mirror of
https://github.com/vcmi/vcmi.git
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3c868146a6
- #584 should be fixed - first part of ally support: -- shared FoW -- function Callback::getPlayerRelations for team checking
4249 lines
118 KiB
C++
4249 lines
118 KiB
C++
#define VCMI_DLL
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#include "../hch/CCampaignHandler.h"
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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/IGameCallback.h"
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#include "VCMI_Lib.h"
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#include "Connection.h"
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#include "map.h"
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#include "../StartInfo.h"
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#include "NetPacks.h"
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#include <boost/foreach.hpp>
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#include <boost/lexical_cast.hpp>
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#include <boost/thread.hpp>
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#include <boost/thread/shared_mutex.hpp>
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#include <boost/assign/list_of.hpp>
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#include "RegisterTypes.cpp"
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#include <algorithm>
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#include <numeric>
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boost::rand48 ran;
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class CGObjectInstance;
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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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/*
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* CGameState.cpp, 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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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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virtual ~CBaseForGSApply(){};
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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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~CGSApplier()
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{
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std::map<ui16,CBaseForGSApply*>::iterator iter;
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for(iter = apps.begin(); iter != apps.end(); iter++)
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delete iter->second;
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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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class IObjectCaller
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{
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public:
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virtual void preInit()=0;
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virtual void postInit()=0;
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};
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template <typename T>
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class CObjectCaller : public IObjectCaller
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{
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public:
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void preInit()
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{
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//T::preInit();
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}
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void postInit()
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{
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//T::postInit();
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}
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};
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class CObjectCallersHandler
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{
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public:
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std::vector<IObjectCaller*> apps;
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template<typename T> void registerType(const T * t=NULL)
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{
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apps.push_back(new CObjectCaller<T>);
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}
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CObjectCallersHandler()
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{
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registerTypes1(*this);
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}
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~CObjectCallersHandler()
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{
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for (size_t i = 0; i < apps.size(); i++)
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delete apps[i];
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}
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void preInit()
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{
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// for (size_t i = 0; i < apps.size(); i++)
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// apps[i]->preInit();
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}
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void postInit()
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{
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// for (size_t i = 0; i < apps.size(); i++)
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// apps[i]->postInit();
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}
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} *objCaller = NULL;
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void MetaString::getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const
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{
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int type = txt.first, ser = txt.second;
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if(type == ART_NAMES)
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{
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dst = VLC->arth->artifacts[ser]->Name();
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}
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else if(type == CRE_PL_NAMES)
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{
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dst = VLC->creh->creatures[ser]->namePl;
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}
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else if(type == MINE_NAMES)
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{
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dst = VLC->generaltexth->mines[ser].first;
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}
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else if(type == MINE_EVNTS)
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{
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dst = VLC->generaltexth->mines[ser].second;
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}
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else if(type == SPELL_NAME)
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{
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dst = VLC->spellh->spells[ser].name;
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}
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else if(type == CRE_SING_NAMES)
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{
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dst = VLC->creh->creatures[ser]->nameSing;
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}
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else if(type == ART_DESCR)
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{
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dst = VLC->arth->artifacts[ser]->Description();
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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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switch(type)
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{
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case GENERAL_TXT:
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vec = &VLC->generaltexth->allTexts;
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break;
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case XTRAINFO_TXT:
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vec = &VLC->generaltexth->xtrainfo;
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break;
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case OBJ_NAMES:
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vec = &VLC->generaltexth->names;
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break;
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case RES_NAMES:
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vec = &VLC->generaltexth->restypes;
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break;
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case ARRAY_TXT:
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vec = &VLC->generaltexth->arraytxt;
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break;
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case CREGENS:
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vec = &VLC->generaltexth->creGens;
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break;
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case CREGENS4:
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vec = &VLC->generaltexth->creGens4;
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break;
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case ADVOB_TXT:
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vec = &VLC->generaltexth->advobtxt;
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break;
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case ART_EVNTS:
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vec = &VLC->generaltexth->artifEvents;
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break;
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case SEC_SKILL_NAME:
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vec = &VLC->generaltexth->skillName;
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break;
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case COLOR:
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vec = &VLC->generaltexth->capColors;
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break;
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}
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dst = (*vec)[ser];
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}
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}
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DLL_EXPORT void MetaString::toString(std::string &dst) const
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{
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size_t exSt = 0, loSt = 0, nums = 0;
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dst.clear();
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for(size_t i=0;i<message.size();++i)
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{//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER
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switch(message[i])
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{
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case TEXACT_STRING:
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dst += exactStrings[exSt++];
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break;
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case TLOCAL_STRING:
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{
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std::string hlp;
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getLocalString(localStrings[loSt++], hlp);
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dst += hlp;
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}
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break;
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case TNUMBER:
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dst += boost::lexical_cast<std::string>(numbers[nums++]);
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break;
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case TREPLACE_ESTRING:
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dst.replace (dst.find("%s"), 2, exactStrings[exSt++]);
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break;
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case TREPLACE_LSTRING:
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{
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std::string hlp;
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getLocalString(localStrings[loSt++], hlp);
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dst.replace (dst.find("%s"), 2, hlp);
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}
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break;
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case TREPLACE_NUMBER:
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dst.replace (dst.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
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break;
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default:
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tlog1 << "MetaString processing error!\n";
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break;
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}
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}
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}
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DLL_EXPORT std::string MetaString::toString() const
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{
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std::string ret;
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toString(ret);
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return ret;
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}
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DLL_EXPORT std::string MetaString::buildList () const
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///used to handle loot from creature bank
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{
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size_t exSt = 0, loSt = 0, nums = 0;
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std::string lista;
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for (int i = 0; i < message.size(); ++i)
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{
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if (i > 0 && message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING)
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{
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if (exSt == exactStrings.size() - 1)
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lista += VLC->generaltexth->allTexts[141]; //" and "
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else
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lista += ", ";
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}
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switch (message[i])
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{
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case TEXACT_STRING:
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lista += exactStrings[exSt++];
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break;
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case TLOCAL_STRING:
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{
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std::string hlp;
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getLocalString (localStrings[loSt++], hlp);
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lista += hlp;
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}
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break;
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case TNUMBER:
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lista += boost::lexical_cast<std::string>(numbers[nums++]);
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break;
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case TREPLACE_ESTRING:
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lista.replace (lista.find("%s"), 2, exactStrings[exSt++]);
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break;
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case TREPLACE_LSTRING:
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{
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std::string hlp;
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getLocalString (localStrings[loSt++], hlp);
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lista.replace (lista.find("%s"), 2, hlp);
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}
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break;
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case TREPLACE_NUMBER:
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lista.replace (lista.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
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break;
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default:
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tlog1 << "MetaString processing error!\n";
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}
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}
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return lista;
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}
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void MetaString::addReplacement(const CStackInstance &stack)
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{
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assert(stack.count); //valid count
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assert(stack.type); //valid type
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if (stack.count == 1)
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addReplacement (CRE_SING_NAMES, stack.type->idNumber);
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else
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addReplacement (CRE_PL_NAMES, stack.type->idNumber);
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}
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static 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->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, bool onlyAlive)
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{
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for(unsigned int g=0; g<stacks.size(); ++g)
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{
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if(stacks[g]->ID == stackID && (!onlyAlive || stacks[g]->alive()))
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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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const CStack * BattleInfo::getStack(int stackID, bool onlyAlive) const
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{
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return const_cast<BattleInfo * const>(this)->getStack(stackID, onlyAlive);
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}
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CStack * BattleInfo::getStackT(int tileID, bool onlyAlive)
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{
