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# include "StdInc.h"
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# include "../lib/Filesystem/CResourceLoader.h"
# include "../lib/Filesystem/CFileInfo.h"
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# include "../lib/int3.h"
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# include "../lib/Mapping/CCampaignHandler.h"
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# include "../lib/StartInfo.h"
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# include "../lib/CModHandler.h"
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# include "../lib/CArtHandler.h"
# include "../lib/CBuildingHandler.h"
# include "../lib/CDefObjInfoHandler.h"
# include "../lib/CHeroHandler.h"
# include "../lib/CObjectHandler.h"
# include "../lib/CSpellHandler.h"
# include "../lib/CGeneralTextHandler.h"
# include "../lib/CTownHandler.h"
# include "../lib/CCreatureHandler.h"
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# include "../lib/CGameState.h"
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# include "../lib/BattleState.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/Mapping/CMap.h"
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# include "../lib/VCMIDirs.h"
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# include "../client/CSoundBase.h"
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# include "CGameHandler.h"
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# include "../lib/CCreatureSet.h"
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# include "../lib/CThreadHelper.h"
# include "../lib/GameConstants.h"
# include "../lib/RegisterTypes.h"
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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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# ifndef _MSC_VER
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# include <boost/thread/xtime.hpp>
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# endif
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# include <boost/random/binomial_distribution.hpp>
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# include <boost/range/algorithm/random_shuffle.hpp>
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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_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
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# define COMPLAIN_RET(txt) {complain(txt); return false;}
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# define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); 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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template < typename T > class CApplyOnGH ;
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class CBaseForGHApply
{
public :
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virtual bool applyOnGH ( CGameHandler * gh , CConnection * c , void * pack , ui8 player ) const = 0 ;
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virtual ~ CBaseForGHApply ( ) { }
template < typename U > static CBaseForGHApply * getApplier ( const U * t = NULL )
{
return new CApplyOnGH < U > ;
}
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} ;
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template < typename T > class CApplyOnGH : public CBaseForGHApply
{
public :
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bool applyOnGH ( CGameHandler * gh , CConnection * c , void * pack , ui8 player ) const
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{
T * ptr = static_cast < T * > ( pack ) ;
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ptr - > c = c ;
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ptr - > player = player ;
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return ptr - > applyGh ( gh ) ;
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}
} ;
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static CApplier < CBaseForGHApply > * 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 [ ] ( TPlayerColor player )
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{
boost : : unique_lock < boost : : mutex > l ( mx ) ;
if ( players . find ( player ) ! = players . end ( ) )
{
return players [ player ] ;
}
else
{
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throw std : : runtime_error ( " No such player! " ) ;
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}
}
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void PlayerStatuses : : addPlayer ( TPlayerColor player )
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{
boost : : unique_lock < boost : : mutex > l ( mx ) ;
players [ player ] ;
}
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int PlayerStatuses : : getQueriesCount ( TPlayerColor player )
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{
boost : : unique_lock < boost : : mutex > l ( mx ) ;
if ( players . find ( player ) ! = players . end ( ) )
{
return players [ player ] . queries . size ( ) ;
}
else
{
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return 0 ;
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}
}
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bool PlayerStatuses : : checkFlag ( TPlayerColor player , bool PlayerStatus : : * flag )
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{
boost : : unique_lock < boost : : mutex > l ( mx ) ;
if ( players . find ( player ) ! = players . end ( ) )
{
return players [ player ] . * flag ;
}
else
{
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throw std : : runtime_error ( " No such player! " ) ;
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}
}
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void PlayerStatuses : : setFlag ( TPlayerColor player , bool PlayerStatus : : * flag , bool val )
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{
boost : : unique_lock < boost : : mutex > l ( mx ) ;
if ( players . find ( player ) ! = players . end ( ) )
{
players [ player ] . * flag = val ;
}
else
{
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throw std : : runtime_error ( " No such player! " ) ;
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}
cv . notify_all ( ) ;
}
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void PlayerStatuses : : addQuery ( TPlayerColor player , ui32 id )
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{
boost : : unique_lock < boost : : mutex > l ( mx ) ;
if ( players . find ( player ) ! = players . end ( ) )
{
players [ player ] . queries . insert ( id ) ;
}
else
{
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throw std : : runtime_error ( " No such player! " ) ;
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}
cv . notify_all ( ) ;
}
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void PlayerStatuses : : removeQuery ( TPlayerColor player , ui32 id )
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{
boost : : unique_lock < boost : : mutex > l ( mx ) ;
if ( players . find ( player ) ! = players . end ( ) )
{
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assert ( vstd : : contains ( players [ player ] . queries , id ) ) ;
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players [ player ] . queries . erase ( id ) ;
}
else
{
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throw std : : runtime_error ( " No such player! " ) ;
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}
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 ( const CGHeroInstance * hero , SecondarySkill skill )
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{
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changeSecSkill ( hero , skill , 1 , 0 ) ;
levelUpHero ( hero ) ;
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}
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void CGameHandler : : levelUpHero ( const CGHeroInstance * hero )
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{
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// required exp for at least 1 lvl-up hasn't been reached
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if ( hero - > exp < VLC - > heroh - > reqExp ( hero - > level + 1 ) )
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{
afterBattleCallback ( ) ;
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return ;
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}
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//give prim skill
tlog5 < < hero - > name < < " got level " < < hero - > level < < std : : endl ;
int r = rand ( ) % 100 , pom = 0 , x = 0 ;
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auto & skillChances = ( hero - > level > 9 ) ? hero - > type - > heroClass - > primarySkillLowLevel : hero - > type - > heroClass - > primarySkillHighLevel ;
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for ( ; x < GameConstants : : PRIMARY_SKILLS ; x + + )
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{
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pom + = skillChances [ x ] ;
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if ( r < pom )
break ;
}
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tlog5 < < " The hero gets the primary skill with the no. " < < x < < " with a probability of " < < r < < " %. " < < std : : endl ;
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SetPrimSkill sps ;
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sps . id = hero - > id ;
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sps . which = static_cast < PrimarySkill : : PrimarySkill > ( x ) ;
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sps . abs = false ;
sps . val = 1 ;
sendAndApply ( & sps ) ;
HeroLevelUp hlu ;
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hlu . heroid = hero - > id ;
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hlu . primskill = static_cast < PrimarySkill : : PrimarySkill > ( x ) ;
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hlu . level = hero - > level + 1 ;
//picking sec. skills for choice
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std : : set < SecondarySkill > basicAndAdv , expert , none ;
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for ( int i = 0 ; i < GameConstants : : SKILL_QUANTITY ; i + + )
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if ( isAllowed ( 2 , i ) )
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none . insert ( SecondarySkill ( i ) ) ;
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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 ( ) )
{
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SecondarySkill s = hero - > type - > heroClass - > chooseSecSkill ( basicAndAdv ) ; //upgrade existing
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hlu . skills . push_back ( s ) ;
basicAndAdv . erase ( s ) ;
}
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else if ( none . size ( ) & & hero - > canLearnSkill ( ) )
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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 - > canLearnSkill ( ) ) //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
}
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if ( hero - > tempOwner = = GameConstants : : NEUTRAL_PLAYER ) //choose skill automatically
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{
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sendAndApply ( & hlu ) ;
if ( hlu . skills . size ( ) )
{
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levelUpHero ( hero , vstd : : pickRandomElementOf ( hlu . skills , rand ) ) ;
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}
else //apply and send info
{
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levelUpHero ( hero ) ;
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}
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}
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else
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{
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if ( hlu . skills . size ( ) > 1 ) //apply and ask for secondary skill
{
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boost : : function < void ( ui32 ) > callback = boost : : function < void ( ui32 ) > ( boost : : bind
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( callWith < SecondarySkill > , hlu . skills ,
boost : : function < void ( SecondarySkill ) > ( boost : : bind
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( & CGameHandler : : levelUpHero , this , hero , _1 ) ) , _1 ) ) ;
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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 ) ;
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levelUpHero ( hero , hlu . skills . back ( ) ) ;
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}
else //apply and send info
{
sendAndApply ( & hlu ) ;
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levelUpHero ( hero ) ;
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}
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}
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}
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void CGameHandler : : levelUpCommander ( const CCommanderInstance * c , int skill )
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{
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SetCommanderProperty scp ;
auto hero = dynamic_cast < const CGHeroInstance * > ( c - > armyObj ) ;
if ( hero )
scp . heroid = hero - > id ;
else
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{
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complain ( " Commander is not led by hero! " ) ;
return ;
}
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scp . accumulatedBonus . subtype = 0 ;
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scp . accumulatedBonus . additionalInfo = 0 ;
scp . accumulatedBonus . duration = Bonus : : PERMANENT ;
scp . accumulatedBonus . turnsRemain = 0 ;
scp . accumulatedBonus . source = Bonus : : COMMANDER ;
scp . accumulatedBonus . valType = Bonus : : BASE_NUMBER ;
if ( skill < = ECommander : : SPELL_POWER )
{
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scp . which = SetCommanderProperty : : BONUS ;
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auto difference = [ ] ( std : : vector < std : : vector < ui8 > > skillLevels , std : : vector < ui8 > secondarySkills , int skill ) - > int
{
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int s = std : : min ( skill , ( int ) ECommander : : SPELL_POWER ) ; //spell power level controls also casts and resistance
return skillLevels [ skill ] [ secondarySkills [ s ] ] - ( secondarySkills [ s ] ? skillLevels [ skill ] [ secondarySkills [ s ] - 1 ] : 0 ) ;
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} ;
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switch ( skill )
{
case ECommander : : ATTACK :
scp . accumulatedBonus . type = Bonus : : PRIMARY_SKILL ;
scp . accumulatedBonus . subtype = PrimarySkill : : ATTACK ;
break ;
case ECommander : : DEFENSE :
scp . accumulatedBonus . type = Bonus : : PRIMARY_SKILL ;
scp . accumulatedBonus . subtype = PrimarySkill : : DEFENSE ;
break ;
case ECommander : : HEALTH :
scp . accumulatedBonus . type = Bonus : : STACK_HEALTH ;
scp . accumulatedBonus . valType = Bonus : : PERCENT_TO_BASE ;
break ;
case ECommander : : DAMAGE :
scp . accumulatedBonus . type = Bonus : : CREATURE_DAMAGE ;
scp . accumulatedBonus . subtype = 0 ;
scp . accumulatedBonus . valType = Bonus : : PERCENT_TO_BASE ;
break ;
case ECommander : : SPEED :
scp . accumulatedBonus . type = Bonus : : STACKS_SPEED ;
break ;
case ECommander : : SPELL_POWER :
scp . accumulatedBonus . type = Bonus : : MAGIC_RESISTANCE ;
scp . accumulatedBonus . val = difference ( VLC - > creh - > skillLevels , c - > secondarySkills , ECommander : : RESISTANCE ) ;
sendAndApply ( & scp ) ; //additional pack
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scp . accumulatedBonus . type = Bonus : : CREATURE_SPELL_POWER ;
scp . accumulatedBonus . val = difference ( VLC - > creh - > skillLevels , c - > secondarySkills , ECommander : : SPELL_POWER ) * 100 ; //like hero with spellpower = ability level
sendAndApply ( & scp ) ; //additional pack
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scp . accumulatedBonus . type = Bonus : : CASTS ;
scp . accumulatedBonus . val = difference ( VLC - > creh - > skillLevels , c - > secondarySkills , ECommander : : CASTS ) ;
sendAndApply ( & scp ) ; //additional pack
scp . accumulatedBonus . type = Bonus : : CREATURE_ENCHANT_POWER ; //send normally
break ;
}
scp . accumulatedBonus . val = difference ( VLC - > creh - > skillLevels , c - > secondarySkills , skill ) ;
sendAndApply ( & scp ) ;
scp . which = SetCommanderProperty : : SECONDARY_SKILL ;
scp . additionalInfo = skill ;
scp . amount = c - > secondarySkills [ skill ] + 1 ;
sendAndApply ( & scp ) ;
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}
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else if ( skill > = 100 )
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{
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scp . which = SetCommanderProperty : : SPECIAL_SKILL ;
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scp . accumulatedBonus = VLC - > creh - > skillRequirements [ skill - 100 ] . first ;
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scp . additionalInfo = skill ; //unnormalized
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sendAndApply ( & scp ) ;
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}
levelUpCommander ( c ) ;
}
void CGameHandler : : levelUpCommander ( const CCommanderInstance * c )
{
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if ( c - > experience < VLC - > heroh - > reqExp ( c - > level + 1 ) )
{
return ;
}
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CommanderLevelUp clu ;
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auto hero = dynamic_cast < const CGHeroInstance * > ( c - > armyObj ) ;
if ( hero )
clu . heroid = hero - > id ;
else
{
complain ( " Commander is not led by hero! " ) ;
return ;
}
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//picking sec. skills for choice
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for ( int i = 0 ; i < = ECommander : : SPELL_POWER ; + + i )
{
if ( c - > secondarySkills [ i ] < ECommander : : MAX_SKILL_LEVEL )
clu . skills . push_back ( i ) ;
}
int i = 100 ;
BOOST_FOREACH ( auto specialSkill , VLC - > creh - > skillRequirements )
{
if ( c - > secondarySkills [ specialSkill . second . first ] = = ECommander : : MAX_SKILL_LEVEL & &
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c - > secondarySkills [ specialSkill . second . second ] = = ECommander : : MAX_SKILL_LEVEL & &
! vstd : : contains ( c - > specialSKills , i ) )
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clu . skills . push_back ( i ) ;
+ + i ;
}
int skillAmount = clu . skills . size ( ) ;
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if ( hero - > tempOwner = = GameConstants : : NEUTRAL_PLAYER ) //choose skill automatically
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{
sendAndApply ( & clu ) ;
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if ( clu . skills . size ( ) )
{
levelUpCommander ( c , vstd : : pickRandomElementOf ( clu . skills , rand ) ) ;
}
else //apply and send info
{
levelUpCommander ( c ) ;
}
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}
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else
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{
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if ( skillAmount > 1 ) //apply and ask for secondary skill
{
auto callback = boost : : function < void ( ui32 ) > ( boost : : bind ( callWith < ui32 > , clu . skills , boost : : function < void ( ui32 ) > ( boost : : bind ( & CGameHandler : : levelUpCommander , this , c , _1 ) ) , _1 ) ) ;
applyAndAsk ( & clu , c - > armyObj - > tempOwner , callback ) ; //call levelUpCommander when client responds
}
else if ( skillAmount = = 1 ) //apply, give only possible skill and send info
{
sendAndApply ( & clu ) ;
levelUpCommander ( c , clu . skills . back ( ) ) ;
}
else //apply and send info
{
sendAndApply ( & clu ) ;
levelUpCommander ( c ) ;
}
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}
}
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void CGameHandler : : changePrimSkill ( const CGHeroInstance * hero , PrimarySkill : : PrimarySkill which , si64 val , bool abs )
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{
SetPrimSkill sps ;
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sps . id = hero - > id ;
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sps . which = which ;
sps . abs = abs ;
sps . val = val ;
sendAndApply ( & sps ) ;
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//only for exp - hero may level up
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if ( which = = PrimarySkill : : EXPERIENCE )
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{
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levelUpHero ( hero ) ;
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if ( hero - > commander & & hero - > commander - > alive )
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{
SetCommanderProperty scp ;
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scp . heroid = hero - > id ;
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scp . which = SetCommanderProperty : : EXPERIENCE ;
scp . amount = val ;
sendAndApply ( & scp ) ;
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levelUpCommander ( hero - > commander ) ;
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CBonusSystemNode : : treeHasChanged ( ) ;
}
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}
}
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void CGameHandler : : changeSecSkill ( const CGHeroInstance * hero , SecondarySkill which , int val , bool abs /*=false*/ )
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{
SetSecSkill sss ;
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sss . id = hero - > id ;
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sss . which = which ;
sss . val = val ;
sss . abs = abs ;
sendAndApply ( & sss ) ;
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if ( which = = SecondarySkill : : WISDOM )
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{
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if ( hero & & hero - > visitedTown )
giveSpells ( hero - > visitedTown , hero ) ;
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}
}
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void CGameHandler : : startBattle ( const CArmedInstance * armies [ 2 ] , int3 tile , const CGHeroInstance * heroes [ 2 ] , bool creatureBank , boost : : function < void ( BattleResult * ) > cb , const CGTownInstance * town /*= NULL*/ )
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{
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battleEndCallback = new boost : : function < void ( BattleResult * ) > ( cb ) ;
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{
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setupBattle ( tile , armies , heroes , creatureBank , town ) ; //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
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}
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runBattle ( ) ;
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}
void CGameHandler : : endBattle ( int3 tile , const CGHeroInstance * hero1 , const CGHeroInstance * hero2 )
{
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bool duel = gs - > initialOpts - > mode = = StartInfo : : DUEL ;
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BattleResultsApplied resultsApplied ;
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const CArmedInstance * bEndArmy1 = gs - > curB - > belligerents [ 0 ] ;
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const CArmedInstance * bEndArmy2 = gs - > curB - > belligerents [ 1 ] ;
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resultsApplied . player1 = bEndArmy1 - > tempOwner ;
resultsApplied . player2 = bEndArmy2 - > tempOwner ;
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const CGHeroInstance * victoriousHero = gs - > curB - > heroes [ battleResult . data - > winner ] ;
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int result = battleResult . get ( ) - > result ;
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if ( ! duel )
{
//unblock engaged players
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if ( bEndArmy1 - > tempOwner < GameConstants : : PLAYER_LIMIT )
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states . setFlag ( bEndArmy1 - > tempOwner , & PlayerStatus : : engagedIntoBattle , false ) ;
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if ( bEndArmy2 & & bEndArmy2 - > tempOwner < GameConstants : : PLAYER_LIMIT )
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states . setFlag ( bEndArmy2 - > tempOwner , & PlayerStatus : : engagedIntoBattle , false ) ;
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}
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//end battle, remove all info, free memory
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giveExp ( * battleResult . data ) ;
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if ( hero1 )
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battleResult . data - > exp [ 0 ] = hero1 - > calculateXp ( battleResult . data - > exp [ 0 ] ) ; //scholar skill
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if ( hero2 )
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battleResult . data - > exp [ 1 ] = hero2 - > calculateXp ( battleResult . data - > exp [ 1 ] ) ;
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ui8 sides [ 2 ] ;
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for ( int i = 0 ; i < 2 ; + + i )
{
sides [ i ] = gs - > curB - > sides [ i ] ;
}
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ui8 loser = sides [ ! battleResult . data - > winner ] ;
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CasualtiesAfterBattle cab1 ( bEndArmy1 , gs - > curB ) , cab2 ( bEndArmy2 , gs - > curB ) ; //calculate casualties before deleting battle
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ChangeSpells cs ; //for Eagle Eye
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if ( victoriousHero )
{
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if ( int eagleEyeLevel = victoriousHero - > getSecSkillLevel ( SecondarySkill : : EAGLE_EYE ) )
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{
int maxLevel = eagleEyeLevel + 1 ;
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double eagleEyeChance = victoriousHero - > valOfBonuses ( Bonus : : SECONDARY_SKILL_PREMY , SecondarySkill : : EAGLE_EYE ) ;
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BOOST_FOREACH ( const CSpell * sp , gs - > curB - > usedSpellsHistory [ ! battleResult . data - > winner ] )
if ( sp - > level < = maxLevel & & ! vstd : : contains ( victoriousHero - > spells , sp - > id ) & & rand ( ) % 100 < eagleEyeChance )
cs . spells . insert ( sp - > id ) ;
}
}
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ConstTransitivePtr < CGHeroInstance > winnerHero = battleResult . data - > winner ! = 0 ? hero2 : hero1 ;
ConstTransitivePtr < CGHeroInstance > loserHero = battleResult . data - > winner ! = 0 ? hero1 : hero2 ;
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std : : vector < ui32 > arts ; //display them in window
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if ( result = = BattleResult : : NORMAL & & winnerHero )
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{
if ( loserHero )
{
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auto artifactsWorn = loserHero - > artifactsWorn ; //TODO: wrap it into a function, somehow (boost::variant -_-)
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BOOST_FOREACH ( auto artSlot , artifactsWorn )
{
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MoveArtifact ma ;
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ma . src = ArtifactLocation ( loserHero , artSlot . first ) ;
const CArtifactInstance * art = ma . src . getArt ( ) ;
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if ( art & & ! art - > artType - > isBig ( ) & & art - > artType - > id ! = 0 ) // don't move war machines or locked arts (spellbook)
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{
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arts . push_back ( art - > artType - > id ) ;
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ma . dst = ArtifactLocation ( winnerHero , art - > firstAvailableSlot ( winnerHero ) ) ;
sendAndApply ( & ma ) ;
}
}
while ( ! loserHero - > artifactsInBackpack . empty ( ) )
{
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//we assume that no big artifacts can be found
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MoveArtifact ma ;
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ma . src = ArtifactLocation ( loserHero ,
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ArtifactPosition ( GameConstants : : BACKPACK_START ) ) ; //backpack automatically shifts arts to beginning
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const CArtifactInstance * art = ma . src . getArt ( ) ;
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arts . push_back ( art - > artType - > id ) ;
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ma . dst = ArtifactLocation ( winnerHero , art - > firstAvailableSlot ( winnerHero ) ) ;
sendAndApply ( & ma ) ;
}
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if ( loserHero - > commander ) //TODO: what if commanders belong to no hero?
{
artifactsWorn = loserHero - > commander - > artifactsWorn ;
BOOST_FOREACH ( auto artSlot , artifactsWorn )
{
MoveArtifact ma ;
ma . src = ArtifactLocation ( loserHero - > commander . get ( ) , artSlot . first ) ;
const CArtifactInstance * art = ma . src . getArt ( ) ;
if ( art & & ! art - > artType - > isBig ( ) )
{
arts . push_back ( art - > artType - > id ) ;
ma . dst = ArtifactLocation ( winnerHero , art - > firstAvailableSlot ( winnerHero ) ) ;
sendAndApply ( & ma ) ;
}
}
}
}
BOOST_FOREACH ( auto armySlot , gs - > curB - > belligerents [ ! battleResult . data - > winner ] - > stacks )
{
auto artifactsWorn = armySlot . second - > artifactsWorn ;
BOOST_FOREACH ( auto artSlot , artifactsWorn )
{
MoveArtifact ma ;
ma . src = ArtifactLocation ( armySlot . second , artSlot . first ) ;
const CArtifactInstance * art = ma . src . getArt ( ) ;
if ( art & & ! art - > artType - > isBig ( ) )
{
arts . push_back ( art - > artType - > id ) ;
ma . dst = ArtifactLocation ( winnerHero , art - > firstAvailableSlot ( winnerHero ) ) ;
sendAndApply ( & ma ) ;
}
}
}
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}
sendAndApply ( battleResult . data ) ; //after this point casualties objects are destroyed
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if ( arts . size ( ) ) //display loot
{
InfoWindow iw ;
iw . player = winnerHero - > tempOwner ;
iw . text . addTxt ( MetaString : : GENERAL_TXT , 30 ) ; //You have captured enemy artifact
BOOST_FOREACH ( auto id , arts ) //TODO; separate function to display loot for various ojects?
{
iw . components . push_back ( Component ( Component : : ARTIFACT , id , 0 , 0 ) ) ;
if ( iw . components . size ( ) > = 14 )
{
sendAndApply ( & iw ) ;
iw . components . clear ( ) ;
iw . text . addTxt ( MetaString : : GENERAL_TXT , 30 ) ; //repeat
}
}
if ( iw . components . size ( ) )
{
sendAndApply ( & iw ) ;
}
}
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//Eagle Eye secondary skill handling
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if ( cs . spells . size ( ) )
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{
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cs . learn = 1 ;
cs . hid = victoriousHero - > id ;
InfoWindow iw ;
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iw . player = victoriousHero - > tempOwner ;
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iw . text . addTxt ( MetaString : : GENERAL_TXT , 221 ) ; //Through eagle-eyed observation, %s is able to learn %s
iw . text . addReplacement ( victoriousHero - > name ) ;
std : : ostringstream names ;
for ( int i = 0 ; i < cs . spells . size ( ) ; i + + )
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{
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names < < " %s " ;
if ( i < cs . spells . size ( ) - 2 )
names < < " , " ;
else if ( i < cs . spells . size ( ) - 1 )
names < < " %s " ;
}
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names < < " . " ;
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iw . text . addReplacement ( names . str ( ) ) ;
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auto it = cs . spells . begin ( ) ;
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for ( int i = 0 ; i < cs . spells . size ( ) ; i + + , it + + )
{
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iw . text . addReplacement ( MetaString : : SPELL_NAME , it - > toEnum ( ) ) ;
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if ( i = = cs . spells . size ( ) - 2 ) //we just added pre-last name
iw . text . addReplacement ( MetaString : : GENERAL_TXT , 141 ) ; // " and "
iw . components . push_back ( Component ( Component : : SPELL , * it , 0 , 0 ) ) ;
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}
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sendAndApply ( & iw ) ;
sendAndApply ( & cs ) ;
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}
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// Necromancy if applicable.
