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# include "../hch/CCampaignHandler.h"
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# include "../StartInfo.h"
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# include "../hch/CArtHandler.h"
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# include "../hch/CBuildingHandler.h"
# include "../hch/CDefObjInfoHandler.h"
# include "../hch/CHeroHandler.h"
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# include "../hch/CObjectHandler.h"
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# include "../hch/CSpellHandler.h"
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# include "../hch/CGeneralTextHandler.h"
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# include "../hch/CTownHandler.h"
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# include "../hch/CCreatureHandler.h"
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# include "../lib/CGameState.h"
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# include "../lib/CondSh.h"
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# include "../lib/NetPacks.h"
# include "../lib/VCMI_Lib.h"
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# include "../lib/map.h"
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# include "../lib/VCMIDirs.h"
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# include "CGameHandler.h"
# include <boost/bind.hpp>
# include <boost/date_time/posix_time/posix_time_types.hpp> //no i/o just types
# include <boost/foreach.hpp>
# include <boost/thread.hpp>
# include <boost/thread/shared_mutex.hpp>
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# include <boost/assign/list_of.hpp>
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# include <boost/random/linear_congruential.hpp>
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# include <fstream>
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# include <boost/system/system_error.hpp>
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/*
* CGameHandler . 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
*
*/
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# undef DLL_EXPORT
# define DLL_EXPORT
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# include "../lib/RegisterTypes.cpp"
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# ifndef _MSC_VER
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# include <boost/thread/xtime.hpp>
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# endif
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extern bool end2 ;
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# ifdef min
# undef min
# endif
# ifdef max
# undef max
# endif
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# define COMPLAIN_RET(txt) {complain(txt); return false;}
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# define NEW_ROUND BattleNextRound bnr;\
bnr . round = gs - > curB - > round + 1 ; \
sendAndApply ( & bnr ) ;
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CondSh < bool > battleMadeAction ;
CondSh < BattleResult * > battleResult ( NULL ) ;
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std : : ptrdiff_t randomizer ( ptrdiff_t i ) { return rand ( ) ; }
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std : : ptrdiff_t ( * p_myrandom ) ( std : : ptrdiff_t ) = randomizer ;
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class CBaseForGHApply
{
public :
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virtual bool applyOnGH ( CGameHandler * gh , CConnection * c , void * pack ) const = 0 ;
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} ;
template < typename T > class CApplyOnGH : public CBaseForGHApply
{
public :
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bool applyOnGH ( CGameHandler * gh , CConnection * c , void * pack ) const
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{
T * ptr = static_cast < T * > ( pack ) ;
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ptr - > c = c ;
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return ptr - > applyGh ( gh ) ;
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}
} ;
class CGHApplier
{
public :
std : : map < ui16 , CBaseForGHApply * > apps ;
CGHApplier ( )
{
registerTypes3 ( * this ) ;
}
template < typename T > void registerType ( const T * t = NULL )
{
ui16 ID = typeList . registerType ( t ) ;
apps [ ID ] = new CApplyOnGH < T > ;
}
} * applier = NULL ;
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CMP_stack cmpst ;
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static inline double distance ( int3 a , int3 b )
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{
return std : : sqrt ( ( double ) ( a . x - b . x ) * ( a . x - b . x ) + ( a . y - b . y ) * ( a . y - b . y ) ) ;
}
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static void giveExp ( BattleResult & r )
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{
r . exp [ 0 ] = 0 ;
r . exp [ 1 ] = 0 ;
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for ( std : : map < ui32 , si32 > : : iterator i = r . casualties [ ! r . winner ] . begin ( ) ; i ! = r . casualties [ ! r . winner ] . end ( ) ; i + + )
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{
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r . exp [ r . winner ] + = VLC - > creh - > creatures [ i - > first ] - > valOfBonuses ( Bonus : : STACK_HEALTH ) * i - > second ;
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}
}
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PlayerStatus PlayerStatuses : : operator [ ] ( ui8 player )
{
boost : : unique_lock < boost : : mutex > l ( mx ) ;
if ( players . find ( player ) ! = players . end ( ) )
{
return players [ player ] ;
}
else
{
throw std : : string ( " No such player! " ) ;
}
}
void PlayerStatuses : : addPlayer ( ui8 player )
{
boost : : unique_lock < boost : : mutex > l ( mx ) ;
players [ player ] ;
}
bool PlayerStatuses : : hasQueries ( ui8 player )
{
boost : : unique_lock < boost : : mutex > l ( mx ) ;
if ( players . find ( player ) ! = players . end ( ) )
{
return players [ player ] . queries . size ( ) ;
}
else
{
throw std : : string ( " No such player! " ) ;
}
}
bool PlayerStatuses : : checkFlag ( ui8 player , bool PlayerStatus : : * flag )
{
boost : : unique_lock < boost : : mutex > l ( mx ) ;
if ( players . find ( player ) ! = players . end ( ) )
{
return players [ player ] . * flag ;
}
else
{
throw std : : string ( " No such player! " ) ;
}
}
void PlayerStatuses : : setFlag ( ui8 player , bool PlayerStatus : : * flag , bool val )
{
boost : : unique_lock < boost : : mutex > l ( mx ) ;
if ( players . find ( player ) ! = players . end ( ) )
{
players [ player ] . * flag = val ;
}
else
{
throw std : : string ( " No such player! " ) ;
}
cv . notify_all ( ) ;
}
void PlayerStatuses : : addQuery ( ui8 player , ui32 id )
{
boost : : unique_lock < boost : : mutex > l ( mx ) ;
if ( players . find ( player ) ! = players . end ( ) )
{
players [ player ] . queries . insert ( id ) ;
}
else
{
throw std : : string ( " No such player! " ) ;
}
cv . notify_all ( ) ;
}
void PlayerStatuses : : removeQuery ( ui8 player , ui32 id )
{
boost : : unique_lock < boost : : mutex > l ( mx ) ;
if ( players . find ( player ) ! = players . end ( ) )
{
players [ player ] . queries . erase ( id ) ;
}
else
{
throw std : : string ( " No such player! " ) ;
}
cv . notify_all ( ) ;
}
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template < typename T >
void callWith ( std : : vector < T > args , boost : : function < void ( T ) > fun , ui32 which )
{
fun ( args [ which ] ) ;
}
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void CGameHandler : : levelUpHero ( int ID , int skill )
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{
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changeSecSkill ( ID , skill , 1 , 0 ) ;
levelUpHero ( ID ) ;
}
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void CGameHandler : : levelUpHero ( int ID )
{
CGHeroInstance * hero = static_cast < CGHeroInstance * > ( gs - > map - > objects [ ID ] ) ;
if ( hero - > exp < VLC - > heroh - > reqExp ( hero - > level + 1 ) ) // no more level-ups
return ;
//give prim skill
tlog5 < < hero - > name < < " got level " < < hero - > level < < std : : endl ;
int r = rand ( ) % 100 , pom = 0 , x = 0 ;
int std : : pair < int , int > : : * g = ( hero - > level > 9 ) ? ( & std : : pair < int , int > : : second ) : ( & std : : pair < int , int > : : first ) ;
for ( ; x < PRIMARY_SKILLS ; x + + )
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{
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pom + = hero - > type - > heroClass - > primChance [ x ] . * g ;
if ( r < pom )
break ;
}
tlog5 < < " Bohater dostaje umiejetnosc pierwszorzedna " < < x < < " (wynik losowania " < < r < < " ) " < < std : : endl ;
SetPrimSkill sps ;
sps . id = ID ;
sps . which = x ;
sps . abs = false ;
sps . val = 1 ;
sendAndApply ( & sps ) ;
HeroLevelUp hlu ;
hlu . heroid = ID ;
hlu . primskill = x ;
hlu . level = hero - > level + 1 ;
//picking sec. skills for choice
std : : set < int > basicAndAdv , expert , none ;
for ( int i = 0 ; i < SKILL_QUANTITY ; i + + )
if ( isAllowed ( 2 , i ) )
none . insert ( i ) ;
for ( unsigned i = 0 ; i < hero - > secSkills . size ( ) ; i + + )
{
if ( hero - > secSkills [ i ] . second < 3 )
basicAndAdv . insert ( hero - > secSkills [ i ] . first ) ;
else
expert . insert ( hero - > secSkills [ i ] . first ) ;
none . erase ( hero - > secSkills [ i ] . first ) ;
}
//first offered skill
if ( basicAndAdv . size ( ) )
{
int s = hero - > type - > heroClass - > chooseSecSkill ( basicAndAdv ) ; //upgrade existing
hlu . skills . push_back ( s ) ;
basicAndAdv . erase ( s ) ;
}
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else if ( none . size ( ) & & hero - > secSkills . size ( ) < hero - > type - > heroClass - > skillLimit )
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{
hlu . skills . push_back ( hero - > type - > heroClass - > chooseSecSkill ( none ) ) ; //give new skill
none . erase ( hlu . skills . back ( ) ) ;
}
//second offered skill
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if ( none . size ( ) & & hero - > secSkills . size ( ) < hero - > type - > heroClass - > skillLimit ) //hero have free skill slot
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{
hlu . skills . push_back ( hero - > type - > heroClass - > chooseSecSkill ( none ) ) ; //new skill
}
else if ( basicAndAdv . size ( ) )
{
hlu . skills . push_back ( hero - > type - > heroClass - > chooseSecSkill ( basicAndAdv ) ) ; //upgrade existing
}
if ( hlu . skills . size ( ) > 1 ) //apply and ask for secondary skill
{
boost : : function < void ( ui32 ) > callback = boost : : function < void ( ui32 ) > ( boost : : bind ( callWith < ui16 > , hlu . skills , boost : : function < void ( ui16 ) > ( boost : : bind ( & CGameHandler : : levelUpHero , this , ID , _1 ) ) , _1 ) ) ;
applyAndAsk ( & hlu , hero - > tempOwner , callback ) ; //call levelUpHero when client responds
}
else if ( hlu . skills . size ( ) = = 1 ) //apply, give only possible skill and send info
{
sendAndApply ( & hlu ) ;
levelUpHero ( ID , hlu . skills . back ( ) ) ;
}
else //apply and send info
{
sendAndApply ( & hlu ) ;
levelUpHero ( ID ) ;
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}
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}
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void CGameHandler : : changePrimSkill ( int ID , int which , si64 val , bool abs )
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{
SetPrimSkill sps ;
sps . id = ID ;
sps . which = which ;
sps . abs = abs ;
sps . val = val ;
sendAndApply ( & sps ) ;
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if ( which = = 4 ) //only for exp - hero may level up
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{
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levelUpHero ( ID ) ;
}
}
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void CGameHandler : : changeSecSkill ( int ID , int which , int val , bool abs /*=false*/ )
{
SetSecSkill sss ;
sss . id = ID ;
sss . which = which ;
sss . val = val ;
sss . abs = abs ;
sendAndApply ( & sss ) ;
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if ( which = = 7 ) //Wisdom
{
const CGHeroInstance * h = getHero ( ID ) ;
if ( h & & h - > visitedTown )
giveSpells ( h - > visitedTown , h ) ;
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}
}
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static CCreatureSet takeCasualties ( int color , const CCreatureSet & set , BattleInfo * bat )
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{
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if ( color = = 254 )
color = 255 ;
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CCreatureSet ret ( set ) ;
for ( int i = 0 ; i < bat - > stacks . size ( ) ; i + + )
{
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CStack * st = bat - > stacks [ i ] ;
if ( vstd : : contains ( st - > state , SUMMONED ) ) //don't take into account sumoned stacks
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continue ;
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if ( st - > owner = = color & & ! set . slotEmpty ( st - > slot ) & & st - > count < set . getAmount ( st - > slot ) )
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{
if ( st - > alive ( ) )
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ret . setStackCount ( st - > slot , st - > count ) ;
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else
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ret . eraseStack ( st - > slot ) ;
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}
}
return ret ;
}
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void CGameHandler : : startBattle ( const CArmedInstance * army1 , const CArmedInstance * army2 , int3 tile , const CGHeroInstance * hero1 , const CGHeroInstance * hero2 , bool creatureBank , boost : : function < void ( BattleResult * ) > cb , const CGTownInstance * town )
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{
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battleEndCallback = new boost : : function < void ( BattleResult * ) > ( cb ) ;
bEndArmy1 = army1 ;
bEndArmy2 = army2 ;
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{
BattleInfo * curB = new BattleInfo ;
curB - > side1 = army1 - > tempOwner ;
curB - > side2 = army2 - > tempOwner ;
if ( curB - > side2 = = 254 )
curB - > side2 = 255 ;
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setupBattle ( curB , tile , army1 , army2 , hero1 , hero2 , creatureBank , town ) ; //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
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}
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NEW_ROUND ;
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//TODO: pre-tactic stuff, call scripts etc.
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//tactic round
{
NEW_ROUND ;
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if ( ( hero1 & & hero1 - > getSecSkillLevel ( 19 ) > 0 ) | |
( hero2 & & hero2 - > getSecSkillLevel ( 19 ) > 0 ) ) //someone has tactics
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{
//TODO: tactic round (round -1)
}
}
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//spells opening battle
if ( hero1 & & hero1 - > hasBonusOfType ( Bonus : : OPENING_BATTLE_SPELL ) )
{
BonusList bl ;
hero1 - > getBonuses ( bl , Selector : : type ( Bonus : : OPENING_BATTLE_SPELL ) ) ;
BOOST_FOREACH ( Bonus b , bl )
{
handleSpellCasting ( b . subtype , 3 , - 1 , 0 , hero1 - > tempOwner , NULL , hero2 , b . val ) ;
}
}
if ( hero2 & & hero2 - > hasBonusOfType ( Bonus : : OPENING_BATTLE_SPELL ) )
{
BonusList bl ;
hero2 - > getBonuses ( bl , Selector : : type ( Bonus : : OPENING_BATTLE_SPELL ) ) ;
BOOST_FOREACH ( Bonus b , bl )
{
handleSpellCasting ( b . subtype , 3 , - 1 , 1 , hero2 - > tempOwner , NULL , hero1 , b . val ) ;
}
}
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//main loop
while ( ! battleResult . get ( ) ) //till the end of the battle ;]
{
NEW_ROUND ;
std : : vector < CStack * > & stacks = ( gs - > curB - > stacks ) ;
const BattleInfo & curB = * gs - > curB ;
//stack loop
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const CStack * next ;
while ( ! battleResult . get ( ) & & ( next = curB . getNextStack ( ) ) & & next - > willMove ( ) )
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{
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//check for bad morale => freeze
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int nextStackMorale = next - > MoraleVal ( ) ;
if ( nextStackMorale < 0 & &
! ( NBonus : : hasOfType ( hero1 , Bonus : : BLOCK_MORALE ) | | NBonus : : hasOfType ( hero2 , Bonus : : BLOCK_MORALE ) ) //checking if heroes have (or don't have) morale blocking bonuses)
* support for new hero bonuses (BLOCK_MORALE, SECONDARY_SKILL_PREMY (archery), AIR_SPELL_DMG_PREMY, EARTH_SPELL_DMG_PREMY, FIRE_SPELL_DMG_PREMY, WATER_SPELL_DMG_PREMY, BLOCK_SPELLS_ABOVE_LEVEL, SPELL_IMMUNITY, BLOCK_MORALE, FIRE_SPELLS, AIR_SPELLS, WATER_SPELLS, EARTH_SPELLS, SPELL, SPELLS_OF_LEVEL). It means that following artifacts are now supported:
- Orb of the Firmament
- Orb of Silt
- Orb of Tempestuous Fire
- Orb of Driving Rain
- Bow of Elven Cherrywood
- Bowstring of the Unicorn's Mane
- Angel Feather Arrows
- Tome of Fire Magic
- Tome of Air Magic
- Tome of Water Magic
- Tome of Earth Magic
- Recanter's Cloak
- Orb of Inhibition
- Pendant of Dispassion
- Pendant of Second Sight
- Pendant of Holiness
- Pendant of Life
- Pendant of Death
- Pendant of Free Will
- Pendant of Negativity
- Pendant of Total Recall
- Spellbinder's Hat
- Spirit of Oppression
- Sphere of Permanence
I hope I listed them all here :). Please try them and report if something's wrong.
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)
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{
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if ( rand ( ) % 24 < - 2 * nextStackMorale )
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{
//unit loses its turn - empty freeze action
BattleAction ba ;
ba . actionType = 11 ;
ba . additionalInfo = 1 ;
ba . side = ! next - > attackerOwned ;
ba . stackNumber = next - > ID ;
sendAndApply ( & StartAction ( ba ) ) ;
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sendAndApply ( & EndAction ( ) ) ;
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checkForBattleEnd ( stacks ) ; //check if this "action" ended the battle (not likely but who knows...)
continue ;
}
}
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if ( next - > hasBonusOfType ( Bonus : : ATTACKS_NEAREST_CREATURE ) ) //while in berserk
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{
std : : pair < const CStack * , int > attackInfo = curB . getNearestStack ( next , boost : : logic : : indeterminate ) ;
if ( attackInfo . first ! = NULL )
{
BattleAction attack ;
attack . actionType = 6 ;
attack . side = ! next - > attackerOwned ;
attack . stackNumber = next - > ID ;
attack . additionalInfo = attackInfo . first - > position ;
attack . destinationTile = attackInfo . second ;
makeBattleAction ( attack ) ;
checkForBattleEnd ( stacks ) ;
}
continue ;
}
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const CGHeroInstance * curOwner = gs - > battleGetOwner ( next - > ID ) ;
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if ( ( next - > position < 0 & & ( ! curOwner | | curOwner - > getSecSkillLevel ( 10 ) = = 0 ) ) //arrow turret, hero has no ballistics
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| | ( next - > type - > idNumber = = 146 & & ( ! curOwner | | curOwner - > getSecSkillLevel ( 20 ) = = 0 ) ) ) //ballista, hero has no artillery
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{
BattleAction attack ;
attack . actionType = 7 ;
attack . side = ! next - > attackerOwned ;
attack . stackNumber = next - > ID ;
for ( int g = 0 ; g < gs - > curB - > stacks . size ( ) ; + + g )
{
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if ( gs - > curB - > stacks [ g ] - > owner ! = next - > owner & & gs - > curB - > stacks [ g ] - > alive ( ) )
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{
attack . destinationTile = gs - > curB - > stacks [ g ] - > position ;
break ;
}
}
makeBattleAction ( attack ) ;
checkForBattleEnd ( stacks ) ;
continue ;
}
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if ( next - > type - > idNumber = = 145 & & ( ! curOwner | | curOwner - > getSecSkillLevel ( 10 ) = = 0 ) ) //catapult, hero has no ballistics
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{
BattleAction attack ;
static const int wallHexes [ ] = { 50 , 183 , 182 , 130 , 62 , 29 , 12 , 95 } ;
attack . destinationTile = wallHexes [ rand ( ) % ARRAY_COUNT ( wallHexes ) ] ;
attack . actionType = 9 ;
attack . additionalInfo = 0 ;
attack . side = ! next - > attackerOwned ;
attack . stackNumber = next - > ID ;
makeBattleAction ( attack ) ;
continue ;
}
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if ( next - > type - > idNumber = = 147 & & ( ! curOwner | | curOwner - > getSecSkillLevel ( 27 ) = = 0 ) ) //first aid tent, hero has no first aid
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{
BattleAction heal ;
std : : vector < const CStack * > possibleStacks ;
for ( int v = 0 ; v < gs - > curB - > stacks . size ( ) ; + + v )
{
const CStack * cstack = gs - > curB - > stacks [ v ] ;
if ( cstack - > owner = = next - > owner & & cstack - > firstHPleft < cstack - > MaxHealth ( ) & & cstack - > alive ( ) ) //it's friendly and not fully healthy
{
possibleStacks . push_back ( cstack ) ;
}
}
if ( possibleStacks . size ( ) = = 0 )
{
//nothing to heal
BattleAction doNothing ;
doNothing . actionType = 0 ;
doNothing . additionalInfo = 0 ;
doNothing . destinationTile = - 1 ;
doNothing . side = ! next - > attackerOwned ;
doNothing . stackNumber = next - > ID ;
sendAndApply ( & StartAction ( doNothing ) ) ;
sendAndApply ( & EndAction ( ) ) ;
continue ;
}
else
{
//heal random creature
const CStack * toBeHealed = possibleStacks [ rand ( ) % possibleStacks . size ( ) ] ;
heal . actionType = 12 ;
heal . additionalInfo = 0 ;
heal . destinationTile = toBeHealed - > position ;
heal . side = ! next - > attackerOwned ;
heal . stackNumber = next - > ID ;
makeBattleAction ( heal ) ;
}
continue ;
}
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int numberOfAsks = 1 ;
bool breakOuter = false ;
do
{ //ask interface and wait for answer
if ( ! battleResult . get ( ) )
{
BattleSetActiveStack sas ;
sas . stack = next - > ID ;
sendAndApply ( & sas ) ;
boost : : unique_lock < boost : : mutex > lock ( battleMadeAction . mx ) ;
while ( next - > alive ( ) & & ( ! battleMadeAction . data & & ! battleResult . get ( ) ) ) //active stack hasn't made its action and battle is still going
battleMadeAction . cond . wait ( lock ) ;
battleMadeAction . data = false ;
}
if ( battleResult . get ( ) ) //don't touch it, battle could be finished while waiting got action
{
breakOuter = true ;
break ;
}
//we're after action, all results applied
checkForBattleEnd ( stacks ) ; //check if this action ended the battle
//check for good morale
nextStackMorale = next - > MoraleVal ( ) ;
if ( ! vstd : : contains ( next - > state , HAD_MORALE ) //only one extra move per turn possible
& & ! vstd : : contains ( next - > state , DEFENDING )
& & ! vstd : : contains ( next - > state , WAITING )
& & next - > alive ( )
& & nextStackMorale > 0
& & ! ( NBonus : : hasOfType ( hero1 , Bonus : : BLOCK_MORALE ) | | NBonus : : hasOfType ( hero2 , Bonus : : BLOCK_MORALE ) ) //checking if heroes have (or don't have) morale blocking bonuses
)
{
if ( rand ( ) % 24 < nextStackMorale ) //this stack hasn't got morale this turn
+ + numberOfAsks ; //move this stack once more
}
- - numberOfAsks ;
} while ( numberOfAsks > 0 ) ;
if ( breakOuter )
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{
break ;
}
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}
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}
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endBattle ( tile , hero1 , hero2 ) ;
}
void CGameHandler : : endBattle ( int3 tile , const CGHeroInstance * hero1 , const CGHeroInstance * hero2 )
{
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BattleResultsApplied resultsApplied ;
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resultsApplied . player1 = bEndArmy1 - > tempOwner ;
resultsApplied . player2 = bEndArmy2 - > tempOwner ;
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//unblock engaged players
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if ( bEndArmy1 - > tempOwner < PLAYER_LIMIT )
states . setFlag ( bEndArmy1 - > tempOwner , & PlayerStatus : : engagedIntoBattle , false ) ;
if ( bEndArmy2 & & bEndArmy2 - > tempOwner < PLAYER_LIMIT )
states . setFlag ( bEndArmy2 - > tempOwner , & PlayerStatus : : engagedIntoBattle , false ) ;
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//casualties among heroes armies
SetGarrisons sg ;
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sg . garrs [ bEndArmy1 - > id ] = takeCasualties ( bEndArmy1 - > tempOwner , * bEndArmy1 , gs - > curB ) ;
sg . garrs [ bEndArmy2 - > id ] = takeCasualties ( bEndArmy2 - > tempOwner , * bEndArmy2 , gs - > curB ) ;
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sendAndApply ( & sg ) ;
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ui8 sides [ 2 ] ;
sides [ 0 ] = gs - > curB - > side1 ;
sides [ 1 ] = gs - > curB - > side2 ;
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ui8 loser = sides [ ! battleResult . data - > winner ] ;
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//end battle, remove all info, free memory
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giveExp ( * battleResult . data ) ;
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if ( hero1 )
battleResult . data - > exp [ 0 ] * = ( 100 + hero1 - > getSecSkillLevel ( 21 ) * 5 ) / 100.0f ; //sholar skill
if ( hero2 )
battleResult . data - > exp [ 1 ] * = ( 100 + hero2 - > getSecSkillLevel ( 21 ) * 5 ) / 100.0f ;
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sendAndApply ( battleResult . data ) ;
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//if one hero has lost we will erase him
if ( battleResult . data - > winner ! = 0 & & hero1 )
{
RemoveObject ro ( hero1 - > id ) ;
sendAndApply ( & ro ) ;
}
if ( battleResult . data - > winner ! = 1 & & hero2 )
{
RemoveObject ro ( hero2 - > id ) ;
sendAndApply ( & ro ) ;
}
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//give exp
if ( battleResult . data - > exp [ 0 ] & & hero1 )
changePrimSkill ( hero1 - > id , 4 , battleResult . data - > exp [ 0 ] ) ;
if ( battleResult . data - > exp [ 1 ] & & hero2 )
changePrimSkill ( hero2 - > id , 4 , battleResult . data - > exp [ 1 ] ) ;
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sendAndApply ( & resultsApplied ) ;
if ( battleEndCallback & & * battleEndCallback ) //TODO: object interaction after level dialog is handled
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{
( * battleEndCallback ) ( battleResult . data ) ;
delete battleEndCallback ;
battleEndCallback = 0 ;
}
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// Necromancy if applicable.
const CGHeroInstance * winnerHero = battleResult . data - > winner ! = 0 ? hero2 : hero1 ;
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const CGHeroInstance * loserHero = battleResult . data - > winner ! = 0 ? hero1 : hero2 ;
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if ( winnerHero )
{
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CStackInstance raisedStack = winnerHero - > calculateNecromancy ( * battleResult . data ) ;
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// Give raised units to winner and show dialog, if any were raised.
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if ( raisedStack . type )
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{
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int slot = winnerHero - > getSlotFor ( raisedStack . type - > idNumber ) ;
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if ( slot ! = - 1 )
{
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SetGarrisons sg ;
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sg . garrs [ winnerHero - > id ] = winnerHero - > getArmy ( ) ;
sg . garrs [ winnerHero - > id ] . addToSlot ( slot , raisedStack ) ;
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// if (vstd::contains(winnerHero->slots, slot)) // Add to existing stack.
// sg.garrs[winnerHero->id].slots[slot].count += raisedStack.count;
// else // Create a new stack.
