DLL_EXPORT CObstacleInstance
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{
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int ID; //ID of obstacle
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int pos; //position on battlefield
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & ID & pos;
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}
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};
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struct DLL_EXPORT BattleInfo
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{
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ui8 side1, side2; //side1 - attacker, side2 - defender
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si32 round, activeStack;
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ui8 siege; // = 0 ordinary battle = 1 a siege with a Fort = 2 a siege with a Citadel = 3 a siege with a Castle
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int3 tile; //for background and bonuses
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si32 hero1, hero2;
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CCreatureSet army1, army2;
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std::vector<CStack*> stacks;
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std::vector<CObstacleInstance> obstacles;
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ui8 castSpells[2]; //[0] - attacker, [1] - defender
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & side1 & side2 & round & activeStack & siege & tile & stacks & army1 & army2 & hero1 & hero2 & obstacles
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& castSpells;
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}
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CStack * getNextStack(); //which stack will have turn after current one
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std::vector<CStack> getStackQueue(); //returns stack in order of their movement action
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CStack * getStack(int stackID);
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CStack * getStackT(int tileID);
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void getAccessibilityMap(bool *accessibility, int stackToOmmit=-1); //send pointer to at least 187 allocated bytes
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void getAccessibilityMapForTwoHex(bool *accessibility, bool atackerSide, int stackToOmmit=-1, bool addOccupiable = false); //send pointer to at least 187 allocated bytes
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void makeBFS(int start, bool*accessibility, int *predecessor, int *dists); //*accessibility must be prepared bool[187] array; last two pointers must point to the at least 187-elements int arrays - there is written result
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std::pair< std::vector<int>, int > getPath(int start, int dest, bool*accessibility, bool flyingCreature); //returned value: pair<path, length>; length may be different than number of elements in path since flying vreatures jump between distant hexes
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std::vector<int> getAccessibility(int stackID, bool addOccupiable); //returns vector of accessible tiles (taking into account the creature range)
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bool isStackBlocked(int ID); //returns true if there is neighbouring enemy stack
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static signed char mutualPosition(int hex1, int hex2); //returns info about mutual position of given hexes (-1 - they're distant, 0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left)
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static std::vector<int> neighbouringTiles(int hex);
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static int calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting); //TODO: add additional conditions and require necessary data
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void calculateCasualties(std::set<std::pair<ui32,si32> > *casualties);
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std::set<CStack*> getAttackedCreatures(const CSpell * s, const CGHeroInstance * caster, int destinationTile); //calculates stack affected by given spell
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};
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class DLL_EXPORT CStack
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{
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public:
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ui32 ID; //unique ID of stack
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CCreature * creature;
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ui32 amount, baseAmount;
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ui32 firstHPleft; //HP of first creature in stack
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ui8 owner, slot; //owner - player colour (255 for neutrals), slot - position in garrison (may be 255 for neutrals/called creatures)
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ui8 attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
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ui16 position; //position on battlefield
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ui8 counterAttacks; //how many counter attacks can be performed more in this turn (by default set at the beginning of the round to 1)
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si16 shots; //how many shots left
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si8 morale, luck; //base stack luck/morale
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std::vector<StackFeature> features;
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std::set<ECombatInfo> state;
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struct StackEffect
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{
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ui16 id; //spell id
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ui8 level; //skill level
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ui16 turnsRemain;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id & level & turnsRemain;
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}
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};
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std::vector<StackEffect> effects;
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int valOfFeatures(StackFeature::ECombatFeatures type, int subtype = -1024) const;//subtype -> subtype of bonus, if -1024 then any
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bool hasFeatureOfType(StackFeature::ECombatFeatures type, int subtype = -1024) const; //determines if stack has a bonus of given type (and optionally subtype)
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CStack(CCreature * C, int A, int O, int I, bool AO, int S); //c-tor
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CStack() : ID(-1), creature(NULL), amount(-1), baseAmount(-1), firstHPleft(-1), owner(255), slot(255), attackerOwned(true), position(-1), counterAttacks(1) {} //c-tor
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const StackEffect * getEffect(ui16 id) const; //effect id (SP)
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ui8 howManyEffectsSet(ui16 id) const; //returns amount of effects with given id set for this stack
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bool willMove(); //if stack has remaining move this turn
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ui32 Speed() const; //get speed of creature with all modificators
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si8 Morale() const; //get morale of stack with all modificators
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si8 Luck() const; //get luck of stack with all modificators
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si32 Attack() const; //get attack of stack with all modificators
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si32 Defense(bool withFrenzy = true) const; //get defense of stack with all modificators
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ui16 MaxHealth() const; //get max HP of stack with all modifiers
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template <typename Handler> void save(Handler &h, const int version)
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{
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h & creature->idNumber;
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}
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template <typename Handler> void load(Handler &h, const int version)
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{
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ui32 id;
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h & id;
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creature = &VLC->creh->creatures[id];
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//features = creature->abilities;
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}
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & ID & amount & baseAmount & firstHPleft & owner & slot & attackerOwned & position & state & counterAttacks
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& shots & morale & luck & features;
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if(h.saving)
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save(h,version);
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else
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load(h,version);
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}
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bool alive() const //determines if stack is alive
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{