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const CStackBasicDescriptor raisedStack = winnerHero ? winnerHero - > calculateNecromancy ( * battleResult . data ) : CStackBasicDescriptor ( ) ;
// Give raised units to winner and show dialog, if any were raised,
// units will be given after casualities are taken
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const SlotID necroSlot = raisedStack . type ? winnerHero - > getSlotFor ( raisedStack . type ) : SlotID ( ) ;
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if ( ! duel )
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{
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cab1 . takeFromArmy ( this ) ; cab2 . takeFromArmy ( this ) ; //take casualties after battle is deleted
//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
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if ( battleResult . data - > exp [ 0 ] & & hero1 )
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changePrimSkill ( hero1 , PrimarySkill : : EXPERIENCE , battleResult . data - > exp [ 0 ] ) ;
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else if ( battleResult . data - > exp [ 1 ] & & hero2 )
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changePrimSkill ( hero2 , PrimarySkill : : EXPERIENCE , battleResult . data - > exp [ 1 ] ) ;
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else
afterBattleCallback ( ) ;
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}
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if ( necroSlot ! = SlotID ( ) )
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{
winnerHero - > showNecromancyDialog ( raisedStack ) ;
addToSlot ( StackLocation ( winnerHero , necroSlot ) , raisedStack . type , raisedStack . count ) ;
}
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sendAndApply ( & resultsApplied ) ;
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setBattle ( nullptr ) ;
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if ( duel )
{
CSaveFile resultFile ( " result.vdrst " ) ;
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resultFile < < * battleResult . data ;
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return ;
}
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if ( visitObjectAfterVictory & & winnerHero = = hero1 )
{
visitObjectOnTile ( * getTile ( winnerHero - > getPosition ( ) ) , winnerHero ) ;
}
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visitObjectAfterVictory = false ;
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winLoseHandle ( 1 < < sides [ 0 ] | 1 < < sides [ 1 ] ) ; //handle victory/loss of engaged players
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if ( result = = BattleResult : : SURRENDER | | result = = BattleResult : : ESCAPE ) //loser has escaped or surrendered
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{
SetAvailableHeroes sah ;
sah . player = loser ;
sah . hid [ 0 ] = loserHero - > subID ;
if ( result = = 1 ) //retreat
{
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sah . army [ 0 ] . clear ( ) ;
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sah . army [ 0 ] . setCreature ( SlotID ( 0 ) , loserHero - > type - > initialArmy [ 0 ] . creature , 1 ) ;
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}
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if ( const CGHeroInstance * another = getPlayer ( loser ) - > availableHeroes [ 1 ] )
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sah . hid [ 1 ] = another - > subID ;
else
sah . hid [ 1 ] = - 1 ;
sendAndApply ( & sah ) ;
}
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}
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void CGameHandler : : afterBattleCallback ( ) //object interaction after leveling up is done
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{
if ( battleEndCallback & & * battleEndCallback )
{
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boost : : function < void ( BattleResult * ) > * backup = battleEndCallback ;
battleEndCallback = NULL ; //we need to set it to NULL or else we have infinite recursion when after battle callback gives exp (eg Pandora Box with exp)
( * backup ) ( battleResult . data ) ;
delete backup ;
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}
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}
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void CGameHandler : : prepareAttack ( BattleAttack & bat , const CStack * att , const CStack * def , int distance , int targetHex )
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{
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bat . bsa . clear ( ) ;
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bat . stackAttacking = 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 ;
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if ( ( h0 & & NBonus : : hasOfType ( h0 , Bonus : : BLOCK_LUCK ) ) | |
( h1 & & NBonus : : hasOfType ( h1 , Bonus : : BLOCK_LUCK ) ) )
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{
noLuck = true ;
}
if ( ! noLuck & & attackerLuck > 0 & & rand ( ) % 24 < attackerLuck ) //TODO?: negative luck option?
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{
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bat . flags | = BattleAttack : : LUCKY ;
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}
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if ( rand ( ) % 100 < att - > valOfBonuses ( Bonus : : DOUBLE_DAMAGE_CHANCE ) )
{
bat . flags | = BattleAttack : : DEATH_BLOW ;
}
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if ( att - > getCreature ( ) - > idNumber = = CreatureID : : BALLISTA )
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{
static const int artilleryLvlToChance [ ] = { 0 , 50 , 75 , 100 } ;
const CGHeroInstance * owner = gs - > curB - > getHero ( att - > owner ) ;
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int chance = artilleryLvlToChance [ owner - > getSecSkillLevel ( SecondarySkill : : ARTILLERY ) ] ;
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if ( chance > rand ( ) % 100 )
{
bat . flags | = BattleAttack : : BALLISTA_DOUBLE_DMG ;
}
}
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// only primary target
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applyBattleEffects ( bat , att , def , distance , false ) ;
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if ( ! bat . shot ( ) ) //multiple-hex attack - only in meele
{
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std : : set < const CStack * > attackedCreatures = gs - > curB - > getAttackedCreatures ( att , targetHex ) ; //creatures other than primary target
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BOOST_FOREACH ( const CStack * stack , attackedCreatures )
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{
if ( stack ! = def ) //do not hit same stack twice
{
applyBattleEffects ( bat , att , stack , distance , true ) ;
}
}
}
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const Bonus * bonus = att - > getBonusLocalFirst ( Selector : : type ( Bonus : : SPELL_LIKE_ATTACK ) ) ;
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if ( bonus & & ( bat . shot ( ) ) ) //TODO: make it work in meele?
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{
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bat . bsa . front ( ) . flags | = BattleStackAttacked : : EFFECT ;
bat . bsa . front ( ) . effect = VLC - > spellh - > spells [ bonus - > subtype ] - > mainEffectAnim ; //hopefully it does not interfere with any other effect?
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std : : set < const CStack * > attackedCreatures = gs - > curB - > getAffectedCreatures ( SpellID ( bonus - > subtype ) . toSpell ( ) , bonus - > val , att - > owner , targetHex ) ;
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//TODO: get exact attacked hex for defender
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BOOST_FOREACH ( const CStack * stack , attackedCreatures )
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{
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if ( stack ! = def ) //do not hit same stack twice
{
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applyBattleEffects ( bat , att , stack , distance , true ) ;
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}
}
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}
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}
void CGameHandler : : applyBattleEffects ( BattleAttack & bat , const CStack * att , const CStack * def , int distance , bool secondary ) //helper function for prepareAttack
{
BattleStackAttacked bsa ;
if ( secondary )
bsa . flags | = BattleStackAttacked : : SECONDARY ; //all other targets do not suffer from spells & spell-like abilities
bsa . attackerID = att - > ID ;
bsa . stackAttacked = def - > ID ;
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bsa . damageAmount = gs - > curB - > calculateDmg ( att , def , gs - > curB - > battleGetOwner ( att ) , gs - > curB - > battleGetOwner ( def ) , bat . shot ( ) , distance , bat . lucky ( ) , bat . deathBlow ( ) , bat . ballistaDoubleDmg ( ) ) ;
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def - > prepareAttacked ( bsa ) ; //calculate casualties
//life drain handling
if ( att - > hasBonusOfType ( Bonus : : LIFE_DRAIN ) & & def - > isLiving ( ) )
{
StacksHealedOrResurrected shi ;
shi . lifeDrain = ( ui8 ) true ;
shi . tentHealing = ( ui8 ) false ;
shi . drainedFrom = def - > ID ;
StacksHealedOrResurrected : : HealInfo hi ;
hi . stackID = att - > ID ;
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hi . healedHP = std : : min < int > ( bsa . damageAmount * att - > valOfBonuses ( Bonus : : LIFE_DRAIN ) / 100 ,
att - > MaxHealth ( ) - att - > firstHPleft + att - > MaxHealth ( ) * ( att - > baseAmount - att - > count ) ) ;
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hi . lowLevelResurrection = false ;
shi . healedStacks . push_back ( hi ) ;
if ( hi . healedHP > 0 )
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{
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bsa . healedStacks . push_back ( shi ) ;
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}
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}
bat . bsa . push_back ( bsa ) ; //add this stack to the list of victims after drain life has been calculated
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//fire shield handling
if ( ! bat . shot ( ) & & def - > hasBonusOfType ( Bonus : : FIRE_SHIELD ) & & ! att - > hasBonusOfType ( Bonus : : FIRE_IMMUNITY ) & & ! bsa . killed ( ) )
{
BattleStackAttacked bsa ;
bsa . stackAttacked = att - > ID ; //invert
bsa . attackerID = def - > ID ;
bsa . flags | = BattleStackAttacked : : EFFECT ;
bsa . effect = 11 ;
bsa . damageAmount = ( bsa . damageAmount * def - > valOfBonuses ( Bonus : : FIRE_SHIELD ) ) / 100 ;
att - > prepareAttacked ( bsa ) ;
bat . bsa . push_back ( bsa ) ;
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}
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}
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void CGameHandler : : handleConnection ( std : : set < int > players , CConnection & c )
{
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setThreadName ( " CGameHandler::handleConnection " ) ;
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srand ( time ( 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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CPack * pack = NULL ;
ui8 player = 255 ;
si32 requestID = - 999 ;
int packType = 0 ;
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{
boost : : unique_lock < boost : : mutex > lock ( * c . rmx ) ;
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c > > player > > requestID > > pack ; //get the package
packType = typeList . getTypeID ( pack ) ; //get the id of type
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tlog5 < < boost : : format ( " Received client message (request %d by player %d) of type with ID=%d (%s). \n " )
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% requestID % ( int ) player % packType % typeid ( * pack ) . name ( ) ;
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}
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//prepare struct informing that action was applied
PackageApplied applied ;
applied . player = player ;
applied . result = false ;
applied . packType = packType ;
applied . requestID = requestID ;
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CBaseForGHApply * apply = applier - > apps [ packType ] ; //and appropriae applier object
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if ( isBlockedByQueries ( pack , packType , player ) )
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{
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complain ( boost : : str ( boost : : format ( " Player %d has to answer queries before attempting any further actions (count=%d)! " ) % ( int ) player % states . getQueriesCount ( player ) ) ) ;
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{
boost : : unique_lock < boost : : mutex > lock ( * c . wmx ) ;
c < < & applied ;
}
}
else if ( apply )
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{
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bool result = apply - > applyOnGH ( this , & c , pack , player ) ;
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tlog5 < < " Message successfully applied (result= " < < result < < " )! \n " ;
//send confirmation that we've applied the package
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applied . result = result ;
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{
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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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}
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vstd : : clear_pointer ( pack ) ;
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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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2008-09-23 13:58:54 +03:00
tlog1 < < " Ended handling connection \n " ;
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}
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2011-12-22 16:05:19 +03:00
int CGameHandler : : moveStack ( int stack , BattleHex dest )
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{
int ret = 0 ;
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const CStack * curStack = gs - > curB - > battleGetStackByID ( stack ) ,
* stackAtEnd = gs - > curB - > battleGetStackByPos ( dest ) ;
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2009-09-20 15:47:40 +03:00
assert ( curStack ) ;
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assert ( dest < GameConstants : : BFIELD_SIZE ) ;
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if ( gs - > curB - > tacticDistance )
{
assert ( gs - > curB - > isInTacticRange ( dest ) ) ;
}
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if ( curStack - > position = = dest )
return 0 ;
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//initing necessary tables
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auto accessibility = getAccesibility ( curStack ) ;
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2009-02-05 16:44:27 +02:00
//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 . accessible ( dest , curStack ) )
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{
if ( curStack - > attackerOwned )
{
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if ( accessibility . accessible ( dest + 1 , curStack ) )
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dest + = BattleHex : : RIGHT ;
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}
else
{
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if ( accessibility . accessible ( dest - 1 , curStack ) )
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dest + = BattleHex : : LEFT ;
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}
}
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if ( ( stackAtEnd & & stackAtEnd ! = curStack & & stackAtEnd - > alive ( ) ) | | ! accessibility . accessible ( dest , curStack ) )
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{
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complain ( " Given destination is not accessible! " ) ;
return 0 ;
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}
2013-01-12 21:08:33 +03:00
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std : : pair < std : : vector < BattleHex > , int > path = gs - > curB - > getPath ( curStack - > position , dest , curStack ) ;
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ret = path . second ;
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int creSpeed = gs - > curB - > tacticDistance ? GameConstants : : BFIELD_SIZE : curStack - > Speed ( ) ;
2011-02-12 18:12:48 +02:00
2010-05-02 21:20:26 +03:00
if ( curStack - > hasBonusOfType ( Bonus : : FLYING ) )
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{
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if ( path . second < = creSpeed & & path . first . size ( ) > 0 )
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{
//inform clients about move
BattleStackMoved sm ;
sm . stack = curStack - > ID ;
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std : : vector < BattleHex > tiles ;
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tiles . push_back ( path . first [ 0 ] ) ;
sm . tilesToMove = tiles ;
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sm . distance = path . second ;
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sm . teleporting = false ;
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sendAndApply ( & sm ) ;
}
}
else //for non-flying creatures
{
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// send one package with the creature path information
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shared_ptr < const CObstacleInstance > obstacle ; //obstacle that interrupted movement
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std : : vector < BattleHex > tiles ;
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int tilesToMove = std : : max ( ( int ) ( path . first . size ( ) - creSpeed ) , 0 ) ;
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int v = path . first . size ( ) - 1 ;
startWalking :
for ( ; v > = tilesToMove ; - - v )
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{
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BattleHex hex = path . first [ v ] ;
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tiles . push_back ( hex ) ;
2012-05-05 00:16:39 +03:00
2012-05-27 22:06:35 +03:00
if ( ( obstacle = battleGetObstacleOnPos ( hex , false ) ) )
2012-05-05 00:16:39 +03:00
{
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//we walked onto something, so we finalize this portion of stack movement check into obstacle
2012-07-23 13:23:43 +03:00
break ;
2012-05-05 00:16:39 +03:00
}
2011-08-01 20:36:18 +03:00
}
2012-07-23 13:23:43 +03:00
2011-08-01 20:36:18 +03:00
if ( tiles . size ( ) > 0 )
{
2012-05-18 23:50:16 +03:00
//commit movement
2009-03-07 18:05:53 +02:00
BattleStackMoved sm ;
sm . stack = curStack - > ID ;
sm . distance = path . second ;
2010-05-07 17:05:48 +03:00
sm . teleporting = false ;
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sm . tilesToMove = tiles ;
2009-03-07 18:05:53 +02:00
sendAndApply ( & sm ) ;
}
2012-05-05 00:16:39 +03:00
2012-05-18 23:50:16 +03:00
//we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
if ( obstacle & & curStack - > position ! = dest )
2012-05-05 00:16:39 +03:00
{
2012-05-18 23:50:16 +03:00
handleDamageFromObstacle ( * obstacle , curStack ) ;
2012-05-05 00:16:39 +03:00
//if stack didn't die in explosion, continue movement
2012-05-18 23:50:16 +03:00
if ( ! obstacle - > stopsMovement ( ) & & curStack - > alive ( ) )
2012-05-05 00:16:39 +03:00
{
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obstacle . reset ( ) ;
2012-05-05 00:16:39 +03:00
tiles . clear ( ) ;
2012-05-18 23:50:16 +03:00
v - - ;
2012-05-05 00:16:39 +03:00
goto startWalking ; //TODO it's so evil
}
}
2008-08-09 02:02:32 +03:00
}
2012-05-18 23:50:16 +03:00
//handling obstacle on the final field (separate, because it affects both flying and walking stacks)
if ( curStack - > alive ( ) )
{
if ( auto theLastObstacle = battleGetObstacleOnPos ( curStack - > position , false ) )
{
handleDamageFromObstacle ( * theLastObstacle , curStack ) ;
}
}
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return ret ;
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}
2010-11-27 22:17:28 +02:00
2008-07-01 11:01:02 +03:00
CGameHandler : : CGameHandler ( void )
{
2009-04-12 03:58:41 +03:00
QID = 1 ;
2011-05-03 06:14:18 +03:00
//gs = NULL;
2009-01-12 22:05:56 +02:00
IObjectInterface : : cb = this ;
2010-09-03 21:42:54 +03:00
applier = new CApplier < CBaseForGHApply > ;
registerTypes3 ( * applier ) ;
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visitObjectAfterVictory = false ;
2011-01-08 21:38:42 +02:00
battleEndCallback = NULL ;
2008-07-01 11:01:02 +03:00
}
CGameHandler : : ~ CGameHandler ( void )
{
2009-03-09 12:37:49 +02:00
delete applier ;
applier = NULL ;
2008-07-25 20:28:28 +03:00
delete gs ;
}
2010-01-29 18:19:12 +02:00
2012-03-27 23:08:54 +03:00
void CGameHandler : : init ( StartInfo * si )
2008-07-25 20:28:28 +03:00
{
2012-04-14 19:28:36 +03:00
//extern DLL_LINKAGE boost::rand48 ran;
2012-04-14 05:20:22 +03:00
if ( ! si - > seedToBeUsed )
si - > seedToBeUsed = std : : time ( NULL ) ;
2012-03-27 23:08:54 +03:00
2008-07-25 20:28:28 +03:00
gs = new CGameState ( ) ;
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tlog0 < < " Gamestate created! " < < std : : endl ;
2012-04-14 05:20:22 +03:00
gs - > init ( si ) ;
2008-09-19 15:09:15 +03:00
tlog0 < < " Gamestate initialized! " < < std : : endl ;
2008-12-22 19:48:41 +02:00
2012-09-24 19:14:53 +03:00
for ( auto i = gs - > players . begin ( ) ; i ! = gs - > players . end ( ) ; i + + )
2009-01-11 00:08:18 +02:00
states . addPlayer ( i - > first ) ;
2008-07-01 11:01:02 +03:00
}
2008-09-28 16:29:37 +03:00
2013-02-19 01:37:22 +03:00
static bool evntCmp ( const CMapEvent & a , const CMapEvent & b )
2009-03-09 21:40:43 +02:00
{
2013-02-19 01:37:22 +03:00
return a . earlierThan ( b ) ;
2009-03-09 21:40:43 +02:00
}
2010-08-24 17:26:57 +03:00
void CGameHandler : : setPortalDwelling ( const CGTownInstance * town , bool forced = false , bool clear = false )
2010-07-10 19:50:23 +03:00
{ // bool forced = true - if creature should be replaced, if false - only if no creature was set
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const PlayerState * p = gs - > getPlayer ( town - > tempOwner ) ;
if ( ! p )
{
tlog3 < < " There is no player owner of town " < < town - > name < < " at " < < town - > pos < < std : : endl ;
return ;
}
2010-07-10 19:50:23 +03:00
2011-12-14 00:23:17 +03:00
if ( forced | | town - > creatures [ GameConstants : : CREATURES_PER_TOWN ] . second . empty ( ) ) //we need to change creature
2010-07-10 19:50:23 +03:00
{
SetAvailableCreatures ssi ;
ssi . tid = town - > id ;
ssi . creatures = town - > creatures ;
2011-12-14 00:23:17 +03:00
ssi . creatures [ GameConstants : : CREATURES_PER_TOWN ] . second . clear ( ) ; //remove old one
2012-07-23 13:23:43 +03:00
2011-05-30 02:49:25 +03:00
const std : : vector < ConstTransitivePtr < CGDwelling > > & dwellings = p - > dwellings ;
2010-07-10 19:50:23 +03:00
if ( dwellings . empty ( ) ) //no dwellings - just remove
{
sendAndApply ( & ssi ) ;
return ;
}
2012-07-23 13:23:43 +03:00
2010-07-10 19:50:23 +03:00
ui32 dwellpos = rand ( ) % dwellings . size ( ) ; //take random dwelling
ui32 creapos = rand ( ) % dwellings [ dwellpos ] - > creatures . size ( ) ; //for multi-creature dwellings like Golem Factory
2013-02-11 02:24:57 +03:00
CreatureID creature = dwellings [ dwellpos ] - > creatures [ creapos ] . second [ 0 ] ;
2012-07-23 13:23:43 +03:00
2010-08-24 17:26:57 +03:00
if ( clear )
2011-12-14 00:23:17 +03:00
ssi . creatures [ GameConstants : : CREATURES_PER_TOWN ] . first = std : : max ( ( ui32 ) 1 , ( VLC - > creh - > creatures [ creature ] - > growth ) / 2 ) ;
2010-08-24 17:26:57 +03:00
else
2011-12-14 00:23:17 +03:00
ssi . creatures [ GameConstants : : CREATURES_PER_TOWN ] . first = VLC - > creh - > creatures [ creature ] - > growth ;
ssi . creatures [ GameConstants : : CREATURES_PER_TOWN ] . second . push_back ( creature ) ;
2010-07-10 19:50:23 +03:00
sendAndApply ( & ssi ) ;
}
}
2008-07-25 20:28:28 +03:00
void CGameHandler : : newTurn ( )
{
2008-10-26 22:58:34 +02:00
tlog5 < < " Turn " < < gs - > day + 1 < < std : : endl ;
2008-07-26 16:57:32 +03:00
NewTurn n ;
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n . specialWeek = NewTurn : : NO_ACTION ;
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n . creatureid = CreatureID : : NONE ;
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n . day = gs - > day + 1 ;
2011-08-26 23:32:05 +03:00
2013-02-02 11:29:57 +03:00
bool firstTurn = ! getDate ( Date : : DAY ) ;
bool newWeek = getDate ( Date : : DAY_OF_WEEK ) = = 7 ; //day numbers are confusing, as day was not yet switched
bool newMonth = getDate ( Date : : DAY_OF_MONTH ) = = 28 ;
2012-07-23 13:23:43 +03:00
2010-01-25 23:25:14 +02:00
std : : map < ui8 , si32 > hadGold ; //starting gold - for buildings like dwarven treasury
srand ( time ( NULL ) ) ;
2008-07-26 16:57:32 +03:00
2013-02-04 15:32:53 +03:00
if ( firstTurn )
{
BOOST_FOREACH ( auto obj , gs - > map - > objects )
{
2013-02-06 02:16:13 +03:00
if ( obj & & obj - > ID = = Obj : : PRISON ) //give imprisoned hero 0 exp to level him up. easiest to do at this point
2013-02-04 15:32:53 +03:00
{
2013-02-09 00:17:39 +03:00
changePrimSkill ( getHero ( obj - > id ) , PrimarySkill : : EXPERIENCE , 0 ) ;
2013-02-04 15:32:53 +03:00
}
}
}
2011-08-26 23:32:05 +03:00
if ( newWeek & & ! firstTurn )
2010-08-24 17:26:57 +03:00
{
2011-08-26 23:32:05 +03:00
n . specialWeek = NewTurn : : NORMAL ;
bool deityOfFireBuilt = false ;
BOOST_FOREACH ( const CGTownInstance * t , gs - > map - > towns )
2010-08-24 17:26:57 +03:00
{
2013-02-11 02:24:57 +03:00
if ( t - > hasBuilt ( BuildingID : : GRAIL , ETownType : : INFERNO ) )
2010-08-24 17:26:57 +03:00
{
2011-08-26 23:32:05 +03:00
deityOfFireBuilt = true ;
break ;
2010-08-24 17:26:57 +03:00
}
}
2011-08-26 23:32:05 +03:00
if ( deityOfFireBuilt )
2010-08-24 17:26:57 +03:00
{
2011-08-26 23:32:05 +03:00
n . specialWeek = NewTurn : : DEITYOFFIRE ;
2013-02-07 20:34:50 +03:00
n . creatureid = CreatureID : : IMP ;
2011-08-26 23:32:05 +03:00
}
else
{
int monthType = rand ( ) % 100 ;
if ( newMonth ) //new month
2010-08-24 17:26:57 +03:00
{
2011-08-26 23:32:05 +03:00
if ( monthType < 40 ) //double growth
{
n . specialWeek = NewTurn : : DOUBLE_GROWTH ;
2012-08-11 12:06:23 +03:00
if ( VLC - > modh - > settings . ALL_CREATURES_GET_DOUBLE_MONTHS )
2011-08-26 23:32:05 +03:00
{
2013-02-11 02:24:57 +03:00
std : : pair < int , CreatureID > newMonster ( 54 , VLC - > creh - > pickRandomMonster ( boost : : ref ( rand ) ) ) ;
2011-08-26 23:32:05 +03:00
n . creatureid = newMonster . second ;
}
else
{
2013-02-07 20:34:50 +03:00
auto it = VLC - > creh - > doubledCreatures . cbegin ( ) ;
2011-08-26 23:32:05 +03:00
std : : advance ( it , rand ( ) % VLC - > creh - > doubledCreatures . size ( ) ) ; //picking random element of set is tiring
n . creatureid = * it ;
}
}
else if ( monthType < 50 )
n . specialWeek = NewTurn : : PLAGUE ;
}
else //it's a week, but not full month
{
if ( monthType < 25 )
{
n . specialWeek = NewTurn : : BONUS_GROWTH ; //+5
2013-02-11 02:24:57 +03:00
std : : pair < int , CreatureID > newMonster ( 54 , VLC - > creh - > pickRandomMonster ( boost : : ref ( rand ) ) ) ;
2011-08-26 23:32:05 +03:00
//TODO do not pick neutrals
n . creatureid = newMonster . second ;
}
2010-08-24 17:26:57 +03:00
}
}
}
2010-12-20 15:04:24 +02:00
bmap < ui32 , ConstTransitivePtr < CGHeroInstance > > pool = gs - > hpool . heroesPool ;
2009-08-05 03:05:37 +03:00
2012-09-24 19:14:53 +03:00
for ( auto i = gs - > players . begin ( ) ; i ! = gs - > players . end ( ) ; i + + )
2008-07-25 20:28:28 +03:00
{
2012-07-23 13:23:43 +03:00
if ( i - > first = = 255 )
2010-07-08 08:52:11 +03:00
continue ;
2012-07-23 13:23:43 +03:00
else if ( i - > first > = GameConstants : : PLAYER_LIMIT )
2010-07-08 08:52:11 +03:00
assert ( 0 ) ; //illegal player number!