// sg.garrs[winnerHero->id].slots[slot] = raisedStack;
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winnerHero - > showNecromancyDialog ( raisedStack ) ;
sendAndApply ( & sg ) ;
}
}
}
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if ( visitObjectAfterVictory & & winnerHero = = hero1 )
{
visitObjectOnTile ( * getTile ( winnerHero - > getPosition ( ) ) , winnerHero ) ;
}
visitObjectAfterVictory = false ;
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winLoseHandle ( 1 < < sides [ 0 ] | 1 < < sides [ 1 ] ) ; //handle victory/loss of engaged players
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int result = battleResult . get ( ) - > result ;
if ( result = = 1 | | result = = 2 ) //loser has escaped or surrendered
{
SetAvailableHeroes sah ;
sah . player = loser ;
sah . hid [ 0 ] = loserHero - > subID ;
if ( result = = 1 ) //retreat
{
sah . army [ 0 ] = new CCreatureSet ( ) ;
sah . army [ 0 ] - > addToSlot ( 0 , VLC - > creh - > nameToID [ loserHero - > type - > refTypeStack [ 0 ] ] , 1 ) ;
}
if ( const CGHeroInstance * another = getPlayerState ( loser ) - > availableHeroes [ 1 ] )
sah . hid [ 1 ] = another - > subID ;
else
sah . hid [ 1 ] = - 1 ;
sendAndApply ( & sah ) ;
}
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delete battleResult . data ;
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}
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void CGameHandler : : prepareAttacked ( BattleStackAttacked & bsa , const CStack * def )
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{
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bsa . killedAmount = bsa . damageAmount / def - > MaxHealth ( ) ;
unsigned damageFirst = bsa . damageAmount % def - > MaxHealth ( ) ;
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if ( def - > firstHPleft < = damageFirst )
{
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bsa . killedAmount + + ;
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bsa . newHP = def - > firstHPleft + def - > MaxHealth ( ) - damageFirst ;
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}
else
{
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bsa . newHP = def - > firstHPleft - damageFirst ;
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}
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if ( def - > count < = bsa . killedAmount ) //stack killed
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{
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bsa . newAmount = 0 ;
bsa . flags | = 1 ;
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bsa . killedAmount = def - > count ; //we cannot kill more creatures than we have
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}
else
{
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bsa . newAmount = def - > count - bsa . killedAmount ;
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}
}
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void CGameHandler : : prepareAttack ( BattleAttack & bat , const CStack * att , const CStack * def , int distance )
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{
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bat . bsa . clear ( ) ;
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bat . stackAttacking = att - > ID ;
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bat . bsa . push_back ( BattleStackAttacked ( ) ) ;
BattleStackAttacked * bsa = & bat . bsa . back ( ) ;
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bsa - > stackAttacked = def - > ID ;
bsa - > attackerID = att - > ID ;
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int attackerLuck = att - > LuckVal ( ) ;
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const CGHeroInstance * h0 = gs - > curB - > heroes [ 0 ] ,
* h1 = gs - > curB - > heroes [ 1 ] ;
bool noLuck = false ;
if ( h0 & & NBonus : : hasOfType ( h0 , Bonus : : BLOCK_LUCK ) | |
h1 & & NBonus : : hasOfType ( h1 , Bonus : : BLOCK_LUCK ) )
{
noLuck = true ;
}
if ( ! noLuck & & attackerLuck > 0 & & rand ( ) % 24 < attackerLuck ) //TODO?: negative luck option?
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{
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bsa - > damageAmount * = 2 ;
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bat . flags | = 4 ;
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}
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bsa - > damageAmount = gs - > curB - > calculateDmg ( att , def , gs - > battleGetOwner ( att - > ID ) , gs - > battleGetOwner ( def - > ID ) , bat . shot ( ) , distance , bat . lucky ( ) ) ; //counting dealt damage
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int dmg = bsa - > damageAmount ;
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prepareAttacked ( * bsa , def ) ;
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//life drain handling
if ( att - > hasBonusOfType ( Bonus : : LIFE_DRAIN ) )
{
StacksHealedOrResurrected shi ;
shi . lifeDrain = true ;
shi . drainedFrom = def - > ID ;
StacksHealedOrResurrected : : HealInfo hi ;
hi . stackID = att - > ID ;
hi . healedHP = std : : min < int > ( dmg , att - > MaxHealth ( ) - att - > firstHPleft + att - > MaxHealth ( ) * ( att - > baseAmount - att - > count ) ) ;
hi . lowLevelResurrection = false ;
shi . healedStacks . push_back ( hi ) ;
if ( hi . healedHP > 0 )
{
bsa - > healedStacks . push_back ( shi ) ;
}
}
else
{
}
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//fire shield handling
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if ( ! bat . shot ( ) & & def - > hasBonusOfType ( Bonus : : FIRE_SHIELD ) & & ! bsa - > killed ( ) )
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{
bat . bsa . push_back ( BattleStackAttacked ( ) ) ;
BattleStackAttacked * bsa = & bat . bsa . back ( ) ;
bsa - > stackAttacked = att - > ID ;
bsa - > attackerID = def - > ID ;
bsa - > flags | = 2 ;
bsa - > effect = 11 ;
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bsa - > damageAmount = ( dmg * def - > valOfBonuses ( Bonus : : FIRE_SHIELD ) ) / 100 ;
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prepareAttacked ( * bsa , att ) ;
}
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}
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void CGameHandler : : handleConnection ( std : : set < int > players , CConnection & c )
{
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srand ( time ( NULL ) ) ;
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CPack * pack = NULL ;
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try
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{
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while ( 1 ) //server should never shut connection first //was: while(!end2)
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{
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{
boost : : unique_lock < boost : : mutex > lock ( * c . rmx ) ;
c > > pack ; //get the package
tlog5 < < " Received client message of type " < < typeid ( * pack ) . name ( ) < < std : : endl ;
}
int packType = typeList . getTypeID ( pack ) ; //get the id of type
CBaseForGHApply * apply = applier - > apps [ packType ] ; //and appropriae applier object
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if ( apply )
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{
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bool result = apply - > applyOnGH ( this , & c , pack ) ;
tlog5 < < " Message successfully applied (result= " < < result < < " )! \n " ;
//send confirmation that we've applied the package
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if ( pack - > type ! = 6000 ) //WORKAROUND - not confirm query replies TODO: reconsider
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{
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PackageApplied applied ;
applied . result = result ;
applied . packType = packType ;
{
boost : : unique_lock < boost : : mutex > lock ( * c . wmx ) ;
c < < & applied ;
}
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}
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}
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else
{
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tlog1 < < " Message cannot be applied, cannot find applier (unregistered type)! \n " ;
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}
delete pack ;
pack = NULL ;
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}
}
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catch ( boost : : system : : system_error & e ) //for boost errors just log, not crash - probably client shut down connection
{
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assert ( ! c . connected ) ; //make sure that connection has been marked as broken
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tlog1 < < e . what ( ) < < std : : endl ;
end2 = true ;
}
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HANDLE_EXCEPTION ( end2 = true ) ;
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tlog1 < < " Ended handling connection \n " ;
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}
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int CGameHandler : : moveStack ( int stack , int dest )
{
int ret = 0 ;
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CStack * curStack = gs - > curB - > getStack ( stack ) ,
* stackAtEnd = gs - > curB - > getStackT ( dest ) ;
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assert ( curStack ) ;
assert ( dest < BFIELD_SIZE ) ;
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//initing necessary tables
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bool accessibility [ BFIELD_SIZE ] ;
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std : : vector < int > accessible = gs - > curB - > getAccessibility ( curStack - > ID , false ) ;
for ( int b = 0 ; b < BFIELD_SIZE ; + + b )
{
accessibility [ b ] = false ;
}
for ( int g = 0 ; g < accessible . size ( ) ; + + g )
{
accessibility [ accessible [ g ] ] = true ;
}
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//shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
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if ( ! stackAtEnd & & curStack - > doubleWide ( ) & & ! accessibility [ dest ] )
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{
if ( curStack - > attackerOwned )
{
if ( accessibility [ dest + 1 ] )
dest + = 1 ;
}
else
{
if ( accessibility [ dest - 1 ] )
dest - = 1 ;
}
}
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if ( ( stackAtEnd & & stackAtEnd ! = curStack & & stackAtEnd - > alive ( ) ) | | ! accessibility [ dest ] )
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return 0 ;
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bool accessibilityWithOccupyable [ BFIELD_SIZE ] ;
std : : vector < int > accOc = gs - > curB - > getAccessibility ( curStack - > ID , true ) ;
for ( int b = 0 ; b < BFIELD_SIZE ; + + b )
{
accessibilityWithOccupyable [ b ] = false ;
}
for ( int g = 0 ; g < accOc . size ( ) ; + + g )
{
accessibilityWithOccupyable [ accOc [ g ] ] = true ;
}
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//if(dists[dest] > curStack->creature->speed && !(stackAtEnd && dists[dest] == curStack->creature->speed+1)) //we can attack a stack if we can go to adjacent hex
// return false;
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std : : pair < std : : vector < int > , int > path = gs - > curB - > getPath ( curStack - > position , dest , accessibilityWithOccupyable , curStack - > hasBonusOfType ( Bonus : : FLYING ) , curStack - > doubleWide ( ) , curStack - > attackerOwned ) ;
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ret = path . second ;
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if ( curStack - > hasBonusOfType ( Bonus : : FLYING ) )
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{
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if ( path . second < = curStack - > Speed ( ) & & path . first . size ( ) > 0 )
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{
//inform clients about move
BattleStackMoved sm ;
sm . stack = curStack - > ID ;
sm . tile = path . first [ 0 ] ;
sm . distance = path . second ;
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sm . ending = true ;
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sm . teleporting = false ;
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sendAndApply ( & sm ) ;
}
}
else //for non-flying creatures
{
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int tilesToMove = std : : max ( ( int ) ( path . first . size ( ) - curStack - > Speed ( ) ) , 0 ) ;
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for ( int v = path . first . size ( ) - 1 ; v > = tilesToMove ; - - v )
{
//inform clients about move
BattleStackMoved sm ;
sm . stack = curStack - > ID ;
sm . tile = path . first [ v ] ;
sm . distance = path . second ;
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sm . ending = v = = tilesToMove ;
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sm . teleporting = false ;
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sendAndApply ( & sm ) ;
}
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}
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return ret ;
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}
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CGameHandler : : CGameHandler ( void )
{
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QID = 1 ;
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gs = NULL ;
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IObjectInterface : : cb = this ;
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applier = new CGHApplier ;
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visitObjectAfterVictory = false ;
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}
CGameHandler : : ~ CGameHandler ( void )
{
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delete applier ;
applier = NULL ;
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delete gs ;
}
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void CGameHandler : : init ( StartInfo * si , int Seed )
{
gs = new CGameState ( ) ;
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tlog0 < < " Gamestate created! " < < std : : endl ;
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gs - > init ( si , 0 , Seed ) ;
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tlog0 < < " Gamestate initialized! " < < std : : endl ;
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for ( std : : map < ui8 , PlayerState > : : iterator i = gs - > players . begin ( ) ; i ! = gs - > players . end ( ) ; i + + )
states . addPlayer ( i - > first ) ;
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}
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static bool evntCmp ( const CMapEvent * a , const CMapEvent * b )
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{
return * a < * b ;
}
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void CGameHandler : : setPortalDwelling ( const CGTownInstance * town , bool forced = false , bool clear = false )
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{ // bool forced = true - if creature should be replaced, if false - only if no creature was set
if ( forced | | town - > creatures [ CREATURES_PER_TOWN ] . second . empty ( ) ) //we need to change creature
{
SetAvailableCreatures ssi ;
ssi . tid = town - > id ;
ssi . creatures = town - > creatures ;
ssi . creatures [ CREATURES_PER_TOWN ] . second . clear ( ) ; //remove old one
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const std : : vector < CGDwelling * > & dwellings = gs - > getPlayer ( town - > tempOwner ) - > dwellings ;
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if ( dwellings . empty ( ) ) //no dwellings - just remove
{
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
ui32 creature = dwellings [ dwellpos ] - > creatures [ creapos ] . second [ 0 ] ;
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if ( clear )
ssi . creatures [ CREATURES_PER_TOWN ] . first = std : : max ( ( ui32 ) 1 , ( VLC - > creh - > creatures [ creature ] - > growth ) / 2 ) ;
else
ssi . creatures [ CREATURES_PER_TOWN ] . first = VLC - > creh - > creatures [ creature ] - > growth ;
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ssi . creatures [ CREATURES_PER_TOWN ] . second . push_back ( creature ) ;
sendAndApply ( & ssi ) ;
}
}
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void CGameHandler : : newTurn ( )
{
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tlog5 < < " Turn " < < gs - > day + 1 < < std : : endl ;
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NewTurn n ;
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n . creatureid = - 1 ;
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n . day = gs - > day + 1 ;
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n . resetBuilded = true ;
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bool newmonth = false ;
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std : : map < ui8 , si32 > hadGold ; //starting gold - for buildings like dwarven treasury
srand ( time ( NULL ) ) ;
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if ( getDate ( 1 ) = = 7 & & getDate ( 0 ) > 1 ) //new week (day numbers are confusing, as day was not yet switched)
{
int monsterid ;
int monthType = rand ( ) % 100 ;
if ( getDate ( 4 ) = = 28 ) //new month
{
newmonth = true ;
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if ( monthType < 40 ) //double growth
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{
n . specialWeek = NewTurn : : DOUBLE_GROWTH ;
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std : : pair < int , int > newMonster ( 54 , VLC - > creh - > pickRandomMonster ( boost : : ref ( rand ) ) ) ;
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n . creatureid = newMonster . second ;
}
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else if ( monthType < 90 )
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n . specialWeek = NewTurn : : NORMAL ;
else
n . specialWeek = NewTurn : : PLAGUE ;
}
else //it's a week, but not full month
{
newmonth = false ;
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if ( monthType < 25 )
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{
n . specialWeek = NewTurn : : BONUS_GROWTH ; //+5
std : : pair < int , int > newMonster ( 54 , VLC - > creh - > pickRandomMonster ( boost : : ref ( rand ) ) ) ;
monsterid = newMonster . second ;
}
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else
n . specialWeek = NewTurn : : NORMAL ;
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}
}
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std : : map < ui32 , CGHeroInstance * > pool = gs - > hpool . heroesPool ;
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for ( std : : map < ui8 , PlayerState > : : iterator i = gs - > players . begin ( ) ; i ! = gs - > players . end ( ) ; i + + )
{
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if ( i - > first = = 255 )
continue ;
else if ( i - > first > = PLAYER_LIMIT )
assert ( 0 ) ; //illegal player number!
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std : : pair < ui8 , si32 > playerGold ( i - > first , i - > second . resources [ 6 ] ) ;
hadGold . insert ( playerGold ) ;
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if ( gs - > getDate ( 1 ) = = 7 ) //first day of week - new heroes in tavern
{
SetAvailableHeroes sah ;
sah . player = i - > first ;
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//pick heroes and their armies
CHeroClass * banned = NULL ;
for ( int j = 0 ; j < AVAILABLE_HEROES_PER_PLAYER ; j + + )
{
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if ( CGHeroInstance * h = gs - > hpool . pickHeroFor ( j = = 0 , i - > first , getNativeTown ( i - > first ) , pool , banned ) ) //first hero - native if possible, second hero -> any other class
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{
sah . hid [ j ] = h - > subID ;
h - > initArmy ( sah . army [ j ] = new CCreatureSet ( ) ) ;
banned = h - > type - > heroClass ;
}
else
sah . hid [ j ] = - 1 ;
}
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sendAndApply ( & sah ) ;
}
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n . res [ i - > first ] = i - > second . resources ;
// SetResources r;
// r.player = i->first;
// for(int j=0;j<RESOURCE_QUANTITY;j++)
// r.res[j] = i->second.resources[j];
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BOOST_FOREACH ( CGHeroInstance * h , ( * i ) . second . heroes )
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{
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if ( h - > visitedTown )
giveSpells ( h - > visitedTown , h ) ;
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NewTurn : : Hero hth ;
hth . id = h - > id ;
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hth . move = h - > maxMovePoints ( gs - > map - > getTile ( h - > getPosition ( false ) ) . tertype ! = TerrainTile : : water ) ;
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if ( h - > visitedTown & & vstd : : contains ( h - > visitedTown - > builtBuildings , 0 ) ) //if hero starts turn in town with mage guild
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hth . mana = std : : max ( h - > mana , h - > manaLimit ( ) ) ; //restore all mana
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else
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hth . mana = std : : max ( si32 ( 0 ) , std : : max ( h - > mana , std : : min ( h - > mana + h - > manaRegain ( ) , h - > manaLimit ( ) ) ) ) ;
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n . heroes . insert ( hth ) ;
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if ( gs - > day ) //not first day
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{
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n . res [ i - > first ] [ 6 ] + = h - > valOfBonuses ( Selector : : typeSybtype ( Bonus : : SECONDARY_SKILL , 13 ) ) ; //estates
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for ( int k = 0 ; k < RESOURCE_QUANTITY ; k + + )
{
n . res [ i - > first ] [ k ] + = h - > valOfBonuses ( Bonus : : GENERATE_RESOURCE , k ) ;
}
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}
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}
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//n.res.push_back(r);
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}
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// townID, creatureID, amount
std : : map < si32 , std : : map < si32 , si32 > > newCreas ; //creatures that needs to be added by town events
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for ( std : : vector < CGTownInstance * > : : iterator j = gs - > map - > towns . begin ( ) ; j ! = gs - > map - > towns . end ( ) ; j + + ) //handle towns
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{
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ui8 player = ( * j ) - > tempOwner ;
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if ( gs - > getDate ( 1 ) = = 7 ) //first day of week
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{
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if ( ( * j ) - > subID = = 5 & & vstd : : contains ( ( * j ) - > builtBuildings , 22 ) )
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setPortalDwelling ( * j , true , ( n . specialWeek = = NewTurn : : PLAGUE ? true : false ) ) ; //set creatures for Portal of Summoning
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if ( ( * * j ) . subID = = 1 & & gs - > getDate ( 0 ) & & player < PLAYER_LIMIT & & vstd : : contains ( ( * * j ) . builtBuildings , 22 ) ) //dwarven treasury
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n . res [ player ] [ 6 ] + = hadGold [ player ] / 10 ; //give 10% of starting gold
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}
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if ( gs - > day & & player < PLAYER_LIMIT ) //not the first day and town not neutral
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{
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////SetResources r;
//r.player = (**j).tempOwner;
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if ( vstd : : contains ( ( * * j ) . builtBuildings , 15 ) ) //there is resource silo
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{
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if ( ( * * j ) . town - > primaryRes = = 127 ) //we'll give wood and ore
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{
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n . res [ player ] [ 0 ] + = 1 ;
n . res [ player ] [ 2 ] + = 1 ;
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}
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else
{
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n . res [ player ] [ ( * * j ) . town - > primaryRes ] + = 1 ;
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}
}
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n . res [ player ] [ 6 ] + = ( * * j ) . dailyIncome ( ) ;
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}
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handleTownEvents ( * j , n , newCreas ) ;
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if ( vstd : : contains ( ( * * j ) . builtBuildings , 26 ) )
{
switch ( ( * * j ) . subID )
{
case 2 : // Skyship, probably easier to handle same as Veil of darkness
{ //do it every new day after veils apply
FoWChange fw ;
fw . mode = 1 ;
fw . player = player ;
getAllTiles ( fw . tiles , player , - 1 , 0 ) ;
sendAndApply ( & fw ) ;
}
break ;
case 3 : //Deity of Fire
{
if ( getDate ( 0 ) > 1 )
{
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n . specialWeek = NewTurn : : DEITYOFFIRE ; //spawn familiars on new month
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n . creatureid = 42 ; //familiar
}
}
break ;
}
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}
if ( ( * * j ) . hasBonusOfType ( Bonus : : DARKNESS ) )
{
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( * * j ) . hideTiles ( ( * * j ) . getOwner ( ) , ( * * j ) . getBonus ( Selector : : type ( Bonus : : DARKNESS ) ) - > val ) ;
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}
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//unhiding what shouldn't be hidden? //that's handled in netpacks client
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}
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if ( getDate ( 2 ) = = 1 ) //first week
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{
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SetAvailableArtifacts saa ;
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saa . id = - 1 ;
pickAllowedArtsSet ( saa . arts ) ;
sendAndApply ( & saa ) ;
}
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sendAndApply ( & n ) ;
if ( gs - > getDate ( 1 ) = = 1 ) //first day of week, day has already been changed
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{
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if ( getDate ( 4 ) = = 1 & & ( n . specialWeek = = NewTurn : : DOUBLE_GROWTH | | n . specialWeek = = NewTurn : : DEITYOFFIRE ) )
{ //spawn wandering monsters
std : : vector < int3 > : : iterator tile ;
std : : vector < int3 > tiles ;
getFreeTiles ( tiles ) ;
ui32 amount = ( tiles . size ( ) ) > > 6 ;
std : : random_shuffle ( tiles . begin ( ) , tiles . end ( ) , p_myrandom ) ;
for ( int i = 0 ; i < amount ; + + i )
{
tile = tiles . begin ( ) ;
TerrainTile * tinfo = & gs - > map - > terrain [ tile - > x ] [ tile - > y ] [ tile - > z ] ;
NewObject no ;
no . ID = 54 ; //creature
no . subID = n . creatureid ;
no . pos = * tile ;
sendAndApply ( & no ) ;
tiles . erase ( tile ) ; //not use it again
}
}
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NewTurn n2 ; //just to handle creature growths after bonuses are applied
n2 . specialWeek = NewTurn : : NO_ACTION ;
n2 . day = gs - > day ;
for ( std : : vector < CGTownInstance * > : : iterator j = gs - > map - > towns . begin ( ) ; j ! = gs - > map - > towns . end ( ) ; j + + ) //handle towns
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{
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ui8 player = ( * j ) - > tempOwner ;
SetAvailableCreatures sac ;
sac . tid = ( * * j ) . id ;
sac . creatures = ( * * j ) . creatures ;
for ( int k = 0 ; k < CREATURES_PER_TOWN ; k + + ) //creature growths
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{
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if ( ( * * j ) . creatureDwelling ( k ) ) //there is dwelling (k-level)
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{
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sac . creatures [ k ] . first + = ( * * j ) . creatureGrowth ( k ) ;
if ( gs - > getDate ( 0 ) = = 1 ) //first day of game: use only basic growths
amin ( sac . creatures [ k ] . first , VLC - > creh - > creatures [ ( * j ) - > town - > basicCreatures [ k ] ] - > growth ) ;
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}
}
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//creatures from town events
if ( vstd : : contains ( newCreas , ( * * j ) . id ) )
for ( std : : map < si32 , si32 > : : iterator i = newCreas [ ( * * j ) . id ] . begin ( ) ; i ! = newCreas [ ( * * j ) . id ] . end ( ) ; i + + )
sac . creatures [ i - > first ] . first + = i - > second ;
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n2 . cres . push_back ( sac ) ;
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}
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if ( gs - > getDate ( 0 ) > 1 )
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{
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InfoWindow iw ; //new week info
switch ( n . specialWeek )
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{
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case NewTurn : : DOUBLE_GROWTH :
iw . text . addTxt ( MetaString : : ARRAY_TXT , 131 ) ;
iw . text . addReplacement ( MetaString : : CRE_SING_NAMES , n . creatureid ) ;
iw . text . addReplacement ( MetaString : : CRE_SING_NAMES , n . creatureid ) ;
break ;
case NewTurn : : PLAGUE :
iw . text . addTxt ( MetaString : : ARRAY_TXT , 132 ) ;
break ;
case NewTurn : : BONUS_GROWTH :
iw . text . addTxt ( MetaString : : ARRAY_TXT , 134 ) ;
iw . text . addReplacement ( MetaString : : CRE_SING_NAMES , n . creatureid ) ;
iw . text . addReplacement ( MetaString : : CRE_SING_NAMES , n . creatureid ) ;
break ;
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case NewTurn : : DEITYOFFIRE :
iw . text . addTxt ( MetaString : : ARRAY_TXT , 135 ) ;
iw . text . addReplacement ( MetaString : : CRE_SING_NAMES , 42 ) ; //%s imp
iw . text . addReplacement ( MetaString : : CRE_SING_NAMES , 42 ) ; //%s imp
iw . text . addReplacement2 ( 15 ) ; //%+d 15
iw . text . addReplacement ( MetaString : : CRE_SING_NAMES , 43 ) ; //%s familiar
iw . text . addReplacement2 ( 15 ) ; //%+d 15
break ;
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default :
iw . text . addTxt ( MetaString : : ARRAY_TXT , ( newmonth ? 130 : 133 ) ) ;
iw . text . addReplacement ( MetaString : : ARRAY_TXT , 43 + rand ( ) % 15 ) ;
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}
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for ( std : : map < ui8 , PlayerState > : : iterator i = gs - > players . begin ( ) ; i ! = gs - > players . end ( ) ; i + + )
{
iw . player = i - > first ;
sendAndApply ( & iw ) ;
}
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}
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sendAndApply ( & n2 ) ;
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}
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tlog5 < < " Info about turn " < < n . day < < " has been sent! " < < std : : endl ;
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handleTimeEvents ( ) ;
//call objects
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for ( size_t i = 0 ; i < gs - > map - > objects . size ( ) ; i + + )
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{
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if ( gs - > map - > objects [ i ] )
gs - > map - > objects [ i ] - > newTurn ( ) ;
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}
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winLoseHandle ( 0xff ) ;
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//warn players without town
if ( gs - > day )
{
for ( std : : map < ui8 , PlayerState > : : iterator i = gs - > players . begin ( ) ; i ! = gs - > players . end ( ) ; i + + )
{
if ( i - > second . status | | i - > second . towns . size ( ) | | i - > second . color > = PLAYER_LIMIT )
continue ;
InfoWindow iw ;
iw . player = i - > first ;
iw . components . push_back ( Component ( Component : : FLAG , i - > first , 0 , 0 ) ) ;
if ( ! i - > second . daysWithoutCastle )
{
iw . text . addTxt ( MetaString : : GENERAL_TXT , 6 ) ; //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
iw . text . addReplacement ( MetaString : : COLOR , i - > first ) ;
}
else if ( i - > second . daysWithoutCastle = = 6 )
{
iw . text . addTxt ( MetaString : : ARRAY_TXT , 129 ) ; //%s, this is your last day to capture a town or you will be banished from this land.
iw . text . addReplacement ( MetaString : : COLOR , i - > first ) ;
}
else
{
iw . text . addTxt ( MetaString : : ARRAY_TXT , 128 ) ; //%s, you only have %d days left to capture a town or you will be banished from this land.
iw . text . addReplacement ( MetaString : : COLOR , i - > first ) ;
iw . text . addReplacement ( 7 - i - > second . daysWithoutCastle ) ;
}
sendAndApply ( & iw ) ;
}
}
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}
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void CGameHandler : : run ( bool resume , const StartInfo * si /*= NULL*/ )
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{
using namespace boost : : posix_time ;
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BOOST_FOREACH ( CConnection * cc , conns )
{ //init conn.