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for(unsigned 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]->doubleWide() && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
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|| (stacks[g]->doubleWide() && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))
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{
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if(!onlyAlive || 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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const CStack * BattleInfo::getStackT(int tileID, bool onlyAlive) const
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{
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return const_cast<BattleInfo * const>(this)->getStackT(tileID, onlyAlive);
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}
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void BattleInfo::getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<int> & occupyable, bool flying, int stackToOmmit) const
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{
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memset(accessibility, 1, BFIELD_SIZE); //initialize array with trues
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//removing accessibility for side columns of hexes
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for(int v = 0; v < BFIELD_SIZE; ++v)
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{
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if( v % BFIELD_WIDTH == 0 || v % BFIELD_WIDTH == (BFIELD_WIDTH - 1) )
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accessibility[v] = false;
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}
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for(unsigned int g=0; g<stacks.size(); ++g)
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{
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if(!stacks[g]->alive() || stacks[g]->ID==stackToOmmit || stacks[g]->position < 0) //we don't want to lock position of this stack (eg. if it's a turret)
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continue;
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accessibility[stacks[g]->position] = false;
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if(stacks[g]->doubleWide()) //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(unsigned 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(unsigned 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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//walls
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if(siege > 0)
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{
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static const int permanentlyLocked[] = {12, 45, 78, 112, 147, 165};
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for(int b=0; b<ARRAY_COUNT(permanentlyLocked); ++b)
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{
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accessibility[permanentlyLocked[b]] = false;
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}
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static const std::pair<int, int> lockedIfNotDestroyed[] = //(which part of wall, which hex is blocked if this part of wall is not destroyed
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{std::make_pair(2, 182), std::make_pair(3, 130), std::make_pair(4, 62), std::make_pair(5, 29)};
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for(int b=0; b<ARRAY_COUNT(lockedIfNotDestroyed); ++b)
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{
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if(si.wallState[lockedIfNotDestroyed[b].first] < 3)
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{
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accessibility[lockedIfNotDestroyed[b].second] = false;
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}
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}
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//gate
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if(attackerOwned && si.wallState[7] < 3) //if it attacker's unit and gate is not destroyed
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{
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accessibility[95] = accessibility[96] = false; //block gate's hexes
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}
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}
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//occupyability
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if(addOccupiable && twoHex)
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{
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std::set<int> rem; //tiles to unlock
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for(int h=0; h<BFIELD_HEIGHT; ++h)
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{
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for(int w=1; w<BFIELD_WIDTH-1; ++w)
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{
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int hex = h * BFIELD_WIDTH + w;
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if(!isAccessible(hex, accessibility, twoHex, attackerOwned, flying, true)
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&& (attackerOwned ? isAccessible(hex+1, accessibility, twoHex, attackerOwned, flying, true) : isAccessible(hex-1, accessibility, twoHex, attackerOwned, flying, true) )
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)
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rem.insert(hex);
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}
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}
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occupyable = rem;
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/*for(std::set<int>::const_iterator it = rem.begin(); it != rem.end(); ++it)
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{
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accessibility[*it] = true;
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}*/
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}
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}
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bool BattleInfo::isAccessible(int hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos)
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{
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if(flying && !lastPos)
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return true;
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if(twoHex)
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{
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//if given hex is accessible and appropriate adjacent one is free too
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return accessibility[hex] && accessibility[hex + (attackerOwned ? -1 : 1 )];
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}
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else
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{
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return accessibility[hex];
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}
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}
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void BattleInfo::makeBFS(int start, bool *accessibility, int *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const //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)
|
|
predecessor[b] = -1;
|
|
for(int g=0; g<BFIELD_SIZE; ++g)
|
|
dists[g] = 100000000;
|
|
|
|
std::queue< std::pair<int, bool> > hexq; //bfs queue <hex, accessible> (second filed used only if fillPredecessors is true)
|
|
hexq.push(std::make_pair(start, true));
|
|
dists[hexq.front().first] = 0;
|
|
int curNext = -1; //for bfs loop only (helper var)
|
|
while(!hexq.empty()) //bfs loop
|
|
{
|
|
std::pair<int, bool> curHex = hexq.front();
|
|
std::vector<int> neighbours = neighbouringTiles(curHex.first);
|
|
hexq.pop();
|
|
for(unsigned int nr=0; nr<neighbours.size(); nr++)
|
|
{
|
|
curNext = neighbours[nr]; //if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
|
|
bool accessible = isAccessible(curNext, accessibility, twoHex, attackerOwned, flying, dists[curHex.first]+1 == dists[curNext]);
|
|
if( dists[curHex.first]+1 >= dists[curNext] )
|
|
continue;
|
|
if(accessible && curHex.second)
|
|
{
|
|
hexq.push(std::make_pair(curNext, true));
|
|
dists[curNext] = dists[curHex.first] + 1;
|
|
}
|
|
else if(fillPredecessors && !(accessible && !curHex.second))
|
|
{
|
|
hexq.push(std::make_pair(curNext, false));
|
|
dists[curNext] = dists[curHex.first] + 1;
|
|
}
|
|
predecessor[curNext] = curHex.first;
|
|
}
|
|
}
|
|
};
|
|
|
|
std::vector<int> BattleInfo::getAccessibility(int stackID, bool addOccupiable) const
|
|
{
|
|
std::vector<int> ret;
|
|
bool ac[BFIELD_SIZE];
|
|
const CStack *s = getStack(stackID, false); //this function is called from healedOrResurrected, so our stack can be dead
|
|
|
|
if(s->position < 0) //turrets
|
|
return std::vector<int>();
|
|
|
|
std::set<int> occupyable;
|
|
|
|
getAccessibilityMap(ac, s->doubleWide(), s->attackerOwned, addOccupiable, occupyable, s->hasBonusOfType(Bonus::FLYING), stackID);
|
|
|
|
int pr[BFIELD_SIZE], dist[BFIELD_SIZE];
|
|
makeBFS(s->position, ac, pr, dist, s->doubleWide(), s->attackerOwned, s->hasBonusOfType(Bonus::FLYING), false);
|
|
|
|
if(s->doubleWide())
|
|
{
|
|
if(!addOccupiable)
|
|
{
|
|
std::vector<int> rem;
|
|
for(int b=0; b<BFIELD_SIZE; ++b)
|
|
{
|
|
//don't take into account most left and most right columns of hexes
|
|
if( b % BFIELD_WIDTH == 0 || b % BFIELD_WIDTH == BFIELD_WIDTH - 1 )
|
|
continue;
|
|
|
|
if( ac[b] && !(s->attackerOwned ? ac[b-1] : ac[b+1]) )
|
|
{
|
|
rem.push_back(b);
|
|
}
|
|
}
|
|
|
|
for(unsigned int g=0; g<rem.size(); ++g)
|
|
{
|
|
ac[rem[g]] = false;
|
|
}
|
|
|
|
//removing accessibility for side hexes
|
|
for(int v=0; v<BFIELD_SIZE; ++v)
|
|
if(s->attackerOwned ? (v%BFIELD_WIDTH)==1 : (v%BFIELD_WIDTH)==(BFIELD_WIDTH - 2))
|
|
ac[v] = false;
|
|
}
|
|
}
|
|
|
|
for (int i=0; i < BFIELD_SIZE ; ++i) {
|
|
if(
|
|
( ( !addOccupiable && dist[i] <= s->Speed() && ac[i] ) || ( addOccupiable && dist[i] <= s->Speed() && isAccessible(i, ac, s->doubleWide(), s->attackerOwned, s->hasBonusOfType(Bonus::FLYING), true) ) )//we can reach it
|
|
|| (vstd::contains(occupyable, i) && ( dist[ i + (s->attackerOwned ? 1 : -1 ) ] <= s->Speed() ) &&
|
|
ac[i + (s->attackerOwned ? 1 : -1 )] ) //it's occupyable and we can reach adjacent hex
|
|
)
|
|
{
|
|
ret.push_back(i);
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
bool BattleInfo::isStackBlocked(int ID)
|
|
{
|
|
CStack *our = getStack(ID);
|
|
if(our->hasBonusOfType(Bonus::SIEGE_WEAPON)) //siege weapons cannot be blocked
|
|
return false;
|
|
|
|
for(unsigned int i=0; i<stacks.size();i++)
|
|
{
|
|
if( !stacks[i]->alive()
|
|
|| stacks[i]->owner==our->owner
|
|
)
|
|
continue; //we omit dead and allied stacks
|
|
if(stacks[i]->doubleWide())
|
|
{
|
|
if( mutualPosition(stacks[i]->position, our->position) >= 0
|
|
|| mutualPosition(stacks[i]->position + (stacks[i]->attackerOwned ? -1 : 1), our->position) >= 0)
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
if( mutualPosition(stacks[i]->position, our->position) >= 0 )
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
signed char BattleInfo::mutualPosition(int hex1, int hex2)
|
|
{
|
|
if(hex2 == hex1 - ( (hex1/17)%2 ? 18 : 17 )) //top left
|
|
return 0;
|
|
if(hex2 == hex1 - ( (hex1/17)%2 ? 17 : 16 )) //top right
|
|
return 1;
|
|
if(hex2 == hex1 - 1 && hex1%17 != 0) //left
|
|
return 5;
|
|
if(hex2 == hex1 + 1 && hex1%17 != 16) //right
|
|
return 2;
|
|
if(hex2 == hex1 + ( (hex1/17)%2 ? 16 : 17 )) //bottom left
|
|
return 4;
|
|
if(hex2 == hex1 + ( (hex1/17)%2 ? 17 : 18 )) //bottom right
|
|
return 3;
|
|
return -1;
|
|
}
|
|
|
|
std::vector<int> BattleInfo::neighbouringTiles(int hex)
|
|
{
|
|
#define CHECK_AND_PUSH(tile) {int hlp = (tile); if(hlp>=0 && hlp<BFIELD_SIZE && (hlp%BFIELD_WIDTH!=16) && hlp%BFIELD_WIDTH) ret.push_back(hlp);}
|
|
std::vector<int> ret;
|
|
CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 18 : 17 ));
|
|
CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 17 : 16 ));
|
|
CHECK_AND_PUSH(hex - 1);
|
|
CHECK_AND_PUSH(hex + 1);
|
|
CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 16 : 17 ));
|
|
CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 17 : 18 ));
|
|
#undef CHECK_AND_PUSH
|
|
return ret;
|
|
}
|
|
std::pair< std::vector<int>, int > BattleInfo::getPath(int start, int dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned)
|
|
{
|
|
int predecessor[BFIELD_SIZE]; //for getting the Path
|
|
int dist[BFIELD_SIZE]; //calculated distances
|
|
|
|
makeBFS(start, accessibility, predecessor, dist, twoHex, attackerOwned, flyingCreature, false);
|
|
|
|
if(predecessor[dest] == -1) //cannot reach destination
|
|
{
|
|
return std::make_pair(std::vector<int>(), 0);
|
|
}
|
|
|
|
//making the Path
|
|
std::vector<int> path;
|
|
int curElem = dest;
|
|
while(curElem != start)
|
|
{
|
|
path.push_back(curElem);
|
|
curElem = predecessor[curElem];
|
|
}
|
|
|
|
return std::make_pair(path, dist[dest]);
|
|
}
|
|
|
|
CStack::CStack(const CStackInstance *base, int O, int I, bool AO, int S)
|
|
: CStackInstance(*base), ID(I), owner(O), slot(S), attackerOwned(AO), position(-1),
|
|
counterAttacks(1)
|
|
{
|
|
baseAmount = base->count;
|
|
firstHPleft = valOfBonuses(Bonus::STACK_HEALTH);
|
|
shots = type->shots;
|
|
counterAttacks += valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
|
|
|
|
//alive state indication
|
|
state.insert(ALIVE);
|
|
}
|
|
|
|
ui32 CStack::Speed( int turn /*= 0*/ ) const
|
|
{
|
|
if(hasBonus(Selector::type(Bonus::SIEGE_WEAPON) && Selector::turns(turn))) //war machines cannot move
|
|
return 0;
|
|
|
|
int speed = valOfBonuses(Selector::type(Bonus::STACKS_SPEED) && Selector::turns(turn));
|
|
|
|
int percentBonus = 0;
|
|
BOOST_FOREACH(const Bonus &b, bonuses)
|
|
{
|
|
if(b.type == Bonus::STACKS_SPEED)
|
|
{
|
|
percentBonus += b.additionalInfo;
|
|
}
|
|
}
|
|
|
|
speed = ((100 + percentBonus) * speed)/100;
|
|
|
|
//bind effect check
|
|
if(getEffect(72))
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
return speed;
|
|
}
|
|
|
|
const CStack::StackEffect * CStack::getEffect( ui16 id, int turn /*= 0*/ ) const
|
|
{
|
|
for (unsigned int i=0; i< effects.size(); i++)
|
|
if(effects[i].id == id)
|
|
if(!turn || effects[i].turnsRemain > turn)
|
|
return &effects[i];
|
|
return NULL;
|
|
}
|
|
|
|
ui8 CStack::howManyEffectsSet(ui16 id) const
|
|
{
|
|
ui8 ret = 0;
|
|
for (unsigned int i=0; i< effects.size(); i++)
|
|
if(effects[i].id == id) //effect found
|
|
{
|
|
++ret;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
bool CStack::willMove(int turn /*= 0*/) const
|
|
{
|
|
return ( turn ? true : !vstd::contains(state, DEFENDING) )
|
|
&& !moved(turn)
|
|
&& canMove(turn);
|
|
}
|
|
|
|
bool CStack::canMove( int turn /*= 0*/ ) const
|
|
{
|
|
return alive()
|
|
&& !hasBonus(Selector::type(Bonus::NOT_ACTIVE) && Selector::turns(turn)); //eg. Ammo Cart or blinded creature
|
|
}
|
|
|
|
bool CStack::moved( int turn /*= 0*/ ) const
|
|
{
|
|
if(!turn)
|
|
return vstd::contains(state, MOVED);
|
|
else
|
|
return false;
|
|
}
|
|
|
|
bool CStack::doubleWide() const
|
|
{
|
|
return type->doubleWide;
|
|
}
|
|
|
|
int CStack::occupiedHex() const
|
|
{
|
|
if (doubleWide())
|
|
{
|
|
if (attackerOwned)
|
|
return position - 1;
|
|
else
|
|
return position + 1;
|
|
}
|
|
else
|
|
{
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, int player, const CTown *town, std::map<ui32,CGHeroInstance *> &available, const CHeroClass *bannedClass /*= NULL*/) const
|
|
{
|
|
CGHeroInstance *ret = NULL;
|
|
|
|
if(player<0 || player>=PLAYER_LIMIT)
|
|
{
|
|
tlog1 << "Cannot pick hero for " << town->Name() << ". Wrong owner!\n";
|
|
return NULL;
|
|
}
|
|
|
|
std::vector<CGHeroInstance *> pool;
|
|
|
|
if(native)
|
|
{
|
|
for(std::map<ui32,CGHeroInstance *>::iterator i=available.begin(); i!=available.end(); i++)
|
|
{
|
|
if(pavailable.find(i->first)->second & 1<<player
|
|
&& i->second->type->heroType/2 == town->typeID)
|
|
{
|
|
pool.push_back(i->second); //get all avaliable heroes
|
|
}
|
|
}
|
|
if(!pool.size())
|
|
{
|
|
tlog1 << "Cannot pick native hero for " << player << ". Picking any...\n";
|
|
return pickHeroFor(false, player, town, available);
|
|
}
|
|
else
|
|
{
|
|
ret = pool[rand()%pool.size()];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int sum=0, r;
|
|
|
|
for(std::map<ui32,CGHeroInstance *>::iterator i=available.begin(); i!=available.end(); i++)
|
|
{
|
|
if(pavailable.find(i->first)->second & 1<<player
|
|
&& !bannedClass || i->second->type->heroClass != bannedClass)
|
|
{
|
|
pool.push_back(i->second);
|
|
sum += i->second->type->heroClass->selectionProbability[town->typeID]; //total weight
|
|
}
|
|
}
|
|
if(!pool.size())
|
|
{
|
|
tlog1 << "There are no heroes available for player " << player<<"!\n";
|
|
return NULL;
|
|
}
|
|
|
|
r = rand()%sum;
|
|
for (unsigned int i=0; i<pool.size(); i++)
|
|
{
|
|
r -= pool[i]->type->heroClass->selectionProbability[town->typeID];
|
|
if(r < 0)
|
|
{
|
|
ret = pool[i];
|
|
break;
|
|
}
|
|
}
|
|
if(!ret)
|
|
ret = pool.back();
|
|
}
|
|
|
|
available.erase(ret->subID);
|
|
return ret;
|
|
}
|
|
|
|
|
|
|
|
//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!=HEROI_TYPE)
|
|
return NULL;
|
|
return static_cast<CGHeroInstance *>(map->objects[objid]);
|
|
}
|
|
|
|
const CGHeroInstance * CGameState::getHero( int objid ) const
|
|
{
|
|
return (const_cast<CGameState *>(this))->getHero(objid);
|
|
}
|
|
|
|
CGTownInstance *CGameState::getTown(int objid)
|
|
{
|
|
if(objid<0 || objid>=map->objects.size())
|
|
return NULL;
|
|
CGObjectInstance *obj = map->objects[objid];
|
|
|
|
if(obj->ID != TOWNI_TYPE)
|
|
return NULL;
|
|
|
|
return static_cast<CGTownInstance *>(obj);
|
|
}
|
|
|
|
const CGTownInstance * CGameState::getTown( int objid ) const
|
|
{
|
|
return (const_cast<CGameState *>(this))->getTown(objid);
|
|
}
|
|
|
|
std::pair<int,int> CGameState::pickObject (CGObjectInstance *obj)
|
|
{
|
|
switch(obj->ID)
|
|
{
|
|
case 65:
|
|
return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));
|
|
case 66: //random treasure artifact
|
|
return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_TREASURE));
|
|
case 67: //random minor artifact
|
|
return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_MINOR));
|
|
case 68: //random major artifact
|
|
return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_MAJOR));
|
|
case 69: //random relic artifact
|
|
return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_RELIC));
|
|
case 70: //random hero
|
|
{
|
|
return std::pair<int,int>(HEROI_TYPE,pickHero(obj->tempOwner));
|
|
}
|
|
case 71: //random monster
|
|
{
|
|
return std::pair<int,int>(54,VLC->creh->pickRandomMonster(boost::ref(ran)));
|
|
}
|
|
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 = (static_cast<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;
|
|
CGDwelling * dwl = static_cast<CGDwelling*>(obj);
|
|
CCreGen2ObjInfo* info = static_cast<CCreGen2ObjInfo*>(dwl->info);
|
|
if (info->asCastle)
|
|
{
|
|
for(unsigned 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(unsigned 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);
|
|
delete dwl->info;
|
|
dwl->info = NULL;
|
|
}
|
|
case 217:
|
|
{
|
|
int faction = ran()%F_NUMBER;
|
|
CGDwelling * dwl = static_cast<CGDwelling*>(obj);
|
|
CCreGenObjInfo* info = static_cast<CCreGenObjInfo*>(dwl->info);
|
|
if (info->asCastle)
|
|
{
|
|
for(unsigned 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(unsigned 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);
|
|
delete dwl->info;
|
|
dwl->info = NULL;
|
|
}
|
|
case 218:
|
|
{
|
|
CGDwelling * dwl = static_cast<CGDwelling*>(obj);
|
|