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std : : pair < TPlayerColor , si32 > playerGold ( i - > first , i - > second . resources [ Res : : GOLD ] ) ;
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hadGold . insert ( playerGold ) ;
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if ( newWeek ) //new heroes in tavern
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{
SetAvailableHeroes sah ;
sah . player = i - > first ;
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//pick heroes and their armies
CHeroClass * banned = NULL ;
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for ( int j = 0 ; j < GameConstants : : AVAILABLE_HEROES_PER_PLAYER ; j + + )
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{
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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 ;
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h - > initArmy ( & sah . army [ j ] ) ;
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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 ;
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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 ! = ETerrainType : : WATER ) ;
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if ( h - > visitedTown & & h - > visitedTown - > hasBuilt ( BuildingID : : MAGES_GUILD_1 ) ) //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 ( ( si32 ) ( h - > mana + h - > manaRegain ( ) ) , h - > manaLimit ( ) ) ) ) ;
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n . heroes . insert ( hth ) ;
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if ( ! firstTurn ) //not first day
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{
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n . res [ i - > first ] [ Res : : GOLD ] + = h - > valOfBonuses ( Selector : : typeSubtype ( Bonus : : SECONDARY_SKILL_PREMY , SecondarySkill : : ESTATES ) ) ; //estates
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for ( int k = 0 ; k < GameConstants : : RESOURCE_QUANTITY ; k + + )
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{
n . res [ i - > first ] [ k ] + = h - > valOfBonuses ( Bonus : : GENERATE_RESOURCE , k ) ;
}
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}
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}
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}
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// townID, creatureID, amount
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std : : map < ObjectInstanceID , std : : map < si32 , si32 > > newCreas ; //creatures that needs to be added by town events
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BOOST_FOREACH ( CGTownInstance * t , gs - > map - > towns )
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{
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ui8 player = t - > tempOwner ;
handleTownEvents ( t , n , newCreas ) ;
if ( newWeek ) //first day of week
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{
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if ( t - > hasBuilt ( BuildingID : : PORTAL_OF_SUMMON , ETownType : : DUNGEON ) )
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setPortalDwelling ( t , true , ( n . specialWeek = = NewTurn : : PLAGUE ? true : false ) ) ; //set creatures for Portal of Summoning
if ( ! firstTurn )
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if ( t - > hasBuilt ( BuildingID : : TREASURY , ETownType : : RAMPART ) & & player < GameConstants : : PLAYER_LIMIT )
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n . res [ player ] [ Res : : GOLD ] + = hadGold [ player ] / 10 ; //give 10% of starting gold
SetAvailableCreatures sac ;
sac . tid = t - > id ;
sac . creatures = t - > creatures ;
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for ( int k = 0 ; k < GameConstants : : CREATURES_PER_TOWN ; k + + ) //creature growths
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{
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if ( t - > creatureDwellingLevel ( k ) > = 0 ) //there is dwelling (k-level)
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{
ui32 & availableCount = sac . creatures [ k ] . first ;
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const CCreature * cre = VLC - > creh - > creatures [ t - > creatures [ k ] . second . back ( ) ] ;
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if ( n . specialWeek = = NewTurn : : PLAGUE )
availableCount = t - > creatures [ k ] . first / 2 ; //halve their number, no growth
else
{
if ( firstTurn ) //first day of game: use only basic growths
availableCount = cre - > growth ;
else
availableCount + = t - > creatureGrowth ( k ) ;
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//Deity of fire week - upgrade both imps and upgrades
if ( n . specialWeek = = NewTurn : : DEITYOFFIRE & & vstd : : contains ( t - > creatures [ k ] . second , n . creatureid ) )
availableCount + = 15 ;
if ( cre - > idNumber = = n . creatureid ) //bonus week, effect applies only to identical creatures
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{
if ( n . specialWeek = = NewTurn : : DOUBLE_GROWTH )
availableCount * = 2 ;
else if ( n . specialWeek = = NewTurn : : BONUS_GROWTH )
availableCount + = 5 ;
}
}
}
}
//add creatures from town events
if ( vstd : : contains ( newCreas , t - > id ) )
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for ( auto i = newCreas [ t - > id ] . begin ( ) ; i ! = newCreas [ t - > id ] . end ( ) ; i + + )
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sac . creatures [ i - > first ] . first + = i - > second ;
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2011-08-26 23:32:05 +03:00
n . cres . push_back ( sac ) ;
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}
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if ( ! firstTurn & & player < GameConstants : : PLAYER_LIMIT ) //not the first day and town not neutral
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{
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if ( t - > hasBuilt ( BuildingID : : RESOURCE_SILO ) ) //there is resource silo
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{
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if ( t - > town - > primaryRes = = 127 ) //we'll give wood and ore
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{
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n . res [ player ] [ Res : : WOOD ] + + ;
n . res [ player ] [ Res : : ORE ] + + ;
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}
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else
{
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n . res [ player ] [ t - > town - > primaryRes ] + + ;
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}
}
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n . res [ player ] [ Res : : GOLD ] + = t - > dailyIncome ( ) ;
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}
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if ( t - > hasBuilt ( BuildingID : : GRAIL , ETownType : : TOWER ) )
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{
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// Skyship, probably easier to handle same as Veil of darkness
//do it every new day after veils apply
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if ( player ! = GameConstants : : NEUTRAL_PLAYER ) //do not reveal fow for neutral player
{
FoWChange fw ;
fw . mode = 1 ;
fw . player = player ;
// find all hidden tiles
auto & fow = gs - > getPlayerTeam ( player ) - > fogOfWarMap ;
for ( size_t i = 0 ; i < fow . size ( ) ; i + + )
for ( size_t j = 0 ; j < fow [ i ] . size ( ) ; j + + )
for ( size_t k = 0 ; k < fow [ i ] [ j ] . size ( ) ; k + + )
if ( ! fow [ i ] [ j ] [ k ] )
fw . tiles . insert ( int3 ( i , j , k ) ) ;
sendAndApply ( & fw ) ;
}
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}
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if ( t - > hasBonusOfType ( Bonus : : DARKNESS ) )
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{
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t - > hideTiles ( t - > getOwner ( ) , t - > getBonusLocalFirst ( Selector : : type ( Bonus : : DARKNESS ) ) - > val ) ;
2010-06-07 08:28:12 +03:00
}
2010-06-19 12:13:10 +03:00
//unhiding what shouldn't be hidden? //that's handled in netpacks client
2009-11-13 21:04:36 +02:00
}
2009-11-07 22:23:39 +02:00
2011-08-26 23:32:05 +03:00
if ( newMonth )
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{
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SetAvailableArtifacts saa ;
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saa . id = - 1 ;
pickAllowedArtsSet ( saa . arts ) ;
sendAndApply ( & saa ) ;
}
2010-08-24 17:26:57 +03:00
sendAndApply ( & n ) ;
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if ( newWeek )
{
//spawn wandering monsters
if ( newMonth & & ( n . specialWeek = = NewTurn : : DOUBLE_GROWTH | | n . specialWeek = = NewTurn : : DEITYOFFIRE ) )
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{
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spawnWanderingMonsters ( n . creatureid ) ;
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}
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//new week info popup
if ( ! firstTurn )
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{
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InfoWindow iw ;
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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 :
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if ( newMonth )
{
iw . text . addTxt ( MetaString : : ARRAY_TXT , ( 130 ) ) ;
iw . text . addReplacement ( MetaString : : ARRAY_TXT , 32 + rand ( ) % 10 ) ;
}
else
{
iw . text . addTxt ( MetaString : : ARRAY_TXT , ( 133 ) ) ;
iw . text . addReplacement ( MetaString : : ARRAY_TXT , 43 + rand ( ) % 15 ) ;
}
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}
2012-09-24 19:14:53 +03:00
for ( auto i = gs - > players . begin ( ) ; i ! = gs - > players . end ( ) ; i + + )
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{
iw . player = i - > first ;
sendAndApply ( & iw ) ;
}
2010-08-22 21:21:45 +03:00
}
}
2011-08-26 23:32:05 +03:00
2008-10-26 22:58:34 +02:00
tlog5 < < " Info about turn " < < n . day < < " has been sent! " < < std : : endl ;
2009-03-09 21:40:43 +02:00
handleTimeEvents ( ) ;
//call objects
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for ( size_t i = 0 ; i < gs - > map - > objects . size ( ) ; i + + )
2010-08-22 10:54:24 +03:00
{
2008-12-27 03:01:59 +02:00
if ( gs - > map - > objects [ i ] )
gs - > map - > objects [ i ] - > newTurn ( ) ;
2010-08-22 10:54:24 +03:00
}
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winLoseHandle ( 0xff ) ;
2010-02-02 01:30:03 +02:00
//warn players without town
if ( gs - > day )
{
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for ( auto i = gs - > players . cbegin ( ) ; i ! = gs - > players . cend ( ) ; i + + )
2010-02-02 01:30:03 +02:00
{
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if ( i - > second . status | | i - > second . towns . size ( ) | | i - > second . color > = GameConstants : : PLAYER_LIMIT )
2010-02-02 01:30:03 +02:00
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 ) ;
}
}
2013-02-19 01:37:22 +03:00
synchronizeArtifactHandlerLists ( ) ; //new day events may have changed them. TODO better of managing that
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}
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void CGameHandler : : run ( bool resume )
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{
using namespace boost : : posix_time ;
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BOOST_FOREACH ( CConnection * cc , conns )
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{
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if ( ! resume )
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{
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( * cc ) < < gs - > initialOpts ; // gs->scenarioOps
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}
2009-01-11 00:08:18 +02:00
2013-01-21 23:49:19 +03:00
std : : set < TPlayerColor > players ;
( * cc ) > > players ; //how many players will be handled at that client
2010-10-24 14:35:14 +03:00
2013-01-21 23:49:19 +03:00
tlog0 < < " Connection " < < cc - > connectionID < < " will handle " < < players . size ( ) < < " player: " ;
BOOST_FOREACH ( TPlayerColor color , players )
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{
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tlog0 < < static_cast < int > ( color ) < < " " ;
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{
boost : : unique_lock < boost : : recursive_mutex > lock ( gsm ) ;
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connections [ color ] = cc ;
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}
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}
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tlog0 < < std : : endl ;
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cc - > addStdVecItems ( gs ) ;
cc - > enableStackSendingByID ( ) ;
cc - > disableSmartPointerSerialization ( ) ;
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}
2012-07-23 13:23:43 +03:00
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 ) ) ) ;
}
2008-07-31 00:27:15 +03:00
2011-09-28 01:03:43 +03:00
if ( gs - > scenarioOps - > mode = = StartInfo : : DUEL )
{
runBattle ( ) ;
return ;
}
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while ( ! end2 )
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{
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if ( ! resume )
newTurn ( ) ;
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2012-09-24 19:14:53 +03:00
std : : map < TPlayerColor , PlayerState > : : iterator i ;
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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 )
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| | i - > first > = GameConstants : : PLAYER_LIMIT
| | i - > second . status )
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{
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continue ;
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}
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states . setFlag ( i - > first , & PlayerStatus : : makingTurn , true ) ;
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2009-03-07 17:54:12 +02:00
{
YourTurn yt ;
yt . player = i - > first ;
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applyAndSend ( & yt ) ;
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}
2008-08-13 03:44:31 +03:00
2008-07-25 20:28:28 +03:00
//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 ) ;
2012-02-16 20:10:58 +03:00
2010-02-04 17:50:59 +02:00
}
2010-02-06 15:27:58 +02:00
}
2010-02-04 17:50:59 +02:00
}
2010-12-22 22:14:40 +02:00
while ( conns . size ( ) & & ( * conns . begin ( ) ) - > isOpen ( ) )
boost : : this_thread : : sleep ( boost : : posix_time : : milliseconds ( 5 ) ) ; //give time client to close socket
}
2009-07-21 16:53:26 +03:00
2010-12-22 22:14:40 +02:00
void CGameHandler : : setupBattle ( int3 tile , const CArmedInstance * armies [ 2 ] , const CGHeroInstance * heroes [ 2 ] , bool creatureBank , const CGTownInstance * town )
{
battleResult . set ( NULL ) ;
2008-08-15 15:11:42 +03:00
//send info about battles
BattleStart bs ;
2010-12-22 22:14:40 +02:00
bs . info = gs - > setupBattle ( tile , armies , heroes , creatureBank , town ) ;
2008-08-15 15:11:42 +03:00
sendAndApply ( & bs ) ;
2008-08-17 17:09:30 +03:00
}
2008-09-09 10:05:02 +03:00
2012-08-27 15:34:43 +03:00
void CGameHandler : : checkForBattleEnd ( )
2008-09-09 10:05:02 +03:00
{
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auto & stacks = gs - > curB - > stacks ;
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//checking winning condition
2011-09-24 04:15:36 +03:00
bool hasStack [ 2 ] ; //hasStack[0] - true if attacker has a living stack; defender similarly
2008-09-09 10:05:02 +03:00
hasStack [ 0 ] = hasStack [ 1 ] = false ;
for ( int b = 0 ; b < stacks . size ( ) ; + + b )
{
2010-05-02 21:20:26 +03:00
if ( stacks [ b ] - > alive ( ) & & ! stacks [ b ] - > hasBonusOfType ( Bonus : : SIEGE_WEAPON ) )
2008-09-09 10:05:02 +03:00
{
hasStack [ 1 - stacks [ b ] - > attackerOwned ] = true ;
}
}
if ( ! hasStack [ 0 ] | | ! hasStack [ 1 ] ) //somebody has won
{
2013-02-04 22:43:16 +03:00
setBattleResult ( BattleResult : : NORMAL , hasStack [ 1 ] ) ;
2008-09-09 10:05:02 +03:00
}
2008-09-12 11:51:46 +03:00
}
void CGameHandler : : giveSpells ( const CGTownInstance * t , const CGHeroInstance * h )
{
2011-01-18 20:56:14 +02:00
if ( ! h - > hasSpellbook ( ) )
2013-02-04 22:43:16 +03:00
return ; //hero hasn't spellbook
2008-09-12 11:51:46 +03:00
ChangeSpells cs ;
cs . hid = h - > id ;
cs . learn = true ;
2013-02-04 22:43:16 +03:00
for ( int i = 0 ; i < std : : min ( t - > mageGuildLevel ( ) , h - > getSecSkillLevel ( SecondarySkill : : WISDOM ) + 2 ) ; i + + )
2008-09-12 11:51:46 +03:00
{
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if ( t - > hasBuilt ( BuildingID : : GRAIL , ETownType : : CONFLUX ) ) //Aurora Borealis
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{
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std : : vector < SpellID > spells ;
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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 ( ObjectInstanceID objid , bool bv )
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{
SetObjectProperty sop ( objid , 2 , bv ) ;
sendAndApply ( & sop ) ;
}
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bool CGameHandler : : removeObject ( const CGObjectInstance * obj )
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{
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if ( ! obj | | ! getObj ( obj - > id ) )
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{
tlog1 < < " Something wrong, that object already has been removed or hasn't existed! \n " ;
return false ;
}
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RemoveObject ro ;
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ro . id = obj - > id ;
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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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}
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void CGameHandler : : setAmount ( ObjectInstanceID objid , ui32 val )
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{
SetObjectProperty sop ( objid , 3 , val ) ;
sendAndApply ( & sop ) ;
}
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bool CGameHandler : : moveHero ( ObjectInstanceID hid , int3 dst , ui8 instant , TPlayerColor asker /*= 255*/ )
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{
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const CGHeroInstance * h = getHero ( hid ) ;
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if ( ! h | | ( asker ! = GameConstants : : NEUTRAL_PLAYER & & ( 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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{
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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 . getNum ( ) < < " from " < < h - > pos < < " to " < < dst < < std : : endl ;
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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
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//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 = = ETerrainType : : 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 = = ETerrainType : : WATER & & ( t . visitableObjects . size ( ) < 1 | | ( t . visitableObjects . back ( ) - > ID ! = Obj : : BOAT & & t . visitableObjects . back ( ) - > ID ! = Obj : : HERO ) ) ) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
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& & complain ( " Cannot move hero, destination tile is on water! " ) )
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| | ( ( h - > boat & & t . terType ! = ETerrainType : : WATER & & t . blocked )
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& & complain ( " Cannot disembark hero, tile is blocked! " ) )
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| | ( ( distance ( h - > pos , dst ) > = 1.5 & & ! instant )
& & complain ( " Tiles are not neighboring! " ) )
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| | ( ( h - > inTownGarrison )
& & complain ( " Can not move garrisoned hero! " ) )
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| | ( ( h - > movement < cost & & dst ! = h - > pos & & ! instant )
& & complain ( " Hero doesn't have any movement points left! " ) )
| | ( 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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//several generic blocks of code
// should be called if hero changes tile but before applying TryMoveHero package
auto leaveTile = [ & ] ( )
{
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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this - > getTilesInRange ( tmh . fowRevealed , h - > getSightCenter ( ) + ( tmh . end - tmh . start ) , h - > getSightRadious ( ) , h - > tempOwner , 1 ) ;
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} ;
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auto applyWithResult = [ & ] ( TryMoveHero : : EResult result ) - > bool
{
tmh . result = result ;
sendAndApply ( & tmh ) ;
return result ! = TryMoveHero : : FAILED ;
} ;
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//interaction with blocking object (like resources)
auto blockingVisit = [ & ] ( ) - > bool
{
BOOST_FOREACH ( CGObjectInstance * obj , t . visitableObjects )
{
if ( obj ! = h & & obj - > blockVisit & & ! ( obj - > getPassableness ( ) & 1 < < h - > tempOwner ) )
{
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applyWithResult ( TryMoveHero : : BLOCKING_VISIT ) ;
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//can't move to that tile but we visit object
objectVisited ( t . visitableObjects . back ( ) , h ) ;
tlog5 < < " Blocking visit at " < < hmpos < < std : : endl ;
return true ;
}
}
return false ;
} ;
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//hero enters the boat
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if ( ! h - > boat & & ! t . visitableObjects . empty ( ) & & t . visitableObjects . back ( ) - > ID = = Obj : : BOAT )
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{
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// blockingVisit test?
leaveTile ( ) ;
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tmh . movePoints = h - > movementPointsAfterEmbark ( h - > movement , cost , false ) ;
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return applyWithResult ( TryMoveHero : : EMBARK ) ;
//attack guards on embarking? In H3 creatures on water had no zone of control at all
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}
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//hero leaves the boat
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if ( h - > boat & & t . terType ! = ETerrainType : : WATER & & ! t . blocked )
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{
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// blockingVisit test?
leaveTile ( ) ;
tmh . attackedFrom = guardPos ;
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tmh . movePoints = h - > movementPointsAfterEmbark ( h - > movement , cost , true ) ;
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applyWithResult ( TryMoveHero : : DISEMBARK ) ;
if ( ! tryAttackingGuard ( guardPos , h ) )
visitObjectOnTile ( t , h ) ;
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return true ;
}
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//standard movement
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if ( ! instant )
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{
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tmh . movePoints = std : : max ( ui32 ( 0 ) , h - > movement - cost ) ;
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if ( blockingVisit ( ) )
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return true ;
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leaveTile ( ) ;
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tmh . attackedFrom = guardPos ;
applyWithResult ( TryMoveHero : : SUCCESS ) ;
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tlog5 < < " Moved to " < < tmh . end < < std : : endl ;
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if ( ! tryAttackingGuard ( guardPos , h ) ) // If a creature guards the tile, block visit.