ui8 quantity , pom ;
//ui32 seed;
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if ( ! resume )
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( * cc ) < < si < < gs - > map - > checksum < < gs - > seed ; // gs->scenarioOps
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( * cc ) > > quantity ; //how many players will be handled at that client
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for ( int i = 0 ; i < quantity ; i + + )
{
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( * cc ) > > pom ; //read player color
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{
boost : : unique_lock < boost : : recursive_mutex > lock ( gsm ) ;
connections [ pom ] = cc ;
}
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}
}
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2008-07-25 20:28:28 +03:00
for ( std : : set < CConnection * > : : iterator i = conns . begin ( ) ; i ! = conns . end ( ) ; i + + )
{
std : : set < int > pom ;
for ( std : : map < int , CConnection * > : : iterator j = connections . begin ( ) ; j ! = connections . end ( ) ; j + + )
if ( j - > second = = * i )
pom . insert ( j - > first ) ;
boost : : thread ( boost : : bind ( & CGameHandler : : handleConnection , this , pom , boost : : ref ( * * i ) ) ) ;
}
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while ( ! end2 )
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{
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if ( ! resume )
newTurn ( ) ;
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std : : map < ui8 , PlayerState > : : iterator i ;
if ( ! resume )
i = gs - > players . begin ( ) ;
else
i = gs - > players . find ( gs - > currentPlayer ) ;
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resume = false ;
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for ( ; i ! = gs - > players . end ( ) ; i + + )
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{
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if ( i - > second . towns . size ( ) = = 0 & & i - > second . heroes . size ( ) = = 0
| | i - > second . color < 0
| | i - > first > = PLAYER_LIMIT
| | i - > second . status )
{
continue ;
}
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states . setFlag ( i - > first , & PlayerStatus : : makingTurn , true ) ;
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{
YourTurn yt ;
yt . player = i - > first ;
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sendAndApply ( & yt ) ;
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}
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//wait till turn is done
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boost : : unique_lock < boost : : mutex > lock ( states . mx ) ;
while ( states . players [ i - > first ] . makingTurn & & ! end2 )
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{
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static time_duration p = milliseconds ( 200 ) ;
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states . cv . timed_wait ( lock , p ) ;
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}
}
}
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while ( conns . size ( ) & & ( * conns . begin ( ) ) - > isOpen ( ) )
boost : : this_thread : : sleep ( boost : : posix_time : : milliseconds ( 5 ) ) ; //give time client to close socket
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}
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2008-09-17 14:55:03 +03:00
namespace CGH
{
using namespace std ;
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static void readItTo ( ifstream & input , vector < vector < int > > & dest ) //reads 7 lines, i-th one containing i integers, and puts it to dest
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{
for ( int j = 0 ; j < 7 ; + + j )
{
std : : vector < int > pom ;
for ( int g = 0 ; g < j + 1 ; + + g )
{
int hlp ; input > > hlp ;
pom . push_back ( hlp ) ;
}
dest . push_back ( pom ) ;
}
}
}
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void CGameHandler : : setupBattle ( BattleInfo * curB , int3 tile , const CArmedInstance * army1 , const CArmedInstance * army2 , const CGHeroInstance * hero1 , const CGHeroInstance * hero2 , bool creatureBank , const CGTownInstance * town )
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{
battleResult . set ( NULL ) ;
std : : vector < CStack * > & stacks = ( curB - > stacks ) ;
curB - > tile = tile ;
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curB - > belligerents [ 0 ] = const_cast < CArmedInstance * > ( army1 ) ;
curB - > belligerents [ 1 ] = const_cast < CArmedInstance * > ( army2 ) ;
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curB - > heroes [ 0 ] = const_cast < CGHeroInstance * > ( hero1 ) ;
curB - > heroes [ 1 ] = const_cast < CGHeroInstance * > ( hero2 ) ;
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curB - > round = - 2 ;
curB - > activeStack = - 1 ;
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if ( town )
{
curB - > tid = town - > id ;
curB - > siege = town - > fortLevel ( ) ;
}
else
{
curB - > tid = - 1 ;
curB - > siege = 0 ;
}
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//reading battleStartpos
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std : : ifstream positions ;
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positions . open ( DATA_DIR " /config/battleStartpos.txt " , std : : ios_base : : in | std : : ios_base : : binary ) ;
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if ( ! positions . is_open ( ) )
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{
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tlog1 < < " Unable to open battleStartpos.txt! " < < std : : endl ;
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}
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std : : string dump ;
positions > > dump ; positions > > dump ;
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std : : vector < std : : vector < int > > attackerLoose , defenderLoose , attackerTight , defenderTight , attackerCreBank , defenderCreBank ;
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CGH : : readItTo ( positions , attackerLoose ) ;
positions > > dump ;
CGH : : readItTo ( positions , defenderLoose ) ;
positions > > dump ;
positions > > dump ;
CGH : : readItTo ( positions , attackerTight ) ;
positions > > dump ;
CGH : : readItTo ( positions , defenderTight ) ;
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positions > > dump ;
positions > > dump ;
CGH : : readItTo ( positions , attackerCreBank ) ;
positions > > dump ;
CGH : : readItTo ( positions , defenderCreBank ) ;
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positions . close ( ) ;
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//battleStartpos read
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int k = 0 ; //stack serial
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for ( TSlots : : const_iterator i = army1 - > Slots ( ) . begin ( ) ; i ! = army1 - > Slots ( ) . end ( ) ; i + + , k + + )
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{
int pos ;
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if ( creatureBank )
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pos = attackerCreBank [ army1 - > stacksCount ( ) - 1 ] [ k ] ;
else if ( army1 - > formation )
pos = attackerTight [ army1 - > stacksCount ( ) - 1 ] [ k ] ;
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else
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pos = attackerLoose [ army1 - > stacksCount ( ) - 1 ] [ k ] ;
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CStack * stack = curB - > generateNewStack ( i - > second , stacks . size ( ) , true , i - > first , gs - > map - > terrain [ tile . x ] [ tile . y ] [ tile . z ] . tertype , pos ) ;
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stacks . push_back ( stack ) ;
}
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k = 0 ;
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for ( TSlots : : const_iterator i = army2 - > Slots ( ) . begin ( ) ; i ! = army2 - > Slots ( ) . end ( ) ; i + + , k + + )
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{
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int pos ;
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if ( creatureBank )
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pos = defenderCreBank [ army2 - > stacksCount ( ) - 1 ] [ k ] ;
else if ( army2 - > formation )
pos = defenderTight [ army2 - > stacksCount ( ) - 1 ] [ k ] ;
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else
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pos = defenderLoose [ army2 - > stacksCount ( ) - 1 ] [ k ] ;
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CStack * stack = curB - > generateNewStack ( i - > second , stacks . size ( ) , false , i - > first , gs - > map - > terrain [ tile . x ] [ tile . y ] [ tile . z ] . tertype , pos ) ;
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stacks . push_back ( stack ) ;
}
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for ( unsigned g = 0 ; g < stacks . size ( ) ; + + g ) //shifting positions of two-hex creatures
{
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if ( ( stacks [ g ] - > position % 17 ) = = 1 & & stacks [ g ] - > doubleWide ( ) & & stacks [ g ] - > attackerOwned )
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{
stacks [ g ] - > position + = 1 ;
}
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else if ( ( stacks [ g ] - > position % 17 ) = = 15 & & stacks [ g ] - > doubleWide ( ) & & ! stacks [ g ] - > attackerOwned )
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{
stacks [ g ] - > position - = 1 ;
}
}
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//adding war machines
if ( hero1 )
{
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if ( hero1 - > getArt ( 13 ) ) //ballista
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{
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CStack * stack = curB - > generateNewStack ( CStackInstance ( 146 , 1 , hero1 ) , stacks . size ( ) , true , 255 , gs - > map - > terrain [ tile . x ] [ tile . y ] [ tile . z ] . tertype , 52 ) ;
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stacks . push_back ( stack ) ;
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}
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if ( hero1 - > getArt ( 14 ) ) //ammo cart
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{
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CStack * stack = curB - > generateNewStack ( CStackInstance ( 148 , 1 , hero1 ) , stacks . size ( ) , true , 255 , gs - > map - > terrain [ tile . x ] [ tile . y ] [ tile . z ] . tertype , 18 ) ;
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stacks . push_back ( stack ) ;
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}
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if ( hero1 - > getArt ( 15 ) ) //first aid tent
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{
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CStack * stack = curB - > generateNewStack ( CStackInstance ( 147 , 1 , hero1 ) , stacks . size ( ) , true , 255 , gs - > map - > terrain [ tile . x ] [ tile . y ] [ tile . z ] . tertype , 154 ) ;
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stacks . push_back ( stack ) ;
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}
}
if ( hero2 )
{
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//defending hero shouldn't receive ballista (bug #551)
if ( hero2 - > getArt ( 13 ) & & ! town ) //ballista
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{
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CStack * stack = curB - > generateNewStack ( CStackInstance ( 146 , 1 , hero2 ) , stacks . size ( ) , false , 255 , gs - > map - > terrain [ tile . x ] [ tile . y ] [ tile . z ] . tertype , 66 ) ;
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stacks . push_back ( stack ) ;
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}
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if ( hero2 - > getArt ( 14 ) ) //ammo cart
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{
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CStack * stack = curB - > generateNewStack ( CStackInstance ( 148 , 1 , hero1 ) , stacks . size ( ) , false , 255 , gs - > map - > terrain [ tile . x ] [ tile . y ] [ tile . z ] . tertype , 32 ) ;
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stacks . push_back ( stack ) ;
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}
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if ( hero2 - > getArt ( 15 ) ) //first aid tent
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{
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CStack * stack = curB - > generateNewStack ( CStackInstance ( 147 , 1 , hero2 ) , stacks . size ( ) , false , 255 , gs - > map - > terrain [ tile . x ] [ tile . y ] [ tile . z ] . tertype , 168 ) ;
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stacks . push_back ( stack ) ;
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}
}
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if ( town & & hero1 & & town - > hasFort ( ) ) //catapult
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{
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CStack * stack = curB - > generateNewStack ( CStackInstance ( 145 , 1 , hero1 ) , stacks . size ( ) , true , 255 , gs - > map - > terrain [ tile . x ] [ tile . y ] [ tile . z ] . tertype , 120 ) ;
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stacks . push_back ( stack ) ;
}
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//war machines added
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switch ( curB - > siege ) //adding towers
{
case 3 : //castle
{ //lower tower / upper tower
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CStack * stack = curB - > generateNewStack ( CStackInstance ( 149 , 1 , hero2 ) , stacks . size ( ) , false , 255 , gs - > map - > terrain [ tile . x ] [ tile . y ] [ tile . z ] . tertype , - 4 ) ;
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stacks . push_back ( stack ) ;
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stack = curB - > generateNewStack ( CStackInstance ( 149 , 1 , hero2 ) , stacks . size ( ) , false , 255 , gs - > map - > terrain [ tile . x ] [ tile . y ] [ tile . z ] . tertype , - 3 ) ;
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stacks . push_back ( stack ) ;
}
case 2 : //citadel
{ //main tower
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CStack * stack = curB - > generateNewStack ( CStackInstance ( 149 , 1 , hero2 ) , stacks . size ( ) , false , 255 , gs - > map - > terrain [ tile . x ] [ tile . y ] [ tile . z ] . tertype , - 2 ) ;
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stacks . push_back ( stack ) ;
}
}
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std : : stable_sort ( stacks . begin ( ) , stacks . end ( ) , cmpst ) ;
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//seting up siege
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if ( town & & town - > hasFort ( ) )
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{
for ( int b = 0 ; b < ARRAY_COUNT ( curB - > si . wallState ) ; + + b )
{
curB - > si . wallState [ b ] = 1 ;
}
}
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int terType = gs - > battleGetBattlefieldType ( tile ) ;
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//randomize obstacles
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if ( town = = NULL & & ! creatureBank ) //do it only when it's not siege and not creature bank
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{
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bool obAv [ BFIELD_SIZE ] ; //availability of hexes for obstacles;
std : : vector < int > possibleObstacles ;
for ( int i = 0 ; i < BFIELD_SIZE ; + + i )
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{
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if ( i % 17 < 4 | | i % 17 > 12 )
{
obAv [ i ] = false ;
}
else
{
obAv [ i ] = true ;
}
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}
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for ( std : : map < int , CObstacleInfo > : : const_iterator g = VLC - > heroh - > obstacles . begin ( ) ; g ! = VLC - > heroh - > obstacles . end ( ) ; + + g )
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{
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if ( g - > second . allowedTerrains [ terType - 1 ] = = ' 1 ' ) //we need to take terType with -1 because terrain ids start from 1 and allowedTerrains array is indexed from 0
{
possibleObstacles . push_back ( g - > first ) ;
}
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}
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srand ( time ( NULL ) ) ;
if ( possibleObstacles . size ( ) > 0 ) //we cannot place any obstacles when we don't have them
{
int toBlock = rand ( ) % 6 + 6 ; //how many hexes should be blocked by obstacles
while ( toBlock > 0 )
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{
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CObstacleInstance coi ;
coi . uniqueID = curB - > obstacles . size ( ) ;
coi . ID = possibleObstacles [ rand ( ) % possibleObstacles . size ( ) ] ;
coi . pos = rand ( ) % BFIELD_SIZE ;
std : : vector < int > block = VLC - > heroh - > obstacles [ coi . ID ] . getBlocked ( coi . pos ) ;
bool badObstacle = false ;
for ( int b = 0 ; b < block . size ( ) ; + + b )
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{
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if ( block [ b ] < 0 | | block [ b ] > = BFIELD_SIZE | | ! obAv [ block [ b ] ] )
{
badObstacle = true ;
break ;
}
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}
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if ( badObstacle ) continue ;
//obstacle can be placed
curB - > obstacles . push_back ( coi ) ;
for ( int b = 0 ; b < block . size ( ) ; + + b )
{
if ( block [ b ] > = 0 & & block [ b ] < BFIELD_SIZE )
obAv [ block [ b ] ] = false ;
}
toBlock - = block . size ( ) ;
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}
}
}
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//giving building bonuses, if siege and we have harrisoned hero
if ( town )
{
if ( hero2 )
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{
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for ( int i = 0 ; i < 4 ; i + + )
{
int val = town - > defenceBonus ( i ) ;
if ( val )
{
GiveBonus gs ;
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gs . bonus = Bonus ( Bonus : : ONE_BATTLE , Bonus : : PRIMARY_SKILL , Bonus : : OBJECT , val , - 1 , " " , i ) ;
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gs . id = hero2 - > id ;
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sendAndApply ( & gs ) ;
}
}
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}
else //if we don't have hero - apply separately, if hero present - will be taken from hero bonuses
{
if ( town - > subID = = 0 & & vstd : : contains ( town - > builtBuildings , 22 ) ) //castle, brotherhood of sword built
for ( int g = 0 ; g < stacks . size ( ) ; + + g )
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stacks [ g ] - > bonuses . push_back ( makeFeature ( Bonus : : MORALE , Bonus : : ONE_BATTLE , 0 , 2 , Bonus : : TOWN_STRUCTURE ) ) ;
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else if ( vstd : : contains ( town - > builtBuildings , 5 ) ) //tavern is built
for ( int g = 0 ; g < stacks . size ( ) ; + + g )
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stacks [ g ] - > bonuses . push_back ( makeFeature ( Bonus : : MORALE , Bonus : : ONE_BATTLE , 0 , 1 , Bonus : : TOWN_STRUCTURE ) ) ;
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if ( town - > subID = = 1 & & vstd : : contains ( town - > builtBuildings , 21 ) ) //rampart, fountain of fortune is present
for ( int g = 0 ; g < stacks . size ( ) ; + + g )
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stacks [ g ] - > bonuses . push_back ( makeFeature ( Bonus : : LUCK , Bonus : : ONE_BATTLE , 0 , 2 , Bonus : : TOWN_STRUCTURE ) ) ;
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}
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}
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//giving terrain premies for heroes & stacks
int bonusSubtype = - 1 ;
switch ( terType )
{
case 9 : //magic plains
{
bonusSubtype = 0 ;
}
case 14 : //fiery fields
{
if ( bonusSubtype = = - 1 ) bonusSubtype = 1 ;
}
case 15 : //rock lands
{
if ( bonusSubtype = = - 1 ) bonusSubtype = 8 ;
}
case 16 : //magic clouds
{
if ( bonusSubtype = = - 1 ) bonusSubtype = 2 ;
}
case 17 : //lucid pools
{
if ( bonusSubtype = = - 1 ) bonusSubtype = 4 ;
}
{ //common part for cases 9, 14, 15, 16, 17
const CGHeroInstance * cHero = NULL ;
for ( int i = 0 ; i < 2 ; + + i )
{
if ( i = = 0 ) cHero = hero1 ;
else cHero = hero2 ;
if ( cHero = = NULL ) continue ;
GiveBonus gs ;
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gs . bonus = Bonus ( Bonus : : ONE_BATTLE , Bonus : : MAGIC_SCHOOL_SKILL , Bonus : : OBJECT , 3 , - 1 , " " , bonusSubtype ) ;
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gs . id = cHero - > id ;
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sendAndApply ( & gs ) ;
}
break ;
}
case 18 : //holy ground
{
for ( int g = 0 ; g < stacks . size ( ) ; + + g ) //+1 morale bonus for good creatures, -1 morale bonus for evil creatures
{
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if ( stacks [ g ] - > type - > isGood ( ) )
stacks [ g ] - > bonuses . push_back ( makeFeature ( Bonus : : MORALE , Bonus : : ONE_BATTLE , 0 , 1 , Bonus : : TERRAIN_OVERLAY ) ) ;
else if ( stacks [ g ] - > type - > isEvil ( ) )
stacks [ g ] - > bonuses . push_back ( makeFeature ( Bonus : : MORALE , Bonus : : ONE_BATTLE , 0 , - 1 , Bonus : : TERRAIN_OVERLAY ) ) ;
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}
break ;
}
case 19 : //clover field
{
for ( int g = 0 ; g < stacks . size ( ) ; + + g )
{
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if ( stacks [ g ] - > type - > faction = = - 1 ) //+2 luck bonus for neutral creatures
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{
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stacks [ g ] - > bonuses . push_back ( makeFeature ( Bonus : : LUCK , Bonus : : ONE_BATTLE , 0 , 2 , Bonus : : TERRAIN_OVERLAY ) ) ;
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}
}
break ;
}
case 20 : //evil fog
{
for ( int g = 0 ; g < stacks . size ( ) ; + + g ) //-1 morale bonus for good creatures, +1 morale bonus for evil creatures
{
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if ( stacks [ g ] - > type - > isGood ( ) )
stacks [ g ] - > bonuses . push_back ( makeFeature ( Bonus : : MORALE , Bonus : : ONE_BATTLE , 0 , - 1 , Bonus : : TERRAIN_OVERLAY ) ) ;
else if ( stacks [ g ] - > type - > isEvil ( ) )
stacks [ g ] - > bonuses . push_back ( makeFeature ( Bonus : : MORALE , Bonus : : ONE_BATTLE , 0 , 1 , Bonus : : TERRAIN_OVERLAY ) ) ;
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}
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break ;
}
case 22 : //cursed ground
{
for ( int g = 0 ; g < stacks . size ( ) ; + + g ) //no luck nor morale
{
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stacks [ g ] - > bonuses . push_back ( makeFeature ( Bonus : : NO_MORALE , Bonus : : ONE_BATTLE , 0 , 0 , Bonus : : TERRAIN_OVERLAY ) ) ;
stacks [ g ] - > bonuses . push_back ( makeFeature ( Bonus : : NO_LUCK , Bonus : : ONE_BATTLE , 0 , 0 , Bonus : : TERRAIN_OVERLAY ) ) ;
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}
const CGHeroInstance * cHero = NULL ;
for ( int i = 0 ; i < 2 ; + + i ) //blocking spells above level 1
{
if ( i = = 0 ) cHero = hero1 ;
else cHero = hero2 ;
if ( cHero = = NULL ) continue ;
GiveBonus gs ;
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gs . bonus = Bonus ( Bonus : : ONE_BATTLE , Bonus : : BLOCK_SPELLS_ABOVE_LEVEL , Bonus : : OBJECT , 1 , - 1 , " " , bonusSubtype ) ;
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gs . id = cHero - > id ;
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sendAndApply ( & gs ) ;
}
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break ;
}
}
//premies given
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//send info about battles
BattleStart bs ;
bs . info = curB ;
sendAndApply ( & bs ) ;
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}
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void CGameHandler : : checkForBattleEnd ( std : : vector < CStack * > & stacks )
{
//checking winning condition
bool hasStack [ 2 ] ; //hasStack[0] - true if attacker has a living stack; defender similarily
hasStack [ 0 ] = hasStack [ 1 ] = false ;
for ( int b = 0 ; b < stacks . size ( ) ; + + b )
{
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if ( stacks [ b ] - > alive ( ) & & ! stacks [ b ] - > hasBonusOfType ( Bonus : : SIEGE_WEAPON ) )
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{
hasStack [ 1 - stacks [ b ] - > attackerOwned ] = true ;
}
}
if ( ! hasStack [ 0 ] | | ! hasStack [ 1 ] ) //somebody has won
{
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BattleResult * br = new BattleResult ; //will be deleted at the end of startBattle(...)
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br - > result = 0 ;
br - > winner = hasStack [ 1 ] ; //fleeing side loses
gs - > curB - > calculateCasualties ( br - > casualties ) ;
battleResult . set ( br ) ;
}
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}
void CGameHandler : : giveSpells ( const CGTownInstance * t , const CGHeroInstance * h )
{
if ( ! vstd : : contains ( h - > artifWorn , 17 ) )
return ; //hero hasn't spellbok
ChangeSpells cs ;
cs . hid = h - > id ;
cs . learn = true ;
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for ( int i = 0 ; i < std : : min ( t - > mageGuildLevel ( ) , h - > getSecSkillLevel ( 7 ) + 2 ) ; i + + )
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{
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if ( t - > subID = = 8 & & vstd : : contains ( t - > builtBuildings , 26 ) ) //Aurora Borealis
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{
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std : : vector < ui16 > spells ;
getAllowedSpells ( spells , i ) ;
for ( int j = 0 ; j < spells . size ( ) ; + + j )
cs . spells . insert ( spells [ j ] ) ;
}
else
{
for ( int j = 0 ; j < t - > spellsAtLevel ( i + 1 , true ) & & j < t - > spells [ i ] . size ( ) ; j + + )
{
if ( ! vstd : : contains ( h - > spells , t - > spells [ i ] [ j ] ) )
cs . spells . insert ( t - > spells [ i ] [ j ] ) ;
}
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}
}
if ( cs . spells . size ( ) )
sendAndApply ( & cs ) ;
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}
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void CGameHandler : : setBlockVis ( int objid , bool bv )
{
SetObjectProperty sop ( objid , 2 , bv ) ;
sendAndApply ( & sop ) ;
}
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bool CGameHandler : : removeObject ( int objid )
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{
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if ( ! getObj ( objid ) )
{
tlog1 < < " Something wrong, that object already has been removed or hasn't existed! \n " ;
return false ;
}
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RemoveObject ro ;
ro . id = objid ;
sendAndApply ( & ro ) ;
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winLoseHandle ( 255 ) ; //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
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return true ;
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}
void CGameHandler : : setAmount ( int objid , ui32 val )
{
SetObjectProperty sop ( objid , 3 , val ) ;
sendAndApply ( & sop ) ;
}
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bool CGameHandler : : moveHero ( si32 hid , int3 dst , ui8 instant , ui8 asker /*= 255*/ )
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{
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bool blockvis = false ;
const CGHeroInstance * h = getHero ( hid ) ;
if ( ! h | | asker ! = 255 & & ( instant | | h - > getOwner ( ) ! = gs - > currentPlayer ) //not turn of that hero or player can't simply teleport hero (at least not with this function)
)
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{
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tlog1 < < " Illegal call to move hero! \n " ;
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return false ;
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}
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tlog5 < < " Player " < < int ( asker ) < < " wants to move hero " < < hid < < " from " < < h - > pos < < " to " < < dst < < std : : endl ;
int3 hmpos = dst + int3 ( - 1 , 0 , 0 ) ;
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if ( ! gs - > map - > isInTheMap ( hmpos ) )
{
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tlog1 < < " Destination tile is outside the map! \n " ;
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return false ;
}
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TerrainTile t = gs - > map - > terrain [ hmpos . x ] [ hmpos . y ] [ hmpos . z ] ;
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int cost = gs - > getMovementCost ( h , h - > getPosition ( false ) , CGHeroInstance : : convertPosition ( dst , false ) , h - > movement ) ;
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int3 guardPos = gs - > guardingCreaturePosition ( hmpos ) ;
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//result structure for start - movement failed, no move points used
TryMoveHero tmh ;
tmh . id = hid ;
tmh . start = h - > pos ;
tmh . end = dst ;
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tmh . result = TryMoveHero : : FAILED ;
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tmh . movePoints = h - > movement ;
//check if destination tile is available
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//it's a rock or blocked and not visitable tile
//OR hero is on land and dest is water and (there is not present only one object - boat)
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if ( ( t . tertype = = TerrainTile : : rock | | ( t . blocked & & ! t . visitable & & ! h - > hasBonusOfType ( Bonus : : FLYING_MOVEMENT ) ) )
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& & complain ( " Cannot move hero, destination tile is blocked! " )
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| | ( ! h - > boat & & ! h - > canWalkOnSea ( ) & & t . tertype = = TerrainTile : : water & & ( t . visitableObjects . size ( ) ! = 1 | | ( t . visitableObjects . front ( ) - > ID ! = 8 & & t . visitableObjects . front ( ) - > ID ! = HEROI_TYPE ) ) ) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land)
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& & complain ( " Cannot move hero, destination tile is on water! " )
| | ( h - > boat & & t . tertype ! = TerrainTile : : water & & t . blocked )
& & complain ( " Cannot disembark hero, tile is blocked! " )
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| | ( h - > movement < cost & & dst ! = h - > pos & & ! instant )
& & complain ( " Hero doesn't have any movement points left! " )
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| | states . checkFlag ( h - > tempOwner , & PlayerStatus : : engagedIntoBattle )
& & complain ( " Cannot move hero during the battle " ) )
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{
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//send info about movement failure
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sendAndApply ( & tmh ) ;
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return false ;
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}
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//hero enters the boat
if ( ! h - > boat & & t . visitableObjects . size ( ) & & t . visitableObjects . front ( ) - > ID = = 8 )
{
tmh . result = TryMoveHero : : EMBARK ;
tmh . movePoints = 0 ; //embarking takes all move points
//TODO: check for bonus that removes that penalty
getTilesInRange ( tmh . fowRevealed , h - > getSightCenter ( ) + ( tmh . end - tmh . start ) , h - > getSightRadious ( ) , h - > tempOwner , 1 ) ;
sendAndApply ( & tmh ) ;
return true ;
}
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//hero leaves the boat
else if ( h - > boat & & t . tertype ! = TerrainTile : : water & & ! t . blocked )
{
tmh . result = TryMoveHero : : DISEMBARK ;
tmh . movePoints = 0 ; //disembarking takes all move points
//TODO: check for bonus that removes that penalty
getTilesInRange ( tmh . fowRevealed , h - > getSightCenter ( ) + ( tmh . end - tmh . start ) , h - > getSightRadious ( ) , h - > tempOwner , 1 ) ;
sendAndApply ( & tmh ) ;
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tryAttackingGuard ( guardPos , h ) ;
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return true ;
}
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//checks for standard movement
if ( ! instant )
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{
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if ( distance ( h - > pos , dst ) > = 1.5 & & complain ( " Tiles are not neighboring! " )
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| | h - > movement < cost & & h - > movement < 100 & & complain ( " Not enough move points! " ) )
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{
sendAndApply ( & tmh ) ;
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return false ;
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}
//check if there is blocking visitable object
blockvis = false ;
tmh . movePoints = std : : max ( si32 ( 0 ) , h - > movement - cost ) ; //take move points
BOOST_FOREACH ( CGObjectInstance * obj , t . visitableObjects )
{
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if ( obj ! = h & & obj - > blockVisit & & ! ( obj - > getPassableness ( ) & 1 < < h - > tempOwner ) )
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{
blockvis = true ;
break ;
}
}
//we start moving
if ( blockvis ) //interaction with blocking object (like resources)
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{
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tmh . result = TryMoveHero : : BLOCKING_VISIT ;
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sendAndApply ( & tmh ) ;
//failed to move to that tile but we visit object
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if ( t . visitableObjects . size ( ) )
objectVisited ( t . visitableObjects . back ( ) , h ) ;
// BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
// {
// if (obj->blockVisit)
// {
// objectVisited(obj, h);
// }
// }
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tlog5 < < " Blocking visit at " < < hmpos < < std : : endl ;
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return true ;
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}
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else //normal move
{
BOOST_FOREACH ( CGObjectInstance * obj , gs - > map - > terrain [ h - > pos . x - 1 ] [ h - > pos . y ] [ h - > pos . z ] . visitableObjects )
{
obj - > onHeroLeave ( h ) ;
}
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getTilesInRange ( tmh . fowRevealed , h - > getSightCenter ( ) + ( tmh . end - tmh . start ) , h - > getSightRadious ( ) , h - > tempOwner , 1 ) ;
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tmh . result = TryMoveHero : : SUCCESS ;
tmh . attackedFrom = guardPos ;
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sendAndApply ( & tmh ) ;
tlog5 < < " Moved to " < < tmh . end < < std : : endl ;
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// If a creature guards the tile, block visit.
