diff -Nru vcmi-0.94+svn3312/AI/VCAI/VCAI.cpp vcmi-0.94+svn3315/AI/VCAI/VCAI.cpp --- vcmi-0.94+svn3312/AI/VCAI/VCAI.cpp 2013-11-11 17:12:20.000000000 +0000 +++ vcmi-0.94+svn3315/AI/VCAI/VCAI.cpp 2013-11-12 17:30:43.000000000 +0000 @@ -959,13 +959,13 @@ TResources currentRes = cb->getResourceAmount(); TResources income = estimateIncome(); //TODO: calculate if we have enough resources to build it in maxDays - - for(const auto & buildID : toBuild) - { - const CBuilding *b = t->town->buildings[buildID]; - - EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID); - if(canBuild == EBuildingState::ALLOWED) + + for(const auto & buildID : toBuild) + { + const CBuilding *b = t->town->buildings.at(buildID); + + EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID); + if(canBuild == EBuildingState::ALLOWED) { if(!containsSavedRes(b->resources)) { @@ -974,13 +974,13 @@ return true; } continue; - } - else if(canBuild == EBuildingState::NO_RESOURCES) - { - TResources cost = t->town->buildings[buildID]->resources; - for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++) - { - int diff = currentRes[i] - cost[i] + income[i]; + } + else if(canBuild == EBuildingState::NO_RESOURCES) + { + TResources cost = t->town->buildings.at(buildID)->resources; + for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++) + { + int diff = currentRes[i] - cost[i] + income[i]; if(diff < 0) saving[i] = 1; } diff -Nru vcmi-0.94+svn3312/Global.h vcmi-0.94+svn3315/Global.h --- vcmi-0.94+svn3312/Global.h 2013-11-11 17:12:20.000000000 +0000 +++ vcmi-0.94+svn3315/Global.h 2013-11-12 17:30:43.000000000 +0000 @@ -222,59 +222,12 @@ // should be used for variables that becomes unused in release builds (e.g. only used for assert checks) #define UNUSED(VAR) ((void)VAR) -/* ---------------------------------------------------------------------------- */ -/* VCMI standard library */ -/* ---------------------------------------------------------------------------- */ -//a normal std::map with a const operator[] for sanity -template -class bmap : public std::map -{ -public: - const ValT & operator[](KeyT key) const - { - return this->find(key)->second; - } - ValT & operator[](KeyT key) - { - return static_cast &>(*this)[key]; - } - template void serialize(Handler &h, const int version) - { - h & static_cast &>(*this); - } - - bmap() - {} - explicit bmap(const typename std::map::key_compare& _Pred) - : std::map(_Pred) - {} - - bmap(const typename std::map::key_compare& _Pred, const typename std::map::allocator_type& _Al) - : std::map(_Pred, _Al) - {} - - template - bmap(_Iter _First, _Iter _Last) - : std::map(_First, _Last) - {} - - template - bmap(_Iter _First, _Iter _Last, - const typename std::map::key_compare& _Pred) - : std::map(_First, _Last, _Pred) - {} - - template - bmap(_Iter _First, _Iter _Last, - const typename std::map::key_compare& _Pred, const typename std::map::allocator_type& _Al) - : std::map(_First, _Last, _Pred, _Al) - {} - -}; - -template -std::ostream &operator<<(std::ostream &out, const boost::optional &opt) -{ +/* ---------------------------------------------------------------------------- */ +/* VCMI standard library */ +/* ---------------------------------------------------------------------------- */ +template +std::ostream &operator<<(std::ostream &out, const boost::optional &opt) +{ if(opt) return out << *opt; else @@ -311,19 +264,12 @@ template bool contains(const std::map & c, const Item2 &i) { - return c.find(i)!=c.end(); - } - - //returns true if bmap c contains item i - template - bool contains(const bmap & c, const Item2 &i) - { - return c.find(i)!=c.end(); - } - - //returns true if unordered set c contains item i - template - bool contains(const std::unordered_set & c, const Item &i) + return c.find(i)!=c.end(); + } + + //returns true if unordered set c contains item i + template + bool contains(const std::unordered_set & c, const Item &i) { return c.find(i)!=c.end(); } @@ -517,13 +463,13 @@ auto tmpItr = itr++; if(pred(*tmpItr)) setContainer.erase(tmpItr); - } - } - - //works for map and bmap, maybe something else - template - void erase_if(std::map &container, Predicate pred) - { + } + } + + //works for map and std::map, maybe something else + template + void erase_if(std::map &container, Predicate pred) + { auto itr = container.begin(); auto endItr = container.end(); while(itr != endItr) diff -Nru vcmi-0.94+svn3312/client/CCastleInterface.cpp vcmi-0.94+svn3315/client/CCastleInterface.cpp --- vcmi-0.94+svn3312/client/CCastleInterface.cpp 2013-11-11 17:12:20.000000000 +0000 +++ vcmi-0.94+svn3315/client/CCastleInterface.cpp 2013-11-12 17:30:43.000000000 +0000 @@ -40,13 +40,13 @@ const CBuilding * CBuildingRect::getBuilding() { if (!str->building) - return nullptr; - - if (str->hiddenUpgrade) // hidden upgrades, e.g. hordes - return base (dwelling for hordes) - return town->town->buildings[str->building->getBase()]; - - return str->building; -} + return nullptr; + + if (str->hiddenUpgrade) // hidden upgrades, e.g. hordes - return base (dwelling for hordes) + return town->town->buildings.at(str->building->getBase()); + + return str->building; +} CBuildingRect::CBuildingRect(CCastleBuildings * Par, const CGTownInstance *Town, const CStructure *Str) :CShowableAnim(0, 0, Str->defName, CShowableAnim::BASE | CShowableAnim::USE_RLE), @@ -114,13 +114,13 @@ { if((!area) || (!((bool)down)) || (this!=parent->selectedBuilding) || getBuilding() == nullptr) return; - if( !CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image - { - BuildingID bid = getBuilding()->bid; - const CBuilding *bld = town->town->buildings[bid]; - if (bid < BuildingID::DWELL_FIRST) - { - CRClickPopup::createAndPush(CInfoWindow::genText(bld->Name(), bld->Description()), + if( !CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image + { + BuildingID bid = getBuilding()->bid; + const CBuilding *bld = town->town->buildings.at(bid); + if (bid < BuildingID::DWELL_FIRST) + { + CRClickPopup::createAndPush(CInfoWindow::genText(bld->Name(), bld->Description()), new CComponent(CComponent::building, bld->town->faction->index, bld->bid)); } else @@ -209,20 +209,20 @@ if (!getBuilding()) return ""; - int bid = getBuilding()->bid; - - if (bid<30)//non-dwellings - only buiding name - return town->town->buildings[getBuilding()->bid]->Name(); - else//dwellings - recruit %creature% - { - auto & availableCreatures = town->creatures[(bid-30)%GameConstants::CREATURES_PER_TOWN].second; - if(availableCreatures.size()) - { - int creaID = availableCreatures.back();//taking last of available creatures - return CGI->generaltexth->allTexts[16] + " " + CGI->creh->creatures[creaID]->namePl; - } - else - { + int bid = getBuilding()->bid; + + if (bid<30)//non-dwellings - only buiding name + return town->town->buildings.at(getBuilding()->bid)->Name(); + else//dwellings - recruit %creature% + { + auto & availableCreatures = town->creatures[(bid-30)%GameConstants::CREATURES_PER_TOWN].second; + if(availableCreatures.size()) + { + int creaID = availableCreatures.back();//taking last of available creatures + return CGI->generaltexth->allTexts[16] + " " + CGI->creh->creatures.at(creaID)->namePl; + } + else + { logGlobal->warnStream() << "Problem: dwelling with id " << bid << " offers no creatures!"; return "#ERROR#"; } @@ -255,18 +255,18 @@ CDwellingInfoBox::CDwellingInfoBox(int centerX, int centerY, const CGTownInstance *Town, int level): CWindowObject(RCLICK_POPUP | PLAYER_COLORED, "CRTOINFO", Point(centerX, centerY)) -{ - OBJ_CONSTRUCTION_CAPTURING_ALL; - - const CCreature * creature = CGI->creh->creatures[Town->creatures[level].second.back()]; - - title = new CLabel(80, 30, FONT_SMALL, CENTER, Colors::WHITE, creature->namePl); - animation = new CCreaturePic(30, 44, creature, true, true); - - std::string text = boost::lexical_cast(Town->creatures[level].first); - available = new CLabel(80,190, FONT_SMALL, CENTER, Colors::WHITE, CGI->generaltexth->allTexts[217] + text); - costPerTroop = new CLabel(80, 227, FONT_SMALL, CENTER, Colors::WHITE, CGI->generaltexth->allTexts[346]); - +{ + OBJ_CONSTRUCTION_CAPTURING_ALL; + + const CCreature * creature = CGI->creh->creatures.at(Town->creatures.at(level).second.back()); + + title = new CLabel(80, 30, FONT_SMALL, CENTER, Colors::WHITE, creature->namePl); + animation = new CCreaturePic(30, 44, creature, true, true); + + std::string text = boost::lexical_cast(Town->creatures.at(level).first); + available = new CLabel(80,190, FONT_SMALL, CENTER, Colors::WHITE, CGI->generaltexth->allTexts[217] + text); + costPerTroop = new CLabel(80, 227, FONT_SMALL, CENTER, Colors::WHITE, CGI->generaltexth->allTexts[346]); + for(int i = 0; icost[i]) @@ -503,13 +503,13 @@ groups[structure->building->getBase()].push_back(structure); } } - - for(auto & entry : groups) - { - const CBuilding * build = town->town->buildings[entry.first]; - - const CStructure * toAdd = *boost::max_element(entry.second, [=](const CStructure * a, const CStructure * b) - { + + for(auto & entry : groups) + { + const CBuilding * build = town->town->buildings.at(entry.first); + + const CStructure * toAdd = *boost::max_element(entry.second, [=](const CStructure * a, const CStructure * b) + { return build->getDistance(a->building->bid) < build->getDistance(b->building->bid); }); @@ -526,17 +526,17 @@ { } -void CCastleBuildings::addBuilding(BuildingID building) -{ - //FIXME: implement faster method without complete recreation of town - BuildingID base = town->town->buildings[building]->getBase(); - - recreate(); - - auto & structures = groups[base]; - - for(CBuildingRect * rect : buildings) - { +void CCastleBuildings::addBuilding(BuildingID building) +{ + //FIXME: implement faster method without complete recreation of town + BuildingID base = town->town->buildings.at(building)->getBase(); + + recreate(); + + auto & structures = groups.at(base); + + for(CBuildingRect * rect : buildings) + { if (vstd::contains(structures, rect->str)) { //reset animation @@ -1111,13 +1111,13 @@ { buildID = 6 + town->fortLevel(); if (buildID == 6) - return; - picture = new CAnimImage("ITMCL.DEF", town->fortLevel()-1); - } - building = town->town->buildings[BuildingID(buildID)]; - pos = picture->pos; -} - + return; + picture = new CAnimImage("ITMCL.DEF", town->fortLevel()-1); + } + building = town->town->buildings.at(BuildingID(buildID)); + pos = picture->pos; +} + void CTownInfo::hover(bool on) { if(on) @@ -1295,13 +1295,13 @@ resdatabar = new CMinorResDataBar; resdatabar->pos.x += pos.x; resdatabar->pos.y += pos.y; - Rect barRect(5, 556, 740, 18); - statusBar = new CGStatusBar(new CPicture(*background, barRect, 5, 556, false)); - - title = new CLabel(399, 12, FONT_MEDIUM, CENTER, Colors::WHITE, town->town->buildings[BuildingID(town->hallLevel()+BuildingID::VILLAGE_HALL)]->Name()); - exit = new CAdventureMapButton(CGI->generaltexth->hcommands[8], "", - boost::bind(&CHallInterface::close,this), 748, 556, "TPMAGE1.DEF", SDLK_RETURN); - exit->assignedKeys.insert(SDLK_ESCAPE); + Rect barRect(5, 556, 740, 18); + statusBar = new CGStatusBar(new CPicture(*background, barRect, 5, 556, false)); + + title = new CLabel(399, 12, FONT_MEDIUM, CENTER, Colors::WHITE, town->town->buildings.at(BuildingID(town->hallLevel()+BuildingID::VILLAGE_HALL))->Name()); + exit = new CAdventureMapButton(CGI->generaltexth->hcommands[8], "", + boost::bind(&CHallInterface::close,this), 748, 556, "TPMAGE1.DEF", SDLK_RETURN); + exit->assignedKeys.insert(SDLK_ESCAPE); auto & boxList = town->town->clientInfo.hallSlots; boxes.resize(boxList.size()); @@ -1310,13 +1310,13 @@ for(size_t col=0; coltown->buildings[buildingID]; - - if(!vstd::contains(town->builtBuildings,buildingID)) - break; + for(auto & elem : boxList[row][col])//we are looking for the first not build structure + { + auto buildingID = elem; + building = town->town->buildings.at(buildingID); + + if(!vstd::contains(town->builtBuildings,buildingID)) + break; } int posX = pos.w/2 - boxList[row].size()*154/2 - (boxList[row].size()-1)*20 + 194*col, posY = 35 + 104*row; @@ -1351,13 +1351,13 @@ std::set reqs= LOCPLINT->cb->getBuildingRequiments(town, building->bid); for(const auto & i : reqs) - { - if (vstd::contains(town->builtBuildings, i)) - continue;//skipping constructed buildings - ret+= town->town->buildings[i]->Name() + ", "; - } - ret.erase(ret.size()-2); - } + { + if (vstd::contains(town->builtBuildings, i)) + continue;//skipping constructed buildings + ret+= town->town->buildings.at(i)->Name() + ", "; + } + ret.erase(ret.size()-2); + } } return ret; } @@ -1423,13 +1423,13 @@ { OBJ_CONSTRUCTION_CAPTURING_ALL; ui32 fortSize = town->creatures.size(); - if (fortSize > GameConstants::CREATURES_PER_TOWN && town->creatures.back().second.empty()) - fortSize--; - - const CBuilding *fortBuilding = town->town->buildings[BuildingID(town->fortLevel()+6)]; - title = new CLabel(400, 12, FONT_BIG, CENTER, Colors::WHITE, fortBuilding->Name()); - - std::string text = boost::str(boost::format(CGI->generaltexth->fcommands[6]) % fortBuilding->Name()); + if (fortSize > GameConstants::CREATURES_PER_TOWN && town->creatures.back().second.empty()) + fortSize--; + + const CBuilding *fortBuilding = town->town->buildings.at(BuildingID(town->fortLevel()+6)); + title = new CLabel(400, 12, FONT_BIG, CENTER, Colors::WHITE, fortBuilding->Name()); + + std::string text = boost::str(boost::format(CGI->generaltexth->fcommands[6]) % fortBuilding->Name()); exit = new CAdventureMapButton(text, "", boost::bind(&CFortScreen::close,this) ,748, 556, "TPMAGE1", SDLK_RETURN); exit->assignedKeys.insert(SDLK_ESCAPE); @@ -1555,13 +1555,13 @@ sizes.y+=21; values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[193], CGI->generaltexth->fcommands[4], creature->valOfBonuses(Bonus::STACKS_SPEED))); sizes.y+=20; - values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[194], CGI->generaltexth->fcommands[5], town->creatureGrowth(level))); - - creatureName = new CLabel(78, 11, FONT_SMALL, CENTER, Colors::WHITE, creature->namePl); - dwellingName = new CLabel(78, 101, FONT_SMALL, CENTER, Colors::WHITE, town->town->buildings[buildingID]->Name()); - - if (vstd::contains(town->builtBuildings, buildingID)) - { + values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[194], CGI->generaltexth->fcommands[5], town->creatureGrowth(level))); + + creatureName = new CLabel(78, 11, FONT_SMALL, CENTER, Colors::WHITE, creature->namePl); + dwellingName = new CLabel(78, 101, FONT_SMALL, CENTER, Colors::WHITE, town->town->buildings.at(buildingID)->Name()); + + if (vstd::contains(town->builtBuildings, buildingID)) + { ui32 available = town->creatures[level].first; std::string availableText = CGI->generaltexth->allTexts[217]+ boost::lexical_cast(available); availableCount = new CLabel(78, 119, FONT_SMALL, CENTER, Colors::WHITE, availableText); diff -Nru vcmi-0.94+svn3312/client/NetPacksClient.cpp vcmi-0.94+svn3315/client/NetPacksClient.cpp --- vcmi-0.94+svn3312/client/NetPacksClient.cpp 2013-11-11 17:12:20.000000000 +0000 +++ vcmi-0.94+svn3315/client/NetPacksClient.cpp 2013-11-12 17:30:43.000000000 +0000 @@ -409,30 +409,30 @@ { CGTownInstance *town = GS(cl)->getTown(tid); for(const auto & id : bid) - { - if(id == BuildingID::CAPITOL) //fort or capitol - { - town->defInfo = const_cast(CGI->dobjinfo->capitols[town->subID].get()); - } - if(id == BuildingID::FORT) - { - town->defInfo = const_cast(CGI->dobjinfo->gobjs[Obj::TOWN][town->subID].get()); - } - if(vstd::contains(cl->playerint,town->tempOwner)) - cl->playerint[town->tempOwner]->buildChanged(town,id,1); + { + if(id == BuildingID::CAPITOL) //fort or capitol + { + town->defInfo = const_cast(CGI->dobjinfo->capitols.at(town->subID).get()); + } + if(id == BuildingID::FORT) + { + town->defInfo = const_cast(CGI->dobjinfo->gobjs.at(Obj::TOWN).at(town->subID).get()); + } + if(vstd::contains(cl->playerint,town->tempOwner)) + cl->playerint[town->tempOwner]->buildChanged(town,id,1); } } void RazeStructures::applyCl (CClient *cl) { CGTownInstance *town = GS(cl)->getTown(tid); for(const auto & id : bid) - { - if (id == BuildingID::CAPITOL) //fort or capitol - { - town->defInfo = const_cast(CGI->dobjinfo->gobjs[Obj::TOWN][town->subID].get()); - } - if(vstd::contains (cl->playerint,town->tempOwner)) - cl->playerint[town->tempOwner]->buildChanged (town,id,2); + { + if (id == BuildingID::CAPITOL) //fort or capitol + { + town->defInfo = const_cast(CGI->dobjinfo->gobjs.at(Obj::TOWN).at(town->subID).get()); + } + if(vstd::contains (cl->playerint,town->tempOwner)) + cl->playerint[town->tempOwner]->buildChanged (town,id,2); } } @@ -532,13 +532,13 @@ comps.push_back(&elem); } std::string str; - text.toString(str); - - if(vstd::contains(cl->playerint,player)) - cl->playerint[player]->showInfoDialog(str,comps,(soundBase::soundID)soundID); - else - logNetwork->warnStream() << "We received InfoWindow for not our player..."; -} + text.toString(str); + + if(vstd::contains(cl->playerint,player)) + cl->playerint.at(player)->showInfoDialog(str,comps,(soundBase::soundID)soundID); + else + logNetwork->warnStream() << "We received InfoWindow for not our player..."; +} void SetObjectProperty::applyCl( CClient *cl ) { @@ -575,26 +575,26 @@ void BlockingDialog::applyCl( CClient *cl ) { std::string str; - text.toString(str); - - if(vstd::contains(cl->playerint,player)) - cl->playerint[player]->showBlockingDialog(str,components,queryID,(soundBase::soundID)soundID,selection(),cancel()); - else - logNetwork->warnStream() << "We received YesNoDialog for not our player..."; -} + text.toString(str); + + if(vstd::contains(cl->playerint,player)) + cl->playerint.at(player)->showBlockingDialog(str,components,queryID,(soundBase::soundID)soundID,selection(),cancel()); + else + logNetwork->warnStream() << "We received YesNoDialog for not our player..."; +} void GarrisonDialog::applyCl(CClient *cl) { const CGHeroInstance *h = cl->getHero(hid); const CArmedInstance *obj = static_cast(cl->getObj(objid)); - if(!vstd::contains(cl->playerint,h->getOwner())) - return; - - cl->playerint[h->getOwner()]->showGarrisonDialog(obj,h,removableUnits,queryID); -} - -void ExchangeDialog::applyCl(CClient *cl) + if(!vstd::contains(cl->playerint,h->getOwner())) + return; + + cl->playerint.at(h->getOwner())->showGarrisonDialog(obj,h,removableUnits,queryID); +} + +void ExchangeDialog::applyCl(CClient *cl) { assert(heroes[0] && heroes[1]); INTERFACE_CALL_IF_PRESENT(heroes[0]->tempOwner, heroExchangeStarted, heroes[0]->id, heroes[1]->id, queryID); @@ -945,13 +945,13 @@ INTERFACE_CALL_IF_PRESENT(cl->getTile(bm->visitablePos())->visitableObjects.back()->tempOwner, availableArtifactsChanged, bm); } } - -void TradeComponents::applyCl(CClient *cl) -{///Shop handler - switch (CGI->mh->map->objects[objectid]->ID) - { - case Obj::BLACK_MARKET: - break; + +void TradeComponents::applyCl(CClient *cl) +{///Shop handler + switch (CGI->mh->map->objects.at(objectid)->ID) + { + case Obj::BLACK_MARKET: + break; case Obj::TAVERN: break; case Obj::DEN_OF_THIEVES: diff -Nru vcmi-0.94+svn3312/debian/bzr-builder.manifest vcmi-0.94+svn3315/debian/bzr-builder.manifest --- vcmi-0.94+svn3312/debian/bzr-builder.manifest 2013-11-11 17:12:22.000000000 +0000 +++ vcmi-0.94+svn3315/debian/bzr-builder.manifest 2013-11-12 17:30:45.000000000 +0000 @@ -1,2 +1,2 @@ -# bzr-builder format 0.3 deb-version {debupstream}+svn3312-0 -lp:vcmi revid:svn-v4:4dfc6b2a-8b31-0410-aa91-d6c70e3ac834:trunk:3613 +# bzr-builder format 0.3 deb-version {debupstream}+svn3315-0 +lp:vcmi revid:svn-v4:4dfc6b2a-8b31-0410-aa91-d6c70e3ac834:trunk:3616 diff -Nru vcmi-0.94+svn3312/debian/changelog vcmi-0.94+svn3315/debian/changelog --- vcmi-0.94+svn3312/debian/changelog 2013-11-11 17:12:22.000000000 +0000 +++ vcmi-0.94+svn3315/debian/changelog 2013-11-12 17:30:45.000000000 +0000 @@ -1,8 +1,8 @@ -vcmi (0.94+svn3312-0~ubuntu12.10.1) quantal; urgency=low +vcmi (0.94+svn3315-0~ubuntu12.10.1) quantal; urgency=low * Auto build. - -- Launchpad Package Builder Mon, 11 Nov 2013 17:12:22 +0000 + -- Launchpad Package Builder Tue, 12 Nov 2013 17:30:45 +0000 vcmi (0.94) precise; urgency=low diff -Nru vcmi-0.94+svn3312/editor/Editor.cpp vcmi-0.94+svn3315/editor/Editor.cpp --- vcmi-0.94+svn3312/editor/Editor.cpp 2013-11-11 17:12:20.000000000 +0000 +++ vcmi-0.94+svn3315/editor/Editor.cpp 2013-11-12 17:30:43.000000000 +0000 @@ -2,7 +2,7 @@ #include "Editor.h" #include "../lib/VCMI_Lib.h" #include "../lib/VCMIDirs.h" -#include "../lib/filesystem/CResourceLoader.h" +#include "../lib/filesystem/Filesystem.h" #include "../lib/CGeneralTextHandler.h" #include "../lib/mapping/CMap.h" #include "../lib/mapping/CMapService.h" @@ -13,7 +13,7 @@ { // Setup default logging(enough for now) console = new CConsoleHandler; - CBasicLogConfigurator logConfig(VCMIDirs::get().localPath() + "/VCMI_Editor_log.txt", console); + CBasicLogConfigurator logConfig(VCMIDirs::get().userCachePath() + "/VCMI_Editor_log.txt", console); logConfig.configureDefault(); preinitDLL(console); diff -Nru vcmi-0.94+svn3312/lib/CArtHandler.cpp vcmi-0.94+svn3315/lib/CArtHandler.cpp --- vcmi-0.94+svn3312/lib/CArtHandler.cpp 2013-11-11 17:12:20.000000000 +0000 +++ vcmi-0.94+svn3315/lib/CArtHandler.cpp 2013-11-12 17:30:43.000000000 +0000 @@ -686,13 +686,13 @@ id = static_cast(ArtifactID::NONE); //to be randomized setNodeType(ARTIFACT_INSTANCE); } - -ArtifactPosition CArtifactInstance::firstAvailableSlot(const CArtifactSet *h) const -{ - for(auto slot : artType->possibleSlots[h->bearerType()]) - { - if(canBePutAt(h, slot)) //if(artType->fitsAt(h->artifWorn, slot)) - { + +ArtifactPosition CArtifactInstance::firstAvailableSlot(const CArtifactSet *h) const +{ + for(auto slot : artType->possibleSlots.at(h->bearerType())) + { + if(canBePutAt(h, slot)) //if(artType->fitsAt(h->artifWorn, slot)) + { //we've found a free suitable slot. return slot; } @@ -1092,13 +1092,13 @@ return getArtPos(aid, onlyWorn) != ArtifactPosition::PRE_FIRST; } -const ArtSlotInfo * CArtifactSet::getSlot(ArtifactPosition pos) const -{ - if(vstd::contains(artifactsWorn, pos)) - return &artifactsWorn[pos]; - if(pos >= ArtifactPosition::AFTER_LAST ) - { - int backpackPos = (int)pos - GameConstants::BACKPACK_START; +const ArtSlotInfo * CArtifactSet::getSlot(ArtifactPosition pos) const +{ + if(vstd::contains(artifactsWorn, pos)) + return &artifactsWorn.at(pos); + if(pos >= ArtifactPosition::AFTER_LAST ) + { + int backpackPos = (int)pos - GameConstants::BACKPACK_START; if(backpackPos < 0 || backpackPos >= artifactsInBackpack.size()) return nullptr; else diff -Nru vcmi-0.94+svn3312/lib/CArtHandler.h vcmi-0.94+svn3315/lib/CArtHandler.h --- vcmi-0.94+svn3312/lib/CArtHandler.h 2013-11-11 17:12:20.000000000 +0000 +++ vcmi-0.94+svn3315/lib/CArtHandler.h 2013-11-12 17:30:43.000000000 +0000 @@ -63,13 +63,13 @@ std::string nodeName() const override; void addNewBonus(Bonus *b) override; - virtual void levelUpArtifact (CArtifactInstance * art){}; - - ui32 price; - bmap > possibleSlots; //Bearer Type => ids of slots where artifact can be placed - std::unique_ptr > constituents; // Artifacts IDs a combined artifact consists of, or nullptr. - std::vector constituentOf; // Reverse map of constituents - combined arts that include this art - EartClass aClass; + virtual void levelUpArtifact (CArtifactInstance * art){}; + + ui32 price; + std::map > possibleSlots; //Bearer Type => ids of slots where artifact can be placed + std::unique_ptr > constituents; // Artifacts IDs a combined artifact consists of, or nullptr. + std::vector constituentOf; // Reverse map of constituents - combined arts that include this art + EartClass aClass; ArtifactID id; template void serialize(Handler &h, const int version) @@ -263,13 +263,13 @@ }; class DLL_LINKAGE CArtifactSet -{ -public: - std::vector artifactsInBackpack; //hero's artifacts from bag - bmap artifactsWorn; //map; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5 - - ArtSlotInfo &retreiveNewArtSlot(ArtifactPosition slot); - void setNewArtSlot(ArtifactPosition slot, CArtifactInstance *art, bool locked); +{ +public: + std::vector artifactsInBackpack; //hero's artifacts from bag + std::map artifactsWorn; //map; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5 + + ArtSlotInfo &retreiveNewArtSlot(ArtifactPosition slot); + void setNewArtSlot(ArtifactPosition slot, CArtifactInstance *art, bool locked); void eraseArtSlot(ArtifactPosition slot); const ArtSlotInfo *getSlot(ArtifactPosition pos) const; diff -Nru vcmi-0.94+svn3312/lib/CDefObjInfoHandler.h vcmi-0.94+svn3315/lib/CDefObjInfoHandler.h --- vcmi-0.94+svn3312/lib/CDefObjInfoHandler.h 2013-11-11 17:12:20.000000000 +0000 +++ vcmi-0.94+svn3315/lib/CDefObjInfoHandler.h 2013-11-12 17:30:43.000000000 +0000 @@ -46,16 +46,16 @@ CGDefInfo(); void fetchInfoFromMSK(); }; -class DLL_LINKAGE CDefObjInfoHandler -{ -public: - bmap > > gobjs; - - bmap > capitols; - bmap > villages; - - CDefObjInfoHandler(); - ~CDefObjInfoHandler(); +class DLL_LINKAGE CDefObjInfoHandler +{ +public: + std::map > > gobjs; + + std::map > capitols; + std::map > villages; + + CDefObjInfoHandler(); + ~CDefObjInfoHandler(); template void serialize(Handler &h, const int version) { diff -Nru vcmi-0.94+svn3312/lib/CGameState.cpp vcmi-0.94+svn3315/lib/CGameState.cpp --- vcmi-0.94+svn3312/lib/CGameState.cpp 2013-11-11 17:12:20.000000000 +0000 +++ vcmi-0.94+svn3315/lib/CGameState.cpp 2013-11-12 17:30:43.000000000 +0000 @@ -1,3297 +1,3285 @@ -#include "StdInc.h" -#include "CGameState.h" - -#include "mapping/CCampaignHandler.h" -#include "CDefObjInfoHandler.h" -#include "CArtHandler.h" -#include "CBuildingHandler.h" -#include "CGeneralTextHandler.h" -#include "CTownHandler.h" -#include "CSpellHandler.h" -#include "CHeroHandler.h" -#include "CObjectHandler.h" -#include "CCreatureHandler.h" -#include "CModHandler.h" -#include "VCMI_Lib.h" -#include "Connection.h" -#include "mapping/CMap.h" -#include "mapping/CMapService.h" -#include "StartInfo.h" -#include "NetPacks.h" -#include "RegisterTypes.h" -#include "mapping/CMapInfo.h" -#include "BattleState.h" -#include "JsonNode.h" -#include "filesystem/Filesystem.h" -#include "GameConstants.h" -#include "rmg/CMapGenerator.h" -#include "CStopWatch.h" - -DLL_LINKAGE std::minstd_rand ran; -class CGObjectInstance; - -#ifdef min -#undef min -#endif -#ifdef max -#undef max -#endif - -/* - * CGameState.cpp, part of VCMI engine - * - * Authors: listed in file AUTHORS in main folder - * - * License: GNU General Public License v2.0 or later - * Full text of license available in license.txt file, in main folder - * - */ - -template class CApplyOnGS; - -class CBaseForGSApply -{ -public: - virtual void applyOnGS(CGameState *gs, void *pack) const =0; - virtual ~CBaseForGSApply(){}; - template static CBaseForGSApply *getApplier(const U * t=nullptr) - { - return new CApplyOnGS; - } -}; - -template class CApplyOnGS : public CBaseForGSApply -{ -public: - void applyOnGS(CGameState *gs, void *pack) const - { - T *ptr = static_cast(pack); - - boost::unique_lock lock(*gs->mx); - ptr->applyGs(gs); - } -}; - -static CApplier *applierGs = nullptr; - -class IObjectCaller -{ -public: - virtual ~IObjectCaller(){}; - virtual void preInit()=0; - virtual void postInit()=0; -}; - -template -class CObjectCaller : public IObjectCaller -{ -public: - void preInit() - { - //T::preInit(); - } - void postInit() - { - //T::postInit(); - } -}; - -class CObjectCallersHandler -{ -public: - std::vector apps; - - template void registerType(const T * t=nullptr) - { - apps.push_back(new CObjectCaller); - } - - CObjectCallersHandler() - { - registerTypes1(*this); - } - - ~CObjectCallersHandler() - { - for (auto & elem : apps) - delete elem; - } - - void preInit() - { -// for (size_t i = 0; i < apps.size(); i++) -// apps[i]->preInit(); - } - - void postInit() - { - //for (size_t i = 0; i < apps.size(); i++) - //apps[i]->postInit(); - } -} *objCaller = nullptr; - -void MetaString::getLocalString(const std::pair &txt, std::string &dst) const -{ - int type = txt.first, ser = txt.second; - - if(type == ART_NAMES) - { - dst = VLC->arth->artifacts[ser]->Name(); - } - else if(type == CRE_PL_NAMES) - { - dst = VLC->creh->creatures[ser]->namePl; - } - else if(type == MINE_NAMES) - { - dst = VLC->generaltexth->mines[ser].first; - } - else if(type == MINE_EVNTS) - { - dst = VLC->generaltexth->mines[ser].second; - } - else if(type == SPELL_NAME) - { - dst = SpellID(ser).toSpell()->name; - } - else if(type == CRE_SING_NAMES) - { - dst = VLC->creh->creatures[ser]->nameSing; - } - else if(type == ART_DESCR) - { - dst = VLC->arth->artifacts[ser]->Description(); - } - else if (type == ART_EVNTS) - { - dst = VLC->arth->artifacts[ser]->EventText(); - } - else - { - std::vector *vec; - switch(type) - { - case GENERAL_TXT: - vec = &VLC->generaltexth->allTexts; - break; - case XTRAINFO_TXT: - vec = &VLC->generaltexth->xtrainfo; - break; - case OBJ_NAMES: - vec = &VLC->generaltexth->names; - break; - case RES_NAMES: - vec = &VLC->generaltexth->restypes; - break; - case ARRAY_TXT: - vec = &VLC->generaltexth->arraytxt; - break; - case CREGENS: - vec = &VLC->generaltexth->creGens; - break; - case CREGENS4: - vec = &VLC->generaltexth->creGens4; - break; - case ADVOB_TXT: - vec = &VLC->generaltexth->advobtxt; - break; - case SEC_SKILL_NAME: - vec = &VLC->generaltexth->skillName; - break; - case COLOR: - vec = &VLC->generaltexth->capColors; - break; - default: - logGlobal->errorStream() << "Failed string substitution because type is " << type; - dst = "#@#"; - return; - } - if(vec->size() <= ser) - { - logGlobal->errorStream() << "Failed string substitution with type " << type << " because index " << ser << " is out of bounds!"; - dst = "#!