CCreGen3ObjInfo* info = static_cast<CCreGen3ObjInfo*>(dwl->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(unsigned 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);
|
|
delete dwl->info;
|
|
dwl->info = NULL;
|
|
}
|
|
}
|
|
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);
|
|
t->town = &VLC->townh->towns[t->subID];
|
|
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];
|
|
h->randomizeArmy(h->type->heroType/2);
|
|
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];
|
|
t->randomizeArmy(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: //day number
|
|
return day;
|
|
break;
|
|
case 1: //day of week
|
|
temp = (day)%7;
|
|
if (temp)
|
|
return temp;
|
|
else return 7;
|
|
break;
|
|
case 2: //current week
|
|
temp = ((day-1)/7)+1;
|
|
if (!(temp%4))
|
|
return 4;
|
|
else
|
|
return (temp%4);
|
|
break;
|
|
case 3: //current month
|
|
return ((day-1)/28)+1;
|
|
break;
|
|
}
|
|
return 0;
|
|
}
|
|
CGameState::CGameState()
|
|
{
|
|
mx = new boost::shared_mutex();
|
|
map = NULL;
|
|
curB = NULL;
|
|
scenarioOps = NULL;
|
|
applierGs = new CGSApplier;
|
|
objCaller = new CObjectCallersHandler;
|
|
campaign = NULL;
|
|
}
|
|
CGameState::~CGameState()
|
|
{
|
|
delete mx;
|
|
delete map;
|
|
delete curB;
|
|
//delete scenarioOps;
|
|
delete applierGs;
|
|
delete objCaller;
|
|
|
|
//TODO: delete properly that definfos
|
|
villages.clear();
|
|
capitols.clear();
|
|
}
|
|
|
|
void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
|
|
{
|
|
struct HLP
|
|
{
|
|
//it's assumed that given hero should receive the bonus
|
|
static void giveCampaignBonusToHero(CGHeroInstance * hero, const StartInfo * si, const CScenarioTravel & st )
|
|
{
|
|
const CScenarioTravel::STravelBonus & curBonus = st.bonusesToChoose[si->choosenCampaignBonus];
|
|
if(curBonus.isBonusForHero())
|
|
{
|
|
//apply bonus
|
|
switch (curBonus.type)
|
|
{
|
|
case 0: //spell
|
|
hero->spells.insert(curBonus.info2);
|
|
break;
|
|
case 1: //monster
|
|
{
|
|
CCreatureSet newArmy = hero->getArmy();
|
|
for(int i=0; i<ARMY_SIZE; i++)
|
|
{
|
|
if(newArmy.slotEmpty(i))
|
|
{
|
|
newArmy.addToSlot(i, CStackInstance(curBonus.info2, curBonus.info3));
|
|
break;
|
|
}
|
|
}
|
|
|
|
hero->setArmy(newArmy);
|
|
}
|
|
break;
|
|
case 3: //artifact
|
|
hero->giveArtifact(curBonus.info2);
|
|
break;
|
|
case 4: //spell scroll
|
|
//TODO
|
|
break;
|
|
case 5: //prim skill
|
|
{
|
|
const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus.info2);
|
|
for (int g=0; g<PRIMARY_SKILLS; ++g)
|
|
{
|
|
int val = ptr[g];
|
|
if (val == 0)
|
|
{
|
|
continue;
|
|
}
|
|
Bonus bb(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, si->whichMapInCampaign, g);
|
|
hero->bonuses.push_back(bb);
|
|
}
|
|
}
|
|
break;
|
|
case 6: //sec skills
|
|
hero->setSecSkillLevel(curBonus.info2, curBonus.info3, true);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
static std::vector<const PlayerSettings *> getHumanPlayerInfo(const StartInfo * si)
|
|
{
|
|
std::vector<const PlayerSettings *> ret;
|
|
for(std::map<int, PlayerSettings>::const_iterator it = si->playerInfos.begin();
|
|
it != si->playerInfos.end(); ++it)
|
|
{
|
|
if(it->second.human)
|
|
ret.push_back(&it->second);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
};
|
|
VLC->arth->allowedArtifacts.clear();
|
|
VLC->arth->clearHlpLists();
|
|
switch(si->mode)
|
|
{
|
|
case 0:
|
|
map = new Mapa(si->mapname);
|
|
for (int i=0; i<144; ++i) //yes, 144
|
|
{
|
|
if (map->allowedArtifact[i])
|
|
VLC->arth->allowedArtifacts.push_back(VLC->arth->artifacts[i]);
|
|
}
|
|
break;
|
|
case 2:
|
|
campaign = new CCampaignState();
|
|
campaign->initNewCampaign(*si);
|
|
std::string &mapContent = campaign->camp->mapPieces[si->whichMapInCampaign];
|
|
map = new Mapa();
|
|
map->initFromBytes((const unsigned char*)mapContent.c_str());
|
|
for (int i=0; i<144; ++i)
|
|
{
|
|
if (map->allowedArtifact[i])
|
|
VLC->arth->allowedArtifacts.push_back(VLC->arth->artifacts[i]);
|
|
}
|
|
break;
|
|
}
|
|
tlog0 << "Map loaded!" << std::endl;
|
|
|
|
//tlog0 <<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;
|
|
if(checksum)
|
|
{
|
|
tlog0 << "\tServer checksum for " << si->mapname <<": "<< checksum << std::endl;
|
|
tlog0 << "\tOur checksum for the map: "<< map->checksum << std::endl;
|
|
if(map->checksum != checksum)
|
|
{
|
|
tlog1 << "Wrong map checksum!!!" << std::endl;
|
|
throw std::string("Wrong checksum");
|
|
}
|
|
}
|
|
|
|
day = 0;
|
|
seed = Seed;
|
|
ran.seed((boost::int32_t)seed);
|
|
scenarioOps = si;
|
|
loadTownDInfos();
|
|
|
|
//pick grail location
|
|
if(map->grailPos.x < 0 || map->grailRadious) //grail not set or set within a radius around some place
|
|
{
|
|
if(!map->grailRadious) //radius not given -> anywhere on map
|
|
map->grailRadious = map->width * 2;
|
|
|
|
|
|
std::vector<int3> allowedPos;
|
|
|
|
// add all not blocked tiles in range
|
|
for (int i = 0; i < map->width ; i++)
|
|
{
|
|
for (int j = 0; j < map->height ; j++)
|
|
{
|
|
for (int k = 0; k <= map->twoLevel ; k++)
|
|
{
|
|
const TerrainTile &t = map->terrain[i][j][k];
|
|
if(!t.blocked
|
|
&& !t.visitable
|
|
&& t.tertype != TerrainTile::water
|
|
&& t.tertype != TerrainTile::rock
|
|
&& map->grailPos.dist2d(int3(i,j,k)) <= map->grailRadious)
|
|
allowedPos.push_back(int3(i,j,k));
|
|
}
|
|
}
|
|
}
|
|
|
|
//remove tiles with holes
|
|
for(unsigned int no=0; no<map->objects.size(); ++no)
|
|
if(map->objects[no]->ID == 124)
|
|
allowedPos -= map->objects[no]->pos;
|
|
|
|
if(allowedPos.size())
|
|
map->grailPos = allowedPos[ran() % allowedPos.size()];
|
|
else
|
|
tlog2 << "Warning: Grail cannot be placed, no appropriate tile found!\n";
|
|
}
|
|
|
|
//picking random factions for players
|
|
for(std::map<int, PlayerSettings>::iterator it = scenarioOps->playerInfos.begin();
|
|
it != scenarioOps->playerInfos.end(); ++it)
|
|
{
|
|
if(it->second.castle==-1)
|
|
{
|
|
int f;
|
|
do
|
|
{
|
|
f = ran()%F_NUMBER;
|
|
}while(!(map->players[it->first].allowedFactions & 1<<f));
|
|
it->second.castle = f;
|
|
}
|
|
}
|
|
|
|
//randomizing objects
|
|
BOOST_FOREACH(CGObjectInstance *obj, map->objects)
|
|
{
|
|
randomizeObject(obj);
|
|
if(obj->ID==EVENTI_TYPE)
|
|
{
|
|
obj->defInfo->handler=NULL;
|
|
}
|
|
obj->hoverName = VLC->generaltexth->names[obj->ID];
|
|
|
|
//handle Favouring Winds - mark tiles under it
|
|
if(obj->ID == 225)
|
|
for (int i = 0; i < obj->getWidth() ; i++)
|
|
for (int j = 0; j < obj->getHeight() ; j++)
|
|
{
|
|
int3 pos = obj->pos - int3(i,j,0);
|
|
if(map->isInTheMap(pos))
|
|
map->getTile(pos).siodmyTajemniczyBajt |= 128;
|
|
}
|
|
}
|
|
//std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
|
|
|
|
/*********creating players entries in gs****************************************/
|
|
for(std::map<int, PlayerSettings>::iterator it = scenarioOps->playerInfos.begin();
|
|
it != scenarioOps->playerInfos.end(); ++it)
|
|
{
|
|
std::pair<int,PlayerState> ins(it->first,PlayerState());
|
|
ins.second.color=ins.first;
|
|
ins.second.human = it->second.human;
|
|
ins.second.team = map->players[ins.first].team;
|
|
teams[ins.second.team].players.insert(ins.first);
|
|
players.insert(ins);
|
|
}
|
|
|
|
/*********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==CMapHeader::RoE))
|
|
{
|
|
int3 hpos = map->players[i].posOfMainTown;
|
|
hpos.x+=1;// hpos.y+=1;
|
|
if (scenarioOps->playerInfos.find(i) == scenarioOps->playerInfos.end())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
int h=pickHero(i);
|
|
if(scenarioOps->playerInfos[i].hero == -1)
|
|
scenarioOps->playerInfos[i].hero = h;
|
|
|
|
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(unsigned 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);
|
|
//give campaign bonus
|
|
if (si->mode == 2 && getPlayer(nnn->tempOwner)->human)
|
|
{
|
|
HLP::giveCampaignBonusToHero(nnn, si, campaign->camp->scenarios[si->whichMapInCampaign].travelOptions);
|
|
}
|
|
}
|
|
}
|
|
|
|
/******************RESOURCES****************************************************/
|
|
std::vector<int> startresAI, startresHuman;
|
|
std::ifstream tis(DATA_DIR "/config/startres.txt");
|
|
int k;
|
|
for (int j=0; j<scenarioOps->difficulty * 2; 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;
|
|
startresHuman.push_back(k);
|
|
}
|
|
tis >> k;
|
|
for (int i=0; i<RESOURCE_QUANTITY; i++)
|
|
{
|
|
tis >> k;
|
|
startresAI.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++)
|
|
{
|
|
if (i->second.human)
|
|
{
|
|
(*i).second.resources[x] = startresHuman[x];
|
|
}
|
|
else
|
|
{
|
|
(*i).second.resources[x] = startresAI[x];
|
|
}
|
|
}
|
|
}
|
|
|
|
//give start resource bonus in case of campaign
|
|
if (si->mode == 2)
|
|
{
|
|
CScenarioTravel::STravelBonus chosenBonus =
|
|
campaign->camp->scenarios[si->whichMapInCampaign].travelOptions.bonusesToChoose[si->choosenCampaignBonus];
|
|
if(chosenBonus.type == 7) //resource
|
|
{
|
|
std::vector<const PlayerSettings *> people = HLP::getHumanPlayerInfo(si); //players we will give resource bonus
|
|
for (int b=0; b<people.size(); ++b)
|
|
{
|
|
std::vector<int> res; //resources we will give
|
|
switch (chosenBonus.info1)
|
|
{
|
|
case 0: case 1: case 2: case 3: case 4: case 5: case 6:
|
|
res.push_back(chosenBonus.info1);
|
|
break;
|
|
case 0xFD: //wood+ore
|
|
res.push_back(0); res.push_back(2);
|
|
break;
|
|
case 0xFE: //rare
|
|
res.push_back(1); res.push_back(3); res.push_back(4); res.push_back(5);
|
|
break;
|
|
default:
|
|
assert(0);
|
|
break;
|
|
}
|
|
//increasing resource quantity
|
|
for (int n=0; n<res.size(); ++n)
|
|
{
|
|
players[people[b]->color].resources[res[n]] += chosenBonus.info2;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*************************HEROES************************************************/
|
|
std::set<int> hids; //hero ids to create pool
|
|
|
|
for(unsigned int i=0; i<map->allowedHeroes.size(); i++) //add to hids all allowed heroes
|
|
if(map->allowedHeroes[i])
|
|
hids.insert(i);
|
|
|
|
for (unsigned 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 (unsigned int i=0; i<map->objects.size();i++) //prisons
|
|
{
|
|
if (map->objects[i]->ID == 62)
|
|
hids.erase(map->objects[i]->subID);
|
|
}
|
|
|
|
for(unsigned 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 with default state into the pool
|
|
{
|
|
CGHeroInstance * vhi = new CGHeroInstance();
|
|
vhi->initHero(hid);
|
|
hpool.heroesPool[hid] = vhi;
|
|
hpool.pavailable[hid] = 0xff;
|
|
}
|
|
|
|
for(unsigned int i=0; i<map->disposedHeroes.size(); i++)
|
|
{
|
|
hpool.pavailable[map->disposedHeroes[i].ID] = map->disposedHeroes[i].players;
|
|
}
|
|
|
|
if (si->mode == 2) //give campaign bonuses for specific / best hero
|
|
{
|
|
|
|
CScenarioTravel::STravelBonus chosenBonus =
|
|
campaign->camp->scenarios[si->whichMapInCampaign].travelOptions.bonusesToChoose[si->choosenCampaignBonus];
|
|
if (chosenBonus.isBonusForHero() && chosenBonus.info1 != 0xFFFE) //exclude generated heroes
|
|
{
|
|
//find human player
|
|
int humanPlayer;
|
|
for (std::map<ui8, PlayerState>::iterator it=players.begin(); it != players.end(); ++it)
|
|
{
|
|
if(it->second.human)
|
|
{
|
|
humanPlayer = it->first;
|
|
break;
|
|
}
|
|
}
|
|
std::vector<CGHeroInstance *> & heroes = players[humanPlayer].heroes;
|
|
|
|
if (chosenBonus.info1 == 0xFFFD) //most powerful
|
|
{
|
|
int maxB = -1;
|
|
for (int b=0; b<heroes.size(); ++b)
|
|
{
|
|
if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())
|
|
{
|
|
maxB = b;
|
|
}
|
|
}
|
|
HLP::giveCampaignBonusToHero(heroes[maxB], si, campaign->camp->scenarios[si->whichMapInCampaign].travelOptions);
|
|
}
|
|
else //specific hero
|
|
{
|
|
for (int b=0; b<heroes.size(); ++b)
|
|
{
|
|
if (heroes[b]->subID == chosenBonus.info1)
|
|
{
|
|
HLP::giveCampaignBonusToHero(heroes[b], si, campaign->camp->scenarios[si->whichMapInCampaign].travelOptions);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*************************FOG**OF**WAR******************************************/
|
|
for(std::map<ui8, TeamState>::iterator k=teams.begin(); k!=teams.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( !vstd::contains(k->second.players, obj->tempOwner)) continue; //not a flagged object
|
|
|
|
std::set<int3> tiles;
|
|
obj->getSightTiles(tiles);
|
|
BOOST_FOREACH(int3 tile, tiles)
|
|
{
|
|
k->second.fogOfWarMap[tile.x][tile.y][tile.z] = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
|
|
{
|
|
//starting bonus
|
|
if(si->playerInfos[k->first].bonus==PlayerSettings::brandom)
|
|
si->playerInfos[k->first].bonus = ran()%3;
|
|
switch(si->playerInfos[k->first].bonus)
|
|
{
|
|
case PlayerSettings::bgold:
|
|
k->second.resources[6] += 500 + (ran()%6)*100;
|
|
break;
|
|
case PlayerSettings::bresource:
|
|
{
|
|
int res = VLC->townh->towns[si->playerInfos[k->first].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 PlayerSettings::bartifact:
|
|
{
|
|
if(!k->second.heroes.size())
|
|
{
|
|
tlog5 << "Cannot give starting artifact - no heroes!" << std::endl;
|
|
break;
|
|
}
|
|
CArtifact *toGive;
|
|
toGive = VLC->arth->artifacts[VLC->arth->getRandomArt (CArtifact::ART_TREASURE)];
|
|
|
|
CGHeroInstance *hero = k->second.heroes[0];
|
|
std::vector<ui16>::iterator slot = vstd::findFirstNot (hero->artifWorn, toGive->possibleSlots);
|
|
if(slot != toGive->possibleSlots.end())
|
|
VLC->arth->equipArtifact(hero->artifWorn, *slot, toGive->id);
|
|
else
|
|
hero->giveArtifact(toGive->id);
|
|
}
|
|
}
|
|
}
|
|
/****************************TOWNS************************************************/
|
|
for ( int i=0; i<4; i++)
|
|
CGTownInstance::universitySkills.push_back(14+i);//skills for university
|
|
|
|
for (unsigned 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);
|
|
}
|
|
|
|
if (vstd::contains(vti->builtBuildings,(6)) && vti->state()==2)
|
|
vti->builtBuildings.erase(6);//if we have harbor without water - erase it (this is H3 behaviour)
|
|
|
|
//init hordes
|
|
for (int i = 0; i<CREATURES_PER_TOWN; i++)
|
|
if (vstd::contains(vti->builtBuildings,(-31-i))) //if we have horde for this level
|
|
{
|
|
vti->builtBuildings.erase(-31-i);//remove old ID
|
|
if (vti->town->hordeLvl[0] == i)//if town first horde is this one
|
|
{
|
|
vti->builtBuildings.insert(18);//add it
|
|
if (vstd::contains(vti->builtBuildings,(37+i)))//if we have upgraded dwelling as well
|
|
vti->builtBuildings.insert(19);//add it as well
|
|
}
|
|
if (vti->town->hordeLvl[1] == i)//if town second horde is this one
|
|
{
|
|
vti->builtBuildings.insert(24);
|
|
if (vstd::contains(vti->builtBuildings,(37+i)))
|
|
vti->builtBuildings.insert(25);
|
|
}
|
|
}
|
|
//init spells
|
|
vti->spells.resize(SPELL_LEVELS);
|
|
CSpell *s;
|
|
for(unsigned 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(unsigned 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(unsigned 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;
|
|
}
|
|
if(vti->getOwner() != 255)
|
|
getPlayer(vti->getOwner())->towns.push_back(vti);
|
|
}
|
|
|
|
//campaign bonuses for towns
|
|
if (si->mode == 2)
|
|
{
|
|
CScenarioTravel::STravelBonus chosenBonus =
|
|
campaign->camp->scenarios[si->whichMapInCampaign].travelOptions.bonusesToChoose[si->choosenCampaignBonus];
|
|
|
|
if (chosenBonus.type == 2)
|
|
{
|
|
for (int g=0; g<map->towns.size(); ++g)
|
|
{
|
|
PlayerState * owner = getPlayer(map->towns[g]->getOwner());
|
|
PlayerInfo & pi = map->players[owner->color];
|
|
|
|
if (owner->human && //human-owned
|
|
map->towns[g]->pos == pi.posOfMainTown + int3(2, 0, 0))
|
|
{
|
|
map->towns[g]->builtBuildings.insert(
|
|
CBuildingHandler::campToERMU(chosenBonus.info1, map->towns[g]->town->typeID, map->towns[g]->builtBuildings));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
|
|
{
|
|
if(k->first==-1 || k->first==255)
|
|
continue;
|
|
|
|
//init visiting and garrisoned heroes
|
|
for(unsigned int l=0; l<k->second.heroes.size();l++)
|
|
{
|
|
CGHeroInstance *h = k->second.heroes[l];
|
|
for(unsigned int m=0; m<k->second.towns.size();m++)
|
|
{
|
|
CGTownInstance *t = k->second.towns[m];
|
|
int3 vistile = t->pos; vistile.x--; //tile next to the entrance
|
|
if(vistile == h->pos || h->pos==t->pos)
|
|
{
|
|
t->visitingHero = h;
|
|
h->visitedTown = t;
|
|
h->inTownGarrison = false;
|
|
if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it
|
|
{
|
|
map->removeBlockVisTiles(h);
|
|
h->pos.x -= 1;
|
|
map->addBlockVisTiles(h);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
objCaller->preInit();
|
|
for(unsigned 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();
|
|
}
|
|
objCaller->postInit();
|
|
}
|
|
|
|
bool CGameState::battleCanFlee(int player)
|
|
{
|
|
if(!curB) //there is no battle
|
|
return false;
|
|
|
|
if(curB->heroes[0]->hasBonusOfType(Bonus::ENEMY_CANT_ESCAPE) //eg. one of heroes is wearing shakles of war
|
|
|| curB->heroes[0]->hasBonusOfType(Bonus::ENEMY_CANT_ESCAPE))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
int CGameState::battleGetStack(int pos, bool onlyAlive)
|
|
{
|
|
if(!curB)
|
|
return -1;
|
|
for(unsigned int g=0; g<curB->stacks.size(); ++g)
|
|
{
|
|
if((curB->stacks[g]->position == pos
|
|
|| (curB->stacks[g]->doubleWide()
|
|
&&( (curB->stacks[g]->attackerOwned && curB->stacks[g]->position-1 == pos)
|
|
|| (!curB->stacks[g]->attackerOwned && curB->stacks[g]->position+1 == pos) )
|
|
))
|
|
&& (!onlyAlive || 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;
|
|
|
|
const TerrainTile &t = map->getTile(tile);
|
|
//fight in mine -> subterranean
|
|
if(const CGMine *mine = dynamic_cast<const CGMine *>(t.visitableObjects.front()))
|
|
return 12;
|
|
|
|
const std::vector <CGObjectInstance*> & objs = map->objects;
|
|
for(int g=0; g<objs.size(); ++g)
|
|
{
|
|
if( !objs[g] || objs[g]->pos.x - tile.x < 0 || objs[g]->pos.x - tile.x >= 8
|
|
|| tile.y - objs[g]->pos.y + 5 < 0 || tile.y - objs[g]->pos.y + 5 >=6
|
|
|| !objs[g]->coveringAt(objs[g]->pos.x - tile.x, tile.y - objs[g]->pos.y + 5)
|
|
) //look only for objects covering given tile
|
|
continue;
|
|
switch(objs[g]->ID)
|
|
{
|
|
case 222: //clover field
|
|
return 19;
|
|
case 21: 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 46: case 230: //magic plains
|
|
return 9;
|
|
case 231: //rocklands
|
|
return 15;
|
|
}
|
|
}
|
|
|
|
switch(t.tertype)
|
|
{
|
|
case TerrainTile::dirt:
|
|
return rand()%3+3;
|
|
case TerrainTile::sand:
|
|
return 2; //TODO: coast support
|
|
case TerrainTile::grass:
|
|
return rand()%2+6;
|
|
case TerrainTile::snow:
|
|
return rand()%2+10;
|
|
case TerrainTile::swamp:
|
|
return 13;
|
|
case TerrainTile::rough:
|
|
return 23;
|
|
case TerrainTile::subterranean:
|
|
return 12;
|
|
case TerrainTile::lava:
|
|
return 8;
|
|
case TerrainTile::water:
|
|
return 25;
|
|
case TerrainTile::rock:
|
|
return 15;
|
|
default:
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
const CGHeroInstance * CGameState::battleGetOwner(int stackID)
|
|
{
|
|
if(!curB)
|
|
return NULL;
|
|
|
|
return curB->heroes[!curB->getStack(stackID)->attackerOwned];
|
|
}
|
|
|
|
std::set<std::pair<int, int> > costDiff(const std::vector<ui32> &a, const std::vector<ui32> &b, const int modifier = 100) //modifer %
|
|
{
|
|
std::set<std::pair<int, int> > ret;
|
|
for(int j=0;j<RESOURCE_QUANTITY;j++)
|
|
{
|
|
assert(a[j] >= b[j]);
|
|
if(int dif = modifier * (a[j] - b[j]) / 100)
|
|
ret.insert(std::make_pair(j,dif));
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack)
|
|
{
|
|
UpgradeInfo ret;
|
|
const CCreature *base = stack.type;
|
|
|
|
const CGHeroInstance *h = stack.armyObj->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(stack.armyObj) : NULL;
|
|
const CGTownInstance *t = NULL;
|
|
|
|
if(stack.armyObj->ID == TOWNI_TYPE)
|
|
t = static_cast<const CGTownInstance *>(stack.armyObj);
|
|
else if(h)
|
|
{ //TODO: check if hero specialty makes some upgrades possible
|
|
BonusList lista = h->speciality.getBonuses(Selector::typeSybtype(Bonus::SPECIAL_UPGRADE, base->idNumber));
|
|
for (BonusList::iterator it = lista.begin(); it != lista.end(); it++)
|
|
{
|
|
ui16 nid = it->additionalInfo;
|
|
if (nid != base->idNumber) //sharpshooter appears to be default upgrade of minor creatures (?)