visitObjectOnTile ( t , h ) ;
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tlog5 < < " Movement end! \n " ;
return true ;
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}
else //instant move - teleportation
{
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if ( blockingVisit ( ) ) // e.g. hero on the other side of teleporter
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return true ;
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leaveTile ( ) ;
applyWithResult ( TryMoveHero : : TELEPORTATION ) ;
// visit town for town portal \ castle gates
// do not use generic visitObjectOnTile to avoid double-teleporting
// if this moveHero call was triggered by teleporter
if ( ! t . visitableObjects . empty ( ) )
{
if ( CGTownInstance * town = dynamic_cast < CGTownInstance * > ( t . visitableObjects . back ( ) ) )
town - > onHeroVisit ( h ) ;
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}
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return true ;
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}
}
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bool CGameHandler : : teleportHero ( ObjectInstanceID hid , ObjectInstanceID dstid , ui8 source , TPlayerColor asker /* = 255*/ )
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{
const CGHeroInstance * h = getHero ( hid ) ;
const CGTownInstance * t = getTown ( dstid ) ;
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if ( ! h | | ! t | | h - > getOwner ( ) ! = gs - > currentPlayer )
tlog1 < < " Invalid call to teleportHero! " ;
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const CGTownInstance * from = h - > visitedTown ;
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if ( ( ( h - > getOwner ( ) ! = t - > getOwner ( ) )
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& & complain ( " Cannot teleport hero to another player " ) )
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| | ( ( ! from | | from - > hasBuilt ( BuildingID : : CASTLE_GATE , ETownType : : INFERNO ) )
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& & complain ( " Hero must be in town with Castle gate for teleporting " ) )
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| | ( t - > hasBuilt ( BuildingID : : CASTLE_GATE , ETownType : : INFERNO )
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& & complain ( " Cannot teleport hero to town without Castle gate in it " ) ) )
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return false ;
int3 pos = t - > visitablePos ( ) ;
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pos + = h - > getVisitableOffset ( ) ;
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moveHero ( hid , pos , 1 ) ;
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return true ;
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}
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void CGameHandler : : setOwner ( const CGObjectInstance * obj , TPlayerColor owner )
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{
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ui8 oldOwner = getOwner ( obj - > id ) ;
SetObjectProperty sop ( obj - > id , 1 , owner ) ;
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sendAndApply ( & sop ) ;
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winLoseHandle ( 1 < < owner | 1 < < oldOwner ) ;
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if ( owner < GameConstants : : PLAYER_LIMIT & & dynamic_cast < const CGTownInstance * > ( obj ) ) //town captured
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{
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const CGTownInstance * town = dynamic_cast < const CGTownInstance * > ( obj ) ;
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if ( town - > hasBuilt ( BuildingID : : PORTAL_OF_SUMMON , ETownType : : DUNGEON ) )
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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 PlayerState * p = gs - > getPlayer ( owner ) ;
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if ( ( obj - > ID = = Obj : : CREATURE_GENERATOR1 | | obj - > ID = = Obj : : CREATURE_GENERATOR4 ) & & p & & p - > dwellings . size ( ) = = 1 ) //first dwelling captured
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{
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BOOST_FOREACH ( const CGTownInstance * t , gs - > getPlayer ( owner ) - > towns )
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{
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if ( t - > hasBuilt ( BuildingID : : PORTAL_OF_SUMMON , ETownType : : DUNGEON ) )
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setPortalDwelling ( t ) ; //set initial creatures for all portals of summoning
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}
}
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}
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void CGameHandler : : setHoverName ( const CGObjectInstance * obj , MetaString * name )
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{
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SetHoverName shn ( obj - > id , * name ) ;
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sendAndApply ( & shn ) ;
}
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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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}
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void CGameHandler : : giveResource ( TPlayerColor player , Res : : ERes which , int val ) //TODO: cap according to Bersy's suggestion
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{
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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 ( const CArmedInstance * obj , const CGHeroInstance * h , const CCreatureSet & creatures , bool remove )
{
boost : : function < void ( ) > removeOrNot = 0 ;
if ( remove )
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removeOrNot = boost : : bind ( & CGameHandler : : removeObject , this , obj ) ;
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COMPLAIN_RET_IF ( ! creatures . stacksCount ( ) , " Strange, giveCreatures called without args! " ) ;
COMPLAIN_RET_IF ( obj - > stacksCount ( ) , " Cannot give creatures from not-cleared object! " ) ;
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COMPLAIN_RET_IF ( creatures . stacksCount ( ) > GameConstants : : ARMY_SIZE , " Too many stacks to give! " ) ;
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//first we move creatures to give to make them army of object-source
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for ( TSlots : : const_iterator stack = creatures . Slots ( ) . begin ( ) ; stack ! = creatures . Slots ( ) . end ( ) ; stack + + )
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{
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addToSlot ( StackLocation ( obj , obj - > getSlotFor ( stack - > second - > type ) ) , stack - > second - > type , stack - > second - > count ) ;
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}
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tryJoiningArmy ( obj , h , remove , true ) ;
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}
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void CGameHandler : : takeCreatures ( ObjectInstanceID objid , const std : : vector < CStackBasicDescriptor > & creatures )
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{
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std : : vector < CStackBasicDescriptor > cres = creatures ;
if ( cres . size ( ) < = 0 )
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return ;
const CArmedInstance * obj = static_cast < const CArmedInstance * > ( getObj ( objid ) ) ;
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BOOST_FOREACH ( CStackBasicDescriptor & sbd , cres )
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{
TQuantity collected = 0 ;
while ( collected < sbd . count )
{
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bool foundSth = false ;
for ( auto i = obj - > Slots ( ) . begin ( ) ; i ! = obj - > Slots ( ) . end ( ) ; i + + )
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{
if ( i - > second - > type = = sbd . type )
{
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TQuantity take = std : : min ( sbd . count - collected , i - > second - > count ) ; //collect as much cres as we can
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changeStackCount ( StackLocation ( obj , i - > first ) , - take , false ) ;
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collected + = take ;
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foundSth = true ;
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break ;
}
}
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if ( ! foundSth ) //we went through the whole loop and haven't found appropriate cres
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{
complain ( " Unexpected failure during taking creatures! " ) ;
return ;
}
}
}
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}
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void CGameHandler : : showCompInfo ( ShowInInfobox * comp )
{
sendToAllClients ( comp ) ;
}
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void CGameHandler : : heroVisitCastle ( const CGTownInstance * obj , const CGHeroInstance * hero )
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{
HeroVisitCastle vc ;
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vc . hid = hero - > id ;
vc . tid = obj - > id ;
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vc . flags | = 1 ;
sendAndApply ( & vc ) ;
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vistiCastleObjects ( obj , hero ) ;
giveSpells ( obj , hero ) ;
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if ( gs - > map - > victoryCondition . condition = = EVictoryConditionType : : TRANSPORTITEM )
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checkLossVictory ( hero - > 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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}
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void CGameHandler : : stopHeroVisitCastle ( const CGTownInstance * obj , const CGHeroInstance * hero )
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{
HeroVisitCastle vc ;
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vc . hid = hero - > id ;
vc . tid = obj - > id ;
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sendAndApply ( & vc ) ;
}
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void CGameHandler : : removeArtifact ( const ArtifactLocation & al )
{
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assert ( al . getArt ( ) ) ;
EraseArtifact ea ;
ea . al = al ;
sendAndApply ( & ea ) ;
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}
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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
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if ( army2 - > tempOwner < GameConstants : : PLAYER_LIMIT )
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states . setFlag ( army2 - > tempOwner , & PlayerStatus : : engagedIntoBattle , true ) ;
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static const CArmedInstance * armies [ 2 ] ;
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armies [ 0 ] = army1 ;
armies [ 1 ] = army2 ;
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static const CGHeroInstance * heroes [ 2 ] ;
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heroes [ 0 ] = hero1 ;
heroes [ 1 ] = hero2 ;
boost : : thread ( boost : : bind ( & CGameHandler : : startBattle , this , armies , tile , heroes , 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 = = Obj : : HERO ? static_cast < const CGHeroInstance * > ( army1 ) : NULL ,
army2 - > ID = = Obj : : HERO ? static_cast < const CGHeroInstance * > ( army2 ) : NULL ,
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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 : : changeSpells ( const CGHeroInstance * hero , bool give , const std : : set < SpellID > & spells )
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{
ChangeSpells cs ;
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cs . hid = hero - > id ;
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cs . spells = spells ;
cs . learn = give ;
sendAndApply ( & cs ) ;
}
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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 ;
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boost : : unique_lock < boost : : mutex > lock ( * c . wmx ) ;
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c < < & sm ;
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}
void CGameHandler : : giveHeroBonus ( GiveBonus * bonus )
{
sendAndApply ( bonus ) ;
}
void CGameHandler : : setMovePoints ( SetMovePoints * smp )
{
sendAndApply ( smp ) ;
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}
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void CGameHandler : : setManaPoints ( ObjectInstanceID hid , int val )
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{
SetMana sm ;
sm . hid = hid ;
sm . val = val ;
sendAndApply ( & sm ) ;
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}
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void CGameHandler : : giveHero ( ObjectInstanceID id , TPlayerColor player )
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{
GiveHero gh ;
gh . id = id ;
gh . player = player ;
sendAndApply ( & gh ) ;
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}
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void CGameHandler : : changeObjPos ( ObjectInstanceID objid , int3 newPos , ui8 flags )
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{
ChangeObjPos cop ;
cop . objid = objid ;
cop . nPos = newPos ;
cop . flags = flags ;
sendAndApply ( & cop ) ;
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}
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void CGameHandler : : useScholarSkill ( ObjectInstanceID fromHero , ObjectInstanceID 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 ( SecondarySkill : : SCHOLAR ) < h2 - > getSecSkillLevel ( SecondarySkill : : SCHOLAR ) )
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{
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 ( SecondarySkill : : SCHOLAR ) ; //heroes can trade up to this level
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if ( ! ScholarLevel | | ! h1 - > hasSpellbook ( ) | | ! h2 - > hasSpellbook ( ) )
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return ; //no scholar skill or no spellbook
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int h1Lvl = std : : min ( ScholarLevel + 1 , h1 - > getSecSkillLevel ( SecondarySkill : : WISDOM ) + 2 ) ,
h2Lvl = std : : min ( ScholarLevel + 1 , h2 - > getSecSkillLevel ( SecondarySkill : : WISDOM ) + 2 ) ; //heroes can receive this levels
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ChangeSpells cs1 ;
cs1 . learn = true ;
cs1 . hid = toHero ; //giving spells to first hero
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BOOST_FOREACH ( auto it , h1 - > spells )
if ( h2Lvl > = it . toSpell ( ) - > 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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BOOST_FOREACH ( auto it , h2 - > spells )
if ( h1Lvl > = it . toSpell ( ) - > level & & ! vstd : : contains ( h1 - > spells , it ) )
cs2 . spells . insert ( it ) ;
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if ( cs1 . spells . size ( ) | | cs2 . spells . size ( ) ) //create a message
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{
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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 ) ;
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if ( cs2 . spells . size ( ) ) //if found new spell - apply
{
iw . text . addTxt ( MetaString : : GENERAL_TXT , 140 ) ; //learns
int size = cs2 . spells . size ( ) ;
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BOOST_FOREACH ( auto it , cs2 . spells )
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{
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iw . components . push_back ( Component ( Component : : SPELL , it , 1 , 0 ) ) ;
iw . text . addTxt ( MetaString : : SPELL_NAME , it . toEnum ( ) ) ;
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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 ( ) ;
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BOOST_FOREACH ( auto it , cs1 . spells )
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{
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iw . components . push_back ( Component ( Component : : SPELL , it , 1 , 0 ) ) ;
iw . text . addTxt ( MetaString : : SPELL_NAME , it . toEnum ( ) ) ;
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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 ( ObjectInstanceID hero1 , ObjectInstanceID hero2 )
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{
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TPlayerColor player1 = getHero ( hero1 ) - > tempOwner ;
TPlayerColor 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 ;
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hex . id1 = hero1 . getNum ( ) ;
hex . id2 = hero2 . getNum ( ) ;
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sendAndApply ( & hex ) ;
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useScholarSkill ( hero1 , hero2 ) ;
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}
}
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void CGameHandler : : prepareNewQuery ( Query * queryPack , TPlayerColor player , const boost : : function < void ( ui32 ) > & callback )
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{
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boost : : unique_lock < boost : : recursive_mutex > lock ( gsm ) ;
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tlog4 < < " Creating a query for player " < < ( int ) player < < " with ID= " < < QID < < std : : endl ;
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callbacks [ QID ] = callback ;
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states . addQuery ( player , QID ) ;
queryPack - > queryID = QID ;
QID + + ;
}
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void CGameHandler : : applyAndAsk ( Query * sel , TPlayerColor player , boost : : function < void ( ui32 ) > & callback )
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{
boost : : unique_lock < boost : : recursive_mutex > lock ( gsm ) ;
prepareNewQuery ( sel , player , callback ) ;
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sendAndApply ( sel ) ;
}
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void CGameHandler : : ask ( Query * sel , TPlayerColor player , const CFunctionList < void ( ui32 ) > & callback )
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{
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boost : : unique_lock < boost : : recursive_mutex > lock ( gsm ) ;
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prepareNewQuery ( sel , player , callback ) ;
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sendToAllClients ( sel ) ;
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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 + + )
{
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boost : : unique_lock < boost : : mutex > lock ( * ( * i ) - > wmx ) ;
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* * i < < info ;
}
}
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void CGameHandler : : sendAndApply ( CPackForClient * info )
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{
sendToAllClients ( info ) ;
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gs - > apply ( info ) ;
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}
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void CGameHandler : : applyAndSend ( CPackForClient * info )
{
gs - > apply ( info ) ;
sendToAllClients ( info ) ;
}
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void CGameHandler : : sendAndApply ( CGarrisonOperationPack * info )
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{
sendAndApply ( ( CPackForClient * ) info ) ;
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if ( gs - > map - > victoryCondition . condition = = EVictoryConditionType : : GATHERTROOP )
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winLoseHandle ( ) ;
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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);
// }
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void CGameHandler : : sendAndApply ( SetResource * info )
{
sendAndApply ( ( CPackForClient * ) info ) ;
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if ( gs - > map - > victoryCondition . condition = = EVictoryConditionType : : GATHERRESOURCE )
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checkLossVictory ( info - > player ) ;
}
void CGameHandler : : sendAndApply ( SetResources * info )
{
sendAndApply ( ( CPackForClient * ) info ) ;
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if ( gs - > map - > victoryCondition . condition = = EVictoryConditionType : : GATHERRESOURCE )
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checkLossVictory ( info - > player ) ;
}
void CGameHandler : : sendAndApply ( NewStructures * info )
{
sendAndApply ( ( CPackForClient * ) info ) ;
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if ( gs - > map - > victoryCondition . condition = = EVictoryConditionType : : BUILDCITY )
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checkLossVictory ( getTown ( info - > tid ) - > tempOwner ) ;
}
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void CGameHandler : : save ( const std : : string & filename )
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{
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tlog1 < < " Saving to " < < filename < < " \n " ;
CFileInfo info ( filename ) ;
CResourceHandler : : get ( ) - > createResource ( info . getStem ( ) + " .vlgm1 " ) ;
CResourceHandler : : get ( ) - > createResource ( info . getStem ( ) + " .vsgm1 " ) ;
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{
tlog0 < < " Ordering clients to serialize... \n " ;
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SaveGame sg ( info . getStem ( ) + " .vcgm1 " ) ;
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sendToAllClients ( & sg ) ;
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}
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try
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{
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// {
// tlog0 << "Serializing game info...\n";
// CSaveFile save(CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME)));
// // char hlp[8] = "VCMISVG";
// // save << hlp;
// saveCommonState(save);
// }
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{
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CSaveFile save ( CResourceHandler : : get ( ) - > getResourceName ( ResourceID ( info . getStem ( ) , EResType : : SERVER_SAVEGAME ) ) ) ;
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saveCommonState ( save ) ;
tlog0 < < " Saving server state \n " ;
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save < < * this ;
}
tlog0 < < " Game has been successfully saved! \n " ;
}
catch ( std : : exception & e )
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{
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tlog1 < < " Failed to save game: " < < e . what ( ) < < std : : endl ;
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}
}
void CGameHandler : : close ( )
{
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tlog0 < < " We have been requested to close. \n " ;
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if ( gs - > initialOpts - > mode = = StartInfo : : DUEL )
{
exit ( 0 ) ;
}
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//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 ( ObjectInstanceID id1 , ObjectInstanceID id2 , ui8 what , SlotID p1 , SlotID p2 , si32 val , TPlayerColor player )
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{
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const CArmedInstance * s1 = static_cast < CArmedInstance * > ( gs - > getObjInstance ( id1 ) ) ,
* s2 = static_cast < CArmedInstance * > ( gs - > getObjInstance ( id2 ) ) ;
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const CCreatureSet & S1 = * s1 , & S2 = * s2 ;
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StackLocation sl1 ( s1 , p1 ) , sl2 ( s2 , p2 ) ;
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if ( ! sl1 . slot . validSlot ( ) | | ! sl2 . slot . validSlot ( ) )
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{
complain ( " Invalid slot accessed! " ) ;
return false ;
}
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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 - > tempOwner ! = GameConstants : : UNFLAGGABLE_PLAYER ) & & s1 - > getStackCount ( p1 ) ) //why 254??
| | ( ( s2 - > tempOwner ! = player & & s2 - > tempOwner ! = GameConstants : : UNFLAGGABLE_PLAYER ) & & s2 - > getStackCount ( p2 ) ) )
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{
complain ( " Can't take troops from another player! " ) ;
return false ;
}
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swapStacks ( sl1 , sl2 ) ;
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}
else if ( what = = 2 ) //merge
{
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if ( ( s1 - > getCreature ( p1 ) ! = s2 - > getCreature ( p2 ) & & complain ( " Cannot merge different creatures stacks! " ) )
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| | ( ( ( s1 - > tempOwner ! = player & & s1 - > tempOwner ! = GameConstants : : UNFLAGGABLE_PLAYER ) & & s2 - > getStackCount ( p2 ) ) & & complain ( " Can't take troops from another player! " ) ) )
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return false ;
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moveStack ( sl1 , sl2 ) ;
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}
else if ( what = = 3 ) //split
{
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if ( ( s1 - > tempOwner ! = player & & s1 - > getStackCount ( p1 ) < s1 - > getStackCount ( p1 ) )
| | ( s2 - > tempOwner ! = player & & s2 - > getStackCount ( p2 ) < s2 - > getStackCount ( p2 ) ) )
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{
complain ( " Can't move troops of another player! " ) ;
return false ;
}
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//general conditions checking
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if ( ( ! vstd : : contains ( S1 . stacks , p1 ) & & complain ( " no creatures to split " ) )
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| | ( val < 1 & & complain ( " no creatures to split " ) ) )
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{
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return false ;
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}
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if ( vstd : : contains ( S2 . stacks , p2 ) ) //dest. slot not free - it must be "rebalancing"...
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{
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int total = s1 - > getStackCount ( p1 ) + s2 - > getStackCount ( p2 ) ;
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if ( ( total < val & & complain ( " Cannot split that stack, not enough creatures! " ) )
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| | ( s1 - > getCreature ( p1 ) ! = s2 - > getCreature ( p2 ) & & complain ( " Cannot rebalance different creatures stacks! " ) )
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)
{
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return false ;
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}
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moveStack ( sl1 , sl2 , val - s2 - > getStackCount ( p2 ) ) ;
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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 - > getStackCount ( p1 ) < val ) //not enough creatures
2009-03-27 01:05:40 +02:00
{
complain ( " Cannot split that stack, not enough creatures! " ) ;
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return false ;
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}
2009-03-09 12:37:49 +02:00
2010-11-27 22:17:28 +02:00
moveStack ( sl1 , sl2 , val ) ;
2010-08-12 18:54:25 +03:00
}
2009-03-09 12:37:49 +02:00
}
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return true ;
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}
2013-02-11 17:42:09 +03:00
TPlayerColor CGameHandler : : getPlayerAt ( CConnection * c ) const
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{
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 ( ObjectInstanceID id , SlotID pos )
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{
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CArmedInstance * s1 = static_cast < CArmedInstance * > ( gs - > getObjInstance ( id ) ) ;
2011-01-21 04:36:30 +02:00
if ( ! vstd : : contains ( s1 - > stacks , 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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}
2010-11-27 22:17:28 +02:00
eraseStack ( StackLocation ( s1 , pos ) ) ;
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return true ;
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}
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bool CGameHandler : : buildStructure ( ObjectInstanceID tid , BuildingID bid , bool force /*=false*/ )
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{
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CGTownInstance * t = gs - > getTown ( tid ) ;
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CBuilding * b = t - > town - > buildings [ bid ] ;
2009-03-09 12:37:49 +02:00
2012-08-08 00:46:24 +03:00
if ( ! force )
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{
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switch ( b - > mode )
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{
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case CBuilding : : BUILD_NORMAL :
case CBuilding : : BUILD_AUTO :
if ( gs - > canBuildStructure ( t , bid ) ! = EBuildingState : : ALLOWED )
COMPLAIN_RET ( " Cannot build that building! " ) ;
break ;
case CBuilding : : BUILD_SPECIAL :
COMPLAIN_RET ( " This building can not be constructed! " ) ;
break ;
case CBuilding : : BUILD_GRAIL :
if ( b - > mode = = CBuilding : : BUILD_GRAIL ) //needs grail
{
if ( ! t - > visitingHero | | ! t - > visitingHero - > hasArt ( 2 ) )
COMPLAIN_RET ( " Cannot build this without grail! " )
else
removeArtifact ( ArtifactLocation ( t - > visitingHero , t - > visitingHero - > getArtPos ( 2 , false ) ) ) ;
}
break ;
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}
}
2009-03-09 12:37:49 +02:00
NewStructures ns ;
ns . tid = tid ;
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2013-02-11 02:24:57 +03:00
if ( bid > = BuildingID : : DWELL_FIRST ) //dwelling
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{
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int level = ( bid - BuildingID : : DWELL_FIRST ) % GameConstants : : CREATURES_PER_TOWN ;
int upgradeNumber = ( bid - BuildingID : : DWELL_FIRST ) / GameConstants : : CREATURES_PER_TOWN ;
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if ( upgradeNumber > = t - > town - > creatures [ level ] . size ( ) )
COMPLAIN_RET ( " Cannot build dwelling: no creature found! " ) ;
CCreature * crea = VLC - > creh - > creatures [ t - > town - > creatures [ level ] [ upgradeNumber ] ] ;
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SetAvailableCreatures ssi ;
ssi . tid = tid ;
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ssi . creatures = t - > creatures ;
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if ( bid < = BuildingID : : DWELL_LAST )
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ssi . creatures [ level ] . first = crea - > growth ;
ssi . creatures [ level ] . second . push_back ( crea - > idNumber ) ;
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sendAndApply ( & ssi ) ;
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}
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else if ( t - > subID = = ETownType : : DUNGEON & & bid = = BuildingID : : PORTAL_OF_SUMMON )
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{
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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BOOST_FOREACH ( auto & build , t - > town - > buildings )
{
if ( build . second - > mode = = CBuilding : : BUILD_AUTO
& & ! vstd : : contains ( t - > builtBuildings , build . second - > bid ) )
{
bool canBuild = true ;
BOOST_FOREACH ( int requires , build . second - > requirements )
{
if ( ! vstd : : contains ( t - > builtBuildings , requires )
& & ! vstd : : contains ( ns . bid , requires ) )
{
canBuild = false ;
break ;
}
}
if ( canBuild )
ns . bid . insert ( build . second - > bid ) ;
}
}
2009-03-09 12:37:49 +02:00
sendAndApply ( & ns ) ;
2012-07-23 13:23:43 +03:00
2009-11-11 19:55:07 +02:00
//reveal ground for lookout tower
2009-11-11 19:45:03 +02:00
FoWChange fw ;
2009-11-11 20:20:18 +02:00
fw . player = t - > tempOwner ;
fw . mode = 1 ;
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t - > getSightTiles ( fw . tiles ) ;
2009-11-11 19:45:03 +02:00
sendAndApply ( & fw ) ;
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2010-08-18 17:24:30 +03:00
if ( ! force )
{
SetResources sr ;
sr . player = t - > tempOwner ;
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sr . res = gs - > getPlayer ( t - > tempOwner ) - > resources - b - > resources ;
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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 ) ;
}
2009-10-06 09:15:56 +03:00
if ( t - > visitingHero )
vistiCastleObjects ( t , t - > visitingHero ) ;
if ( t - > garrisonHero )
vistiCastleObjects ( t , t - > garrisonHero ) ;
2010-05-14 05:18:37 +03:00
checkLossVictory ( t - > tempOwner ) ;
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return true ;
2009-03-09 12:37:49 +02:00
}
2013-02-14 02:55:42 +03:00
bool CGameHandler : : razeStructure ( ObjectInstanceID tid , BuildingID bid )
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{
///incomplete, simply erases target building
2013-02-14 02:55:42 +03:00
const CGTownInstance * t = getTown ( tid ) ;
if ( ! vstd : : contains ( t - > builtBuildings , bid ) )
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return false ;
RazeStructures rs ;
rs . tid = tid ;
rs . bid . insert ( bid ) ;
2009-09-24 20:54:02 +03:00
rs . destroyed = t - > destroyed + 1 ;
2009-09-22 17:27:46 +03:00
sendAndApply ( & rs ) ;
2010-06-07 08:28:12 +03:00
//TODO: Remove dwellers
2011-02-04 16:58:14 +02:00
// if (t->subID == 4 && bid == 17) //Veil of Darkness
// {
// RemoveBonus rb(RemoveBonus::TOWN);
// rb.whoID = t->id;
// rb.source = Bonus::TOWN_STRUCTURE;
// rb.id = 17;
// sendAndApply(&rb);
// }
2009-09-22 17:27:46 +03:00
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 ( ObjectInstanceID objid , CreatureID crid , ui32 cram , si32 fromLvl )
2009-03-09 12:37:49 +02:00
{
2013-02-14 02:55:42 +03:00
const CGDwelling * dw = static_cast < const CGDwelling * > ( gs - > getObj ( objid ) ) ;
2009-07-06 22:41:27 +03:00
const CArmedInstance * dst = NULL ;
2010-05-15 11:33:32 +03:00
const CCreature * c = VLC - > creh - > creatures [ crid ] ;
bool warMachine = c - > hasBonusOfType ( Bonus : : SIEGE_WEAPON ) ;
//TODO: test for owning
2009-07-06 22:41:27 +03:00
2012-09-23 21:01:04 +03:00
if ( dw - > ID = = Obj : : TOWN )
2011-02-25 19:57:30 +02:00
dst = ( static_cast < const CGTownInstance * > ( dw ) ) - > getUpperArmy ( ) ;
2013-01-12 21:08:33 +03:00
else if ( dw - > ID = = Obj : : CREATURE_GENERATOR1 | | dw - > ID = = Obj : : CREATURE_GENERATOR4
2012-09-23 21:01:04 +03:00
| | dw - > ID = = Obj : : REFUGEE_CAMP ) //advmap dwelling
2009-07-06 22:41:27 +03:00
dst = getHero ( gs - > getPlayer ( dw - > tempOwner ) - > currentSelection ) ; //TODO: check if current hero is really visiting dwelling
2012-09-23 21:01:04 +03:00
else if ( dw - > ID = = Obj : : WAR_MACHINE_FACTORY )
2010-05-15 11:33:32 +03:00
dst = dynamic_cast < const CGHeroInstance * > ( getTile ( dw - > visitablePos ( ) ) - > visitableObjects . back ( ) ) ;
2009-07-06 22:41:27 +03:00
assert ( dw & & dst ) ;
2009-03-09 12:37:49 +02:00
//verify
bool found = false ;
2010-07-10 19:50:23 +03:00
int level = 0 ;
2009-07-06 22:41:27 +03:00
2009-03-09 12:37:49 +02:00
typedef std : : pair < const int , int > Parka ;
2010-07-10 19:50:23 +03:00
for ( ; level < dw - > creatures . size ( ) ; level + + ) //iterate through all levels
2009-03-09 12:37:49 +02:00
{
2010-07-10 19:50:23 +03:00
if ( ( fromLvl ! = - 1 ) & & ( level ! = fromLvl ) )
continue ;
2013-02-07 20:34:50 +03:00
const auto & cur = dw - > creatures [ level ] ; //current level info <amount, list of cr. ids>
2009-07-06 22:41:27 +03:00
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 ( ) )
2009-03-09 12:37:49 +02:00
{
2009-07-06 22:41:27 +03:00
found = true ;
cram = std : : min ( cram , cur . first ) ; //reduce recruited amount up to available amount
2009-03-09 12:37:49 +02:00
break ;
}
}
2013-02-16 17:03:47 +03:00
SlotID slot = dst - > getSlotFor ( crid ) ;
2009-03-09 12:37:49 +02:00
2011-07-05 14:31:26 +03:00
if ( ( ! found & & complain ( " Cannot recruit: no such creatures! " ) )
| | ( cram > VLC - > creh - > creatures [ crid ] - > maxAmount ( gs - > getPlayer ( dst - > tempOwner ) - > resources ) & & complain ( " Cannot recruit: lack of resources! " ) )
| | ( cram < = 0 & & complain ( " Cannot recruit: cram <= 0! " ) )
2013-02-16 17:03:47 +03:00
| | ( ! slot . validSlot ( ) & & ! warMachine & & complain ( " Cannot recruit: no available slot! " ) ) )
2009-04-16 03:28:54 +03:00
{
return false ;
}
2009-03-09 12:37:49 +02:00
//recruit
SetResources sr ;
2009-07-06 22:41:27 +03:00
sr . player = dst - > tempOwner ;
2011-07-05 09:14:07 +03:00
sr . res = gs - > getPlayer ( dst - > tempOwner ) - > resources - ( c - > cost * cram ) ;
2009-03-09 12:37:49 +02:00
SetAvailableCreatures sac ;
sac . tid = objid ;
2009-07-06 22:41:27 +03:00
sac . creatures = dw - > creatures ;
sac . creatures [ level ] . first - = cram ;
2009-03-09 12:37:49 +02:00
2010-05-15 11:33:32 +03:00
sendAndApply ( & sr ) ;
2009-03-09 12:37:49 +02:00
sendAndApply ( & sac ) ;
2012-07-23 13:23:43 +03:00
2010-05-15 11:33:32 +03:00
if ( warMachine )
{
2010-12-26 16:34:11 +02:00
const CGHeroInstance * h = dynamic_cast < const CGHeroInstance * > ( dst ) ;
if ( ! h )
COMPLAIN_RET ( " Only hero can buy war machines " ) ;
2010-05-15 11:33:32 +03:00
switch ( crid )
{
case 146 :
2011-12-14 00:23:17 +03:00
giveHeroNewArtifact ( h , VLC - > arth - > artifacts [ 4 ] , ArtifactPosition : : MACH1 ) ;
2010-05-15 11:33:32 +03:00
break ;
case 147 :
2011-12-14 00:23:17 +03:00
giveHeroNewArtifact ( h , VLC - > arth - > artifacts [ 6 ] , ArtifactPosition : : MACH3 ) ;
2010-05-15 11:33:32 +03:00
break ;
case 148 :
2011-12-14 00:23:17 +03:00
giveHeroNewArtifact ( h , VLC - > arth - > artifacts [ 5 ] , ArtifactPosition : : MACH2 ) ;
2010-05-15 11:33:32 +03:00
break ;
default :
complain ( " This war machine cannot be recruited! " ) ;
return false ;
}
}
else
{
2010-11-27 22:17:28 +02:00
addToSlot ( StackLocation ( dst , slot ) , c , cram ) ;
2010-05-15 11:33:32 +03:00
}
2009-04-16 03:28:54 +03:00
return true ;
2009-03-09 12:37:49 +02:00
}
2013-02-16 17:03:47 +03:00
bool CGameHandler : : upgradeCreature ( ObjectInstanceID objid , SlotID pos , CreatureID upgID )
2009-03-09 12:37:49 +02:00
{
2013-02-14 02:55:42 +03:00
CArmedInstance * obj = static_cast < CArmedInstance * > ( gs - > getObjInstance ( objid ) ) ;
2010-11-27 22:17:28 +02:00
assert ( obj - > hasStackAtSlot ( pos ) ) ;
2010-07-15 06:04:57 +03:00
UpgradeInfo ui = gs - > getUpgradeInfo ( obj - > getStack ( pos ) ) ;
2009-03-09 12:37:49 +02:00
int player = obj - > tempOwner ;
2011-07-05 09:14:07 +03:00
const PlayerState * p = getPlayer ( player ) ;
2011-01-21 04:36:30 +02:00
int crQuantity = obj - > stacks [ pos ] - > count ;
2011-12-14 00:23:17 +03:00
int newIDpos = vstd : : find_pos ( ui . newID , upgID ) ; //get position of new id in UpgradeInfo
2009-03-09 12:37:49 +02:00
//check if upgrade is possible
2012-07-23 13:23:43 +03:00
if ( ( ui . oldID < 0 | | newIDpos = = - 1 ) & & complain ( " That upgrade is not possible! " ) )
2009-04-16 03:28:54 +03:00
{
return false ;
}
2012-10-01 21:25:43 +03:00
TResources totalCost = ui . cost [ newIDpos ] * crQuantity ;
2009-03-09 12:37:49 +02:00
//check if player has enough resources
2011-07-05 09:14:07 +03:00
if ( ! p - > resources . canAfford ( totalCost ) )
COMPLAIN_RET ( " Cannot upgrade, not enough resources! " ) ;
2012-07-23 13:23:43 +03:00
2009-03-09 12:37:49 +02:00
//take resources
2011-07-05 09:14:07 +03:00
SetResources sr ;
sr . player = player ;
sr . res = p - > resources - totalCost ;
sendAndApply ( & sr ) ;
2012-07-23 13:23:43 +03:00
2009-03-09 12:37:49 +02:00
//upgrade creature
2010-11-27 22:17:28 +02:00
changeStackType ( StackLocation ( obj , pos ) , VLC - > creh - > creatures [ upgID ] ) ;
2009-04-16 03:28:54 +03:00
return true ;
2009-03-09 12:37:49 +02:00
}
2010-11-27 22:17:28 +02:00
bool CGameHandler : : changeStackType ( const StackLocation & sl , CCreature * c )
2010-08-17 18:50:17 +03:00
{
2010-11-27 22:17:28 +02:00
if ( ! sl . army - > hasStackAtSlot ( sl . slot ) )
COMPLAIN_RET ( " Cannot find a stack to change type " ) ;
2010-11-27 03:46:19 +02:00
SetStackType sst ;
sst . sl = sl ;
sst . type = c ;
2012-07-23 13:23:43 +03:00
sendAndApply ( & sst ) ;
2010-11-27 22:17:28 +02:00
return true ;
2010-08-17 18:50:17 +03:00
}
2012-07-23 13:23:43 +03:00
void CGameHandler : : moveArmy ( const CArmedInstance * src , const CArmedInstance * dst , bool allowMerging )
2010-12-13 01:44:16 +02:00
{
assert ( src - > canBeMergedWith ( * dst , allowMerging ) ) ;
2011-02-04 16:58:14 +02:00
while ( src - > stacksCount ( ) ) //while there are unmoved creatures
2010-12-13 01:44:16 +02:00
{
TSlots : : const_iterator i = src - > Slots ( ) . begin ( ) ; //iterator to stack to move
StackLocation sl ( src , i - > first ) ; //location of stack to move
2013-02-16 17:03:47 +03:00
SlotID pos = dst - > getSlotFor ( i - > second - > type ) ;
if ( ! pos . validSlot ( ) )
2010-12-13 01:44:16 +02:00
{
//try to merge two other stacks to make place
2013-02-16 17:03:47 +03:00
std : : pair < SlotID , SlotID > toMerge ;
2010-12-13 01:44:16 +02:00
if ( dst - > mergableStacks ( toMerge , i - > first ) & & allowMerging )
{
moveStack ( StackLocation ( dst , toMerge . first ) , StackLocation ( dst , toMerge . second ) ) ; //merge toMerge.first into toMerge.second
assert ( ! dst - > hasStackAtSlot ( toMerge . first ) ) ; //we have now a new free slot
moveStack ( sl , StackLocation ( dst , toMerge . first ) ) ; //move stack to freed slot
}
else
{
complain ( " Unexpected failure during an attempt to move army from " + src - > nodeName ( ) + " to " + dst - > nodeName ( ) + " ! " ) ;
return ;
}
}
else
{
moveStack ( sl , StackLocation ( dst , pos ) ) ;
}
}
}
2013-02-14 02:55:42 +03:00
bool CGameHandler : : garrisonSwap ( ObjectInstanceID tid )
2009-03-09 12:37:49 +02:00
{
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
2009-03-09 12:37:49 +02:00
{
2010-11-27 22:17:28 +02:00
if ( ! town - > visitingHero - > canBeMergedWith ( * town ) )
{
complain ( " Cannot make garrison swap, not enough free slots! " ) ;
return false ;
}
2012-07-23 13:23:43 +03:00
2010-12-13 01:44:16 +02:00
moveArmy ( town , town - > visitingHero , true ) ;
2012-07-23 13:23:43 +03:00
2009-03-09 12:37:49 +02:00
SetHeroesInTown intown ;
intown . tid = tid ;
2013-02-14 02:55:42 +03:00
intown . visiting = ObjectInstanceID ( ) ;
2009-03-09 12:37:49 +02:00
intown . garrison = town - > visitingHero - > id ;
sendAndApply ( & intown ) ;
2009-04-16 03:28:54 +03:00
return true ;
2012-07-23 13:23:43 +03:00
}
2009-03-09 12:37:49 +02:00
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 )
2009-04-09 18:05:20 +03:00
{
complain ( " Cannot move hero out of the garrison, there are already 8 wandering heroes! " ) ;
2009-04-16 03:28:54 +03:00
return false ;
2009-04-09 18:05:20 +03:00
}
2009-03-09 12:37:49 +02:00
SetHeroesInTown intown ;
intown . tid = tid ;
2013-02-14 02:55:42 +03:00
intown . garrison = ObjectInstanceID ( ) ;
2009-03-09 12:37:49 +02:00
intown . visiting = town - > garrisonHero - > id ;
sendAndApply ( & intown ) ;
2010-12-12 01:11:26 +02:00
return true ;
2009-03-09 12:37:49 +02:00
}
2011-02-04 16:58:14 +02:00
else if ( ! ! town - > garrisonHero & & town - > visitingHero ) //swap visiting and garrison hero
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 ) ;
2009-04-16 03:28:54 +03:00
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.