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const bool fightingGuard = tryAttackingGuard ( guardPos , h ) ;
if ( ! fightingGuard & & t . visitableObjects . size ( ) ) //call objects if they are visited
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{
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visitObjectOnTile ( t , h ) ;
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}
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// BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
// {
// objectVisited(obj, h);
// }
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tlog5 < < " Movement end! \n " ;
return true ;
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}
}
else //instant move - teleportation
{
BOOST_FOREACH ( CGObjectInstance * obj , t . blockingObjects )
{
if ( obj - > ID = = HEROI_TYPE )
{
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CGHeroInstance * dh = static_cast < CGHeroInstance * > ( obj ) ;
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if ( gameState ( ) - > getPlayerRelations ( dh - > tempOwner , h - > tempOwner ) )
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{
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heroExchange ( h - > id , dh - > id ) ;
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return true ;
}
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startBattleI ( h , dh ) ;
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return true ;
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}
}
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tmh . result = TryMoveHero : : TELEPORTATION ;
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getTilesInRange ( tmh . fowRevealed , h - > getSightCenter ( ) + ( tmh . end - tmh . start ) , h - > getSightRadious ( ) , h - > tempOwner , 1 ) ;
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sendAndApply ( & tmh ) ;
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return true ;
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}
}
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bool CGameHandler : : teleportHero ( si32 hid , si32 dstid , ui8 source , ui8 asker /* = 255*/ )
{
const CGHeroInstance * h = getHero ( hid ) ;
const CGTownInstance * t = getTown ( dstid ) ;
if ( ! h | | ! t | | h - > getOwner ( ) ! = gs - > currentPlayer )
tlog1 < < " Invalid call to teleportHero! " ;
const CGTownInstance * from = h - > visitedTown ;
if ( ( h - > getOwner ( ) ! = t - > getOwner ( ) )
& & complain ( " Cannot teleport hero to another player " )
| | ( ! from | | from - > subID ! = 3 | | ! vstd : : contains ( from - > builtBuildings , 22 ) )
& & complain ( " Hero must be in town with Castle gate for teleporting " )
| | ( t - > subID ! = 3 | | ! vstd : : contains ( t - > builtBuildings , 22 ) )
& & complain ( " Cannot teleport hero to town without Castle gate in it " ) )
return false ;
int3 pos = t - > visitablePos ( ) ;
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pos + = h - > getVisitableOffset ( ) ;
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stopHeroVisitCastle ( from - > id , hid ) ;
moveHero ( hid , pos , 1 ) ;
heroVisitCastle ( dstid , hid ) ;
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return true ;
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}
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void CGameHandler : : setOwner ( int objid , ui8 owner )
{
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ui8 oldOwner = getOwner ( objid ) ;
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SetObjectProperty sop ( objid , 1 , owner ) ;
sendAndApply ( & sop ) ;
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winLoseHandle ( 1 < < owner | 1 < < oldOwner ) ;
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if ( owner < PLAYER_LIMIT & & getTown ( objid ) ) //town captured
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{
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const CGTownInstance * town = getTown ( objid ) ;
if ( town - > subID = = 5 & & vstd : : contains ( town - > builtBuildings , 22 ) )
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setPortalDwelling ( town , true , false ) ;
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if ( ! gs - > getPlayer ( owner ) - > towns . size ( ) ) //player lost last town
{
InfoWindow iw ;
iw . player = oldOwner ;
iw . text . addTxt ( MetaString : : GENERAL_TXT , 6 ) ; //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
sendAndApply ( & iw ) ;
}
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}
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const CGObjectInstance * obj = getObj ( objid ) ;
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const PlayerState * p = gs - > getPlayer ( owner ) ;
if ( ( obj - > ID = = 17 | | obj - > ID = = 20 ) & & p & & p - > dwellings . size ( ) = = 1 ) //first dwelling captured
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BOOST_FOREACH ( const CGTownInstance * t , gs - > getPlayer ( owner ) - > towns )
if ( t - > subID = = 5 & & vstd : : contains ( t - > builtBuildings , 22 ) )
setPortalDwelling ( t ) ; //set initial creatures for all portals of summoning
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}
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2008-12-22 19:48:41 +02:00
void CGameHandler : : setHoverName ( int objid , MetaString * name )
{
SetHoverName shn ( objid , * name ) ;
sendAndApply ( & shn ) ;
}
void CGameHandler : : showInfoDialog ( InfoWindow * iw )
{
sendToAllClients ( iw ) ;
}
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void CGameHandler : : showBlockingDialog ( BlockingDialog * iw , const CFunctionList < void ( ui32 ) > & callback )
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{
ask ( iw , iw - > player , callback ) ;
}
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ui32 CGameHandler : : showBlockingDialog ( BlockingDialog * iw )
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{
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//TODO
//gsm.lock();
//int query = QID++;
//states.addQuery(player,query);
//sendToAllClients(iw);
//gsm.unlock();
//ui32 ret = getQueryResult(iw->player, query);
//gsm.lock();
//states.removeQuery(player, query);
//gsm.unlock();
return 0 ;
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}
2009-04-11 04:32:50 +03:00
2008-12-27 03:01:59 +02:00
int CGameHandler : : getCurrentPlayer ( )
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{
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return gs - > currentPlayer ;
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}
void CGameHandler : : giveResource ( int player , int which , int val )
{
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if ( ! val ) return ; //don't waste time on empty call
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SetResource sr ;
sr . player = player ;
sr . resid = which ;
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sr . val = gs - > players . find ( player ) - > second . resources [ which ] + val ;
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sendAndApply ( & sr ) ;
}
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void CGameHandler : : giveCreatures ( int objid , const CGHeroInstance * h , CCreatureSet creatures )
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{
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if ( creatures . stacksCount ( ) < = 0 )
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return ;
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CCreatureSet heroArmy = h - > getArmy ( ) ;
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while ( creatures . stacksCount ( ) )
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{
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int slot = heroArmy . getSlotFor ( creatures . Slots ( ) . begin ( ) - > second . type - > idNumber ) ;
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if ( slot < 0 )
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break ;
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heroArmy . addToSlot ( slot , creatures . slots . begin ( ) - > second ) ;
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creatures . slots . erase ( creatures . slots . begin ( ) ) ;
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}
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if ( creatures . stacksCount ( ) = = 0 ) //all creatures can be moved to hero army - do that
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{
SetGarrisons sg ;
sg . garrs [ h - > id ] = heroArmy ;
sendAndApply ( & sg ) ;
}
else //show garrison window and let player pick creatures
{
SetGarrisons sg ;
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sg . garrs [ objid ] = creatures ;
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sendAndApply ( & sg ) ;
showGarrisonDialog ( objid , h - > id , true , 0 ) ;
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return ;
}
}
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void CGameHandler : : takeCreatures ( int objid , TSlots creatures ) //probably we could use ArmedInstance as well
{
if ( creatures . size ( ) < = 0 )
return ;
const CArmedInstance * obj = static_cast < const CArmedInstance * > ( getObj ( objid ) ) ;
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CCreatureSet newArmy = obj - > getArmy ( ) ;
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while ( creatures . size ( ) )
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{
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int slot = newArmy . getSlotFor ( creatures . begin ( ) - > second . type - > idNumber ) ;
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if ( slot < 0 )
break ;
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newArmy . slots [ slot ] . count - = creatures . begin ( ) - > second . count ;
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if ( newArmy . getStack ( slot ) . count < 1 )
newArmy . eraseStack ( slot ) ;
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creatures . erase ( creatures . begin ( ) ) ;
}
SetGarrisons sg ;
sg . garrs [ objid ] = newArmy ;
sendAndApply ( & sg ) ;
}
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void CGameHandler : : showCompInfo ( ShowInInfobox * comp )
{
sendToAllClients ( comp ) ;
}
void CGameHandler : : heroVisitCastle ( int obj , int heroID )
{
HeroVisitCastle vc ;
vc . hid = heroID ;
vc . tid = obj ;
vc . flags | = 1 ;
sendAndApply ( & vc ) ;
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const CGHeroInstance * h = getHero ( heroID ) ;
vistiCastleObjects ( getTown ( obj ) , h ) ;
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giveSpells ( getTown ( obj ) , getHero ( heroID ) ) ;
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if ( gs - > map - > victoryCondition . condition = = transportItem )
checkLossVictory ( h - > tempOwner ) ; //transported artifact?
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}
void CGameHandler : : vistiCastleObjects ( const CGTownInstance * t , const CGHeroInstance * h )
{
std : : vector < CGTownBuilding * > : : const_iterator i ;
for ( i = t - > bonusingBuildings . begin ( ) ; i ! = t - > bonusingBuildings . end ( ) ; i + + )
( * i ) - > onHeroVisit ( h ) ;
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}
void CGameHandler : : stopHeroVisitCastle ( int obj , int heroID )
{
HeroVisitCastle vc ;
vc . hid = heroID ;
vc . tid = obj ;
sendAndApply ( & vc ) ;
}
void CGameHandler : : giveHeroArtifact ( int artid , int hid , int position ) //pos==-1 - first free slot in backpack
{
const CGHeroInstance * h = getHero ( hid ) ;
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const CArtifact & art = * VLC - > arth - > artifacts [ artid ] ;
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SetHeroArtifacts sha ;
sha . hid = hid ;
sha . artifacts = h - > artifacts ;
sha . artifWorn = h - > artifWorn ;
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if ( position < 0 )
{
if ( position = = - 2 )
{
int i ;
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for ( i = 0 ; i < art . possibleSlots . size ( ) ; i + + ) //try to put artifact into first available slot
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{
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if ( ! vstd : : contains ( sha . artifWorn , art . possibleSlots [ i ] ) )
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{
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//we've found a free suitable slot
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VLC - > arth - > equipArtifact ( sha . artifWorn , art . possibleSlots [ i ] , artid ) ;
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break ;
}
}
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if ( i = = art . possibleSlots . size ( ) & & ! art . isBig ( ) ) //if haven't find proper slot, use backpack or discard big artifact
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sha . artifacts . push_back ( artid ) ;
}
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else if ( ! art . isBig ( ) ) //should be -1 => put artifact into backpack
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{
sha . artifacts . push_back ( artid ) ;
}
}
else
{
if ( ! vstd : : contains ( sha . artifWorn , ui16 ( position ) ) )
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{
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VLC - > arth - > equipArtifact ( sha . artifWorn , position , artid ) ;
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}
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else if ( ! art . isBig ( ) )
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{
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sha . artifacts . push_back ( artid ) ;
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}
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}
2009-04-04 01:34:31 +03:00
2008-12-22 19:48:41 +02:00
sendAndApply ( & sha ) ;
}
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bool CGameHandler : : removeArtifact ( int artid , int hid )
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{
const CGHeroInstance * h = getHero ( hid ) ;
SetHeroArtifacts sha ;
sha . hid = hid ;
sha . artifacts = h - > artifacts ;
sha . artifWorn = h - > artifWorn ;
std : : vector < ui32 > : : iterator it ;
if ( ( it = std : : find ( sha . artifacts . begin ( ) , sha . artifacts . end ( ) , artid ) ) ! = sha . artifacts . end ( ) ) //it is in backpack
sha . artifacts . erase ( it ) ;
else //worn
{
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std : : map < ui16 , ui32 > : : iterator itr ;
for ( itr = sha . artifWorn . begin ( ) ; itr ! = sha . artifWorn . end ( ) ; + + itr )
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{
if ( itr - > second = = artid )
{
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VLC - > arth - > unequipArtifact ( sha . artifWorn , itr - > first ) ;
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break ;
}
}
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if ( itr = = sha . artifWorn . end ( ) )
{
tlog2 < < " Cannot find artifact to remove! \n " ;
return false ;
}
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}
sendAndApply ( & sha ) ;
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return true ;
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}
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2009-08-22 16:59:15 +03:00
void CGameHandler : : startBattleI ( const CArmedInstance * army1 , const CArmedInstance * army2 , int3 tile , const CGHeroInstance * hero1 , const CGHeroInstance * hero2 , bool creatureBank , boost : : function < void ( BattleResult * ) > cb , const CGTownInstance * town ) //use hero=NULL for no hero
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{
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engageIntoBattle ( army1 - > tempOwner ) ;
engageIntoBattle ( army2 - > tempOwner ) ;
//block engaged players
if ( army2 - > tempOwner < PLAYER_LIMIT )
states . setFlag ( army2 - > tempOwner , & PlayerStatus : : engagedIntoBattle , true ) ;
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boost : : thread ( boost : : bind ( & CGameHandler : : startBattle , this , army1 , army2 , tile , hero1 , hero2 , creatureBank , cb , town ) ) ;
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}
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void CGameHandler : : startBattleI ( const CArmedInstance * army1 , const CArmedInstance * army2 , int3 tile , boost : : function < void ( BattleResult * ) > cb , bool creatureBank )
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{
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startBattleI ( army1 , army2 , tile ,
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army1 - > ID = = HEROI_TYPE ? static_cast < const CGHeroInstance * > ( army1 ) : NULL ,
army2 - > ID = = HEROI_TYPE ? static_cast < const CGHeroInstance * > ( army2 ) : NULL ,
creatureBank , cb ) ;
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}
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void CGameHandler : : startBattleI ( const CArmedInstance * army1 , const CArmedInstance * army2 , boost : : function < void ( BattleResult * ) > cb , bool creatureBank )
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{
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startBattleI ( army1 , army2 , army2 - > visitablePos ( ) , cb , creatureBank ) ;
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}
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//void CGameHandler::startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb) //for hero<=>neutral army
//{
// CGHeroInstance* h = const_cast<CGHeroInstance*>(getHero(heroID));
// startBattleI(&h->army,&army,tile,h,NULL,cb);
// //battle(&h->army,army,tile,h,NULL);
//}
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void CGameHandler : : changeSpells ( int hid , bool give , const std : : set < ui32 > & spells )
{
ChangeSpells cs ;
cs . hid = hid ;
cs . spells = spells ;
cs . learn = give ;
sendAndApply ( & cs ) ;
}
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int CGameHandler : : getSelectedHero ( )
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{
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return IGameCallback : : getSelectedHero ( getCurrentPlayer ( ) ) - > id ;
}
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void CGameHandler : : setObjProperty ( int objid , int prop , si64 val )
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{
SetObjectProperty sob ;
sob . id = objid ;
sob . what = prop ;
sob . val = val ;
sendAndApply ( & sob ) ;
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}
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void CGameHandler : : sendMessageTo ( CConnection & c , const std : : string & message )
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{
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SystemMessage sm ;
sm . text = message ;
c < < & sm ;
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}
void CGameHandler : : giveHeroBonus ( GiveBonus * bonus )
{
sendAndApply ( bonus ) ;
}
void CGameHandler : : setMovePoints ( SetMovePoints * smp )
{
sendAndApply ( smp ) ;
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}
void CGameHandler : : setManaPoints ( int hid , int val )
{
SetMana sm ;
sm . hid = hid ;
sm . val = val ;
sendAndApply ( & sm ) ;
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}
void CGameHandler : : giveHero ( int id , int player )
{
GiveHero gh ;
gh . id = id ;
gh . player = player ;
sendAndApply ( & gh ) ;
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}
void CGameHandler : : changeObjPos ( int objid , int3 newPos , ui8 flags )
{
ChangeObjPos cop ;
cop . objid = objid ;
cop . nPos = newPos ;
cop . flags = flags ;
sendAndApply ( & cop ) ;
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}
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void CGameHandler : : useScholarSkill ( si32 fromHero , si32 toHero )
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{
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const CGHeroInstance * h1 = getHero ( fromHero ) ;
const CGHeroInstance * h2 = getHero ( toHero ) ;
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if ( h1 - > getSecSkillLevel ( 18 ) < h2 - > getSecSkillLevel ( 18 ) )
{
std : : swap ( h1 , h2 ) ; //1st hero need to have higher scholar level for correct message
std : : swap ( fromHero , toHero ) ;
}
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int ScholarLevel = h1 - > getSecSkillLevel ( 18 ) ; //heroes can trade up to this level
if ( ! ScholarLevel | | ! vstd : : contains ( h1 - > artifWorn , 17 ) | | ! vstd : : contains ( h2 - > artifWorn , 17 ) )
return ; //no scholar skill or no spellbook
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int h1Lvl = std : : min ( ScholarLevel + 1 , h1 - > getSecSkillLevel ( 7 ) + 2 ) ,
h2Lvl = std : : min ( ScholarLevel + 1 , h2 - > getSecSkillLevel ( 7 ) + 2 ) ; //heroes can receive this levels
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ChangeSpells cs1 ;
cs1 . learn = true ;
cs1 . hid = toHero ; //giving spells to first hero
for ( std : : set < ui32 > : : const_iterator it = h1 - > spells . begin ( ) ; it ! = h1 - > spells . end ( ) ; it + + )
if ( h2Lvl > = VLC - > spellh - > spells [ * it ] . level & & ! vstd : : contains ( h2 - > spells , * it ) ) //hero can learn it and don't have it yet
cs1 . spells . insert ( * it ) ; //spell to learn
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ChangeSpells cs2 ;
cs2 . learn = true ;
cs2 . hid = fromHero ;
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for ( std : : set < ui32 > : : const_iterator it = h2 - > spells . begin ( ) ; it ! = h2 - > spells . end ( ) ; it + + )
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if ( h1Lvl > = VLC - > spellh - > spells [ * it ] . level & & ! vstd : : contains ( h1 - > spells , * it ) )
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cs2 . spells . insert ( * it ) ;
if ( cs1 . spells . size ( ) | | cs2 . spells . size ( ) ) //create a message
{
InfoWindow iw ;
iw . player = h1 - > tempOwner ;
iw . components . push_back ( Component ( Component : : SEC_SKILL , 18 , ScholarLevel , 0 ) ) ;
iw . text . addTxt ( MetaString : : GENERAL_TXT , 139 ) ; //"%s, who has studied magic extensively,
iw . text . addReplacement ( h1 - > name ) ;
if ( cs2 . spells . size ( ) ) //if found new spell - apply
{
iw . text . addTxt ( MetaString : : GENERAL_TXT , 140 ) ; //learns
int size = cs2 . spells . size ( ) ;
for ( std : : set < ui32 > : : const_iterator it = cs2 . spells . begin ( ) ; it ! = cs2 . spells . end ( ) ; it + + )
{
iw . components . push_back ( Component ( Component : : SPELL , ( * it ) , 1 , 0 ) ) ;
iw . text . addTxt ( MetaString : : SPELL_NAME , ( * it ) ) ;
switch ( size - - )
{
case 2 : iw . text . addTxt ( MetaString : : GENERAL_TXT , 141 ) ;
case 1 : break ;
default : iw . text < < " , " ;
}
}
iw . text . addTxt ( MetaString : : GENERAL_TXT , 142 ) ; //from %s
iw . text . addReplacement ( h2 - > name ) ;
sendAndApply ( & cs2 ) ;
}
if ( cs1 . spells . size ( ) & & cs2 . spells . size ( ) )
{
iw . text . addTxt ( MetaString : : GENERAL_TXT , 141 ) ; //and
}
if ( cs1 . spells . size ( ) )
{
iw . text . addTxt ( MetaString : : GENERAL_TXT , 147 ) ; //teaches
int size = cs1 . spells . size ( ) ;
for ( std : : set < ui32 > : : const_iterator it = cs1 . spells . begin ( ) ; it ! = cs1 . spells . end ( ) ; it + + )
{
iw . components . push_back ( Component ( Component : : SPELL , ( * it ) , 1 , 0 ) ) ;
iw . text . addTxt ( MetaString : : SPELL_NAME , ( * it ) ) ;
switch ( size - - )
{
case 2 : iw . text . addTxt ( MetaString : : GENERAL_TXT , 141 ) ;
case 1 : break ;
default : iw . text < < " , " ;
} }
iw . text . addTxt ( MetaString : : GENERAL_TXT , 148 ) ; //from %s
iw . text . addReplacement ( h2 - > name ) ;
sendAndApply ( & cs1 ) ;
}
sendAndApply ( & iw ) ;
}
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}
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void CGameHandler : : heroExchange ( si32 hero1 , si32 hero2 )
{
ui8 player1 = getHero ( hero1 ) - > tempOwner ;
ui8 player2 = getHero ( hero2 ) - > tempOwner ;
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if ( gameState ( ) - > getPlayerRelations ( player1 , player2 ) )
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{
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OpenWindow hex ;
hex . window = OpenWindow : : EXCHANGE_WINDOW ;
hex . id1 = hero1 ;
hex . id2 = hero2 ;
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sendAndApply ( & hex ) ;
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useScholarSkill ( hero1 , hero2 ) ;
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}
}
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void CGameHandler : : applyAndAsk ( Query * sel , ui8 player , boost : : function < void ( ui32 ) > & callback )
{
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boost : : unique_lock < boost : : recursive_mutex > lock ( gsm ) ;
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sel - > id = QID ;
callbacks [ QID ] = callback ;
states . addQuery ( player , QID ) ;
QID + + ;
sendAndApply ( sel ) ;
}
void CGameHandler : : ask ( Query * sel , ui8 player , const CFunctionList < void ( ui32 ) > & callback )
{
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boost : : unique_lock < boost : : recursive_mutex > lock ( gsm ) ;
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sel - > id = QID ;
callbacks [ QID ] = callback ;
states . addQuery ( player , QID ) ;
sendToAllClients ( sel ) ;
QID + + ;
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}
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void CGameHandler : : sendToAllClients ( CPackForClient * info )
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{
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tlog5 < < " Sending to all clients a package of type " < < typeid ( * info ) . name ( ) < < std : : endl ;
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for ( std : : set < CConnection * > : : iterator i = conns . begin ( ) ; i ! = conns . end ( ) ; i + + )
{
( * i ) - > wmx - > lock ( ) ;
* * i < < info ;
( * i ) - > wmx - > unlock ( ) ;
}
}
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void CGameHandler : : sendAndApply ( CPackForClient * info )
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{
gs - > apply ( info ) ;
sendToAllClients ( info ) ;
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}
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void CGameHandler : : sendAndApply ( SetGarrisons * info )
{
sendAndApply ( ( CPackForClient * ) info ) ;
if ( gs - > map - > victoryCondition . condition = = gatherTroop )
for ( std : : map < ui32 , CCreatureSet > : : const_iterator i = info - > garrs . begin ( ) ; i ! = info - > garrs . end ( ) ; i + + )
checkLossVictory ( getObj ( i - > first ) - > tempOwner ) ;
}
void CGameHandler : : sendAndApply ( SetResource * info )
{
sendAndApply ( ( CPackForClient * ) info ) ;
if ( gs - > map - > victoryCondition . condition = = gatherResource )
checkLossVictory ( info - > player ) ;
}
void CGameHandler : : sendAndApply ( SetResources * info )
{
sendAndApply ( ( CPackForClient * ) info ) ;
if ( gs - > map - > victoryCondition . condition = = gatherResource )
checkLossVictory ( info - > player ) ;
}
void CGameHandler : : sendAndApply ( NewStructures * info )
{
sendAndApply ( ( CPackForClient * ) info ) ;
if ( gs - > map - > victoryCondition . condition = = buildCity )
checkLossVictory ( getTown ( info - > tid ) - > tempOwner ) ;
}
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void CGameHandler : : save ( const std : : string & fname )
{
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{
tlog0 < < " Ordering clients to serialize... \n " ;
SaveGame sg ( fname ) ;
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sendToAllClients ( & sg ) ;
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}
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{
tlog0 < < " Serializing game info... \n " ;
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CSaveFile save ( GVCMIDirs . UserPath + " /Games/ " + fname + " .vlgm1 " ) ;
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char hlp [ 8 ] = " VCMISVG " ;
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save < < hlp < < static_cast < CMapHeader & > ( * gs - > map ) < < gs - > scenarioOps < < * VLC < < gs ;
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}
{
tlog0 < < " Serializing server info... \n " ;
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CSaveFile save ( GVCMIDirs . UserPath + " /Games/ " + fname + " .vsgm1 " ) ;
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save < < * this ;
}
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tlog0 < < " Game has been successfully saved! \n " ;
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}
void CGameHandler : : close ( )
{
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tlog0 < < " We have been requested to close. \n " ;
//BOOST_FOREACH(CConnection *cc, conns)
// if(cc && cc->socket && cc->socket->is_open())
// cc->socket->close();
//exit(0);
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}
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bool CGameHandler : : arrangeStacks ( si32 id1 , si32 id2 , ui8 what , ui8 p1 , ui8 p2 , si32 val , ui8 player )
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{
CArmedInstance * s1 = static_cast < CArmedInstance * > ( gs - > map - > objects [ id1 ] ) ,
* s2 = static_cast < CArmedInstance * > ( gs - > map - > objects [ id2 ] ) ;
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CCreatureSet temp1 = s1 - > getArmy ( ) , temp2 = s2 - > getArmy ( ) ,
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& S1 = temp1 , & S2 = ( s1 ! = s2 ) ? ( temp2 ) : ( temp1 ) ;
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if ( ! isAllowedExchange ( id1 , id2 ) )
{
complain ( " Cannot exchange stacks between these two objects! \n " ) ;
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return false ;
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}
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if ( what = = 1 ) //swap
{
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if ( ( s1 - > tempOwner ! = player & & S1 . slots [ p1 ] . count )
| | ( s2 - > tempOwner ! = player & & S2 . slots [ p2 ] . count ) )
{
complain ( " Can't take troops from another player! " ) ;
return false ;
}
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std : : swap ( S1 . slots [ p1 ] , S2 . slots [ p2 ] ) ; //swap slots
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//if one of them is empty, remove entry
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if ( ! S1 . slots [ p1 ] . count )
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S1 . slots . erase ( p1 ) ;
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if ( ! S2 . slots [ p2 ] . count )
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S2 . slots . erase ( p2 ) ;
}
else if ( what = = 2 ) //merge
{
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if ( ( S1 . slots [ p1 ] . type ! = S2 . slots [ p2 ] . type & & complain ( " Cannot merge different creatures stacks! " ) )
| | ( s1 - > tempOwner ! = player & & S2 . slots [ p2 ] . count ) & & complain ( " Can't take troops from another player! " ) )
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return false ;
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S2 . slots [ p2 ] . count + = S1 . slots [ p1 ] . count ;
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S1 . slots . erase ( p1 ) ;
}
else if ( what = = 3 ) //split
{
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//general conditions checking
if ( ( ! vstd : : contains ( S1 . slots , p1 ) & & complain ( " no creatures to split " ) )
| | ( val < 1 & & complain ( " no creatures to split " ) ) )
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{
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return false ;
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}
if ( vstd : : contains ( S2 . slots , p2 ) ) //dest. slot not free - it must be "rebalancing"...