#"; - } - else - dst = (*vec)[ser]; - } -} - -DLL_LINKAGE void MetaString::toString(std::string &dst) const -{ - size_t exSt = 0, loSt = 0, nums = 0; - dst.clear(); - - for(auto & elem : message) - {//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER - switch(elem) - { - case TEXACT_STRING: - dst += exactStrings[exSt++]; - break; - case TLOCAL_STRING: - { - std::string hlp; - getLocalString(localStrings[loSt++], hlp); - dst += hlp; - } - break; - case TNUMBER: - dst += boost::lexical_cast(numbers[nums++]); - break; - case TREPLACE_ESTRING: - boost::replace_first(dst, "%s", exactStrings[exSt++]); - break; - case TREPLACE_LSTRING: - { - std::string hlp; - getLocalString(localStrings[loSt++], hlp); - boost::replace_first(dst, "%s", hlp); - } - break; - case TREPLACE_NUMBER: - boost::replace_first(dst, "%d", boost::lexical_cast(numbers[nums++])); - break; - case TREPLACE_PLUSNUMBER: - boost::replace_first(dst, "%+d", '+' + boost::lexical_cast(numbers[nums++])); - break; - default: - logGlobal->errorStream() << "MetaString processing error!"; - break; - } - } -} - -DLL_LINKAGE std::string MetaString::toString() const -{ - std::string ret; - toString(ret); - return ret; -} - -DLL_LINKAGE std::string MetaString::buildList () const -///used to handle loot from creature bank -{ - - size_t exSt = 0, loSt = 0, nums = 0; - std::string lista; - for (int i = 0; i < message.size(); ++i) - { - if (i > 0 && (message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING)) - { - if (exSt == exactStrings.size() - 1) - lista += VLC->generaltexth->allTexts[141]; //" and " - else - lista += ", "; - } - switch (message[i]) - { - case TEXACT_STRING: - lista += exactStrings[exSt++]; - break; - case TLOCAL_STRING: - { - std::string hlp; - getLocalString (localStrings[loSt++], hlp); - lista += hlp; - } - break; - case TNUMBER: - lista += boost::lexical_cast(numbers[nums++]); - break; - case TREPLACE_ESTRING: - lista.replace (lista.find("%s"), 2, exactStrings[exSt++]); - break; - case TREPLACE_LSTRING: - { - std::string hlp; - getLocalString (localStrings[loSt++], hlp); - lista.replace (lista.find("%s"), 2, hlp); - } - break; - case TREPLACE_NUMBER: - lista.replace (lista.find("%d"), 2, boost::lexical_cast(numbers[nums++])); - break; - default: - logGlobal->errorStream() << "MetaString processing error!"; - } - - } - return lista; -} - - -void MetaString::addCreReplacement(CreatureID id, TQuantity count) //adds sing or plural name; -{ - if (!count) - addReplacement (CRE_PL_NAMES, id); //no creatures - just empty name (eg. defeat Angels) - else if (count == 1) - addReplacement (CRE_SING_NAMES, id); - else - addReplacement (CRE_PL_NAMES, id); -} - -void MetaString::addReplacement(const CStackBasicDescriptor &stack) -{ - assert(stack.type); //valid type - addCreReplacement(stack.type->idNumber, stack.count); -} - -static CGObjectInstance * createObject(Obj id, int subid, int3 pos, PlayerColor owner) -{ - CGObjectInstance * nobj; - switch(id) - { - case Obj::HERO: - { - auto nobj = new CGHeroInstance(); - nobj->pos = pos; - nobj->tempOwner = owner; - nobj->subID = subid; - //nobj->initHero(ran); - return nobj; - } - case Obj::TOWN: - nobj = new CGTownInstance; - break; - default: //rest of objects - nobj = new CGObjectInstance; - nobj->defInfo = id.toDefObjInfo()[subid]; - break; - } - nobj->ID = id; - nobj->subID = subid; - if(!nobj->defInfo) - logGlobal->warnStream() <<"No def declaration for " <pos = pos; - //nobj->state = nullptr;//new CLuaObjectScript(); - nobj->tempOwner = owner; - nobj->defInfo->id = id; - nobj->defInfo->subid = subid; - - //assigning defhandler - if(nobj->ID==Obj::HERO || nobj->ID==Obj::TOWN) - return nobj; - nobj->defInfo = id.toDefObjInfo()[subid]; - return nobj; -} - -CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, PlayerColor player, const CTown *town, bmap > &available, const CHeroClass *bannedClass /*= nullptr*/) const -{ - CGHeroInstance *ret = nullptr; - - if(player>=PlayerColor::PLAYER_LIMIT) - { - logGlobal->errorStream() << "Cannot pick hero for " << town->faction->index << ". Wrong owner!"; - return nullptr; - } - - std::vector pool; - - if(native) - { - for(auto & elem : available) - { - if(pavailable.find(elem.first)->second & 1<type->heroClass->faction == town->faction->index) - { - pool.push_back(elem.second); //get all available heroes - } - } - if(!pool.size()) - { - logGlobal->errorStream() << "Cannot pick native hero for " << player << ". Picking any..."; - return pickHeroFor(false, player, town, available); - } - else - { - ret = pool[rand()%pool.size()]; - } - } - else - { - int sum=0, r; - - for(auto & elem : available) - { - if (pavailable.find(elem.first)->second & (1<type->heroClass != bannedClass) ) // and his class is not same as other hero - { - pool.push_back(elem.second); - sum += elem.second->type->heroClass->selectionProbability[town->faction->index]; //total weight - } - } - if(!pool.size() || sum == 0) - { - logGlobal->errorStream() << "There are no heroes available for player " << player<<"!"; - return nullptr; - } - - r = rand()%sum; - for (auto & elem : pool) - { - r -= elem->type->heroClass->selectionProbability[town->faction->index]; - if(r < 0) - { - ret = elem; - break; - } - } - if(!ret) - ret = pool.back(); - } - - available.erase(ret->subID); - return ret; -} - -int CGameState::pickHero(PlayerColor owner) -{ - const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner); - if(!isUsedHero(HeroTypeID(ps.hero)) && ps.hero >= 0) //we haven't used selected hero - return ps.hero; - - if(scenarioOps->mode == StartInfo::CAMPAIGN) - { - auto bonus = scenarioOps->campState->getBonusForCurrentMap(); - if(bonus && bonus->type == CScenarioTravel::STravelBonus::HERO && owner == PlayerColor(bonus->info1)) - { - //TODO what if hero chosen as bonus is placed in the prison on map - if(bonus->info2 != 0xffff && !isUsedHero(HeroTypeID(bonus->info2))) //not random and not taken - { - return bonus->info2; - } - } - } - - //list of heroes for this faction and others - std::vector factionHeroes, otherHeroes; - - const size_t firstHero = ps.castle*GameConstants::HEROES_PER_TYPE*2; - const size_t lastHero = std::min(firstHero + GameConstants::HEROES_PER_TYPE*2, VLC->heroh->heroes.size()) - 1; - const auto heroesToConsider = getUnusedAllowedHeroes(); - - for(auto hid : heroesToConsider) - { - if(vstd::iswithin(hid.getNum(), firstHero, lastHero)) - factionHeroes.push_back(hid); - else - otherHeroes.push_back(hid); - } - - // we need random order to select hero - auto randGen = [](size_t range) - { - return ran() % range; - }; - boost::random_shuffle(factionHeroes, randGen); // generator must be reference - - if(factionHeroes.size()) - return factionHeroes.front().getNum(); - - logGlobal->warnStream() << "Cannot find free hero of appropriate faction for player " << owner << " - trying to get first available..."; - if(otherHeroes.size()) - return otherHeroes.front().getNum(); - - - logGlobal->errorStream() << "No free allowed heroes!"; - auto notAllowedHeroesButStillBetterThanCrash = getUnusedAllowedHeroes(true); - if(notAllowedHeroesButStillBetterThanCrash.size()) - return notAllowedHeroesButStillBetterThanCrash.begin()->getNum(); - - logGlobal->errorStream() << "No free heroes at all!"; - assert(0); //current code can't handle this situation - return -1; // no available heroes at all -} - - -std::pair CGameState::pickObject (CGObjectInstance *obj) -{ - switch(obj->ID) - { - case Obj::RANDOM_ART: - return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC)); - case Obj::RANDOM_TREASURE_ART: - return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_TREASURE)); - case Obj::RANDOM_MINOR_ART: - return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_MINOR)); - case Obj::RANDOM_MAJOR_ART: - return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_MAJOR)); - case Obj::RANDOM_RELIC_ART: - return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_RELIC)); - case Obj::RANDOM_HERO: - return std::make_pair(Obj::HERO, pickHero(obj->tempOwner)); - case Obj::RANDOM_MONSTER: - return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran))); - case Obj::RANDOM_MONSTER_L1: - return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 1)); - case Obj::RANDOM_MONSTER_L2: - return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 2)); - case Obj::RANDOM_MONSTER_L3: - return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 3)); - case Obj::RANDOM_MONSTER_L4: - return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 4)); - case Obj::RANDOM_RESOURCE: - return std::make_pair(Obj::RESOURCE,ran()%7); //now it's OH3 style, use %8 for mithril - case Obj::RANDOM_TOWN: - { - PlayerColor align = PlayerColor((static_cast(obj))->alignment); - si32 f; // can be negative (for random) - if(align >= PlayerColor::PLAYER_LIMIT)//same as owner / random - { - if(obj->tempOwner >= PlayerColor::PLAYER_LIMIT) - f = -1; //random - else - f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle; - } - else - { - f = scenarioOps->getIthPlayersSettings(align).castle; - } - if(f<0) - { - do - { - f = ran()%VLC->townh->factions.size(); - } - while (VLC->townh->factions[f]->town == nullptr); // find playable faction - } - return std::make_pair(Obj::TOWN,f); - } - case Obj::RANDOM_MONSTER_L5: - return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 5)); - case Obj::RANDOM_MONSTER_L6: - return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 6)); - case Obj::RANDOM_MONSTER_L7: - return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 7)); - case Obj::RANDOM_DWELLING: - case Obj::RANDOM_DWELLING_LVL: - case Obj::RANDOM_DWELLING_FACTION: - { - CGDwelling * dwl = static_cast(obj); - int faction; - - //if castle alignment available - if (auto info = dynamic_cast(dwl->info)) - { - faction = ran() % VLC->townh->factions.size(); - if (info->asCastle) - { - for(auto & elem : map->objects) - { - if(!elem) - continue; - - if(elem->ID==Obj::RANDOM_TOWN - && dynamic_cast(elem.get())->identifier == info->identifier) - { - randomizeObject(elem); //we have to randomize the castle first - faction = elem->subID; - break; - } - else if(elem->ID==Obj::TOWN - && dynamic_cast(elem.get())->identifier == info->identifier) - { - faction = elem->subID; - break; - } - } - } - else - { - while((!(info->castles[0]&(1<7) && (info->castles[1]&(1<<(faction-8)))) - break; - faction = ran()%GameConstants::F_NUMBER; - } - } - } - else // castle alignment fixed - faction = obj->subID; - - int level; - - //if level set to range - if (auto info = dynamic_cast(dwl->info)) - level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel)); - else // fixed level - level = obj->subID; - - delete dwl->info; - dwl->info = nullptr; - - std::pair result(Obj::NO_OBJ, -1); - CreatureID cid = VLC->townh->factions[faction]->town->creatures[level][0]; - - //golem factory is not in list of cregens but can be placed as random object - static const CreatureID factoryCreatures[] = {CreatureID::STONE_GOLEM, CreatureID::IRON_GOLEM, - CreatureID::GOLD_GOLEM, CreatureID::DIAMOND_GOLEM}; - std::vector factory(factoryCreatures, factoryCreatures + ARRAY_COUNT(factoryCreatures)); - if (vstd::contains(factory, cid)) - result = std::make_pair(Obj::CREATURE_GENERATOR4, 1); - - //NOTE: this will pick last dwelling with this creature (Mantis #900) - //check for block map equality is better but more complex solution - for(auto &iter : VLC->objh->cregens) - if (iter.second == cid) - result = std::make_pair(Obj::CREATURE_GENERATOR1, iter.first); - - if (result.first == Obj::NO_OBJ) - { - logGlobal->errorStream() << "Error: failed to find creature for dwelling of "<< int(faction) << " of level " << int(level); - auto iter = VLC->objh->cregens.begin(); - std::advance(iter, ran() % VLC->objh->cregens.size() ); - result = std::make_pair(Obj::CREATURE_GENERATOR1, iter->first); - } - - return result; - } - } - return std::make_pair(Obj::NO_OBJ,-1); -} - -void CGameState::randomizeObject(CGObjectInstance *cur) -{ - std::pair ran = pickObject(cur); - if(ran.first == Obj::NO_OBJ || ran.second<0) //this is not a random object, or we couldn't find anything - { - if(cur->ID==Obj::TOWN) //town - set def - { - CGTownInstance *t = dynamic_cast(cur); - t->town = VLC->townh->factions[t->subID]->town; - if(t->hasCapitol()) - t->defInfo = VLC->dobjinfo->capitols[t->subID]; - else if(t->hasFort()) - t->defInfo = VLC->dobjinfo->gobjs[Obj::TOWN][t->subID]; - else - t->defInfo = VLC->dobjinfo->villages[t->subID]; - } - return; - } - else if(ran.first==Obj::HERO)//special code for hero - { - CGHeroInstance *h = dynamic_cast(cur); - if(!h) {logGlobal->warnStream()<<"Wrong random hero at "<pos; return;} - cur->ID = ran.first; - cur->subID = ran.second; - h->type = VLC->heroh->heroes[ran.second]; - h->portrait = h->type->imageIndex; - h->randomizeArmy(h->type->heroClass->faction); - map->heroesOnMap.push_back(h); - return; //TODO: maybe we should do something with definfo? - } - else if(ran.first==Obj::TOWN)//special code for town - { - CGTownInstance *t = dynamic_cast(cur); - if(!t) {logGlobal->warnStream()<<"Wrong random town at "<pos; return;} - cur->ID = ran.first; - cur->subID = ran.second; - //FIXME: copy-pasted from above - t->town = VLC->townh->factions[t->subID]->town; - if(t->hasCapitol()) - t->defInfo = VLC->dobjinfo->capitols[t->subID]; - else if(t->hasFort()) - t->defInfo = VLC->dobjinfo->gobjs[Obj::TOWN][t->subID]; - else - t->defInfo = VLC->dobjinfo->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->customDefs.push_back(cur->defInfo = ran.first.toDefObjInfo()[ran.second]); - if(!cur->defInfo) - { - logGlobal->errorStream()<<"*BIG* WARNING: Missing def declaration for "<ID<<" "<subID; - return; - } - - map->addBlockVisTiles(cur); -} - -int CGameState::getDate(Date::EDateType mode) const -{ - int temp; - switch (mode) - { - case Date::DAY: - return day; - case Date::DAY_OF_WEEK: //day of week - temp = (day)%7; // 1 - Monday, 7 - Sunday - return temp ? temp : 7; - case Date::WEEK: //current week - temp = ((day-1)/7)+1; - if (!(temp%4)) - return 4; - else - return (temp%4); - case Date::MONTH: //current month - return ((day-1)/28)+1; - case Date::DAY_OF_MONTH: //day of month - temp = (day)%28; - if (temp) - return temp; - else return 28; - } - return 0; -} -CGameState::CGameState() -{ - gs = this; - mx = new boost::shared_mutex(); - applierGs = new CApplier; - registerTypes2(*applierGs); - objCaller = new CObjectCallersHandler; - globalEffects.setDescription("Global effects"); -} -CGameState::~CGameState() -{ - //delete mx;//TODO: crash on Linux (mutex must be unlocked before destruction) - map.dellNull(); - curB.dellNull(); - //delete scenarioOps; //TODO: fix for loading ind delete - //delete initialOpts; - delete applierGs; - delete objCaller; - - for(auto ptr : hpool.heroesPool) // clean hero pool - ptr.second.dellNull(); -} - -BattleInfo * CGameState::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town) -{ - const TerrainTile &t = map->getTile(tile); - ETerrainType terrain = t.terType; - if(t.isCoastal() && !t.isWater()) - terrain = ETerrainType::SAND; - - BFieldType terType = battleGetBattlefieldType(tile); - return BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town); -} - -void CGameState::init(StartInfo * si) -{ - auto giveCampaignBonusToHero = [&](CGHeroInstance * hero) - { - const boost::optional & curBonus = scenarioOps->campState->getBonusForCurrentMap(); - if(!curBonus) - return; - - if(curBonus->isBonusForHero()) - { - //apply bonus - switch (curBonus->type) - { - case CScenarioTravel::STravelBonus::SPELL: - hero->spells.insert(SpellID(curBonus->info2)); - break; - case CScenarioTravel::STravelBonus::MONSTER: - { - for(int i=0; islotEmpty(SlotID(i))) - { - hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3); - break; - } - } - } - break; - case CScenarioTravel::STravelBonus::ARTIFACT: - gs->giveHeroArtifact(hero, static_cast(curBonus->info2)); - break; - case CScenarioTravel::STravelBonus::SPELL_SCROLL: - { - CArtifactInstance * scroll = CArtifactInstance::createScroll(SpellID(curBonus->info2).toSpell()); - scroll->putAt(ArtifactLocation(hero, scroll->firstAvailableSlot(hero))); - } - break; - case CScenarioTravel::STravelBonus::PRIMARY_SKILL: - { - const ui8* ptr = reinterpret_cast(&curBonus->info2); - for (int g=0; gcampState->currentMap, g); - hero->addNewBonus(bb); - } - } - break; - case CScenarioTravel::STravelBonus::SECONDARY_SKILL: - hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true); - break; - } - } - }; - - auto getHumanPlayerInfo = [&]() -> std::vector - { - std::vector ret; - for(auto it = scenarioOps->playerInfos.cbegin(); - it != scenarioOps->playerInfos.cend(); ++it) - { - if(it->second.playerID != PlayerSettings::PLAYER_AI) - ret.push_back(&it->second); - } - - return ret; - }; - - logGlobal->infoStream() << "\tUsing random seed: "<< si->seedToBeUsed; - ran.seed((boost::int32_t)si->seedToBeUsed); - scenarioOps = new StartInfo(*si); - initialOpts = new StartInfo(*si); - si = nullptr; - - switch(scenarioOps->mode) - { - case StartInfo::NEW_GAME: - { - if(scenarioOps->createRandomMap()) - { - logGlobal->infoStream() << "Create random map."; - CStopWatch sw; - - // Gen map - CMapGenerator mapGenerator; - map = mapGenerator.generate(scenarioOps->mapGenOptions.get(), scenarioOps->seedToBeUsed).release(); - - // Update starting options - for(int i = 0; i < map->players.size(); ++i) - { - const auto & playerInfo = map->players[i]; - if(playerInfo.canAnyonePlay()) - { - PlayerSettings & playerSettings = scenarioOps->playerInfos[PlayerColor(i)]; - playerSettings.compOnly = !playerInfo.canHumanPlay; - playerSettings.team = playerInfo.team; - playerSettings.castle = playerInfo.defaultCastle(); - if(playerSettings.playerID == PlayerSettings::PLAYER_AI && playerSettings.name.empty()) - { - playerSettings.name = VLC->generaltexth->allTexts[468]; - } - playerSettings.color = PlayerColor(i); - } - else - { - scenarioOps->playerInfos.erase(PlayerColor(i)); - } - } - - logGlobal->infoStream() << boost::format("Generated random map in %i ms.") % sw.getDiff(); - } - else - { - logGlobal->infoStream() << "Open map file: " << scenarioOps->mapname; - map = CMapService::loadMap(scenarioOps->mapname).release(); - } - } - break; - case StartInfo::CAMPAIGN: - { - logGlobal->infoStream() << "Open campaign map file: " << scenarioOps->campState->currentMap; - auto campaign = scenarioOps->campState; - assert(vstd::contains(campaign->camp->mapPieces, scenarioOps->campState->currentMap)); - - std::string & mapContent = campaign->camp->mapPieces[scenarioOps->campState->currentMap]; - auto buffer = reinterpret_cast(mapContent.data()); - map = CMapService::loadMap(buffer, mapContent.size()).release(); - } - break; - case StartInfo::DUEL: - initDuel(); - return; - default: - logGlobal->errorStream() << "Wrong mode: " << (int)scenarioOps->mode; - return; - } - VLC->arth->initAllowedArtifactsList(map->allowedArtifact); - logGlobal->infoStream() << "Map loaded!"; - - logGlobal->infoStream() << "\tOur checksum for the map: "<< map->checksum; - if(scenarioOps->mapfileChecksum) - { - logGlobal->infoStream() << "\tServer checksum for " << scenarioOps->mapname <<": "<< scenarioOps->mapfileChecksum; - if(map->checksum != scenarioOps->mapfileChecksum) - { - logGlobal->errorStream() << "Wrong map checksum!!!"; - throw std::runtime_error("Wrong checksum"); - } - } - else - scenarioOps->mapfileChecksum = map->checksum; - - day = 0; - - logGlobal->debugStream() << "Initialization:"; - logGlobal->debugStream() << "\tPicking grail position"; - //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 allowedPos; - static const int BORDER_WIDTH = 9; // grail must be at least 9 tiles away from border - - // add all not blocked tiles in range - for (int i = BORDER_WIDTH; i < map->width - BORDER_WIDTH ; i++) - { - for (int j = BORDER_WIDTH; j < map->height - BORDER_WIDTH; j++) - { - for (int k = 0; k < (map->twoLevel ? 2 : 1); k++) - { - const TerrainTile &t = map->getTile(int3(i, j, k)); - if(!t.blocked - && !t.visitable - && t.terType != ETerrainType::WATER - && t.terType != ETerrainType::ROCK - && map->grailPos.dist2d(int3(i,j,k)) <= map->grailRadious) - allowedPos.push_back(int3(i,j,k)); - } - } - } - - //remove tiles with holes - for(auto & elem : map->objects) - if(elem && elem->ID == Obj::HOLE) - allowedPos -= elem->pos; - - if(allowedPos.size()) - map->grailPos = allowedPos[ran() % allowedPos.size()]; - else - logGlobal->warnStream() << "Warning: Grail cannot be placed, no appropriate tile found!"; - } - - //picking random factions for players - logGlobal->debugStream() << "\tPicking random factions for players"; - for(auto & elem : scenarioOps->playerInfos) - { - if(elem.second.castle==-1) - { - int randomID = ran() % map->players[elem.first.getNum()].allowedFactions.size(); - auto iter = map->players[elem.first.getNum()].allowedFactions.begin(); - std::advance(iter, randomID); - - elem.second.castle = *iter; - } - } - - //randomizing objects - logGlobal->debugStream() << "\tRandomizing objects"; - for(CGObjectInstance *obj : map->objects) - { - if(!obj) - continue; - - randomizeObject(obj); - obj->hoverName = VLC->generaltexth->names[obj->ID]; - - //handle Favouring Winds - mark tiles under it - if(obj->ID == Obj::FAVORABLE_WINDS) - 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).extTileFlags |= 128; - } - } - - /*********creating players entries in gs****************************************/ - logGlobal->debugStream() << "\tCreating player entries in gs"; - for(auto & elem : scenarioOps->playerInfos) - { - std::pair ins(elem.first,PlayerState()); - ins.second.color=ins.first; - ins.second.human = elem.second.playerID; - ins.second.team = map->players[ins.first.getNum()].team; - teams[ins.second.team].id = ins.second.team;//init team - teams[ins.second.team].players.insert(ins.first);//add player to team - players.insert(ins); - } - - /*************************replace hero placeholders*****************************/ - if (scenarioOps->campState) - { - logGlobal->debugStream() << "\tReplacing hero placeholders"; - std::vector > campHeroReplacements = campaignHeroesToReplace(); - //Replace placeholders with heroes from previous missions - logGlobal->debugStream() << "\tSetting up heroes"; - placeCampaignHeroes(campHeroReplacements); - } - - - /*********give starting hero****************************************/ - logGlobal->debugStream() << "\tGiving starting hero"; - { - bool campaignGiveHero = false; - if(scenarioOps->campState) - { - if(auto bonus = scenarioOps->campState->getBonusForCurrentMap()) - { - campaignGiveHero = scenarioOps->mode == StartInfo::CAMPAIGN && - bonus.get().type == CScenarioTravel::STravelBonus::HERO; - } - } - - for(auto it = scenarioOps->playerInfos.begin(); it != scenarioOps->playerInfos.end(); ++it) - { - const PlayerInfo &p = map->players[it->first.getNum()]; - bool generateHero = (p.generateHeroAtMainTown || - (it->second.playerID != PlayerSettings::PLAYER_AI && campaignGiveHero)) && p.hasMainTown; - if(generateHero && vstd::contains(scenarioOps->playerInfos, it->first)) - { - int3 hpos = p.posOfMainTown; - hpos.x+=1; - - int h = pickHero(it->first); - if(it->second.hero == -1) - it->second.hero = h; - - CGHeroInstance * nnn = static_cast(createObject(Obj::HERO,h,hpos,it->first)); - nnn->id = ObjectInstanceID(map->objects.size()); - nnn->initHero(); - map->heroesOnMap.push_back(nnn); - map->objects.push_back(nnn); - map->addBlockVisTiles(nnn); - } - } - } - - /******************RESOURCES****************************************************/ - logGlobal->debugStream() << "\tSetting up resources"; - const JsonNode config(ResourceID("config/startres.json")); - const JsonVector &vector = config["difficulty"].Vector(); - const JsonNode &level = vector[scenarioOps->difficulty]; - - TResources startresAI(level["ai"]); - TResources startresHuman(level["human"]); - - for (auto & elem : players) - { - PlayerState &p = elem.second; - - if (p.human) - p.resources = startresHuman; - else - p.resources = startresAI; - } - - //give start resource bonus in case of campaign - if (scenarioOps->mode == StartInfo::CAMPAIGN) - { - auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap(); - if(chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::RESOURCE) - { - std::vector people = getHumanPlayerInfo(); //players we will give resource bonus - for(const PlayerSettings *ps : people) - { - std::vector 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(Res::WOOD); res.push_back(Res::ORE); - break; - case 0xFE: //rare - res.push_back(Res::MERCURY); res.push_back(Res::SULFUR); res.push_back(Res::CRYSTAL); res.push_back(Res::GEMS); - break; - default: - assert(0); - break; - } - //increasing resource quantity - for (auto & re : res) - { - players[ps->color].resources[re] += chosenBonus->info2; - } - } - } - } - - - /*************************HEROES INIT / POOL************************************************/ - for(auto hero : map->heroesOnMap) //heroes instances initialization - { - if (hero->getOwner() == PlayerColor::UNFLAGGABLE) - { - logGlobal->warnStream() << "Warning - hero with uninitialized owner!"; - continue; - } - - hero->initHero(); - getPlayer(hero->getOwner())->heroes.push_back(hero); - map->allHeroes[hero->type->ID.getNum()] = hero; - } - - for(auto obj : map->objects) //prisons - { - if(obj && obj->ID == Obj::PRISON) - map->allHeroes[obj->subID] = dynamic_cast(obj.get()); - } - - std::set heroesToCreate = getUnusedAllowedHeroes(); //ids of heroes to be created and put into the pool - for(auto ph : map->predefinedHeroes) - { - if(!vstd::contains(heroesToCreate, HeroTypeID(ph->subID))) - continue; - ph->initHero(); - hpool.heroesPool[ph->subID] = ph; - hpool.pavailable[ph->subID] = 0xff; - heroesToCreate.erase(ph->type->ID); - - map->allHeroes[ph->subID] = ph; - } - - for(HeroTypeID htype : heroesToCreate) //all not used allowed heroes go with default state into the pool - { - auto vhi = new CGHeroInstance(); - vhi->initHero(htype); - - int typeID = htype.getNum(); - map->allHeroes[typeID] = vhi; - hpool.heroesPool[typeID] = vhi; - hpool.pavailable[typeID] = 0xff; - } - - for(auto & elem : map->disposedHeroes) - { - hpool.pavailable[elem.heroId] = elem.players; - } - - if (scenarioOps->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero - { - auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap(); - if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes - { - //find human player - PlayerColor humanPlayer=PlayerColor::NEUTRAL; - for (auto & elem : players) - { - if(elem.second.human) - { - humanPlayer = elem.first; - break; - } - } - assert(humanPlayer != PlayerColor::NEUTRAL); - - std::vector > & heroes = players[humanPlayer].heroes; - - if (chosenBonus->info1 == 0xFFFD) //most powerful - { - int maxB = -1; - for (int b=0; bgetTotalStrength() > heroes[maxB]->getTotalStrength()) - { - maxB = b; - } - } - if(maxB < 0) - logGlobal->warnStream() << "Warning - cannot give bonus to hero cause there are no heroes!"; - else - giveCampaignBonusToHero(heroes[maxB]); - } - else //specific hero - { - for (auto & heroe : heroes) - { - if (heroe->subID == chosenBonus->info1) - { - giveCampaignBonusToHero(heroe); - break; - } - } - } - } - } - - /*************************FOG**OF**WAR******************************************/ - logGlobal->debugStream() << "\tFog of war"; //FIXME: should be initialized after all bonuses are set - for(auto & elem : teams) - { - elem.second.fogOfWarMap.resize(map->width); - for(int g=0; gwidth; ++g) - elem.second.fogOfWarMap[g].resize(map->height); - - for(int g=-0; gwidth; ++g) - for(int h=0; hheight; ++h) - elem.second.fogOfWarMap[g][h].resize(map->twoLevel ? 