|
|
{
|
|
ret.newID.push_back(nid);
|
|
ret.cost.push_back(costDiff(VLC->creh->creatures[nid]->cost, base->cost));
|
|
}
|
|
}
|
|
t = h->visitedTown;
|
|
}
|
|
if(t)
|
|
{
|
|
BOOST_FOREACH(si32 bid, t->builtBuildings)
|
|
{
|
|
if( bid >= 37 && bid < 44 ) //upgraded creature dwelling
|
|
{
|
|
int nid = t->town->upgradedCreatures[bid-37]; //upgrade offered by that building
|
|
if(vstd::contains(base->upgrades, nid)) //possible upgrade
|
|
{
|
|
ret.newID.push_back(nid);
|
|
ret.cost.push_back(costDiff(VLC->creh->creatures[nid]->cost, base->cost));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//hero is visiting Hill Fort
|
|
if(h && map->getTile(h->visitablePos()).visitableObjects.front()->ID == 35)
|
|
{
|
|
static const int costModifiers[] = {0, 25, 50, 75, 100}; //we get cheaper upgrades depending on level
|
|
const int costModifier = costModifiers[std::min<int>(std::max((int)base->level - 1, 0), ARRAY_COUNT(costModifiers) - 1)];
|
|
|
|
BOOST_FOREACH(si32 nid, base->upgrades)
|
|
{
|
|
ret.newID.push_back(nid);
|
|
ret.cost.push_back(costDiff(VLC->creh->creatures[nid]->cost, base->cost, costModifier));
|
|
}
|
|
}
|
|
|
|
if(ret.newID.size())
|
|
ret.oldID = base->idNumber;
|
|
|
|
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];
|
|
map->defy.push_back(forts[i]);
|
|
capitols[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
|
|
}
|
|
|
|
std::ifstream ifs(DATA_DIR "/config/townsDefs.txt");
|
|
int ccc;
|
|
ifs>>ccc;
|
|
for(int i=0; i < ccc*2; i++)
|
|
{
|
|
CGDefInfo *n;
|
|
if(i<ccc)
|
|
n = villages[i];
|
|
else
|
|
n = capitols[i%ccc];
|
|
|
|
ifs >> n->name;
|
|
map->defy.push_back(n);
|
|
}
|
|
}
|
|
|
|
void CGameState::getNeighbours(const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand, bool limitCoastSailing)
|
|
{
|
|
static int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
|
|
int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
|
|
|
|
vec.clear();
|
|
for (size_t i = 0; i < ARRAY_COUNT(dirs); i++)
|
|
{
|
|
const int3 hlp = tile + dirs[i];
|
|
if(!map->isInTheMap(hlp))
|
|
continue;
|
|
|
|
const TerrainTile &hlpt = map->getTile(hlp);
|
|
|
|
//we cannot visit things from blocked tiles
|
|
if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if(srct.tertype == TerrainTile::water && limitCoastSailing && hlpt.tertype == TerrainTile::water && dirs[i].x && dirs[i].y) //diagonal move through water
|
|
{
|
|
int3 hlp1 = tile,
|
|
hlp2 = tile;
|
|
hlp1.x += dirs[i].x;
|
|
hlp2.y += dirs[i].y;
|
|
|
|
if(map->getTile(hlp1).tertype != TerrainTile::water || map->getTile(hlp2).tertype != TerrainTile::water)
|
|
continue;
|
|
}
|
|
|
|
if((indeterminate(onLand) || onLand == (hlpt.tertype!=TerrainTile::water) )
|
|
&& hlpt.tertype != TerrainTile::rock)
|
|
{
|
|
vec.push_back(hlp);
|
|
}
|
|
}
|
|
}
|
|
|
|
int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const 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(d.blocked && h->hasBonusOfType(Bonus::FLYING_MOVEMENT))
|
|
{
|
|
bool freeFlying = h->getBonusesCount(Selector::typeSybtype(Bonus::FLYING_MOVEMENT, 1)) > 0;
|
|
|
|
if(!freeFlying)
|
|
{
|
|
ret *= 1.4f; //40% penalty for movement over blocked tile
|
|
}
|
|
}
|
|
else if (d.tertype == TerrainTile::water)
|
|
{
|
|
if(h->boat && s.siodmyTajemniczyBajt & 128 && d.siodmyTajemniczyBajt & 128) //Favourable Winds
|
|
ret *= 0.666f;
|
|
else if (!h->boat && h->getBonusesCount(Selector::typeSybtype(Bonus::WATER_WALKING, 1)) > 0)
|
|
ret *= 1.4f; //40% penalty for water walking
|
|
}
|
|
|
|
if(src.x != dest.x && src.y != dest.y) //it's diagonal move
|
|
{
|
|
int old = ret;
|
|
ret *= 1.414213;
|
|
//diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
|
|
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(d, dest, vec, s.tertype != TerrainTile::water, 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;
|
|
}
|
|
|
|
std::set<int> CGameState::getBuildingRequiments(const CGTownInstance *t, int ID)
|
|
{
|
|
std::set<int> used;
|
|
used.insert(ID);
|
|
std::set<int> reqs = VLC->townh->requirements[t->subID][ID];
|
|
|
|
while(true)
|
|
{
|
|
size_t noloop=0;
|
|
for(std::set<int>::iterator i=reqs.begin();i!=reqs.end();i++)
|
|
{
|
|
if(used.find(*i)==used.end()) //we haven't added requirements for this building
|
|
{
|
|
used.insert(*i);
|
|
for(
|
|
std::set<int>::iterator j=VLC->townh->requirements[t->subID][*i].begin();
|
|
j!=VLC->townh->requirements[t->subID][*i].end();
|
|
j++)
|
|
{
|
|
reqs.insert(*j);//creating full list of requirements
|
|
}
|
|
}
|
|
else
|
|
{
|
|
noloop++;
|
|
}
|
|
}
|
|
if(noloop==reqs.size())
|
|
break;
|
|
}
|
|
return reqs;
|
|
}
|
|
|
|
int CGameState::canBuildStructure( const CGTownInstance *t, int ID )
|
|
{
|
|
int ret = 7; //allowed by default
|
|
|
|
if(t->builded >= MAX_BUILDING_PER_TURN)
|
|
ret = 5; //building limit
|
|
|
|
//checking resources
|
|
CBuilding * pom = VLC->buildh->buildings[t->subID][ID];
|
|
|
|
if(!pom)
|
|
return 8;
|
|
|
|
// if(pom->Name().size()==0||pom->resources.size()==0)
|
|
// return 2;//TODO: why does this happen?
|
|
|
|
for(int res=0;res<pom->resources.size();res++) //TODO: support custom amount of resources
|
|
{
|
|
if(pom->resources[res] > getPlayer(t->tempOwner)->resources[res])
|
|
ret = 6; //lack of res
|
|
}
|
|
|
|
//checking for requirements
|
|
std::set<int> reqs = getBuildingRequiments(t, ID);//getting all requiments
|
|
|
|
for( std::set<int>::iterator ri = reqs.begin(); ri != reqs.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
|
|
|
|
if(ID == 13) //capitol
|
|
{
|
|
for(unsigned 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
|
|
{
|
|
int3 t1(t->pos + int3(-1,3,0)),
|
|
t2(t->pos + int3(-3,3,0));
|
|
if(map->isInTheMap(t1) && map->getTile(t1).tertype != TerrainTile::water
|
|
&& (map->isInTheMap(t2) && map->getTile(t2).tertype != TerrainTile::water))
|
|
ret = 1; //lack of water
|
|
}
|
|
|
|
if(t->builtBuildings.find(ID)!=t->builtBuildings.end()) //already built
|
|
ret = 4;
|
|
return ret;
|
|
}
|
|
|
|
void CGameState::apply(CPack *pack)
|
|
{
|
|
ui16 typ = typeList.getTypeID(pack);
|
|
assert(typ >= 0);
|
|
applierGs->apps[typ]->applyOnGS(this,pack);
|
|
}
|
|
|
|
TeamState *CGameState::getTeam(ui8 teamID)
|
|
{
|
|
if(vstd::contains(teams,teamID))
|
|
{
|
|
return &teams[teamID];
|
|
}
|
|
else
|
|
{
|
|
tlog2 << "Warning: Cannot find info for team " << int(teamID) << std::endl;
|
|
return NULL;
|
|
}
|
|
|
|
}
|
|
|
|
TeamState *CGameState::getPlayerTeam(ui8 color)
|
|
{
|
|
PlayerState * ps = getPlayer(color);
|
|
if (ps)
|
|
return getTeam(ps->team);
|
|
return NULL;
|
|
}
|
|
|
|
PlayerState * CGameState::getPlayer( ui8 color, bool verbose )
|
|
{
|
|
if(vstd::contains(players,color))
|
|
{
|
|
return &players[color];
|
|
}
|
|
else
|
|
{
|
|
if(verbose)
|
|
tlog2 << "Warning: Cannot find info for player " << int(color) << std::endl;
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
const PlayerState * CGameState::getPlayer( ui8 color, bool verbose ) const
|
|
{
|
|
return (const_cast<CGameState *>(this))->getPlayer(color, verbose);
|
|
}
|
|
|
|
|
|
const TeamState * CGameState::getTeam( ui8 teamID ) const
|
|
{
|
|
return (const_cast<CGameState *>(this))->getTeam(teamID);
|
|
}
|
|
|
|
const TeamState * CGameState::getPlayerTeam( ui8 teamID ) const
|
|
{
|
|
return (const_cast<CGameState *>(this))->getPlayerTeam(teamID);
|
|
}
|
|
|
|
bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret)
|
|
{
|
|
if(!map->isInTheMap(src) || !map->isInTheMap(dest)) //check input
|
|
return false;
|
|
|
|
int3 hpos = hero->getPosition(false);
|
|
|
|
bool flying = false; //hero is under flying effect TODO
|
|
bool waterWalking = false; //hero is on land and can walk on water TODO
|
|
bool onLand = map->getTile(hpos).tertype != TerrainTile::water;
|
|
// tribool blockLandSea; //true - blocks sea, false - blocks land, indeterminate - allows all
|
|
//
|
|
// if (!hero->canWalkOnSea())
|
|
// blockLandSea = (map->getTile(hpos).tertype != TerrainTile::water); //block land if hero is on water and vice versa
|
|
// else
|
|
// blockLandSea = boost::logic::indeterminate;
|
|
|
|
const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayerTeam(hero->tempOwner)->fogOfWarMap;
|
|
|
|
//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.accessible = !tinfo->blocked;
|
|
node.dist = -1;
|
|
node.theNodeBefore = NULL;
|
|
node.visited = false;
|
|
node.coord.x = i;
|
|
node.coord.y = j;
|
|
node.coord.z = dest.z;
|
|
|
|
if(!tinfo->entrableTerrain(onLand, flying || waterWalking)
|
|
|| !FoW[i][j][src.z] //tile is covered by the FoW
|
|
)
|
|
{
|
|
node.accessible = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//Special rules for the destination tile
|
|
{
|
|
const TerrainTile *t = &map->terrain[dest.x][dest.y][dest.z];
|
|
CPathNode &d = graph[dest.x][dest.y];
|
|
|
|
//tile may be blocked by blockvis / normal vis obj but it still must be accessible
|
|
if(t->visitable)
|
|
{
|
|
d.accessible = true; //for allowing visiting objects
|
|
}
|
|
|
|
if(onLand && t->tertype == TerrainTile::water) //hero can walk only on land and dst lays on the water
|
|
{
|
|
size_t i = 0;
|
|
for(; i < t->visitableObjects.size(); i++)
|
|
if(t->visitableObjects[i]->ID == 8 || t->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat
|
|
break;
|
|
|
|
d.accessible = (i < t->visitableObjects.size()); //dest is accessible only if there is boat/hero
|
|
}
|
|
else if(!onLand && t->tertype != TerrainTile::water) //hero is moving by water
|
|
{
|
|
d.accessible = (t->siodmyTajemniczyBajt & 64) && !t->blocked; //tile is accessible if it's coastal and not blocked
|
|
}
|
|
}
|
|
|
|
|
|
//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(map->getTile(cp.coord), cp.coord, neighbours, boost::logic::indeterminate, true);
|
|
for(unsigned int i=0; i < neighbours.size(); i++)
|
|
{
|
|
CPathNode & dp = graph[neighbours[i].x][neighbours[i].y];
|
|
if(dp.accessible)
|
|
{
|
|
int cost = getMovementCost(hero,cp.coord,dp.coord,hero->movement - cp.dist);
|
|
if((dp.dist==-1 || (dp.dist > cp.dist + cost)) && dp.accessible && 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 false;
|
|
|
|
|
|
//fill ret with found path
|
|
ret.nodes.clear();
|
|
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 true;
|
|
}
|
|
|
|
void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement)
|
|
{
|
|
assert(hero);
|
|
boost::shared_lock<boost::shared_mutex> lock(*mx);
|
|
if(src.x < 0)
|
|
src = hero->getPosition(false);
|
|
if(movement < 0)
|
|
movement = hero->movement;
|
|
|
|
out.hero = hero;
|
|
out.hpos = src;
|
|
|
|
if(!map->isInTheMap(src)/* || !map->isInTheMap(dest)*/) //check input
|
|
{
|
|
tlog1 << "CGameState::calculatePaths: Hero outside the map? How dare you...\n";
|
|
return;
|
|
}
|
|
|
|
tribool onLand; //true - blocks sea, false - blocks land, indeterminate - allows all
|
|
|
|
if (!hero->canWalkOnSea())
|
|
onLand = (map->getTile(src).tertype != TerrainTile::water); //block land if hero is on water and vice versa
|
|
else
|
|
onLand = boost::logic::indeterminate;
|
|
|
|
const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayerTeam(hero->tempOwner)->fogOfWarMap;
|
|
|
|
bool flying = hero->hasBonusOfType(Bonus::FLYING_MOVEMENT);
|
|
bool waterWalk = hero->hasBonusOfType(Bonus::WATER_WALKING);
|
|
|
|
//graph initialization
|
|
CGPathNode ***graph = out.nodes;
|
|
for(size_t i=0; i < out.sizes.x; ++i)
|
|
{
|
|
for(size_t j=0; j < out.sizes.y; ++j)
|
|
{
|
|
for(size_t k=0; k < out.sizes.z; ++k)
|
|
{
|
|
const TerrainTile *tinfo = &map->terrain[i][j][k];
|
|
CGPathNode &node = graph[i][j][k];
|
|
|
|
node.accessible = (tinfo->blocked ? CGPathNode::FLYABLE : CGPathNode::ACCESSIBLE);
|
|
if(!flying && node.accessible == CGPathNode::FLYABLE)
|
|
{
|
|
node.accessible = CGPathNode::BLOCKED;
|
|
}
|
|
node.turns = 0xff;
|
|
node.moveRemains = 0;
|
|
node.coord.x = i;
|
|
node.coord.y = j;
|
|
node.coord.z = k;
|
|
node.land = tinfo->tertype != TerrainTile::water;
|
|
node.theNodeBefore = NULL;
|
|
|
|
bool leaveAsBlocked = false;
|
|
|
|
if((onLand || indeterminate(onLand)) && !node.land)//it's sea and we cannot walk on sea
|
|
{
|
|
if (waterWalk || flying)
|
|
{
|
|
node.accessible = CGPathNode::FLYABLE;
|
|
}
|
|
else
|
|
{
|
|
node.accessible = CGPathNode::BLOCKED;
|
|
leaveAsBlocked = true;
|
|
}
|
|
}
|
|
|
|
if ( tinfo->tertype == TerrainTile::rock//it's rock
|
|
|| !onLand && node.land //it's land and we cannot walk on land (complementary condition is handled above)
|
|
|| !FoW[i][j][k] //tile is covered by the FoW
|
|
|| leaveAsBlocked
|
|
)
|
|
{
|
|
node.accessible = CGPathNode::BLOCKED;
|
|
}
|
|
else if(tinfo->visitable)
|
|
{
|
|
//hero is protected in Sanctuary
|
|
if(tinfo->visitableObjects.front()->ID == 80 && tinfo->visitableObjects.back()->ID == HEROI_TYPE && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner)
|
|
node.accessible = CGPathNode::BLOCKED;
|
|
else
|
|
{
|
|
for(size_t ii = 0; ii < tinfo->visitableObjects.size(); ii++)
|
|
{
|
|
const CGObjectInstance * const obj = tinfo->visitableObjects[ii];
|
|
if(obj->getPassableness() & 1<<hero->tempOwner) //special object instance specific passableness flag - overwrites other accessibility flags
|
|
{
|
|
node.accessible = CGPathNode::ACCESSIBLE;
|
|
}
|
|
else if(obj->blockVisit)
|
|
{
|
|
node.accessible = CGPathNode::BLOCKVIS;
|
|
break;
|
|
}
|
|
else if(obj->ID != EVENTI_TYPE) //pathfinder should ignore placed events
|
|
{
|
|
node.accessible = CGPathNode::VISITABLE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (map->isInTheMap(guardingCreaturePosition(int3(i, j, k)))
|
|
&& tinfo->blockingObjects.size() == 0)
|
|
{
|
|
// Monster close by; blocked visit for battle.