2010-12-29 23:04:22 +02:00
// Function moves artifact from src to dst. If dst is not a backpack and is already occupied, old dst art goes to backpack and is replaced.
2012-04-14 05:20:22 +03:00
bool CGameHandler : : moveArtifact ( const ArtifactLocation & al1 , const ArtifactLocation & al2 )
2009-03-09 12:37:49 +02:00
{
2012-04-14 05:20:22 +03:00
ArtifactLocation src = al1 , dst = al2 ;
const int srcPlayer = src . owningPlayer ( ) , dstPlayer = dst . owningPlayer ( ) ;
const CArmedInstance * srcObj = src . relatedObj ( ) , * dstObj = dst . relatedObj ( ) ;
2012-07-23 13:23:43 +03:00
2009-11-10 05:10:14 +02:00
// Make sure exchange is even possible between the two heroes.
2012-04-14 05:20:22 +03:00
if ( ! isAllowedExchange ( srcObj - > id , dstObj - > id ) )
2010-12-29 23:04:22 +02:00
COMPLAIN_RET ( " That heroes cannot make any exchange! " ) ;
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const CArtifactInstance * srcArtifact = src . getArt ( ) ;
const CArtifactInstance * destArtifact = dst . getArt ( ) ;
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if ( srcArtifact = = NULL )
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COMPLAIN_RET ( " No artifact to move! " ) ;
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if ( destArtifact & & srcPlayer ! = dstPlayer )
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COMPLAIN_RET ( " Can't touch artifact on hero of another player! " ) ;
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// Check if src/dest slots are appropriate for the artifacts exchanged.
// Moving to the backpack is always allowed.
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if ( ( ! srcArtifact | | dst . slot < GameConstants : : BACKPACK_START )
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& & srcArtifact & & ! srcArtifact - > canBePutAt ( dst , true ) )
COMPLAIN_RET ( " Cannot move artifact! " ) ;
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if ( ( srcArtifact & & srcArtifact - > artType - > id = = ArtifactID : : ART_LOCK ) | | ( destArtifact & & destArtifact - > artType - > id = = ArtifactID : : ART_LOCK ) )
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COMPLAIN_RET ( " Cannot move artifact locks. " ) ;
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if ( dst . slot > = GameConstants : : BACKPACK_START & & srcArtifact - > artType - > isBig ( ) )
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COMPLAIN_RET ( " Cannot put big artifacts in backpack! " ) ;
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if ( src . slot = = ArtifactPosition : : MACH4 | | dst . slot = = ArtifactPosition : : MACH4 )
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COMPLAIN_RET ( " Cannot move catapult! " ) ;
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if ( dst . slot > = GameConstants : : BACKPACK_START )
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vstd : : amin ( dst . slot , ArtifactPosition ( GameConstants : : BACKPACK_START + dst . getHolderArtSet ( ) - > artifactsInBackpack . size ( ) ) ) ;
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if ( src . slot = = dst . slot & & src . artHolder = = dst . artHolder )
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COMPLAIN_RET ( " Won't move artifact: Dest same as source! " ) ;
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if ( dst . slot < GameConstants : : BACKPACK_START & & destArtifact ) //moving art to another slot
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{
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//old artifact must be removed first
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moveArtifact ( dst , ArtifactLocation ( dst . artHolder , ArtifactPosition (
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dst . getHolderArtSet ( ) - > artifactsInBackpack . size ( ) + GameConstants : : BACKPACK_START ) ) ) ;
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}
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MoveArtifact ma ;
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ma . src = src ;
ma . dst = dst ;
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sendAndApply ( & ma ) ;
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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 .
*/
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bool CGameHandler : : assembleArtifacts ( ObjectInstanceID heroID , ArtifactPosition artifactSlot , bool assemble , ArtifactID assembleTo )
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{
CGHeroInstance * hero = gs - > getHero ( heroID ) ;
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const CArtifactInstance * destArtifact = hero - > getArt ( artifactSlot ) ;
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if ( ! destArtifact )
COMPLAIN_RET ( " assembleArtifacts: there is no such artifact instance! " ) ;
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if ( assemble )
{
CArtifact * combinedArt = VLC - > arth - > artifacts [ assembleTo ] ;
if ( ! combinedArt - > constituents )
COMPLAIN_RET ( " assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts! " ) ;
if ( ! vstd : : contains ( destArtifact - > assemblyPossibilities ( hero ) , combinedArt ) )
COMPLAIN_RET ( " assembleArtifacts: It's impossible to assemble requested artifact! " ) ;
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AssembledArtifact aa ;
aa . al = ArtifactLocation ( hero , artifactSlot ) ;
aa . builtArt = combinedArt ;
sendAndApply ( & aa ) ;
}
else
{
if ( ! destArtifact - > artType - > constituents )
COMPLAIN_RET ( " assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact! " ) ;
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DisassembledArtifact da ;
da . al = ArtifactLocation ( hero , artifactSlot ) ;
sendAndApply ( & da ) ;
}
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return false ;
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}
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bool CGameHandler : : buyArtifact ( ObjectInstanceID hid , ArtifactID aid )
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{
CGHeroInstance * hero = gs - > getHero ( hid ) ;
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CGTownInstance * town = hero - > visitedTown ;
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if ( aid = = ArtifactID : : SPELLBOOK )
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{
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if ( ( ! town - > hasBuilt ( BuildingID : : MAGES_GUILD_1 ) & & complain ( " Cannot buy a spellbook, no mage guild in the town! " ) )
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| | ( getResource ( hero - > getOwner ( ) , Res : : GOLD ) < GameConstants : : SPELLBOOK_GOLD_COST & & complain ( " Cannot buy a spellbook, not enough gold! " ) )
| | ( hero - > getArt ( ArtifactPosition : : SPELLBOOK ) & & complain ( " Cannot buy a spellbook, hero already has a one! " ) )
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)
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return false ;
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giveResource ( hero - > getOwner ( ) , Res : : GOLD , - GameConstants : : SPELLBOOK_GOLD_COST ) ;
giveHeroNewArtifact ( hero , VLC - > arth - > artifacts [ 0 ] , ArtifactPosition : : SPELLBOOK ) ;
assert ( hero - > getArt ( ArtifactPosition : : SPELLBOOK ) ) ;
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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 ( ( hero - > getArt ( ArtifactPosition ( 9 + aid ) ) & & complain ( " Hero already has this machine! " ) )
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| | ( gs - > getPlayer ( hero - > getOwner ( ) ) - > resources [ Res : : GOLD ] < price & & complain ( " Not enough gold! " ) ) )
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{
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return false ;
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}
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if ( ( town - > hasBuilt ( BuildingID : : BLACKSMITH ) & & town - > town - > warMachine = = aid )
| | ( ( town - > hasBuilt ( BuildingID : : BALLISTA_YARD , ETownType : : STRONGHOLD ) ) & & aid = = ArtifactID : : BALLISTA ) )
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{
giveResource ( hero - > getOwner ( ) , Res : : GOLD , - price ) ;
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giveHeroNewArtifact ( hero , VLC - > arth - > artifacts [ aid ] , ArtifactPosition ( 9 + aid ) ) ;
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return true ;
}
else
COMPLAIN_RET ( " This machine is unavailable here! " ) ;
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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 , Res : : ERes rid , ArtifactID aid )
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{
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if ( ! vstd : : contains ( m - > availableItemsIds ( EMarketMode : : RESOURCE_ARTIFACT ) , aid ) )
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COMPLAIN_RET ( " That artifact is unavailable! " ) ;
int b1 , b2 ;
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m - > getOffer ( rid , aid , b1 , b2 , EMarketMode : : RESOURCE_ARTIFACT ) ;
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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 ;
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if ( m - > o - > ID = = Obj : : TOWN )
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{
saa . id = - 1 ;
saa . arts = CGTownInstance : : merchantArtifacts ;
}
else if ( const CGBlackMarket * bm = dynamic_cast < const CGBlackMarket * > ( m - > o ) ) //black market
{
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saa . id = bm - > id . getNum ( ) ;
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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 ) ;
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giveHeroNewArtifact ( h , VLC - > arth - > artifacts [ aid ] , ArtifactPosition : : FIRST_AVAILABLE ) ;
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return true ;
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}
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bool CGameHandler : : sellArtifact ( const IMarket * m , const CGHeroInstance * h , ArtifactInstanceID aid , Res : : ERes rid )
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{
const CArtifactInstance * art = h - > getArtByInstanceId ( aid ) ;
if ( ! art )
COMPLAIN_RET ( " There is no artifact to sell! " ) ;
if ( art - > artType - > id < 7 )
COMPLAIN_RET ( " Cannot sell a war machine or spellbook! " ) ;
int resVal = 0 , dump = 1 ;
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m - > getOffer ( art - > artType - > id , rid , dump , resVal , EMarketMode : : ARTIFACT_RESOURCE ) ;
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removeArtifact ( ArtifactLocation ( h , h - > getArtPos ( art ) ) ) ;
giveResource ( h - > tempOwner , rid , resVal ) ;
return true ;
}
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//void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
//{
// //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
// //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
// {
// }
//}
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bool CGameHandler : : buySecSkill ( const IMarket * m , const CGHeroInstance * h , SecondarySkill skill )
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{
if ( ! h )
COMPLAIN_RET ( " You need hero to buy a skill! " ) ;
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if ( h - > getSecSkillLevel ( SecondarySkill ( skill ) ) )
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COMPLAIN_RET ( " Hero already know this skill " ) ;
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if ( ! h - > canLearnSkill ( ) )
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COMPLAIN_RET ( " Hero can't learn any more skills " ) ;
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if ( h - > type - > heroClass - > secSkillProbability [ skill ] = = 0 ) //can't learn this skill (like necromancy for most of non-necros)
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COMPLAIN_RET ( " The hero can't learn this skill! " ) ;
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if ( ! vstd : : contains ( m - > availableItemsIds ( EMarketMode : : RESOURCE_SKILL ) , skill ) )
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COMPLAIN_RET ( " That skill is unavailable! " ) ;
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if ( getResource ( h - > tempOwner , Res : : GOLD ) < 2000 ) //TODO: remove hardcoded resource\summ?
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COMPLAIN_RET ( " You can't afford to buy this skill " ) ;
SetResource sr ;
sr . player = h - > tempOwner ;
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sr . resid = Res : : GOLD ;
sr . val = getResource ( h - > tempOwner , Res : : GOLD ) - 2000 ;
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sendAndApply ( & sr ) ;
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changeSecSkill ( h , skill , 1 , true ) ;
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return true ;
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}
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bool CGameHandler : : tradeResources ( const IMarket * market , ui32 val , TPlayerColor player , ui32 id1 , ui32 id2 )
2009-03-09 12:37:49 +02:00
{
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int r1 = gs - > getPlayer ( player ) - > resources [ id1 ] ,
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r2 = gs - > getPlayer ( player ) - > resources [ id2 ] ;
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vstd : : amin ( val , r1 ) ; //can't trade more resources than have
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int b1 , b2 ; //base quantities for trade
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market - > getOffer ( id1 , id2 , b1 , b2 , EMarketMode : : RESOURCE_RESOURCE ) ;
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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 ;
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sr . resid = static_cast < Res : : ERes > ( id1 ) ;
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sr . val = r1 - b1 * units ;
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sendAndApply ( & sr ) ;
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sr . resid = static_cast < Res : : ERes > ( 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 , SlotID slot , Res : : ERes resourceID )
2010-05-26 12:47:53 +03:00
{
if ( ! vstd : : contains ( hero - > Slots ( ) , slot ) )
COMPLAIN_RET ( " Hero doesn't have any creature in that slot! " ) ;
const CStackInstance & s = hero - > getStack ( slot ) ;
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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
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{
COMPLAIN_RET ( " Not enough creatures in army! " ) ;
}
int b1 , b2 ; //base quantities for trade
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market - > getOffer ( s . type - > idNumber , resourceID , b1 , b2 , EMarketMode : : CREATURE_RESOURCE ) ;
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int units = count / b1 ; //how many base quantities we trade
2012-07-23 13:23:43 +03:00
2010-05-26 12:47:53 +03:00
if ( count % 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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2010-11-27 22:17:28 +02:00
changeStackCount ( StackLocation ( hero , slot ) , - count ) ;
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SetResource sr ;
sr . player = hero - > tempOwner ;
sr . resid = resourceID ;
sr . val = getResource ( hero - > tempOwner , resourceID ) + b2 * units ;
sendAndApply ( & sr ) ;
return true ;
}
2010-05-18 10:01:54 +03:00
2013-02-16 17:03:47 +03:00
bool CGameHandler : : transformInUndead ( const IMarket * market , const CGHeroInstance * hero , SlotID slot )
2010-07-03 15:00:53 +03:00
{
const CArmedInstance * army = NULL ;
if ( hero )
army = hero ;
else
army = dynamic_cast < const CGTownInstance * > ( market - > o ) ;
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2010-07-03 15:00:53 +03:00
if ( ! army )
COMPLAIN_RET ( " Incorrect call to transform in undead! " ) ;
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if ( ! army - > hasStackAtSlot ( slot ) )
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COMPLAIN_RET ( " Army doesn't have any creature in that slot! " ) ;
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2010-07-03 15:00:53 +03:00
const CStackInstance & s = army - > getStack ( slot ) ;
int resCreature ; //resulting creature - bone dragons or skeletons
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2010-08-06 16:14:10 +03:00
if ( s . hasBonusOfType ( Bonus : : DRAGON_NATURE ) )
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resCreature = 68 ;
else
resCreature = 56 ;
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changeStackType ( StackLocation ( army , slot ) , VLC - > creh - > creatures [ resCreature ] ) ;
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return true ;
}
2013-02-04 22:43:16 +03:00
bool CGameHandler : : sendResources ( ui32 val , TPlayerColor player , Res : : ERes r1 , TPlayerColor r2 )
2010-05-08 01:10:32 +03:00
{
const PlayerState * p2 = gs - > getPlayer ( r2 , false ) ;
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if ( ! p2 | | p2 - > status ! = EPlayerStatus : : INGAME )
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{
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 ( ObjectInstanceID 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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}
2013-02-09 00:17:39 +03:00
bool CGameHandler : : hireHero ( const CGObjectInstance * obj , ui8 hid , TPlayerColor player )
2009-03-09 12:37:49 +02:00
{
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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
2011-07-05 09:14:07 +03:00
//common preconditions
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if ( ( p - > resources [ Res : : GOLD ] < 2500 & & complain ( " Not enough gold for buying hero! " ) )
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| | ( getHeroCount ( player , false ) > = GameConstants : : MAX_HEROES_PER_PLAYER & & 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
{
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if ( ( ! t - > hasBuilt ( BuildingID : : TAVERN ) & & complain ( " No tavern! " ) )
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| | ( t - > visitingHero & & complain ( " There is visiting hero - no place! " ) ) )
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return false ;
}
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else if ( obj - > ID = = Obj : : TAVERN )
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{
if ( getTile ( obj - > visitablePos ( ) ) - > visitableObjects . back ( ) ! = obj & & complain ( " Tavern entry must be unoccupied! " ) )
return false ;
}
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const CGHeroInstance * nh = p - > availableHeroes [ hid ] ;
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if ( ! nh )
{
complain ( " Hero is not available for hiring! " ) ;
return false ;
}
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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 ) ;
2009-12-01 23:05:57 +02:00
2010-12-20 15:04:24 +02:00
bmap < ui32 , ConstTransitivePtr < CGHeroInstance > > pool = gs - > unusedHeroesFromPool ( ) ;
2010-07-08 08:52:11 +03:00
const CGHeroInstance * theOtherHero = p - > availableHeroes [ ! hid ] ;
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const CGHeroInstance * newHero = NULL ;
if ( theOtherHero ) //on XXL maps all heroes can be imprisoned :(
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 ;
2010-07-08 08:52:11 +03:00
if ( newHero )
{
sah . hid [ hid ] = newHero - > subID ;
2011-01-28 04:11:58 +02:00
sah . army [ hid ] . clear ( ) ;
2013-02-16 17:03:47 +03:00
sah . army [ hid ] . setCreature ( SlotID ( 0 ) , newHero - > type - > initialArmy [ 0 ] . creature , 1 ) ;
2010-07-08 08:52:11 +03:00
}
else
sah . hid [ hid ] = - 1 ;
sah . hid [ ! hid ] = theOtherHero ? theOtherHero - > subID : - 1 ;
2009-03-09 12:37:49 +02:00
sendAndApply ( & sah ) ;
SetResource sr ;
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sr . player = player ;
2011-07-05 09:14:07 +03:00
sr . resid = Res : : GOLD ;
sr . val = p - > resources [ Res : : GOLD ] - 2500 ;
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sendAndApply ( & sr ) ;
2009-03-20 20:51:48 +02:00
2010-07-09 02:03:27 +03:00
if ( t )
{
vistiCastleObjects ( t , nh ) ;
giveSpells ( t , nh ) ;
}
2009-04-16 03:28:54 +03:00
return true ;
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}
2013-02-09 00:17:39 +03:00
bool CGameHandler : : queryReply ( ui32 qid , ui32 answer , TPlayerColor player )
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{
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boost : : unique_lock < boost : : recursive_mutex > lock ( gsm ) ;
2011-09-06 09:00:32 +03:00
states . removeQuery ( player , qid ) ;
2009-04-12 03:58:41 +03:00
if ( vstd : : contains ( callbacks , qid ) )
{
CFunctionList < void ( ui32 ) > callb = callbacks [ qid ] ;
callbacks . erase ( qid ) ;
if ( callb )
callb ( answer ) ;
}
else
{
2012-07-15 18:34:00 +03:00
complain ( " Unknown query reply! " ) ;
2009-04-16 03:28:54 +03:00
return false ;
2009-04-12 03:58:41 +03:00
}
2009-04-16 03:28:54 +03:00
return true ;
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}
2011-06-11 07:54:41 +03:00
static EndAction end_action ;
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bool CGameHandler : : makeBattleAction ( BattleAction & ba )
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{
2009-11-28 03:42:08 +02:00
tlog1 < < " \t Making action of type " < < ba . actionType < < std : : endl ;
2009-04-16 03:28:54 +03:00
bool ok = true ;
2011-02-12 18:12:48 +02:00
2012-08-26 12:07:48 +03:00
const CStack * stack = battleGetStackByID ( ba . stackNumber ) ; //may be nullptr if action is not about stack
2013-01-12 21:08:33 +03:00
const bool isAboutActiveStack = stack & & ( stack = = battleActiveStack ( ) ) ;
2012-08-28 15:28:13 +03:00
2012-08-26 12:07:48 +03:00
switch ( ba . actionType )
{
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case Battle : : WALK : //walk
case Battle : : DEFEND : //defend
case Battle : : WAIT : //wait
case Battle : : WALK_AND_ATTACK : //walk or attack
case Battle : : SHOOT : //shoot
case Battle : : CATAPULT : //catapult
case Battle : : STACK_HEAL : //healing with First Aid Tent
case Battle : : DAEMON_SUMMONING :
case Battle : : MONSTER_SPELL :
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if ( ! stack )
{
complain ( " No such stack! " ) ;
return false ;
}
if ( ! stack - > alive ( ) )
{
complain ( " This stack is dead: " + stack - > nodeName ( ) ) ;
return false ;
}
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if ( battleTacticDist ( ) )
{
if ( stack & & ! stack - > attackerOwned ! = battleGetTacticsSide ( ) )
{
complain ( " This is not a stack of side that has tactics! " ) ;
return false ;
}
}
2013-01-12 21:08:33 +03:00
else if ( ! isAboutActiveStack )
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{
complain ( " Action has to be about active stack! " ) ;
return false ;
}
}
2009-03-09 12:37:49 +02:00
switch ( ba . actionType )
{
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case Battle : : END_TACTIC_PHASE : //wait
case Battle : : BAD_MORALE :
case Battle : : NO_ACTION :
2011-02-12 18:12:48 +02:00
{
2011-06-11 07:54:41 +03:00
StartAction start_action ( ba ) ;
sendAndApply ( & start_action ) ;
sendAndApply ( & end_action ) ;
2011-02-12 18:12:48 +02:00
break ;
}
2013-02-04 00:05:44 +03:00
case Battle : : WALK :
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{
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StartAction start_action ( ba ) ;
sendAndApply ( & start_action ) ; //start movement
2012-08-26 22:13:57 +03:00
int walkedTiles = moveStack ( ba . stackNumber , ba . destinationTile ) ; //move
if ( ! walkedTiles )
complain ( " Stack failed movement! " ) ;
2011-06-11 07:54:41 +03:00
sendAndApply ( & end_action ) ;
2009-03-09 12:37:49 +02:00
break ;
}
2013-02-04 00:05:44 +03:00
case Battle : : DEFEND :
2011-01-18 19:23:31 +02:00
{
2011-07-16 19:40:38 +03:00
//defensive stance //TODO: remove this bonus when stack becomes active
2011-01-18 19:23:31 +02:00
SetStackEffect sse ;
2011-01-20 21:57:12 +02:00
sse . effect . push_back ( Bonus ( Bonus : : STACK_GETS_TURN , Bonus : : PRIMARY_SKILL , Bonus : : OTHER , 20 , - 1 , PrimarySkill : : DEFENSE , Bonus : : PERCENT_TO_ALL ) ) ;
2012-07-23 13:23:43 +03:00
sse . effect . push_back ( Bonus ( Bonus : : STACK_GETS_TURN , Bonus : : PRIMARY_SKILL , Bonus : : OTHER , gs - > curB - > stacks [ ba . stackNumber ] - > valOfBonuses ( Bonus : : DEFENSIVE_STANCE ) ,
2011-07-16 19:40:38 +03:00
- 1 , PrimarySkill : : DEFENSE , Bonus : : ADDITIVE_VALUE ) ) ;
2011-01-18 19:23:31 +02:00
sse . stacks . push_back ( ba . stackNumber ) ;
sendAndApply ( & sse ) ;
//don't break - we share code with next case
}
2013-02-04 00:05:44 +03:00
case Battle : : WAIT :
2009-03-09 12:37:49 +02:00
{
2011-06-11 07:54:41 +03:00
StartAction start_action ( ba ) ;
sendAndApply ( & start_action ) ;
sendAndApply ( & end_action ) ;
2009-03-09 12:37:49 +02:00
break ;
}
2013-02-04 00:05:44 +03:00