2 : 1, 0); - - for(int g=0; gwidth; ++g) - for(int h=0; hheight; ++h) - for(int v = 0; v < (map->twoLevel ? 2 : 1); ++v) - elem.second.fogOfWarMap[g][h][v] = 0; - - for(CGObjectInstance *obj : map->objects) - { - if(!obj || !vstd::contains(elem.second.players, obj->tempOwner)) continue; //not a flagged object - - std::unordered_set tiles; - obj->getSightTiles(tiles); - for(int3 tile : tiles) - { - elem.second.fogOfWarMap[tile.x][tile.y][tile.z] = 1; - } - } - } - - logGlobal->debugStream() << "\tStarting bonuses"; - for(auto & elem : players) - { - //starting bonus - if(scenarioOps->playerInfos[elem.first].bonus==PlayerSettings::RANDOM) - scenarioOps->playerInfos[elem.first].bonus = static_cast(ran()%3); - switch(scenarioOps->playerInfos[elem.first].bonus) - { - case PlayerSettings::GOLD: - elem.second.resources[Res::GOLD] += 500 + (ran()%6)*100; - break; - case PlayerSettings::RESOURCE: - { - int res = VLC->townh->factions[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes; - if(res == Res::WOOD_AND_ORE) - { - elem.second.resources[Res::WOOD] += 5 + ran()%6; - elem.second.resources[Res::ORE] += 5 + ran()%6; - } - else - { - elem.second.resources[res] += 3 + ran()%4; - } - break; - } - case PlayerSettings::ARTIFACT: - { - if(!elem.second.heroes.size()) - { - logGlobal->debugStream() << "Cannot give starting artifact - no heroes!"; - break; - } - CArtifact *toGive; - toGive = VLC->arth->artifacts[VLC->arth->getRandomArt (CArtifact::ART_TREASURE)]; - - CGHeroInstance *hero = elem.second.heroes[0]; - giveHeroArtifact(hero, toGive->id); - } - break; - } - } - /****************************TOWNS************************************************/ - logGlobal->debugStream() << "\tTowns"; - - //campaign bonuses for towns - if (scenarioOps->mode == StartInfo::CAMPAIGN) - { - auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap(); - - if (chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING) - { - for (int g=0; gtowns.size(); ++g) - { - PlayerState * owner = getPlayer(map->towns[g]->getOwner()); - if (owner) - { - PlayerInfo & pi = map->players[owner->color.getNum()]; - - 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]->subID, map->towns[g]->builtBuildings)); - break; - } - } - } - } - } - - CGTownInstance::universitySkills.clear(); - for ( int i=0; i<4; i++) - CGTownInstance::universitySkills.push_back(14+i);//skills for university - - for (auto & elem : map->towns) - { - CGTownInstance * vti =(elem); - if(!vti->town) - vti->town = VLC->townh->factions[vti->subID]->town; - 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(vstd::contains(vti->builtBuildings, BuildingID::DEFAULT)) //give standard set of buildings - { - vti->builtBuildings.erase(BuildingID::DEFAULT); - vti->builtBuildings.insert(BuildingID::VILLAGE_HALL); - vti->builtBuildings.insert(BuildingID::TAVERN); - vti->builtBuildings.insert(BuildingID::DWELL_FIRST); - if(ran()%2) - vti->builtBuildings.insert(BuildingID::DWELL_LVL_2); - } - - //#1444 - remove entries that don't have buildings defined (like some unused extra town hall buildings) - vstd::erase_if(vti->builtBuildings, [vti](BuildingID bid){ - return !vti->town->buildings.count(bid) || !vti->town->buildings.at(bid); }); - - if (vstd::contains(vti->builtBuildings, BuildingID::SHIPYARD) && vti->shipyardStatus()==IBoatGenerator::TILE_BLOCKED) - vti->builtBuildings.erase(BuildingID::SHIPYARD);//if we have harbor without water - erase it (this is H3 behaviour) - - //init hordes - for (int i = 0; ibuiltBuildings,(-31-i))) //if we have horde for this level - { - vti->builtBuildings.erase(BuildingID(-31-i));//remove old ID - if (vti->town->hordeLvl[0] == i)//if town first horde is this one - { - vti->builtBuildings.insert(BuildingID::HORDE_1);//add it - if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i)))//if we have upgraded dwelling as well - vti->builtBuildings.insert(BuildingID::HORDE_1_UPGR);//add it as well - } - if (vti->town->hordeLvl[1] == i)//if town second horde is this one - { - vti->builtBuildings.insert(BuildingID::HORDE_2); - if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i))) - vti->builtBuildings.insert(BuildingID::HORDE_2_UPGR); - } - } - - //Early check for #1444-like problems - for(auto building : vti->builtBuildings) - { - assert(vti->town->buildings[building]); - UNUSED(building); - } - - //town events - for(CCastleEvent &ev : vti->events) - { - for (int i = 0; itown->hordeLvl[0] == i) - ev.buildings.insert(BuildingID::HORDE_1); - if (vti->town->hordeLvl[1] == i) - ev.buildings.insert(BuildingID::HORDE_2); - } - } - //init spells - vti->spells.resize(GameConstants::SPELL_LEVELS); - - for(ui32 z=0; zobligatorySpells.size();z++) - { - CSpell *s = vti->obligatorySpells[z].toSpell(); - vti->spells[s->level-1].push_back(s->id); - vti->possibleSpells -= s->id; - } - while(vti->possibleSpells.size()) - { - ui32 total=0; - int sel = -1; - - for(ui32 ps=0;pspossibleSpells.size();ps++) - total += vti->possibleSpells[ps].toSpell()->probabilities[vti->subID]; - - if (total == 0) // remaining spells have 0 probability - break; - - int r = ran()%total; - for(ui32 ps=0; pspossibleSpells.size();ps++) - { - r -= vti->possibleSpells[ps].toSpell()->probabilities[vti->subID]; - if(r<0) - { - sel = ps; - break; - } - } - if(sel<0) - sel=0; - - CSpell *s = vti->possibleSpells[sel].toSpell(); - vti->spells[s->level-1].push_back(s->id); - vti->possibleSpells -= s->id; - } - vti->possibleSpells.clear(); - if(vti->getOwner() != PlayerColor::NEUTRAL) - getPlayer(vti->getOwner())->towns.push_back(vti); - } - - logGlobal->debugStream() << "\tObject initialization"; - objCaller->preInit(); - for(CGObjectInstance *obj : map->objects) - { - if(obj) - obj->initObj(); - } - for(CGObjectInstance *obj : map->objects) - { - if(!obj) - continue; - - switch (obj->ID) - { - case Obj::QUEST_GUARD: - case Obj::SEER_HUT: - { - auto q = static_cast(obj); - assert (q); - q->setObjToKill(); - } - } - } - CGTeleport::postInit(); //pairing subterranean gates - - buildBonusSystemTree(); - - for(auto k=players.begin(); k!=players.end(); ++k) - { - if(k->first==PlayerColor::NEUTRAL) - continue; - - //init visiting and garrisoned heroes - for(CGHeroInstance *h : k->second.heroes) - { - for(CGTownInstance *t : k->second.towns) - { - int3 vistile = t->pos; vistile.x--; //tile next to the entrance - if(vistile == h->pos || h->pos==t->pos) - { - t->setVisitingHero(h); - 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; - } - } - } - } - - - logGlobal->debugStream() << "\tChecking objectives"; - map->checkForObjectives(); //needs to be run when all objects are properly placed - - int seedAfterInit = ran(); - logGlobal->infoStream() << "Seed after init is " << seedAfterInit << " (before was " << scenarioOps->seedToBeUsed << ")"; - if(scenarioOps->seedPostInit > 0) - { - //RNG must be in the same state on all machines when initialization is done (otherwise we have desync) - assert(scenarioOps->seedPostInit == seedAfterInit); - } - else - { - scenarioOps->seedPostInit = seedAfterInit; //store the post init "seed" - } -} - -void CGameState::initDuel() -{ - DuelParameters dp; - try //CLoadFile likes throwing - { - if(boost::algorithm::ends_with(scenarioOps->mapname, ".json")) - { - logGlobal->infoStream() << "Loading duel settings from JSON file: " << scenarioOps->mapname; - dp = DuelParameters::fromJSON(scenarioOps->mapname); - logGlobal->infoStream() << "JSON file has been successfully read!"; - } - else - { - CLoadFile lf(scenarioOps->mapname); - lf >> dp; - } - } - catch(...) - { - logGlobal->errorStream() << "Cannot load duel settings from " << scenarioOps->mapname; - throw; - } - - const CArmedInstance *armies[2] = {nullptr}; - const CGHeroInstance *heroes[2] = {nullptr}; - CGTownInstance *town = nullptr; - - for(int i = 0; i < 2; i++) - { - CArmedInstance *obj = nullptr; - if(dp.sides[i].heroId >= 0) - { - const DuelParameters::SideSettings &ss = dp.sides[i]; - auto h = new CGHeroInstance(); - armies[i] = heroes[i] = h; - obj = h; - h->subID = ss.heroId; - for(int i = 0; i < ss.heroPrimSkills.size(); i++) - h->pushPrimSkill(static_cast(i), ss.heroPrimSkills[i]); - - if(!ss.spells.empty()) - { - h->putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0)); - boost::copy(ss.spells, std::inserter(h->spells, h->spells.begin())); - } - - for(auto &parka : ss.artifacts) - { - h->putArtifact(ArtifactPosition(parka.first), parka.second); - } - - typedef const std::pair &TSecSKill; - for(TSecSKill secSkill : ss.heroSecSkills) - h->setSecSkillLevel(SecondarySkill(secSkill.first), secSkill.second, 1); - - h->initHero(HeroTypeID(h->subID)); - obj->initObj(); - } - else - { - auto c = new CGCreature(); - armies[i] = obj = c; - //c->subID = 34; - } - - obj->setOwner(PlayerColor(i)); - - for(int j = 0; j < ARRAY_COUNT(dp.sides[i].stacks); j++) - { - CreatureID cre = dp.sides[i].stacks[j].type; - TQuantity count = dp.sides[i].stacks[j].count; - if(count || obj->hasStackAtSlot(SlotID(j))) - obj->setCreature(SlotID(j), cre, count); - } - - for(const DuelParameters::CusomCreature &cc : dp.creatures) - { - CCreature *c = VLC->creh->creatures[cc.id]; - if(cc.attack >= 0) - c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK))->val = cc.attack; - if(cc.defense >= 0) - c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE))->val = cc.defense; - if(cc.speed >= 0) - c->getBonusLocalFirst(Selector::type(Bonus::STACKS_SPEED))->val = cc.speed; - if(cc.HP >= 0) - c->getBonusLocalFirst(Selector::type(Bonus::STACK_HEALTH))->val = cc.HP; - if(cc.dmg >= 0) - { - c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1))->val = cc.dmg; - c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2))->val = cc.dmg; - } - if(cc.shoots >= 0) - c->getBonusLocalFirst(Selector::type(Bonus::SHOTS))->val = cc.shoots; - } - } - - curB = BattleInfo::setupBattle(int3(), dp.terType, dp.bfieldType, armies, heroes, false, town); - curB->obstacles = dp.obstacles; - curB->localInit(); - return; -} - -BFieldType CGameState::battleGetBattlefieldType(int3 tile) const -{ - if(tile==int3() && curB) - tile = curB->tile; - else if(tile==int3() && !curB) - return BFieldType::NONE; - - const TerrainTile &t = map->getTile(tile); - //fight in mine -> subterranean - if(dynamic_cast(t.visitableObjects.front())) - return BFieldType::SUBTERRANEAN; - - for(auto &obj : map->objects) - { - //look only for objects covering given tile - if( !obj || obj->pos.z != tile.z - || !obj->coveringAt(tile.x - obj->pos.x, tile.y - obj->pos.y)) - continue; - - switch(obj->ID) - { - case Obj::CLOVER_FIELD: - return BFieldType::CLOVER_FIELD; - case Obj::CURSED_GROUND1: case Obj::CURSED_GROUND2: - return BFieldType::CURSED_GROUND; - case Obj::EVIL_FOG: - return BFieldType::EVIL_FOG; - case Obj::FAVORABLE_WINDS: - return BFieldType::FAVOURABLE_WINDS; - case Obj::FIERY_FIELDS: - return BFieldType::FIERY_FIELDS; - case Obj::HOLY_GROUNDS: - return BFieldType::HOLY_GROUND; - case Obj::LUCID_POOLS: - return BFieldType::LUCID_POOLS; - case Obj::MAGIC_CLOUDS: - return BFieldType::MAGIC_CLOUDS; - case Obj::MAGIC_PLAINS1: case Obj::MAGIC_PLAINS2: - return BFieldType::MAGIC_PLAINS; - case Obj::ROCKLANDS: - return BFieldType::ROCKLANDS; - } - } - - if(!t.isWater() && t.isCoastal()) - return BFieldType::SAND_SHORE; - - switch(t.terType) - { - case ETerrainType::DIRT: - return BFieldType(rand()%3+3); - case ETerrainType::SAND: - return BFieldType::SAND_MESAS; //TODO: coast support - case ETerrainType::GRASS: - return BFieldType(rand()%2+6); - case ETerrainType::SNOW: - return BFieldType(rand()%2+10); - case ETerrainType::SWAMP: - return BFieldType::SWAMP_TREES; - case ETerrainType::ROUGH: - return BFieldType::ROUGH; - case ETerrainType::SUBTERRANEAN: - return BFieldType::SUBTERRANEAN; - case ETerrainType::LAVA: - return BFieldType::LAVA; - case ETerrainType::WATER: - return BFieldType::SHIP; - case ETerrainType::ROCK: - return BFieldType::ROCKLANDS; - default: - return BFieldType::NONE; - } -} - -UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack) -{ - UpgradeInfo ret; - const CCreature *base = stack.type; - - const CGHeroInstance *h = stack.armyObj->ID == Obj::HERO ? static_cast(stack.armyObj) : nullptr; - const CGTownInstance *t = nullptr; - - if(stack.armyObj->ID == Obj::TOWN) - t = static_cast(stack.armyObj); - else if(h) - { //hero specialty - TBonusListPtr lista = h->getBonuses(Selector::typeSubtype(Bonus::SPECIAL_UPGRADE, base->idNumber)); - for(const Bonus *it : *lista) - { - auto nid = CreatureID(it->additionalInfo); - if (nid != base->idNumber) //in very specific case the upgrade is available by default (?) - { - ret.newID.push_back(nid); - ret.cost.push_back(VLC->creh->creatures[nid]->cost - base->cost); - } - } - t = h->visitedTown; - } - if(t) - { - for(const CGTownInstance::TCreaturesSet::value_type & dwelling : t->creatures) - { - if (vstd::contains(dwelling.second, base->idNumber)) //Dwelling with our creature - { - for(auto upgrID : dwelling.second) - { - if(vstd::contains(base->upgrades, upgrID)) //possible upgrade - { - ret.newID.push_back(upgrID); - ret.cost.push_back(VLC->creh->creatures[upgrID]->cost - base->cost); - } - } - } - } - } - - //hero is visiting Hill Fort - if(h && map->getTile(h->visitablePos()).visitableObjects.front()->ID == Obj::HILL_FORT) - { - static const int costModifiers[] = {0, 25, 50, 75, 100}; //we get cheaper upgrades depending on level - const int costModifier = costModifiers[std::min(std::max((int)base->level - 1, 0), ARRAY_COUNT(costModifiers) - 1)]; - - for(auto nid : base->upgrades) - { - ret.newID.push_back(nid); - ret.cost.push_back((VLC->creh->creatures[nid]->cost - base->cost) * costModifier / 100); - } - } - - if(ret.newID.size()) - ret.oldID = base->idNumber; - - for (Res::ResourceSet &cost : ret.cost) - cost.positive(); //upgrade cost can't be negative, ignore missing resources - - return ret; -} - -PlayerRelations::PlayerRelations CGameState::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) -{ - if ( color1 == color2 ) - return PlayerRelations::SAME_PLAYER; - if(color1 == PlayerColor::NEUTRAL || color2 == PlayerColor::NEUTRAL) //neutral player has no friends - return PlayerRelations::ENEMIES; - - const TeamState * ts = getPlayerTeam(color1); - if (ts && vstd::contains(ts->players, color2)) - return PlayerRelations::ALLIES; - return PlayerRelations::ENEMIES; -} - -void CGameState::getNeighbours(const TerrainTile &srct, int3 tile, std::vector &vec, const boost::logic::tribool &onLand, bool limitCoastSailing) -{ - static const 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) }; - - for (auto & dir : dirs) - { - const int3 hlp = tile + dir; - 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 == ETerrainType::WATER && limitCoastSailing && hlpt.terType == ETerrainType::WATER && dir.x && dir.y) //diagonal move through water - { - int3 hlp1 = tile, - hlp2 = tile; - hlp1.x += dir.x; - hlp2.y += dir.y; - - if(map->getTile(hlp1).terType != ETerrainType::WATER || map->getTile(hlp2).terType != ETerrainType::WATER) - continue; - } - - if((indeterminate(onLand) || onLand == (hlpt.terType!=ETerrainType::WATER) ) - && hlpt.terType != ETerrainType::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->getTile(src), - &d = map->getTile(dest); - - //get basic cost - int ret = h->getTileCost(d,s); - - if(d.blocked && h->hasBonusOfType(Bonus::FLYING_MOVEMENT)) - { - bool freeFlying = h->getBonusesCount(Selector::typeSubtype(Bonus::FLYING_MOVEMENT, 1)) > 0; - - if(!freeFlying) - { - ret *= 1.4; //40% penalty for movement over blocked tile - } - } - else if (d.terType == ETerrainType::WATER) - { - if(h->boat && s.hasFavourableWinds() && d.hasFavourableWinds()) //Favourable Winds - ret *= 0.666; - else if (!h->boat && h->getBonusesCount(Selector::typeSubtype(Bonus::WATER_WALKING, 1)) > 0) - ret *= 1.4; //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 vec; - getNeighbours(d, dest, vec, s.terType != ETerrainType::WATER, true); - for(auto & elem : vec) - { - int fcost = getMovementCost(h,dest,elem,left,false); - if(fcost <= left) - { - return ret; - } - } - ret = remainingMovePoints; - } - return ret; -} - -void CGameState::apply(CPack *pack) -{ - ui16 typ = typeList.getTypeID(pack); - applierGs->apps[typ]->applyOnGS(this,pack); -} - -void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement) -{ - CPathfinder pathfinder(out, this, hero); - pathfinder.calculatePaths(src, movement); -} - -/** - * 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. - */ -std::vector CGameState::guardingCreatures (int3 pos) const -{ - std::vector guards; - const int3 originalPos = pos; - if (!map->isInTheMap(pos)) - return guards; - - const TerrainTile &posTile = map->getTile(pos); - if (posTile.visitable) - { - for (CGObjectInstance* obj : posTile.visitableObjects) - { - if(obj->blockVisit) - { - if (obj->ID == Obj::MONSTER) // Monster - guards.push_back(obj); - } - } - } - 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)) - { - const auto & tile = map->getTile(pos); - if (tile.visitable && (tile.isWater() == posTile.isWater())) - { - for (CGObjectInstance* obj : tile.visitableObjects) - { - if (obj->ID == Obj::MONSTER && checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile - { - guards.push_back(obj); - } - } - } - } - - pos.y++; - } - pos.y -= 3; - pos.x++; - } - return guards; - -} - -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->getTile(pos); - if (posTile.visitable) - { - for (CGObjectInstance* obj : posTile.visitableObjects) - { - if(obj->blockVisit) - { - if (obj->ID == Obj::MONSTER) // 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)) - { - const auto & tile = map->getTile(pos); - if (tile.visitable && (tile.isWater() == posTile.isWater())) - { - for (CGObjectInstance* obj : tile.visitableObjects) - { - if (obj->ID == Obj::MONSTER && 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, PlayerColor player) -{ - if(player == PlayerColor::NEUTRAL) - return false; - return getPlayerTeam(player)->fogOfWarMap[pos.x][pos.y][pos.z]; -} - -bool CGameState::isVisible( const CGObjectInstance *obj, boost::optional player ) -{ - if(!player) - return true; - - if(*player == PlayerColor::NEUTRAL) //-> TODO ??? needed? - 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(ui32 b=0; bvisitableObjects.size(); ++b) //checking destination tile - { - if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore - continue; - - CGDefInfo * di = pom->visitableObjects[b]->defInfo; - if( (dst.x == src.x-1 && dst.y == src.y-1) && !(di->visitDir & (1<<4)) ) - { - return false; - } - if( (dst.x == src.x && dst.y == src.y-1) && !(di->visitDir & (1<<5)) ) - { - return false; - } - if( (dst.x == src.x+1 && dst.y == src.y-1) && !(di->visitDir & (1<<6)) ) - { - return false; - } - if( (dst.x == src.x+1 && dst.y == src.y) && !(di->visitDir & (1<<7)) ) - { - return false; - } - if( (dst.x == src.x+1 && dst.y == src.y+1) && !(di->visitDir & (1<<0)) ) - { - return false; - } - if( (dst.x == src.x && dst.y == src.y+1) && !(di->visitDir & (1<<1)) ) - { - return false; - } - if( (dst.x == src.x-1 && dst.y == src.y+1) && !(di->visitDir & (1<<2)) ) - { - return false; - } - if( (dst.x == src.x-1 && dst.y == src.y) && !(di->visitDir & (1<<3)) ) - { - return false; - } - } - return true; -} - - -int CGameState::victoryCheck( PlayerColor player ) const -{ - const PlayerState *p = CGameInfoCallback::getPlayer(player); - if(map->victoryCondition.condition == EVictoryConditionType::WINSTANDARD || map->victoryCondition.allowNormalVictory - || (!p->human && !map->victoryCondition.appliesToAI)) //if the special victory condition applies only to human, AI has the standard) - { - if(player == checkForStandardWin()) - return -1; - } - - if (p->enteredWinningCheatCode) - { //cheater or tester, but has entered the code... - if(map->victoryCondition.condition == EVictoryConditionType::WINSTANDARD) - return -1; - else - return 1; - } - - if(p->human || map->victoryCondition.appliesToAI) - { - switch(map->victoryCondition.condition) - { - case EVictoryConditionType::ARTIFACT: - //check if any hero has winning artifact - for(auto & elem : p->heroes) - if(elem->hasArt(map->victoryCondition.objectId)) - return 1; - - break; - - case EVictoryConditionType::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 = nullptr; - if(map->objects[i] - && map->objects[i]->tempOwner == player //object controlled by player - && (ai = dynamic_cast(map->objects[i].get()))) //contains army - { - for(auto & elem : ai->Slots()) //iterate through army - if(elem.second->type->idNumber == map->victoryCondition.objectId) //it's searched creature - total += elem.second->count; - } - } - - if(total >= map->victoryCondition.count) - return 1; - } - break; - - case EVictoryConditionType::GATHERRESOURCE: - if(p->resources[map->victoryCondition.objectId] >= map->victoryCondition.count) - return 1; - - break; - - case EVictoryConditionType::BUILDCITY: - { - const CGTownInstance *t = static_cast(map->victoryCondition.obj); - if(t->tempOwner == player && t->fortLevel()-1 >= map->victoryCondition.objectId && t->hallLevel()-1 >= map->victoryCondition.count) - return 1; - } - break; - - case EVictoryConditionType::BUILDGRAIL: - for(const CGTownInstance *t : map->towns) - if((t == map->victoryCondition.obj || !map->victoryCondition.obj) - && t->tempOwner == player - && t->hasBuilt(BuildingID::GRAIL)) - return 1; - break; - - case EVictoryConditionType::BEATHERO: - if(map->victoryCondition.obj->tempOwner >= PlayerColor::PLAYER_LIMIT) //target hero not present on map - return 1; - break; - case EVictoryConditionType::CAPTURECITY: - { - if(map->victoryCondition.obj->tempOwner == player) - return 1; - } - break; - case EVictoryConditionType::BEATMONSTER: - if(!getObj(map->victoryCondition.obj->id)) //target monster not present on map - return 1; - break; - case EVictoryConditionType::TAKEDWELLINGS: - for(auto & elem : map->objects) - { - if(elem && elem->tempOwner != player) //check not flagged objs - { - switch(elem->ID) - { - case Obj::CREATURE_GENERATOR1: case Obj::CREATURE_GENERATOR2: - case Obj::CREATURE_GENERATOR3: case Obj::CREATURE_GENERATOR4: - case Obj::RANDOM_DWELLING: case Obj::RANDOM_DWELLING_LVL: case Obj::RANDOM_DWELLING_FACTION: - return 0; //found not flagged dwelling - player not won - } - } - } - return 1; - case EVictoryConditionType::TAKEMINES: - for(auto & elem : map->objects) - { - if(elem && elem->tempOwner != player) //check not flagged objs - { - switch(elem->ID) - { - case Obj::MINE: case Obj::ABANDONED_MINE: - return 0; //found not flagged mine - player not won - } - } - } - return 1; - case EVictoryConditionType::TRANSPORTITEM: - { - const CGTownInstance *t = static_cast(map->victoryCondition.obj); - if((t->visitingHero && t->visitingHero->hasArt(map->victoryCondition.objectId)) - || (t->garrisonHero && t->garrisonHero->hasArt(map->victoryCondition.objectId))) - { - return 1; - } - } - break; - } - } - - return 0; -} - -PlayerColor CGameState::checkForStandardWin() const -{ - //std victory condition is: - //all enemies lost - PlayerColor supposedWinner = PlayerColor::NEUTRAL; - TeamID winnerTeam = TeamID::NO_TEAM; - for(auto & elem : players) - { - if(elem.second.status == EPlayerStatus::INGAME && elem.first < PlayerColor::PLAYER_LIMIT) - { - if(supposedWinner == PlayerColor::NEUTRAL) - { - //first player remaining ingame - candidate for victory - supposedWinner = elem.second.color; - winnerTeam = elem.second.team; - } - else if(winnerTeam != elem.second.team) - { - //current candidate has enemy remaining in game -> no vicotry - return PlayerColor::NEUTRAL; - } - } - } - - return supposedWinner; -} - -bool CGameState::checkForStandardLoss( PlayerColor player ) const -{ - //std loss condition is: player lost all towns and heroes - const PlayerState &p = *CGameInfoCallback::getPlayer(player); - return !p.heroes.size() && !p.towns.size(); -} - -struct statsHLP -{ - typedef std::pair< PlayerColor, si64 > TStat; - //converts [] to vec[place] -> platers - static std::vector< std::vector< PlayerColor > > getRank( std::vector stats ) - { - std::sort(stats.begin(), stats.end(), statsHLP()); - - //put first element - std::vector< std::vector > ret; - std::vector tmp; - tmp.push_back( stats[0].first ); - ret.push_back( tmp ); - - //the rest of elements - for(int g=1; gpush_back( stats[g].first ); - } - else - { - //create next occupied rank - std::vector 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, PlayerColor color) - { - std::vector > &h = gs->players[color].heroes; - if(!h.size()) - return nullptr; - //best hero will be that with highest exp - int best = 0; - for(int b=1; bexp > 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(auto h : ps->heroes) - { - ret += h->artifactsInBackpack.size() + h->artifactsWorn.size(); - } - return ret; - } - - // get total strength of player army - static si64 getArmyStrength(const PlayerState * ps) - { - si64 str = 0; - - for(auto h : ps->heroes) - { - if(!h->inTownGarrison) //original h3 behavior - str += h->getArmyStrength(); - } - return str; - } -}; - -void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level) -{ -#define FILL_FIELD(FIELD, VAL_GETTER) \ - { \ - std::vector< std::pair< PlayerColor, si64 > > stats; \ - for(auto g = players.begin(); g != players.end(); ++g) \ - { \ - if(g->second.color == PlayerColor::NEUTRAL) \ - continue; \ - std::pair< PlayerColor, si64 > stat; \ - stat.first = g->second.color; \ - stat.second = VAL_GETTER; \ - stats.push_back(stat); \ - } \ - tgi.FIELD = statsHLP::getRank(stats); \ - } - - for(auto & elem : players) - { - if(elem.second.color != PlayerColor::NEUTRAL) - tgi.playerColors.push_back(elem.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(auto g = players.cbegin(); g != players.cend(); ++g) - { - if(g->second.color == PlayerColor::NEUTRAL) - 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[Res::GOLD]) - } - if(level >= 2) //wood & ore - { - FILL_FIELD(woodOre, g->second.resources[Res::WOOD] + g->second.resources[Res::ORE]) - } - if(level >= 3) //mercury, sulfur, crystal, gems - { - FILL_FIELD(mercSulfCrystGems, g->second.resources[Res::MERCURY] + g->second.resources[Res::SULFUR] + g->second.resources[Res::CRYSTAL] + g->second.resources[Res::GEMS]) - } - if(level >= 4) //obelisks found - { - FILL_FIELD(obelisks, CGObelisk::visited[gs->getPlayerTeam(g->second.color)->id]) - } - if(level >= 5) //artifacts - { - FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second)) - } - if(level >= 6) //army strength - { - FILL_FIELD(army, statsHLP::getArmyStrength(&g->second)) - } - if(level >= 7) //income - { - //TODO:obtainPlayersStats - income - } - if(level >= 8) //best hero's stats - { - //already set in lvl 1 handling - } - if(level >= 9) //personality - { - for(auto g = players.cbegin(); g != players.cend(); ++g) - { - if(g->second.color == PlayerColor::NEUTRAL) //do nothing for neutral player - continue; - if(g->second.human) - { - tgi.personality[g->second.color] = EAiTactic::NONE; - } - else //AI - { - tgi.personality[g->second.color] = map->players[g->second.color.getNum()].aiTactic; - } - - } - } - if(level >= 10) //best creature - { - //best creatures belonging to player (highest AI value) - for(auto g = players.cbegin(); g != players.cend(); ++g) - { - if(g->second.color == PlayerColor::NEUTRAL) //do nothing for neutral player - continue; - int bestCre = -1; //best creature's ID - for(auto & elem : g->second.heroes) - { - for(auto it = elem->Slots().begin(); it != elem->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( PlayerColor player ) const -{ - const PlayerState *p = CGameInfoCallback::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 ELossConditionType::LOSSCASTLE: - case ELossConditionType::LOSSHERO: - { - const CGObjectInstance *obj = map->lossCondition.obj; - assert(obj); - if(obj->tempOwner != player) - return 1; - } - break; - case ELossConditionType::TIMEEXPIRES: - if(map->lossCondition.timeLimit < day) - return 1; - break; - } - } - - if(!p->towns.size() && p->daysWithoutCastle >= 7) - return 2; - - return false; -} - -bmap > CGameState::unusedHeroesFromPool() -{ - bmap > pool = hpool.heroesPool; - for ( auto i = players.cbegin() ; i != players.cend();i++) - for(auto j = i->second.availableHeroes.cbegin(); j != i->second.availableHeroes.cend(); j++) - if(*j) - pool.erase((**j).subID); - - return pool; -} - -void CGameState::buildBonusSystemTree() -{ - buildGlobalTeamPlayerTree(); - attachArmedObjects(); - - for(CGTownInstance *t : map->towns) - { - t->deserializationFix(); - } - // CStackInstance <-> CCreature, CStackInstance <-> CArmedInstance, CArtifactInstance <-> CArtifact - // are provided on initializing / deserializing -} - -void CGameState::deserializationFix() -{ - buildGlobalTeamPlayerTree(); - attachArmedObjects(); -} - -void CGameState::buildGlobalTeamPlayerTree() -{ - for(auto k=teams.begin(); k!