|
|
node.accessible = CGPathNode::BLOCKVIS;
|
|
}
|
|
|
|
if(onLand && !node.land) //hero can walk only on land and tile lays on the water
|
|
{
|
|
size_t i = 0;
|
|
for(; i < tinfo->visitableObjects.size(); i++)
|
|
if(tinfo->visitableObjects[i]->ID == 8 || tinfo->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat
|
|
break;
|
|
if(i < tinfo->visitableObjects.size())
|
|
node.accessible = CGPathNode::BLOCKVIS; //dest is accessible only if there is boat/hero
|
|
}
|
|
else if(!onLand && tinfo->tertype != TerrainTile::water) //hero is moving by water
|
|
{
|
|
if((tinfo->siodmyTajemniczyBajt & 64) && !tinfo->blocked)
|
|
node.accessible = CGPathNode::VISITABLE; //tile is accessible if it's coastal and not blocked
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//graph initialized
|
|
|
|
|
|
//initial tile - set cost on 0 and add to the queue
|
|
graph[src.x][src.y][src.z].turns = 0;
|
|
graph[src.x][src.y][src.z].moveRemains = movement;
|
|
std::queue<CGPathNode*> mq;
|
|
mq.push(&graph[src.x][src.y][src.z]);
|
|
|
|
//ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
|
|
|
|
std::vector<int3> neighbours;
|
|
neighbours.reserve(8);
|
|
|
|
while(!mq.empty())
|
|
{
|
|
CGPathNode *cp = mq.front();
|
|
mq.pop();
|
|
|
|
const int3 guardPosition = guardingCreaturePosition(cp->coord);
|
|
const bool guardedPosition = (guardPosition != int3(-1, -1, -1) && cp->coord != src);
|
|
const TerrainTile &ct = map->getTile(cp->coord);
|
|
int movement = cp->moveRemains, turn = cp->turns;
|
|
if(!movement)
|
|
{
|
|
movement = hero->maxMovePoints(ct.tertype != TerrainTile::water);
|
|
turn++;
|
|
}
|
|
|
|
//add accessible neighbouring nodes to the queue
|
|
getNeighbours(ct, cp->coord, neighbours, boost::logic::indeterminate, !onLand);
|
|
for(unsigned int i=0; i < neighbours.size(); i++)
|
|
{
|
|
int moveAtNextTile = movement;
|
|
int turnAtNextTile = turn;
|
|
|
|
const int3 &n = neighbours[i]; //current neighbor
|
|
CGPathNode & dp = graph[n.x][n.y][n.z];
|
|
if( !checkForVisitableDir(cp->coord, dp.coord)
|
|
|| !checkForVisitableDir(dp.coord, cp->coord)
|
|
|| dp.accessible == CGPathNode::BLOCKED )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
int cost = getMovementCost(hero, cp->coord, dp.coord, movement);
|
|
int remains = movement - cost;
|
|
|
|
if(remains < 0)
|
|
{
|
|
//occurs rarely, when hero with low movepoints tries to go leave the road
|
|
turnAtNextTile++;
|
|
moveAtNextTile = hero->maxMovePoints(ct.tertype != TerrainTile::water);
|
|
cost = getMovementCost(hero, cp->coord, dp.coord, moveAtNextTile); //cost must be updated, movement points changed :(
|
|
remains = moveAtNextTile - cost;
|
|
}
|
|
|
|
const bool neighborIsGuard = guardingCreaturePosition(cp->coord) == dp.coord;
|
|
|
|
if((dp.turns==0xff //we haven't been here before
|
|
|| dp.turns > turnAtNextTile
|
|
|| (dp.turns >= turnAtNextTile && dp.moveRemains < remains)) //this route is faster
|
|
&& (!guardedPosition || neighborIsGuard)) // Can step into tile of guard
|
|
{
|
|
|
|
assert(&dp != cp->theNodeBefore); //two tiles can't point to each other
|
|
dp.moveRemains = remains;
|
|
dp.turns = turnAtNextTile;
|
|
dp.theNodeBefore = cp;
|
|
|
|
const bool guardedNeighbor = guardingCreaturePosition(dp.coord) != int3(-1, -1, -1);
|
|
//const bool positionIsGuard = guardingCreaturePosition(cp->coord) == cp->coord; //can this be true? hero never passes from monster tile...
|
|
|
|
if (dp.accessible == CGPathNode::ACCESSIBLE || dp.accessible == CGPathNode::FLYABLE
|
|
|| (guardedNeighbor && !guardedPosition)) // Can step into a hostile tile once.
|
|
{
|
|
mq.push(&dp);
|
|
}
|
|
}
|
|
} //neighbours loop
|
|
} //queue loop
|
|
}
|
|
|
|
/**
|
|
* Tells if the tile is guarded by a monster as well as the position
|
|
* of the monster that will attack on it.
|
|
*
|
|
* @return int3(-1, -1, -1) if the tile is unguarded, or the position of
|
|
* the monster guarding the tile.
|
|
*/
|
|
int3 CGameState::guardingCreaturePosition (int3 pos) const
|
|
{
|
|
const int3 originalPos = pos;
|
|
// Give monster at position priority.
|
|
if (!map->isInTheMap(pos))
|
|
return int3(-1, -1, -1);
|
|
const TerrainTile &posTile = map->terrain[pos.x][pos.y][pos.z];
|
|
if (posTile.visitable)
|
|
{
|
|
BOOST_FOREACH (CGObjectInstance* obj, posTile.visitableObjects)
|
|
{
|
|
if(obj->blockVisit)
|
|
{
|
|
if (obj->ID == 54) // Monster
|
|
return pos;
|
|
else
|
|
return int3(-1, -1, -1); //blockvis objects are not guarded by neighbouring creatures
|
|
}
|
|
}
|
|
}
|
|
|
|
// See if there are any monsters adjacent.
|
|
pos -= int3(1, 1, 0); // Start with top left.
|
|
for (int dx = 0; dx < 3; dx++)
|
|
{
|
|
for (int dy = 0; dy < 3; dy++)
|
|
{
|
|
if (map->isInTheMap(pos))
|
|
{
|
|
TerrainTile &tile = map->terrain[pos.x][pos.y][pos.z];
|
|
if (tile.visitable && (tile.tertype == TerrainTile::water) == (posTile.tertype == TerrainTile::water))
|
|
{
|
|
BOOST_FOREACH (CGObjectInstance* obj, tile.visitableObjects)
|
|
{
|
|
if (obj->ID == 54 && checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile
|
|
{
|
|
return pos;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
pos.y++;
|
|
}
|
|
pos.y -= 3;
|
|
pos.x++;
|
|
}
|
|
|
|
return int3(-1, -1, -1);
|
|
}
|
|
|
|
bool CGameState::isVisible(int3 pos, int player)
|
|
{
|
|
if(player == 255) //neutral player
|
|
return false;
|
|
return getPlayerTeam(player)->fogOfWarMap[pos.x][pos.y][pos.z];
|
|
}
|
|
|
|
bool CGameState::isVisible( const CGObjectInstance *obj, int player )
|
|
{
|
|
if(player == 255) //neutral player
|
|
return false;
|
|
//object is visible when at least one blocked tile is visible
|
|
for(int fx=0; fx<8; ++fx)
|
|
{
|
|
for(int fy=0; fy<6; ++fy)
|
|
{
|
|
int3 pos = obj->pos + int3(fx-7,fy-5,0);
|
|
if(map->isInTheMap(pos)
|
|
&& !((obj->defInfo->blockMap[fy] >> (7 - fx)) & 1)
|
|
&& isVisible(pos, player) )
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
|
|
{
|
|
const TerrainTile * pom = &map->getTile(dst);
|
|
return checkForVisitableDir(src, pom, dst);
|
|
}
|
|
|
|
bool CGameState::checkForVisitableDir( const int3 & src, const TerrainTile *pom, const int3 & dst ) const
|
|
{
|
|
for(unsigned 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;
|
|
}
|
|
std::pair<ui32, ui32> BattleInfo::calculateDmgRange( const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky )
|
|
{
|
|
float additiveBonus=1.0f, multBonus=1.0f,
|
|
minDmg = attacker->getMinDamage() * attacker->count,
|
|
maxDmg = attacker->getMaxDamage() * attacker->count;
|
|
|
|
if(attacker->type->idNumber == 149) //arrow turret
|
|
{
|
|
switch(attacker->position)
|
|
{
|
|
case -2: //keep
|
|
minDmg = 15;
|
|
maxDmg = 15;
|
|
break;
|
|
case -3: case -4: //turrets
|
|
minDmg = 7.5f;
|
|
maxDmg = 7.5f;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(attacker->hasBonusOfType(Bonus::SIEGE_WEAPON) && attacker->type->idNumber != 149) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
|
|
{ //minDmg and maxDmg are multiplied by hero attack + 1
|
|
minDmg *= attackerHero->getPrimSkillLevel(0) + 1;
|
|
maxDmg *= attackerHero->getPrimSkillLevel(0) + 1;
|
|
}
|
|
|
|
int attackDefenceDifference = 0;
|
|
if(attacker->hasBonusOfType(Bonus::GENERAL_ATTACK_REDUCTION))
|
|
{
|
|
float multAttackReduction = attacker->valOfBonuses(Bonus::GENERAL_ATTACK_REDUCTION, -1024) / 100.0f;
|
|
attackDefenceDifference = attacker->Attack() * multAttackReduction;
|
|
}
|
|
else
|
|
{
|
|
attackDefenceDifference = attacker->Attack();
|
|
}
|
|
|
|
if(attacker->hasBonusOfType(Bonus::ENEMY_DEFENCE_REDUCTION))
|
|
{
|
|
float multDefenceReduction = (100.0f - attacker->valOfBonuses(Bonus::ENEMY_DEFENCE_REDUCTION, -1024)) / 100.0f;
|
|
attackDefenceDifference -= defender->Defense() * multDefenceReduction;
|
|
}
|
|
else
|
|
{
|
|
attackDefenceDifference -= defender->Defense();
|
|
}
|
|
|
|
//calculating total attack/defense skills modifier
|
|
|
|
if(shooting) //precision handling (etc.)
|
|
attackDefenceDifference += attacker->getBonuses(Selector::typeSybtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT)).totalValue();
|
|
else //bloodlust handling (etc.)