case Battle : : RETREAT : //retreat/flee
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{
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if ( ! gs - > curB - > battleCanFlee ( gs - > curB - > sides [ ba . side ] ) )
complain ( " Cannot retreat! " ) ;
else
2013-02-04 22:43:16 +03:00
setBattleResult ( BattleResult : : ESCAPE , ! ba . side ) ; //surrendering side loses
2009-03-09 12:37:49 +02:00
break ;
}
2013-02-04 00:05:44 +03:00
case Battle : : SURRENDER :
2011-03-05 18:38:22 +02:00
{
int player = gs - > curB - > sides [ ba . side ] ;
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int cost = gs - > curB - > battleGetSurrenderCost ( player ) ;
2011-03-05 18:38:22 +02:00
if ( cost < 0 )
complain ( " Cannot surrender! " ) ;
else if ( getResource ( player , Res : : GOLD ) < cost )
complain ( " Not enough gold to surrender! " ) ;
else
{
giveResource ( player , Res : : GOLD , - cost ) ;
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setBattleResult ( BattleResult : : SURRENDER , ! ba . side ) ; //surrendering side loses
2011-03-05 18:38:22 +02:00
}
break ;
}
break ;
2013-02-04 00:05:44 +03:00
case Battle : : WALK_AND_ATTACK : //walk or attack
2009-03-09 12:37:49 +02:00
{
2011-06-11 07:54:41 +03:00
StartAction start_action ( ba ) ;
sendAndApply ( & start_action ) ; //start movement and attack
2009-03-09 12:37:49 +02:00
2012-09-16 17:36:31 +03:00
const CStack * stackAtEnd = gs - > curB - > battleGetStackByPos ( ba . additionalInfo ) ;
2012-08-26 22:13:57 +03:00
if ( ! stack | | ! stackAtEnd )
2012-05-18 23:50:16 +03:00
{
sendAndApply ( & end_action ) ;
break ;
}
2013-01-12 21:08:33 +03:00
2012-09-18 18:06:29 +03:00
BattleHex startingPos = stack - > position ;
2012-09-16 17:36:31 +03:00
int distance = moveStack ( ba . stackNumber , ba . destinationTile ) ;
2013-01-12 21:08:33 +03:00
2012-08-26 22:13:57 +03:00
tlog5 < < stack - > nodeName ( ) < < " will attack " < < stackAtEnd - > nodeName ( ) < < std : : endl ;
2012-08-26 12:07:48 +03:00
2012-08-26 22:13:57 +03:00
if ( stack - > position ! = ba . destinationTile //we wasn't able to reach destination tile
& & ! ( stack - > doubleWide ( )
& & ( stack - > position = = ba . destinationTile + ( stack - > attackerOwned ? + 1 : - 1 ) )
2009-08-18 14:49:34 +03:00
) //nor occupy specified hex
2012-07-23 13:23:43 +03:00
)
2009-03-09 12:37:49 +02:00
{
2012-08-26 22:13:57 +03:00
std : : string problem = " We cannot move this stack to its destination " + stack - > getCreature ( ) - > namePl ;
2009-08-03 17:29:29 +03:00
tlog3 < < problem < < std : : endl ;
complain ( problem ) ;
2009-04-16 03:28:54 +03:00
ok = false ;
2011-06-11 07:54:41 +03:00
sendAndApply ( & end_action ) ;
2009-08-03 17:29:29 +03:00
break ;
2009-03-09 12:37:49 +02:00
}
2012-08-26 22:13:57 +03:00
if ( stackAtEnd & & stack - > ID = = stackAtEnd - > ID ) //we should just move, it will be handled by following check
2009-08-02 17:21:18 +03:00
{
stackAtEnd = NULL ;
}
2009-03-09 12:37:49 +02:00
if ( ! stackAtEnd )
{
2011-01-08 20:33:40 +02:00
complain ( boost : : str ( boost : : format ( " walk and attack error: no stack at additionalInfo tile (%d)! \n " ) % ba . additionalInfo ) ) ;
2009-04-16 03:28:54 +03:00
ok = false ;
2011-06-11 07:54:41 +03:00
sendAndApply ( & end_action ) ;
2009-03-09 12:37:49 +02:00
break ;
}
2012-08-26 22:13:57 +03:00
if ( ! CStack : : isMeleeAttackPossible ( stack , stackAtEnd ) )
2009-03-09 12:37:49 +02:00
{
2011-01-15 04:17:56 +02:00
complain ( " Attack cannot be performed! " ) ;
2011-06-11 07:54:41 +03:00
sendAndApply ( & end_action ) ;
2009-04-16 03:28:54 +03:00
ok = false ;
2011-01-15 04:17:56 +02:00
break ;
2009-03-09 12:37:49 +02:00
}
//attack
2013-02-08 12:22:10 +03:00
int totalAttacks = 1 + stack - > getBonuses ( Selector : : type ( Bonus : : ADDITIONAL_ATTACK ) ,
( Selector : : effectRange ( Bonus : : NO_LIMIT ) | | Selector : : effectRange ( Bonus : : ONLY_MELEE_FIGHT ) ) ) - > totalValue ( ) ; //all unspicified attacks + melee attacks
2009-03-09 12:37:49 +02:00
2013-02-08 12:22:10 +03:00
for ( int i = 0 ; i < totalAttacks ; + + i )
2009-03-09 12:37:49 +02:00
{
2013-02-19 17:33:30 +03:00
if ( stack & &
stack - > alive ( ) & & //move can cause death, eg. by walking into the moat
stackAtEnd - > alive ( ) )
2013-02-08 12:22:10 +03:00
{
BattleAttack bat ;
2013-02-19 17:33:30 +03:00
prepareAttack ( bat , stack , stackAtEnd , ( i ? 0 : distance ) , ba . additionalInfo ) ; //no distance travelled on second attack
//prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
2013-02-08 12:22:10 +03:00
handleAttackBeforeCasting ( bat ) ; //only before first attack
sendAndApply ( & bat ) ;
handleAfterAttackCasting ( bat ) ;
}
//counterattack
2013-02-19 17:33:30 +03:00
if ( ! stack - > hasBonusOfType ( Bonus : : BLOCKS_RETALIATION )
2013-02-08 12:22:10 +03:00
& & stackAtEnd - > ableToRetaliate ( )
& & stack - > alive ( ) ) //attacker may have died (fire shield)
{
BattleAttack bat ;
prepareAttack ( bat , stackAtEnd , stack , 0 , stack - > position ) ;
bat . flags | = BattleAttack : : COUNTER ;
sendAndApply ( & bat ) ;
handleAfterAttackCasting ( bat ) ;
}
2009-03-09 12:37:49 +02:00
}
2009-09-16 13:59:56 +03:00
//return
2012-08-26 22:13:57 +03:00
if ( stack - > hasBonusOfType ( Bonus : : RETURN_AFTER_STRIKE ) & & startingPos ! = stack - > position & & stack - > alive ( ) )
2009-09-16 13:59:56 +03:00
{
moveStack ( ba . stackNumber , startingPos ) ;
2010-01-29 20:17:07 +02:00
//NOTE: curStack->ID == ba.stackNumber (rev 1431)
2009-09-16 13:59:56 +03:00
}
2011-06-11 07:54:41 +03:00
sendAndApply ( & end_action ) ;
2009-03-09 12:37:49 +02:00
break ;
}
2013-02-04 00:05:44 +03:00
case Battle : : SHOOT :
2009-03-09 12:37:49 +02:00
{
2012-08-26 22:13:57 +03:00
const CStack * destStack = gs - > curB - > battleGetStackByPos ( ba . destinationTile ) ;
if ( ! gs - > curB - > battleCanShoot ( stack , ba . destinationTile ) )
{
complain ( " Cannot shoot! " ) ;
2009-05-16 17:49:06 +03:00
break ;
2012-08-26 22:13:57 +03:00
}
2009-03-09 12:37:49 +02:00
2011-06-11 07:54:41 +03:00
StartAction start_action ( ba ) ;
sendAndApply ( & start_action ) ; //start shooting
2009-03-09 12:37:49 +02:00
2011-09-01 04:40:46 +03:00
{
BattleAttack bat ;
bat . flags | = BattleAttack : : SHOT ;
2012-08-26 22:13:57 +03:00
prepareAttack ( bat , stack , destStack , 0 , ba . destinationTile ) ;
2011-09-01 04:40:46 +03:00
handleAttackBeforeCasting ( bat ) ;
sendAndApply ( & bat ) ;
handleAfterAttackCasting ( bat ) ;
}
2009-03-09 12:37:49 +02:00
2011-02-23 19:10:35 +02:00
//ballista & artillery handling
2013-02-09 00:17:39 +03:00
if ( destStack - > alive ( ) & & stack - > getCreature ( ) - > idNumber = = CreatureID : : BALLISTA )
2011-02-23 19:10:35 +02:00
{
2011-02-24 17:33:03 +02:00
BattleAttack bat2 ;
bat2 . flags | = BattleAttack : : SHOT ;
2012-08-26 22:13:57 +03:00
prepareAttack ( bat2 , stack , destStack , 0 , ba . destinationTile ) ;
2011-02-24 17:33:03 +02:00
sendAndApply ( & bat2 ) ;
2011-02-23 19:10:35 +02:00
}
2013-02-08 12:22:10 +03:00
//allow more than one additional attack
int additionalAttacks = stack - > getBonuses ( Selector : : type ( Bonus : : ADDITIONAL_ATTACK ) ,
( Selector : : effectRange ( Bonus : : NO_LIMIT ) | | Selector : : effectRange ( Bonus : : ONLY_DISTANCE_FIGHT ) ) ) - > totalValue ( ) ;
for ( int i = 0 ; i < additionalAttacks ; + + i )
2009-03-09 12:37:49 +02:00
{
2013-02-08 12:22:10 +03:00
if (
stack - > alive ( )
& & destStack - > alive ( )
& & stack - > shots
)
{
BattleAttack bat ;
bat . flags | = BattleAttack : : SHOT ;
prepareAttack ( bat , stack , destStack , 0 , ba . destinationTile ) ;
sendAndApply ( & bat ) ;
handleAfterAttackCasting ( bat ) ;
}
2009-03-09 12:37:49 +02:00
}
2011-06-11 07:54:41 +03:00
sendAndApply ( & end_action ) ;
2009-03-09 12:37:49 +02:00
break ;
}
2013-02-04 00:05:44 +03:00
case Battle : : CATAPULT :
2009-09-01 16:54:13 +03:00
{
2011-06-11 07:54:41 +03:00
StartAction start_action ( ba ) ;
sendAndApply ( & start_action ) ;
2009-10-06 03:32:33 +03:00
const CGHeroInstance * attackingHero = gs - > curB - > heroes [ ba . side ] ;
2013-02-04 22:43:16 +03:00
CHeroHandler : : SBallisticsLevelInfo sbi = VLC - > heroh - > ballistics [ attackingHero - > getSecSkillLevel ( SecondarySkill : : BALLISTICS ) ] ;
2012-07-23 13:23:43 +03:00
2013-02-11 17:42:09 +03:00
EWallParts : : EWallParts attackedPart = gs - > curB - > battleHexToWallPart ( ba . destinationTile ) ;
2011-10-20 20:41:40 +03:00
if ( attackedPart < 0 )
2009-09-01 16:54:13 +03:00
{
complain ( " catapult tried to attack non-catapultable hex! " ) ;
break ;
}
2010-01-28 19:23:01 +02:00
int wallInitHP = gs - > curB - > si . wallState [ attackedPart ] ;
2011-09-24 04:15:36 +03:00
int dmgAlreadyDealt = 0 ; //in successive iterations damage is dealt but not yet subtracted from wall's HPs
2009-09-01 16:54:13 +03:00
for ( int g = 0 ; g < sbi . shots ; + + g )
{
2010-01-28 19:23:01 +02:00
if ( wallInitHP + dmgAlreadyDealt = = 3 ) //it's not destroyed
2009-09-01 16:54:13 +03:00
continue ;
2012-07-23 13:23:43 +03:00
2009-09-01 16:54:13 +03:00
CatapultAttack ca ; //package for clients
2010-01-28 19:23:01 +02:00
std : : pair < std : : pair < ui8 , si16 > , ui8 > attack ; //<< attackedPart , destination tile >, damageDealt >
2009-09-24 16:44:55 +03:00
attack . first . first = attackedPart ;
attack . first . second = ba . destinationTile ;
2009-09-07 15:30:10 +03:00
attack . second = 0 ;
2009-09-01 16:54:13 +03:00
int chanceForHit = 0 ;
2011-12-14 00:23:17 +03:00
int dmgChance [ ] = { sbi . noDmg , sbi . oneDmg , sbi . twoDmg } ; //dmgChance[i] - chance for doing i dmg when hit is successful
2009-09-01 16:54:13 +03:00
switch ( attackedPart )
{
2013-02-11 17:42:09 +03:00
case EWallParts : : KEEP :
2009-09-01 16:54:13 +03:00
chanceForHit = sbi . keep ;
break ;
2013-02-11 17:42:09 +03:00
case EWallParts : : BOTTOM_TOWER :
case EWallParts : : UPPER_TOWER :
2009-09-01 16:54:13 +03:00
chanceForHit = sbi . tower ;
break ;
2013-02-11 17:42:09 +03:00
case EWallParts : : BOTTOM_WALL :
case EWallParts : : BELOW_GATE :
case EWallParts : : OVER_GATE :
case EWallParts : : UPPER_WAL :
2009-09-01 16:54:13 +03:00
chanceForHit = sbi . wall ;
break ;
2013-02-11 17:42:09 +03:00
case EWallParts : : GATE :
2009-09-01 16:54:13 +03:00
chanceForHit = sbi . gate ;
break ;
}
2009-09-05 17:10:26 +03:00
if ( rand ( ) % 100 < = chanceForHit ) //hit is successful
2009-09-01 16:54:13 +03:00
{
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 ] )
{
2010-01-28 19:23:01 +02:00
attack . second = std : : min ( 3 - dmgAlreadyDealt - wallInitHP , v ) ;
dmgAlreadyDealt + = attack . second ;
2009-09-01 16:54:13 +03:00
break ;
}
}
2010-01-28 19:23:01 +02:00
//removing creatures in turrets / keep if one is destroyed
2013-02-12 22:49:40 +03:00
if ( attack . second > 0 & & ( attackedPart = = EWallParts : : KEEP | |
attackedPart = = EWallParts : : BOTTOM_TOWER | | attackedPart = = EWallParts : : UPPER_TOWER ) )
2009-09-05 17:10:26 +03:00
{
int posRemove = - 1 ;
switch ( attackedPart )
{
2013-02-12 22:49:40 +03:00
case EWallParts : : KEEP :
2009-09-05 17:10:26 +03:00
posRemove = - 2 ;
break ;
2013-02-12 22:49:40 +03:00
case EWallParts : : BOTTOM_TOWER :
2009-09-05 17:10:26 +03:00
posRemove = - 3 ;
break ;
2013-02-12 22:49:40 +03:00
case EWallParts : : UPPER_TOWER :
2009-09-05 17:10:26 +03:00
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 ) ;
}
2009-09-01 16:54:13 +03:00
}
2009-09-24 16:44:55 +03:00
ca . attacker = ba . stackNumber ;
2009-09-07 15:30:10 +03:00
ca . attackedParts . insert ( attack ) ;
2009-09-01 16:54:13 +03:00
sendAndApply ( & ca ) ;
}
2011-06-11 07:54:41 +03:00
sendAndApply ( & end_action ) ;
2010-03-07 19:40:33 +02:00
break ;
}
2013-02-04 00:05:44 +03:00
case Battle : : STACK_HEAL : //healing with First Aid Tent
2010-03-07 19:40:33 +02:00
{
2011-06-11 07:54:41 +03:00
StartAction start_action ( ba ) ;
sendAndApply ( & start_action ) ;
2010-03-07 19:40:33 +02:00
const CGHeroInstance * attackingHero = gs - > curB - > heroes [ ba . side ] ;
2012-08-26 12:07:48 +03:00
const CStack * healer = gs - > curB - > battleGetStackByID ( ba . stackNumber ) ,
* destStack = gs - > curB - > battleGetStackByPos ( ba . destinationTile ) ;
2010-03-07 19:40:33 +02:00
2010-05-02 21:20:26 +03:00
if ( healer = = NULL | | destStack = = NULL | | ! healer - > hasBonusOfType ( Bonus : : HEALER ) )
2010-03-07 19:40:33 +02:00
{
complain ( " There is either no healer, no destination, or healer cannot heal :P " ) ;
}
int maxHealable = destStack - > MaxHealth ( ) - destStack - > firstHPleft ;
2013-02-04 22:43:16 +03:00
int maxiumHeal = healer - > count * std : : max ( 10 , attackingHero - > valOfBonuses ( Bonus : : SECONDARY_SKILL_PREMY , SecondarySkill : : FIRST_AID ) ) ;
2010-03-07 19:40:33 +02:00
int healed = std : : min ( maxHealable , maxiumHeal ) ;
if ( healed = = 0 )
{
//nothing to heal.. should we complain?
}
else
{
StacksHealedOrResurrected shr ;
2013-02-12 22:49:40 +03:00
shr . lifeDrain = false ;
shr . tentHealing = true ;
2011-06-21 15:45:57 +03:00
shr . drainedFrom = ba . stackNumber ;
2010-03-07 19:40:33 +02:00
2012-06-10 16:07:08 +03:00
StacksHealedOrResurrected : : HealInfo hi ;
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hi . healedHP = healed ;
hi . lowLevelResurrection = 0 ;
hi . stackID = destStack - > ID ;
shr . healedStacks . push_back ( hi ) ;
sendAndApply ( & shr ) ;
}
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sendAndApply ( & end_action ) ;
break ;
}
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case Battle : : DAEMON_SUMMONING :
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//TODO: From Strategija:
//Summon Demon is a level 2 spell.
{
StartAction start_action ( ba ) ;
sendAndApply ( & start_action ) ;
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const CStack * summoner = gs - > curB - > battleGetStackByID ( ba . stackNumber ) ,
* destStack = gs - > curB - > battleGetStackByPos ( ba . destinationTile , false ) ;
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BattleStackAdded bsa ;
bsa . attacker = summoner - > attackerOwned ;
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bsa . creID = CreatureID ( summoner - > getBonusLocalFirst ( Selector : : type ( Bonus : : DAEMON_SUMMONING ) ) - > subtype ) ; //in case summoner can summon more than one type of monsters... scream!
ui64 risedHp = summoner - > count * summoner - > valOfBonuses ( Bonus : : DAEMON_SUMMONING , bsa . creID . toEnum ( ) ) ;
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bsa . amount = std : : min ( ( ui32 ) ( risedHp / VLC - > creh - > creatures [ bsa . creID ] - > MaxHealth ( ) ) , destStack - > baseAmount ) ;
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bsa . pos = gs - > curB - > getAvaliableHex ( bsa . creID , bsa . attacker , destStack - > position ) ;
bsa . summoned = false ;
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if ( bsa . amount ) //there's rare possibility single creature cannot rise desired type
{
BattleStacksRemoved bsr ; //remove body
bsr . stackIDs . insert ( destStack - > ID ) ;
sendAndApply ( & bsr ) ;
sendAndApply ( & bsa ) ;
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BattleSetStackProperty ssp ;
ssp . stackID = ba . stackNumber ;
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ssp . which = BattleSetStackProperty : : CASTS ; //reduce number of casts
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ssp . val = - 1 ;
ssp . absolute = false ;
sendAndApply ( & ssp ) ;
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}
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sendAndApply ( & end_action ) ;
break ;
}
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case Battle : : MONSTER_SPELL :
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{
StartAction start_action ( ba ) ;
sendAndApply ( & start_action ) ;
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const CStack * stack = gs - > curB - > battleGetStackByID ( ba . stackNumber ) ;
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SpellID spellID = SpellID ( ba . additionalInfo ) ;
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BattleHex destination ( ba . destinationTile ) ;
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const Bonus * randSpellcaster = stack - > getBonusLocalFirst ( Selector : : type ( Bonus : : RANDOM_SPELLCASTER ) ) ;
const Bonus * spellcaster = stack - > getBonusLocalFirst ( Selector : : typeSubtype ( Bonus : : SPELLCASTER , spellID ) ) ;
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//TODO special bonus for genies ability
if ( randSpellcaster & & battleGetRandomStackSpell ( stack , CBattleInfoCallback : : RANDOM_AIMED ) < 0 )
spellID = battleGetRandomStackSpell ( stack , CBattleInfoCallback : : RANDOM_GENIE ) ;
if ( spellID < 0 )
complain ( " That stack can't cast spells! " ) ;
else
{
int spellLvl = 0 ;
if ( spellcaster )
vstd : : amax ( spellLvl , spellcaster - > val ) ;
if ( randSpellcaster )
vstd : : amax ( spellLvl , randSpellcaster - > val ) ;
vstd : : amin ( spellLvl , 3 ) ;
int casterSide = gs - > curB - > whatSide ( stack - > owner ) ;
const CGHeroInstance * secHero = gs - > curB - > getHero ( gs - > curB - > theOtherPlayer ( stack - > owner ) ) ;
handleSpellCasting ( spellID , spellLvl , destination , casterSide , stack - > owner , NULL , secHero , 0 , ECastingMode : : CREATURE_ACTIVE_CASTING , stack ) ;
}
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2011-06-11 07:54:41 +03:00
sendAndApply ( & end_action ) ;
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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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}
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void CGameHandler : : playerMessage ( TPlayerColor player , const std : : string & message )
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{
bool cheated = true ;
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PlayerMessage temp_message ( player , message ) ;
sendAndApply ( & temp_message ) ;
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if ( message = = " vcmiistari " ) //give all spells and 999 mana
{
SetMana sm ;
ChangeSpells cs ;
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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 ;
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BOOST_FOREACH ( auto spell , VLC - > spellh - > spells )
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{
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if ( ! spell - > creatureAbility )
cs . spells . insert ( spell - > id ) ;
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}
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//give mana
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sm . val = 999 ;
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if ( ! h - > hasSpellbook ( ) ) //hero doesn't have spellbook
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giveHeroNewArtifact ( h , VLC - > arth - > artifacts [ 0 ] , ArtifactPosition : : SPELLBOOK ) ; //give spellbook
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sendAndApply ( & cs ) ;
sendAndApply ( & sm ) ;
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}
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else if ( message = = " vcmiarmenelos " ) //build all buildings in selected town
{
CGTownInstance * town = gs - > getTown ( gs - > getPlayer ( player ) - > currentSelection ) ;
if ( town )
{
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BOOST_FOREACH ( auto & build , town - > town - > buildings )
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{
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if ( ! town - > hasBuilt ( build . first ) & & ! build . second - > Name ( ) . empty ( ) )
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{
buildStructure ( town - > id , build . first , true ) ;
}
}
}
}
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else if ( message = = " vcmiainur " ) //gives 5 archangels into each slot
{
CGHeroInstance * hero = gs - > getHero ( gs - > getPlayer ( player ) - > currentSelection ) ;
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const CCreature * archangel = VLC - > creh - > creatures [ 13 ] ;
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if ( ! hero ) return ;
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for ( int i = 0 ; i < GameConstants : : ARMY_SIZE ; i + + )
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if ( ! hero - > hasStackAtSlot ( SlotID ( i ) ) )
insertNewStack ( StackLocation ( hero , SlotID ( i ) ) , archangel , 5 ) ;
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}
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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 ) ;
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const CCreature * blackKnight = VLC - > creh - > creatures [ 66 ] ;
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if ( ! hero ) return ;
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for ( int i = 0 ; i < GameConstants : : ARMY_SIZE ; i + + )
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if ( ! hero - > hasStackAtSlot ( SlotID ( i ) ) )
insertNewStack ( StackLocation ( hero , SlotID ( i ) ) , blackKnight , 10 ) ;
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}
else if ( message = = " vcminoldor " ) //all war machines
{
CGHeroInstance * hero = gs - > getHero ( gs - > getPlayer ( player ) - > currentSelection ) ;
if ( ! hero ) return ;
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if ( ! hero - > getArt ( ArtifactPosition : : MACH1 ) )
giveHeroNewArtifact ( hero , VLC - > arth - > artifacts [ 4 ] , ArtifactPosition : : MACH1 ) ;
if ( ! hero - > getArt ( ArtifactPosition : : MACH2 ) )
giveHeroNewArtifact ( hero , VLC - > arth - > artifacts [ 5 ] , ArtifactPosition : : MACH2 ) ;
if ( ! hero - > getArt ( ArtifactPosition : : MACH3 ) )
giveHeroNewArtifact ( hero , VLC - > arth - > artifacts [ 6 ] , ArtifactPosition : : MACH3 ) ;
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}
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 ;
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for ( int i = 0 ; i < Res : : GOLD ; i + + )
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sr . res [ i ] + = 100 ;
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sr . res [ Res : : GOLD ] + = 100000 ; //100k
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sendAndApply ( & sr ) ;
}
else if ( message = = " vcmieagles " ) //reveal FoW
{
FoWChange fc ;
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fc . mode = 1 ;
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fc . player = player ;
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int3 * hlp_tab = new int3 [ gs - > map - > width * gs - > map - > height * ( gs - > map - > twoLevel ? 2 : 1 ) ] ;
2011-01-20 19:25:15 +02:00
int lastUnc = 0 ;
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for ( int i = 0 ; i < gs - > map - > width ; i + + )
for ( int j = 0 ; j < gs - > map - > height ; j + + )
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for ( int k = 0 ; k < ( gs - > map - > twoLevel ? 2 : 1 ) ; k + + )
2010-08-03 15:34:06 +03:00
if ( ! gs - > getPlayerTeam ( fc . player ) - > fogOfWarMap [ i ] [ j ] [ k ] )
2011-01-20 19:25:15 +02:00
hlp_tab [ lastUnc + + ] = int3 ( i , j , k ) ;
fc . tiles . insert ( hlp_tab , hlp_tab + lastUnc ) ;
delete [ ] hlp_tab ;
2009-03-09 12:37:49 +02:00
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 ) ;
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changePrimSkill ( hero , PrimarySkill : : EXPERIENCE , VLC - > heroh - > reqExp ( hero - > level + 1 ) - VLC - > heroh - > reqExp ( hero - > level ) ) ;
2009-03-09 12:37:49 +02:00
}
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else if ( message = = " vcmisilmaril " ) //player wins
{
gs - > getPlayer ( player ) - > enteredWinningCheatCode = 1 ;
}
else if ( message = = " vcmimelkor " ) //player looses
{
gs - > getPlayer ( player ) - > enteredLosingCheatCode = 1 ;
}
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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 ;
for ( int g = 7 ; g < = 140 ; + + g )
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giveHeroNewArtifact ( hero , VLC - > arth - > artifacts [ g ] , ArtifactPosition : : PRE_FIRST ) ;
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}
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else
cheated = false ;
if ( cheated )
{
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SystemMessage temp_message ( VLC - > generaltexth - > allTexts [ 260 ] ) ;
sendAndApply ( & temp_message ) ;
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checkLossVictory ( player ) ; //Player enter win code or got required art\creature
2009-03-09 12:37:49 +02:00
}
}
2013-02-14 02:55:42 +03:00
void CGameHandler : : handleSpellCasting ( SpellID spellID , int spellLvl , BattleHex destination , ui8 casterSide , TPlayerColor casterColor , const CGHeroInstance * caster , const CGHeroInstance * secHero ,
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int usedSpellPower , ECastingMode : : ECastingMode mode , const CStack * stack , si32 selectedStack )
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{
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const CSpell * spell = SpellID ( spellID ) . toSpell ( ) ;
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2012-05-18 23:50:16 +03:00
//Helper local function that creates obstacle on given position. Obstacle type is inferred from spell type.