=teams.end(); ++k) - { - TeamState *t = &k->second; - t->attachTo(&globalEffects); - - for(PlayerColor teamMember : k->second.players) - { - PlayerState *p = getPlayer(teamMember); - assert(p); - p->attachTo(t); - } - } -} - -void CGameState::attachArmedObjects() -{ - for(CGObjectInstance *obj : map->objects) - { - if(CArmedInstance *armed = dynamic_cast(obj)) - armed->whatShouldBeAttached()->attachTo(armed->whereShouldBeAttached(this)); - } -} - -void CGameState::giveHeroArtifact(CGHeroInstance *h, ArtifactID aid) -{ - CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object - CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact); - map->addNewArtifactInstance(ai); - ai->putAt(ArtifactLocation(h, ai->firstAvailableSlot(h))); -} - -std::set CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllowed /*= false*/) const -{ - std::set ret; - for(int i = 0; i < map->allowedHeroes.size(); i++) - if(map->allowedHeroes[i] || alsoIncludeNotAllowed) - ret.insert(HeroTypeID(i)); - - for(auto hero : map->heroesOnMap) //heroes instances initialization - { - if(hero->type) - ret -= hero->type->ID; - else - ret -= HeroTypeID(hero->subID); - } - - for(auto obj : map->objects) //prisons - if(obj && obj->ID == Obj::PRISON) - ret -= HeroTypeID(obj->subID); - - return ret; -} - -std::vector > CGameState::campaignHeroesToReplace() -{ - std::vector > ret; - auto replaceHero = [&](ObjectInstanceID objId, CGHeroInstance * ghi) - { - ret.push_back(std::make_pair(ghi, objId)); - // ghi->tempOwner = getHumanPlayerInfo()[0]->color; - // ghi->id = objId; - // gs->map->objects[objId] = ghi; - // gs->map->heroes.push_back(ghi); - }; - - auto campaign = scenarioOps->campState; - if(auto bonus = campaign->getBonusForCurrentMap()) - { - std::vector Xheroes; - if (bonus->type == CScenarioTravel::STravelBonus::PLAYER_PREV_SCENARIO) - { - Xheroes = campaign->camp->scenarios[bonus->info2].crossoverHeroes; - } - - //selecting heroes by type - for(int g=0; gobjects.size(); ++g) - { - const ObjectInstanceID gid = ObjectInstanceID(g); - CGObjectInstance * obj = map->objects[g]; - if (obj->ID != Obj::HERO_PLACEHOLDER) - { - continue; - } - CGHeroPlaceholder * hp = static_cast(obj); - - if(hp->subID != 0xFF) //select by type - { - bool found = false; - for(auto ghi : Xheroes) - { - if (ghi->subID == hp->subID) - { - found = true; - replaceHero(gid, ghi); - Xheroes -= ghi; - break; - } - } - if (!found) - { - auto nh = new CGHeroInstance(); - nh->initHero(HeroTypeID(hp->subID)); - replaceHero(gid, nh); - } - } - } - - //selecting heroes by power - - std::sort(Xheroes.begin(), Xheroes.end(), [](const CGHeroInstance * a, const CGHeroInstance * b) - { - return a->getHeroStrength() > b->getHeroStrength(); - }); //sort, descending strength - - for(int g=0; gobjects.size(); ++g) - { - const ObjectInstanceID gid = ObjectInstanceID(g); - CGObjectInstance * obj = map->objects[g]; - if (obj->ID != Obj::HERO_PLACEHOLDER) - { - continue; - } - CGHeroPlaceholder * hp = static_cast(obj); - - if (hp->subID == 0xFF) //select by power - { - if(Xheroes.size() > hp->power - 1) - replaceHero(gid, Xheroes[hp->power - 1]); - else - { - logGlobal->warnStream() << "Warning, no hero to replace!"; - map->removeBlockVisTiles(hp, true); - delete hp; - map->objects[g] = nullptr; - } - //we don't have to remove hero from Xheroes because it would destroy the order and duplicates shouldn't happen - } - } - } - - return ret; -} - -void CGameState::placeCampaignHeroes(const std::vector > &campHeroReplacements) -{ - for(auto obj : campHeroReplacements) - { - CGHeroPlaceholder *placeholder = dynamic_cast(getObjInstance(obj.second)); - - CGHeroInstance *heroToPlace = obj.first; - heroToPlace->id = obj.second; - heroToPlace->tempOwner = placeholder->tempOwner; - heroToPlace->pos = placeholder->pos; - heroToPlace->type = VLC->heroh->heroes[heroToPlace->type->ID.getNum()]; //TODO is this reasonable? either old type can be still used or it can be deleted? - - for(auto &&i : heroToPlace->stacks) - i.second->type = VLC->creh->creatures[i.second->getCreatureID()]; - - auto fixArtifact = [&](CArtifactInstance * art) - { - art->artType = VLC->arth->artifacts[art->artType->id]; - gs->map->artInstances.push_back(art); - art->id = ArtifactInstanceID(gs->map->artInstances.size() - 1); - }; - - for(auto &&i : heroToPlace->artifactsWorn) - fixArtifact(i.second.artifact); - for(auto &&i : heroToPlace->artifactsInBackpack) - fixArtifact(i.artifact); - - map->heroesOnMap.push_back(heroToPlace); - map->objects[heroToPlace->id.getNum()] = heroToPlace; - map->addBlockVisTiles(heroToPlace); - - //const auto & travelOptions = scenarioOps->campState->getCurrentScenario().travelOptions; - } -} - -bool CGameState::isUsedHero(HeroTypeID hid) const -{ - for(auto hero : map->heroesOnMap) //heroes instances initialization - if(hero->subID == hid.getNum()) - return true; - - for(auto obj : map->objects) //prisons - if(obj && obj->ID == Obj::PRISON && obj->subID == hid.getNum()) - return true; - - return false; -} - -CGPathNode::CGPathNode() -:coord(-1,-1,-1) -{ - accessible = NOT_SET; - land = 0; - moveRemains = 0; - turns = 255; - theNodeBefore = nullptr; -} - -bool CGPathNode::reachable() const -{ - return turns < 255; -} - -bool CPathsInfo::getPath( const int3 &dst, CGPath &out ) -{ - assert(isValid); - - out.nodes.clear(); - const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z]; - if(!curnode->theNodeBefore) - return false; - - - while(curnode) - { - CGPathNode cpn = *curnode; - curnode = curnode->theNodeBefore; - out.nodes.push_back(cpn); - } - return true; -} - -CPathsInfo::CPathsInfo( const int3 &Sizes ) -:sizes(Sizes) -{ - hero = nullptr; - 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(auto & elem : nodes) - { - elem.coord = CGHeroInstance::convertPosition(elem.coord,true); - } - } -} - -PlayerState::PlayerState() - : color(-1), currentSelection(0xffffffff), enteredWinningCheatCode(0), - enteredLosingCheatCode(0), status(EPlayerStatus::INGAME), daysWithoutCastle(0) -{ - setNodeType(PLAYER); -} - -std::string PlayerState::nodeName() const -{ - return "Player " + (color.getNum() < VLC->generaltexth->capColors.size() ? VLC->generaltexth->capColors[color.getNum()] : boost::lexical_cast(color)); -} - -InfoAboutArmy::InfoAboutArmy(): - owner(PlayerColor::NEUTRAL) -{} - -InfoAboutArmy::InfoAboutArmy(const CArmedInstance *Army, bool detailed) -{ - initFromArmy(Army, detailed); -} - -void InfoAboutArmy::initFromArmy(const CArmedInstance *Army, bool detailed) -{ - army = ArmyDescriptor(Army, detailed); - owner = Army->tempOwner; - name = Army->getHoverText(); -} - -void InfoAboutHero::assign(const InfoAboutHero & iah) -{ - InfoAboutArmy::operator = (iah); - - details = (iah.details ? new Details(*iah.details) : nullptr); - hclass = iah.hclass; - portrait = iah.portrait; -} - -InfoAboutHero::InfoAboutHero(): - details(nullptr), - hclass(nullptr), - portrait(-1) -{} - -InfoAboutHero::InfoAboutHero(const InfoAboutHero & iah): - InfoAboutArmy() -{ - assign(iah); -} - -InfoAboutHero::InfoAboutHero(const CGHeroInstance *h, bool detailed) - : details(nullptr), - hclass(nullptr), - portrait(-1) -{ - initFromHero(h, detailed); -} - -InfoAboutHero::~InfoAboutHero() -{ - delete details; -} - -InfoAboutHero & InfoAboutHero::operator=(const InfoAboutHero & iah) -{ - assign(iah); - return *this; -} - -void InfoAboutHero::initFromHero(const CGHeroInstance *h, bool detailed) -{ - if(!h) - return; - - initFromArmy(h, detailed); - - hclass = h->type->heroClass; - name = h->name; - portrait = h->portrait; - - if(detailed) - { - //include details about hero - details = new Details; - details->luck = h->LuckVal(); - details->morale = h->MoraleVal(); - details->mana = h->mana; - details->primskills.resize(GameConstants::PRIMARY_SKILLS); - - for (int i = 0; i < GameConstants::PRIMARY_SKILLS ; i++) - { - details->primskills[i] = h->getPrimSkillLevel(static_cast(i)); - } - } -} - -InfoAboutTown::InfoAboutTown(): - details(nullptr), - tType(nullptr), - built(0), - fortLevel(0) -{ - -} - -InfoAboutTown::InfoAboutTown(const CGTownInstance *t, bool detailed) -{ - initFromTown(t, detailed); -} - -InfoAboutTown::~InfoAboutTown() -{ - delete details; -} - -void InfoAboutTown::initFromTown(const CGTownInstance *t, bool detailed) -{ - initFromArmy(t, detailed); - army = ArmyDescriptor(t->getUpperArmy(), detailed); - built = t->builded; - fortLevel = t->fortLevel(); - name = t->name; - tType = t->town; - - if(detailed) - { - //include details about hero - details = new Details; - details->goldIncome = t->dailyIncome(); - details->customRes = t->hasBuilt(BuildingID::RESOURCE_SILO); - details->hallLevel = t->hallLevel(); - details->garrisonedHero = t->garrisonHero; - } -} - -ArmyDescriptor::ArmyDescriptor(const CArmedInstance *army, bool detailed) - : isDetailed(detailed) -{ - for(auto & elem : army->Slots()) - { - if(detailed) - (*this)[elem.first] = *elem.second; - else - (*this)[elem.first] = CStackBasicDescriptor(elem.second->type, elem.second->getQuantityID()); - } -} - -ArmyDescriptor::ArmyDescriptor() - : isDetailed(false) -{ - -} - -int ArmyDescriptor::getStrength() const -{ - ui64 ret = 0; - if(isDetailed) - { - for(auto & elem : *this) - ret += elem.second.type->AIValue * elem.second.count; - } - else - { - for(auto & elem : *this) - ret += elem.second.type->AIValue * CCreature::estimateCreatureCount(elem.second.count); - } - return ret; -} - -DuelParameters::SideSettings::StackSettings::StackSettings() - : type(CreatureID::NONE), count(0) -{ -} - -DuelParameters::SideSettings::StackSettings::StackSettings(CreatureID Type, si32 Count) - : type(Type), count(Count) -{ -} - -DuelParameters::SideSettings::SideSettings() -{ - heroId = -1; -} - -DuelParameters::DuelParameters(): - terType(ETerrainType::DIRT), - bfieldType(BFieldType::ROCKLANDS) -{ -} - -DuelParameters DuelParameters::fromJSON(const std::string &fname) -{ - DuelParameters ret; - - const JsonNode duelData(ResourceID("DATA/" + fname, EResType::TEXT)); - ret.terType = ETerrainType((int)duelData["terType"].Float()); - ret.bfieldType = BFieldType((int)duelData["bfieldType"].Float()); - for(const JsonNode &n : duelData["sides"].Vector()) - { - SideSettings &ss = ret.sides[(int)n["side"].Float()]; - int i = 0; - for(const JsonNode &stackNode : n["army"].Vector()) - { - ss.stacks[i].type = CreatureID((si32)stackNode.Vector()[0].Float()); - ss.stacks[i].count = stackNode.Vector()[1].Float(); - i++; - } - - if(n["heroid"].getType() == JsonNode::DATA_FLOAT) - ss.heroId = n["heroid"].Float(); - else - ss.heroId = -1; - - for(const JsonNode &n : n["heroPrimSkills"].Vector()) - ss.heroPrimSkills.push_back(n.Float()); - - for(const JsonNode &skillNode : n["heroSecSkills"].Vector()) - { - std::pair secSkill; - secSkill.first = skillNode.Vector()[0].Float(); - secSkill.second = skillNode.Vector()[1].Float(); - ss.heroSecSkills.push_back(secSkill); - } - - assert(ss.heroPrimSkills.empty() || ss.heroPrimSkills.size() == GameConstants::PRIMARY_SKILLS); - - if(ss.heroId != -1) - { - const JsonNode & spells = n["spells"]; - if(spells.getType() == JsonNode::DATA_STRING && spells.String() == "all") - { - for(auto spell : VLC->spellh->spells) - if(spell->id <= SpellID::SUMMON_AIR_ELEMENTAL) - ss.spells.insert(spell->id); - } - else - for(const JsonNode &spell : n["spells"].Vector()) - ss.spells.insert(SpellID(spell.Float())); - } - } - - for(const JsonNode &n : duelData["obstacles"].Vector()) - { - auto oi = make_shared(); - if(n.getType() == JsonNode::DATA_VECTOR) - { - oi->ID = n.Vector()[0].Float(); - oi->pos = n.Vector()[1].Float(); - } - else - { - assert(n.getType() == JsonNode::DATA_FLOAT); - oi->ID = 21; - oi->pos = n.Float(); - } - oi->uniqueID = ret.obstacles.size(); - ret.obstacles.push_back(oi); - } - - for(const JsonNode &n : duelData["creatures"].Vector()) - { - CusomCreature cc; - cc.id = n["id"].Float(); - -#define retreive(name) \ - if(n[ #name ].getType() == JsonNode::DATA_FLOAT)\ - cc.name = n[ #name ].Float(); \ - else \ - cc.name = -1; - - retreive(attack); - retreive(defense); - retreive(HP); - retreive(dmg); - retreive(shoots); - retreive(speed); - ret.creatures.push_back(cc); - } - - return ret; -} - -TeamState::TeamState() -{ - setNodeType(TEAM); -} - -void CPathfinder::initializeGraph() -{ - 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) - { - curPos = int3(i,j,k); - const TerrainTile *tinfo = &gs->map->getTile(int3(i, j, k)); - CGPathNode &node = graph[i][j][k]; - node.accessible = evaluateAccessibility(tinfo); - node.turns = 0xff; - node.moveRemains = 0; - node.coord.x = i; - node.coord.y = j; - node.coord.z = k; - node.land = tinfo->terType != ETerrainType::WATER; - node.theNodeBefore = nullptr; - } - } - } -} - -void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/) -{ - assert(hero); - assert(hero == getHero(hero->id)); - if(src.x < 0) - src = hero->getPosition(false); - if(movement < 0) - movement = hero->movement; - - out.hero = hero; - out.hpos = src; - - if(!gs->map->isInTheMap(src)/* || !gs->map->isInTheMap(dest)*/) //check input - { - logGlobal->errorStream() << "CGameState::calculatePaths: Hero outside the gs->map? How dare you..."; - return; - } - - initializeGraph(); - - - //initial tile - set cost on 0 and add to the queue - CGPathNode &initialNode = *getNode(src); - initialNode.turns = 0; - initialNode.moveRemains = movement; - mq.push_back(&initialNode); - - std::vector neighbours; - neighbours.reserve(16); - while(!mq.empty()) - { - cp = mq.front(); - mq.pop_front(); - - const int3 sourceGuardPosition = guardingCreaturePosition(cp->coord); - bool guardedSource = (sourceGuardPosition != int3(-1, -1, -1) && cp->coord != src); - ct = &gs->map->getTile(cp->coord); - - int movement = cp->moveRemains, turn = cp->turns; - if(!movement) - { - movement = hero->maxMovePoints(cp->land); - turn++; - } - - - //add accessible neighbouring nodes to the queue - neighbours.clear(); - - //handling subterranean gate => it's exit is the only neighbour - bool subterraneanEntry = (ct->topVisitableId() == Obj::SUBTERRANEAN_GATE && useSubterraneanGates); - if(subterraneanEntry) - { - //try finding the exit gate - if(const CGObjectInstance *outGate = getObj(CGTeleport::getMatchingGate(ct->visitableObjects.back()->id), false)) - { - const int3 outPos = outGate->visitablePos(); - //gs->getNeighbours(*getTile(outPos), outPos, neighbours, boost::logic::indeterminate, !cp->land); - neighbours.push_back(outPos); - } - else - { - //gate with no exit (blocked) -> do nothing with this node - continue; - } - } - - gs->getNeighbours(*ct, cp->coord, neighbours, boost::logic::indeterminate, !cp->land); - - for(auto & neighbour : neighbours) - { - const int3 &n = neighbour; //current neighbor - dp = getNode(n); - dt = &gs->map->getTile(n); - destTopVisObjID = dt->topVisitableId(); - - useEmbarkCost = 0; //0 - usual movement; 1 - embark; 2 - disembark - - int turnAtNextTile = turn; - - - const bool destIsGuardian = sourceGuardPosition == n; - - if(!goodForLandSeaTransition()) - continue; - - if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED ) - continue; - - //special case -> hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile - if(cp->accessible == CGPathNode::VISITABLE && guardedSource && cp->theNodeBefore->land && ct->topVisitableId() == Obj::BOAT) - guardedSource = false; - - int cost = gs->getMovementCost(hero, cp->coord, dp->coord, movement); - - //special case -> moving from src Subterranean gate to dest gate -> it's free - if(subterraneanEntry && destTopVisObjID == Obj::SUBTERRANEAN_GATE && cp->coord.z != dp->coord.z) - cost = 0; - - int remains = movement - cost; - - if(useEmbarkCost) - { - remains = hero->movementPointsAfterEmbark(movement, cost, useEmbarkCost - 1); - cost = movement - remains; - } - - if(remains < 0) - { - //occurs rarely, when hero with low movepoints tries to leave the road - turnAtNextTile++; - int moveAtNextTile = hero->maxMovePoints(cp->land); - cost = gs->getMovementCost(hero, cp->coord, dp->coord, moveAtNextTile); //cost must be updated, movement points changed :( - remains = moveAtNextTile - cost; - } - - if((dp->turns==0xff //we haven't been here before - || dp->turns > turnAtNextTile - || (dp->turns >= turnAtNextTile && dp->moveRemains < remains)) //this route is faster - && (!guardedSource || destIsGuardian)) // 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 guardedDst = guardingCreaturePosition(dp->coord) != int3(-1, -1, -1) - && dp->accessible == CGPathNode::BLOCKVIS; - - if (dp->accessible == CGPathNode::ACCESSIBLE - || (useEmbarkCost && allowEmbarkAndDisembark) - || destTopVisObjID == Obj::SUBTERRANEAN_GATE - || (guardedDst && !guardedSource)) // Can step into a hostile tile once. - { - mq.push_back(dp); - } - } - } //neighbours loop - } //queue loop - - out.isValid = true; -} - -CGPathNode *CPathfinder::getNode(const int3 &coord) -{ - return &out.nodes[coord.x][coord.y][coord.z]; -} - -bool CPathfinder::canMoveBetween(const int3 &a, const int3 &b) const -{ - return gs->checkForVisitableDir(a, b) && gs->checkForVisitableDir(b, a); -} - -CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const TerrainTile *tinfo) const -{ - CGPathNode::EAccessibility ret = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE); - - - if(tinfo->terType == ETerrainType::ROCK || !FoW[curPos.x][curPos.y][curPos.z]) - return CGPathNode::BLOCKED; - - if(tinfo->visitable) - { - if(tinfo->visitableObjects.front()->ID == Obj::SANCTUARY && tinfo->visitableObjects.back()->ID == Obj::HERO && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner) //non-owned hero stands on Sanctuary - { - return CGPathNode::BLOCKED; - } - else - { - for(const CGObjectInstance *obj : tinfo->visitableObjects) - { - if(obj->passableFor(hero->tempOwner)) //special object instance specific passableness flag - overwrites other accessibility flags - { - ret = CGPathNode::ACCESSIBLE; - } - else if(obj->blockVisit) - { - return CGPathNode::BLOCKVIS; - } - else if(obj->ID != Obj::EVENT) //pathfinder should ignore placed events - { - ret = CGPathNode::VISITABLE; - } - } - } - } - else if (gs->map->isInTheMap(guardingCreaturePosition(curPos)) - && !tinfo->blocked) - { - // Monster close by; blocked visit for battle. - return CGPathNode::BLOCKVIS; - } - - return ret; -} - -bool CPathfinder::goodForLandSeaTransition() -{ - if(cp->land != dp->land) //hero can traverse land<->sea only in special circumstances - { - if(cp->land) //from land to sea -> embark or assault hero on boat - { - if(dp->accessible == CGPathNode::ACCESSIBLE || destTopVisObjID < 0) //cannot enter empty water tile from land -> it has to be visitable - return false; - if(destTopVisObjID != Obj::HERO && destTopVisObjID != Obj::BOAT) //only boat or hero can be accessed from land - return false; - if(destTopVisObjID == Obj::BOAT) - useEmbarkCost = 1; - } - else //disembark - { - //can disembark only on coastal tiles - if(!dt->isCoastal()) - return false; - - //tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast - if( (dp->accessible != CGPathNode::ACCESSIBLE && (dp->accessible != CGPathNode::BLOCKVIS || dt->blocked)) - || dt->visitable) //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate - return false;; - - useEmbarkCost = 2; - } - } - - return true; -} - -CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero) : CGameInfoCallback(_gs, boost::optional()), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap) -{ - useSubterraneanGates = true; - allowEmbarkAndDisembark = true; -} +#include "StdInc.h" +#include "CGameState.h" + +#include "mapping/CCampaignHandler.h" +#include "CDefObjInfoHandler.h" +#include "CArtHandler.h" +#include "CBuildingHandler.h" +#include "CGeneralTextHandler.h" +#include "CTownHandler.h" +#include "CSpellHandler.h" +#include "CHeroHandler.h" +#include "CObjectHandler.h" +#include "CCreatureHandler.h" +#include "CModHandler.h" +#include "VCMI_Lib.h" +#include "Connection.h" +#include "mapping/CMap.h" +#include "mapping/CMapService.h" +#include "StartInfo.h" +#include "NetPacks.h" +#include "RegisterTypes.h" +#include "mapping/CMapInfo.h" +#include "BattleState.h" +#include "JsonNode.h" +#include "filesystem/Filesystem.h" +#include "GameConstants.h" +#include "rmg/CMapGenerator.h" +#include "CStopWatch.h" + +DLL_LINKAGE std::minstd_rand ran; +class CGObjectInstance; + +#ifdef min +#undef min +#endif +#ifdef max +#undef max +#endif + +/* + * CGameState.cpp, part of VCMI engine + * + * Authors: listed in file AUTHORS in main folder + * + * License: GNU General Public License v2.0 or later + * Full text of license available in license.txt file, in main folder + * + */ + +template class CApplyOnGS; + +class CBaseForGSApply +{ +public: + virtual void applyOnGS(CGameState *gs, void *pack) const =0; + virtual ~CBaseForGSApply(){}; + template static CBaseForGSApply *getApplier(const U * t=nullptr) + { + return new CApplyOnGS; + } +}; + +template class CApplyOnGS : public CBaseForGSApply +{ +public: + void applyOnGS(CGameState *gs, void *pack) const + { + T *ptr = static_cast(pack); + + boost::unique_lock lock(*gs->mx); + ptr->applyGs(gs); + } +}; + +static CApplier *applierGs = nullptr; + +class IObjectCaller +{ +public: + virtual ~IObjectCaller(){}; + virtual void preInit()=0; + virtual void postInit()=0; +}; + +template +class CObjectCaller : public IObjectCaller +{ +public: + void preInit() + { + //T::preInit(); + } + void postInit() + { + //T::postInit(); + } +}; + +class CObjectCallersHandler +{ +public: + std::vector apps; + + template void registerType(const T * t=nullptr) + { + apps.push_back(new CObjectCaller); + } + + CObjectCallersHandler() + { + registerTypes1(*this); + } + + ~CObjectCallersHandler() + { + for (auto & elem : apps) + delete elem; + } + + void preInit() + { +// for (size_t i = 0; i < apps.size(); i++) +// apps[i]->preInit(); + } + + void postInit() + { + //for (size_t i = 0; i < apps.size(); i++) + //apps[i]->postInit(); + } +} *objCaller = nullptr; + +void MetaString::getLocalString(const std::pair &txt, std::string &dst) const +{ + int type = txt.first, ser = txt.second; + + if(type == ART_NAMES) + { + dst = VLC->arth->artifacts[ser]->Name(); + } + else if(type == CRE_PL_NAMES) + { + dst = VLC->creh->creatures[ser]->namePl; + } + else if(type == MINE_NAMES) + { + dst = VLC->generaltexth->mines[ser].first; + } + else if(type == MINE_EVNTS) + { + dst = VLC->generaltexth->mines[ser].second; + } + else if(type == SPELL_NAME) + { + dst = SpellID(ser).toSpell()->name; + } + else if(type == CRE_SING_NAMES) + { + dst = VLC->creh->creatures[ser]->nameSing; + } + else if(type == ART_DESCR) + { + dst = VLC->arth->artifacts[ser]->Description(); + } + else if (type == ART_EVNTS) + { + dst = VLC->arth->artifacts[ser]->EventText(); + } + else + { + std::vector *vec; + switch(type) + { + case GENERAL_TXT: + vec = &VLC->generaltexth->allTexts; + break; + case XTRAINFO_TXT: + vec = &VLC->generaltexth->xtrainfo; + break; + case OBJ_NAMES: + vec = &VLC->generaltexth->names; + break; + case RES_NAMES: + vec = &VLC->generaltexth->restypes; + break; + case ARRAY_TXT: + vec = &VLC->generaltexth->arraytxt; + break; + case CREGENS: + vec = &VLC->generaltexth->creGens; + break; + case CREGENS4: + vec = &VLC->generaltexth->creGens4; + break; + case ADVOB_TXT: + vec = &VLC->generaltexth->advobtxt; + break; + case SEC_SKILL_NAME: + vec = &VLC->generaltexth->skillName; + break; + case COLOR: + vec = &VLC->generaltexth->capColors; + break; + default: + logGlobal->errorStream() << "Failed string substitution because type is " << type; + dst = "#@#"; + return; + } + if(vec->size() <= ser) + { + logGlobal->errorStream() << "Failed string substitution with type " << type << " because index " << ser << " is out of bounds!"; + dst = "#!#"; + } + else + dst = (*vec)[ser]; + } +} + +DLL_LINKAGE void MetaString::toString(std::string &dst) const +{ + size_t exSt = 0, loSt = 0, nums = 0; + dst.clear(); + + for(auto & elem : message) + {//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER + switch(elem) + { + case TEXACT_STRING: + dst += exactStrings[exSt++]; + break; + case TLOCAL_STRING: + { + std::string hlp; + getLocalString(localStrings[loSt++], hlp); + dst += hlp; + } + break; + case TNUMBER: + dst += boost::lexical_cast(numbers[nums++]); + break; + case TREPLACE_ESTRING: + boost::replace_first(dst, "%s", exactStrings[exSt++]); + break; + case TREPLACE_LSTRING: + { + std::string hlp; + getLocalString(localStrings[loSt++], hlp); + boost::replace_first(dst, "%s", hlp); + } + break; + case TREPLACE_NUMBER: + boost::replace_first(dst, "%d", boost::lexical_cast(numbers[nums++])); + break; + case TREPLACE_PLUSNUMBER: + boost::replace_first(dst, "%+d", '+' + boost::lexical_cast(numbers[nums++])); + break; + default: + logGlobal->errorStream() << "MetaString processing error!"; + break; + } + } +} + +DLL_LINKAGE std::string MetaString::toString() const +{ + std::string ret; + toString(ret); + return ret; +} + +DLL_LINKAGE std::string MetaString::buildList () const +///used to handle loot from creature bank +{ + + size_t exSt = 0, loSt = 0, nums = 0; + std::string lista; + for (int i = 0; i < message.size(); ++i) + { + if (i > 0 && (message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING)) + { + if (exSt == exactStrings.size() - 1) + lista += VLC->generaltexth->allTexts[141]; //" and " + else + lista += ", "; + } + switch (message[i]) + { + case TEXACT_STRING: + lista += exactStrings[exSt++]; + break; + case TLOCAL_STRING: + { + std::string hlp; + getLocalString (localStrings[loSt++], hlp); + lista += hlp; + } + break; + case TNUMBER: + lista += boost::lexical_cast(numbers[nums++]); + break; + case TREPLACE_ESTRING: + lista.replace (lista.find("%s"), 2, exactStrings[exSt++]); + break; + case TREPLACE_LSTRING: + { + std::string hlp; + getLocalString (localStrings[loSt++], hlp); + lista.replace (lista.find("%s"), 2, hlp); + } + break; + case TREPLACE_NUMBER: + lista.replace (lista.find("%d"), 2, boost::lexical_cast(numbers[nums++])); + break; + default: + logGlobal->errorStream() << "MetaString processing error!"; + } + + } + return lista; +} + + +void MetaString::addCreReplacement(CreatureID id, TQuantity count) //adds sing or plural name; +{ + if (!count) + addReplacement (CRE_PL_NAMES, id); //no creatures - just empty name (eg. defeat Angels) + else if (count == 1) + addReplacement (CRE_SING_NAMES, id); + else + addReplacement (CRE_PL_NAMES, id); +} + +void MetaString::addReplacement(const CStackBasicDescriptor &stack) +{ + assert(stack.type); //valid type + addCreReplacement(stack.type->idNumber, stack.count); +} + +static CGObjectInstance * createObject(Obj id, int subid, int3 pos, PlayerColor owner) +{ + CGObjectInstance * nobj; + switch(id) + { + case Obj::HERO: + { + auto nobj = new CGHeroInstance(); + nobj->pos = pos; + nobj->tempOwner = owner; + nobj->subID = subid; + //nobj->initHero(ran); + return nobj; + } + case Obj::TOWN: + nobj = new CGTownInstance; + break; + default: //rest of objects + nobj = new CGObjectInstance; + nobj->defInfo = id.toDefObjInfo()[subid]; + break; + } + nobj->ID = id; + nobj->subID = subid; + if(!nobj->defInfo) + logGlobal->warnStream() <<"No def declaration for " <pos = pos; + //nobj->state = nullptr;//new CLuaObjectScript(); + nobj->tempOwner = owner; + nobj->defInfo->id = id; + nobj->defInfo->subid = subid; + + //assigning defhandler + if(nobj->ID==Obj::HERO || nobj->ID==Obj::TOWN) + return nobj; + nobj->defInfo = id.toDefObjInfo()[subid]; + return nobj; +} + +CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, PlayerColor player, const CTown *town, std::map > &available, const CHeroClass *bannedClass /*= nullptr*/) const +{ + CGHeroInstance *ret = nullptr; + + if(player>=PlayerColor::PLAYER_LIMIT) + { + logGlobal->errorStream() << "Cannot pick hero for " << town->faction->index << ". Wrong owner!"; + return nullptr; + } + + std::vector pool; + + if(native) + { + for(auto & elem : available) + { + if(pavailable.find(elem.first)->second & 1<type->heroClass->faction == town->faction->index) + { + pool.push_back(elem.second); //get all available heroes + } + } + if(!pool.size()) + { + logGlobal->errorStream() << "Cannot pick native hero for " << player << ". Picking any..."; + return pickHeroFor(false, player, town, available); + } + else + { + ret = pool[rand()%pool.size()]; + } + } + else + { + int sum=0, r; + + for(auto & elem : available) + { + if (pavailable.find(elem.first)->second & (1<type->heroClass != bannedClass) ) // and his class is not same as other hero + { + pool.push_back(elem.second); + sum += elem.second->type->heroClass->selectionProbability[town->faction->index]; //total weight + } + } + if(!pool.size() || sum == 0) + { + logGlobal->errorStream() << "There are no heroes available for player " << player<<"!"; + return nullptr; + } + + r = rand()%sum; + for (auto & elem : pool) + { + r -= elem->type->heroClass->selectionProbability[town->faction->index]; + if(r < 0) + { + ret = elem; + break; + } + } + if(!ret) + ret = pool.back(); + } + + available.erase(ret->subID); + return ret; +} + +int CGameState::pickHero(PlayerColor owner) +{ + const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner); + if(!isUsedHero(HeroTypeID(ps.hero)) && ps.hero >= 0) //we haven't used selected hero + return ps.hero; + + if(scenarioOps->mode == StartInfo::CAMPAIGN) + { + auto bonus = scenarioOps->campState->getBonusForCurrentMap(); + if(bonus && bonus->type == CScenarioTravel::STravelBonus::HERO && owner == PlayerColor(bonus->info1)) + { + //TODO what if hero chosen as bonus is placed in the prison on map + if(bonus->info2 != 0xffff && !isUsedHero(HeroTypeID(bonus->info2))) //not random and not taken + { + return bonus->info2; + } + } + } + + //list of available heroes for this faction and others + std::vector factionHeroes, otherHeroes; + + for(HeroTypeID hid : getUnusedAllowedHeroes()) + { + if(VLC->heroh->heroes[hid.getNum()]->heroClass->faction == ps.castle) + factionHeroes.push_back(hid); + else + otherHeroes.push_back(hid); + } + + // select random hero native to "our" faction + if (!factionHeroes.empty()) + return factionHeroes.at(ran() % factionHeroes.size()).getNum(); + + logGlobal->warnStream() << "Cannot find free hero of appropriate faction for player " << owner << " - trying to get first available..."; + if(!otherHeroes.empty()) + return otherHeroes.at(ran() % otherHeroes.size()).getNum(); + + logGlobal->errorStream() << "No free allowed heroes!"; + auto notAllowedHeroesButStillBetterThanCrash = getUnusedAllowedHeroes(true); + if(notAllowedHeroesButStillBetterThanCrash.size()) + return notAllowedHeroesButStillBetterThanCrash.begin()->getNum(); + + logGlobal->errorStream() << "No free heroes at all!"; + assert(0); //current code can't handle this situation + return -1; // no available heroes at all +} + +std::pair CGameState::pickObject (CGObjectInstance *obj) +{ + switch(obj->ID) + { + case Obj::RANDOM_ART: + return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC)); + case Obj::RANDOM_TREASURE_ART: + return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_TREASURE)); + case Obj::RANDOM_MINOR_ART: + return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_MINOR)); + case Obj::RANDOM_MAJOR_ART: + return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_MAJOR)); + case Obj::RANDOM_RELIC_ART: + return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_RELIC)); + case Obj::RANDOM_HERO: + return std::make_pair(Obj::HERO, pickHero(obj->tempOwner)); + case Obj::RANDOM_MONSTER: + return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran))); + case Obj::RANDOM_MONSTER_L1: + return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 1)); + case Obj::RANDOM_MONSTER_L2: + return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 2)); + case Obj::RANDOM_MONSTER_L3: + return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 3)); + case Obj::RANDOM_MONSTER_L4: + return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 4)); + case Obj::RANDOM_RESOURCE: + return std::make_pair(Obj::RESOURCE,ran()%7); //now it's OH3 style, use %8 for mithril + case Obj::RANDOM_TOWN: + { + PlayerColor align = PlayerColor((static_cast(obj))->alignment); + si32 f; // can be negative (for random) + if(align >= PlayerColor::PLAYER_LIMIT)//same as owner / random + { + if(obj->tempOwner >= PlayerColor::PLAYER_LIMIT) + f = -1; //random + else + f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle; + } + else + { + f = scenarioOps->getIthPlayersSettings(align).castle; + } + if(f<0) + { + do + { + f = ran()%VLC->townh->factions.size(); + } + while (VLC->townh->factions[f]->town == nullptr); // find playable faction + } + return std::make_pair(Obj::TOWN,f); + } + case Obj::RANDOM_MONSTER_L5: + return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 5)); + case Obj::RANDOM_MONSTER_L6: + return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 6)); + case Obj::RANDOM_MONSTER_L7: + return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 7)); + case Obj::RANDOM_DWELLING: + case Obj::RANDOM_DWELLING_LVL: + case Obj::RANDOM_DWELLING_FACTION: + { + CGDwelling * dwl = static_cast(obj); + int faction; + + //if castle alignment available + if (auto info = dynamic_cast(dwl->info)) + { + faction = ran() % VLC->townh->factions.size(); + if (info->asCastle) + { + for(auto & elem : map->objects) + { + if(!elem) + continue; + + if(elem->ID==Obj::RANDOM_TOWN + && dynamic_cast(elem.get())->identifier == info->identifier) + { + randomizeObject(elem); //we have to randomize the castle first + faction = elem->subID; + break; + } + else if(elem->ID==Obj::TOWN + && dynamic_cast(elem.get())->identifier == info->identifier) + { + faction = elem->subID; + break; + } + } + } + else + { + while((!(info->castles[0]&(1<7) && (info->castles[1]&(1<<(faction-8)))) + break; + faction = ran()%GameConstants::F_NUMBER; + } + } + } + else // castle alignment fixed + faction = obj->subID; + + int level; + + //if level set to range + if (auto info = dynamic_cast(dwl->info)) + level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel)); + else // fixed level + level = obj->subID; + + delete dwl->info; + dwl->info = nullptr; + + std::pair result(Obj::NO_OBJ, -1); + CreatureID cid = VLC->townh->factions[faction]->town->creatures[level][0]; + + //golem factory is not in list of cregens but can be placed as random object + static const CreatureID factoryCreatures[] = {CreatureID::STONE_GOLEM, CreatureID::IRON_GOLEM, + CreatureID::GOLD_GOLEM, CreatureID::DIAMOND_GOLEM}; + std::vector factory(factoryCreatures, factoryCreatures + ARRAY_COUNT(factoryCreatures)); + if (vstd::contains(factory, cid)) + result = std::make_pair(Obj::CREATURE_GENERATOR4, 1); + + //NOTE: this will pick last dwelling with this creature (Mantis #900) + //check for block map equality is better but more complex solution + for(auto &iter : VLC->objh->cregens) + if (iter.second == cid) + result = std::make_pair(Obj::CREATURE_GENERATOR1, iter.first); + + if (result.first == Obj::NO_OBJ) + { + logGlobal->errorStream() << "Error: failed to find creature for dwelling of "<< int(faction) << " of level " << int(level); + auto iter = VLC->objh->cregens.begin(); + std::advance(iter, ran() % VLC->objh->cregens.size() ); + result = std::make_pair(Obj::CREATURE_GENERATOR1, iter->first); + } + + return result; + } + } + return std::make_pair(Obj::NO_OBJ,-1); +} + +void CGameState::randomizeObject(CGObjectInstance *cur) +{ + std::pair ran = pickObject(cur); + if(ran.first == Obj::NO_OBJ || ran.second<0) //this is not a random object, or we couldn't find anything + { + if(cur->ID==Obj::TOWN) //town - set def + { + CGTownInstance *t = dynamic_cast(cur); + t->town = VLC->townh->factions[t->subID]->town; + if(t->hasCapitol()) + t->defInfo = VLC->dobjinfo->capitols[t->subID]; + else if(t->hasFort()) + t->defInfo = VLC->dobjinfo->gobjs[Obj::TOWN][t->subID]; + else + t->defInfo = VLC->dobjinfo->villages[t->subID]; + } + return; + } + else if(ran.first==Obj::HERO)//special code for hero + { + CGHeroInstance *h = dynamic_cast(cur); + if(!h) {logGlobal->warnStream()<<"Wrong random hero at "<pos; return;} + cur->ID = ran.first; + cur->subID = ran.second; + h->type = VLC->heroh->heroes[ran.second]; + h->portrait = h->type->imageIndex; + h->randomizeArmy(h->type->heroClass->faction); + map->heroesOnMap.push_back(h); + return; //TODO: maybe we should do something with definfo? + } + else if(ran.first==Obj::TOWN)//special code for town + { + CGTownInstance *t = dynamic_cast(cur); + if(!t) {logGlobal->warnStream()<<"Wrong random town at "<pos; return;} + cur->ID = ran.first; + cur->subID = ran.second; + //FIXME: copy-pasted from above + t->town = VLC->townh->factions[t->subID]->town; + if(t->hasCapitol()) + t->defInfo = VLC->dobjinfo->capitols[t->subID]; + else if(t->hasFort()) + t->defInfo = VLC->dobjinfo->gobjs[Obj::TOWN][t->subID]; + else + t->defInfo = VLC->dobjinfo->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->customDefs.push_back(cur->defInfo = ran.first.toDefObjInfo()[ran.second]); + if(!cur->defInfo) + { + logGlobal->errorStream()<<"*BIG* WARNING: Missing def declaration for "<ID<<" "<subID; + return; + } + + map->addBlockVisTiles(cur); +} + +int CGameState::getDate(Date::EDateType mode) const +{ + int temp; + switch (mode) + { + case Date::DAY: + return day; + case Date::DAY_OF_WEEK: //day of week + temp = (day)%7; // 1 - Monday, 7 - Sunday + return temp ? temp : 7; + case Date::WEEK: //current week + temp = ((day-1)/7)+1; + if (!(temp%4)) + return 4; + else + return (temp%4); + case Date::MONTH: //current month + return ((day-1)/28)+1; + case Date::DAY_OF_MONTH: //day of month + temp = (day)%28; + if (temp) + return temp; + else return 28; + } + return 0; +} +CGameState::CGameState() +{ + gs = this; + mx = new boost::shared_mutex(); + applierGs = new CApplier; + registerTypes2(*applierGs); + objCaller = new CObjectCallersHandler; + globalEffects.setDescription("Global effects"); +} +CGameState::~CGameState() +{ + //delete mx;//TODO: crash on Linux (mutex must be unlocked before destruction) + map.dellNull(); + curB.dellNull(); + //delete scenarioOps; //TODO: fix for loading ind delete + //delete initialOpts; + delete applierGs; + delete objCaller; + + for(auto ptr : hpool.heroesPool) // clean hero pool + ptr.second.dellNull(); +} + +BattleInfo * CGameState::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town) +{ + const TerrainTile &t = map->getTile(tile); + ETerrainType terrain = t.terType; + if(t.isCoastal() && !t.isWater()) + terrain = ETerrainType::SAND; + + BFieldType terType = battleGetBattlefieldType(tile); + return BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town); +} + +void CGameState::init(StartInfo * si) +{ + auto giveCampaignBonusToHero = [&](CGHeroInstance * hero) + { + const boost::optional & curBonus = scenarioOps->campState->getBonusForCurrentMap(); + if(!curBonus) + return; + + if(curBonus->isBonusForHero()) + { + //apply bonus + switch (curBonus->type) + { + case CScenarioTravel::STravelBonus::SPELL: + hero->spells.insert(SpellID(curBonus->info2)); + break; + case CScenarioTravel::STravelBonus::MONSTER: + { + for(int i=0; islotEmpty(SlotID(i))) + { + hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3); + break; + } + } + } + break; + case CScenarioTravel::STravelBonus::ARTIFACT: + gs->giveHeroArtifact(hero, static_cast(curBonus->info2)); + break; + case CScenarioTravel::STravelBonus::SPELL_SCROLL: + { + CArtifactInstance * scroll = CArtifactInstance::createScroll(SpellID(curBonus->info2).toSpell()); + scroll->putAt(ArtifactLocation(hero, scroll->firstAvailableSlot(hero))); + } + break; + case CScenarioTravel::STravelBonus::PRIMARY_SKILL: + { + const ui8* ptr = reinterpret_cast(&curBonus->info2); + for (int g=0; gcampState->currentMap, g); + hero->addNewBonus(bb); + } + } + break; + case CScenarioTravel::STravelBonus::SECONDARY_SKILL: + hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true); + break; + } + } + }; + + auto getHumanPlayerInfo = [&]() -> std::vector + { + std::vector ret; + for(auto it = scenarioOps->playerInfos.cbegin(); + it != scenarioOps->playerInfos.cend(); ++it) + { + if(it->second.playerID != PlayerSettings::PLAYER_AI) + ret.push_back(&it->second); + } + + return ret; + }; + + logGlobal->infoStream() << "\tUsing random seed: "<< si->seedToBeUsed; + ran.seed((boost::int32_t)si->seedToBeUsed); + scenarioOps = new StartInfo(*si); + initialOpts = new StartInfo(*si); + si = nullptr; + + switch(scenarioOps->mode) + { + case StartInfo::NEW_GAME: + { + if(scenarioOps->createRandomMap()) + { + logGlobal->infoStream() << "Create random map."; + CStopWatch sw; + + // Gen map + CMapGenerator mapGenerator; + map = mapGenerator.generate(scenarioOps->mapGenOptions.get(), scenarioOps->seedToBeUsed).release(); + + // Update starting options + for(int i = 0; i < map->players.size(); ++i) + { + const auto & playerInfo = map->players[i]; + if(playerInfo.canAnyonePlay()) + { + PlayerSettings & playerSettings = scenarioOps->playerInfos[PlayerColor(i)]; + playerSettings.compOnly = !playerInfo.canHumanPlay; + playerSettings.team = playerInfo.team; + playerSettings.castle = playerInfo.defaultCastle(); + if(playerSettings.playerID == PlayerSettings::PLAYER_AI && playerSettings.name.empty()) + { + playerSettings.name = VLC->generaltexth->allTexts[468]; + } + playerSettings.color = PlayerColor(i); + } + else + { + scenarioOps->playerInfos.erase(PlayerColor(i)); + } + } + + logGlobal->infoStream() << boost::format("Generated random map in %i ms.") % sw.getDiff(); + } + else + { + logGlobal->infoStream() << "Open map file: " << scenarioOps->mapname; + map = CMapService::loadMap(scenarioOps->mapname).release(); + } + } + break; + case StartInfo::CAMPAIGN: + { + logGlobal->infoStream() << "Open campaign map file: " << scenarioOps->campState->currentMap; + auto campaign = scenarioOps->campState; + assert(vstd::contains(campaign->camp->mapPieces, scenarioOps->campState->currentMap)); + + std::string & mapContent = campaign->camp->mapPieces[scenarioOps->campState->currentMap]; + auto buffer = reinterpret_cast(mapContent.data()); + map = CMapService::loadMap(buffer, mapContent.size()).release(); + } + break; + case StartInfo::DUEL: + initDuel(); + return; + default: + logGlobal->errorStream() << "Wrong mode: " << (int)scenarioOps->mode; + return; + } + VLC->arth->initAllowedArtifactsList(map->allowedArtifact); + logGlobal->infoStream() << "Map loaded!"; + + logGlobal->infoStream() << "\tOur checksum for the map: "<< map->checksum; + if(scenarioOps->mapfileChecksum) + { + logGlobal->infoStream() << "\tServer checksum for " << scenarioOps->mapname <<": "<< scenarioOps->mapfileChecksum; + if(map->checksum != scenarioOps->mapfileChecksum) + { + logGlobal->errorStream() << "Wrong map checksum!!!"; + throw std::runtime_error("Wrong checksum"); + } + } + else + scenarioOps->mapfileChecksum = map->checksum; + + day = 0; + + logGlobal->debugStream() << "Initialization:"; + logGlobal->debugStream() << "\tPicking grail position"; + //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 allowedPos; + static const int BORDER_WIDTH = 9; // grail must be at least 9 tiles away from border + + // add all not blocked tiles in range + for (int i = BORDER_WIDTH; i < map->width - BORDER_WIDTH ; i++) + { + for (int j = BORDER_WIDTH; j < map->height - BORDER_WIDTH; j++) + { + for (int k = 0; k < (map->twoLevel ? 2 : 1); k++) + { + const TerrainTile &t = map->getTile(int3(i, j, k)); + if(!t.blocked + && !t.visitable + && t.terType != ETerrainType::WATER + && t.terType != ETerrainType::ROCK + && map->grailPos.dist2d(int3(i,j,k)) <= map->grailRadious) + allowedPos.push_back(int3(i,j,k)); + } + } + } + + //remove tiles with holes + for(auto & elem : map->objects) + if(elem && elem->ID == Obj::HOLE) + allowedPos -= elem->pos; + + if(allowedPos.size()) + map->grailPos = allowedPos[ran() % allowedPos.size()]; + else + logGlobal->warnStream() << "Warning: Grail cannot be placed, no appropriate tile found!"; + } + + //picking random factions for players + logGlobal->debugStream() << "\tPicking random factions for players"; + for(auto & elem : scenarioOps->playerInfos) + { + if(elem.second.castle==-1) + { + int randomID = ran() % map->players[elem.first.getNum()].allowedFactions.size(); + auto iter = map->players[elem.first.getNum()].allowedFactions.begin(); + std::advance(iter, randomID); + + elem.second.castle = *iter; + } + } + + //randomizing objects + logGlobal->debugStream() << "\tRandomizing objects"; + for(CGObjectInstance *obj : map->objects) + { + if(!obj) + continue; + + randomizeObject(obj); + obj->hoverName = VLC->generaltexth->names[obj->ID]; + + //handle Favouring Winds - mark tiles under it + if(obj->ID == Obj::FAVORABLE_WINDS) + 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).extTileFlags |= 128; + } + } + + /*********creating players entries in gs****************************************/ + logGlobal->debugStream() << "\tCreating player entries in gs"; + for(auto & elem : scenarioOps->playerInfos) + { + std::pair ins(elem.first,PlayerState()); + ins.second.color=ins.first; + ins.second.human = elem.second.playerID; + ins.second.team = map->players[ins.first.getNum()].team; + teams[ins.second.team].id = ins.second.team;//init team + teams[ins.second.team].players.insert(ins.first);//add player to team + players.insert(ins); + } + + /*************************replace hero placeholders*****************************/ + if (scenarioOps->campState) + { + logGlobal->debugStream() << "\tReplacing hero placeholders"; + std::vector > campHeroReplacements = campaignHeroesToReplace(); + //Replace placeholders with heroes from previous missions + logGlobal->debugStream() << "\tSetting up heroes"; + placeCampaignHeroes(campHeroReplacements); + } + + + /*********give starting hero****************************************/ + logGlobal->debugStream() << "\tGiving starting hero"; + { + bool campaignGiveHero = false; + if(scenarioOps->campState) + { + if(auto bonus = scenarioOps->campState->getBonusForCurrentMap()) + { + campaignGiveHero = scenarioOps->mode == StartInfo::CAMPAIGN && + bonus.get().type == CScenarioTravel::STravelBonus::HERO; + } + } + + for(auto it = scenarioOps->playerInfos.begin(); it != scenarioOps->playerInfos.end(); ++it) + { + const PlayerInfo &p = map->players[it->first.getNum()]; + bool generateHero = (p.generateHeroAtMainTown || + (it->second.playerID != PlayerSettings::PLAYER_AI && campaignGiveHero)) && p.hasMainTown; + if(generateHero && vstd::contains(scenarioOps->playerInfos, it->first)) + { + int3 hpos = p.posOfMainTown; + hpos.x+=1; + + int h = pickHero(it->first); + if(it->second.hero == -1) + it->second.hero = h; + + CGHeroInstance * nnn = static_cast(createObject(Obj::HERO,h,hpos,it->first)); + nnn->id = ObjectInstanceID(map->objects.size()); + nnn->initHero(); + map->heroesOnMap.push_back(nnn); + map->objects.push_back(nnn); + map->addBlockVisTiles(nnn); + } + } + } + + /******************RESOURCES****************************************************/ + logGlobal->debugStream() << "\tSetting up resources"; + const JsonNode config(ResourceID("config/startres.json")); + const JsonVector &vector = config["difficulty"].Vector(); + const JsonNode &level = vector[scenarioOps->difficulty]; + + TResources startresAI(level["ai"]); + TResources startresHuman(level["human"]); + + for (auto & elem : players) + { + PlayerState &p = elem.second; + + if (p.human) + p.resources = startresHuman; + else + p.resources = startresAI; + } + + //give start resource bonus in case of campaign + if (scenarioOps->mode == StartInfo::CAMPAIGN) + { + auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap(); + if(chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::RESOURCE) + { + std::vector people = getHumanPlayerInfo(); //players we will give resource bonus + for(const PlayerSettings *ps : people) + { + std::vector 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(Res::WOOD); res.push_back(Res::ORE); + break; + case 0xFE: //rare + res.push_back(Res::MERCURY); res.push_back(Res::SULFUR); res.push_back(Res::CRYSTAL); res.push_back(Res::GEMS); + break; + default: + assert(0); + break; + } + //increasing resource quantity + for (auto & re : res) + { + players[ps->color].resources[re] += chosenBonus->info2; + } + } + } + } + + + /*************************HEROES INIT / POOL************************************************/ + for(auto hero : map->heroesOnMap) //heroes instances initialization + { + if (hero->getOwner() == PlayerColor::UNFLAGGABLE) + { + logGlobal->warnStream() << "Warning - hero with uninitialized owner!"; + continue; + } + + hero->initHero(); + getPlayer(hero->getOwner())->heroes.push_back(hero); + map->allHeroes[hero->type->ID.getNum()] = hero; + } + + for(auto obj : map->objects) //prisons + { + if(obj && obj->ID == Obj::PRISON) + map->allHeroes[obj->subID] = dynamic_cast(obj.get()); + } + + std::set heroesToCreate = getUnusedAllowedHeroes(); //ids of heroes to be created and put into the pool + for(auto ph : map->predefinedHeroes) + { + if(!vstd::contains(heroesToCreate, HeroTypeID(ph->subID))) + continue; + ph->initHero(); + hpool.heroesPool[ph->subID] = ph; + hpool.pavailable[ph->subID] = 0xff; + heroesToCreate.erase(ph->type->ID); + + map->allHeroes[ph->subID] = ph; + } + + for(HeroTypeID htype : heroesToCreate) //all not used allowed heroes go with default state into the pool + { + auto vhi = new CGHeroInstance(); + vhi->initHero(htype); + + int typeID = htype.getNum(); + map->allHeroes[typeID] = vhi; + hpool.heroesPool[typeID] = vhi; + hpool.pavailable[typeID] = 0xff; + } + + for(auto & elem : map->disposedHeroes) + { + hpool.pavailable[elem.heroId] = elem.players; + } + + if (scenarioOps->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero + { + auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap(); + if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes + { + //find human player + PlayerColor humanPlayer=PlayerColor::NEUTRAL; + for (auto & elem : players) + { + if(elem.second.human) + { + humanPlayer = elem.first; + break; + } + } + assert(humanPlayer != PlayerColor::NEUTRAL); + + std::vector > & heroes = players[humanPlayer].heroes; + + if (chosenBonus->info1 == 0xFFFD) //most powerful + { + int maxB = -1; + for (int b=0; bgetTotalStrength() > heroes[maxB]->getTotalStrength()) + { + maxB = b; + } + } + if(maxB < 0) + logGlobal->warnStream() << "Warning - cannot give bonus to hero cause there are no heroes!"; + else + giveCampaignBonusToHero(heroes[maxB]); + } + else //specific hero + { + for (auto & heroe : heroes) + { + if (heroe->subID == chosenBonus->info1) + { + giveCampaignBonusToHero(heroe); + break; + } + } + } + } + } + + /*************************FOG**OF**WAR******************************************/ + logGlobal->debugStream() << "\tFog of war"; //FIXME: should be initialized after all bonuses are set + for(auto & elem : teams) + { + elem.second.fogOfWarMap.resize(map->width); + for(int g=0; gwidth; ++g) + elem.second.fogOfWarMap[g].resize(map->height); + + for(int g=-0; gwidth; ++g) + for(int h=0; hheight; ++h) + elem.second.fogOfWarMap[g][h].resize(map->twoLevel ? 2 : 1, 0); + + for(int g=0; gwidth; ++g) + for(int h=0; hheight; ++h) + for(int v = 0; v < (map->twoLevel ? 2 : 1); ++v) + elem.second.fogOfWarMap[g][h][v] = 0; + + for(CGObjectInstance *obj : map->objects) + { + if(!obj || !vstd::contains(elem.second.players, obj->tempOwner)) continue; //not a flagged object + + std::unordered_set tiles; + obj->getSightTiles(tiles); + for(int3 tile : tiles) + { + elem.second.fogOfWarMap[tile.x][tile.y][tile.z] = 1; + } + } + } + + logGlobal->debugStream() << "\tStarting bonuses"; + for(auto & elem : players) + { + //starting bonus + if(scenarioOps->playerInfos[elem.first].bonus==PlayerSettings::RANDOM) + scenarioOps->playerInfos[elem.first].bonus = static_cast(ran()%3); + switch(scenarioOps->playerInfos[elem.first].bonus) + { + case PlayerSettings::GOLD: + elem.second.resources[Res::GOLD] += 500 + (ran()%6)*100; + break; + case PlayerSettings::RESOURCE: + { + int res = VLC->townh->factions[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes; + if(res == Res::WOOD_AND_ORE) + { + elem.second.resources[Res::WOOD] += 5 + ran()%6; + elem.second.resources[Res::ORE] += 5 + ran()%6; + } + else + { + elem.second.resources[res] += 3 + ran()%4; + } + break; + } + case PlayerSettings::ARTIFACT: + { + if(!elem.second.heroes.size()) + { + logGlobal->debugStream() << "Cannot give starting artifact - no heroes!"; + break; + } + CArtifact *toGive; + toGive = VLC->arth->artifacts[VLC->arth->getRandomArt (CArtifact::ART_TREASURE)]; + + CGHeroInstance *hero = elem.second.heroes[0]; + giveHeroArtifact(hero, toGive->id); + } + break; + } + } + /****************************TOWNS************************************************/ + logGlobal->debugStream() << "\tTowns"; + + //campaign bonuses for towns + if (scenarioOps->mode == StartInfo::CAMPAIGN) + { + auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap(); + + if (chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING) + { + for (int g=0; gtowns.size(); ++g) + { + PlayerState * owner = getPlayer(map->towns[g]->getOwner()); + if (owner) + { + PlayerInfo & pi = map->players[owner->color.getNum()]; + + 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]->subID, map->towns[g]->builtBuildings)); + break; + } + } + } + } + } + + CGTownInstance::universitySkills.clear(); + for ( int i=0; i<4; i++) + CGTownInstance::universitySkills.push_back(14+i);//skills for university + + for (auto & elem : map->towns) + { + CGTownInstance * vti =(elem); + if(!vti->town) + vti->town = VLC->townh->factions[vti->subID]->town; + 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(vstd::contains(vti->builtBuildings, BuildingID::DEFAULT)) //give standard set of buildings + { + vti->builtBuildings.erase(BuildingID::DEFAULT); + vti->builtBuildings.insert(BuildingID::VILLAGE_HALL); + vti->builtBuildings.insert(BuildingID::TAVERN); + vti->builtBuildings.insert(BuildingID::DWELL_FIRST); + if(ran()%2) + vti->builtBuildings.insert(BuildingID::DWELL_LVL_2); + } + + //#1444 - remove entries that don't have buildings defined (like some unused extra town hall buildings) + vstd::erase_if(vti->builtBuildings, [vti](BuildingID bid){ + return !vti->town->buildings.count(bid) || !vti->town->buildings.at(bid); }); + + if (vstd::contains(vti->builtBuildings, BuildingID::SHIPYARD) && vti->shipyardStatus()==IBoatGenerator::TILE_BLOCKED) + vti->builtBuildings.erase(BuildingID::SHIPYARD);//if we have harbor without water - erase it (this is H3 behaviour) + + //init hordes + for (int i = 0; ibuiltBuildings,(-31-i))) //if we have horde for this level + { + vti->builtBuildings.erase(BuildingID(-31-i));//remove old ID + if (vti->town->hordeLvl.at(0) == i)//if town first horde is this one + { + vti->builtBuildings.insert(BuildingID::HORDE_1);//add it + if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i)))//if we have upgraded dwelling as well + vti->builtBuildings.insert(BuildingID::HORDE_1_UPGR);//add it as well + } + if (vti->town->hordeLvl.at(1) == i)//if town second horde is this one + { + vti->builtBuildings.insert(BuildingID::HORDE_2); + if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i))) + vti->builtBuildings.insert(BuildingID::HORDE_2_UPGR); + } + } + + //Early check for #1444-like problems + for(auto building : vti->builtBuildings) + { + assert(vti->town->buildings.at(building) != nullptr); + UNUSED(building); + } + + //town events + for(CCastleEvent &ev : vti->events) + { + for (int i = 0; itown->hordeLvl.at(0) == i) + ev.buildings.insert(BuildingID::HORDE_1); + if (vti->town->hordeLvl.at(1) == i) + ev.buildings.insert(BuildingID::HORDE_2); + } + } + //init spells + vti->spells.resize(GameConstants::SPELL_LEVELS); + + for(ui32 z=0; zobligatorySpells.size();z++) + { + CSpell *s = vti->obligatorySpells[z].toSpell(); + vti->spells[s->level-1].push_back(s->id); + vti->possibleSpells -= s->id; + } + while(vti->possibleSpells.size()) + { + ui32 total=0; + int sel = -1; + + for(ui32 ps=0;pspossibleSpells.size();ps++) + total += vti->possibleSpells[ps].toSpell()->probabilities[vti->subID]; + + if (total == 0) // remaining spells have 0 probability + break; + + int r = ran()%total; + for(ui32 ps=0; pspossibleSpells.size();ps++) + { + r -= vti->possibleSpells[ps].toSpell()->probabilities[vti->subID]; + if(r<0) + { + sel = ps; + break; + } + } + if(sel<0) + sel=0; + + CSpell *s = vti->possibleSpells[sel].toSpell(); + vti->spells[s->level-1].push_back(s->id); + vti->possibleSpells -= s->id; + } + vti->possibleSpells.clear(); + if(vti->getOwner() != PlayerColor::NEUTRAL) + getPlayer(vti->getOwner())->towns.push_back(vti); + } + + logGlobal->debugStream() << "\tObject initialization"; + objCaller->preInit(); + for(CGObjectInstance *obj : map->objects) + { + if(obj) + obj->initObj(); + } + for(CGObjectInstance *obj : map->objects) + { + if(!obj) + continue; + + switch (obj->ID) + { + case Obj::QUEST_GUARD: + case Obj::SEER_HUT: + { + auto q = static_cast(obj); + assert (q); + q->setObjToKill(); + } + } + } + CGTeleport::postInit(); //pairing subterranean gates + + buildBonusSystemTree(); + + for(auto k=players.begin(); k!