{
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int total = S1 . slots [ p1 ] . count + S2 . slots [ p2 ] . count ;
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if ( ( total < val & & complain ( " Cannot split that stack, not enough creatures! " ) )
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| | ( S2 . slots [ p2 ] . type ! = S1 . slots [ p1 ] . type & & complain ( " Cannot rebalance different creatures stacks! " ) )
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)
{
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return false ;
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}
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S2 . slots [ p2 ] . count = val ;
S1 . slots [ p1 ] . count = total - val ;
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}
else //split one stack to the two
{
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if ( S1 . slots [ p1 ] . count < val ) //not enough creatures
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{
complain ( " Cannot split that stack, not enough creatures! " ) ;
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return false ;
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}
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S2 . slots [ p2 ] . type = S1 . slots [ p1 ] . type ;
S2 . slots [ p2 ] . count = val ;
S1 . slots [ p1 ] . count - = val ;
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}
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if ( ( s1 - > tempOwner ! = player & & S1 . slots [ p1 ] . count < s1 - > getArmy ( ) . getAmount ( p1 ) )
| | ( s2 - > tempOwner ! = player & & S2 . slots [ p2 ] . count < s2 - > getArmy ( ) . getAmount ( p2 ) ) )
{
complain ( " Can't move troops of another player! " ) ;
return false ;
}
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if ( ! S1 . slots [ p1 ] . count ) //if we've moved all creatures
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S1 . slots . erase ( p1 ) ;
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}
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if ( ( s1 - > needsLastStack ( ) & & ! S1 . stacksCount ( ) ) //it's not allowed to take last stack from hero army!
| | ( s2 - > needsLastStack ( ) & & ! S2 . stacksCount ( ) )
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)
{
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complain ( " Cannot take the last stack! " ) ;
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return false ; //leave without applying changes to garrison
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}
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//apply changes
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SetGarrisons sg ;
sg . garrs [ id1 ] = S1 ;
if ( s1 ! = s2 )
sg . garrs [ id2 ] = S2 ;
sendAndApply ( & sg ) ;
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return true ;
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}
int CGameHandler : : getPlayerAt ( CConnection * c ) const
{
std : : set < int > all ;
for ( std : : map < int , CConnection * > : : const_iterator i = connections . begin ( ) ; i ! = connections . end ( ) ; i + + )
if ( i - > second = = c )
all . insert ( i - > first ) ;
switch ( all . size ( ) )
{
case 0 :
return 255 ;
case 1 :
return * all . begin ( ) ;
default :
{
//if we have more than one player at this connection, try to pick active one
if ( vstd : : contains ( all , int ( gs - > currentPlayer ) ) )
return gs - > currentPlayer ;
else
return 253 ; //cannot say which player is it
}
}
}
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bool CGameHandler : : disbandCreature ( si32 id , ui8 pos )
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{
CArmedInstance * s1 = static_cast < CArmedInstance * > ( gs - > map - > objects [ id ] ) ;
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if ( ! vstd : : contains ( s1 - > slots , pos ) )
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{
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complain ( " Illegal call to disbandCreature - no such stack in army! " ) ;
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return false ;
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}
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s1 - > slots . erase ( pos ) ;
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SetGarrisons sg ;
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sg . garrs [ id ] = s1 - > getArmy ( ) ;
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sendAndApply ( & sg ) ;
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return true ;
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}
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bool CGameHandler : : buildStructure ( si32 tid , si32 bid , bool force /*=false*/ )
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{
CGTownInstance * t = static_cast < CGTownInstance * > ( gs - > map - > objects [ tid ] ) ;
CBuilding * b = VLC - > buildh - > buildings [ t - > subID ] [ bid ] ;
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if ( ! force & & gs - > canBuildStructure ( t , bid ) ! = 7 )
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{
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complain ( " Cannot build that building! " ) ;
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return false ;
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}
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2010-08-18 17:24:30 +03:00
if ( ! force & & bid = = 26 ) //grail
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{
if ( ! t - > visitingHero | | ! t - > visitingHero - > hasArt ( 2 ) )
{
complain ( " Cannot build grail - hero doesn't have it " ) ;
return false ;
}
removeArtifact ( 2 , t - > visitingHero - > id ) ;
}
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NewStructures ns ;
ns . tid = tid ;
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if ( ( bid = = 18 ) & & ( vstd : : contains ( t - > builtBuildings , ( t - > town - > hordeLvl [ 0 ] + 37 ) ) ) )
ns . bid . insert ( 19 ) ; //we have upgr. dwelling, upgr. horde will be builded as well
else if ( ( bid = = 24 ) & & ( vstd : : contains ( t - > builtBuildings , ( t - > town - > hordeLvl [ 1 ] + 37 ) ) ) )
ns . bid . insert ( 25 ) ;
else if ( bid > 36 ) //upg dwelling
{
if ( ( bid - 37 = = t - > town - > hordeLvl [ 0 ] ) & & ( vstd : : contains ( t - > builtBuildings , 18 ) ) )
ns . bid . insert ( 19 ) ; //we have horde, will be upgraded as well as dwelling
if ( ( bid - 37 = = t - > town - > hordeLvl [ 1 ] ) & & ( vstd : : contains ( t - > builtBuildings , 24 ) ) )
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ns . bid . insert ( 25 ) ;
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SetAvailableCreatures ssi ;
ssi . tid = tid ;
ssi . creatures = t - > creatures ;
ssi . creatures [ bid - 37 ] . second . push_back ( t - > town - > upgradedCreatures [ bid - 37 ] ) ;
sendAndApply ( & ssi ) ;
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}
else if ( bid > = 30 ) //bas. dwelling
{
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int crid = t - > town - > basicCreatures [ bid - 30 ] ;
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SetAvailableCreatures ssi ;
ssi . tid = tid ;
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ssi . creatures = t - > creatures ;
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ssi . creatures [ bid - 30 ] . first = VLC - > creh - > creatures [ crid ] - > growth ;
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ssi . creatures [ bid - 30 ] . second . push_back ( crid ) ;
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sendAndApply ( & ssi ) ;
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}
else if ( bid = = 11 )
ns . bid . insert ( 27 ) ;
else if ( bid = = 12 )
ns . bid . insert ( 28 ) ;
else if ( bid = = 13 )
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ns . bid . insert ( 29 ) ;
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else if ( t - > subID = = 4 & & bid = = 17 ) //veil of darkness
{
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GiveBonus gb ( GiveBonus : : TOWN ) ;
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gb . bonus . type = Bonus : : DARKNESS ;
gb . bonus . val = 20 ;
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gb . id = t - > id ;
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gb . bonus . duration = Bonus : : PERMANENT ;
gb . bonus . source = Bonus : : TOWN_STRUCTURE ;
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gb . bonus . id = 17 ;
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sendAndApply ( & gb ) ;
}
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else if ( t - > subID = = 5 & & bid = = 22 )
{
setPortalDwelling ( t ) ;
}
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ns . bid . insert ( bid ) ;
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ns . builded = force ? t - > builded : ( t - > builded + 1 ) ;
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sendAndApply ( & ns ) ;
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//reveal ground for lookout tower
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FoWChange fw ;
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fw . player = t - > tempOwner ;
fw . mode = 1 ;
getTilesInRange ( fw . tiles , t - > pos , t - > getSightRadious ( ) , t - > tempOwner , 1 ) ;
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sendAndApply ( & fw ) ;
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if ( ! force )
{
SetResources sr ;
sr . player = t - > tempOwner ;
sr . res = gs - > getPlayer ( t - > tempOwner ) - > resources ;
for ( int i = 0 ; i < b - > resources . size ( ) ; i + + )
sr . res [ i ] - = b - > resources [ i ] ;
sendAndApply ( & sr ) ;
}
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if ( bid < 5 ) //it's mage guild
{
if ( t - > visitingHero )
giveSpells ( t , t - > visitingHero ) ;
if ( t - > garrisonHero )
giveSpells ( t , t - > garrisonHero ) ;
}
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if ( t - > visitingHero )
vistiCastleObjects ( t , t - > visitingHero ) ;
if ( t - > garrisonHero )
vistiCastleObjects ( t , t - > garrisonHero ) ;
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checkLossVictory ( t - > tempOwner ) ;
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return true ;
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}
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bool CGameHandler : : razeStructure ( si32 tid , si32 bid )
{
///incomplete, simply erases target building
CGTownInstance * t = static_cast < CGTownInstance * > ( gs - > map - > objects [ tid ] ) ;
if ( t - > builtBuildings . find ( bid ) = = t - > builtBuildings . end ( ) )
return false ;
RazeStructures rs ;
rs . tid = tid ;
rs . bid . insert ( bid ) ;
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rs . destroyed = t - > destroyed + 1 ;
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sendAndApply ( & rs ) ;
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//TODO: Remove dwellers
if ( t - > subID = = 4 & & bid = = 17 ) //Veil of Darkness
{
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RemoveBonus rb ( RemoveBonus : : TOWN ) ;
rb . whoID = t - > id ;
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rb . source = Bonus : : TOWN_STRUCTURE ;
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rb . id = 17 ;
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sendAndApply ( & rb ) ;
}
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return true ;
}
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void CGameHandler : : sendMessageToAll ( const std : : string & message )
{
SystemMessage sm ;
sm . text = message ;
sendToAllClients ( & sm ) ;
}
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bool CGameHandler : : recruitCreatures ( si32 objid , ui32 crid , ui32 cram , si32 fromLvl )
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{
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const CGDwelling * dw = static_cast < CGDwelling * > ( gs - > map - > objects [ objid ] ) ;
const CArmedInstance * dst = NULL ;
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const CCreature * c = VLC - > creh - > creatures [ crid ] ;
bool warMachine = c - > hasBonusOfType ( Bonus : : SIEGE_WEAPON ) ;
//TODO: test for owning
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if ( dw - > ID = = TOWNI_TYPE )
dst = dw ;
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else if ( dw - > ID = = 17 | | dw - > ID = = 20 | | dw - > ID = = 78 ) //advmap dwelling
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dst = getHero ( gs - > getPlayer ( dw - > tempOwner ) - > currentSelection ) ; //TODO: check if current hero is really visiting dwelling
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else if ( dw - > ID = = 106 )
dst = dynamic_cast < const CGHeroInstance * > ( getTile ( dw - > visitablePos ( ) ) - > visitableObjects . back ( ) ) ;
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assert ( dw & & dst ) ;
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//verify
bool found = false ;
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int level = 0 ;
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typedef std : : pair < const int , int > Parka ;
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for ( ; level < dw - > creatures . size ( ) ; level + + ) //iterate through all levels
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{
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if ( ( fromLvl ! = - 1 ) & & ( level ! = fromLvl ) )
continue ;
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const std : : pair < ui32 , std : : vector < ui32 > > & cur = dw - > creatures [ level ] ; //current level info <amount, list of cr. ids>
int i = 0 ;
for ( ; i < cur . second . size ( ) ; i + + ) //look for crid among available creatures list on current level
if ( cur . second [ i ] = = crid )
break ;
if ( i < cur . second . size ( ) )
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{
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found = true ;
cram = std : : min ( cram , cur . first ) ; //reduce recruited amount up to available amount
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break ;
}
}
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int slot = dst - > getSlotFor ( crid ) ;
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if ( ! found & & complain ( " Cannot recruit: no such creatures! " )
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| | cram > VLC - > creh - > creatures [ crid ] - > maxAmount ( gs - > getPlayer ( dst - > tempOwner ) - > resources ) & & complain ( " Cannot recruit: lack of resources! " )
| | cram < = 0 & & complain ( " Cannot recruit: cram <= 0! " )
| | slot < 0 & & ! warMachine & & complain ( " Cannot recruit: no available slot! " ) )
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{
return false ;
}
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//recruit
SetResources sr ;
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sr . player = dst - > tempOwner ;
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for ( int i = 0 ; i < RESOURCE_QUANTITY ; i + + )
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sr . res [ i ] = gs - > getPlayer ( dst - > tempOwner ) - > resources [ i ] - ( c - > cost [ i ] * cram ) ;
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SetAvailableCreatures sac ;
sac . tid = objid ;
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sac . creatures = dw - > creatures ;
sac . creatures [ level ] . first - = cram ;
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2010-05-15 11:33:32 +03:00
sendAndApply ( & sr ) ;
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sendAndApply ( & sac ) ;
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if ( warMachine )
{
switch ( crid )
{
case 146 :
giveHeroArtifact ( 4 , dst - > id , 13 ) ;
break ;
case 147 :
giveHeroArtifact ( 6 , dst - > id , 15 ) ;
break ;
case 148 :
giveHeroArtifact ( 5 , dst - > id , 14 ) ;
break ;
default :
complain ( " This war machine cannot be recruited! " ) ;
return false ;
}
}
else
{
SetGarrisons sg ;
sg . garrs [ dst - > id ] = dst - > getArmy ( ) ;
sg . garrs [ dst - > id ] . addToSlot ( slot , crid , cram ) ;
sendAndApply ( & sg ) ;
}
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return true ;
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}
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bool CGameHandler : : upgradeCreature ( ui32 objid , ui8 pos , ui32 upgID )
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{
CArmedInstance * obj = static_cast < CArmedInstance * > ( gs - > map - > objects [ objid ] ) ;
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UpgradeInfo ui = gs - > getUpgradeInfo ( obj - > getStack ( pos ) ) ;
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int player = obj - > tempOwner ;
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int crQuantity = obj - > slots [ pos ] . count ;
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int newIDpos = vstd : : findPos ( ui . newID , upgID ) ; //get position of new id in UpgradeInfo
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//check if upgrade is possible
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if ( ( ui . oldID < 0 | | newIDpos = = - 1 ) & & complain ( " That upgrade is not possible! " ) )
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{
return false ;
}
2010-07-27 02:20:21 +03:00
2009-03-09 12:37:49 +02:00
//check if player has enough resources
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for ( std : : set < std : : pair < int , int > > : : iterator j = ui . cost [ newIDpos ] . begin ( ) ; j ! = ui . cost [ newIDpos ] . end ( ) ; j + + )
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{
2010-07-27 02:20:21 +03:00
if ( gs - > getPlayer ( player ) - > resources [ j - > first ] < j - > second * crQuantity )
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{
2010-07-27 02:20:21 +03:00
complain ( " Cannot upgrade, not enough resources! " ) ;
return false ;
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}
}
2010-07-27 02:20:21 +03:00
2009-03-09 12:37:49 +02:00
//take resources
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for ( std : : set < std : : pair < int , int > > : : iterator j = ui . cost [ newIDpos ] . begin ( ) ; j ! = ui . cost [ newIDpos ] . end ( ) ; j + + )
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{
2010-07-27 02:20:21 +03:00
SetResource sr ;
sr . player = player ;
sr . resid = j - > first ;
sr . val = gs - > getPlayer ( player ) - > resources [ j - > first ] - j - > second * crQuantity ;
sendAndApply ( & sr ) ;
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}
2010-07-27 02:20:21 +03:00
2009-03-09 12:37:49 +02:00
//upgrade creature
SetGarrisons sg ;
2010-05-02 21:20:26 +03:00
sg . garrs [ objid ] = obj - > getArmy ( ) ;
2010-04-02 05:07:40 +03:00
sg . garrs [ objid ] . slots [ pos ] . setType ( upgID ) ;
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sendAndApply ( & sg ) ;
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return true ;
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}
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void CGameHandler : : changeCreatureType ( int objid , TSlot slot , TCreature creature )
{
CArmedInstance * obj = static_cast < CArmedInstance * > ( gs - > map - > objects [ objid ] ) ;
if ( obj )
{
SetGarrisons sg ;
sg . garrs [ objid ] = obj - > getArmy ( ) ;
sg . garrs [ objid ] . slots [ slot ] . setType ( creature ) ;
sendAndApply ( & sg ) ;
}
else
tlog2 < < " Illegal call of changeCreatureType for non-armed instance! \n " ;
}
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bool CGameHandler : : garrisonSwap ( si32 tid )
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{
CGTownInstance * town = gs - > getTown ( tid ) ;
2009-12-19 14:31:57 +02:00
if ( ! town - > garrisonHero & & town - > visitingHero ) //visiting => garrison, merge armies: town army => hero army
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{
2010-05-02 21:20:26 +03:00
CCreatureSet csn = town - > visitingHero - > getArmy ( ) , cso = town - > getArmy ( ) ;
2009-03-09 12:37:49 +02:00
while ( ! cso . slots . empty ( ) ) //while there are unmoved creatures
{
2010-04-02 05:07:40 +03:00
int pos = csn . getSlotFor ( cso . slots . begin ( ) - > second . type - > idNumber ) ;
2009-03-09 12:37:49 +02:00
if ( pos < 0 )
2009-04-16 03:28:54 +03:00
{
2009-09-11 08:45:40 +03:00
//try to merge two other stacks to make place
std : : pair < TSlot , TSlot > toMerge ;
if ( csn . mergableStacks ( toMerge , cso . slots . begin ( ) - > first ) )
{
//merge
2010-04-02 05:07:40 +03:00
csn . slots [ toMerge . second ] . count + = csn . slots [ toMerge . first ] . count ;
2009-09-11 08:45:40 +03:00
csn . slots [ toMerge . first ] = cso . slots . begin ( ) - > second ;
}
else
{
complain ( " Cannot make garrison swap, not enough free slots! " ) ;
return false ;
}
2009-04-16 03:28:54 +03:00
}
2009-09-11 08:45:40 +03:00
else if ( csn . slots . find ( pos ) ! = csn . slots . end ( ) ) //add creatures to the existing stack
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{
2010-04-02 05:07:40 +03:00
csn . slots [ pos ] . count + = cso . slots . begin ( ) - > second . count ;
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}
else //move stack on the free pos
{
2010-04-02 05:07:40 +03:00
csn . slots [ pos ] . type = cso . slots . begin ( ) - > second . type ;
csn . slots [ pos ] . count = cso . slots . begin ( ) - > second . count ;
2009-03-09 12:37:49 +02:00
}
cso . slots . erase ( cso . slots . begin ( ) ) ;
}
SetGarrisons sg ;
sg . garrs [ town - > visitingHero - > id ] = csn ;
sg . garrs [ town - > id ] = csn ;
sendAndApply ( & sg ) ;
SetHeroesInTown intown ;
intown . tid = tid ;
intown . visiting = - 1 ;
intown . garrison = town - > visitingHero - > id ;
sendAndApply ( & intown ) ;
2009-04-16 03:28:54 +03:00
return true ;
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}
else if ( town - > garrisonHero & & ! town - > visitingHero ) //move hero out of the garrison
{
2009-04-09 18:05:20 +03:00
//check if moving hero out of town will break 8 wandering heroes limit
2009-06-24 06:14:46 +03:00
if ( getHeroCount ( town - > garrisonHero - > tempOwner , false ) > = 8 )
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{
complain ( " Cannot move hero out of the garrison, there are already 8 wandering heroes! " ) ;
2009-04-16 03:28:54 +03:00
return false ;
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}
2009-03-09 12:37:49 +02:00
SetHeroesInTown intown ;
intown . tid = tid ;
intown . garrison = - 1 ;
intown . visiting = town - > garrisonHero - > id ;
sendAndApply ( & intown ) ;
//town will be empty
SetGarrisons sg ;
sg . garrs [ tid ] = CCreatureSet ( ) ;
sendAndApply ( & sg ) ;
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return true ;
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}
else if ( town - > garrisonHero & & town - > visitingHero ) //swap visiting and garrison hero
{
SetGarrisons sg ;
2010-05-02 21:20:26 +03:00
sg . garrs [ town - > id ] = town - > visitingHero - > getArmy ( ) ; ;
sg . garrs [ town - > garrisonHero - > id ] = town - > garrisonHero - > getArmy ( ) ;
2009-03-09 12:37:49 +02:00
SetHeroesInTown intown ;
intown . tid = tid ;
intown . garrison = town - > visitingHero - > id ;
intown . visiting = town - > garrisonHero - > id ;
sendAndApply ( & intown ) ;
sendAndApply ( & sg ) ;
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return true ;
2009-03-09 12:37:49 +02:00
}
else
{
2009-03-27 01:05:40 +02:00
complain ( " Cannot swap garrison hero! " ) ;
2009-04-16 03:28:54 +03:00
return false ;
2009-03-09 12:37:49 +02:00
}
}
2010-02-08 23:17:22 +02:00
// With the amount of changes done to the function, it's more like transferArtifacts.
2009-11-10 05:10:14 +02:00
bool CGameHandler : : swapArtifacts ( si32 srcHeroID , si32 destHeroID , ui16 srcSlot , ui16 destSlot )
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{
2009-11-10 05:10:14 +02:00
CGHeroInstance * srcHero = gs - > getHero ( srcHeroID ) ;
CGHeroInstance * destHero = gs - > getHero ( destHeroID ) ;
// Make sure exchange is even possible between the two heroes.
2010-08-12 18:54:25 +03:00
if ( distance ( srcHero - > pos , destHero - > pos ) > 1.5 )
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return false ;
2010-02-08 23:17:22 +02:00
const CArtifact * srcArtifact = srcHero - > getArt ( srcSlot ) ;
2009-11-10 05:10:14 +02:00
const CArtifact * destArtifact = destHero - > getArt ( destSlot ) ;
2009-04-04 01:34:31 +03:00
2010-07-20 21:34:32 +03:00
if ( srcArtifact = = NULL )
{
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complain ( " No artifact to swap! " ) ;
return false ;
}
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if ( destArtifact & & srcHero - > tempOwner ! = destHero - > tempOwner )
{
complain ( " Can't take artifact from hero of another player! " ) ;
return false ;
}
2010-02-25 02:17:52 +02:00
2010-02-08 23:17:22 +02:00
SetHeroArtifacts sha ;
sha . hid = srcHeroID ;
sha . artifacts = srcHero - > artifacts ;
sha . artifWorn = srcHero - > artifWorn ;
// Combinational artifacts needs to be removed first so they don't get denied movement because of their own locks.
2010-07-20 21:34:32 +03:00
if ( srcHeroID = = destHeroID & & srcSlot < 19 & & destSlot < 19 )
{
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sha . setArtAtPos ( srcSlot , - 1 ) ;
2010-03-03 01:40:13 +02:00
if ( ! vstd : : contains ( sha . artifWorn , destSlot ) )
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destArtifact = NULL ;
}
2009-11-10 05:10:14 +02:00
// Check if src/dest slots are appropriate for the artifacts exchanged.
// Moving to the backpack is always allowed.
if ( ( ! srcArtifact | | destSlot < 19 )
2010-02-08 23:17:22 +02:00
& & ( srcArtifact & & ! srcArtifact - > fitsAt ( srcHeroID = = destHeroID ? sha . artifWorn : destHero - > artifWorn , destSlot ) ) )
2009-04-04 01:34:31 +03:00
{
2009-11-10 05:10:14 +02:00
complain ( " Cannot swap artifacts! " ) ;
return false ;
}
2010-07-20 21:34:32 +03:00
if ( ( srcArtifact & & srcArtifact - > id = = 145 ) | | ( destArtifact & & destArtifact - > id = = 145 ) )
{
2010-02-08 23:17:22 +02:00
complain ( " Cannot move artifact locks. " ) ;
return false ;
}
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if ( destSlot > = 19 & & srcArtifact - > isBig ( ) )
{
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complain ( " Cannot put big artifacts in backpack! " ) ;
return false ;
}
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if ( srcSlot = = 16 | | destSlot = = 16 )
{
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complain ( " Cannot move catapult! " ) ;
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return false ;
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}
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// If dest does not fit in src, put it in dest's backpack instead.
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if ( srcHeroID = = destHeroID ) // To avoid stumbling on own locks, remove artifact first.
sha . setArtAtPos ( destSlot , - 1 ) ;
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const bool destFits = ! destArtifact | | srcSlot > = 19 | | destSlot > = 19 | | destArtifact - > fitsAt ( sha . artifWorn , srcSlot ) ;
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if ( srcHeroID = = destHeroID & & destArtifact )
sha . setArtAtPos ( destSlot , destArtifact - > id ) ;
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sha . setArtAtPos ( srcSlot , - 1 ) ;
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if ( destSlot < 19 & & ( destArtifact | | srcSlot < 19 ) & & destFits )
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sha . setArtAtPos ( srcSlot , destArtifact ? destArtifact - > id : - 1 ) ;
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// Internal hero artifact arrangement.
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if ( srcHero = = destHero )
{
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// Correction for destination from removing source artifact in backpack.
if ( srcSlot > = 19 & & destSlot > = 19 & & srcSlot < destSlot )
destSlot - - ;
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sha . setArtAtPos ( destSlot , srcHero - > getArtAtPos ( srcSlot ) ) ;
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}
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if ( srcHeroID ! = destHeroID )
{
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// Exchange between two different heroes.
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SetHeroArtifacts sha2 ;
sha2 . hid = destHeroID ;
sha2 . artifacts = destHero - > artifacts ;
sha2 . artifWorn = destHero - > artifWorn ;
sha2 . setArtAtPos ( destSlot , srcArtifact ? srcArtifact - > id : - 1 ) ;
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if ( ! destFits )
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sha2 . setArtAtPos ( sha2 . artifacts . size ( ) + 19 , destHero - > getArtAtPos ( destSlot ) ) ;
sendAndApply ( & sha2 ) ;
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}
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sendAndApply ( & sha ) ;
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return true ;
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}
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/**
* Assembles or disassembles a combination artifact .
* @ param heroID ID of hero holding the artifact ( s ) .
* @ param artifactSlot The worn slot ID of the combination - or constituent artifact .
* @ param assemble True for assembly operation , false for disassembly .
* @ param assembleTo If assemble is true , this represents the artifact ID of the combination
* artifact to assemble to . Otherwise it ' s not used .