//It creates, sends and applies needed package.
auto placeObstacle = [ & ] ( BattleHex pos )
{
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static int obstacleIdToGive = gs - > curB - > obstacles . size ( )
? ( gs - > curB - > obstacles . back ( ) - > uniqueID + 1 )
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: 0 ;
auto obstacle = make_shared < SpellCreatedObstacle > ( ) ;
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switch ( spellID . toEnum ( ) ) // :/
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{
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case SpellID : : QUICKSAND :
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obstacle - > obstacleType = CObstacleInstance : : QUICKSAND ;
obstacle - > turnsRemaining = - 1 ;
obstacle - > visibleForAnotherSide = false ;
break ;
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case SpellID : : LAND_MINE :
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obstacle - > obstacleType = CObstacleInstance : : LAND_MINE ;
obstacle - > turnsRemaining = - 1 ;
obstacle - > visibleForAnotherSide = false ;
break ;
2013-02-11 02:24:57 +03:00
case SpellID : : FIRE_WALL :
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obstacle - > obstacleType = CObstacleInstance : : FIRE_WALL ;
obstacle - > turnsRemaining = 2 ;
obstacle - > visibleForAnotherSide = true ;
break ;
2013-02-11 02:24:57 +03:00
case SpellID : : FORCE_FIELD :
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obstacle - > obstacleType = CObstacleInstance : : FORCE_FIELD ;
obstacle - > turnsRemaining = 2 ;
obstacle - > visibleForAnotherSide = true ;
break ;
default :
//this function cannot be used with spells that do not create obstacles
assert ( 0 ) ;
}
obstacle - > pos = pos ;
obstacle - > casterSide = casterSide ;
obstacle - > ID = spellID ;
obstacle - > spellLevel = spellLvl ;
obstacle - > casterSpellPower = usedSpellPower ;
obstacle - > uniqueID = obstacleIdToGive + + ;
BattleObstaclePlaced bop ;
bop . obstacle = obstacle ;
sendAndApply ( & bop ) ;
} ;
2010-05-16 16:42:19 +03:00
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 ;
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sc . attackerType = ( stack ? stack - > type - > idNumber : CreatureID ( CreatureID : : NONE ) ) ;
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sc . manaGained = 0 ;
sc . spellCost = 0 ;
if ( caster ) //calculate spell cost
{
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sc . spellCost = gs - > curB - > battleGetSpellCost ( SpellID ( spellID ) . toSpell ( ) , caster ) ;
2011-10-09 14:23:24 +03:00
2011-12-14 00:23:17 +03:00
if ( secHero & & mode = = ECastingMode : : HERO_CASTING ) //handle mana channel
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{
int manaChannel = 0 ;
BOOST_FOREACH ( CStack * stack , gs - > curB - > stacks ) //TODO: shouldn't bonus system handle it somehow?
{
if ( stack - > owner = = secHero - > tempOwner )
{
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vstd : : amax ( manaChannel , stack - > valOfBonuses ( Bonus : : MANA_CHANNELING ) ) ;
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}
}
sc . manaGained = ( manaChannel * sc . spellCost ) / 100 ;
}
}
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//calculating affected creatures for all spells
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std : : set < const CStack * > attackedCres ; //what is that and what is sc.afectedCres?
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if ( mode ! = ECastingMode : : ENCHANTER_CASTING )
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{
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attackedCres = gs - > curB - > getAffectedCreatures ( spell , spellLvl , casterColor , destination ) ;
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}
else //enchanter - hit all possible stacks
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{
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BOOST_FOREACH ( const CStack * stack , gs - > curB - > stacks )
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{
/*if it's non negative spell and our unit or non positive spell and hostile unit */
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if ( ( ! spell - > isNegative ( ) & & stack - > owner = = casterColor )
| | ( ! spell - > isPositive ( ) & & stack - > owner ! = casterColor ) )
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{
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if ( stack - > isValidTarget ( ) ) //TODO: allow dead targets somewhere in the future
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{
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attackedCres . insert ( stack ) ;
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}
2011-10-09 10:20:23 +03:00
}
}
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}
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BOOST_FOREACH ( auto cre , attackedCres )
{
sc . affectedCres . insert ( cre - > ID ) ;
}
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//checking if creatures resist
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sc . resisted = gs - > curB - > calculateResistedStacks ( spell , caster , secHero , attackedCres , casterColor , mode , usedSpellPower , spellLvl ) ;
2010-02-23 17:39:31 +02:00
//calculating dmg to display
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if ( spellID = = SpellID : : DEATH_STARE | | spellID = = SpellID : : ACID_BREATH_DAMAGE )
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{
sc . dmgToDisplay = usedSpellPower ;
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if ( spellID = = SpellID : : DEATH_STARE )
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vstd : : amin ( sc . dmgToDisplay , ( * attackedCres . begin ( ) ) - > count ) ; //stack is already reduced after attack
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}
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StacksInjured si ;
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2010-02-23 17:39:31 +02:00
//applying effects
2013-02-11 23:34:31 +03:00
2013-01-16 14:19:04 +03:00
if ( spell - > isOffensiveSpell ( ) )
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{
2011-07-08 10:00:11 +03:00
int spellDamage = 0 ;
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if ( stack & & mode ! = ECastingMode : : MAGIC_MIRROR )
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{
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int unitSpellPower = stack - > valOfBonuses ( Bonus : : SPECIFIC_SPELL_POWER , spellID . toEnum ( ) ) ;
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if ( unitSpellPower )
sc . dmgToDisplay = spellDamage = stack - > count * unitSpellPower ; //TODO: handle immunities
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else //Faerie Dragon
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{
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usedSpellPower = stack - > valOfBonuses ( Bonus : : CREATURE_SPELL_POWER ) * stack - > count / 100 ;
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sc . dmgToDisplay = 0 ;
}
2011-07-08 10:00:11 +03:00
}
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int chainLightningModifier = 0 ;
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for ( auto it = attackedCres . begin ( ) ; it ! = attackedCres . end ( ) ; + + it )
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{
if ( vstd : : contains ( sc . resisted , ( * it ) - > ID ) ) //this creature resisted the spell
continue ;
BattleStackAttacked bsa ;
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if ( ( destination > - 1 & & ( * it ) - > coversPos ( destination ) ) | | ( spell - > range [ spellLvl ] = = " X " | | mode = = ECastingMode : : ENCHANTER_CASTING ) )
//display effect only upon primary target of area spell
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//FIXME: if no stack is attacked, ther eis no animation and interface freezes
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{
bsa . flags | = BattleStackAttacked : : EFFECT ;
bsa . effect = spell - > mainEffectAnim ;
}
2011-07-08 10:00:11 +03:00
if ( spellDamage )
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bsa . damageAmount = spellDamage > > chainLightningModifier ;
2011-07-08 10:00:11 +03:00
else
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bsa . damageAmount = gs - > curB - > calculateSpellDmg ( spell , caster , * it , spellLvl , usedSpellPower ) > > chainLightningModifier ;
2013-02-18 10:12:19 +03:00
sc . dmgToDisplay + = bsa . damageAmount ;
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bsa . stackAttacked = ( * it ) - > ID ;
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if ( mode = = ECastingMode : : ENCHANTER_CASTING ) //multiple damage spells cast
bsa . attackerID = stack - > ID ;
else
bsa . attackerID = - 1 ;
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( * it ) - > prepareAttacked ( bsa ) ;
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si . stacks . push_back ( bsa ) ;
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if ( spellID = = SpellID : : CHAIN_LIGHTNING )
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+ + chainLightningModifier ;
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}
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}
else if ( spell - > hasEffects ( ) )
{
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int stackSpellPower = 0 ;
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if ( stack & & mode ! = ECastingMode : : MAGIC_MIRROR )
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{
stackSpellPower = stack - > valOfBonuses ( Bonus : : CREATURE_ENCHANT_POWER ) ;
}
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SetStackEffect sse ;
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Bonus pseudoBonus ;
pseudoBonus . sid = spellID ;
pseudoBonus . val = spellLvl ;
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pseudoBonus . turnsRemain = gs - > curB - > calculateSpellDuration ( spell , caster , stackSpellPower ? stackSpellPower : usedSpellPower ) ;
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CStack : : stackEffectToFeature ( sse . effect , pseudoBonus ) ;
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if ( spellID = = SpellID : : SHIELD | | spellID = = SpellID : : AIR_SHIELD )
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{
sse . effect . back ( ) . val = ( 100 - sse . effect . back ( ) . val ) ; //fix to original config: shiled should display damage reduction
}
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if ( spellID = = SpellID : : BIND & & stack ) //bind
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{
sse . effect . back ( ) . additionalInfo = stack - > ID ; //we need to know who casted Bind
}
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const Bonus * bonus = NULL ;
if ( caster )
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bonus = caster - > getBonusLocalFirst ( Selector : : typeSubtype ( Bonus : : SPECIAL_PECULIAR_ENCHANT , spellID ) ) ;
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//TODO does hero specialty should affects his stack casting spells?
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2011-06-24 10:12:52 +03:00
si32 power = 0 ;
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BOOST_FOREACH ( const CStack * affected , attackedCres )
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{
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if ( vstd : : contains ( sc . resisted , affected - > ID ) ) //this creature resisted the spell
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continue ;
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sse . stacks . push_back ( affected - > ID ) ;
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//Apply hero specials - peculiar enchants
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const ui8 tier = std : : max ( ( ui8 ) 1 , affected - > getCreature ( ) - > level ) ; //don't divide by 0 for certain creatures (commanders, war machines)
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if ( bonus )
{
switch ( bonus - > additionalInfo )
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{
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case 0 : //normal
{
switch ( tier )
{
case 1 : case 2 :
power = 3 ;
break ;
case 3 : case 4 :
power = 2 ;
break ;
case 5 : case 6 :
power = 1 ;
break ;
}
Bonus specialBonus ( sse . effect . back ( ) ) ;
specialBonus . val = power ; //it doesn't necessarily make sense for some spells, use it wisely
sse . uniqueBonuses . push_back ( std : : pair < ui32 , Bonus > ( affected - > ID , specialBonus ) ) ; //additional premy to given effect
}
break ;
case 1 : //only Coronius as yet
{
power = std : : max ( 5 - tier , 0 ) ;
Bonus specialBonus = CStack : : featureGenerator ( Bonus : : PRIMARY_SKILL , PrimarySkill : : ATTACK , power , pseudoBonus . turnsRemain ) ;
specialBonus . sid = spellID ;
sse . uniqueBonuses . push_back ( std : : pair < ui32 , Bonus > ( affected - > ID , specialBonus ) ) ; //additional attack to Slayer effect
}
break ;
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}
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}
if ( caster & & caster - > hasBonusOfType ( Bonus : : SPECIAL_BLESS_DAMAGE , spellID ) ) //TODO: better handling of bonus percentages
{
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int damagePercent = caster - > level * caster - > valOfBonuses ( Bonus : : SPECIAL_BLESS_DAMAGE , spellID . toEnum ( ) ) / tier ;
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Bonus specialBonus = CStack : : featureGenerator ( Bonus : : CREATURE_DAMAGE , 0 , damagePercent , pseudoBonus . turnsRemain ) ;
specialBonus . valType = Bonus : : PERCENT_TO_ALL ;
specialBonus . sid = spellID ;
sse . uniqueBonuses . push_back ( std : : pair < ui32 , Bonus > ( affected - > ID , specialBonus ) ) ;
}
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}
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if ( ! sse . stacks . empty ( ) )
sendAndApply ( & sse ) ;
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}
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else if ( spell - > isRisingSpell ( ) | | spell - > id = = SpellID : : CURE )
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{
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int hpGained = 0 ;
if ( stack )
{
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int unitSpellPower = stack - > valOfBonuses ( Bonus : : SPECIFIC_SPELL_POWER , spellID . toEnum ( ) ) ;
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if ( unitSpellPower )
hpGained = stack - > count * unitSpellPower ; //Archangel
else //Faerie Dragon-like effect - unused fo far
usedSpellPower = stack - > valOfBonuses ( Bonus : : CREATURE_SPELL_POWER ) * stack - > count / 100 ;
}
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StacksHealedOrResurrected shr ;
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shr . lifeDrain = ( ui8 ) false ;
shr . tentHealing = ( ui8 ) false ;
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for ( auto it = attackedCres . begin ( ) ; it ! = attackedCres . end ( ) ; + + it )
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{
if ( vstd : : contains ( sc . resisted , ( * it ) - > ID ) //this creature resisted the spell
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| | ( spellID = = SpellID : : ANIMATE_DEAD & & ! ( * it ) - > hasBonusOfType ( Bonus : : UNDEAD ) ) //we try to cast animate dead on living stack, TODO: showuld be not affected earlier
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)
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continue ;
StacksHealedOrResurrected : : HealInfo hi ;
hi . stackID = ( * it ) - > ID ;
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if ( stack ) //casted by creature
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{
if ( hpGained )
{
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hi . healedHP = gs - > curB - > calculateHealedHP ( hpGained , spell , * it ) ; //archangel
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}
else
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hi . healedHP = gs - > curB - > calculateHealedHP ( spell , usedSpellPower , spellLvl , * it ) ; //any typical spell (commander's cure or animate dead)
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}
else
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hi . healedHP = gs - > curB - > calculateHealedHP ( caster , spell , * it , gs - > curB - > battleGetStackByID ( selectedStack ) ) ; //Casted by hero
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hi . lowLevelResurrection = spellLvl < = 1 ;
shr . healedStacks . push_back ( hi ) ;
}
if ( ! shr . healedStacks . empty ( ) )
sendAndApply ( & shr ) ;
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if ( spellID = = SpellID : : SACRIFICE ) //remove victim
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{
BattleStacksRemoved bsr ;
bsr . stackIDs . insert ( selectedStack ) ; //somehow it works for teleport?
sendAndApply ( & bsr ) ;
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}
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}
else
switch ( spellID )
{
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case SpellID : : QUICKSAND :
case SpellID : : LAND_MINE :
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{
std : : vector < BattleHex > availableTiles ;
for ( int i = 0 ; i < GameConstants : : BFIELD_SIZE ; i + = 1 )
{
BattleHex hex = i ;
if ( hex . getX ( ) > 2 & & hex . getX ( ) < 14 & & ! battleGetStackByPos ( hex , false ) & ! battleGetObstacleOnPos ( hex , false ) )
availableTiles . push_back ( hex ) ;
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}
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boost : : range : : random_shuffle ( availableTiles ) ;
const int patchesForSkill [ ] = { 4 , 4 , 6 , 8 } ;
const int patchesToPut = std : : min < int > ( patchesForSkill [ spellLvl ] , availableTiles . size ( ) ) ;
//land mines or quicksand patches are handled as spell created obstacles
for ( int i = 0 ; i < patchesToPut ; i + + )
placeObstacle ( availableTiles [ i ] ) ;
}
break ;
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case SpellID : : FORCE_FIELD :
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placeObstacle ( destination ) ;
break ;
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case SpellID : : FIRE_WALL :
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{
//fire wall is build from multiple obstacles - one fire piece for each affected hex
auto affectedHexes = spell - > rangeInHexes ( destination , spellLvl , casterSide ) ;
BOOST_FOREACH ( BattleHex hex , affectedHexes )
placeObstacle ( hex ) ;
}
break ;
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case SpellID : : TELEPORT :
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{
BattleStackMoved bsm ;
bsm . distance = - 1 ;
bsm . stack = selectedStack ;
std : : vector < BattleHex > tiles ;
tiles . push_back ( destination ) ;
bsm . tilesToMove = tiles ;
bsm . teleporting = true ;
sendAndApply ( & bsm ) ;
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break ;
}
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case SpellID : : SUMMON_FIRE_ELEMENTAL :
case SpellID : : SUMMON_EARTH_ELEMENTAL :
case SpellID : : SUMMON_WATER_ELEMENTAL :
case SpellID : : SUMMON_AIR_ELEMENTAL :
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{ //elemental summoning
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CreatureID creID ;
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switch ( spellID )
{
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case SpellID : : SUMMON_FIRE_ELEMENTAL :
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creID = CreatureID : : FIRE_ELEMENTAL ;
2011-10-01 22:56:54 +03:00
break ;
2013-02-11 02:24:57 +03:00
case SpellID : : SUMMON_EARTH_ELEMENTAL :
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creID = CreatureID : : EARTH_ELEMENTAL ;
2011-10-01 22:56:54 +03:00
break ;
2013-02-11 02:24:57 +03:00
case SpellID : : SUMMON_WATER_ELEMENTAL :
2013-02-07 20:34:50 +03:00
creID = CreatureID : : WATER_ELEMENTAL ;
2011-10-01 22:56:54 +03:00
break ;
2013-02-11 02:24:57 +03:00
case SpellID : : SUMMON_AIR_ELEMENTAL :
2013-02-07 20:34:50 +03:00
creID = CreatureID : : AIR_ELEMENTAL ;
2011-10-01 22:56:54 +03:00
break ;
}
BattleStackAdded bsa ;
bsa . creID = creID ;
bsa . attacker = ! ( bool ) casterSide ;
bsa . summoned = true ;
2012-01-03 04:55:26 +03:00
bsa . pos = gs - > curB - > getAvaliableHex ( creID , ! ( bool ) casterSide ) ; //TODO: unify it
//TODO stack casting -> probably power will be zero; set the proper number of creatures manually
2013-02-14 02:55:42 +03:00
int percentBonus = caster ? caster - > valOfBonuses ( Bonus : : SPECIFIC_SPELL_DAMAGE , spellID . toEnum ( ) ) : 0 ;
2012-01-03 04:55:26 +03:00
2013-02-13 22:35:43 +03:00
bsa . amount = usedSpellPower
* SpellID ( spellID ) . toSpell ( ) - > powers [ spellLvl ]
* ( 100 + percentBonus ) / 100.0 ; //new feature - percentage bonus
2012-01-03 04:55:26 +03:00
if ( bsa . amount )
sendAndApply ( & bsa ) ;
else
complain ( " Summoning elementals didn't summon any! " ) ;
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}
break ;
2013-02-11 02:24:57 +03:00
case SpellID : : CLONE :
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{
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const CStack * clonedStack = NULL ;
2012-02-10 16:13:24 +03:00
if ( attackedCres . size ( ) )
clonedStack = * attackedCres . begin ( ) ;
if ( ! clonedStack )
{
complain ( " No target stack to clone! " ) ;
return ;
}
BattleStackAdded bsa ;
bsa . creID = clonedStack - > type - > idNumber ;
bsa . attacker = ! ( bool ) casterSide ;
bsa . summoned = true ;
bsa . pos = gs - > curB - > getAvaliableHex ( bsa . creID , ! ( bool ) casterSide ) ; //TODO: unify it
bsa . amount = clonedStack - > count ;
sendAndApply ( & bsa ) ;
BattleSetStackProperty ssp ;
ssp . stackID = gs - > curB - > stacks . back ( ) - > ID ; //how to get recent stack?
ssp . which = BattleSetStackProperty : : CLONED ; //using enum values
ssp . val = 0 ;
ssp . absolute = 1 ;
sendAndApply ( & ssp ) ;
}
break ;
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case SpellID : : REMOVE_OBSTACLE :
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{
ObstaclesRemoved obr ;
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BOOST_FOREACH ( auto & obstacle , battleGetAllObstacles ( ) )
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{
2012-05-18 23:50:16 +03:00
if ( vstd : : contains ( obstacle - > getBlockedTiles ( ) , destination ) )
obr . obstacles . insert ( obstacle - > uniqueID ) ;
2010-02-23 17:39:31 +02:00
}
2012-04-23 22:56:37 +03:00
2010-02-23 17:39:31 +02:00
if ( ! obr . obstacles . empty ( ) )
sendAndApply ( & obr ) ;
2012-04-23 22:56:37 +03:00
else
complain ( " There's no obstacle to remove! " ) ;
2010-02-23 17:39:31 +02:00
break ;
}
2011-04-25 12:03:13 +03:00
break ;
2013-02-11 02:24:57 +03:00
case SpellID : : DEATH_STARE : //handled in a bit different way
2011-04-23 20:10:54 +03:00
{
2012-08-26 12:07:48 +03:00
for ( auto it = attackedCres . begin ( ) ; it ! = attackedCres . end ( ) ; + + it )
2011-04-23 20:10:54 +03:00
{
2011-04-25 12:03:13 +03:00
if ( ( * it ) - > hasBonusOfType ( Bonus : : UNDEAD ) | | ( * it ) - > hasBonusOfType ( Bonus : : NON_LIVING ) ) //this creature is immune
{
sc . dmgToDisplay = 0 ; //TODO: handle Death Stare for multiple targets (?)