=players.end(); ++k) + { + if(k->first==PlayerColor::NEUTRAL) + continue; + + //init visiting and garrisoned heroes + for(CGHeroInstance *h : k->second.heroes) + { + for(CGTownInstance *t : k->second.towns) + { + int3 vistile = t->pos; vistile.x--; //tile next to the entrance + if(vistile == h->pos || h->pos==t->pos) + { + t->setVisitingHero(h); + 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; + } + } + } + } + + + logGlobal->debugStream() << "\tChecking objectives"; + map->checkForObjectives(); //needs to be run when all objects are properly placed + + int seedAfterInit = ran(); + logGlobal->infoStream() << "Seed after init is " << seedAfterInit << " (before was " << scenarioOps->seedToBeUsed << ")"; + if(scenarioOps->seedPostInit > 0) + { + //RNG must be in the same state on all machines when initialization is done (otherwise we have desync) + assert(scenarioOps->seedPostInit == seedAfterInit); + } + else + { + scenarioOps->seedPostInit = seedAfterInit; //store the post init "seed" + } +} + +void CGameState::initDuel() +{ + DuelParameters dp; + try //CLoadFile likes throwing + { + if(boost::algorithm::ends_with(scenarioOps->mapname, ".json")) + { + logGlobal->infoStream() << "Loading duel settings from JSON file: " << scenarioOps->mapname; + dp = DuelParameters::fromJSON(scenarioOps->mapname); + logGlobal->infoStream() << "JSON file has been successfully read!"; + } + else + { + CLoadFile lf(scenarioOps->mapname); + lf >> dp; + } + } + catch(...) + { + logGlobal->errorStream() << "Cannot load duel settings from " << scenarioOps->mapname; + throw; + } + + const CArmedInstance *armies[2] = {nullptr}; + const CGHeroInstance *heroes[2] = {nullptr}; + CGTownInstance *town = nullptr; + + for(int i = 0; i < 2; i++) + { + CArmedInstance *obj = nullptr; + if(dp.sides[i].heroId >= 0) + { + const DuelParameters::SideSettings &ss = dp.sides[i]; + auto h = new CGHeroInstance(); + armies[i] = heroes[i] = h; + obj = h; + h->subID = ss.heroId; + for(int i = 0; i < ss.heroPrimSkills.size(); i++) + h->pushPrimSkill(static_cast(i), ss.heroPrimSkills[i]); + + if(!ss.spells.empty()) + { + h->putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0)); + boost::copy(ss.spells, std::inserter(h->spells, h->spells.begin())); + } + + for(auto &parka : ss.artifacts) + { + h->putArtifact(ArtifactPosition(parka.first), parka.second); + } + + typedef const std::pair &TSecSKill; + for(TSecSKill secSkill : ss.heroSecSkills) + h->setSecSkillLevel(SecondarySkill(secSkill.first), secSkill.second, 1); + + h->initHero(HeroTypeID(h->subID)); + obj->initObj(); + } + else + { + auto c = new CGCreature(); + armies[i] = obj = c; + //c->subID = 34; + } + + obj->setOwner(PlayerColor(i)); + + for(int j = 0; j < ARRAY_COUNT(dp.sides[i].stacks); j++) + { + CreatureID cre = dp.sides[i].stacks[j].type; + TQuantity count = dp.sides[i].stacks[j].count; + if(count || obj->hasStackAtSlot(SlotID(j))) + obj->setCreature(SlotID(j), cre, count); + } + + for(const DuelParameters::CusomCreature &cc : dp.creatures) + { + CCreature *c = VLC->creh->creatures[cc.id]; + if(cc.attack >= 0) + c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK))->val = cc.attack; + if(cc.defense >= 0) + c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE))->val = cc.defense; + if(cc.speed >= 0) + c->getBonusLocalFirst(Selector::type(Bonus::STACKS_SPEED))->val = cc.speed; + if(cc.HP >= 0) + c->getBonusLocalFirst(Selector::type(Bonus::STACK_HEALTH))->val = cc.HP; + if(cc.dmg >= 0) + { + c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1))->val = cc.dmg; + c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2))->val = cc.dmg; + } + if(cc.shoots >= 0) + c->getBonusLocalFirst(Selector::type(Bonus::SHOTS))->val = cc.shoots; + } + } + + curB = BattleInfo::setupBattle(int3(), dp.terType, dp.bfieldType, armies, heroes, false, town); + curB->obstacles = dp.obstacles; + curB->localInit(); + return; +} + +BFieldType CGameState::battleGetBattlefieldType(int3 tile) const +{ + if(tile==int3() && curB) + tile = curB->tile; + else if(tile==int3() && !curB) + return BFieldType::NONE; + + const TerrainTile &t = map->getTile(tile); + //fight in mine -> subterranean + if(dynamic_cast(t.visitableObjects.front())) + return BFieldType::SUBTERRANEAN; + + for(auto &obj : map->objects) + { + //look only for objects covering given tile + if( !obj || obj->pos.z != tile.z + || !obj->coveringAt(tile.x - obj->pos.x, tile.y - obj->pos.y)) + continue; + + switch(obj->ID) + { + case Obj::CLOVER_FIELD: + return BFieldType::CLOVER_FIELD; + case Obj::CURSED_GROUND1: case Obj::CURSED_GROUND2: + return BFieldType::CURSED_GROUND; + case Obj::EVIL_FOG: + return BFieldType::EVIL_FOG; + case Obj::FAVORABLE_WINDS: + return BFieldType::FAVOURABLE_WINDS; + case Obj::FIERY_FIELDS: + return BFieldType::FIERY_FIELDS; + case Obj::HOLY_GROUNDS: + return BFieldType::HOLY_GROUND; + case Obj::LUCID_POOLS: + return BFieldType::LUCID_POOLS; + case Obj::MAGIC_CLOUDS: + return BFieldType::MAGIC_CLOUDS; + case Obj::MAGIC_PLAINS1: case Obj::MAGIC_PLAINS2: + return BFieldType::MAGIC_PLAINS; + case Obj::ROCKLANDS: + return BFieldType::ROCKLANDS; + } + } + + if(!t.isWater() && t.isCoastal()) + return BFieldType::SAND_SHORE; + + switch(t.terType) + { + case ETerrainType::DIRT: + return BFieldType(rand()%3+3); + case ETerrainType::SAND: + return BFieldType::SAND_MESAS; //TODO: coast support + case ETerrainType::GRASS: + return BFieldType(rand()%2+6); + case ETerrainType::SNOW: + return BFieldType(rand()%2+10); + case ETerrainType::SWAMP: + return BFieldType::SWAMP_TREES; + case ETerrainType::ROUGH: + return BFieldType::ROUGH; + case ETerrainType::SUBTERRANEAN: + return BFieldType::SUBTERRANEAN; + case ETerrainType::LAVA: + return BFieldType::LAVA; + case ETerrainType::WATER: + return BFieldType::SHIP; + case ETerrainType::ROCK: + return BFieldType::ROCKLANDS; + default: + return BFieldType::NONE; + } +} + +UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack) +{ + UpgradeInfo ret; + const CCreature *base = stack.type; + + const CGHeroInstance *h = stack.armyObj->ID == Obj::HERO ? static_cast(stack.armyObj) : nullptr; + const CGTownInstance *t = nullptr; + + if(stack.armyObj->ID == Obj::TOWN) + t = static_cast(stack.armyObj); + else if(h) + { //hero specialty + TBonusListPtr lista = h->getBonuses(Selector::typeSubtype(Bonus::SPECIAL_UPGRADE, base->idNumber)); + for(const Bonus *it : *lista) + { + auto nid = CreatureID(it->additionalInfo); + if (nid != base->idNumber) //in very specific case the upgrade is available by default (?) + { + ret.newID.push_back(nid); + ret.cost.push_back(VLC->creh->creatures[nid]->cost - base->cost); + } + } + t = h->visitedTown; + } + if(t) + { + for(const CGTownInstance::TCreaturesSet::value_type & dwelling : t->creatures) + { + if (vstd::contains(dwelling.second, base->idNumber)) //Dwelling with our creature + { + for(auto upgrID : dwelling.second) + { + if(vstd::contains(base->upgrades, upgrID)) //possible upgrade + { + ret.newID.push_back(upgrID); + ret.cost.push_back(VLC->creh->creatures[upgrID]->cost - base->cost); + } + } + } + } + } + + //hero is visiting Hill Fort + if(h && map->getTile(h->visitablePos()).visitableObjects.front()->ID == Obj::HILL_FORT) + { + static const int costModifiers[] = {0, 25, 50, 75, 100}; //we get cheaper upgrades depending on level + const int costModifier = costModifiers[std::min(std::max((int)base->level - 1, 0), ARRAY_COUNT(costModifiers) - 1)]; + + for(auto nid : base->upgrades) + { + ret.newID.push_back(nid); + ret.cost.push_back((VLC->creh->creatures[nid]->cost - base->cost) * costModifier / 100); + } + } + + if(ret.newID.size()) + ret.oldID = base->idNumber; + + for (Res::ResourceSet &cost : ret.cost) + cost.positive(); //upgrade cost can't be negative, ignore missing resources + + return ret; +} + +PlayerRelations::PlayerRelations CGameState::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) +{ + if ( color1 == color2 ) + return PlayerRelations::SAME_PLAYER; + if(color1 == PlayerColor::NEUTRAL || color2 == PlayerColor::NEUTRAL) //neutral player has no friends + return PlayerRelations::ENEMIES; + + const TeamState * ts = getPlayerTeam(color1); + if (ts && vstd::contains(ts->players, color2)) + return PlayerRelations::ALLIES; + return PlayerRelations::ENEMIES; +} + +void CGameState::getNeighbours(const TerrainTile &srct, int3 tile, std::vector &vec, const boost::logic::tribool &onLand, bool limitCoastSailing) +{ + static const 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) }; + + for (auto & dir : dirs) + { + const int3 hlp = tile + dir; + 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 == ETerrainType::WATER && limitCoastSailing && hlpt.terType == ETerrainType::WATER && dir.x && dir.y) //diagonal move through water + { + int3 hlp1 = tile, + hlp2 = tile; + hlp1.x += dir.x; + hlp2.y += dir.y; + + if(map->getTile(hlp1).terType != ETerrainType::WATER || map->getTile(hlp2).terType != ETerrainType::WATER) + continue; + } + + if((indeterminate(onLand) || onLand == (hlpt.terType!=ETerrainType::WATER) ) + && hlpt.terType != ETerrainType::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->getTile(src), + &d = map->getTile(dest); + + //get basic cost + int ret = h->getTileCost(d,s); + + if(d.blocked && h->hasBonusOfType(Bonus::FLYING_MOVEMENT)) + { + bool freeFlying = h->getBonusesCount(Selector::typeSubtype(Bonus::FLYING_MOVEMENT, 1)) > 0; + + if(!freeFlying) + { + ret *= 1.4; //40% penalty for movement over blocked tile + } + } + else if (d.terType == ETerrainType::WATER) + { + if(h->boat && s.hasFavourableWinds() && d.hasFavourableWinds()) //Favourable Winds + ret *= 0.666; + else if (!h->boat && h->getBonusesCount(Selector::typeSubtype(Bonus::WATER_WALKING, 1)) > 0) + ret *= 1.4; //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 vec; + getNeighbours(d, dest, vec, s.terType != ETerrainType::WATER, true); + for(auto & elem : vec) + { + int fcost = getMovementCost(h,dest,elem,left,false); + if(fcost <= left) + { + return ret; + } + } + ret = remainingMovePoints; + } + return ret; +} + +void CGameState::apply(CPack *pack) +{ + ui16 typ = typeList.getTypeID(pack); + applierGs->apps[typ]->applyOnGS(this,pack); +} + +void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement) +{ + CPathfinder pathfinder(out, this, hero); + pathfinder.calculatePaths(src, movement); +} + +/** + * 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. + */ +std::vector CGameState::guardingCreatures (int3 pos) const +{ + std::vector guards; + const int3 originalPos = pos; + if (!map->isInTheMap(pos)) + return guards; + + const TerrainTile &posTile = map->getTile(pos); + if (posTile.visitable) + { + for (CGObjectInstance* obj : posTile.visitableObjects) + { + if(obj->blockVisit) + { + if (obj->ID == Obj::MONSTER) // Monster + guards.push_back(obj); + } + } + } + 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)) + { + const auto & tile = map->getTile(pos); + if (tile.visitable && (tile.isWater() == posTile.isWater())) + { + for (CGObjectInstance* obj : tile.visitableObjects) + { + if (obj->ID == Obj::MONSTER && checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile + { + guards.push_back(obj); + } + } + } + } + + pos.y++; + } + pos.y -= 3; + pos.x++; + } + return guards; + +} + +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->getTile(pos); + if (posTile.visitable) + { + for (CGObjectInstance* obj : posTile.visitableObjects) + { + if(obj->blockVisit) + { + if (obj->ID == Obj::MONSTER) // 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)) + { + const auto & tile = map->getTile(pos); + if (tile.visitable && (tile.isWater() == posTile.isWater())) + { + for (CGObjectInstance* obj : tile.visitableObjects) + { + if (obj->ID == Obj::MONSTER && 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, PlayerColor player) +{ + if(player == PlayerColor::NEUTRAL) + return false; + return getPlayerTeam(player)->fogOfWarMap[pos.x][pos.y][pos.z]; +} + +bool CGameState::isVisible( const CGObjectInstance *obj, boost::optional player ) +{ + if(!player) + return true; + + if(*player == PlayerColor::NEUTRAL) //-> TODO ??? needed? + 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(ui32 b=0; bvisitableObjects.size(); ++b) //checking destination tile + { + if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore + continue; + + CGDefInfo * di = pom->visitableObjects[b]->defInfo; + if( (dst.x == src.x-1 && dst.y == src.y-1) && !(di->visitDir & (1<<4)) ) + { + return false; + } + if( (dst.x == src.x && dst.y == src.y-1) && !(di->visitDir & (1<<5)) ) + { + return false; + } + if( (dst.x == src.x+1 && dst.y == src.y-1) && !(di->visitDir & (1<<6)) ) + { + return false; + } + if( (dst.x == src.x+1 && dst.y == src.y) && !(di->visitDir & (1<<7)) ) + { + return false; + } + if( (dst.x == src.x+1 && dst.y == src.y+1) && !(di->visitDir & (1<<0)) ) + { + return false; + } + if( (dst.x == src.x && dst.y == src.y+1) && !(di->visitDir & (1<<1)) ) + { + return false; + } + if( (dst.x == src.x-1 && dst.y == src.y+1) && !(di->visitDir & (1<<2)) ) + { + return false; + } + if( (dst.x == src.x-1 && dst.y == src.y) && !(di->visitDir & (1<<3)) ) + { + return false; + } + } + return true; +} + + +int CGameState::victoryCheck( PlayerColor player ) const +{ + const PlayerState *p = CGameInfoCallback::getPlayer(player); + if(map->victoryCondition.condition == EVictoryConditionType::WINSTANDARD || map->victoryCondition.allowNormalVictory + || (!p->human && !map->victoryCondition.appliesToAI)) //if the special victory condition applies only to human, AI has the standard) + { + if(player == checkForStandardWin()) + return -1; + } + + if (p->enteredWinningCheatCode) + { //cheater or tester, but has entered the code... + if(map->victoryCondition.condition == EVictoryConditionType::WINSTANDARD) + return -1; + else + return 1; + } + + if(p->human || map->victoryCondition.appliesToAI) + { + switch(map->victoryCondition.condition) + { + case EVictoryConditionType::ARTIFACT: + //check if any hero has winning artifact + for(auto & elem : p->heroes) + if(elem->hasArt(map->victoryCondition.objectId)) + return 1; + + break; + + case EVictoryConditionType::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 = nullptr; + if(map->objects[i] + && map->objects[i]->tempOwner == player //object controlled by player + && (ai = dynamic_cast(map->objects[i].get()))) //contains army + { + for(auto & elem : ai->Slots()) //iterate through army + if(elem.second->type->idNumber == map->victoryCondition.objectId) //it's searched creature + total += elem.second->count; + } + } + + if(total >= map->victoryCondition.count) + return 1; + } + break; + + case EVictoryConditionType::GATHERRESOURCE: + if(p->resources[map->victoryCondition.objectId] >= map->victoryCondition.count) + return 1; + + break; + + case EVictoryConditionType::BUILDCITY: + { + const CGTownInstance *t = static_cast(map->victoryCondition.obj); + if(t->tempOwner == player && t->fortLevel()-1 >= map->victoryCondition.objectId && t->hallLevel()-1 >= map->victoryCondition.count) + return 1; + } + break; + + case EVictoryConditionType::BUILDGRAIL: + for(const CGTownInstance *t : map->towns) + if((t == map->victoryCondition.obj || !map->victoryCondition.obj) + && t->tempOwner == player + && t->hasBuilt(BuildingID::GRAIL)) + return 1; + break; + + case EVictoryConditionType::BEATHERO: + if(map->victoryCondition.obj->tempOwner >= PlayerColor::PLAYER_LIMIT) //target hero not present on map + return 1; + break; + case EVictoryConditionType::CAPTURECITY: + { + if(map->victoryCondition.obj->tempOwner == player) + return 1; + } + break; + case EVictoryConditionType::BEATMONSTER: + if(!getObj(map->victoryCondition.obj->id)) //target monster not present on map + return 1; + break; + case EVictoryConditionType::TAKEDWELLINGS: + for(auto & elem : map->objects) + { + if(elem && elem->tempOwner != player) //check not flagged objs + { + switch(elem->ID) + { + case Obj::CREATURE_GENERATOR1: case Obj::CREATURE_GENERATOR2: + case Obj::CREATURE_GENERATOR3: case Obj::CREATURE_GENERATOR4: + case Obj::RANDOM_DWELLING: case Obj::RANDOM_DWELLING_LVL: case Obj::RANDOM_DWELLING_FACTION: + return 0; //found not flagged dwelling - player not won + } + } + } + return 1; + case EVictoryConditionType::TAKEMINES: + for(auto & elem : map->objects) + { + if(elem && elem->tempOwner != player) //check not flagged objs + { + switch(elem->ID) + { + case Obj::MINE: case Obj::ABANDONED_MINE: + return 0; //found not flagged mine - player not won + } + } + } + return 1; + case EVictoryConditionType::TRANSPORTITEM: + { + const CGTownInstance *t = static_cast(map->victoryCondition.obj); + if((t->visitingHero && t->visitingHero->hasArt(map->victoryCondition.objectId)) + || (t->garrisonHero && t->garrisonHero->hasArt(map->victoryCondition.objectId))) + { + return 1; + } + } + break; + } + } + + return 0; +} + +PlayerColor CGameState::checkForStandardWin() const +{ + //std victory condition is: + //all enemies lost + PlayerColor supposedWinner = PlayerColor::NEUTRAL; + TeamID winnerTeam = TeamID::NO_TEAM; + for(auto & elem : players) + { + if(elem.second.status == EPlayerStatus::INGAME && elem.first < PlayerColor::PLAYER_LIMIT) + { + if(supposedWinner == PlayerColor::NEUTRAL) + { + //first player remaining ingame - candidate for victory + supposedWinner = elem.second.color; + winnerTeam = elem.second.team; + } + else if(winnerTeam != elem.second.team) + { + //current candidate has enemy remaining in game -> no vicotry + return PlayerColor::NEUTRAL; + } + } + } + + return supposedWinner; +} + +bool CGameState::checkForStandardLoss( PlayerColor player ) const +{ + //std loss condition is: player lost all towns and heroes + const PlayerState &p = *CGameInfoCallback::getPlayer(player); + return !p.heroes.size() && !p.towns.size(); +} + +struct statsHLP +{ + typedef std::pair< PlayerColor, si64 > TStat; + //converts [] to vec[place] -> platers + static std::vector< std::vector< PlayerColor > > getRank( std::vector stats ) + { + std::sort(stats.begin(), stats.end(), statsHLP()); + + //put first element + std::vector< std::vector > ret; + std::vector tmp; + tmp.push_back( stats[0].first ); + ret.push_back( tmp ); + + //the rest of elements + for(int g=1; gpush_back( stats[g].first ); + } + else + { + //create next occupied rank + std::vector 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, PlayerColor color) + { + std::vector > &h = gs->players[color].heroes; + if(!h.size()) + return nullptr; + //best hero will be that with highest exp + int best = 0; + for(int b=1; bexp > 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(auto h : ps->heroes) + { + ret += h->artifactsInBackpack.size() + h->artifactsWorn.size(); + } + return ret; + } + + // get total strength of player army + static si64 getArmyStrength(const PlayerState * ps) + { + si64 str = 0; + + for(auto h : ps->heroes) + { + if(!h->inTownGarrison) //original h3 behavior + str += h->getArmyStrength(); + } + return str; + } +}; + +void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level) +{ +#define FILL_FIELD(FIELD, VAL_GETTER) \ + { \ + std::vector< std::pair< PlayerColor, si64 > > stats; \ + for(auto g = players.begin(); g != players.end(); ++g) \ + { \ + if(g->second.color == PlayerColor::NEUTRAL) \ + continue; \ + std::pair< PlayerColor, si64 > stat; \ + stat.first = g->second.color; \ + stat.second = VAL_GETTER; \ + stats.push_back(stat); \ + } \ + tgi.FIELD = statsHLP::getRank(stats); \ + } + + for(auto & elem : players) + { + if(elem.second.color != PlayerColor::NEUTRAL) + tgi.playerColors.push_back(elem.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(auto g = players.cbegin(); g != players.cend(); ++g) + { + if(g->second.color == PlayerColor::NEUTRAL) + 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[Res::GOLD]) + } + if(level >= 2) //wood & ore + { + FILL_FIELD(woodOre, g->second.resources[Res::WOOD] + g->second.resources[Res::ORE]) + } + if(level >= 3) //mercury, sulfur, crystal, gems + { + FILL_FIELD(mercSulfCrystGems, g->second.resources[Res::MERCURY] + g->second.resources[Res::SULFUR] + g->second.resources[Res::CRYSTAL] + g->second.resources[Res::GEMS]) + } + if(level >= 4) //obelisks found + { + FILL_FIELD(obelisks, CGObelisk::visited[gs->getPlayerTeam(g->second.color)->id]) + } + if(level >= 5) //artifacts + { + FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second)) + } + if(level >= 6) //army strength + { + FILL_FIELD(army, statsHLP::getArmyStrength(&g->second)) + } + if(level >= 7) //income + { + //TODO:obtainPlayersStats - income + } + if(level >= 8) //best hero's stats + { + //already set in lvl 1 handling + } + if(level >= 9) //personality + { + for(auto g = players.cbegin(); g != players.cend(); ++g) + { + if(g->second.color == PlayerColor::NEUTRAL) //do nothing for neutral player + continue; + if(g->second.human) + { + tgi.personality[g->second.color] = EAiTactic::NONE; + } + else //AI + { + tgi.personality[g->second.color] = map->players[g->second.color.getNum()].aiTactic; + } + + } + } + if(level >= 10) //best creature + { + //best creatures belonging to player (highest AI value) + for(auto g = players.cbegin(); g != players.cend(); ++g) + { + if(g->second.color == PlayerColor::NEUTRAL) //do nothing for neutral player + continue; + int bestCre = -1; //best creature's ID + for(auto & elem : g->second.heroes) + { + for(auto it = elem->Slots().begin(); it != elem->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( PlayerColor player ) const +{ + const PlayerState *p = CGameInfoCallback::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 ELossConditionType::LOSSCASTLE: + case ELossConditionType::LOSSHERO: + { + const CGObjectInstance *obj = map->lossCondition.obj; + assert(obj); + if(obj->tempOwner != player) + return 1; + } + break; + case ELossConditionType::TIMEEXPIRES: + if(map->lossCondition.timeLimit < day) + return 1; + break; + } + } + + if(!p->towns.size() && p->daysWithoutCastle >= 7) + return 2; + + return false; +} + +std::map > CGameState::unusedHeroesFromPool() +{ + std::map > pool = hpool.heroesPool; + for ( auto i = players.cbegin() ; i != players.cend();i++) + for(auto j = i->second.availableHeroes.cbegin(); j != i->second.availableHeroes.cend(); j++) + if(*j) + pool.erase((**j).subID); + + return pool; +} + +void CGameState::buildBonusSystemTree() +{ + buildGlobalTeamPlayerTree(); + attachArmedObjects(); + + for(CGTownInstance *t : map->towns) + { + t->deserializationFix(); + } + // CStackInstance <-> CCreature, CStackInstance <-> CArmedInstance, CArtifactInstance <-> CArtifact + // are provided on initializing / deserializing +} + +void CGameState::deserializationFix() +{ + buildGlobalTeamPlayerTree(); + attachArmedObjects(); +} + +void CGameState::buildGlobalTeamPlayerTree() +{ + for(auto k=teams.begin(); k!=teams.end(); ++k) + { + TeamState *t = &k->second; + t->attachTo(&globalEffects); + + for(PlayerColor teamMember : k->second.players) + { + PlayerState *p = getPlayer(teamMember); + assert(p); + p->attachTo(t); + } + } +} + +void CGameState::attachArmedObjects() +{ + for(CGObjectInstance *obj : map->objects) + { + if(CArmedInstance *armed = dynamic_cast(obj)) + armed->whatShouldBeAttached()->attachTo(armed->whereShouldBeAttached(this)); + } +} + +void CGameState::giveHeroArtifact(CGHeroInstance *h, ArtifactID aid) +{ + CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object + CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact); + map->addNewArtifactInstance(ai); + ai->putAt(ArtifactLocation(h, ai->firstAvailableSlot(h))); +} + +std::set CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllowed /*= false*/) const +{ + std::set ret; + for(int i = 0; i < map->allowedHeroes.size(); i++) + if(map->allowedHeroes[i] || alsoIncludeNotAllowed) + ret.insert(HeroTypeID(i)); + + for(auto hero : map->heroesOnMap) //heroes instances initialization + { + if(hero->type) + ret -= hero->type->ID; + else + ret -= HeroTypeID(hero->subID); + } + + for(auto obj : map->objects) //prisons + if(obj && obj->ID == Obj::PRISON) + ret -= HeroTypeID(obj->subID); + + return ret; +} + +std::vector > CGameState::campaignHeroesToReplace() +{ + std::vector > ret; + auto replaceHero = [&](ObjectInstanceID objId, CGHeroInstance * ghi) + { + ret.push_back(std::make_pair(ghi, objId)); + // ghi->tempOwner = getHumanPlayerInfo()[0]->color; + // ghi->id = objId; + // gs->map->objects[objId] = ghi; + // gs->map->heroes.push_back(ghi); + }; + + auto campaign = scenarioOps->campState; + if(auto bonus = campaign->getBonusForCurrentMap()) + { + std::vector Xheroes; + if (bonus->type == CScenarioTravel::STravelBonus::PLAYER_PREV_SCENARIO) + { + Xheroes = campaign->camp->scenarios[bonus->info2].crossoverHeroes; + } + + //selecting heroes by type + for(int g=0; gobjects.size(); ++g) + { + const ObjectInstanceID gid = ObjectInstanceID(g); + CGObjectInstance * obj = map->objects[g]; + if (obj->ID != Obj::HERO_PLACEHOLDER) + { + continue; + } + CGHeroPlaceholder * hp = static_cast(obj); + + if(hp->subID != 0xFF) //select by type + { + bool found = false; + for(auto ghi : Xheroes) + { + if (ghi->subID == hp->subID) + { + found = true; + replaceHero(gid, ghi); + Xheroes -= ghi; + break; + } + } + if (!found) + { + auto nh = new CGHeroInstance(); + nh->initHero(HeroTypeID(hp->subID)); + replaceHero(gid, nh); + } + } + } + + //selecting heroes by power + + std::sort(Xheroes.begin(), Xheroes.end(), [](const CGHeroInstance * a, const CGHeroInstance * b) + { + return a->getHeroStrength() > b->getHeroStrength(); + }); //sort, descending strength + + for(int g=0; gobjects.size(); ++g) + { + const ObjectInstanceID gid = ObjectInstanceID(g); + CGObjectInstance * obj = map->objects[g]; + if (obj->ID != Obj::HERO_PLACEHOLDER) + { + continue; + } + CGHeroPlaceholder * hp = static_cast(obj); + + if (hp->subID == 0xFF) //select by power + { + if(Xheroes.size() > hp->power - 1) + replaceHero(gid, Xheroes[hp->power - 1]); + else + { + logGlobal->warnStream() << "Warning, no hero to replace!"; + map->removeBlockVisTiles(hp, true); + delete hp; + map->objects[g] = nullptr; + } + //we don't have to remove hero from Xheroes because it would destroy the order and duplicates shouldn't happen + } + } + } + + return ret; +} + +void CGameState::placeCampaignHeroes(const std::vector > &campHeroReplacements) +{ + for(auto obj : campHeroReplacements) + { + CGHeroPlaceholder *placeholder = dynamic_cast(getObjInstance(obj.second)); + + CGHeroInstance *heroToPlace = obj.first; + heroToPlace->id = obj.second; + heroToPlace->tempOwner = placeholder->tempOwner; + heroToPlace->pos = placeholder->pos; + heroToPlace->type = VLC->heroh->heroes[heroToPlace->type->ID.getNum()]; //TODO is this reasonable? either old type can be still used or it can be deleted? + + for(auto &&i : heroToPlace->stacks) + i.second->type = VLC->creh->creatures[i.second->getCreatureID()]; + + auto fixArtifact = [&](CArtifactInstance * art) + { + art->artType = VLC->arth->artifacts[art->artType->id]; + gs->map->artInstances.push_back(art); + art->id = ArtifactInstanceID(gs->map->artInstances.size() - 1); + }; + + for(auto &&i : heroToPlace->artifactsWorn) + fixArtifact(i.second.artifact); + for(auto &&i : heroToPlace->artifactsInBackpack) + fixArtifact(i.artifact); + + map->heroesOnMap.push_back(heroToPlace); + map->objects[heroToPlace->id.getNum()] = heroToPlace; + map->addBlockVisTiles(heroToPlace); + + //const auto & travelOptions = scenarioOps->campState->getCurrentScenario().travelOptions; + } +} + +bool CGameState::isUsedHero(HeroTypeID hid) const +{ + for(auto hero : map->heroesOnMap) //heroes instances initialization + if(hero->subID == hid.getNum()) + return true; + + for(auto obj : map->objects) //prisons + if(obj && obj->ID == Obj::PRISON && obj->subID == hid.getNum()) + return true; + + return false; +} + +CGPathNode::CGPathNode() +:coord(-1,-1,-1) +{ + accessible = NOT_SET; + land = 0; + moveRemains = 0; + turns = 255; + theNodeBefore = nullptr; +} + +bool CGPathNode::reachable() const +{ + return turns < 255; +} + +bool CPathsInfo::getPath( const int3 &dst, CGPath &out ) +{ + assert(isValid); + + out.nodes.clear(); + const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z]; + if(!curnode->theNodeBefore) + return false; + + + while(curnode) + { + CGPathNode cpn = *curnode; + curnode = curnode->theNodeBefore; + out.nodes.push_back(cpn); + } + return true; +} + +CPathsInfo::CPathsInfo( const int3 &Sizes ) +:sizes(Sizes) +{ + hero = nullptr; + 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(auto & elem : nodes) + { + elem.coord = CGHeroInstance::convertPosition(elem.coord,true); + } + } +} + +PlayerState::PlayerState() + : color(-1), currentSelection(0xffffffff), enteredWinningCheatCode(0), + enteredLosingCheatCode(0), status(EPlayerStatus::INGAME), daysWithoutCastle(0) +{ + setNodeType(PLAYER); +} + +std::string PlayerState::nodeName() const +{ + return "Player " + (color.getNum() < VLC->generaltexth->capColors.size() ? VLC->generaltexth->capColors[color.getNum()] : boost::lexical_cast(color)); +} + +InfoAboutArmy::InfoAboutArmy(): + owner(PlayerColor::NEUTRAL) +{} + +InfoAboutArmy::InfoAboutArmy(const CArmedInstance *Army, bool detailed) +{ + initFromArmy(Army, detailed); +} + +void InfoAboutArmy::initFromArmy(const CArmedInstance *Army, bool detailed) +{ + army = ArmyDescriptor(Army, detailed); + owner = Army->tempOwner; + name = Army->getHoverText(); +} + +void InfoAboutHero::assign(const InfoAboutHero & iah) +{ + InfoAboutArmy::operator = (iah); + + details = (iah.details ? new Details(*iah.details) : nullptr); + hclass = iah.hclass; + portrait = iah.portrait; +} + +InfoAboutHero::InfoAboutHero(): + details(nullptr), + hclass(nullptr), + portrait(-1) +{} + +InfoAboutHero::InfoAboutHero(const InfoAboutHero & iah): + InfoAboutArmy() +{ + assign(iah); +} + +InfoAboutHero::InfoAboutHero(const CGHeroInstance *h, bool detailed) + : details(nullptr), + hclass(nullptr), + portrait(-1) +{ + initFromHero(h, detailed); +} + +InfoAboutHero::~InfoAboutHero() +{ + delete details; +} + +InfoAboutHero & InfoAboutHero::operator=(const InfoAboutHero & iah) +{ + assign(iah); + return *this; +} + +void InfoAboutHero::initFromHero(const CGHeroInstance *h, bool detailed) +{ + if(!h) + return; + + initFromArmy(h, detailed); + + hclass = h->type->heroClass; + name = h->name; + portrait = h->portrait; + + if(detailed) + { + //include details about hero + details = new Details; + details->luck = h->LuckVal(); + details->morale = h->MoraleVal(); + details->mana = h->mana; + details->primskills.resize(GameConstants::PRIMARY_SKILLS); + + for (int i = 0; i < GameConstants::PRIMARY_SKILLS ; i++) + { + details->primskills[i] = h->getPrimSkillLevel(static_cast(i)); + } + } +} + +InfoAboutTown::InfoAboutTown(): + details(nullptr), + tType(nullptr), + built(0), + fortLevel(0) +{ + +} + +InfoAboutTown::InfoAboutTown(const CGTownInstance *t, bool detailed) +{ + initFromTown(t, detailed); +} + +InfoAboutTown::~InfoAboutTown() +{ + delete details; +} + +void InfoAboutTown::initFromTown(const CGTownInstance *t, bool detailed) +{ + initFromArmy(t, detailed); + army = ArmyDescriptor(t->getUpperArmy(), detailed); + built = t->builded; + fortLevel = t->fortLevel(); + name = t->name; + tType = t->town; + + if(detailed) + { + //include details about hero + details = new Details; + details->goldIncome = t->dailyIncome(); + details->customRes = t->hasBuilt(BuildingID::RESOURCE_SILO); + details->hallLevel = t->hallLevel(); + details->garrisonedHero = t->garrisonHero; + } +} + +ArmyDescriptor::ArmyDescriptor(const CArmedInstance *army, bool detailed) + : isDetailed(detailed) +{ + for(auto & elem : army->Slots()) + { + if(detailed) + (*this)[elem.first] = *elem.second; + else + (*this)[elem.first] = CStackBasicDescriptor(elem.second->type, elem.second->getQuantityID()); + } +} + +ArmyDescriptor::ArmyDescriptor() + : isDetailed(false) +{ + +} + +int ArmyDescriptor::getStrength() const +{ + ui64 ret = 0; + if(isDetailed) + { + for(auto & elem : *this) + ret += elem.second.type->AIValue * elem.second.count; + } + else + { + for(auto & elem : *this) + ret += elem.second.type->AIValue * CCreature::estimateCreatureCount(elem.second.count); + } + return ret; +} + +DuelParameters::SideSettings::StackSettings::StackSettings() + : type(CreatureID::NONE), count(0) +{ +} + +DuelParameters::SideSettings::StackSettings::StackSettings(CreatureID Type, si32 Count) + : type(Type), count(Count) +{ +} + +DuelParameters::SideSettings::SideSettings() +{ + heroId = -1; +} + +DuelParameters::DuelParameters(): + terType(ETerrainType::DIRT), + bfieldType(BFieldType::ROCKLANDS) +{ +} + +DuelParameters DuelParameters::fromJSON(const std::string &fname) +{ + DuelParameters ret; + + const JsonNode duelData(ResourceID("DATA/" + fname, EResType::TEXT)); + ret.terType = ETerrainType((int)duelData["terType"].Float()); + ret.bfieldType = BFieldType((int)duelData["bfieldType"].Float()); + for(const JsonNode &n : duelData["sides"].Vector()) + { + SideSettings &ss = ret.sides[(int)n["side"].Float()]; + int i = 0; + for(const JsonNode &stackNode : n["army"].Vector()) + { + ss.stacks[i].type = CreatureID((si32)stackNode.Vector()[0].Float()); + ss.stacks[i].count = stackNode.Vector()[1].Float(); + i++; + } + + if(n["heroid"].getType() == JsonNode::DATA_FLOAT) + ss.heroId = n["heroid"].Float(); + else + ss.heroId = -1; + + for(const JsonNode &n : n["heroPrimSkills"].Vector()) + ss.heroPrimSkills.push_back(n.Float()); + + for(const JsonNode &skillNode : n["heroSecSkills"].Vector()) + { + std::pair secSkill; + secSkill.first = skillNode.Vector()[0].Float(); + secSkill.second = skillNode.Vector()[1].Float(); + ss.heroSecSkills.push_back(secSkill); + } + + assert(ss.heroPrimSkills.empty() || ss.heroPrimSkills.size() == GameConstants::PRIMARY_SKILLS); + + if(ss.heroId != -1) + { + const JsonNode & spells = n["spells"]; + if(spells.getType() == JsonNode::DATA_STRING && spells.String() == "all") + { + for(auto spell : VLC->spellh->spells) + if(spell->id <= SpellID::SUMMON_AIR_ELEMENTAL) + ss.spells.insert(spell->id); + } + else + for(const JsonNode &spell : n["spells"].Vector()) + ss.spells.insert(SpellID(spell.Float())); + } + } + + for(const JsonNode &n : duelData["obstacles"].Vector()) + { + auto oi = make_shared(); + if(n.getType() == JsonNode::DATA_VECTOR) + { + oi->ID = n.Vector()[0].Float(); + oi->pos = n.Vector()[1].Float(); + } + else + { + assert(n.getType() == JsonNode::DATA_FLOAT); + oi->ID = 21; + oi->pos = n.Float(); + } + oi->uniqueID = ret.obstacles.size(); + ret.obstacles.push_back(oi); + } + + for(const JsonNode &n : duelData["creatures"].Vector()) + { + CusomCreature cc; + cc.id = n["id"].Float(); + +#define retreive(name) \ + if(n[ #name ].getType() == JsonNode::DATA_FLOAT)\ + cc.name = n[ #name ].Float(); \ + else \ + cc.name = -1; + + retreive(attack); + retreive(defense); + retreive(HP); + retreive(dmg); + retreive(shoots); + retreive(speed); + ret.creatures.push_back(cc); + } + + return ret; +} + +TeamState::TeamState() +{ + setNodeType(TEAM); +} + +void CPathfinder::initializeGraph() +{ + 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) + { + curPos = int3(i,j,k); + const TerrainTile *tinfo = &gs->map->getTile(int3(i, j, k)); + CGPathNode &node = graph[i][j][k]; + node.accessible = evaluateAccessibility(tinfo); + node.turns = 0xff; + node.moveRemains = 0; + node.coord.x = i; + node.coord.y = j; + node.coord.z = k; + node.land = tinfo->terType != ETerrainType::WATER; + node.theNodeBefore = nullptr; + } + } + } +} + +void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/) +{ + assert(hero); + assert(hero == getHero(hero->id)); + if(src.x < 0) + src = hero->getPosition(false); + if(movement < 0) + movement = hero->movement; + + out.hero = hero; + out.hpos = src; + + if(!gs->map->isInTheMap(src)/* || !gs->map->isInTheMap(dest)*/) //check input + { + logGlobal->errorStream() << "CGameState::calculatePaths: Hero outside the gs->map? How dare you..."; + return; + } + + initializeGraph(); + + + //initial tile - set cost on 0 and add to the queue + CGPathNode &initialNode = *getNode(src); + initialNode.turns = 0; + initialNode.moveRemains = movement; + mq.push_back(&initialNode); + + std::vector neighbours; + neighbours.reserve(16); + while(!mq.empty()) + { + cp = mq.front(); + mq.pop_front(); + + const int3 sourceGuardPosition = guardingCreaturePosition(cp->coord); + bool guardedSource = (sourceGuardPosition != int3(-1, -1, -1) && cp->coord != src); + ct = &gs->map->getTile(cp->coord); + + int movement = cp->moveRemains, turn = cp->turns; + if(!movement) + { + movement = hero->maxMovePoints(cp->land); + turn++; + } + + + //add accessible neighbouring nodes to the queue + neighbours.clear(); + + //handling subterranean gate => it's exit is the only neighbour + bool subterraneanEntry = (ct->topVisitableId() == Obj::SUBTERRANEAN_GATE && useSubterraneanGates); + if(subterraneanEntry) + { + //try finding the exit gate + if(const CGObjectInstance *outGate = getObj(CGTeleport::getMatchingGate(ct->visitableObjects.back()->id), false)) + { + const int3 outPos = outGate->visitablePos(); + //gs->getNeighbours(*getTile(outPos), outPos, neighbours, boost::logic::indeterminate, !cp->land); + neighbours.push_back(outPos); + } + else + { + //gate with no exit (blocked) -> do nothing with this node + continue; + } + } + + gs->getNeighbours(*ct, cp->coord, neighbours, boost::logic::indeterminate, !cp->land); + + for(auto & neighbour : neighbours) + { + const int3 &n = neighbour; //current neighbor + dp = getNode(n); + dt = &gs->map->getTile(n); + destTopVisObjID = dt->topVisitableId(); + + useEmbarkCost = 0; //0 - usual movement; 1 - embark; 2 - disembark + + int turnAtNextTile = turn; + + + const bool destIsGuardian = sourceGuardPosition == n; + + if(!goodForLandSeaTransition()) + continue; + + if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED ) + continue; + + //special case -> hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile + if(cp->accessible == CGPathNode::VISITABLE && guardedSource && cp->theNodeBefore->land && ct->topVisitableId() == Obj::BOAT) + guardedSource = false; + + int cost = gs->getMovementCost(hero, cp->coord, dp->coord, movement); + + //special case -> moving from src Subterranean gate to dest gate -> it's free + if(subterraneanEntry && destTopVisObjID == Obj::SUBTERRANEAN_GATE && cp->coord.z != dp->coord.z) + cost = 0; + + int remains = movement - cost; + + if(useEmbarkCost) + { + remains = hero->movementPointsAfterEmbark(movement, cost, useEmbarkCost - 1); + cost = movement - remains; + } + + if(remains < 0) + { + //occurs rarely, when hero with low movepoints tries to leave the road + turnAtNextTile++; + int moveAtNextTile = hero->maxMovePoints(cp->land); + cost = gs->getMovementCost(hero, cp->coord, dp->coord, moveAtNextTile); //cost must be updated, movement points changed :( + remains = moveAtNextTile - cost; + } + + if((dp->turns==0xff //we haven't been here before + || dp->turns > turnAtNextTile + || (dp->turns >= turnAtNextTile && dp->moveRemains < remains)) //this route is faster + && (!guardedSource || destIsGuardian)) // 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 guardedDst = guardingCreaturePosition(dp->coord) != int3(-1, -1, -1) + && dp->accessible == CGPathNode::BLOCKVIS; + + if (dp->accessible == CGPathNode::ACCESSIBLE + || (useEmbarkCost && allowEmbarkAndDisembark) + || destTopVisObjID == Obj::SUBTERRANEAN_GATE + || (guardedDst && !guardedSource)) // Can step into a hostile tile once. + { + mq.push_back(dp); + } + } + } //neighbours loop + } //queue loop + + out.isValid = true; +} + +CGPathNode *CPathfinder::getNode(const int3 &coord) +{ + return &out.nodes[coord.x][coord.y][coord.z]; +} + +bool CPathfinder::canMoveBetween(const int3 &a, const int3 &b) const +{ + return gs->checkForVisitableDir(a, b) && gs->checkForVisitableDir(b, a); +} + +CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const TerrainTile *tinfo) const +{ + CGPathNode::EAccessibility ret = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE); + + + if(tinfo->terType == ETerrainType::ROCK || !FoW[curPos.x][curPos.y][curPos.z]) + return CGPathNode::BLOCKED; + + if(tinfo->visitable) + { + if(tinfo->visitableObjects.front()->ID == Obj::SANCTUARY && tinfo->visitableObjects.back()->ID == Obj::HERO && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner) //non-owned hero stands on Sanctuary + { + return CGPathNode::BLOCKED; + } + else + { + for(const CGObjectInstance *obj : tinfo->visitableObjects) + { + if(obj->passableFor(hero->tempOwner)) //special object instance specific passableness flag - overwrites other accessibility flags + { + ret = CGPathNode::ACCESSIBLE; + } + else if(obj->blockVisit) + { + return CGPathNode::BLOCKVIS; + } + else if(obj->ID != Obj::EVENT) //pathfinder should ignore placed events + { + ret = CGPathNode::VISITABLE; + } + } + } + } + else if (gs->map->isInTheMap(guardingCreaturePosition(curPos)) + && !tinfo->blocked) + { + // Monster close by; blocked visit for battle. + return CGPathNode::BLOCKVIS; + } + + return ret; +} + +bool CPathfinder::goodForLandSeaTransition() +{ + if(cp->land != dp->land) //hero can traverse land<->sea only in special circumstances + { + if(cp->land) //from land to sea -> embark or assault hero on boat + { + if(dp->accessible == CGPathNode::ACCESSIBLE || destTopVisObjID < 0) //cannot enter empty water tile from land -> it has to be visitable + return false; + if(destTopVisObjID != Obj::HERO && destTopVisObjID != Obj::BOAT) //only boat or hero can be accessed from land + return false; + if(destTopVisObjID == Obj::BOAT) + useEmbarkCost = 1; + } + else //disembark + { + //can disembark only on coastal tiles + if(!dt->isCoastal()) + return false; + + //tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast + if( (dp->accessible != CGPathNode::ACCESSIBLE && (dp->accessible != CGPathNode::BLOCKVIS || dt->blocked)) + || dt->visitable) //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate + return false;; + + useEmbarkCost = 2; + } + } + + return true; +} + +CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero) : CGameInfoCallback(_gs, boost::optional()), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap) +{ + useSubterraneanGates = true; + allowEmbarkAndDisembark = true; +} diff -Nru vcmi-0.94+svn3312/lib/CGameState.h vcmi-0.94+svn3315/lib/CGameState.h --- vcmi-0.94+svn3312/lib/CGameState.h 2013-11-11 17:12:20.000000000 +0000 +++ vcmi-0.94+svn3315/lib/CGameState.h 2013-11-12 17:30:43.000000000 +0000 @@ -361,22 +361,22 @@ public: ConstTransitivePtr scenarioOps, initialOpts; //second one is a copy of settings received from pregame (not randomized) PlayerColor currentPlayer; //ID of player currently having turn - ConstTransitivePtr curB; //current battle - ui32 day; //total number of days in game - ConstTransitivePtr map; - bmap players; - bmap teams; - CBonusSystemNode globalEffects; - - struct DLL_LINKAGE HeroesPool - { - bmap > heroesPool; //[subID] - heroes available to buy; nullptr if not available - bmap pavailable; // [subid] -> which players can recruit hero (binary flags) - - CGHeroInstance * pickHeroFor(bool native, PlayerColor player, const CTown *town, bmap > &available, const CHeroClass *bannedClass = nullptr) const; - - template void serialize(Handler &h, const int version) - { + ConstTransitivePtr curB; //current battle + ui32 day; //total number of days in game + ConstTransitivePtr map; + std::map players; + std::map teams; + CBonusSystemNode globalEffects; + + struct DLL_LINKAGE HeroesPool + { + std::map > heroesPool; //[subID] - heroes available to buy; nullptr if not available + std::map pavailable; // [subid] -> which players can recruit hero (binary flags) + + CGHeroInstance * pickHeroFor(bool native, PlayerColor player, const CTown *town, std::map > &available, const CHeroClass *bannedClass = nullptr) const; + + template void serialize(Handler &h, const int version) + { h & heroesPool & pavailable; } } hpool; //we have here all heroes available on this map that are not hired @@ -406,13 +406,13 @@ std::vector guardingCreatures (int3 pos) const; int victoryCheck(PlayerColor player) const; //checks if given player is winner; -1 if std victory, 1 if special victory, 0 else int lossCheck(PlayerColor player) const; //checks if given player is loser; -1 if std loss, 1 if special, 0 else - PlayerColor checkForStandardWin() const; //returns color of player that accomplished standard victory conditions or 255 (NEUTRAL) if no winner - bool checkForStandardLoss(PlayerColor player) const; //checks if given player lost the game - void obtainPlayersStats(SThievesGuildInfo & tgi, int level); //fills tgi with info about other players that is available at given level of thieves' guild - bmap > unusedHeroesFromPool(); //heroes pool without heroes that are available in taverns - BattleInfo * setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town); - - void buildBonusSystemTree(); + PlayerColor checkForStandardWin() const; //returns color of player that accomplished standard victory conditions or 255 (NEUTRAL) if no winner + bool checkForStandardLoss(PlayerColor player) const; //checks if given player lost the game + void obtainPlayersStats(SThievesGuildInfo & tgi, int level); //fills tgi with info about other players that is available at given level of thieves' guild + std::map > unusedHeroesFromPool(); //heroes pool without heroes that are available in taverns + BattleInfo * setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town); + + void buildBonusSystemTree(); void attachArmedObjects(); void buildGlobalTeamPlayerTree(); void deserializationFix(); diff -Nru vcmi-0.94+svn3312/lib/CModHandler.cpp vcmi-0.94+svn3315/lib/CModHandler.cpp --- vcmi-0.94+svn3312/lib/CModHandler.cpp 2013-11-11 17:12:20.000000000 +0000 +++ vcmi-0.94+svn3315/lib/CModHandler.cpp 2013-11-12 17:30:43.000000000 +0000 @@ -321,6 +321,41 @@ } } +void CContentHandler::preloadData(CModInfo & mod) +{ + bool validate = (mod.validation != CModInfo::PASSED); + + // print message in format [<8-symbols checksum>] + logGlobal->infoStream() << "\t\t[" << std::noshowbase << std::hex << std::setw(8) << std::setfill('0') + << mod.checksum << "] " << mod.name; + + if (validate && mod.identifier != "core") + { + if (!JsonUtils::validate(mod.config, "vcmi:mod", mod.identifier)) + mod.validation = CModInfo::FAILED; + } + if (!preloadModData(mod.identifier, mod.config, validate)) + mod.validation = CModInfo::FAILED; +} + +void CContentHandler::load(CModInfo & mod) +{ + bool validate = (mod.validation != CModInfo::PASSED); + + if (!loadMod(mod.identifier, validate)) + mod.validation = CModInfo::FAILED; + + if (validate) + { + if (mod.validation != CModInfo::FAILED) + logGlobal->infoStream() << "\t\t[DONE] " << mod.name; + else + logGlobal->errorStream() << "\t\t[FAIL] " << mod.name; + } + else + logGlobal->infoStream() << "\t\t[SKIP] " << mod.name; +} + CModHandler::CModHandler() { for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; ++i) @@ -479,30 +514,58 @@ return JsonNode(); } -/// loads mod info data from mod.json -static void loadModInfoJson(CModInfo & mod, const JsonNode & config) +CModInfo::CModInfo(std::string identifier,const JsonNode & local, const JsonNode & config): + identifier(identifier), + name(config["name"].String()), + description(config["description"].String()), + dependencies(config["depends"].convertTo >()), + conflicts(config["conflicts"].convertTo >()), + validation(PENDING), + config(config) +{ + loadLocalData(local); +} + +JsonNode CModInfo::saveLocalData() { - mod.name = config["name"].String(); - mod.description = config["description"].String(); - mod.dependencies = config["depends"].convertTo >(); - mod.conflicts = config["conflicts"].convertTo >(); + std::ostringstream stream; + stream << std::noshowbase << std::hex << std::setw(8) << std::setfill('0') << checksum; + + JsonNode conf; + conf["active"].Bool() = enabled; + conf["validated"].Bool() = validation != FAILED; + conf["checksum"].String() = stream.str(); + return conf; } -/// load mod info from local config -static void loadModInfoConfig(CModInfo & mod, const JsonNode & config) +void CModInfo::updateChecksum(ui32 newChecksum) { - if (config.isNull()) + if (newChecksum != checksum) { - mod.enabled = true; - mod.validated = false; - mod.checksum = 0; + checksum = newChecksum; + validation = PENDING; + } +} + +void CModInfo::loadLocalData(const JsonNode & data) +{ + bool validated = false; + if (data.isNull()) + { + enabled = true; + checksum = 0; } else { - mod.enabled = config["active"].Bool(); - mod.validated = config["validated"].Bool(); - mod.checksum = strtol(config["checksum"].String().c_str(), nullptr, 16); + enabled = data["active"].Bool(); + validated = data["validated"].Bool(); + checksum = strtol(data["checksum"].String().c_str(), nullptr, 16); } + + if (enabled) + validation = validated ? PASSED : PENDING; + else + validation = validated ? PASSED : FAILED; } void CModHandler::initializeMods(std::vector availableMods) @@ -519,21 +582,17 @@ if (CResourceHandler::get()->existsResource(ResourceID(modFileName))) { - const JsonNode config = JsonNode(ResourceID(modFileName)); - assert(!config.isNull()); - - CModInfo & mod = allMods[name]; - - mod.identifier = name; - loadModInfoJson(mod, config); - loadModInfoConfig(mod, modList[name]); + CModInfo mod(name, modList[name], JsonNode(ResourceID(modFileName))); + allMods[name] = mod; if (mod.enabled) detectedMods.push_back(name); } else logGlobal->warnStream() << "\t\t Directory " << name << " does not contains VCMI mod"; } + coreMod = CModInfo("core", modConfig["core"], JsonNode(ResourceID("config/gameConfig.json"))); + coreMod.name = "Original game files"; if (!checkDependencies(detectedMods)) { @@ -574,16 +633,25 @@ modChecksum.process_bytes(reinterpret_cast(GameConstants::VCMI_VERSION.data()), GameConstants::VCMI_VERSION.size()); // second - add mod.json into checksum because filesystem does not contains this file - ResourceID modConfFile("mods/" + modName + "/mod", EResType::TEXT); - ui32 configChecksum = CResourceHandler::getInitial()->load(modConfFile)->calculateCRC32(); - modChecksum.process_bytes(reinterpret_cast(&configChecksum), sizeof(configChecksum)); - - // third - add all loaded files from this mod into checksum + // FIXME: remove workaround for core mod + if (modName != "core") + { + ResourceID modConfFile("mods/" + modName + "/mod", EResType::TEXT); + ui32 configChecksum = CResourceHandler::getInitial()->load(modConfFile)->calculateCRC32(); + modChecksum.process_bytes(reinterpret_cast(&configChecksum), sizeof(configChecksum)); + } + // third - add all detected text files from this mod into checksum auto files = filesystem->getFilteredFiles([](const ResourceID & resID) { - return resID.getType() == EResType::TEXT; + return resID.getType() == EResType::TEXT && + ( boost::starts_with(resID.getName(), "DATA") || + boost::starts_with(resID.getName(), "CONFIG")); }); + // these two files may change between two runs of vcmi and must be handled separately + files.erase(ResourceID("CONFIG/SETTINGS", EResType::TEXT)); + files.erase(ResourceID("CONFIG/MODSETTINGS", EResType::TEXT)); + for (const ResourceID & file : files) { ui32 fileChecksum = filesystem->load(file)->calculateCRC32(); @@ -594,22 +662,16 @@ void CModHandler::loadModFilesystems() { + coreMod.updateChecksum(calculateModChecksum("core", CResourceHandler::getCoreData())); + for(std::string & modName : activeMods) { - ResourceID modConfFile("mods/" + modName + "/mod", EResType::TEXT); - auto fsConfigData = CResourceHandler::getInitial()->load(modConfFile)->readAll(); - const JsonNode fsConfig((char*)fsConfigData.first.get(), fsConfigData.second); - - auto filesystem = genModFilesystem(modName, fsConfig); + CModInfo & mod = allMods[modName]; + auto filesystem = genModFilesystem(modName, mod.config); CResourceHandler::get()->addLoader(filesystem, false); logGlobal->traceStream() << "Generating checksum for " << modName; - ui32 newChecksum = calculateModChecksum(modName, filesystem); - if (allMods[modName].checksum != newChecksum) - { - allMods[modName].checksum = newChecksum; - allMods[modName].validated = false; // force (re-)validation - } + mod.updateChecksum(calculateModChecksum(modName, filesystem)); } } @@ -629,57 +691,20 @@ { CStopWatch totalTime, timer; - std::set modsForValidation; - for (auto & mod : allMods) - { - if (mod.second.enabled && !mod.second.validated) - modsForValidation.insert(mod.first); - } - CContentHandler content; logGlobal->infoStream() << "\tInitializing content handler: " << timer.getDiff() << " ms"; // first - load virtual "core" mod that contains all data // TODO? move all data into real mods? RoE, AB, SoD, WoG - content.preloadModData("core", JsonNode(ResourceID("config/gameConfig.json")), true); - logGlobal->infoStream() << "\tParsing original game data: " << timer.getDiff() << " ms"; - + content.preloadData(coreMod); for(const TModID & modName : activeMods) - { - bool needsValidation = modsForValidation.count(modName); - - // print message in format [<8-symbols checksum>] - logGlobal->infoStream() << "\t\t[" << std::noshowbase << std::hex << std::setw(8) << std::setfill('0') - << allMods[modName].checksum << "] " << allMods[modName].name; - - std::string modFileName = "mods/" + modName + "/mod.json"; - - const JsonNode config = JsonNode(ResourceID(modFileName)); - if (needsValidation) - allMods[modName].validated = JsonUtils::validate(config, "vcmi:mod", modName); - - allMods[modName].validated &= content.preloadModData(modName, config, needsValidation); - } + content.preloadData(allMods[modName]); logGlobal->infoStream() << "\tParsing mod data: " << timer.getDiff() << " ms"; - content.loadMod("core", true); - logGlobal->infoStream() << "\tLoading original game data: " << timer.getDiff() << " ms"; - + content.load(coreMod); for(const TModID & modName : activeMods) - { - bool needsValidation = modsForValidation.count(modName); + content.load(allMods[modName]); - allMods[modName].validated &= content.loadMod(modName, needsValidation); - if (needsValidation) - { - if (allMods[modName].validated) - logGlobal->infoStream() << "\t\t[DONE] " << allMods[modName].name; - else - logGlobal->errorStream() << "\t\t[FAIL] " << allMods[modName].name; - } - else - logGlobal->infoStream() << "\t\t[SKIP] " << allMods[modName].name; - } logGlobal->infoStream() << "\tLoading mod data: " << timer.getDiff() << "ms"; VLC->creh->loadCrExpBon(); @@ -690,27 +715,15 @@ content.afterLoadFinalization(); logGlobal->infoStream() << "\tHandlers post-load finalization: " << timer.getDiff() << " ms"; - logGlobal->infoStream() << "\tAll game content loaded in " << totalTime.getDiff() << " ms"; } -static JsonNode modInfoToJson(const CModInfo & mod) -{ - std::ostringstream stream; - stream << std::noshowbase << std::hex << std::setw(8) << std::setfill('0') << mod.checksum; - - JsonNode conf; - conf["active"].Bool() = mod.enabled; - conf["validated"].Bool() = mod.validated; - conf["checksum"].String() = stream.str(); - return conf; -} - void CModHandler::afterLoad() { JsonNode modSettings; for (auto & modEntry : allMods) - modSettings["activeMods"][modEntry.first] = modInfoToJson(modEntry.second); + modSettings["activeMods"][modEntry.first] = modEntry.second.saveLocalData(); + modSettings["core"] = coreMod.saveLocalData(); std::ofstream file(*CResourceHandler::get()->getResourceName(ResourceID("config/modSettings.json")), std::ofstream::trunc); file << modSettings; diff -Nru vcmi-0.94+svn3312/lib/CModHandler.h vcmi-0.94+svn3315/lib/CModHandler.h --- vcmi-0.94+svn3312/lib/CModHandler.h 2013-11-11 17:12:20.000000000 +0000 +++ vcmi-0.94+svn3315/lib/CModHandler.h 2013-11-12 17:30:43.000000000 +0000 @@ -97,18 +97,22 @@ void afterLoadFinalization(); }; + /// preloads all data from fileList as data from modName. + bool preloadModData(std::string modName, JsonNode modConfig, bool validate); + + /// actually loads data in mod + bool loadMod(std::string modName, bool validate); + std::map handlers; public: /// fully initialize object. Will cause reading of H3 config files CContentHandler(); /// preloads all data from fileList as data from modName. - /// returns true if loading was successfull - bool preloadModData(std::string modName, JsonNode modConfig, bool validate); + void preloadData(CModInfo & mod); /// actually loads data in mod - /// returns true if loading was successfull - bool loadMod(std::string modName, bool validate); + void load(CModInfo & mod); /// all data was loaded, time for final validation / integration void afterLoadFinalization(); @@ -119,6 +123,13 @@ class DLL_LINKAGE CModInfo { public: + enum EValidationStatus + { + PENDING, + FAILED, + PASSED + }; + /// identifier, identical to name of folder with mod std::string identifier; @@ -135,25 +146,34 @@ /// CRC-32 checksum of the mod ui32 checksum; - /// true if mod has passed validation successfully - bool validated; - /// true if mod is enabled bool enabled; - // mod configuration (mod.json). (no need to store it right now) - // std::shared_ptr config; //TODO: unique_ptr can't be serialized + EValidationStatus validation; + + JsonNode config; + + CModInfo(){} + CModInfo(std::string identifier, const JsonNode & local, const JsonNode & config); + + JsonNode saveLocalData(); + void updateChecksum(ui32 