|
|
attackDefenceDifference += attacker->getBonuses(Selector::typeSybtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_MELEE_FIGHT)).totalValue();
|
|
|
|
|
|
if(attacker->getEffect(55)) //slayer handling
|
|
{
|
|
std::vector<int> affectedIds;
|
|
int spLevel = attacker->getEffect(55)->level;
|
|
|
|
for(int g = 0; g < VLC->creh->creatures.size(); ++g)
|
|
{
|
|
BOOST_FOREACH(const Bonus &b, VLC->creh->creatures[g]->bonuses)
|
|
{
|
|
if ( (b.type == Bonus::KING3 && spLevel >= 3) || //expert
|
|
(b.type == Bonus::KING2 && spLevel >= 2) || //adv +
|
|
(b.type == Bonus::KING1 && spLevel >= 0) ) //none or basic +
|
|
{
|
|
affectedIds.push_back(g);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
for(unsigned int g=0; g<affectedIds.size(); ++g)
|
|
{
|
|
if(defender->type->idNumber == affectedIds[g])
|
|
{
|
|
attackDefenceDifference += VLC->spellh->spells[55].powers[attacker->getEffect(55)->level];
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//bonus from attack/defense skills
|
|
if(attackDefenceDifference < 0) //decreasing dmg
|
|
{
|
|
float dec = 0.025f * (-attackDefenceDifference);
|
|
if(dec > 0.7f)
|
|
{
|
|
multBonus *= 0.3f; //1.0 - 0.7
|
|
}
|
|
else
|
|
{
|
|
multBonus *= 1.0f - dec;
|
|
}
|
|
}
|
|
else //increasing dmg
|
|
{
|
|
float inc = 0.05f * attackDefenceDifference;
|
|
if(inc > 4.0f)
|
|
{
|
|
additiveBonus += 4.0f;
|
|
}
|
|
else
|
|
{
|
|
additiveBonus += inc;
|
|
}
|
|
}
|
|
|
|
|
|
//applying jousting bonus
|
|
if( attacker->hasBonusOfType(Bonus::JOUSTING) && !defender->hasBonusOfType(Bonus::CHARGE_IMMUNITY) )
|
|
additiveBonus += charge * 0.05f;
|
|
|
|
|
|
//handling secondary abilities and artifacts giving premies to them
|
|
if(attackerHero)
|
|
{
|
|
if(shooting)
|
|
{
|
|
additiveBonus += attackerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 1) / 100.0f;
|
|
}
|
|
else
|
|
{
|
|
additiveBonus += attackerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 22) / 100.0f;
|
|
}
|
|
}
|
|
|
|
if(defendingHero)
|
|
{
|
|
multBonus *= (std::max(0, 100-defendingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 23))) / 100.0f;
|
|
}
|
|
|
|
//handling hate effect
|
|
if( attacker->hasBonusOfType(Bonus::HATE, defender->type->idNumber) )
|
|
additiveBonus += 0.5f;
|
|
|
|
//luck bonus
|
|
if (lucky)
|
|
{
|
|
additiveBonus += 1.0f;
|
|
}
|
|
|
|
//handling spell effects
|
|
if(!shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) //eg. shield
|
|
{
|
|
multBonus *= float(defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) / 100.0f;
|
|
}
|
|
else if(shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) //eg. air shield
|
|
{
|
|
multBonus *= float(defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) / 100.0f;
|
|
}
|
|
if(attacker->getEffect(42)) //curse handling (partial, the rest is below)
|
|
{
|
|
multBonus *= 0.8f * float(VLC->spellh->spells[42].powers[attacker->getEffect(42)->level]); //the second factor is 1 or 0
|
|
}
|
|
|
|
class HLP
|
|
{
|
|
public:
|
|
static bool hasAdvancedAirShield(const CStack * stack)
|
|
{
|
|
for(int g=0; g<stack->effects.size(); ++g)
|
|
{
|
|
if (stack->effects[g].id == 28 && stack->effects[g].level >= 2)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
};
|
|
|
|
//wall / distance penalty + advanced air shield
|
|
if (shooting && !NBonus::hasOfType(attackerHero, Bonus::NO_SHOTING_PENALTY) && (
|
|
hasDistancePenalty(attacker->ID, defender->position) || hasWallPenalty(attacker->ID, defender->position) ||
|
|
HLP::hasAdvancedAirShield(defender) )
|
|
)
|
|
{
|
|
multBonus *= 0.5;
|
|
}
|
|
if (!shooting && attacker->hasBonusOfType(Bonus::SHOOTER) && !attacker->hasBonusOfType(Bonus::NO_MELEE_PENALTY))
|
|
{
|
|
multBonus *= 0.5;
|
|
}
|
|
|
|
minDmg *= additiveBonus * multBonus;
|
|
maxDmg *= additiveBonus * multBonus;
|
|
|
|
std::pair<ui32, ui32> returnedVal;
|
|
|
|
if(attacker->getEffect(42)) //curse handling (rest)
|
|
{
|
|
minDmg -= VLC->spellh->spells[42].powers[attacker->getEffect(42)->level];
|
|
returnedVal = std::make_pair(int(minDmg), int(minDmg));
|
|
}
|
|
else if(attacker->getEffect(41)) //bless handling
|
|
{
|
|
maxDmg += VLC->spellh->spells[41].powers[attacker->getEffect(41)->level];
|
|
returnedVal = std::make_pair(int(maxDmg), int(maxDmg));
|
|
}
|
|
else
|
|
{
|
|
returnedVal = std::make_pair(int(minDmg), int(maxDmg));
|
|
}
|
|
|
|
//damage cannot be less than 1
|
|
amax(returnedVal.first, 1);
|
|
amax(returnedVal.second, 1);
|
|
|
|
return returnedVal;
|
|
}
|
|
|
|
ui32 BattleInfo::calculateDmg( const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky )
|
|
{
|
|
std::pair<ui32, ui32> range = calculateDmgRange(attacker, defender, attackerHero, defendingHero, shooting, charge, lucky);
|
|
|
|
if(range.first != range.second)
|
|
{
|
|
int valuesToAverage[10];
|
|
int howManyToAv = std::min<ui32>(10, attacker->count);
|
|
for (int g=0; g<howManyToAv; ++g)
|
|
{
|
|
valuesToAverage[g] = range.first + rand() % (range.second - range.first + 1);
|
|
}
|
|
|
|
return std::accumulate(valuesToAverage, valuesToAverage + howManyToAv, 0) / howManyToAv;
|
|
}
|
|
else
|
|
return range.first;
|
|
}
|
|
|
|
void BattleInfo::calculateCasualties( std::map<ui32,si32> *casualties ) const
|
|
{
|
|
for(unsigned int i=0; i<stacks.size();i++)//setting casualties
|
|
{
|
|
const CStack * const st = stacks[i];
|
|
si32 killed = (st->alive() ? st->baseAmount - st->count : st->baseAmount);
|
|
amax(killed, 0);
|
|
if(killed)
|
|
casualties[!st->attackerOwned][st->type->idNumber] += killed;
|
|
}
|
|
}
|
|
|
|
si8 CGameState::battleMaxSpellLevel()
|
|
{
|
|
if(!curB) //there is not battle
|
|
{
|
|
tlog1 << "si8 CGameState::maxSpellLevel() call when there is no battle!" << std::endl;
|
|
throw "si8 CGameState::maxSpellLevel() call when there is no battle!";
|
|
}
|
|
|
|
si8 levelLimit = SPELL_LEVELS;
|
|
|
|
const CGHeroInstance *h1 = curB->heroes[0];
|
|
if(h1)
|
|
{
|
|
for(std::list<Bonus>::const_iterator i = h1->bonuses.begin(); i != h1->bonuses.end(); i++)
|
|
if(i->type == Bonus::BLOCK_SPELLS_ABOVE_LEVEL)
|
|
amin(levelLimit, i->val);
|
|
}
|
|
|
|
const CGHeroInstance *h2 = curB->heroes[1];
|
|
if(h2)
|
|
{
|
|
for(std::list<Bonus>::const_iterator i = h2->bonuses.begin(); i != h2->bonuses.end(); i++)
|
|
if(i->type == Bonus::BLOCK_SPELLS_ABOVE_LEVEL)
|
|
amin(levelLimit, i->val);
|
|
}
|
|
|
|
return levelLimit;
|
|
}
|
|
|
|
std::set<CStack*> BattleInfo::getAttackedCreatures( const CSpell * s, int skillLevel, ui8 attackerOwner, int destinationTile )
|
|
{
|
|
std::set<ui16> attackedHexes = s->rangeInHexes(destinationTile, skillLevel);
|
|
std::set<CStack*> attackedCres; /*std::set to exclude multiple occurrences of two hex creatures*/
|
|
|
|
bool onlyAlive = s->id != 38 && s->id != 39; //when casting resurrection or animate dead we should be allow to select dead stack
|
|
|
|
if(s->id == 24 || s->id == 25 || s->id == 26) //death ripple, destroy undead and Armageddon
|
|
{
|
|
for(int it=0; it<stacks.size(); ++it)
|
|
{
|
|
if((s->id == 24 && !stacks[it]->type->isUndead()) //death ripple
|
|
|| (s->id == 25 && stacks[it]->type->isUndead()) //destroy undead
|
|
|| (s->id == 26) //Armageddon
|
|
)
|
|
{
|
|
if(stacks[it]->alive())
|
|
attackedCres.insert(stacks[it]);
|
|
}
|
|
}
|
|
}
|
|
else if(VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET_1") != std::string::npos
|
|
|| VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET_2") != std::string::npos) //spell to be cast on a specific creature but massive on expert
|
|
{
|
|
if(skillLevel < 3) /*not expert */
|
|
{
|
|
CStack * st = getStackT(destinationTile, onlyAlive);
|
|
if(st)
|
|
attackedCres.insert(st);
|
|
}
|
|
else
|
|
{
|
|
for(int it=0; it<stacks.size(); ++it)
|
|
{
|
|
/*if it's non negative spell and our unit or non positive spell and hostile unit */
|
|
if((VLC->spellh->spells[s->id].positiveness >= 0 && stacks[it]->owner == attackerOwner)
|
|
||(VLC->spellh->spells[s->id].positiveness <= 0 && stacks[it]->owner != attackerOwner )
|
|
)
|
|
{
|
|
if(!onlyAlive || stacks[it]->alive())
|
|
attackedCres.insert(stacks[it]);
|
|
}
|
|
}
|
|
} //if(caster->getSpellSchoolLevel(s) < 3)
|
|
}
|
|
else if(VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET") != std::string::npos) //spell to be cast on one specific creature
|
|
{
|
|
CStack * st = getStackT(destinationTile, onlyAlive);
|
|
if(st)
|
|
attackedCres.insert(st);
|
|
}
|
|
else //custom range from attackedHexes
|
|
{
|
|
for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
|
|
{
|
|
CStack * st = getStackT(*it, onlyAlive);
|
|
if(st)
|
|
attackedCres.insert(st);
|
|
}
|
|
}
|
|
return attackedCres;
|
|
}
|
|
|
|
int BattleInfo::calculateSpellDuration( const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower )
|
|
{
|
|
if(!caster) //TODO: something better
|
|
return std::max(5, usedSpellPower);
|
|
switch(spell->id)
|
|
{
|
|
case 56: //frenzy
|
|
return 1;
|
|
default: //other spells
|
|
return caster->getPrimSkillLevel(2) + caster->valOfBonuses(Bonus::SPELL_DURATION);
|
|
}
|
|
}
|
|
|
|
CStack * BattleInfo::generateNewStack(const CStackInstance &base, int stackID, bool attackerOwned, int slot, int /*TerrainTile::EterrainType*/ terrain, int position) const
|
|
{
|
|
CStack * ret = new CStack(&base, attackerOwned ? side1 : side2, stackID, attackerOwned, slot);
|
|
|
|
//native terrain bonuses
|
|
int faction = ret->type->faction;
|
|
if(faction >= 0 && VLC->heroh->nativeTerrains[faction] == terrain)
|
|
{
|
|
ret->bonuses.push_back(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE));
|
|
ret->bonuses.push_back(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::ATTACK, 1, Bonus::TERRAIN_NATIVE));
|
|
ret->bonuses.push_back(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 1, Bonus::TERRAIN_NATIVE));
|
|
}
|
|
|
|
ret->position = position;
|
|
|
|
return ret;
|
|
}
|
|
|
|
ui32 BattleInfo::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
|
|
{
|
|
ui32 ret = caster->getSpellCost(sp);
|
|
|
|
//checking for friendly stacks reducing cost of the spell and
|
|
//enemy stacks increasing it
|
|
si32 manaReduction = 0;
|
|
si32 manaIncrease = 0;
|
|
for(int g=0; g<stacks.size(); ++g)
|
|
{
|
|
if( stacks[g]->owner == caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ALLY) )
|
|
{
|
|
amin(manaReduction, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ALLY));
|
|
}
|
|
if( stacks[g]->owner != caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ENEMY) )
|
|
{
|
|
amax(manaIncrease, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ENEMY));
|
|
}
|
|
}
|
|
|
|
return ret + manaReduction + manaIncrease;
|
|
}
|
|
|
|
int BattleInfo::hexToWallPart(int hex) const
|
|
{
|
|
if(siege == 0) //there is no battle!
|
|
return -1;
|
|
|
|
static const std::pair<int, int> attackable[] = //potentially attackable parts of wall
|
|
{std::make_pair(50, 0), std::make_pair(183, 1), std::make_pair(182, 2), std::make_pair(130, 3),
|
|
std::make_pair(62, 4), std::make_pair(29, 5), std::make_pair(12, 6), std::make_pair(95, 7), std::make_pair(96, 7)};
|
|
|
|
for(int g = 0; g < ARRAY_COUNT(attackable); ++g)
|
|
{
|
|
if(attackable[g].first == hex)
|
|
return attackable[g].second;
|
|
}
|
|
|
|
return -1; //not found!
|
|
}
|
|
|
|
int BattleInfo::lineToWallHex( int line ) const
|
|
{
|
|
static const int lineToHex[] = {12, 29, 45, 62, 78, 95, 112, 130, 147, 165, 182};
|
|
|
|
return lineToHex[line];
|
|
}
|
|
|
|
std::pair<const CStack *, int> BattleInfo::getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const
|
|
{
|
|
bool ac[BFIELD_SIZE];
|
|
std::set<int> occupyable;
|
|
|
|
getAccessibilityMap(ac, closest->doubleWide(), closest->attackerOwned, false, occupyable, closest->hasBonusOfType(Bonus::FLYING), closest->ID);
|
|
|
|
int predecessor[BFIELD_SIZE], dist[BFIELD_SIZE];
|
|
makeBFS(closest->position, ac, predecessor, dist, closest->doubleWide(), closest->attackerOwned, closest->hasBonusOfType(Bonus::FLYING), true);
|
|
|
|
std::vector< std::pair< std::pair<int, int>, const CStack *> > stackPairs; //pairs <<distance, hex>, stack>
|
|
for(int g=0; g<BFIELD_SIZE; ++g)
|
|
{
|
|
const CStack * atG = getStackT(g);
|
|
if(!atG || atG->ID == closest->ID) //if there is not stack or we are the closest one
|
|
continue;
|
|
if(boost::logic::indeterminate(attackerOwned) || atG->attackerOwned == attackerOwned)
|
|
{
|
|
if(predecessor[g] == -1) //TODO: is it really the best solution?
|
|
continue;
|
|
stackPairs.push_back( std::make_pair( std::make_pair(dist[predecessor[g]], g), atG) );
|
|
}
|
|
}
|
|
|
|
if(stackPairs.size() > 0)
|
|
{
|
|
std::vector< std::pair< std::pair<int, int>, const CStack *> > minimalPairs;
|
|
minimalPairs.push_back(stackPairs[0]);
|
|
|
|
for(int b=1; b<stackPairs.size(); ++b)
|
|
{
|
|
if(stackPairs[b].first.first < minimalPairs[0].first.first)
|
|
{
|
|
minimalPairs.clear();
|
|
minimalPairs.push_back(stackPairs[b]);
|
|
}
|
|
else if(stackPairs[b].first.first == minimalPairs[0].first.first)
|
|
{
|
|
minimalPairs.push_back(stackPairs[b]);
|
|
}
|
|
}
|
|
|
|
std::pair< std::pair<int, int>, const CStack *> minPair = minimalPairs[minimalPairs.size()/2];
|
|
|
|
return std::make_pair(minPair.second, predecessor[minPair.first.second]);
|
|
}
|
|
|
|
return std::make_pair<const CStack * , int>(NULL, -1);
|
|
}
|
|
|
|
ui32 BattleInfo::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower ) const
|
|
{
|
|
ui32 ret = 0; //value to return
|
|
|
|
//15 - magic arrows, 16 - ice bolt, 17 - lightning bolt, 18 - implosion, 20 - frost ring, 21 - fireball, 22 - inferno, 23 - meteor shower,
|
|
//24 - death ripple, 25 - destroy undead, 26 - armageddon, 77 - thunderbolt
|
|
static std::map <int, int> dmgMultipliers = boost::assign::map_list_of(15, 10)(16, 20)(17, 25)(18, 75)(20, 10)(21, 10)(22, 10)(23, 10)(24, 5)(25, 10)(26, 50)(77, 10);
|
|
|
|
//check if spell really does damage - if not, return 0
|
|
if(dmgMultipliers.find(sp->id) == dmgMultipliers.end())
|
|
return 0;
|
|
|
|
|
|
ret = usedSpellPower * dmgMultipliers[sp->id];
|
|
ret += sp->powers[spellSchoolLevel];
|
|
|
|
//applying sorcerery secondary skill
|
|
if(caster)
|
|
{
|
|
ret *= (100.f + caster->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 25)) / 100.0f; //mysticism
|
|
ret *= (100.f + caster->valOfBonuses(Bonus::SPELL_DAMAGE) + caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, sp->id)) / 100.0f;
|
|
|
|
if(sp->air)
|
|
ret *= (100.0f + caster->valOfBonuses(Bonus::AIR_SPELL_DMG_PREMY)) / 100.0f;
|
|
else if(sp->fire) //only one type of bonus for Magic Arrow
|
|
ret *= (100.0f + caster->valOfBonuses(Bonus::FIRE_SPELL_DMG_PREMY)) / 100.0f;
|
|
else if(sp->water)
|
|
ret *= (100.0f + caster->valOfBonuses(Bonus::WATER_SPELL_DMG_PREMY)) / 100.0f;
|
|
else if(sp->earth)
|
|
ret *= (100.0f + caster->valOfBonuses(Bonus::EARTH_SPELL_DMG_PREMY)) / 100.0f;
|
|
}
|
|
//affected creature-specific part
|
|
if(affectedCreature)
|
|
{
|
|
//applying protections - when spell has more then one elements, only one protection should be applied (I think)
|
|
if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 0)) //air spell & protection from air
|
|
{
|
|
ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 0);
|
|
ret /= 100;
|
|
}
|
|
else if(sp->fire && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 1)) //fire spell & protection from fire
|
|
{
|
|
ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 1);
|
|
ret /= 100;
|
|
}
|
|
else if(sp->water && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 2)) //water spell & protection from water
|
|
{
|
|
ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 2);
|
|
ret /= 100;
|
|
}
|
|
else if (sp->earth && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 3)) //earth spell & protection from earth
|
|
{
|
|
ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 3);
|
|
ret /= 100;
|
|
}
|
|
//general spell dmg reduction
|
|
if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, -1)) //air spell & protection from air
|
|
{
|
|
ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, -1);
|
|
ret /= 100;
|
|
}
|
|
//dmg increasing
|
|
if( affectedCreature->hasBonusOfType(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id) )
|
|
{
|
|
ret *= 100 + affectedCreature->valOfBonuses(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id);
|
|
ret /= 100;
|
|
}
|
|
if (caster) //Hero specials like Solmyr, Deemer
|
|
ret *= (100.f + ((caster->valOfBonuses(Bonus::SPECIAL_SPELL_LEV, sp->id) * caster->level) / affectedCreature->type->level)) / 100.0f;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool CGameState::battleCanShoot(int ID, int dest)
|
|
{
|
|
if(!curB)
|
|
return false;
|
|
|
|
const CStack *our = curB->getStack(ID),
|
|
*dst = curB->getStackT(dest);
|
|
|
|
if(!our || !dst) return false;
|
|
|
|
const CGHeroInstance * ourHero = battleGetOwner(our->ID);
|
|
|
|
if(our->hasBonusOfType(Bonus::FORGETFULL)) //forgetfulness
|
|
return false;
|
|
|
|
if(our->type->idNumber == 145 && dst) //catapult cannot attack creatures
|
|
return false;
|
|
|
|
if(our->hasBonusOfType(Bonus::SHOOTER)//it's shooter
|
|
&& our->owner != dst->owner
|
|
&& dst->alive()
|
|
&& (!curB->isStackBlocked(ID) || NBonus::hasOfType(ourHero, Bonus::FREE_SHOOTING))
|
|
&& our->shots
|
|
)
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
int CGameState::victoryCheck( ui8 player ) const
|
|
{
|
|
const PlayerState *p = getPlayer(player);
|
|
if(map->victoryCondition.condition == winStandard || map->victoryCondition.allowNormalVictory)
|
|
if(player == checkForStandardWin())
|
|
return -1;
|
|
|
|
if (p->enteredWinningCheatCode)
|
|
{ //cheater or tester, but has entered the code...