*/
bool CGameHandler : : assembleArtifacts ( si32 heroID , ui16 artifactSlot , bool assemble , ui32 assembleTo )
{
if ( artifactSlot < 0 | | artifactSlot > 18 ) {
complain ( " Illegal artifact slot. " ) ;
return false ;
}
CGHeroInstance * hero = gs - > getHero ( heroID ) ;
const CArtifact * destArtifact = hero - > getArt ( artifactSlot ) ;
SetHeroArtifacts sha ;
sha . hid = heroID ;
sha . artifacts = hero - > artifacts ;
sha . artifWorn = hero - > artifWorn ;
if ( assemble ) {
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if ( VLC - > arth - > artifacts . size ( ) < assembleTo ) {
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complain ( " Illegal artifact to assemble to. " ) ;
return false ;
}
if ( ! destArtifact - > canBeAssembledTo ( hero - > artifWorn , assembleTo ) ) {
complain ( " Artifact cannot be assembled. " ) ;
return false ;
}
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const CArtifact & artifact = * VLC - > arth - > artifacts [ assembleTo ] ;
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if ( artifact . constituents = = NULL ) {
complain ( " Not a combinational artifact. " ) ;
return false ;
}
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// Perform assembly.
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bool destConsumed = false ; // Determines which constituent that will be counted for together with the artifact.
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const bool destSpecific = vstd : : contains ( artifact . possibleSlots , artifactSlot ) ; // Prefer the chosen slot as the location for the assembled artifact.
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BOOST_FOREACH ( ui32 constituentID , * artifact . constituents ) {
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if ( destSpecific & & constituentID = = destArtifact - > id ) {
sha . artifWorn [ artifactSlot ] = assembleTo ;
destConsumed = true ;
continue ;
}
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bool found = false ;
for ( std : : map < ui16 , ui32 > : : iterator it = sha . artifWorn . begin ( ) ; it ! = sha . artifWorn . end ( ) ; + + it ) {
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if ( it - > second = = constituentID ) { // Found possible constituent to substitute.
if ( destSpecific & & ! destConsumed & & it - > second = = destArtifact - > id ) {
// Find the specified destination for assembled artifact.
if ( it - > first = = artifactSlot ) {
it - > second = assembleTo ;
destConsumed = true ;
found = true ;
break ;
}
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} else {
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// Either put the assembled artifact in a fitting spot, or put a lock.
if ( ! destSpecific & & ! destConsumed & & vstd : : contains ( artifact . possibleSlots , it - > first ) ) {
it - > second = assembleTo ;
destConsumed = true ;
} else {
it - > second = 145 ;
}
found = true ;
break ;
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}
}
}
if ( ! found ) {
complain ( " Constituent missing. " ) ;
return false ;
}
}
} else {
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// Perform disassembly.
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bool destConsumed = false ; // Determines which constituent that will be counted for together with the artifact.
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BOOST_FOREACH ( ui32 constituentID , * destArtifact - > constituents ) {
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const CArtifact & constituent = * VLC - > arth - > artifacts [ constituentID ] ;
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if ( ! destConsumed & & vstd : : contains ( constituent . possibleSlots , artifactSlot ) ) {
sha . artifWorn [ artifactSlot ] = constituentID ;
destConsumed = true ;
} else {
BOOST_REVERSE_FOREACH ( ui16 slotID , constituent . possibleSlots ) {
if ( vstd : : contains ( sha . artifWorn , slotID ) & & sha . artifWorn [ slotID ] = = 145 ) {
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sha . artifWorn [ slotID ] = constituentID ;
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break ;
}
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}
}
}
}
sendAndApply ( & sha ) ;
return true ;
}
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bool CGameHandler : : buyArtifact ( ui32 hid , si32 aid )
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{
CGHeroInstance * hero = gs - > getHero ( hid ) ;
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CGTownInstance * town = const_cast < CGTownInstance * > ( hero - > visitedTown ) ;
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if ( aid = = 0 ) //spellbook
{
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if ( ! vstd : : contains ( town - > builtBuildings , si32 ( 0 ) ) & & complain ( " Cannot buy a spellbook, no mage guild in the town! " )
| | getResource ( hero - > getOwner ( ) , 6 ) < 500 & & complain ( " Cannot buy a spellbook, not enough gold! " )
| | hero - > getArt ( 17 ) & & complain ( " Cannot buy a spellbook, hero already has a one! " )
)
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return false ;
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giveResource ( hero - > getOwner ( ) , 6 , - 500 ) ;
giveHeroArtifact ( 0 , hid , 17 ) ;
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giveSpells ( town , hero ) ;
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return true ;
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}
else if ( aid < 7 & & aid > 3 ) //war machine
{
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int price = VLC - > arth - > artifacts [ aid ] - > price ;
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if ( vstd : : contains ( hero - > artifWorn , ui16 ( 9 + aid ) ) & & complain ( " Hero already has this machine! " )
| | ! vstd : : contains ( town - > builtBuildings , si32 ( 16 ) ) & & complain ( " No blackismith! " )
| | gs - > getPlayer ( hero - > getOwner ( ) ) - > resources [ 6 ] < price & & complain ( " Not enough gold! " ) //no gold
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| | ( ! ( town - > subID = = 6 & & vstd : : contains ( town - > builtBuildings , si32 ( 22 ) ) )
& & town - > town - > warMachine ! = aid ) & & complain ( " This machine is unavailable here! " ) )
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{
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return false ;
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}
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giveResource ( hero - > getOwner ( ) , 6 , - price ) ;
giveHeroArtifact ( aid , hid , 9 + aid ) ;
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return true ;
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}
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return false ;
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}
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bool CGameHandler : : buyArtifact ( const IMarket * m , const CGHeroInstance * h , int rid , int aid )
{
if ( ! vstd : : contains ( m - > availableItemsIds ( RESOURCE_ARTIFACT ) , aid ) )
COMPLAIN_RET ( " That artifact is unavailable! " ) ;
int b1 , b2 ;
m - > getOffer ( rid , aid , b1 , b2 , RESOURCE_ARTIFACT ) ;
if ( getResource ( h - > tempOwner , rid ) < b1 )
COMPLAIN_RET ( " You can't afford to buy this artifact! " ) ;
SetResource sr ;
sr . player = h - > tempOwner ;
sr . resid = rid ;
sr . val = getResource ( h - > tempOwner , rid ) - b1 ;
sendAndApply ( & sr ) ;
SetAvailableArtifacts saa ;
if ( m - > o - > ID = = TOWNI_TYPE )
{
saa . id = - 1 ;
saa . arts = CGTownInstance : : merchantArtifacts ;
}
else if ( const CGBlackMarket * bm = dynamic_cast < const CGBlackMarket * > ( m - > o ) ) //black market
{
saa . id = bm - > id ;
saa . arts = bm - > artifacts ;
}
else
COMPLAIN_RET ( " Wrong marktet... " ) ;
bool found = false ;
BOOST_FOREACH ( const CArtifact * & art , saa . arts )
{
if ( art & & art - > id = = aid )
{
art = NULL ;
found = true ;
break ;
}
}
if ( ! found )
COMPLAIN_RET ( " Cannot find selected artifact on the list " ) ;
sendAndApply ( & saa ) ;
giveHeroArtifact ( aid , h - > id , - 2 ) ;
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return true ;
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}
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2010-07-20 17:08:13 +03:00
bool CGameHandler : : buySecSkill ( const IMarket * m , const CGHeroInstance * h , int skill )
{
if ( ! h )
COMPLAIN_RET ( " You need hero to buy a skill! " ) ;
if ( h - > getSecSkillLevel ( skill ) )
COMPLAIN_RET ( " Hero already know this skill " ) ;
if ( h - > secSkills . size ( ) > = SKILL_PER_HERO ) //can't learn more skills
COMPLAIN_RET ( " Hero can't learn any more skills " ) ;
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if ( h - > type - > heroClass - > proSec [ skill ] = = 0 ) //can't learn this skill (like necromancy for most of non-necros)
COMPLAIN_RET ( " The hero can't learn this skill! " ) ;
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if ( ! vstd : : contains ( m - > availableItemsIds ( RESOURCE_SKILL ) , skill ) )
COMPLAIN_RET ( " That skill is unavailable! " ) ;
if ( getResource ( h - > tempOwner , 6 ) < 2000 ) //TODO: remove hardcoded resource\summ?
COMPLAIN_RET ( " You can't afford to buy this skill " ) ;
SetResource sr ;
sr . player = h - > tempOwner ;
sr . resid = 6 ;
sr . val = getResource ( h - > tempOwner , 6 ) - 2000 ;
sendAndApply ( & sr ) ;
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changeSecSkill ( h - > id , skill , 1 , true ) ;
return true ;
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}
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bool CGameHandler : : tradeResources ( const IMarket * market , ui32 val , ui8 player , ui32 id1 , ui32 id2 )
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{
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int r1 = gs - > getPlayer ( player ) - > resources [ id1 ] ,
r2 = gs - > getPlayer ( player ) - > resources [ id2 ] ;
amin ( val , r1 ) ; //can't trade more resources than have
int b1 , b2 ; //base quantities for trade
market - > getOffer ( id1 , id2 , b1 , b2 , RESOURCE_RESOURCE ) ;
int units = val / b1 ; //how many base quantities we trade
if ( val % b1 ) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
{
//TODO: complain?
assert ( 0 ) ;
}
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SetResource sr ;
sr . player = player ;
sr . resid = id1 ;
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sr . val = r1 - b1 * units ;
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sendAndApply ( & sr ) ;
sr . resid = id2 ;
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sr . val = r2 + b2 * units ;
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sendAndApply ( & sr ) ;
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return true ;
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}
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bool CGameHandler : : sellCreatures ( ui32 count , const IMarket * market , const CGHeroInstance * hero , ui32 slot , ui32 resourceID )
{
if ( ! vstd : : contains ( hero - > Slots ( ) , slot ) )
COMPLAIN_RET ( " Hero doesn't have any creature in that slot! " ) ;
const CStackInstance & s = hero - > getStack ( slot ) ;
if ( s . count < count //can't sell more creatures than have
| | hero - > Slots ( ) . size ( ) = = 1 & & hero - > needsLastStack ( ) & & s . count = = count ) //can't sell last stack
{
COMPLAIN_RET ( " Not enough creatures in army! " ) ;
}
int b1 , b2 ; //base quantities for trade
market - > getOffer ( s . type - > idNumber , resourceID , b1 , b2 , CREATURE_RESOURCE ) ;
int units = count / b1 ; //how many base quantities we trade
if ( count % b1 ) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
{
//TODO: complain?
assert ( 0 ) ;
}
SetGarrisons sg ;
sg . garrs [ hero - > id ] = hero - > getArmy ( ) ;
if ( s . count > count )
sg . garrs [ hero - > id ] . setStackCount ( slot , s . count - count ) ;
else
sg . garrs [ hero - > id ] . eraseStack ( slot ) ;
sendAndApply ( & sg ) ;
SetResource sr ;
sr . player = hero - > tempOwner ;
sr . resid = resourceID ;
sr . val = getResource ( hero - > tempOwner , resourceID ) + b2 * units ;
sendAndApply ( & sr ) ;
return true ;
}
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2010-07-03 15:00:53 +03:00
bool CGameHandler : : transformInUndead ( const IMarket * market , const CGHeroInstance * hero , ui32 slot )
{
const CArmedInstance * army = NULL ;
if ( hero )
army = hero ;
else
{
army = dynamic_cast < const CGTownInstance * > ( market - > o ) ;
}
if ( ! army )
COMPLAIN_RET ( " Incorrect call to transform in undead! " ) ;
if ( ! vstd : : contains ( army - > Slots ( ) , slot ) )
COMPLAIN_RET ( " Army doesn't have any creature in that slot! " ) ;
const CStackInstance & s = army - > getStack ( slot ) ;
int resCreature ; //resulting creature - bone dragons or skeletons
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if ( s . hasBonusOfType ( Bonus : : DRAGON_NATURE ) )
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resCreature = 68 ;
else
resCreature = 56 ;
SetGarrisons sg ;
sg . garrs [ army - > id ] = army - > getArmy ( ) ;
sg . garrs [ army - > id ] . setCreature ( slot , resCreature , s . count ) ;
sendAndApply ( & sg ) ;
return true ;
}
2010-05-08 01:10:32 +03:00
bool CGameHandler : : sendResources ( ui32 val , ui8 player , ui32 r1 , ui32 r2 )
{
const PlayerState * p2 = gs - > getPlayer ( r2 , false ) ;
if ( ! p2 | | p2 - > status ! = PlayerState : : INGAME )
{
complain ( " Dest player must be in game! " ) ;
return false ;
}
si32 curRes1 = gs - > getPlayer ( player ) - > resources [ r1 ] , curRes2 = gs - > getPlayer ( r2 ) - > resources [ r1 ] ;
val = std : : min ( si32 ( val ) , curRes1 ) ;
SetResource sr ;
sr . player = player ;
sr . resid = r1 ;
sr . val = curRes1 - val ;
sendAndApply ( & sr ) ;
sr . player = r2 ;
sr . val = curRes2 + val ;
sendAndApply ( & sr ) ;
return true ;
}
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bool CGameHandler : : setFormation ( si32 hid , ui8 formation )
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{
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gs - > getHero ( hid ) - > formation = formation ;
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return true ;
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}
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bool CGameHandler : : hireHero ( const CGObjectInstance * obj , ui8 hid , ui8 player )
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{
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const PlayerState * p = gs - > getPlayer ( player ) ;
const CGTownInstance * t = gs - > getTown ( obj - > id ) ;
2010-07-08 08:52:11 +03:00
2010-07-09 02:03:27 +03:00
//common prconditions
if ( p - > resources [ 6 ] < 2500 & & complain ( " Not enough gold for buying hero! " )
| | getHeroCount ( player , false ) > = 8 & & complain ( " Cannot hire hero, only 8 wandering heroes are allowed! " ) )
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return false ;
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if ( t ) //tavern in town
{
if ( ! vstd : : contains ( t - > builtBuildings , 5 ) & & complain ( " No tavern! " )
| | t - > visitingHero & & complain ( " There is visiting hero - no place! " ) )
return false ;
}
else if ( obj - > ID = = 95 ) //Tavern on adv map
{
if ( getTile ( obj - > visitablePos ( ) ) - > visitableObjects . back ( ) ! = obj & & complain ( " Tavern entry must be unoccupied! " ) )
return false ;
}
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CGHeroInstance * nh = p - > availableHeroes [ hid ] ;
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assert ( nh ) ;
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HeroRecruited hr ;
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hr . tid = obj - > id ;
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hr . hid = nh - > subID ;
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hr . player = player ;
hr . tile = obj - > visitablePos ( ) + nh - > getVisitableOffset ( ) ;
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sendAndApply ( & hr ) ;
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2010-07-08 08:52:11 +03:00
std : : map < ui32 , CGHeroInstance * > pool = gs - > unusedHeroesFromPool ( ) ;
const CGHeroInstance * theOtherHero = p - > availableHeroes [ ! hid ] ;
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const CGHeroInstance * newHero = gs - > hpool . pickHeroFor ( false , player , getNativeTown ( player ) , pool , theOtherHero - > type - > heroClass ) ;
2009-08-05 03:05:37 +03:00
2009-03-09 12:37:49 +02:00
SetAvailableHeroes sah ;
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sah . player = player ;
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if ( newHero )
{
sah . hid [ hid ] = newHero - > subID ;
sah . army [ hid ] = new CCreatureSet ( ) ;
sah . army [ hid ] - > addToSlot ( 0 , VLC - > creh - > nameToID [ newHero - > type - > refTypeStack [ 0 ] ] , 1 ) ;
}
else
sah . hid [ hid ] = - 1 ;
sah . hid [ ! hid ] = theOtherHero ? theOtherHero - > subID : - 1 ;
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sendAndApply ( & sah ) ;
SetResource sr ;
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sr . player = player ;
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sr . resid = 6 ;
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sr . val = p - > resources [ 6 ] - 2500 ;
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sendAndApply ( & sr ) ;
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2010-07-09 02:03:27 +03:00
if ( t )
{
vistiCastleObjects ( t , nh ) ;
giveSpells ( t , nh ) ;
}
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return true ;
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}
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bool CGameHandler : : queryReply ( ui32 qid , ui32 answer )
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{
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boost : : unique_lock < boost : : recursive_mutex > lock ( gsm ) ;
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if ( vstd : : contains ( callbacks , qid ) )
{
CFunctionList < void ( ui32 ) > callb = callbacks [ qid ] ;
callbacks . erase ( qid ) ;
if ( callb )
callb ( answer ) ;
}
else if ( vstd : : contains ( garrisonCallbacks , qid ) )
{
if ( garrisonCallbacks [ qid ] )
garrisonCallbacks [ qid ] ( ) ;
garrisonCallbacks . erase ( qid ) ;
allowedExchanges . erase ( qid ) ;
}
else
{
tlog1 < < " Unknown query reply... \n " ;
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return false ;
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}
2009-04-16 03:28:54 +03:00
return true ;
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}
2009-04-16 03:28:54 +03:00
bool CGameHandler : : makeBattleAction ( BattleAction & ba )
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{
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tlog1 < < " \t Making action of type " < < ba . actionType < < std : : endl ;
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bool ok = true ;
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switch ( ba . actionType )
{
case 2 : //walk
{
sendAndApply ( & StartAction ( ba ) ) ; //start movement
moveStack ( ba . stackNumber , ba . destinationTile ) ; //move
sendAndApply ( & EndAction ( ) ) ;
break ;
}
case 3 : //defend
case 8 : //wait
{
sendAndApply ( & StartAction ( ba ) ) ;
sendAndApply ( & EndAction ( ) ) ;
break ;
}
case 4 : //retreat/flee
{
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if ( ! gs - > battleCanFlee ( ba . side ? gs - > curB - > side2 : gs - > curB - > side1 ) )
break ;
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//TODO: remove retreating hero from map and place it in recruitment list
BattleResult * br = new BattleResult ;
br - > result = 1 ;
br - > winner = ! ba . side ; //fleeing side loses
gs - > curB - > calculateCasualties ( br - > casualties ) ;
giveExp ( * br ) ;
battleResult . set ( br ) ;
break ;
}
case 6 : //walk or attack
{
sendAndApply ( & StartAction ( ba ) ) ; //start movement and attack
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int startingPos = gs - > curB - > getStack ( ba . stackNumber ) - > position ;
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int distance = moveStack ( ba . stackNumber , ba . destinationTile ) ;
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CStack * curStack = gs - > curB - > getStack ( ba . stackNumber ) ,
* stackAtEnd = gs - > curB - > getStackT ( ba . additionalInfo ) ;
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if ( curStack - > position ! = ba . destinationTile //we wasn't able to reach destination tile
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& & ! ( curStack - > doubleWide ( )
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& & ( curStack - > position = = ba . destinationTile + ( curStack - > attackerOwned ? + 1 : - 1 ) )
) //nor occupy specified hex
)
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{
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std : : string problem = " We cannot move this stack to its destination " + curStack - > type - > namePl ;
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tlog3 < < problem < < std : : endl ;
complain ( problem ) ;
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ok = false ;
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sendAndApply ( & EndAction ( ) ) ;
break ;
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}
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if ( curStack - > ID = = stackAtEnd - > ID ) //we should just move, it will be handled by following check
{
stackAtEnd = NULL ;
}
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if ( ! stackAtEnd )
{
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std : : ostringstream problem ;
problem < < " There is no stack on " < < ba . additionalInfo < < " tile (no attack)! " ;
std : : string probl = problem . str ( ) ;
tlog3 < < probl < < std : : endl ;
complain ( probl ) ;
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ok = false ;
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sendAndApply ( & EndAction ( ) ) ;
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break ;
}
ui16 curpos = curStack - > position ,
enemypos = stackAtEnd - > position ;
if ( ! (
( BattleInfo : : mutualPosition ( curpos , enemypos ) > = 0 ) //front <=> front
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| | ( curStack - > doubleWide ( ) //back <=> front
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& & BattleInfo : : mutualPosition ( curpos + ( curStack - > attackerOwned ? - 1 : 1 ) , enemypos ) > = 0 )
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| | ( stackAtEnd - > doubleWide ( ) //front <=> back
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& & BattleInfo : : mutualPosition ( curpos , enemypos + ( stackAtEnd - > attackerOwned ? - 1 : 1 ) ) > = 0 )
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| | ( stackAtEnd - > doubleWide ( ) & & curStack - > doubleWide ( ) //back <=> back
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& & BattleInfo : : mutualPosition ( curpos + ( curStack - > attackerOwned ? - 1 : 1 ) , enemypos + ( stackAtEnd - > attackerOwned ? - 1 : 1 ) ) > = 0 )
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)
)
{
tlog3 < < " Attack cannot be performed! " ;
sendAndApply ( & EndAction ( ) ) ;
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ok = false ;
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}
//attack
BattleAttack bat ;
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prepareAttack ( bat , curStack , stackAtEnd , distance ) ;
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sendAndApply ( & bat ) ;
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handleAfterAttackCasting ( bat ) ;
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//counterattack
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if ( ! curStack - > hasBonusOfType ( Bonus : : BLOCKS_RETALIATION )
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& & stackAtEnd - > alive ( )
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& & ( stackAtEnd - > counterAttacks > 0 | | stackAtEnd - > hasBonusOfType ( Bonus : : UNLIMITED_RETALIATIONS ) )
& & ! stackAtEnd - > hasBonusOfType ( Bonus : : SIEGE_WEAPON )
& & ! stackAtEnd - > hasBonusOfType ( Bonus : : HYPNOTIZED ) )
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{
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prepareAttack ( bat , stackAtEnd , curStack , 0 ) ;
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bat . flags | = 2 ;
sendAndApply ( & bat ) ;
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handleAfterAttackCasting ( bat ) ;
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}
//second attack
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if ( curStack - > valOfBonuses ( Bonus : : ADDITIONAL_ATTACK ) > 0
& & ! curStack - > hasBonusOfType ( Bonus : : SHOOTER )
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& & curStack - > alive ( )
& & stackAtEnd - > alive ( ) )
{
bat . flags = 0 ;
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prepareAttack ( bat , curStack , stackAtEnd , 0 ) ;
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sendAndApply ( & bat ) ;
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handleAfterAttackCasting ( bat ) ;
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}
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//return
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if ( curStack - > hasBonusOfType ( Bonus : : RETURN_AFTER_STRIKE ) & & startingPos ! = curStack - > position & & curStack - > alive ( ) )
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{
moveStack ( ba . stackNumber , startingPos ) ;
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//NOTE: curStack->ID == ba.stackNumber (rev 1431)
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}
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sendAndApply ( & EndAction ( ) ) ;
break ;
}
case 7 : //shoot
{
CStack * curStack = gs - > curB - > getStack ( ba . stackNumber ) ,
* destStack = gs - > curB - > getStackT ( ba . destinationTile ) ;
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if ( ! gs - > battleCanShoot ( ba . stackNumber , ba . destinationTile ) )
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break ;
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sendAndApply ( & StartAction ( ba ) ) ; //start shooting
BattleAttack bat ;
bat . flags | = 1 ;
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prepareAttack ( bat , curStack , destStack , 0 ) ;
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sendAndApply ( & bat ) ;
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if ( curStack - > valOfBonuses ( Bonus : : ADDITIONAL_ATTACK ) > 0 //if unit shots twice let's make another shot
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& & curStack - > alive ( )
& & destStack - > alive ( )
& & curStack - > shots
)
{
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prepareAttack ( bat , curStack , destStack , 0 ) ;
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sendAndApply ( & bat ) ;
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handleAfterAttackCasting ( bat ) ;
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}
sendAndApply ( & EndAction ( ) ) ;
break ;
}
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case 9 : //catapult
{
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sendAndApply ( & StartAction ( ba ) ) ;
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const CGHeroInstance * attackingHero = gs - > curB - > heroes [ ba . side ] ;
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CHeroHandler : : SBallisticsLevelInfo sbi = VLC - > heroh - > ballistics [ attackingHero - > getSecSkillLevel ( 10 ) ] ; //ballistics
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int attackedPart = gs - > curB - > hexToWallPart ( ba . destinationTile ) ;
if ( attackedPart = = - 1 )
{
complain ( " catapult tried to attack non-catapultable hex! " ) ;
break ;
}
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int wallInitHP = gs - > curB - > si . wallState [ attackedPart ] ;
int dmgAlreadyDealt = 0 ; //in successive iterations damage is dealt but not yet substracted from wall's HPs
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for ( int g = 0 ; g < sbi . shots ; + + g )
{
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if ( wallInitHP + dmgAlreadyDealt = = 3 ) //it's not destroyed
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continue ;
CatapultAttack ca ; //package for clients
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std : : pair < std : : pair < ui8 , si16 > , ui8 > attack ; //<< attackedPart , destination tile >, damageDealt >
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attack . first . first = attackedPart ;
attack . first . second = ba . destinationTile ;
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attack . second = 0 ;
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int chanceForHit = 0 ;
int dmgChance [ 3 ] = { sbi . noDmg , sbi . oneDmg , sbi . twoDmg } ; //dmgChance[i] - chance for doing i dmg when hit is successful
switch ( attackedPart )
{
case 0 : //keep
chanceForHit = sbi . keep ;
break ;
case 1 : //bottom tower
case 6 : //upper tower
chanceForHit = sbi . tower ;
break ;
case 2 : //bottom wall
case 3 : //below gate
case 4 : //over gate
case 5 : //upper wall
chanceForHit = sbi . wall ;
break ;
case 7 : //gate
chanceForHit = sbi . gate ;
break ;
}
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if ( rand ( ) % 100 < = chanceForHit ) //hit is successful
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{
int dmgRand = rand ( ) % 100 ;
//accumulating dmgChance
dmgChance [ 1 ] + = dmgChance [ 0 ] ;
dmgChance [ 2 ] + = dmgChance [ 1 ] ;
//calculating dealt damage
for ( int v = 0 ; v < ARRAY_COUNT ( dmgChance ) ; + + v )
{
if ( dmgRand < = dmgChance [ v ] )
{
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attack . second = std : : min ( 3 - dmgAlreadyDealt - wallInitHP , v ) ;
dmgAlreadyDealt + = attack . second ;
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break ;
}
}
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//removing creatures in turrets / keep if one is destroyed
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if ( attack . second > 0 & & ( attackedPart = = 0 | | attackedPart = = 1 | | attackedPart = = 6 ) )
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{
int posRemove = - 1 ;
switch ( attackedPart )
{
case 0 : //keep
posRemove = - 2 ;
break ;
case 1 : //bottom tower
posRemove = - 3 ;
break ;
case 6 : //upper tower
posRemove = - 4 ;
break ;
}
BattleStacksRemoved bsr ;
for ( int g = 0 ; g < gs - > curB - > stacks . size ( ) ; + + g )
{
if ( gs - > curB - > stacks [ g ] - > position = = posRemove )
{
bsr . stackIDs . insert ( gs - > curB - > stacks [ g ] - > ID ) ;
break ;
}
}
sendAndApply ( & bsr ) ;
}
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}
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ca . attacker = ba . stackNumber ;
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ca . attackedParts . insert ( attack ) ;
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sendAndApply ( & ca ) ;
}
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sendAndApply ( & EndAction ( ) ) ;
break ;
}
case 12 : //healing
{
sendAndApply ( & StartAction ( ba ) ) ;
const CGHeroInstance * attackingHero = gs - > curB - > heroes [ ba . side ] ;
CStack * healer = gs - > curB - > getStack ( ba . stackNumber ) ,
* destStack = gs - > curB - > getStackT ( ba . destinationTile ) ;
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if ( healer = = NULL | | destStack = = NULL | | ! healer - > hasBonusOfType ( Bonus : : HEALER ) )
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{
complain ( " There is either no healer, no destination, or healer cannot heal :P " ) ;
}
int maxHealable = destStack - > MaxHealth ( ) - destStack - > firstHPleft ;
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int maxiumHeal = std : : max ( 10 , attackingHero - > valOfBonuses ( Bonus : : SECONDARY_SKILL_PREMY , 27 ) ) ;
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int healed = std : : min ( maxHealable , maxiumHeal ) ;
if ( healed = = 0 )
{
//nothing to heal.. should we complain?