newChecksum); template void serialize(Handler &h, const int version) { - h & identifier & description & name & dependencies & conflicts & checksum & validated & enabled; + h & identifier & description & name; + h & dependencies & conflicts & config; + h & checksum & validation & enabled; } +private: + void loadLocalData(const JsonNode & data); }; class DLL_LINKAGE CModHandler { std::map allMods; std::vector activeMods;//active mods, in order in which they were loaded + CModInfo coreMod; void loadConfigFromFile(std::string name); void loadModFilesystems(); diff -Nru vcmi-0.94+svn3312/lib/CObjectHandler.cpp vcmi-0.94+svn3315/lib/CObjectHandler.cpp --- vcmi-0.94+svn3312/lib/CObjectHandler.cpp 2013-11-11 17:12:20.000000000 +0000 +++ vcmi-0.94+svn3315/lib/CObjectHandler.cpp 2013-11-12 17:30:43.000000000 +0000 @@ -2112,13 +2112,13 @@ if (!hasBuilt(BuildingID(BuildingID::DWELL_FIRST+dwelling+i*GameConstants::CREATURES_PER_TOWN))) return i-1; } -} -int CGTownInstance::getHordeLevel(const int & HID) const//HID - 0 or 1; returns creature level or -1 if that horde structure is not present -{ - return town->hordeLvl[HID]; -} -int CGTownInstance::creatureGrowth(const int & level) const -{ +} +int CGTownInstance::getHordeLevel(const int & HID) const//HID - 0 or 1; returns creature level or -1 if that horde structure is not present +{ + return town->hordeLvl.at(HID); +} +int CGTownInstance::creatureGrowth(const int & level) const +{ return getGrowthInfo(level).totalGrowth(); } @@ -2139,17 +2139,17 @@ if (hasBuilt(BuildingID::CASTLE)) ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::CASTLE, castleBonus = base)); - else if (hasBuilt(BuildingID::CITADEL)) - ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::CITADEL, castleBonus = base / 2)); - - if(town->hordeLvl[0] == level)//horde 1 - if(hasBuilt(BuildingID::HORDE_1)) - ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::HORDE_1, creature->hordeGrowth)); - - if(town->hordeLvl[1] == level)//horde 2 - if(hasBuilt(BuildingID::HORDE_2)) - ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::HORDE_2, creature->hordeGrowth)); - + else if (hasBuilt(BuildingID::CITADEL)) + ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::CITADEL, castleBonus = base / 2)); + + if(town->hordeLvl.at(0) == level)//horde 1 + if(hasBuilt(BuildingID::HORDE_1)) + ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::HORDE_1, creature->hordeGrowth)); + + if(town->hordeLvl.at(1) == level)//horde 2 + if(hasBuilt(BuildingID::HORDE_2)) + ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::HORDE_2, creature->hordeGrowth)); + int dwellingBonus = 0; if(const PlayerState *p = cb->getPlayer(tempOwner, false)) { @@ -2617,13 +2617,13 @@ bool CGTownInstance::addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, TPropagatorPtr & prop, int subtype /*= -1*/) { - if(hasBuilt(building)) - { - std::ostringstream descr; - descr << town->buildings[building]->Name() << " "; - if(val > 0) - descr << "+"; - else if(val < 0) + if(hasBuilt(building)) + { + std::ostringstream descr; + descr << town->buildings.at(building)->Name() << " "; + if(val > 0) + descr << "+"; + else if(val < 0) descr << "-"; descr << val; @@ -2692,13 +2692,13 @@ int CGTownInstance::getTownLevel() const { - // count all buildings that are not upgrades - return boost::range::count_if(builtBuildings, [&](const BuildingID & build) - { - return town->buildings[build] && town->buildings[build]->upgrade == -1; - }); -} - + // count all buildings that are not upgrades + return boost::range::count_if(builtBuildings, [&](const BuildingID & build) + { + return town->buildings.at(build) && town->buildings.at(build)->upgrade == -1; + }); +} + CBonusSystemNode * CGTownInstance::whatShouldBeAttached() { return &townAndVis; diff -Nru vcmi-0.94+svn3312/lib/CTownHandler.h vcmi-0.94+svn3315/lib/CTownHandler.h --- vcmi-0.94+svn3312/lib/CTownHandler.h 2013-11-11 17:12:20.000000000 +0000 +++ vcmi-0.94+svn3315/lib/CTownHandler.h 2013-11-12 17:30:43.000000000 +0000 @@ -134,19 +134,19 @@ std::vector names; //names of the town instances /// level -> list of creatures on this tier - // TODO: replace with pointers to CCreature - std::vector > creatures; - - bmap > buildings; - - std::vector dwellings; //defs for adventure map dwellings for new towns, [0] means tier 1 creatures etc. - std::vector dwellingNames; - - // should be removed at least from configs in favor of auto-detection - bmap hordeLvl; //[0] - first horde building creature level; [1] - second horde building (-1 if not present) - ui32 mageLevel; //max available mage guild level - ui16 primaryRes; - ArtifactID warMachine; + // TODO: replace with pointers to CCreature + std::vector > creatures; + + std::map > buildings; + + std::vector dwellings; //defs for adventure map dwellings for new towns, [0] means tier 1 creatures etc. + std::vector dwellingNames; + + // should be removed at least from configs in favor of auto-detection + std::map hordeLvl; //[0] - first horde building creature level; [1] - second horde building (-1 if not present) + ui32 mageLevel; //max available mage guild level + ui16 primaryRes; + ArtifactID warMachine; si32 moatDamage; // default chance for hero of specific class to appear in tavern, if field "tavern" was not set // resulting chance = sqrt(town.chance * heroClass.chance) diff -Nru vcmi-0.94+svn3312/lib/GameConstants.cpp vcmi-0.94+svn3315/lib/GameConstants.cpp --- vcmi-0.94+svn3312/lib/GameConstants.cpp 2013-11-11 17:12:20.000000000 +0000 +++ vcmi-0.94+svn3315/lib/GameConstants.cpp 2013-11-12 17:30:43.000000000 +0000 @@ -73,13 +73,13 @@ ID_LIKE_OPERATORS(BuildingID, BuildingID::EBuildingID) -ID_LIKE_OPERATORS(BFieldType, BFieldType::EBFieldType) - - -bmap > & Obj::toDefObjInfo() const -{ - return VLC->dobjinfo->gobjs[*this]; -} +ID_LIKE_OPERATORS(BFieldType, BFieldType::EBFieldType) + + +std::map > & Obj::toDefObjInfo() const +{ + return VLC->dobjinfo->gobjs[*this]; +} CArtifact * ArtifactID::toArtifact() const { diff -Nru vcmi-0.94+svn3312/lib/GameConstants.h vcmi-0.94+svn3315/lib/GameConstants.h --- vcmi-0.94+svn3312/lib/GameConstants.h 2013-11-11 17:12:20.000000000 +0000 +++ vcmi-0.94+svn3315/lib/GameConstants.h 2013-11-12 17:30:43.000000000 +0000 @@ -606,13 +606,13 @@ }; Obj(EObj _num = NO_OBJ) : num(_num) {} - - ID_LIKE_CLASS_COMMON(Obj, EObj) - - bmap > & toDefObjInfo() const; - - EObj num; -}; + + ID_LIKE_CLASS_COMMON(Obj, EObj) + + std::map > & toDefObjInfo() const; + + EObj num; +}; ID_LIKE_OPERATORS_DECLS(Obj, Obj::EObj) diff -Nru vcmi-0.94+svn3312/lib/HeroBonus.cpp vcmi-0.94+svn3315/lib/HeroBonus.cpp --- vcmi-0.94+svn3312/lib/HeroBonus.cpp 2013-11-11 17:12:20.000000000 +0000 +++ vcmi-0.94+svn3315/lib/HeroBonus.cpp 2013-11-12 17:30:43.000000000 +0000 @@ -55,18 +55,18 @@ const std::map bonusLimitEffect = boost::assign::map_list_of BONUS_ITEM(NO_LIMIT) BONUS_ITEM(ONLY_DISTANCE_FIGHT) - BONUS_ITEM(ONLY_MELEE_FIGHT) - BONUS_ITEM(ONLY_ENEMY_ARMY); - -const bmap bonusLimiterMap = boost::assign::map_list_of - ("SHOOTER_ONLY", make_shared(Bonus::SHOOTER)) - ("DRAGON_NATURE", make_shared(Bonus::DRAGON_NATURE)) - ("IS_UNDEAD", make_shared(Bonus::UNDEAD)); - -const bmap bonusPropagatorMap = boost::assign::map_list_of - ("BATTLE_WIDE", make_shared(CBonusSystemNode::BATTLE)) - ("VISITED_TOWN_AND_VISITOR", make_shared(CBonusSystemNode::TOWN_AND_VISITOR)) - ("PLAYER_PROPAGATOR", make_shared(CBonusSystemNode::PLAYER)) + BONUS_ITEM(ONLY_MELEE_FIGHT) + BONUS_ITEM(ONLY_ENEMY_ARMY); + +const std::map bonusLimiterMap = boost::assign::map_list_of + ("SHOOTER_ONLY", make_shared(Bonus::SHOOTER)) + ("DRAGON_NATURE", make_shared(Bonus::DRAGON_NATURE)) + ("IS_UNDEAD", make_shared(Bonus::UNDEAD)); + +const std::map bonusPropagatorMap = boost::assign::map_list_of + ("BATTLE_WIDE", make_shared(CBonusSystemNode::BATTLE)) + ("VISITED_TOWN_AND_VISITOR", make_shared(CBonusSystemNode::TOWN_AND_VISITOR)) + ("PLAYER_PROPAGATOR", make_shared(CBonusSystemNode::PLAYER)) ("HERO", make_shared(CBonusSystemNode::HERO)); diff -Nru vcmi-0.94+svn3312/lib/HeroBonus.h vcmi-0.94+svn3315/lib/HeroBonus.h --- vcmi-0.94+svn3312/lib/HeroBonus.h 2013-11-11 17:12:20.000000000 +0000 +++ vcmi-0.94+svn3315/lib/HeroBonus.h 2013-11-12 17:30:43.000000000 +0000 @@ -964,14 +964,14 @@ extern DLL_LINKAGE const std::map bonusNameMap; extern DLL_LINKAGE const std::map bonusValueMap; -extern DLL_LINKAGE const std::map bonusSourceMap; -extern DLL_LINKAGE const std::map bonusDurationMap; -extern DLL_LINKAGE const std::map bonusLimitEffect; -extern DLL_LINKAGE const bmap bonusLimiterMap; -extern DLL_LINKAGE const bmap bonusPropagatorMap; - - -// BonusList template that requires full interface of CBonusSystemNode +extern DLL_LINKAGE const std::map bonusSourceMap; +extern DLL_LINKAGE const std::map bonusDurationMap; +extern DLL_LINKAGE const std::map bonusLimitEffect; +extern DLL_LINKAGE const std::map bonusLimiterMap; +extern DLL_LINKAGE const std::map bonusPropagatorMap; + + +// BonusList template that requires full interface of CBonusSystemNode template void BonusList::insert(const int position, InputIterator first, InputIterator last) { diff -Nru vcmi-0.94+svn3312/lib/IGameCallback.cpp vcmi-0.94+svn3315/lib/IGameCallback.cpp --- vcmi-0.94+svn3312/lib/IGameCallback.cpp 2013-11-11 17:12:20.000000000 +0000 +++ vcmi-0.94+svn3315/lib/IGameCallback.cpp 2013-11-12 17:30:43.000000000 +0000 @@ -567,13 +567,13 @@ { ERROR_RET_VAL_IF(!canGetFullInfo(t), "Town is not owned!", EBuildingState::TOWN_NOT_OWNED); - if(!t->town->buildings.count(ID)) - return EBuildingState::BUILDING_ERROR; - - const CBuilding * pom = t->town->buildings[ID]; - - - if(t->hasBuilt(ID)) //already built + if(!t->town->buildings.count(ID)) + return EBuildingState::BUILDING_ERROR; + + const CBuilding * pom = t->town->buildings.at(ID); + + + if(t->hasBuilt(ID)) //already built return EBuildingState::ALREADY_PRESENT; //can we build it? @@ -634,24 +634,24 @@ { ERROR_RET_VAL_IF(!canGetFullInfo(t), "Town is not owned!", std::set()); ERROR_RET_VAL_IF(!t->town->buildings.count(ID), "No such building!", std::set()); - - std::set used; - used.insert(ID); - auto reqs = t->town->buildings[ID]->requirements; - - bool found; - do + + std::set used; + used.insert(ID); + auto reqs = t->town->buildings.at(ID)->requirements; + + bool found; + do { found = false; for(auto i=reqs.begin();i!=reqs.end();i++) { - if(used.find(*i)==used.end()) //we haven't added requirements for this building - { - found = true; - auto & requires = t->town->buildings[*i]->requirements; - - used.insert(*i); - for(auto & require : requires) + if(used.find(*i)==used.end()) //we haven't added requirements for this building + { + found = true; + auto & requires = t->town->buildings.at(*i)->requirements; + + used.insert(*i); + for(auto & require : requires) reqs.insert(require);//creating full list of requirements } } diff -Nru vcmi-0.94+svn3312/lib/NetPacksLib.cpp vcmi-0.94+svn3315/lib/NetPacksLib.cpp --- vcmi-0.94+svn3312/lib/NetPacksLib.cpp 2013-11-11 17:12:20.000000000 +0000 +++ vcmi-0.94+svn3315/lib/NetPacksLib.cpp 2013-11-12 17:30:43.000000000 +0000 @@ -453,7 +453,7 @@ CGTownInstance *t = gs->getTown(tid); for(const auto & id : bid) { - assert(t->town->buildings[id]); + assert(t->town->buildings.at(id) != nullptr); t->builtBuildings.insert(id); } t->builded = builded; diff -Nru vcmi-0.94+svn3312/lib/StartInfo.h vcmi-0.94+svn3315/lib/StartInfo.h --- vcmi-0.94+svn3312/lib/StartInfo.h 2013-11-11 17:12:20.000000000 +0000 +++ vcmi-0.94+svn3315/lib/StartInfo.h 2013-11-12 17:30:43.000000000 +0000 @@ -70,13 +70,13 @@ { enum EMode {NEW_GAME, LOAD_GAME, CAMPAIGN, DUEL, INVALID = 255}; - EMode mode; - ui8 difficulty; //0=easy; 4=impossible - - typedef bmap TPlayerInfos; - TPlayerInfos playerInfos; //color indexed - - ui32 seedToBeUsed; //0 if not sure (client requests server to decide, will be send in reply pack) + EMode mode; + ui8 difficulty; //0=easy; 4=impossible + + typedef std::map TPlayerInfos; + TPlayerInfos playerInfos; //color indexed + + ui32 seedToBeUsed; //0 if not sure (client requests server to decide, will be send in reply pack) ui32 seedPostInit; //so we know that game is correctly synced at the start; 0 if not known yet ui32 mapfileChecksum; //0 if not relevant ui8 turnTime; //in minutes, 0=unlimited diff -Nru vcmi-0.94+svn3312/lib/filesystem/Filesystem.cpp vcmi-0.94+svn3315/lib/filesystem/Filesystem.cpp --- vcmi-0.94+svn3312/lib/filesystem/Filesystem.cpp 2013-11-11 17:12:20.000000000 +0000 +++ vcmi-0.94+svn3315/lib/filesystem/Filesystem.cpp 2013-11-12 17:30:43.000000000 +0000 @@ -16,6 +16,7 @@ CFilesystemList * CResourceHandler::resourceLoader = nullptr; CFilesystemList * CResourceHandler::initialLoader = nullptr; +CFilesystemList * CResourceHandler::coreDataLoader = nullptr; CFilesystemGenerator::CFilesystemGenerator(std::string prefix): filesystem(new CFilesystemList()), @@ -162,13 +163,21 @@ return initialLoader; } +CFilesystemList * CResourceHandler::getCoreData() +{ + assert(coreDataLoader); + return coreDataLoader; +} + void CResourceHandler::load(const std::string &fsConfigURI) { auto fsConfigData = initialLoader->load(ResourceID(fsConfigURI, EResType::TEXT))->readAll(); const JsonNode fsConfig((char*)fsConfigData.first.get(), fsConfigData.second); - resourceLoader = createFileSystem("", fsConfig["filesystem"]); + coreDataLoader = createFileSystem("", fsConfig["filesystem"]); + resourceLoader = new CFilesystemList(); + resourceLoader->addLoader(coreDataLoader, false); // hardcoded system-specific path, may not be inside any of data directories resourceLoader->addLoader(new CFilesystemLoader("SAVES/", VCMIDirs::get().userSavePath()), true); diff -Nru vcmi-0.94+svn3312/lib/filesystem/Filesystem.h vcmi-0.94+svn3315/lib/filesystem/Filesystem.h --- vcmi-0.94+svn3312/lib/filesystem/Filesystem.h 2013-11-11 17:12:20.000000000 +0000 +++ vcmi-0.94+svn3315/lib/filesystem/Filesystem.h 2013-11-12 17:30:43.000000000 +0000 @@ -61,6 +61,7 @@ */ static CFilesystemList * get(); static CFilesystemList * getInitial(); + static CFilesystemList * getCoreData(); /** * Creates instance of initial resource loader. @@ -99,4 +100,5 @@ /** Instance of resource loader */ static CFilesystemList * resourceLoader; static CFilesystemList * initialLoader; + static CFilesystemList * coreDataLoader; }; diff -Nru vcmi-0.94+svn3312/lib/mapping/CCampaignHandler.cpp vcmi-0.94+svn3315/lib/mapping/CCampaignHandler.cpp --- vcmi-0.94+svn3312/lib/mapping/CCampaignHandler.cpp 2013-11-11 17:12:20.000000000 +0000 +++ vcmi-0.94+svn3315/lib/mapping/CCampaignHandler.cpp 2013-11-12 17:30:43.000000000 +0000 @@ -453,13 +453,13 @@ { return camp->scenarios[currentMap]; } - -ui8 CCampaignState::currentBonusID() const -{ - return chosenCampaignBonuses[currentMap]; -} - -CCampaignState::CCampaignState() + +ui8 CCampaignState::currentBonusID() const +{ + return chosenCampaignBonuses.at(currentMap); +} + +CCampaignState::CCampaignState() {} CCampaignState::CCampaignState( unique_ptr _camp ) : camp(std::move(_camp)) diff -Nru vcmi-0.94+svn3312/lib/mapping/CCampaignHandler.h vcmi-0.94+svn3315/lib/mapping/CCampaignHandler.h --- vcmi-0.94+svn3312/lib/mapping/CCampaignHandler.h 2013-11-11 17:12:20.000000000 +0000 +++ vcmi-0.94+svn3315/lib/mapping/CCampaignHandler.h 2013-11-12 17:30:43.000000000 +0000 @@ -148,13 +148,13 @@ public: unique_ptr camp; std::string campaignName; - std::vector mapsConquered, mapsRemaining; - ui8 currentMap; - - bmap chosenCampaignBonuses; //used only for mode CAMPAIGN - - //void initNewCampaign(const StartInfo &si); - void mapConquered(const std::vector & heroes); + std::vector mapsConquered, mapsRemaining; + ui8 currentMap; + + std::map chosenCampaignBonuses; //used only for mode CAMPAIGN + + //void initNewCampaign(const StartInfo &si); + void mapConquered(const std::vector & heroes); boost::optional getBonusForCurrentMap() const; const CCampaignScenario &getCurrentScenario() const; ui8 currentBonusID() const; diff -Nru vcmi-0.94+svn3312/lib/mapping/CMap.h vcmi-0.94+svn3315/lib/mapping/CMap.h --- vcmi-0.94+svn3312/lib/mapping/CMap.h 2013-11-11 17:12:20.000000000 +0000 +++ vcmi-0.94+svn3315/lib/mapping/CMap.h 2013-11-12 17:30:43.000000000 +0000 @@ -375,13 +375,13 @@ std::vector< ConstTransitivePtr > allHeroes; //indexed by [hero_type_id]; on map, disposed, prisons, etc. //Helper lists - std::vector< ConstTransitivePtr > heroesOnMap; - - /// associative list to identify which hero/creature id belongs to which object id(index for objects) - bmap questIdentifierToId; - - unique_ptr editManager; - + std::vector< ConstTransitivePtr > heroesOnMap; + + /// associative list to identify which hero/creature id belongs to which object id(index for objects) + std::map questIdentifierToId; + + unique_ptr editManager; + private: TerrainTile*** terrain; diff -Nru vcmi-0.94+svn3312/server/CGameHandler.cpp vcmi-0.94+svn3315/server/CGameHandler.cpp --- vcmi-0.94+svn3312/server/CGameHandler.cpp 2013-11-11 17:12:20.000000000 +0000 +++ vcmi-0.94+svn3315/server/CGameHandler.cpp 2013-11-12 17:30:43.000000000 +0000 @@ -99,22 +99,22 @@ static void giveExp(BattleResult &r) { r.exp[0] = 0; - r.exp[1] = 0; - for(auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++) - { - r.exp[r.winner] += VLC->creh->creatures[i->first]->valOfBonuses(Bonus::STACK_HEALTH) * i->second; - } -} - + r.exp[1] = 0; + for(auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++) + { + r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second; + } +} + PlayerStatus PlayerStatuses::operator[](PlayerColor player) { - boost::unique_lock l(mx); - if(players.find(player) != players.end()) - { - return players[player]; - } - else - { + boost::unique_lock l(mx); + if(players.find(player) != players.end()) + { + return players.at(player); + } + else + { throw std::runtime_error("No such player!"); } } @@ -244,13 +244,13 @@ { scp.which = SetCommanderProperty::BONUS; - auto difference = [](std::vector< std::vector > skillLevels, std::vector secondarySkills, int skill)->int - { - int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance - return skillLevels[skill][secondarySkills[s]] - (secondarySkills[s] ? skillLevels[skill][secondarySkills[s]-1] : 0); - }; - - switch (skill) + auto difference = [](std::vector< std::vector > skillLevels, std::vector secondarySkills, int skill)->int + { + int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance + return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0); + }; + + switch (skill) { case ECommander::ATTACK: scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL; @@ -288,19 +288,19 @@ scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill); sendAndApply (&scp); - - scp.which = SetCommanderProperty::SECONDARY_SKILL; - scp.additionalInfo = skill; - scp.amount = c->secondarySkills[skill] + 1; - sendAndApply (&scp); - } - else if (skill >= 100) - { - scp.which = SetCommanderProperty::SPECIAL_SKILL; - scp.accumulatedBonus = *VLC->creh->skillRequirements[skill-100].first; - scp.additionalInfo = skill; //unnormalized - sendAndApply (&scp); - } + + scp.which = SetCommanderProperty::SECONDARY_SKILL; + scp.additionalInfo = skill; + scp.amount = c->secondarySkills.at(skill) + 1; + sendAndApply (&scp); + } + else if (skill >= 100) + { + scp.which = SetCommanderProperty::SPECIAL_SKILL; + scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first; + scp.additionalInfo = skill; //unnormalized + sendAndApply (&scp); + } expGiven(hero); } @@ -322,20 +322,20 @@ } //picking sec. skills for choice - - for (int i = 0; i <= ECommander::SPELL_POWER; ++i) - { - if (c->secondarySkills[i] < ECommander::MAX_SKILL_LEVEL) - clu.skills.push_back(i); - } - int i = 100; - for (auto specialSkill : VLC->creh->skillRequirements) - { - if (c->secondarySkills[specialSkill.second.first] == ECommander::MAX_SKILL_LEVEL - && c->secondarySkills[specialSkill.second.second] == ECommander::MAX_SKILL_LEVEL - && !vstd::contains (c->specialSKills, i)) - clu.skills.push_back (i); - ++i; + + for (int i = 0; i <= ECommander::SPELL_POWER; ++i) + { + if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL) + clu.skills.push_back(i); + } + int i = 100; + for (auto specialSkill : VLC->creh->skillRequirements) + { + if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL + && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL + && !vstd::contains (c->specialSKills, i)) + clu.skills.push_back (i); + ++i; } int skillAmount = clu.skills.size(); @@ -430,14 +430,14 @@ if (hero1) battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill - if (hero2) - battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]); - - const CArmedInstance *bEndArmy1 = gs->curB->sides[0].armyObject; - const CArmedInstance *bEndArmy2 = gs->curB->sides[1].armyObject; - const BattleResult::EResult result = battleResult.get()->result; - - auto findBattleQuery = [this] () -> shared_ptr + if (hero2) + battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]); + + const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject; + const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject; + const BattleResult::EResult result = battleResult.get()->result; + + auto findBattleQuery = [this] () -> shared_ptr { for(auto &q : queries.allQueries()) { @@ -482,13 +482,13 @@ if(finishingBattle->winnerHero) { if(int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE)) - { - int maxLevel = eagleEyeLevel + 1; - double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE); - for(const CSpell *sp : gs->curB->sides[!battleResult.data->winner].usedSpellsHistory) - if(sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && rand() % 100 < eagleEyeChance) - cs.spells.insert(sp->id); - } + { + int maxLevel = eagleEyeLevel + 1; + double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE); + for(const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory) + if(sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && rand() % 100 < eagleEyeChance) + cs.spells.insert(sp->id); + } } @@ -692,16 +692,16 @@ SetAvailableHeroes sah; sah.player = finishingBattle->loser; sah.hid[0] = finishingBattle->loserHero->subID; - if(result.result == BattleResult::ESCAPE) //retreat - { - sah.army[0].clear(); - sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy[0].creature, 1); - } - - if(const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes[1]) - sah.hid[1] = another->subID; - else - sah.hid[1] = -1; + if(result.result == BattleResult::ESCAPE) //retreat + { + sah.army[0].clear(); + sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1); + } + + if(const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(1)) + sah.hid[1] = another->subID; + else + sah.hid[1] = -1; sendAndApply(&sah); } @@ -762,13 +762,13 @@ } const Bonus * bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK)); - if (bonus && (bat.shot())) //TODO: make it work in meele? - { - bat.bsa.front().flags |= BattleStackAttacked::EFFECT; - bat.bsa.front().effect = VLC->spellh->spells[bonus->subtype]->mainEffectAnim; //hopefully it does not interfere with any other effect? - - std::set attackedCreatures = gs->curB->getAffectedCreatures(SpellID(bonus->subtype).toSpell(), bonus->val, att->owner, targetHex); - //TODO: get exact attacked hex for defender + if (bonus && (bat.shot())) //TODO: make it work in meele? + { + bat.bsa.front().flags |= BattleStackAttacked::EFFECT; + bat.bsa.front().effect = VLC->spellh->spells.at(bonus->subtype)->mainEffectAnim; //hopefully it does not interfere with any other effect? + + std::set attackedCreatures = gs->curB->getAffectedCreatures(SpellID(bonus->subtype).toSpell(), bonus->val, att->owner, targetHex); + //TODO: get exact attacked hex for defender for(const CStack * stack : attackedCreatures) { @@ -1066,13 +1066,13 @@ if(!p) { logGlobal->warnStream() << "There is no player owner of town " << town->name << " at " << town->pos; - return; - } - - if (forced || town->creatures[GameConstants::CREATURES_PER_TOWN].second.empty())//we need to change creature - { - SetAvailableCreatures ssi; - ssi.tid = town->id; + return; + } + + if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature + { + SetAvailableCreatures ssi; + ssi.tid = town->id; ssi.creatures = town->creatures; ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one @@ -1081,19 +1081,19 @@ { sendAndApply(&ssi); return; - } - - ui32 dwellpos = rand()%dwellings.size();//take random dwelling - ui32 creapos = rand()%dwellings[dwellpos]->creatures.size();//for multi-creature dwellings like Golem Factory - CreatureID creature = dwellings[dwellpos]->creatures[creapos].second[0]; - - if (clear) - ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures[creature]->growth)/2); - else - ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures[creature]->growth; - ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creature); - sendAndApply(&ssi); - } + } + + ui32 dwellpos = rand()%dwellings.size();//take random dwelling + ui32 creapos = rand()%dwellings.at(dwellpos)->creatures.size();//for multi-creature dwellings like Golem Factory + CreatureID creature = dwellings.at(dwellpos)->creatures.at(creapos).second[0]; + + if (clear) + ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creature)->growth)/2); + else + ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creature)->growth; + ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creature); + sendAndApply(&ssi); + } } void CGameHandler::newTurn() @@ -1177,22 +1177,22 @@ n.creatureid = newMonster.second; } } - } - } - - bmap > pool = gs->hpool.heroesPool; - - for (auto & elem : gs->players) - { + } + } + + std::map > pool = gs->hpool.heroesPool; + + for (auto & elem : gs->players) + { if(elem.first == PlayerColor::NEUTRAL) continue; - else if(elem.first >= PlayerColor::PLAYER_LIMIT) - assert(0); //illegal player number! - - std::pair playerGold(elem.first, elem.second.resources[Res::GOLD]); - hadGold.insert(playerGold); - - if(newWeek) //new heroes in tavern + else if(elem.first >= PlayerColor::PLAYER_LIMIT) + assert(0); //illegal player number! + + std::pair playerGold(elem.first, elem.second.resources.at(Res::GOLD)); + hadGold.insert(playerGold); + + if(newWeek) //new heroes in tavern { SetAvailableHeroes sah; sah.player = elem.first; @@ -1251,39 +1251,39 @@ { if(t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON)) setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning - - if(!firstTurn) - if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT) - n.res[player][Res::GOLD] += hadGold[player]/10; //give 10% of starting gold - - if (!vstd::contains(n.cres, t->id)) - { - n.cres[t->id].tid = t->id; - n.cres[t->id].creatures = t->creatures; - } - auto & sac = n.cres[t->id]; - - for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths - { - if(t->creatureDwellingLevel(k) >= 0)//there is dwelling (k-level) - { - ui32 &availableCount = sac.creatures[k].first; - const CCreature *cre = VLC->creh->creatures[t->creatures[k].second.back()]; - - if (n.specialWeek == NewTurn::PLAGUE) - availableCount = t->creatures[k].first / 2; //halve their number, no growth - else - { - if(firstTurn) //first day of game: use only basic growths + + if(!firstTurn) + if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT) + n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold + + if (!vstd::contains(n.cres, t->id)) + { + n.cres[t->id].tid = t->id; + n.cres[t->id].creatures = t->creatures; + } + auto & sac = n.cres.at(t->id); + + for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths + { + if(t->creatureDwellingLevel(k) >= 0)//there is dwelling (k-level) + { + ui32 &availableCount = sac.creatures.at(k).first; + const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back()); + + if (n.specialWeek == NewTurn::PLAGUE) + availableCount = t->creatures.at(k).first / 2; //halve their number, no growth + else + { + if(firstTurn) //first day of game: use only basic growths availableCount = cre->growth; else - availableCount += t->creatureGrowth(k); - - //Deity of fire week - upgrade both imps and upgrades - if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures[k].second, n.creatureid)) - availableCount += 15; - - if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures + availableCount += t->creatureGrowth(k); + + //Deity of fire week - upgrade both imps and upgrades + if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid)) + availableCount += 15; + + if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures { if(n.specialWeek == NewTurn::DOUBLE_GROWTH) availableCount *= 2; @@ -1318,17 +1318,17 @@ if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player { FoWChange fw; - fw.mode = 1; - fw.player = player; - // find all hidden tiles - auto & fow = gs->getPlayerTeam(player)->fogOfWarMap; - for (size_t i=0; i