|
|
return 1;
|
|
}
|
|
|
|
if(p->human || map->victoryCondition.appliesToAI)
|
|
{
|
|
switch(map->victoryCondition.condition)
|
|
{
|
|
case artifact:
|
|
//check if any hero has winning artifact
|
|
for(size_t i = 0; i < p->heroes.size(); i++)
|
|
if(p->heroes[i]->hasArt(map->victoryCondition.ID))
|
|
return 1;
|
|
|
|
break;
|
|
|
|
case gatherTroop:
|
|
{
|
|
//check if in players armies there is enough creatures
|
|
int total = 0; //creature counter
|
|
for(size_t i = 0; i < map->objects.size(); i++)
|
|
{
|
|
const CArmedInstance *ai = NULL;
|
|
if(map->objects[i]
|
|
&& map->objects[i]->tempOwner == player //object controlled by player
|
|
&& (ai = dynamic_cast<const CArmedInstance*>(map->objects[i]))) //contains army
|
|
{
|
|
for(TSlots::const_iterator i=ai->Slots().begin(); i!=ai->Slots().end(); ++i) //iterate through army
|
|
if(i->second.type->idNumber == map->victoryCondition.ID) //it's searched creature
|
|
total += i->second.count;
|
|
}
|
|
}
|
|
|
|
if(total >= map->victoryCondition.count)
|
|
return 1;
|
|
}
|
|
break;
|
|
|
|
case gatherResource:
|
|
if(p->resources[map->victoryCondition.ID] >= map->victoryCondition.count)
|
|
return 1;
|
|
|
|
break;
|
|
|
|
case buildCity:
|
|
{
|
|
const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);
|
|
if(t->tempOwner == player && t->fortLevel()-1 >= map->victoryCondition.ID && t->hallLevel()-1 >= map->victoryCondition.count)
|
|
return 1;
|
|
}
|
|
break;
|
|
|
|
case buildGrail:
|
|
BOOST_FOREACH(const CGTownInstance *t, map->towns)
|
|
if((t == map->victoryCondition.obj || !map->victoryCondition.obj)
|
|
&& t->tempOwner == player
|
|
&& vstd::contains(t->builtBuildings, 26))
|
|
return 1;
|
|
break;
|
|
|
|
case beatHero:
|
|
if(map->victoryCondition.obj->tempOwner >= PLAYER_LIMIT) //target hero not present on map
|
|
return 1;
|
|
break;
|
|
case captureCity:
|
|
{
|
|
if(map->victoryCondition.obj->tempOwner == player)
|
|
return 1;
|
|
}
|
|
break;
|
|
case beatMonster:
|
|
if(!map->objects[map->victoryCondition.obj->id]) //target monster not present on map
|
|
return 1;
|
|
break;
|
|
case takeDwellings:
|
|
for(size_t i = 0; i < map->objects.size(); i++)
|
|
{
|
|
if(map->objects[i] && map->objects[i]->tempOwner != player) //check not flagged objs
|
|
{
|
|
switch(map->objects[i]->ID)
|
|
{
|
|
case 17: case 18: case 19: case 20: //dwellings
|
|
case 216: case 217: case 218:
|
|
return 0; //found not flagged dwelling - player not won
|
|
}
|
|
}
|
|
}
|
|
return 1;
|
|
break;
|
|
case takeMines:
|
|
for(size_t i = 0; i < map->objects.size(); i++)
|
|
{
|
|
if(map->objects[i] && map->objects[i]->tempOwner != player) //check not flagged objs
|
|
{
|
|
switch(map->objects[i]->ID)
|
|
{
|
|
case 53: case 220:
|
|
return 0; //found not flagged mine - player not won
|
|
}
|
|
}
|
|
}
|
|
return 1;
|
|
break;
|
|
case transportItem:
|
|
{
|
|
const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);
|
|
if(t->visitingHero && t->visitingHero->hasArt(map->victoryCondition.ID)
|
|
|| t->garrisonHero && t->garrisonHero->hasArt(map->victoryCondition.ID))
|
|
{
|
|
return 1;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
ui8 CGameState::checkForStandardWin() const
|
|
{
|
|
//std victory condition is:
|
|
//all enemies lost
|
|
ui8 supposedWinner = 255, winnerTeam = 255;
|
|
for(std::map<ui8,PlayerState>::const_iterator i = players.begin(); i != players.end(); i++)
|
|
{
|
|
if(i->second.status == PlayerState::INGAME && i->first < PLAYER_LIMIT)
|
|
{
|
|
if(supposedWinner == 255)
|
|
{
|
|
//first player remaining ingame - candidate for victory
|
|
supposedWinner = i->second.color;
|
|
winnerTeam = i->second.team;
|
|
}
|
|
else if(winnerTeam != i->second.team)
|
|
{
|
|
//current candidate has enemy remaining in game -> no vicotry
|
|
return 255;
|
|
}
|
|
}
|
|
}
|
|
|
|
return supposedWinner;
|
|
}
|
|
|
|
bool CGameState::checkForStandardLoss( ui8 player ) const
|
|
{
|
|
//std loss condition is: player lost all towns and heroes
|
|
const PlayerState &p = *getPlayer(player);
|
|
return !p.heroes.size() && !p.towns.size();
|
|
}
|
|
|
|
struct statsHLP
|
|
{
|
|
typedef std::pair< ui8, si64 > TStat;
|
|
//converts [<player's color, value>] to vec[place] -> platers
|
|
static std::vector< std::list< ui8 > > getRank( std::vector<TStat> stats )
|
|
{
|
|
std::sort(stats.begin(), stats.end(), statsHLP());
|
|
|
|
//put first element
|
|
std::vector< std::list<ui8> > ret;
|
|
std::list<ui8> tmp;
|
|
tmp.push_back( stats[0].first );
|
|
ret.push_back( tmp );
|
|
|
|
//the rest of elements
|
|
for(int g=1; g<stats.size(); ++g)
|
|
{
|
|
if(stats[g].second == stats[g-1].second)
|
|
{
|
|
(ret.end()-1)->push_back( stats[g].first );
|
|
}
|
|
else
|
|
{
|
|
//create next occupied rank
|
|
std::list<ui8> tmp;
|
|
tmp.push_back(stats[g].first);
|
|
ret.push_back(tmp);
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool operator()(const TStat & a, const TStat & b) const
|
|
{
|
|
return a.second > b.second;
|
|
}
|
|
|
|
static const CGHeroInstance * findBestHero(CGameState * gs, int color)
|
|
{
|
|
std::vector<CGHeroInstance *> &h = gs->players[color].heroes;
|
|
if(!h.size())
|
|
return NULL;
|
|
//best hero will be that with highest exp
|
|
int best = 0;
|
|
for(int b=1; b<h.size(); ++b)
|
|
{
|
|
if(h[b]->exp > h[best]->exp)
|
|
{
|
|
best = b;
|
|
}
|
|
}
|
|
return h[best];
|
|
}
|
|
|
|
//calculates total number of artifacts that belong to given player
|
|
static int getNumberOfArts(const PlayerState * ps)
|
|
{
|
|
int ret = 0;
|
|
for(int g=0; g<ps->heroes.size(); ++g)
|
|
{
|
|
ret += ps->heroes[g]->artifacts.size() + ps->heroes[g]->artifWorn.size();
|
|
}
|
|
return ret;
|
|
}
|
|
};
|
|
|
|
void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
|
|
{
|
|
#define FILL_FIELD(FIELD, VAL_GETTER) \
|
|
{ \
|
|
std::vector< std::pair< ui8, si64 > > stats; \
|
|
for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g) \
|
|
{ \
|
|
if(g->second.color == 255) \
|
|
continue; \
|
|
std::pair< ui8, si64 > stat; \
|
|
stat.first = g->second.color; \
|
|
stat.second = VAL_GETTER; \
|
|
stats.push_back(stat); \
|
|
} \
|
|
tgi.FIELD = statsHLP::getRank(stats); \
|
|
}
|
|
|
|
for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
|
|
{
|
|
if(g->second.color != 255)
|
|
tgi.playerColors.push_back(g->second.color);
|
|
}
|
|
|
|
if(level >= 1) //num of towns & num of heroes
|
|
{
|
|
//num of towns
|
|
FILL_FIELD(numOfTowns, g->second.towns.size())
|
|
//num of heroes
|
|
FILL_FIELD(numOfHeroes, g->second.heroes.size())
|
|
//best hero's portrait
|
|
for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
|
|
{
|
|
if(g->second.color == 255)
|
|
continue;
|
|
const CGHeroInstance * best = statsHLP::findBestHero(this, g->second.color);
|
|
InfoAboutHero iah;
|
|
iah.initFromHero(best, level >= 8);
|
|
iah.army.clear();
|
|
tgi.colorToBestHero[g->second.color] = iah;
|
|
}
|
|
}
|
|
if(level >= 2) //gold
|
|
{
|
|
FILL_FIELD(gold, g->second.resources[6])
|
|
}
|
|
if(level >= 2) //wood & ore
|
|
{
|
|
FILL_FIELD(woodOre, g->second.resources[0] + g->second.resources[1])
|
|
}
|
|
if(level >= 3) //mercury, sulfur, crystal, gems
|
|
{
|
|
FILL_FIELD(mercSulfCrystGems, g->second.resources[2] + g->second.resources[3] + g->second.resources[4] + g->second.resources[5])
|
|
}
|
|
if(level >= 4) //obelisks found
|
|
{
|
|
//TODO
|
|
}
|
|
if(level >= 5) //artifacts
|
|
{
|
|
FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))
|
|
}
|
|
if(level >= 6) //army strength
|
|
{
|
|
//TODO
|
|
}
|
|
if(level >= 7) //income
|
|
{
|
|
//TODO
|
|
}
|
|
if(level >= 8) //best hero's stats
|
|
{
|
|
//already set in lvl 1 handling
|
|
}
|
|
if(level >= 9) //personality
|
|
{
|
|
for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
|
|
{
|
|
if(g->second.color == 255) //do nothing for neutral player
|
|
continue;
|
|
if(g->second.human)
|
|
{
|
|
tgi.personality[g->second.color] = -1;
|
|
}
|
|
else //AI
|
|
{
|
|
tgi.personality[g->second.color] = map->players[g->second.color].AITactic;
|
|
}
|
|
|
|
}
|
|
}
|
|
if(level >= 10) //best creature
|
|
{
|
|
//best creatures belonging to player (highest AI value)
|
|
for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
|
|
{
|
|
if(g->second.color == 255) //do nothing for neutral player
|
|
continue;
|
|
int bestCre = -1; //best creature's ID
|
|
for(int b=0; b<g->second.heroes.size(); ++b)
|
|
{
|
|
for(TSlots::const_iterator it = g->second.heroes[b]->Slots().begin(); it != g->second.heroes[b]->Slots().end(); ++it)
|
|
{
|
|
int toCmp = it->second.type->idNumber; //ID of creature we should compare with the best one
|
|
if(bestCre == -1 || VLC->creh->creatures[bestCre]->AIValue < VLC->creh->creatures[toCmp]->AIValue)
|
|
{
|
|
bestCre = toCmp;
|
|
}
|
|
}
|
|
}
|
|
tgi.bestCreature[g->second.color] = bestCre;
|
|
}
|
|
}
|
|
|
|
#undef FILL_FIELD
|
|
}
|
|
|
|
int CGameState::lossCheck( ui8 player ) const
|
|
{
|
|
const PlayerState *p = getPlayer(player);
|
|
//if(map->lossCondition.typeOfLossCon == lossStandard)
|
|
if(checkForStandardLoss(player))
|
|
return -1;
|
|
|
|
if (p->enteredLosingCheatCode)
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
if(p->human) //special loss condition applies only to human player
|
|
{
|
|
switch(map->lossCondition.typeOfLossCon)
|
|
{
|
|
case lossCastle:
|
|
{
|
|
const CGTownInstance *t = dynamic_cast<const CGTownInstance *>(map->lossCondition.obj);
|
|
assert(t);
|
|
if(t->tempOwner != player)
|
|
return 1;
|
|
}
|
|
break;
|
|
case lossHero:
|
|
{
|
|
const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(map->lossCondition.obj);
|
|
assert(h);
|
|
if(h->tempOwner != player)
|
|
return 1;
|
|
}
|
|
break;
|
|
case timeExpires:
|
|
if(map->lossCondition.timeLimit < day)
|
|
return 1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(!p->towns.size() && p->daysWithoutCastle >= 7)
|
|
return 2;
|
|
|
|
return false;
|
|
}
|
|
|
|
std::map<ui32,CGHeroInstance *> CGameState::unusedHeroesFromPool()
|
|
{
|
|
std::map<ui32,CGHeroInstance *> pool = hpool.heroesPool;
|
|
for ( std::map<ui8, PlayerState>::iterator i = players.begin() ; i != players.end();i++)
|
|
for(std::vector<CGHeroInstance *>::iterator j = i->second.availableHeroes.begin(); j != i->second.availableHeroes.end(); j++)
|
|
if(*j)
|
|
pool.erase((**j).subID);
|
|
|
|
return pool;
|
|
}
|
|
|
|
const CStack * BattleInfo::getNextStack() const
|
|
{
|
|
std::vector<const CStack *> hlp;
|
|
getStackQueue(hlp, 1, -1);
|
|
|
|
if(hlp.size())
|
|
return hlp[0];
|
|
else
|
|
return NULL;
|
|
}
|
|
|
|
static const CStack *takeStack(std::vector<const CStack *> &st, int &curside, int turn)
|
|
{
|
|
const CStack *ret = NULL;
|
|
unsigned i, //fastest stack
|
|
j; //fastest stack of the other side
|
|
for(i = 0; i < st.size(); i++)
|
|
if(st[i])
|
|
break;
|
|
|
|
//no stacks left
|
|
if(i == st.size())
|
|
return NULL;
|
|
|
|
const CStack *fastest = st[i], *other = NULL;
|
|
int bestSpeed = fastest->Speed(turn);
|
|
|
|
if(fastest->attackerOwned != curside)
|
|
{
|
|
ret = fastest;
|
|
}
|
|
else
|
|
{
|
|
for(j = i + 1; j < st.size(); j++)
|
|
{
|
|
if(!st[j]) continue;
|
|
if(st[j]->attackerOwned != curside || st[j]->Speed(turn) != bestSpeed)
|
|
break;
|
|
}
|
|
|
|
if(j >= st.size())
|
|
{
|
|
ret = fastest;
|
|
}
|
|
else
|
|
{
|
|
other = st[j];
|
|
if(other->Speed(turn) != bestSpeed)
|
|
ret = fastest;
|
|
else
|
|
ret = other;
|
|
}
|
|
}
|
|
|
|
assert(ret);
|
|
if(ret == fastest)
|
|
st[i] = NULL;
|
|
else
|
|
st[j] = NULL;
|
|
|
|
curside = ret->attackerOwned;
|
|
return ret;
|
|
}
|
|
|
|
void BattleInfo::getStackQueue( std::vector<const CStack *> &out, int howMany, int turn /*= 0*/, int lastMoved /*= -1*/ ) const
|
|
{
|
|
//we'll split creatures with remaining movement to 4 parts
|
|
std::vector<const CStack *> phase[4]; //0 - turrets/catapult, 1 - normal (unmoved) creatures, other war machines, 2 - waited cres that had morale, 3 - rest of waited cres
|
|
int toMove = 0; //how many stacks still has move
|
|
const CStack *active = getStack(activeStack);
|
|
|
|
//active stack hasn't taken any action yet - must be placed at the beginning of queue, no matter what
|
|
if(!turn && active && active->willMove() && !vstd::contains(active->state, WAITING))
|
|
{
|
|
out.push_back(active);
|
|
if(out.size() == howMany)
|
|
return;
|
|
}
|
|
|
|
|
|
for(unsigned int i=0; i<stacks.size(); ++i)
|
|
{
|
|
const CStack * const s = stacks[i];
|
|
if(turn <= 0 && !s->willMove() //we are considering current round and stack won't move
|
|
|| turn > 0 && !s->canMove(turn) //stack won't be able to move in later rounds
|
|
|| turn <= 0 && s == active && out.size() && s == out.front()) //it's active stack already added at the beginning of queue
|
|
{
|
|
continue;
|
|
}
|
|
|
|
int p = -1; //in which phase this tack will move?