}
else
{
StacksHealedOrResurrected shr ;
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shr . lifeDrain = false ;
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StacksHealedOrResurrected : : HealInfo hi ;
hi . healedHP = healed ;
hi . lowLevelResurrection = 0 ;
hi . stackID = destStack - > ID ;
shr . healedStacks . push_back ( hi ) ;
sendAndApply ( & shr ) ;
}
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sendAndApply ( & EndAction ( ) ) ;
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break ;
}
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}
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if ( ba . stackNumber = = gs - > curB - > activeStack | | battleResult . get ( ) ) //active stack has moved or battle has finished
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battleMadeAction . setn ( true ) ;
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return ok ;
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}
void CGameHandler : : playerMessage ( ui8 player , const std : : string & message )
{
bool cheated = true ;
sendAndApply ( & PlayerMessage ( player , message ) ) ;
if ( message = = " vcmiistari " ) //give all spells and 999 mana
{
SetMana sm ;
ChangeSpells cs ;
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SetHeroArtifacts sha ;
CGHeroInstance * h = gs - > getHero ( gs - > getPlayer ( player ) - > currentSelection ) ;
if ( ! h & & complain ( " Cannot realize cheat, no hero selected! " ) ) return ;
sm . hid = cs . hid = h - > id ;
//give all spells
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cs . learn = 1 ;
for ( int i = 0 ; i < VLC - > spellh - > spells . size ( ) ; i + + )
{
if ( ! VLC - > spellh - > spells [ i ] . creatureAbility )
cs . spells . insert ( i ) ;
}
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//give mana
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sm . val = 999 ;
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if ( ! h - > getArt ( 17 ) ) //hero doesn't have spellbook
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{
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//give spellbook
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sha . hid = h - > id ;
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sha . artifacts = h - > artifacts ;
sha . artifWorn = h - > artifWorn ;
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VLC - > arth - > equipArtifact ( sha . artifWorn , 17 , 0 ) ;
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sendAndApply ( & sha ) ;
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}
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sendAndApply ( & cs ) ;
sendAndApply ( & sm ) ;
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}
else if ( message = = " vcmiainur " ) //gives 5 archangels into each slot
{
CGHeroInstance * hero = gs - > getHero ( gs - > getPlayer ( player ) - > currentSelection ) ;
if ( ! hero ) return ;
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SetGarrisons sg ;
CCreatureSet & newArmy = sg . garrs [ hero - > id ] ;
newArmy = hero - > getArmy ( ) ;
for ( int i = 0 ; i < ARMY_SIZE ; i + + )
if ( newArmy . slotEmpty ( i ) )
newArmy . addToSlot ( i , CStackInstance ( 13 , 5 ) ) ;
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sendAndApply ( & sg ) ;
}
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else if ( message = = " vcmiangband " ) //gives 10 black knight into each slot
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{
CGHeroInstance * hero = gs - > getHero ( gs - > getPlayer ( player ) - > currentSelection ) ;
if ( ! hero ) return ;
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SetGarrisons sg ;
CCreatureSet & newArmy = sg . garrs [ hero - > id ] ;
newArmy = hero - > getArmy ( ) ;
for ( int i = 0 ; i < ARMY_SIZE ; i + + )
if ( newArmy . slotEmpty ( i ) )
newArmy . addToSlot ( i , CStackInstance ( 66 , 10 ) ) ;
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sendAndApply ( & sg ) ;
}
else if ( message = = " vcminoldor " ) //all war machines
{
CGHeroInstance * hero = gs - > getHero ( gs - > getPlayer ( player ) - > currentSelection ) ;
if ( ! hero ) return ;
SetHeroArtifacts sha ;
sha . hid = hero - > id ;
sha . artifacts = hero - > artifacts ;
sha . artifWorn = hero - > artifWorn ;
2010-02-08 23:17:22 +02:00
VLC - > arth - > equipArtifact ( sha . artifWorn , 13 , 4 ) ;
VLC - > arth - > equipArtifact ( sha . artifWorn , 14 , 5 ) ;
VLC - > arth - > equipArtifact ( sha . artifWorn , 15 , 6 ) ;
2009-03-09 12:37:49 +02:00
sendAndApply ( & sha ) ;
}
else if ( message = = " vcminahar " ) //1000000 movement points
{
CGHeroInstance * hero = gs - > getHero ( gs - > getPlayer ( player ) - > currentSelection ) ;
if ( ! hero ) return ;
SetMovePoints smp ;
smp . hid = hero - > id ;
smp . val = 1000000 ;
sendAndApply ( & smp ) ;
}
else if ( message = = " vcmiformenos " ) //give resources
{
SetResources sr ;
sr . player = player ;
sr . res = gs - > getPlayer ( player ) - > resources ;
for ( int i = 0 ; i < 7 ; i + + )
sr . res [ i ] + = 100 ;
sr . res [ 6 ] + = 19900 ;
sendAndApply ( & sr ) ;
}
else if ( message = = " vcmieagles " ) //reveal FoW
{
FoWChange fc ;
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fc . mode = 1 ;
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fc . player = player ;
for ( int i = 0 ; i < gs - > map - > width ; i + + )
for ( int j = 0 ; j < gs - > map - > height ; j + + )
for ( int k = 0 ; k < gs - > map - > twoLevel + 1 ; k + + )
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if ( ! gs - > getPlayerTeam ( fc . player ) - > fogOfWarMap [ i ] [ j ] [ k ] )
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fc . tiles . insert ( int3 ( i , j , k ) ) ;
sendAndApply ( & fc ) ;
}
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else if ( message = = " vcmiglorfindel " ) //selected hero gains a new level
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{
CGHeroInstance * hero = gs - > getHero ( gs - > getPlayer ( player ) - > currentSelection ) ;
changePrimSkill ( hero - > id , 4 , VLC - > heroh - > reqExp ( hero - > level + 1 ) - VLC - > heroh - > reqExp ( hero - > level ) ) ;
}
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else if ( message = = " vcmisilmaril " ) //player wins
{
gs - > getPlayer ( player ) - > enteredWinningCheatCode = 1 ;
checkLossVictory ( player ) ;
}
else if ( message = = " vcmimelkor " ) //player looses
{
gs - > getPlayer ( player ) - > enteredLosingCheatCode = 1 ;
checkLossVictory ( player ) ;
}
2010-08-05 12:47:12 +03:00
else if ( message = = " vcmiforgeofnoldorking " ) //hero gets all artifacts except war machines, spell scrolls and spell book
{
CGHeroInstance * hero = gs - > getHero ( gs - > getPlayer ( player ) - > currentSelection ) ;
if ( ! hero ) return ;
SetHeroArtifacts sha ;
sha . hid = hero - > id ;
sha . artifacts = hero - > artifacts ;
sha . artifWorn = hero - > artifWorn ;
sha . artifacts . push_back ( 2 ) ; //grail
for ( int g = 7 ; g < = 140 ; + + g )
{
sha . artifacts . push_back ( g ) ;
}
sendAndApply ( & sha ) ;
}
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else
cheated = false ;
if ( cheated )
{
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sendAndApply ( & SystemMessage ( VLC - > generaltexth - > allTexts [ 260 ] ) ) ;
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}
}
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static ui32 calculateHealedHP ( const CGHeroInstance * caster , const CSpell * spell , const CStack * stack )
{
switch ( spell - > id )
{
case 37 : //cure
{
int healedHealth = caster - > getPrimSkillLevel ( 2 ) * 5 + spell - > powers [ caster - > getSpellSchoolLevel ( spell ) ] ;
return std : : min < ui32 > ( healedHealth , stack - > MaxHealth ( ) - stack - > firstHPleft ) ;
break ;
}
case 38 : //resurrection
{
int healedHealth = caster - > getPrimSkillLevel ( 2 ) * 50 + spell - > powers [ caster - > getSpellSchoolLevel ( spell ) ] ;
return std : : min < ui32 > ( healedHealth , stack - > MaxHealth ( ) - stack - > firstHPleft + stack - > baseAmount * stack - > MaxHealth ( ) ) ;
break ;
}
case 39 : //animate dead
{
int healedHealth = caster - > getPrimSkillLevel ( 2 ) * 50 + spell - > powers [ caster - > getSpellSchoolLevel ( spell ) ] ;
return std : : min < ui32 > ( healedHealth , stack - > MaxHealth ( ) - stack - > firstHPleft + stack - > baseAmount * stack - > MaxHealth ( ) ) ;
break ;
}
}
//we shouldn't be here
tlog1 < < " calculateHealedHP called for non-healing spell: " < < spell - > name < < std : : endl ;
return 0 ;
}
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static std : : vector < ui32 > calculateResistedStacks ( const CSpell * sp , const CGHeroInstance * caster , const CGHeroInstance * hero2 , const std : : set < CStack * > affectedCreatures )
2009-07-26 15:15:38 +03:00
{
std : : vector < ui32 > ret ;
for ( std : : set < CStack * > : : const_iterator it = affectedCreatures . begin ( ) ; it ! = affectedCreatures . end ( ) ; + + it )
{
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if ( NBonus : : hasOfType ( caster , Bonus : : NEGATE_ALL_NATURAL_IMMUNITIES ) | |
NBonus : : hasOfType ( hero2 , Bonus : : NEGATE_ALL_NATURAL_IMMUNITIES ) )
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{
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//don't use natural immunities when one of heroes has this bonus
BonusList bl = ( * it ) - > getBonuses ( Selector : : type ( Bonus : : SPELL_IMMUNITY ) ) ,
b2 = ( * it ) - > getBonuses ( Selector : : type ( Bonus : : LEVEL_SPELL_IMMUNITY ) ) ;
bl . insert ( bl . end ( ) , b2 . begin ( ) , b2 . end ( ) ) ;
BOOST_FOREACH ( Bonus bb , bl )
{
if ( ( bb . type = = Bonus : : SPELL_IMMUNITY & & bb . subtype = = sp - > id | | //100% sure spell immunity
bb . type = = Bonus : : LEVEL_SPELL_IMMUNITY & & bb . val > = sp - > level ) //some creature abilities have level 0
& & bb . source ! = Bonus : : CREATURE_ABILITY )
{
ret . push_back ( ( * it ) - > ID ) ;
continue ;
}
}
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}
2010-05-20 13:54:24 +03:00
else
{
if ( ( * it ) - > hasBonusOfType ( Bonus : : SPELL_IMMUNITY , sp - > id ) //100% sure spell immunity
| | ( ( * it ) - > hasBonusOfType ( Bonus : : LEVEL_SPELL_IMMUNITY ) & &
( * it ) - > valOfBonuses ( Bonus : : LEVEL_SPELL_IMMUNITY ) > = sp - > level ) ) //some creature abilities have level 0
{
ret . push_back ( ( * it ) - > ID ) ;
continue ;
}
}
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//non-negative spells on friendly stacks should always succeed, unless immune
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if ( sp - > positiveness > = 0 & & ( * it ) - > owner = = caster - > tempOwner )
continue ;
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const CGHeroInstance * bonusHero ; //hero we should take bonuses from
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if ( caster & & ( * it ) - > owner = = caster - > tempOwner )
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bonusHero = caster ;
else
bonusHero = hero2 ;
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int prob = ( * it ) - > valOfBonuses ( Bonus : : MAGIC_RESISTANCE ) ; //probability of resistance in %
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if ( bonusHero )
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{
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//bonusHero's resistance support (secondary skils and artifacts)
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prob + = bonusHero - > valOfBonuses ( Bonus : : MAGIC_RESISTANCE ) ;
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//resistance skill
prob + = bonusHero - > valOfBonuses ( Bonus : : SECONDARY_SKILL_PREMY , 26 ) / 100.0f ;
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}
if ( prob > 100 ) prob = 100 ;
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if ( rand ( ) % 100 < prob ) //immunity from resistance
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ret . push_back ( ( * it ) - > ID ) ;
}
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if ( sp - > id = = 60 ) //hypnotize
{
for ( std : : set < CStack * > : : const_iterator it = affectedCreatures . begin ( ) ; it ! = affectedCreatures . end ( ) ; + + it )
{
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if ( ( * it ) - > hasBonusOfType ( Bonus : : SPELL_IMMUNITY , sp - > id ) //100% sure spell immunity
| | ( ( * it ) - > count - 1 ) * ( * it ) - > MaxHealth ( ) + ( * it ) - > firstHPleft
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>
caster - > getPrimSkillLevel ( 2 ) * 25 + sp - > powers [ caster - > getSpellSchoolLevel ( sp ) ]
)
{
ret . push_back ( ( * it ) - > ID ) ;
}
}
}
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return ret ;
}
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void CGameHandler : : handleSpellCasting ( int spellID , int spellLvl , int destination , ui8 casterSide , ui8 casterColor ,
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const CGHeroInstance * caster , const CGHeroInstance * secHero , int usedSpellPower )
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{
CSpell * spell = & VLC - > spellh - > spells [ spellID ] ;
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BattleSpellCast sc ;
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sc . side = casterSide ;
sc . id = spellID ;
sc . skill = spellLvl ;
sc . tile = destination ;
sc . dmgToDisplay = 0 ;
sc . castedByHero = ( bool ) caster ;
//calculating affected creatures for all spells
std : : set < CStack * > attackedCres = gs - > curB - > getAttackedCreatures ( spell , spellLvl , casterColor , destination ) ;
for ( std : : set < CStack * > : : const_iterator it = attackedCres . begin ( ) ; it ! = attackedCres . end ( ) ; + + it )
{
sc . affectedCres . insert ( ( * it ) - > ID ) ;
}
//checking if creatures resist
sc . resisted = calculateResistedStacks ( spell , caster , secHero , attackedCres ) ;
//calculating dmg to display
for ( std : : set < CStack * > : : iterator it = attackedCres . begin ( ) ; it ! = attackedCres . end ( ) ; + + it )
{
if ( vstd : : contains ( sc . resisted , ( * it ) - > ID ) ) //this creature resisted the spell
continue ;
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sc . dmgToDisplay + = gs - > curB - > calculateSpellDmg ( spell , caster , * it , spellLvl , usedSpellPower ) ;
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}
sendAndApply ( & sc ) ;
//applying effects
switch ( spellID )
{
case 15 : //magic arrow
case 16 : //ice bolt
case 17 : //lightning bolt
case 18 : //implosion
case 20 : //frost ring
case 21 : //fireball
case 22 : //inferno
case 23 : //meteor shower
case 24 : //death ripple
case 25 : //destroy undead
case 26 : //armageddon
case 77 : //Thunderbolt (thunderbirds)
{
StacksInjured si ;
for ( std : : set < CStack * > : : iterator it = attackedCres . begin ( ) ; it ! = attackedCres . end ( ) ; + + it )
{
if ( vstd : : contains ( sc . resisted , ( * it ) - > ID ) ) //this creature resisted the spell
continue ;
BattleStackAttacked bsa ;
bsa . flags | = 2 ;
bsa . effect = spell - > mainEffectAnim ;
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bsa . damageAmount = gs - > curB - > calculateSpellDmg ( spell , caster , * it , spellLvl , usedSpellPower ) ;
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bsa . stackAttacked = ( * it ) - > ID ;
bsa . attackerID = - 1 ;
prepareAttacked ( bsa , * it ) ;
si . stacks . push_back ( bsa ) ;
}
if ( ! si . stacks . empty ( ) )
sendAndApply ( & si ) ;
break ;
}
case 27 : //shield
case 28 : //air shield
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case 29 : //fire shield
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case 30 : //protection from air
case 31 : //protection from fire
case 32 : //protection from water
case 33 : //protection from earth
case 34 : //anti-magic
case 41 : //bless
case 42 : //curse
case 43 : //bloodlust
case 44 : //precision
case 45 : //weakness
case 46 : //stone skin
case 47 : //disrupting ray
case 48 : //prayer
case 49 : //mirth
case 50 : //sorrow
case 51 : //fortune
case 52 : //misfortune
case 53 : //haste
case 54 : //slow
case 55 : //slayer
case 56 : //frenzy
case 58 : //counterstrike
case 59 : //berserk
case 60 : //hypnotize
case 61 : //forgetfulness
case 62 : //blind
{
SetStackEffect sse ;
for ( std : : set < CStack * > : : iterator it = attackedCres . begin ( ) ; it ! = attackedCres . end ( ) ; + + it )
{
if ( vstd : : contains ( sc . resisted , ( * it ) - > ID ) ) //this creature resisted the spell
continue ;
sse . stacks . push_back ( ( * it ) - > ID ) ;
}
sse . effect . id = spellID ;
sse . effect . level = spellLvl ;
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sse . effect . turnsRemain = BattleInfo : : calculateSpellDuration ( spell , caster , usedSpellPower ) ;
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if ( ! sse . stacks . empty ( ) )
sendAndApply ( & sse ) ;
break ;
}
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case 63 : //teleport
{
BattleStackMoved bsm ;
bsm . distance = - 1 ;
bsm . stack = gs - > curB - > activeStack ;
bsm . ending = true ;
bsm . tile = destination ;
bsm . teleporting = true ;
sendAndApply ( & bsm ) ;
break ;
}
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case 37 : //cure
case 38 : //resurrection
case 39 : //animate dead
{
StacksHealedOrResurrected shr ;
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shr . lifeDrain = false ;
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for ( std : : set < CStack * > : : iterator it = attackedCres . begin ( ) ; it ! = attackedCres . end ( ) ; + + it )
{
if ( vstd : : contains ( sc . resisted , ( * it ) - > ID ) //this creature resisted the spell
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| | ( spellID = = 39 & & ! ( * it ) - > hasBonusOfType ( Bonus : : UNDEAD ) ) //we try to cast animate dead on living stack
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)
continue ;
StacksHealedOrResurrected : : HealInfo hi ;
hi . stackID = ( * it ) - > ID ;
hi . healedHP = calculateHealedHP ( caster , spell , * it ) ;
hi . lowLevelResurrection = spellLvl < = 1 ;
shr . healedStacks . push_back ( hi ) ;
}
if ( ! shr . healedStacks . empty ( ) )
sendAndApply ( & shr ) ;
break ;
}
case 64 : //remove obstacle
{
ObstaclesRemoved obr ;
for ( int g = 0 ; g < gs - > curB - > obstacles . size ( ) ; + + g )
{
std : : vector < int > blockedHexes = VLC - > heroh - > obstacles [ gs - > curB - > obstacles [ g ] . ID ] . getBlocked ( gs - > curB - > obstacles [ g ] . pos ) ;
if ( vstd : : contains ( blockedHexes , destination ) ) //this obstacle covers given hex
{
obr . obstacles . insert ( gs - > curB - > obstacles [ g ] . uniqueID ) ;
}
}
if ( ! obr . obstacles . empty ( ) )
sendAndApply ( & obr ) ;
break ;
}
}
}
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bool CGameHandler : : makeCustomAction ( BattleAction & ba )
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{
switch ( ba . actionType )
{
case 1 : //hero casts spell
{
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const CGHeroInstance * h = gs - > curB - > heroes [ ba . side ] ;
const CGHeroInstance * secondHero = gs - > curB - > heroes [ ! ba . side ] ;
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if ( ! h )
{
tlog2 < < " Wrong caster! \n " ;
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return false ;
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}
if ( ba . additionalInfo > = VLC - > spellh - > spells . size ( ) )
{
tlog2 < < " Wrong spell id ( " < < ba . additionalInfo < < " )! \n " ;
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return false ;
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}
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const CSpell * s = & VLC - > spellh - > spells [ ba . additionalInfo ] ;
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ui8 skill = h - > getSpellSchoolLevel ( s ) ; //skill level
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* support for new hero bonuses (BLOCK_MORALE, SECONDARY_SKILL_PREMY (archery), AIR_SPELL_DMG_PREMY, EARTH_SPELL_DMG_PREMY, FIRE_SPELL_DMG_PREMY, WATER_SPELL_DMG_PREMY, BLOCK_SPELLS_ABOVE_LEVEL, SPELL_IMMUNITY, BLOCK_MORALE, FIRE_SPELLS, AIR_SPELLS, WATER_SPELLS, EARTH_SPELLS, SPELL, SPELLS_OF_LEVEL). It means that following artifacts are now supported:
- Orb of the Firmament
- Orb of Silt
- Orb of Tempestuous Fire
- Orb of Driving Rain
- Bow of Elven Cherrywood
- Bowstring of the Unicorn's Mane
- Angel Feather Arrows
- Tome of Fire Magic
- Tome of Air Magic
- Tome of Water Magic
- Tome of Earth Magic
- Recanter's Cloak
- Orb of Inhibition
- Pendant of Dispassion
- Pendant of Second Sight
- Pendant of Holiness
- Pendant of Life
- Pendant of Death
- Pendant of Free Will
- Pendant of Negativity
- Pendant of Total Recall
- Spellbinder's Hat
- Spirit of Oppression
- Sphere of Permanence
I hope I listed them all here :). Please try them and report if something's wrong.
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if ( ! ( h - > canCastThisSpell ( s ) ) //hero cannot cast this spell at all
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| | ( h - > mana < gs - > curB - > getSpellCost ( s , h ) ) //not enough mana
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| | ( ba . additionalInfo < 10 ) //it's adventure spell (not combat)
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| | ( gs - > curB - > castSpells [ ba . side ] ) //spell has been cast
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| | ( NBonus : : hasOfType ( secondHero , Bonus : : SPELL_IMMUNITY , s - > id ) ) //non - casting hero provides immunity for this spell
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| | ( gs - > battleMaxSpellLevel ( ) < s - > level ) //non - casting hero stops caster from casting this spell
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)
{
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tlog2 < < " Spell cannot be cast! \n " ;
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return false ;
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}
sendAndApply ( & StartAction ( ba ) ) ; //start spell casting
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handleSpellCasting ( ba . additionalInfo , skill , ba . destinationTile , ba . side , h - > tempOwner , h , secondHero , h - > getPrimSkillLevel ( 2 ) ) ;
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2009-03-09 12:37:49 +02:00
sendAndApply ( & EndAction ( ) ) ;
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if ( ! gs - > curB - > getStack ( gs - > curB - > activeStack , false ) - > alive ( ) )
{
battleMadeAction . setn ( true ) ;
}
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checkForBattleEnd ( gs - > curB - > stacks ) ;
if ( battleResult . get ( ) )
{
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battleMadeAction . setn ( true ) ;
//battle will be ended by startBattle function
//endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
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}
2010-02-23 17:39:31 +02:00
2009-04-16 03:28:54 +03:00
return true ;
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}
}
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return false ;
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}
void CGameHandler : : handleTimeEvents ( )
{
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gs - > map - > events . sort ( evntCmp ) ;
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while ( gs - > map - > events . size ( ) & & gs - > map - > events . front ( ) - > firstOccurence + 1 = = gs - > day )
{
CMapEvent * ev = gs - > map - > events . front ( ) ;
for ( int player = 0 ; player < PLAYER_LIMIT ; player + + )
{
PlayerState * pinfo = gs - > getPlayer ( player ) ;
if ( pinfo //player exists
& & ( ev - > players & 1 < < player ) //event is enabled to this player
& & ( ( ev - > computerAffected & & ! pinfo - > human )
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| | ( ev - > humanAffected & & pinfo - > human )
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)
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)
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{
//give resources
SetResources sr ;
sr . player = player ;
sr . res = pinfo - > resources ;
//prepare dialog
InfoWindow iw ;
iw . player = player ;
iw . text < < ev - > message ;
for ( int i = 0 ; i < ev - > resources . size ( ) ; i + + )
{
if ( ev - > resources [ i ] ) //if resource is changed, we add it to the dialog
{
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// If removing too much resources, adjust the
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// amount so the total doesn't become negative.