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return vstd::contains(state,ALIVE);
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}
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};
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struct UpgradeInfo
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{
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int oldID; //creature to be upgraded
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std::vector<int> newID; //possible upgrades
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std::vector<std::set<std::pair<int,int> > > cost; // cost[upgrade_serial] -> set of pairs<resource_ID,resource_amount>
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UpgradeInfo(){oldID = -1;};
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};
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struct CPathNode
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{
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bool accesible; //true if a hero can be on this node
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int dist; //distance from the first node of searching; -1 is infinity
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CPathNode * theNodeBefore;
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int3 coord; //coordiantes
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bool visited;
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};
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struct DLL_EXPORT CPath
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{
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std::vector<CPathNode> nodes; //just get node by node
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int3 startPos() const; // start point
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int3 endPos() const; //destination point
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void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object'
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};
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class DLL_EXPORT CGameState
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{
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public:
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StartInfo* scenarioOps;
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ui32 seed;
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ui8 currentPlayer; //ID of player currently having turn
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BattleInfo *curB; //current battle
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ui32 day; //total number of days in game
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Mapa * map;
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std::map<ui8,PlayerState> players; //ID <-> player state
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std::map<int, CGDefInfo*> villages, forts, capitols; //def-info for town graphics
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std::vector<ui32> resVals; //default values of resources in gold
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struct DLL_EXPORT HeroesPool
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{
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std::map<ui32,CGHeroInstance *> heroesPool; //[subID] - heroes available to buy; NULL if not available
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std::map<ui32,ui8> pavailable; // [subid] -> which players can recruit hero
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CGHeroInstance * pickHeroFor(bool native, int player, const CTown *town, int notThatOne=-1);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & heroesPool & pavailable;
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}
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} hpool; //we have here all heroes available on this map that are not hired
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boost::shared_mutex *mx;
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PlayerState *getPlayer(ui8 color);
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void init(StartInfo * si, Mapa * map, int Seed);
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void loadTownDInfos();
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void randomizeObject(CGObjectInstance *cur);
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std::pair<int,int> pickObject(CGObjectInstance *obj);
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int pickHero(int owner);
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void apply(CPack *pack);
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CGHeroInstance *getHero(int objid);
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CGTownInstance *getTown(int objid);
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bool battleMoveCreatureStack(int ID, int dest);
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bool battleAttackCreatureStack(int ID, int dest);
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bool battleShootCreatureStack(int ID, int dest);
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int battleGetStack(int pos); //returns ID of stack at given tile
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int battleGetBattlefieldType(int3 tile = int3());// 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills 7. grass/pines 8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees 14. fiery fields 15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field 20. evil fog 21. "favourable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship
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si8 battleMaxSpellLevel(); //calculates maximum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, SPELL_LEVELS is returned
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UpgradeInfo getUpgradeInfo(CArmedInstance *obj, int stackPos);
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float getMarketEfficiency(int player, int mode=0);
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int canBuildStructure(const CGTownInstance *t, int ID);// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
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bool checkForVisitableDir(const int3 & src, const int3 & dst) const; //check if dst tile is visitable from dst tile
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bool getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret); //calculates path between src and dest; returns pointer to newly allocated CPath or NULL if path does not exists
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CGameState(); //c-tor
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~CGameState(); //d-tor
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void getNeighbours(int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand);
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int getMovementCost(const CGHeroInstance *h, int3 src, int3 dest, int remainingMovePoints=-1, bool checkLast=true);
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int getDate(int mode=0) const; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & scenarioOps & seed & currentPlayer & day & map & players & resVals & hpool;
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if(!h.saving)
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{
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loadTownDInfos();
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//recreating towns/heroes vectors in players entries
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for(int i=0; i<map->towns.size(); i++)
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if(map->towns[i]->tempOwner < PLAYER_LIMIT)
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getPlayer(map->towns[i]->tempOwner)->towns.push_back(map->towns[i]);
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for(int i=0; i<map->heroes.size(); i++)
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if(map->heroes[i]->tempOwner < PLAYER_LIMIT)
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getPlayer(map->heroes[i]->tempOwner)->heroes.push_back(map->heroes[i]);
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//recreating available heroes
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for(std::map<ui8,PlayerState>::iterator i=players.begin(); i!=players.end(); i++)
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{
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for(size_t j=0; j < i->second.availableHeroes.size(); j++)
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{
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ui32 hlp = i->second.availableHeroes[j]->subID;
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delete i->second.availableHeroes[j];
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i->second.availableHeroes[j] = hpool.heroesPool[hlp];
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}
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}
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}
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}
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friend class CCallback;
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friend class CLuaCallback;
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friend class CClient;
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friend void initGameState(Mapa * map, CGameInfo * cgi);
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friend class IGameCallback;
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friend class CMapHandler;
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friend class CGameHandler;
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};
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#endif // __CGAMESTATE_H__
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