|
|
if(turn <= 0 && vstd::contains(s->state, WAITING)) //consider waiting state only for ongoing round
|
|
{
|
|
if(vstd::contains(s->state, HAD_MORALE))
|
|
p = 2;
|
|
else
|
|
p = 3;
|
|
}
|
|
else if(s->type->idNumber == 145 || s->type->idNumber == 149) //catapult and turrets are first
|
|
{
|
|
p = 0;
|
|
}
|
|
else
|
|
{
|
|
p = 1;
|
|
}
|
|
|
|
phase[p].push_back(s);
|
|
toMove++;
|
|
}
|
|
|
|
for(int i = 0; i < 4; i++)
|
|
std::sort(phase[i].begin(), phase[i].end(), CMP_stack(i, turn > 0 ? turn : 0));
|
|
|
|
for(size_t i = 0; i < phase[0].size() && i < howMany; i++)
|
|
out.push_back(phase[0][i]);
|
|
|
|
if(out.size() == howMany)
|
|
return;
|
|
|
|
if(lastMoved == -1)
|
|
{
|
|
if(active)
|
|
{
|
|
if(out.size() && out.front() == active)
|
|
lastMoved = active->attackerOwned;
|
|
else
|
|
lastMoved = active->attackerOwned;
|
|
}
|
|
else
|
|
{
|
|
lastMoved = 0;
|
|
}
|
|
}
|
|
|
|
int pi = 1;
|
|
while(out.size() < howMany)
|
|
{
|
|
const CStack *hlp = takeStack(phase[pi], lastMoved, turn);
|
|
if(!hlp)
|
|
{
|
|
pi++;
|
|
if(pi > 3)
|
|
{
|
|
//if(turn != 2)
|
|
getStackQueue(out, howMany, turn + 1, lastMoved);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
out.push_back(hlp);
|
|
}
|
|
}
|
|
}
|
|
|
|
si8 BattleInfo::hasDistancePenalty( int stackID, int destHex )
|
|
{
|
|
const CStack * stack = getStack(stackID);
|
|
|
|
struct HLP
|
|
{
|
|
static bool lowerAnalyze(const CStack * stack, int hex)
|
|
{
|
|
int distance = BattleInfo::getDistance(hex, stack->position);
|
|
|
|
//I hope it's approximately correct
|
|
return distance > 10 && !stack->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY);
|
|
}
|
|
};
|
|
const CStack * dstStack = getStackT(destHex, false);
|
|
|
|
if (dstStack->doubleWide())
|
|
return HLP::lowerAnalyze(stack, destHex) && HLP::lowerAnalyze(stack, dstStack->occupiedHex());
|
|
else
|
|
return HLP::lowerAnalyze(stack, destHex);
|
|
|
|
}
|
|
|
|
si8 BattleInfo::sameSideOfWall(int pos1, int pos2)
|
|
{
|
|
int wallInStackLine = lineToWallHex(pos1/BFIELD_WIDTH);
|
|
int wallInDestLine = lineToWallHex(pos2/BFIELD_WIDTH);
|
|
|
|
bool stackLeft = pos1 < wallInStackLine;
|
|
bool destLeft = pos2 < wallInDestLine;
|
|
|
|
return stackLeft != destLeft;
|
|
}
|
|
|
|
si8 BattleInfo::hasWallPenalty( int stackID, int destHex )
|
|
{
|
|
if (siege == 0)
|
|
{
|
|
return false;
|
|
}
|
|
const CStack * stack = getStack(stackID);
|
|
if (stack->hasBonusOfType(Bonus::NO_WALL_PENALTY));
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return !sameSideOfWall(stack->position, destHex);
|
|
}
|
|
|
|
si8 BattleInfo::canTeleportTo(int stackID, int destHex, int telportLevel)
|
|
{
|
|
bool ac[BFIELD_SIZE];
|
|
const CStack *s = getStack(stackID, false); //this function is called from healedOrResurrected, so our stack can be dead
|
|
|
|
std::set<int> occupyable;
|
|
|
|
getAccessibilityMap(ac, s->doubleWide(), s->attackerOwned, false, occupyable, s->hasBonusOfType(Bonus::FLYING), stackID);
|
|
|
|
if (siege && telportLevel < 2) //check for wall
|
|
{
|
|
return ac[destHex] && sameSideOfWall(s->position, destHex);
|
|
}
|
|
else
|
|
{
|
|
return ac[destHex];
|
|
}
|
|
|
|
}
|
|
|
|
void BattleInfo::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
|
|
{
|
|
CBonusSystemNode::getBonuses(out, selector, root);
|
|
|
|
const CStack *dest = dynamic_cast<const CStack*>(root);
|
|
if (!dest)
|
|
return;
|
|
|
|
|
|
//TODO: make it in clean way
|
|
if(Selector::matchesType(selector, Bonus::MORALE) || Selector::matchesType(selector, Bonus::LUCK))
|
|
{
|
|
BOOST_FOREACH(const CStack *s, stacks)
|
|
{
|
|
if(s->owner == dest->owner)
|
|
s->getBonuses(out, selector, Selector::effectRange(Bonus::ONLY_ALLIED_ARMY), this);
|
|
else
|
|
s->getBonuses(out, selector, Selector::effectRange(Bonus::ONLY_ENEMY_ARMY), this);
|
|
}
|
|
}
|
|
}
|
|
|
|
si8 BattleInfo::getDistance( int hex1, int hex2 )
|
|
{
|
|
int xDst = std::abs(hex1 % BFIELD_WIDTH - hex2 % BFIELD_WIDTH),
|
|
yDst = std::abs(hex1 / BFIELD_WIDTH - hex2 / BFIELD_WIDTH);
|
|
return std::max(xDst, yDst) + std::min(xDst, yDst) - (yDst + 1)/2;
|
|
}
|
|
|
|
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 (unsigned int i=0;i<nodes.size();i++)
|
|
{
|
|
nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
|
|
}
|
|
}
|
|
}
|
|
|
|
int3 CPath::endPos() const
|
|
{
|
|
return nodes[0].coord;
|
|
}
|
|
|
|
CGPathNode::CGPathNode()
|
|
:coord(-1,-1,-1)
|
|
{
|
|
accessible = 0;
|
|
land = 0;
|
|
moveRemains = 0;
|
|
turns = 255;
|
|
theNodeBefore = NULL;
|
|
}
|
|
|
|
bool CPathsInfo::getPath( const int3 &dst, CGPath &out )
|
|
{
|
|
out.nodes.clear();
|
|
const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
|
|
if(!curnode->theNodeBefore || curnode->accessible == CGPathNode::FLYABLE)
|
|
return false;
|
|
|
|
|
|
//we'll transform number of turns to conform the rule that hero cannot stop on blocked tile
|
|
bool transition01 = false;
|
|
while(curnode)
|
|
{
|
|
CGPathNode cpn = *curnode;
|
|
if(transition01)
|
|
{
|
|
if (curnode->accessible == CGPathNode::ACCESSIBLE)
|
|
{
|
|
transition01 = false;
|
|
}
|
|
else if (curnode->accessible == CGPathNode::FLYABLE)
|
|
{
|
|
cpn.turns = 1;
|
|
}
|
|
}
|
|
if(curnode->turns == 1 && curnode->theNodeBefore->turns == 0)
|
|
{
|
|
transition01 = true;
|
|
}
|
|
curnode = curnode->theNodeBefore;
|
|
|
|
out.nodes.push_back(cpn);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
CPathsInfo::CPathsInfo( const int3 &Sizes )
|
|
:sizes(Sizes)
|
|
{
|
|
hero = NULL;
|
|
nodes = new CGPathNode**[sizes.x];
|
|
for(int i = 0; i < sizes.x; i++)
|
|
{
|
|
nodes[i] = new CGPathNode*[sizes.y];
|
|
for (int j = 0; j < sizes.y; j++)
|
|
{
|
|
nodes[i][j] = new CGPathNode[sizes.z];
|
|
}
|
|
}
|
|
}
|
|
|
|
CPathsInfo::~CPathsInfo()
|
|
{
|
|
for(int i = 0; i < sizes.x; i++)
|
|
{
|
|
for (int j = 0; j < sizes.y; j++)
|
|
{
|
|
delete [] nodes[i][j];
|
|
}
|
|
delete [] nodes[i];
|
|
}
|
|
delete [] nodes;
|
|
}
|
|
|
|
int3 CGPath::startPos() const
|
|
{
|
|
return nodes[nodes.size()-1].coord;
|
|
}
|
|
|
|
int3 CGPath::endPos() const
|
|
{
|
|
return nodes[0].coord;
|
|
}
|
|
|
|
void CGPath::convert( ui8 mode )
|
|
{
|
|
if(mode==0)
|
|
{
|
|
for(unsigned int i=0;i<nodes.size();i++)
|
|
{
|
|
nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CMP_stack::operator()( const CStack* a, const CStack* b )
|
|
{
|
|
switch(phase)
|
|
{
|
|
case 0: //catapult moves after turrets
|
|
return a->type->idNumber < b->type->idNumber; //catapult is 145 and turrets are 149
|
|
//TODO? turrets order
|
|
case 1: //fastest first, upper slot first
|
|
{
|
|
int as = a->Speed(turn), bs = b->Speed(turn);
|
|
if(as != bs)
|
|
return as > bs;
|
|
else
|
|
return a->slot < b->slot;
|
|
}
|
|
case 2: //fastest last, upper slot first
|
|
//TODO: should be replaced with order of receiving morale!
|
|
case 3: //fastest last, upper slot first
|
|
{
|
|
int as = a->Speed(turn), bs = b->Speed(turn);
|
|
if(as != bs)
|
|
return as < bs;
|
|
else
|
|
return a->slot < b->slot;
|
|
}
|
|
default:
|
|
assert(0);
|
|
return false;
|
|
}
|
|
|
|
}
|
|
|
|
CMP_stack::CMP_stack( int Phase /*= 1*/, int Turn )
|
|
{
|
|
phase = Phase;
|
|
turn = Turn;
|
|
}
|
|
|
|
PlayerState::PlayerState()
|
|
: color(-1), currentSelection(0xffffffff), status(INGAME), daysWithoutCastle(0),
|
|
enteredLosingCheatCode(0), enteredWinningCheatCode(0)
|
|
{
|
|
|
|
}
|
|
|
|
void PlayerState::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
|
|
{
|
|
/*
|
|
for (std::vector<CGHeroInstance *>::const_iterator it = heroes.begin(); it != heroes.end(); ++it)
|
|
{
|
|
if (*it != root)
|
|
(*it)->getParents(out, root);
|
|
}
|
|
for (std::vector<CGTownInstance *>::const_iterator it = towns.begin(); it != towns.end(); ++it)
|
|
{
|
|
if (*it != root)
|
|
(*it)->getParents(out, root);
|
|
}
|
|
*/
|
|
//TODO - dwellings
|
|
}
|
|
|
|
void PlayerState::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
|
|
{//temporary
|
|
//CBonusSystemNode::getBonuses(out, selector, root);
|
|
}
|
|
|
|
InfoAboutHero::InfoAboutHero()
|
|
{
|
|
details = NULL;
|
|
hclass = NULL;
|
|
portrait = -1;
|
|
}
|
|
|
|
InfoAboutHero::InfoAboutHero( const InfoAboutHero & iah )
|
|
{
|
|
assign(iah);
|
|
}
|
|
|
|
InfoAboutHero::~InfoAboutHero()
|
|
{
|
|
delete details;
|
|
}
|
|
|
|
void InfoAboutHero::initFromHero( const CGHeroInstance *h, bool detailed )
|
|
{
|
|
if(!h) return;
|
|
|
|
owner = h->tempOwner;
|
|
hclass = h->type->heroClass;
|
|
name = h->name;
|
|
portrait = h->portrait;
|
|
army = h->getArmy();
|
|
|
|
if(detailed)
|
|
{
|
|
//include details about hero
|
|
details = new Details;
|
|
details->luck = h->LuckVal();
|
|
details->morale = h->MoraleVal();
|
|
details->mana = h->mana;
|
|
details->primskills.resize(PRIMARY_SKILLS);
|
|
|
|
for (int i = 0; i < PRIMARY_SKILLS ; i++)
|
|
{
|
|
details->primskills[i] = h->getPrimSkillLevel(i);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//hide info about hero stacks counts using descriptives names ids
|
|
for(TSlots::const_iterator i = army.Slots().begin(); i != army.Slots().end(); ++i)
|
|
{
|
|
army.setStackCount(i->first, i->second.getQuantityID()+1);
|
|
}
|
|
}
|
|
}
|
|
|
|
void InfoAboutHero::assign( const InfoAboutHero & iah )
|
|
{
|
|
army = iah.army;
|
|
details = (iah.details ? new Details(*iah.details) : NULL);
|
|
hclass = iah.hclass;
|
|
name = iah.name;
|
|
owner = iah.owner;
|
|
portrait = iah.portrait;
|
|
}
|
|
|
|
InfoAboutHero & InfoAboutHero::operator=( const InfoAboutHero & iah )
|
|
{
|
|
assign(iah);
|
|
return *this;
|
|
}
|
|
|
|
void CCampaignState::initNewCampaign( const StartInfo &si )
|
|
{
|
|
assert(si.mode == 2);
|
|
campaignName = si.mapname;
|
|
currentMap = si.whichMapInCampaign;
|
|
|
|
//check if campaign is in lod or not
|
|
bool inLod = campaignName.find('/') == std::string::npos;
|
|
|
|
camp = CCampaignHandler::getCampaign(campaignName, inLod); //TODO lod???
|
|
for (ui8 i = 0; i < camp->mapPieces.size(); i++)
|
|
mapsRemaining.push_back(i);
|
|
}
|