if ( sr . res [ i ] + ev - > resources [ i ] < 0 )
ev - > resources [ i ] = - sr . res [ i ] ;
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if ( ev - > resources [ i ] ) //if non-zero res change
{
iw . components . push_back ( Component ( Component : : RESOURCE , i , ev - > resources [ i ] , 0 ) ) ;
sr . res [ i ] + = ev - > resources [ i ] ;
}
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}
}
if ( iw . components . size ( ) )
{
sendAndApply ( & sr ) ; //update player resources if changed
}
sendAndApply ( & iw ) ; //show dialog
}
} //PLAYERS LOOP
if ( ev - > nextOccurence )
{
ev - > firstOccurence + = ev - > nextOccurence ;
gs - > map - > events . sort ( evntCmp ) ;
}
else
{
delete ev ;
gs - > map - > events . pop_front ( ) ;
}
}
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}
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void CGameHandler : : handleTownEvents ( CGTownInstance * town , NewTurn & n , std : : map < si32 , std : : map < si32 , si32 > > & newCreas )
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{
town - > events . sort ( evntCmp ) ;
while ( town - > events . size ( ) & & town - > events . front ( ) - > firstOccurence = = gs - > day )
{
ui8 player = town - > tempOwner ;
CCastleEvent * ev = town - > events . front ( ) ;
PlayerState * pinfo = gs - > getPlayer ( player ) ;
if ( pinfo //player exists
& & ( ev - > players & 1 < < player ) //event is enabled to this player
& & ( ( ev - > computerAffected & & ! pinfo - > human )
| | ( ev - > humanAffected & & pinfo - > human ) ) )
{
// dialog
InfoWindow iw ;
iw . player = player ;
iw . text < < ev - > message ;
for ( int i = 0 ; i < ev - > resources . size ( ) ; i + + )
if ( ev - > resources [ i ] ) //if resource had changed, we add it to the dialog
{
int was = n . res [ player ] [ i ] ;
n . res [ player ] [ i ] + = ev - > resources [ i ] ;
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n . res [ player ] [ i ] = std : : max < si32 > ( n . res [ player ] [ i ] , 0 ) ;
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if ( pinfo - > resources [ i ] ! = n . res [ player ] [ i ] ) //if non-zero res change
iw . components . push_back ( Component ( Component : : RESOURCE , i , n . res [ player ] [ i ] - was , 0 ) ) ;
}
for ( std : : set < si32 > : : iterator i = ev - > buildings . begin ( ) ; i ! = ev - > buildings . end ( ) ; i + + )
if ( ! vstd : : contains ( town - > builtBuildings , * i ) )
{
buildStructure ( town - > id , * i , true ) ;
iw . components . push_back ( Component ( Component : : BUILDING , town - > subID , * i , 0 ) ) ;
}
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for ( si32 i = 0 ; i < ev - > creatures . size ( ) ; i + + ) //creature growths
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{
if ( town - > creatureDwelling ( i ) & & ev - > creatures [ i ] ) //there is dwelling
{
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newCreas [ town - > id ] [ i ] + = ev - > creatures [ i ] ;
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iw . components . push_back ( Component ( Component : : CREATURE ,
town - > creatures [ i ] . second . back ( ) , ev - > creatures [ i ] , 0 ) ) ;
}
}
sendAndApply ( & iw ) ; //show dialog
}
if ( ev - > nextOccurence )
{
ev - > firstOccurence + = ev - > nextOccurence ;
town - > events . sort ( evntCmp ) ;
}
else
{
delete ev ;
town - > events . pop_front ( ) ;
}
}
}
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bool CGameHandler : : complain ( const std : : string & problem )
{
sendMessageToAll ( " Server encountered a problem: " + problem ) ;
tlog1 < < problem < < std : : endl ;
return true ;
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}
ui32 CGameHandler : : getQueryResult ( ui8 player , int queryID )
{
//TODO: write
return 0 ;
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}
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void CGameHandler : : showGarrisonDialog ( int upobj , int hid , bool removableUnits , const boost : : function < void ( ) > & cb )
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{
ui8 player = getOwner ( hid ) ;
GarrisonDialog gd ;
gd . hid = hid ;
gd . objid = upobj ;
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{
boost : : unique_lock < boost : : recursive_mutex > lock ( gsm ) ;
gd . id = QID ;
garrisonCallbacks [ QID ] = cb ;
allowedExchanges [ QID ] = std : : pair < si32 , si32 > ( upobj , hid ) ;
states . addQuery ( player , QID ) ;
QID + + ;
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gd . removableUnits = removableUnits ;
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sendAndApply ( & gd ) ;
}
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}
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void CGameHandler : : showThievesGuildWindow ( int requestingObjId )
{
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OpenWindow ow ;
ow . window = OpenWindow : : THIEVES_GUILD ;
ow . id1 = requestingObjId ;
sendAndApply ( & ow ) ;
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}
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bool CGameHandler : : isAllowedExchange ( int id1 , int id2 )
{
if ( id1 = = id2 )
return true ;
{
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boost : : unique_lock < boost : : recursive_mutex > lock ( gsm ) ;
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for ( std : : map < ui32 , std : : pair < si32 , si32 > > : : const_iterator i = allowedExchanges . begin ( ) ; i ! = allowedExchanges . end ( ) ; i + + )
if ( id1 = = i - > second . first & & id2 = = i - > second . second | | id2 = = i - > second . first & & id1 = = i - > second . second )
return true ;
}
const CGObjectInstance * o1 = getObj ( id1 ) , * o2 = getObj ( id2 ) ;
if ( o1 - > ID = = TOWNI_TYPE )
{
const CGTownInstance * t = static_cast < const CGTownInstance * > ( o1 ) ;
if ( t - > visitingHero = = o2 | | t - > garrisonHero = = o2 )
return true ;
}
if ( o2 - > ID = = TOWNI_TYPE )
{
const CGTownInstance * t = static_cast < const CGTownInstance * > ( o2 ) ;
if ( t - > visitingHero = = o1 | | t - > garrisonHero = = o1 )
return true ;
}
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if ( o1 - > ID = = HEROI_TYPE & & o2 - > ID = = HEROI_TYPE
& & distance ( o1 - > pos , o2 - > pos ) < 2 ) //hero stands on the same tile or on the neighbouring tiles
{
//TODO: it's workaround, we should check if first hero visited second and player hasn't closed exchange window
//(to block moving stacks for free [without visiting] beteen heroes)
return true ;
}
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return false ;
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}
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void CGameHandler : : objectVisited ( const CGObjectInstance * obj , const CGHeroInstance * h )
{
obj - > onHeroVisit ( h ) ;
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}
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bool CGameHandler : : buildBoat ( ui32 objid )
{
const IShipyard * obj = IShipyard : : castFrom ( getObj ( objid ) ) ;
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int boatType = 1 ;
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if ( obj - > state ( ) )
{
complain ( " Cannot build boat in this shipyard! " ) ;
return false ;
}
else if ( obj - > o - > ID = = TOWNI_TYPE
& & ! vstd : : contains ( ( static_cast < const CGTownInstance * > ( obj ) ) - > builtBuildings , 6 ) )
{
complain ( " Cannot build boat in the town - no shipyard! " ) ;
return false ;
}
//TODO use "real" cost via obj->getBoatCost
if ( getResource ( obj - > o - > tempOwner , 6 ) < 1000 | | getResource ( obj - > o - > tempOwner , 0 ) < 10 )
{
complain ( " Not enough resources to build a boat! " ) ;
return false ;
}
int3 tile = obj - > bestLocation ( ) ;
if ( ! gs - > map - > isInTheMap ( tile ) )
{
complain ( " Cannot find appropriate tile for a boat! " ) ;
return false ;
}
//take boat cost
SetResources sr ;
sr . player = obj - > o - > tempOwner ;
sr . res = gs - > getPlayer ( obj - > o - > tempOwner ) - > resources ;
sr . res [ 0 ] - = 10 ;
sr . res [ 6 ] - = 1000 ;
sendAndApply ( & sr ) ;
//create boat
NewObject no ;
no . ID = 8 ;
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no . subID = obj - > getBoatType ( ) ;
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no . pos = tile + int3 ( 1 , 0 , 0 ) ;
sendAndApply ( & no ) ;
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return true ;
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}
void CGameHandler : : engageIntoBattle ( ui8 player )
{
if ( vstd : : contains ( states . players , player ) )
states . setFlag ( player , & PlayerStatus : : engagedIntoBattle , true ) ;
//notify interfaces
PlayerBlocked pb ;
pb . player = player ;
pb . reason = PlayerBlocked : : UPCOMING_BATTLE ;
sendAndApply ( & pb ) ;
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}
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void CGameHandler : : winLoseHandle ( ui8 players )
{
for ( size_t i = 0 ; i < PLAYER_LIMIT ; i + + )
{
if ( players & 1 < < i & & gs - > getPlayer ( i ) )
{
checkLossVictory ( i ) ;
}
}
}
void CGameHandler : : checkLossVictory ( ui8 player )
{
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const PlayerState * p = gs - > getPlayer ( player ) ;
if ( p - > status ) //player already won / lost
return ;
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int loss = gs - > lossCheck ( player ) ;
int vic = gs - > victoryCheck ( player ) ;
if ( ! loss & & ! vic )
return ;
InfoWindow iw ;
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getLossVicMessage ( player , vic ? vic : loss , vic , iw ) ;
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sendAndApply ( & iw ) ;
PlayerEndsGame peg ;
peg . player = player ;
peg . victory = vic ;
sendAndApply ( & peg ) ;
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if ( vic > 0 ) //one player won -> all enemies lost
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{
iw . text . localStrings . front ( ) . second + + ; //message about losing because enemy won first is just after victory message
for ( std : : map < ui8 , PlayerState > : : const_iterator i = gs - > players . begin ( ) ; i ! = gs - > players . end ( ) ; i + + )
{
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if ( i - > first < PLAYER_LIMIT & & i - > first ! = player ) //FIXME: skip already eliminated players?
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{
iw . player = i - > first ;
sendAndApply ( & iw ) ;
peg . player = i - > first ;
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peg . victory = gameState ( ) - > getPlayerRelations ( player , i - > first ) = = 1 ; // ally of winner
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sendAndApply ( & peg ) ;
}
}
}
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else //player lost -> all his objects become unflagged (neutral)
{
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std : : vector < CGHeroInstance * > hlp = p - > heroes ;
for ( std : : vector < CGHeroInstance * > : : const_iterator i = hlp . begin ( ) ; i ! = hlp . end ( ) ; i + + ) //eliminate heroes
removeObject ( ( * i ) - > id ) ;
for ( std : : vector < CGObjectInstance * > : : const_iterator i = gs - > map - > objects . begin ( ) ; i ! = gs - > map - > objects . end ( ) ; i + + ) //unflag objs
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{
if ( * i & & ( * i ) - > tempOwner = = player )
setOwner ( ( * * i ) . id , NEUTRAL_PLAYER ) ;
}
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//eliminating one player may cause victory of another:
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winLoseHandle ( ALL_PLAYERS & ~ ( 1 < < player ) ) ;
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}
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if ( vic )
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{
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end2 = true ;
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if ( gs - > campaign )
{
gs - > campaign - > mapConquered ( ) ;
UpdateCampaignState ucs ;
ucs . camp = gs - > campaign ;
sendAndApply ( & ucs ) ;
}
}
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}
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void CGameHandler : : getLossVicMessage ( ui8 player , ui8 standard , bool victory , InfoWindow & out ) const
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{
const PlayerState * p = gs - > getPlayer ( player ) ;
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// if(!p->human)
// return; //AI doesn't need text info of loss
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out . player = player ;
if ( victory )
{
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if ( standard < 0 ) //not std loss
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{
switch ( gs - > map - > victoryCondition . condition )
{
case artifact :
out . text . addTxt ( MetaString : : GENERAL_TXT , 280 ) ; //Congratulations! You have found the %s, and can claim victory!
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out . text . addReplacement ( MetaString : : ART_NAMES , gs - > map - > victoryCondition . ID ) ; //artifact name
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break ;
case gatherTroop :
out . text . addTxt ( MetaString : : GENERAL_TXT , 276 ) ; //Congratulations! You have over %d %s in your armies. Your enemies have no choice but to bow down before your power!
out . text . addReplacement ( gs - > map - > victoryCondition . count ) ;
out . text . addReplacement ( MetaString : : CRE_PL_NAMES , gs - > map - > victoryCondition . ID ) ;
break ;
case gatherResource :
out . text . addTxt ( MetaString : : GENERAL_TXT , 278 ) ; //Congratulations! You have collected over %d %s in your treasury. Victory is yours!
out . text . addReplacement ( gs - > map - > victoryCondition . count ) ;
out . text . addReplacement ( MetaString : : RES_NAMES , gs - > map - > victoryCondition . ID ) ;
break ;
case buildCity :
out . text . addTxt ( MetaString : : GENERAL_TXT , 282 ) ; //Congratulations! You have successfully upgraded your town, and can claim victory!
break ;
case buildGrail :
out . text . addTxt ( MetaString : : GENERAL_TXT , 284 ) ; //Congratulations! You have constructed a permanent home for the Grail, and can claim victory!
break ;
case beatHero :
{
out . text . addTxt ( MetaString : : GENERAL_TXT , 252 ) ; //Congratulations! You have completed your quest to defeat the enemy hero %s. Victory is yours!
const CGHeroInstance * h = dynamic_cast < const CGHeroInstance * > ( gs - > map - > victoryCondition . obj ) ;
assert ( h ) ;
out . text . addReplacement ( h - > name ) ;
}
break ;
case captureCity :
{
out . text . addTxt ( MetaString : : GENERAL_TXT , 249 ) ; //Congratulations! You captured %s, and are victorious!
const CGTownInstance * t = dynamic_cast < const CGTownInstance * > ( gs - > map - > victoryCondition . obj ) ;
assert ( t ) ;
out . text . addReplacement ( t - > name ) ;
}
break ;
case beatMonster :
out . text . addTxt ( MetaString : : GENERAL_TXT , 286 ) ; //Congratulations! You have completed your quest to kill the fearsome beast, and can claim victory!
break ;
case takeDwellings :
out . text . addTxt ( MetaString : : GENERAL_TXT , 288 ) ; //Congratulations! Your flag flies on the dwelling of every creature. Victory is yours!
break ;
case takeMines :
out . text . addTxt ( MetaString : : GENERAL_TXT , 290 ) ; //Congratulations! Your flag flies on every mine. Victory is yours!
break ;
case transportItem :
out . text . addTxt ( MetaString : : GENERAL_TXT , 292 ) ; //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
break ;
}
}
else
{
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out . text . addTxt ( MetaString : : GENERAL_TXT , 659 ) ; //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
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}
}
else
{
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if ( standard < 0 ) //not std loss
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{
switch ( gs - > map - > lossCondition . typeOfLossCon )
{
case lossCastle :
{
out . text . addTxt ( MetaString : : GENERAL_TXT , 251 ) ; //The town of %s has fallen - all is lost!
const CGTownInstance * t = dynamic_cast < const CGTownInstance * > ( gs - > map - > lossCondition . obj ) ;
assert ( t ) ;
out . text . addReplacement ( t - > name ) ;
}
break ;
case lossHero :
{
out . text . addTxt ( MetaString : : GENERAL_TXT , 253 ) ; //The hero, %s, has suffered defeat - your quest is over!
const CGHeroInstance * h = dynamic_cast < const CGHeroInstance * > ( gs - > map - > lossCondition . obj ) ;
assert ( h ) ;
out . text . addReplacement ( h - > name ) ;
}
break ;
case timeExpires :
out . text . addTxt ( MetaString : : GENERAL_TXT , 254 ) ; //Alas, time has run out on your quest. All is lost.
break ;
}
}
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else if ( standard = = 2 )
{
out . text . addTxt ( MetaString : : GENERAL_TXT , 7 ) ; //%s, your heroes abandon you, and you are banished from this land.
out . text . addReplacement ( MetaString : : COLOR , player ) ;
out . components . push_back ( Component ( Component : : FLAG , player , 0 , 0 ) ) ;
}
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else //lost all towns and heroes
{
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out . text . addTxt ( MetaString : : GENERAL_TXT , 660 ) ; //All your forces have been defeated, and you are banished from this land!
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}
}
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}
bool CGameHandler : : dig ( const CGHeroInstance * h )
{
for ( std : : vector < CGObjectInstance * > : : const_iterator i = gs - > map - > objects . begin ( ) ; i ! = gs - > map - > objects . end ( ) ; i + + ) //unflag objs
{
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if ( * i & & ( * i ) - > ID = = 124 & & ( * i ) - > pos = = h - > getPosition ( ) )
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{
complain ( " Cannot dig - there is already a hole under the hero! " ) ;
return false ;
}
}
NewObject no ;
no . ID = 124 ;
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no . pos = h - > getPosition ( ) ;
no . subID = getTile ( no . pos ) - > tertype ;
if ( no . subID > = 8 ) //no digging on water / rock
{
complain ( " Cannot dig - wrong terrain type! " ) ;
return false ;
}
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sendAndApply ( & no ) ;
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SetMovePoints smp ;
smp . hid = h - > id ;
smp . val = 0 ;
sendAndApply ( & smp ) ;
InfoWindow iw ;
iw . player = h - > tempOwner ;
if ( gs - > map - > grailPos = = h - > getPosition ( ) )
{
iw . text . addTxt ( MetaString : : GENERAL_TXT , 58 ) ; //"Congratulations! After spending many hours digging here, your hero has uncovered the "
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iw . text . addTxt ( MetaString : : ART_NAMES , 2 ) ;
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iw . soundID = soundBase : : ULTIMATEARTIFACT ;
giveHeroArtifact ( 2 , h - > id , - 1 ) ; //give grail
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sendAndApply ( & iw ) ;
iw . text . clear ( ) ;
iw . text . addTxt ( MetaString : : ART_DESCR , 2 ) ;
sendAndApply ( & iw ) ;
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}
else
{
iw . text . addTxt ( MetaString : : GENERAL_TXT , 59 ) ; //"Nothing here. \n Where could it be?"
iw . soundID = soundBase : : Dig ;
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sendAndApply ( & iw ) ;
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}
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return true ;
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}
void CGameHandler : : handleAfterAttackCasting ( const BattleAttack & bat )
{
const CStack * attacker = gs - > curB - > getStack ( bat . stackAttacking ) ;
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if ( attacker - > hasBonusOfType ( Bonus : : SPELL_AFTER_ATTACK ) )
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{
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BOOST_FOREACH ( const Bonus & sf , attacker - > getBonuses ( Selector : : type ( Bonus : : SPELL_AFTER_ATTACK ) ) )
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{
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if ( sf . type = = Bonus : : SPELL_AFTER_ATTACK )
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{
const CStack * oneOfAttacked = NULL ;
for ( int g = 0 ; g < bat . bsa . size ( ) ; + + g )
{
if ( bat . bsa [ g ] . newAmount > 0 )
{
oneOfAttacked = gs - > curB - > getStack ( bat . bsa [ g ] . stackAttacked ) ;
break ;
}
}
if ( oneOfAttacked = = NULL ) //all attacked creatures have been killed
return ;
int spellID = sf . subtype ;
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int spellLevel = sf . val ;
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int chance = sf . additionalInfo % 1000 ;
int meleeRanged = sf . additionalInfo / 1000 ;
int destination = oneOfAttacked - > position ;
//check if spell should be casted (probability handling)
if ( rand ( ) % 100 > = chance )
continue ;
//casting
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handleSpellCasting ( spellID , spellLevel , destination , ! attacker - > attackerOwned , attacker - > owner , NULL , NULL , attacker - > count ) ;
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}
}
}
}
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bool CGameHandler : : castSpell ( const CGHeroInstance * h , int spellID , const int3 & pos )
{
const CSpell * s = & VLC - > spellh - > spells [ spellID ] ;
int cost = h - > getSpellCost ( s ) ;
int schoolLevel = h - > getSpellSchoolLevel ( s ) ;
if ( ! h - > canCastThisSpell ( s ) )
COMPLAIN_RET ( " Hero cannot cast this spell! " ) ;
if ( h - > mana < cost )
COMPLAIN_RET ( " Hero doesn't have enough spell points to cast this spell! " ) ;
if ( s - > combatSpell )
COMPLAIN_RET ( " This function can be used only for adventure map spells! " ) ;
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AdvmapSpellCast asc ;
asc . caster = h ;
asc . spellID = spellID ;
sendAndApply ( & asc ) ;
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using namespace Spells ;
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switch ( spellID )
{
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case SUMMON_BOAT : //Summon Boat
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{
//check if spell works at all
if ( rand ( ) % 100 > = s - > powers [ schoolLevel ] ) //power is % chance of success
{
InfoWindow iw ;
iw . player = h - > tempOwner ;
iw . text . addTxt ( MetaString : : GENERAL_TXT , 336 ) ; //%s tried to summon a boat, but failed.
iw . text . addReplacement ( h - > name ) ;
sendAndApply ( & iw ) ;
return true ; //TODO? or should it be false? request was correct and realized, but spell failed...
}
//try to find unoccupied boat to summon
const CGBoat * nearest = NULL ;
double dist = 0 ;
int3 summonPos = h - > bestLocation ( ) ;
if ( summonPos . x < 0 )
COMPLAIN_RET ( " There is no water tile available! " ) ;
BOOST_FOREACH ( const CGObjectInstance * obj , gs - > map - > objects )
{
if ( obj & & obj - > ID = = 8 )
{
const CGBoat * b = static_cast < const CGBoat * > ( obj ) ;
if ( b - > hero ) continue ; //we're looking for unoccupied boat
double nDist = distance ( b - > pos , h - > getPosition ( ) ) ;
if ( ! nearest | | nDist < dist ) //it's first boat or closer than previous
{
nearest = b ;
dist = nDist ;
}
}
}
if ( nearest ) //we found boat to summon
{
ChangeObjPos cop ;
cop . objid = nearest - > id ;
cop . nPos = summonPos + int3 ( 1 , 0 , 0 ) ; ;
cop . flags = 1 ;
sendAndApply ( & cop ) ;
}
else if ( schoolLevel < 2 ) //none or basic level -> cannot create boat :(
{
InfoWindow iw ;
iw . player = h - > tempOwner ;
iw . text . addTxt ( MetaString : : GENERAL_TXT , 335 ) ; //There are no boats to summon.
sendAndApply ( & iw ) ;
}
else //create boat
{
NewObject no ;
no . ID = 8 ;
no . subID = h - > getBoatType ( ) ;
no . pos = summonPos + int3 ( 1 , 0 , 0 ) ; ;
sendAndApply ( & no ) ;
}
break ;
}
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case SCUTTLE_BOAT : //Scuttle Boat
{
//check if spell works at all
if ( rand ( ) % 100 > = s - > powers [ schoolLevel ] ) //power is % chance of success
{
InfoWindow iw ;
iw . player = h - > tempOwner ;
iw . text . addTxt ( MetaString : : GENERAL_TXT , 337 ) ; //%s tried to scuttle the boat, but failed
iw . text . addReplacement ( h - > name ) ;
sendAndApply ( & iw ) ;
return true ; //TODO? or should it be false? request was correct and realized, but spell failed...
}
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if ( ! gs - > map - > isInTheMap ( pos ) )
COMPLAIN_RET ( " Invalid dst tile for scuttle! " ) ;
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//TODO: test range, visibility
const TerrainTile * t = & gs - > map - > getTile ( pos ) ;
if ( ! t - > visitableObjects . size ( ) | | t - > visitableObjects . back ( ) - > ID ! = 8 )
COMPLAIN_RET ( " There is no boat to scuttle! " ) ;
RemoveObject ro ;
ro . id = t - > visitableObjects . back ( ) - > id ;
sendAndApply ( & ro ) ;
break ;
}
case DIMENSION_DOOR : //Dimension Door
{
const TerrainTile * dest = getTile ( pos ) ;
const TerrainTile * curr = getTile ( h - > getSightCenter ( ) ) ;
if ( ! dest )
COMPLAIN_RET ( " Destination tile doesn't exist! " ) ;
if ( ! h - > movement )
COMPLAIN_RET ( " Hero needs movement points to cast Dimension Door! " ) ;
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if ( h - > getBonusesCount ( Bonus : : CASTED_SPELL , Spells : : DIMENSION_DOOR ) > = s - > powers [ schoolLevel ] ) //limit casts per turn
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{
InfoWindow iw ;
iw . player = h - > tempOwner ;
iw . text . addTxt ( MetaString : : GENERAL_TXT , 338 ) ; //%s is not skilled enough to cast this spell again today.
iw . text . addReplacement ( h - > name ) ;
sendAndApply ( & iw ) ;
break ;
}
GiveBonus gb ;
gb . id = h - > id ;
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gb . bonus = Bonus ( Bonus : : ONE_DAY , Bonus : : NONE , Bonus : : CASTED_SPELL , 0 , Spells : : DIMENSION_DOOR ) ;
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sendAndApply ( & gb ) ;
if ( ! dest - > isClear ( curr ) ) //wrong dest tile
{
InfoWindow iw ;
iw . player = h - > tempOwner ;
iw . text . addTxt ( MetaString : : GENERAL_TXT , 70 ) ; //Dimension Door failed!
sendAndApply ( & iw ) ;
break ;
}
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//we need obtain guard pos before moving hero, otherwise we get nothing, because tile will be "unguarded" by hero
int3 guardPos = gs - > guardingCreaturePosition ( pos ) ;
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TryMoveHero tmh ;
tmh . id = h - > id ;
tmh . movePoints = std : : max < int > ( 0 , h - > movement - 300 ) ;
tmh . result = TryMoveHero : : TELEPORTATION ;
tmh . start = h - > pos ;
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tmh . end = pos + h - > getVisitableOffset ( ) ;
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getTilesInRange ( tmh . fowRevealed , pos , h - > getSightRadious ( ) , h - > tempOwner , 1 ) ;
sendAndApply ( & tmh ) ;
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tryAttackingGuard ( guardPos , h ) ;
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}
break ;
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case FLY : //Fly
{
int subtype = schoolLevel > = 2 ? 1 : 2 ; //adv or expert
GiveBonus gb ;
gb . id = h - > id ;
gb . bonus = Bonus ( Bonus : : ONE_DAY , Bonus : : FLYING_MOVEMENT , Bonus : : CASTED_SPELL , 0 , Spells : : FLY , subtype ) ;
sendAndApply ( & gb ) ;
}
break ;
case WATER_WALK : //Water Walk
{
int subtype = schoolLevel > = 2 ? 1 : 2 ; //adv or expert
GiveBonus gb ;
gb . id = h - > id ;
gb . bonus = Bonus ( Bonus : : ONE_DAY , Bonus : : WATER_WALKING , Bonus : : CASTED_SPELL , 0 , Spells : : FLY , subtype ) ;
sendAndApply ( & gb ) ;
}
break ;
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case TOWN_PORTAL : //Town Portal
{
//TODO: check if given position is valid
moveHero ( h - > id , pos , 1 ) ;
}
break ;
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case VISIONS : //Visions
case VIEW_EARTH : //View Earth
case DISGUISE : //Disguise
case VIEW_AIR : //View Air
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default :
COMPLAIN_RET ( " This spell is not implemented yet! " ) ;
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break ;
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}
SetMana sm ;
sm . hid = h - > id ;
sm . val = h - > mana - cost ;
sendAndApply ( & sm ) ;
return true ;
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}
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void CGameHandler : : visitObjectOnTile ( const TerrainTile & t , const CGHeroInstance * h )
{
//to prevent self-visiting heroes on space press
if ( t . visitableObjects . back ( ) ! = h )
objectVisited ( t . visitableObjects . back ( ) , h ) ;
else if ( t . visitableObjects . size ( ) > 1 )
objectVisited ( * ( t . visitableObjects . end ( ) - 2 ) , h ) ;
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}
bool CGameHandler : : tryAttackingGuard ( const int3 & guardPos , const CGHeroInstance * h )
{
if ( ! gs - > map - > isInTheMap ( guardPos ) )
return false ;
const TerrainTile & guardTile = gs - > map - > terrain [ guardPos . x ] [ guardPos . y ] [ guardPos . z ] ;
objectVisited ( guardTile . visitableObjects . back ( ) , h ) ;
visitObjectAfterVictory = true ;
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return true ;
}
bool CGameHandler : : sacrificeCreatures ( const IMarket * market , const CGHeroInstance * hero , TSlot slot , ui32 count )
{
int oldCount = hero - > getAmount ( slot ) ;
int newCount = oldCount - count ;
if ( oldCount < count )
COMPLAIN_RET ( " Not enough creatures to sacrifice! " )
else if ( oldCount = = count & & hero - > Slots ( ) . size ( ) = = 1 & & hero - > needsLastStack ( ) )
COMPLAIN_RET ( " Cannot sacrifice last creature! " ) ;
int crid = hero - > getStack ( slot ) . type - > idNumber ;
SetGarrisons sg ;
sg . garrs [ hero - > id ] = hero - > getArmy ( ) ;
if ( newCount )
sg . garrs [ hero - > id ] . setStackCount ( slot , newCount ) ;
else
sg . garrs [ hero - > id ] . eraseStack ( slot ) ;
sendAndApply ( & sg ) ;
int dump , exp ;
market - > getOffer ( crid , 0 , dump , exp , CREATURE_EXP ) ;
exp * = count ;
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changePrimSkill ( hero - > id , 4 , exp * ( 100 + hero - > getSecSkillLevel ( 21 ) * 5 ) / 100.0f ) ;
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return true ;
}
bool CGameHandler : : sacrificeArtifact ( const IMarket * m , const CGHeroInstance * hero , ui32 artID )
{
if ( ! removeArtifact ( artID , hero - > id ) )
COMPLAIN_RET ( " Cannot find artifact to sacrifice! " ) ;
int dmp , expToGive ;
m - > getOffer ( artID , 0 , dmp , expToGive , ARTIFACT_EXP ) ;
changePrimSkill ( hero - > id , 4 , expToGive ) ;
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return true ;
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}