2011-04-23 20:10:54 +03:00
continue ;
2011-04-25 12:03:13 +03:00
}
2011-04-23 20:10:54 +03:00
BattleStackAttacked bsa ;
bsa . flags | = BattleStackAttacked : : EFFECT ;
2011-04-25 12:03:13 +03:00
bsa . effect = spell - > mainEffectAnim ; //from config\spell-Info.txt
2011-04-23 20:10:54 +03:00
bsa . damageAmount = usedSpellPower * ( * it ) - > valOfBonuses ( Bonus : : STACK_HEALTH ) ;
bsa . stackAttacked = ( * it ) - > ID ;
bsa . attackerID = - 1 ;
( * it ) - > prepareAttacked ( bsa ) ;
si . stacks . push_back ( bsa ) ;
}
}
break ;
2013-02-11 02:24:57 +03:00
case SpellID : : ACID_BREATH_DAMAGE : //new effect, separate from acid breath defense reduction
2011-05-13 12:02:16 +03:00
{
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for ( auto it = attackedCres . begin ( ) ; it ! = attackedCres . end ( ) ; + + it ) //no immunities
2011-05-13 12:02:16 +03:00
{
BattleStackAttacked bsa ;
bsa . flags | = BattleStackAttacked : : EFFECT ;
2013-01-15 17:20:48 +03:00
bsa . effect = spell - > mainEffectAnim ;
2011-05-13 12:02:16 +03:00
bsa . damageAmount = usedSpellPower ; //damage times the number of attackers
bsa . stackAttacked = ( * it ) - > ID ;
bsa . attackerID = - 1 ;
( * it ) - > prepareAttacked ( bsa ) ;
si . stacks . push_back ( bsa ) ;
}
}
break ;
2010-02-23 17:39:31 +02:00
}
2011-04-25 12:03:13 +03:00
sendAndApply ( & sc ) ;
2011-08-12 22:38:30 +03:00
if ( ! si . stacks . empty ( ) ) //after spellcast info shows
sendAndApply ( & si ) ;
2011-10-01 22:56:54 +03:00
2011-12-14 00:23:17 +03:00
if ( mode = = ECastingMode : : CREATURE_ACTIVE_CASTING | | mode = = ECastingMode : : ENCHANTER_CASTING ) //reduce number of casts remaining
2011-10-09 10:20:23 +03:00
{
BattleSetStackProperty ssp ;
ssp . stackID = stack - > ID ;
ssp . which = BattleSetStackProperty : : CASTS ;
ssp . val = - 1 ;
ssp . absolute = false ;
sendAndApply ( & ssp ) ;
}
2011-07-16 11:28:01 +03:00
//Magic Mirror effect
2012-02-17 00:19:07 +03:00
if ( spell - > isNegative ( ) & & mode ! = ECastingMode : : MAGIC_MIRROR & & spell - > level & & spell - > range [ 0 ] = = " 0 " ) //it is actual spell and can be reflected to single target, no recurrence
2011-07-16 11:28:01 +03:00
{
2012-08-26 12:07:48 +03:00
for ( auto it = attackedCres . begin ( ) ; it ! = attackedCres . end ( ) ; + + it )
2011-07-16 11:28:01 +03:00
{
int mirrorChance = ( * it ) - > valOfBonuses ( Bonus : : MAGIC_MIRROR ) ;
if ( mirrorChance > rand ( ) % 100 )
{
2011-07-16 19:40:38 +03:00
std : : vector < CStack * > mirrorTargets ;
std : : vector < CStack * > & battleStacks = gs - > curB - > stacks ;
2011-07-30 18:04:34 +03:00
for ( size_t j = 0 ; j < battleStacks . size ( ) ; + + j )
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{
2011-07-30 18:04:34 +03:00
if ( battleStacks [ j ] - > owner = = casterSide ) //get enemy stacks which can be affected by this spell
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{
2011-12-14 00:23:17 +03:00
if ( ! gs - > curB - > battleIsImmune ( NULL , spell , ECastingMode : : MAGIC_MIRROR , battleStacks [ j ] - > position ) )
2011-07-30 18:04:34 +03:00
mirrorTargets . push_back ( battleStacks [ j ] ) ;
2011-07-16 19:40:38 +03:00
}
}
if ( mirrorTargets . size ( ) )
2011-07-16 11:28:01 +03:00
{
2011-07-16 19:40:38 +03:00
int targetHex = mirrorTargets [ rand ( ) % mirrorTargets . size ( ) ] - > position ;
2011-12-14 00:23:17 +03:00
handleSpellCasting ( spellID , 0 , targetHex , 1 - casterSide , ( * it ) - > owner , NULL , ( caster ? caster : NULL ) , usedSpellPower , ECastingMode : : MAGIC_MIRROR , ( * it ) ) ;
2011-07-16 11:28:01 +03:00
}
}
}
}
2010-02-23 17:39:31 +02:00
}
2009-04-16 03:28:54 +03:00
bool CGameHandler : : makeCustomAction ( BattleAction & ba )
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{
switch ( ba . actionType )
{
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case Battle : : HERO_SPELL :
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{
2009-10-06 03:32:33 +03:00
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 ;
2009-03-09 12:37:49 +02:00
}
if ( ba . additionalInfo > = VLC - > spellh - > spells . size ( ) )
{
tlog2 < < " Wrong spell id ( " < < ba . additionalInfo < < " )! \n " ;
2009-04-16 03:28:54 +03:00
return false ;
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}
2013-02-13 22:35:43 +03:00
const CSpell * s = SpellID ( ba . additionalInfo ) . toSpell ( ) ;
2013-02-11 02:24:57 +03:00
if ( s - > mainEffectAnim > - 1 | | ( s - > id > = 66 | | s - > id < = 69 ) | | s - > id = = SpellID : : CLONE ) //allow summon elementals
2011-10-01 22:56:54 +03:00
//TODO: special effects, like Clone
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{
2011-06-19 12:07:15 +03:00
ui8 skill = h - > getSpellSchoolLevel ( s ) ; //skill level
2009-03-09 12:37:49 +02:00
2011-12-14 00:23:17 +03:00
ESpellCastProblem : : ESpellCastProblem escp = gs - > curB - > battleCanCastThisSpell ( h - > tempOwner , s , ECastingMode : : HERO_CASTING ) ;
if ( escp ! = ESpellCastProblem : : OK )
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{
tlog2 < < " Spell cannot be cast! \n " ;
tlog2 < < " Problem : " < < escp < < std : : endl ;
return false ;
}
2009-03-09 12:37:49 +02:00
2011-06-19 12:07:15 +03:00
StartAction start_action ( ba ) ;
sendAndApply ( & start_action ) ; //start spell casting
2009-04-21 20:32:43 +03:00
2013-02-14 02:55:42 +03:00
handleSpellCasting ( SpellID ( ba . additionalInfo ) , skill , ba . destinationTile , ba . side , h - > tempOwner ,
2013-02-06 13:16:44 +03:00
h , secondHero , h - > getPrimSkillLevel ( PrimarySkill : : SPELL_POWER ) ,
2012-04-28 22:40:27 +03:00
ECastingMode : : HERO_CASTING , NULL , ba . selectedStack ) ;
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sendAndApply ( & end_action ) ;
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if ( ! gs - > curB - > battleGetStackByID ( gs - > curB - > activeStack , false ) - > alive ( ) )
2011-06-19 12:07:15 +03:00
{
battleMadeAction . setn ( true ) ;
}
2012-08-27 15:34:43 +03:00
checkForBattleEnd ( ) ;
2011-06-19 12:07:15 +03:00
if ( battleResult . get ( ) )
{
battleMadeAction . setn ( true ) ;
//battle will be ended by startBattle function
//endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
}
return true ;
2009-09-28 18:05:35 +03:00
}
2011-06-19 12:07:15 +03:00
else
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{
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tlog2 < < " Spell " < < s - > name < < " is not yet supported! \n " ;
return false ;
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}
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}
}
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return false ;
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}
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void CGameHandler : : stackTurnTrigger ( const CStack * st )
{
BattleTriggerEffect bte ;
bte . stackID = st - > ID ;
bte . effect = - 1 ;
bte . val = 0 ;
bte . additionalInfo = 0 ;
if ( st - > alive ( ) )
{
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//unbind
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if ( st - > getEffect ( SpellID : : BIND ) )
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{
bool unbind = true ;
BonusList bl = * ( st - > getBonuses ( Selector : : type ( Bonus : : BIND_EFFECT ) ) ) ;
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std : : set < const CStack * > stacks = gs - > curB - > batteAdjacentCreatures ( st ) ;
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BOOST_FOREACH ( Bonus * b , bl )
{
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const CStack * stack = gs - > curB - > battleGetStackByID ( b - > additionalInfo ) ; //binding stack must be alive and adjacent
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if ( stack )
{
if ( vstd : : contains ( stacks , stack ) ) //binding stack is still present
{
unbind = false ;
}
}
}
if ( unbind )
{
BattleSetStackProperty ssp ;
ssp . which = BattleSetStackProperty : : UNBIND ;
ssp . stackID = st - > ID ;
sendAndApply ( & ssp ) ;
}
}
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//regeneration
if ( st - > hasBonusOfType ( Bonus : : HP_REGENERATION ) )
{
bte . effect = Bonus : : HP_REGENERATION ;
bte . val = std : : min ( ( int ) ( st - > MaxHealth ( ) - st - > firstHPleft ) , st - > valOfBonuses ( Bonus : : HP_REGENERATION ) ) ;
}
if ( st - > hasBonusOfType ( Bonus : : FULL_HP_REGENERATION ) )
{
bte . effect = Bonus : : HP_REGENERATION ;
bte . val = st - > MaxHealth ( ) - st - > firstHPleft ;
}
if ( bte . val ) //anything to heal
sendAndApply ( & bte ) ;
if ( st - > hasBonusOfType ( Bonus : : POISON ) )
{
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const Bonus * b = st - > getBonusLocalFirst ( Selector : : source ( Bonus : : SPELL_EFFECT , SpellID : : POISON ) & & Selector : : type ( Bonus : : STACK_HEALTH ) ) ;
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if ( b ) //TODO: what if not?...
{
bte . val = std : : max ( b - > val - 10 , - ( st - > valOfBonuses ( Bonus : : POISON ) ) ) ;
if ( bte . val < b - > val ) //(negative) poison effect increases - update it
{
bte . effect = Bonus : : POISON ;
sendAndApply ( & bte ) ;
}
}
}
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if ( st - > hasBonusOfType ( Bonus : : MANA_DRAIN ) & & ! vstd : : contains ( st - > state , EBattleStackState : : DRAINED_MANA ) )
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{
const CGHeroInstance * enemy = gs - > curB - > getHero ( gs - > curB - > theOtherPlayer ( st - > owner ) ) ;
if ( enemy )
{
ui32 manaDrained = st - > valOfBonuses ( Bonus : : MANA_DRAIN ) ;
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vstd : : amin ( manaDrained , gs - > curB - > heroes [ 0 ] - > mana ) ;
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if ( manaDrained )
{
bte . effect = Bonus : : MANA_DRAIN ;
bte . val = manaDrained ;
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bte . additionalInfo = enemy - > id . getNum ( ) ; //for sanity
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sendAndApply ( & bte ) ;
}
}
}
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if ( ! st - > hasBonusOfType ( Bonus : : FEARLESS ) )
{
bool fearsomeCreature = false ;
BOOST_FOREACH ( CStack * stack , gs - > curB - > stacks )
{
if ( stack - > owner ! = st - > owner & & stack - > hasBonusOfType ( Bonus : : FEAR ) )
{
fearsomeCreature = true ;
break ;
}
}
if ( fearsomeCreature )
{
if ( rand ( ) % 100 < 10 ) //fixed 10%
{
bte . effect = Bonus : : FEAR ;
sendAndApply ( & bte ) ;
}
}
}
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BonusList bl = * ( st - > getBonuses ( Selector : : type ( Bonus : : ENCHANTER ) ) ) ;
int side = gs - > curB - > whatSide ( st - > owner ) ;
if ( bl . size ( ) & & st - > casts & & ! gs - > curB - > enchanterCounter [ side ] )
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{
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int index = rand ( ) % bl . size ( ) ;
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SpellID spellID = SpellID ( bl [ index ] - > subtype ) ;
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if ( gs - > curB - > battleCanCastThisSpell ( st - > owner , SpellID ( spellID ) . toSpell ( ) , ECastingMode : : ENCHANTER_CASTING ) = = ESpellCastProblem : : OK ) //TODO: select another available?
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{
int spellLeveL = bl [ index ] - > val ; //spell level
const CGHeroInstance * enemyHero = gs - > curB - > getHero ( gs - > curB - > theOtherPlayer ( st - > owner ) ) ;
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handleSpellCasting ( spellID , spellLeveL , - 1 , side , st - > owner , NULL , enemyHero , 0 , ECastingMode : : ENCHANTER_CASTING , st ) ;
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BattleSetStackProperty ssp ;
ssp . which = BattleSetStackProperty : : ENCHANTER_COUNTER ;
ssp . absolute = false ;
ssp . val = bl [ index ] - > additionalInfo ; //increase cooldown counter
ssp . stackID = st - > ID ;
sendAndApply ( & ssp ) ;
}
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}
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bl = * ( st - > getBonuses ( Selector : : type ( Bonus : : ENCHANTED ) ) ) ;
BOOST_FOREACH ( auto b , bl )
{
SetStackEffect sse ;
int val = bl . valOfBonuses ( Selector : : typeSubtype ( b - > type , b - > subtype ) ) ;
if ( val > 3 )
{
BOOST_FOREACH ( auto s , gs - > curB - > battleGetAllStacks ( ) )
{
if ( st - > owner = = s - > owner & & s - > isValidTarget ( ) ) //all allied
sse . stacks . push_back ( s - > ID ) ;
}
}
else
sse . stacks . push_back ( st - > ID ) ;
Bonus pseudoBonus ;
pseudoBonus . sid = b - > subtype ;
pseudoBonus . val = ( ( val > 3 ) ? ( val - 3 ) : val ) ;
pseudoBonus . turnsRemain = 50 ;
st - > stackEffectToFeature ( sse . effect , pseudoBonus ) ;
sendAndApply ( & sse ) ;
}
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}
}
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void CGameHandler : : handleDamageFromObstacle ( const CObstacleInstance & obstacle , const CStack * curStack )
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{
//we want to determine following vars depending on obstacle type
int damage = - 1 ;
int effect = - 1 ;
bool oneTimeObstacle = false ;
//helper info
const SpellCreatedObstacle * spellObstacle = dynamic_cast < const SpellCreatedObstacle * > ( & obstacle ) ; //not nice but we may need spell params
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const ui8 side = curStack - > attackerOwned ; //if enemy is defending (false = 0), side of our hero is also 0 (attacker)
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const CGHeroInstance * hero = gs - > curB - > heroes [ side ] ;
if ( obstacle . obstacleType = = CObstacleInstance : : MOAT )
{
damage = battleGetMoatDmg ( ) ;
}
else if ( obstacle . obstacleType = = CObstacleInstance : : LAND_MINE )
{
//You don't get hit by a Mine you can see.
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if ( gs - > curB - > battleIsObstacleVisibleForSide ( obstacle , ( BattlePerspective : : BattlePerspective ) side ) )
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return ;
oneTimeObstacle = true ;
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effect = 82 ; //makes
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damage = gs - > curB - > calculateSpellDmg ( SpellID ( SpellID : : LAND_MINE ) . toSpell ( ) , hero , curStack ,
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spellObstacle - > spellLevel , spellObstacle - > casterSpellPower ) ;
//TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if casted by hero,
//if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
}
else if ( obstacle . obstacleType = = CObstacleInstance : : FIRE_WALL )
{
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damage = gs - > curB - > calculateSpellDmg ( SpellID ( SpellID : : FIRE_WALL ) . toSpell ( ) , hero , curStack ,
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spellObstacle - > spellLevel , spellObstacle - > casterSpellPower ) ;
}
else
{
//no other obstacle does damage to stack
return ;
}
BattleStackAttacked bsa ;
if ( effect > = 0 )
{
bsa . flags | = BattleStackAttacked : : EFFECT ;
bsa . effect = effect ; //makes POOF
}
bsa . damageAmount = damage ;
bsa . stackAttacked = curStack - > ID ;
bsa . attackerID = - 1 ;
curStack - > prepareAttacked ( bsa ) ;
StacksInjured si ;
si . stacks . push_back ( bsa ) ;
sendAndApply ( & si ) ;
if ( oneTimeObstacle )
removeObstacle ( obstacle ) ;
}
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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 )
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{
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CMapEvent ev = gs - > map - > events . front ( ) ;
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for ( int player = 0 ; player < GameConstants : : PLAYER_LIMIT ; player + + )
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{
PlayerState * pinfo = gs - > getPlayer ( player ) ;
if ( pinfo //player exists
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& & ( ev . players & 1 < < player ) //event is enabled to this player
& & ( ( ev . computerAffected & & ! pinfo - > human )
| | ( ev . humanAffected & & pinfo - > human )
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)
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)
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{
//give resources
SetResources sr ;
sr . player = player ;
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sr . res = pinfo - > resources + ev . resources ;
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//prepare dialog
InfoWindow iw ;
iw . player = player ;
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iw . text < < ev . message ;
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for ( int i = 0 ; i < ev . resources . size ( ) ; i + + )
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{
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if ( ev . resources [ i ] ) //if resource is changed, we add it to the dialog
iw . components . push_back ( Component ( Component : : RESOURCE , i , ev . resources [ i ] , 0 ) ) ;
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}
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if ( iw . components . size ( ) )
{
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sr . res . amax ( 0 ) ; // If removing too much resources, adjust the amount so the total doesn't become negative.
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sendAndApply ( & sr ) ; //update player resources if changed
}
sendAndApply ( & iw ) ; //show dialog
}
} //PLAYERS LOOP
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if ( ev . nextOccurence )
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{
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gs - > map - > events . pop_front ( ) ;
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ev . firstOccurence + = ev . nextOccurence ;
auto it = gs - > map - > events . begin ( ) ;
while ( it ! = gs - > map - > events . end ( ) & & it - > earlierThanOrEqual ( ev ) )
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it + + ;
gs - > map - > events . insert ( it , ev ) ;
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}
else
{
gs - > map - > events . pop_front ( ) ;
}
}
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//TODO send only if changed
UpdateMapEvents ume ;
ume . events = gs - > map - > events ;
sendAndApply ( & ume ) ;
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}
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void CGameHandler : : handleTownEvents ( CGTownInstance * town , NewTurn & n , std : : map < ObjectInstanceID , std : : map < si32 , si32 > > & newCreas )
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{
town - > events . sort ( evntCmp ) ;
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while ( town - > events . size ( ) & & town - > events . front ( ) . firstOccurence = = gs - > day )
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{
ui8 player = town - > tempOwner ;
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CCastleEvent ev = town - > events . front ( ) ;
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PlayerState * pinfo = gs - > getPlayer ( player ) ;
if ( pinfo //player exists
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& & ( ev . players & 1 < < player ) //event is enabled to this player
& & ( ( ev . computerAffected & & ! pinfo - > human )
| | ( ev . humanAffected & & pinfo - > human ) ) )
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{
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2010-08-18 17:24:30 +03:00
// dialog
InfoWindow iw ;
iw . player = player ;
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iw . text < < ev . message ;
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if ( ev . resources . nonZero ( ) )
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{
TResources was = n . res [ player ] ;
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n . res [ player ] + = ev . resources ;
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n . res [ player ] . amax ( 0 ) ;
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for ( int i = 0 ; i < ev . resources . size ( ) ; i + + )
if ( ev . resources [ i ] & & pinfo - > resources [ i ] ! = n . res [ player ] [ i ] ) //if resource had changed, we add it to the dialog
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iw . components . push_back ( Component ( Component : : RESOURCE , i , n . res [ player ] [ i ] - was [ i ] , 0 ) ) ;
}
2010-08-18 17:24:30 +03:00
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BOOST_FOREACH ( auto & i , ev . buildings )
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{
if ( town - > hasBuilt ( i ) )
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{
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buildStructure ( town - > id , i , true ) ;
iw . components . push_back ( Component ( Component : : BUILDING , town - > subID , i , 0 ) ) ;
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}
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}
2010-08-18 17:24:30 +03:00
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for ( si32 i = 0 ; i < ev . creatures . size ( ) ; i + + ) //creature growths
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{
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if ( town - > creatureDwellingLevel ( i ) > = 0 & & ev . creatures [ i ] ) //there is dwelling
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{
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newCreas [ town - > id ] [ i ] + = ev . creatures [ i ] ;
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iw . components . push_back ( Component ( Component : : CREATURE ,
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town - > creatures [ i ] . second . back ( ) , ev . creatures [ i ] , 0 ) ) ;
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}
}
sendAndApply ( & iw ) ; //show dialog
}
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if ( ev . nextOccurence )
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{
town - > events . pop_front ( ) ;
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ev . firstOccurence + = ev . nextOccurence ;
auto it = town - > events . begin ( ) ;
while ( it ! = town - > events . end ( ) & & it - > earlierThanOrEqual ( ev ) )
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it + + ;
town - > events . insert ( it , ev ) ;
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}
else
{
town - > events . pop_front ( ) ;
}
}
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//TODO send only if changed
UpdateCastleEvents uce ;
uce . town = town - > id ;
uce . events = town - > events ;
sendAndApply ( & uce ) ;
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}
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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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}
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ui32 CGameHandler : : getQueryResult ( TPlayerColor player , int queryID )
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{
//TODO: write
return 0 ;
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}
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void CGameHandler : : showGarrisonDialog ( ObjectInstanceID upobj , ObjectInstanceID 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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gd . removableUnits = removableUnits ;
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{
boost : : unique_lock < boost : : recursive_mutex > lock ( gsm ) ;
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prepareNewQuery ( & gd , player ) ;
//register callback manually since we need to use query ID that's given in result of prepareNewQuery call
callbacks [ gd . queryID ] = [ = ] ( ui32 answer )
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{
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// Garrison callback calls the "original callback" and closes the exchange between objs.
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if ( cb )
cb ( ) ;
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boost : : unique_lock < boost : : recursive_mutex > lockGsm ( this - > gsm ) ;
allowedExchanges . erase ( gd . queryID ) ;
} ;
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allowedExchanges [ gd . queryID ] = std : : make_pair ( upobj , hid ) ;
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sendAndApply ( & gd ) ;
}
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}
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void CGameHandler : : showThievesGuildWindow ( TPlayerColor player , ObjectInstanceID requestingObjId )
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{
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OpenWindow ow ;
ow . window = OpenWindow : : THIEVES_GUILD ;
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ow . id1 = player ;
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ow . id2 = requestingObjId . getNum ( ) ;
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sendAndApply ( & ow ) ;
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}
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bool CGameHandler : : isAllowedArrangePack ( const ArrangeStacks * pack )
{
return isAllowedExchangeForQuery ( pack - > id1 , pack - > id2 ) ;
}
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bool CGameHandler : : isAllowedExchangeForQuery ( ObjectInstanceID id1 , ObjectInstanceID id2 ) {
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boost : : unique_lock < boost : : recursive_mutex > lock ( gsm ) ;
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for ( auto i = allowedExchanges . cbegin ( ) ; i ! = allowedExchanges . cend ( ) ; i + + )
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if ( ( id1 = = i - > second . first & & id2 = = i - > second . second ) | |
( id2 = = i - > second . first & & id1 = = i - > second . second ) )
return true ;
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return false ;
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}
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bool CGameHandler : : isAllowedExchange ( ObjectInstanceID id1 , ObjectInstanceID id2 )
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{
if ( id1 = = id2 )
return true ;
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if ( isAllowedExchangeForQuery ( id1 , id2 ) )
return true ;
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const CGObjectInstance * o1 = getObj ( id1 ) , * o2 = getObj ( id2 ) ;
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if ( o1 & & o2 )
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{
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if ( o1 - > ID = = Obj : : TOWN )
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{
const CGTownInstance * t = static_cast < const CGTownInstance * > ( o1 ) ;
if ( t - > visitingHero = = o2 | | t - > garrisonHero = = o2 )
return true ;
}
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if ( o2 - > ID = = Obj : : TOWN )
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{
const CGTownInstance * t = static_cast < const CGTownInstance * > ( o2 ) ;
if ( t - > visitingHero = = o1 | | t - > garrisonHero = = o1 )
return true ;
}
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if ( o1 - > ID = = Obj : : HERO & & o2 - > ID = = Obj : : HERO
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& & 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] between heroes)
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return true ;
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}
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}
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else //not exchanging between heroes, TODO: more sophisticated logic
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{
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return true ;
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}
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return false ;
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}
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void CGameHandler : : objectVisited ( const CGObjectInstance * obj , const CGHeroInstance * h )
{
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HeroVisit hv ;
hv . obj = obj ;
hv . hero = h ;
hv . starting = true ;
sendAndApply ( & hv ) ;
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obj - > onHeroVisit ( h ) ;
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hv . obj = NULL ; //not necessary, moreover may have been deleted in the meantime
hv . starting = false ;
sendAndApply ( & hv ) ;
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}
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bool CGameHandler : : buildBoat ( ObjectInstanceID objid )
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{
const IShipyard * obj = IShipyard : : castFrom ( getObj ( objid ) ) ;
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if ( obj - > state ( ) ! = IBoatGenerator : : GOOD )
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{
complain ( " Cannot build boat in this shipyard! " ) ;
return false ;
}
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else if ( obj - > o - > ID = = Obj : : TOWN
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& & ! static_cast < const CGTownInstance * > ( obj ) - > hasBuilt ( BuildingID : : SHIPYARD ) )
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{
complain ( " Cannot build boat in the town - no shipyard! " ) ;
return false ;
}
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const TPlayerColor playerID = obj - > o - > tempOwner ;
TResources boatCost ;
obj - > getBoatCost ( boatCost ) ;
TResources aviable = gs - > getPlayer ( playerID ) - > resources ;
if ( ! aviable . canAfford ( boatCost ) )
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{
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 ;
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sr . player = playerID ;
sr . res = ( aviable - boatCost ) ;
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sendAndApply ( & sr ) ;
//create boat
NewObject no ;
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no . ID = Obj : : BOAT ;
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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 )
{
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for ( size_t i = 0 ; i < GameConstants : : PLAYER_LIMIT ; i + + )
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{
if ( players & 1 < < i & & gs - > getPlayer ( i ) )
{
checkLossVictory ( i ) ;
}
}
}
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void CGameHandler : : checkLossVictory ( TPlayerColor player )
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{
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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 ;
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InfoWindow iw ;
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getLossVicMessage ( player , vic ? vic : loss , vic , iw ) ;
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sendAndApply ( & iw ) ;
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PlayerEndsGame peg ;
peg . player = player ;
peg . victory = vic ;
sendAndApply ( & peg ) ;
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if ( vic ) //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
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for ( auto i = gs - > players . cbegin ( ) ; i ! = gs - > players . cend ( ) ; i + + )
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{
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if ( i - > first < GameConstants : : 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 ) = = PlayerRelations : : ALLIES ; // 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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auto hlp = p - > heroes ;
for ( auto i = hlp . cbegin ( ) ; i ! = hlp . cend ( ) ; i + + ) //eliminate heroes
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removeObject ( * i ) ;
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for ( auto i = gs - > map - > objects . cbegin ( ) ; i ! = gs - > map - > objects . cend ( ) ; i + + ) //unflag objs
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{
if ( * i & & ( * i ) - > tempOwner = = player )
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setOwner ( * i , GameConstants : : NEUTRAL_PLAYER ) ;
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}
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//eliminating one player may cause victory of another:
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winLoseHandle ( GameConstants : : ALL_PLAYERS & ~ ( 1 < < player ) ) ;
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}
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if ( vic & & p - > human )
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{
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end2 = true ;
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if ( gs - > scenarioOps - > campState )
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{
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std : : vector < CGHeroInstance * > hes ;
BOOST_FOREACH ( CGHeroInstance * ghi , gs - > map - > heroes )
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{
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if ( ghi - > tempOwner = = player )
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{
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hes . push_back ( ghi ) ;
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}
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}
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gs - > scenarioOps - > campState - > mapConquered ( hes ) ;
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//Request clients to change connection mode
PrepareForAdvancingCampaign pfac ;
sendAndApply ( & pfac ) ;
//Change connection mode
if ( getPlayer ( player ) - > human & & getStartInfo ( ) - > campState )
{
BOOST_FOREACH ( auto connection , conns )
connection - > prepareForSendingHeroes ( ) ;
}
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UpdateCampaignState ucs ;
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ucs . camp = gs - > scenarioOps - > campState ;
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sendAndApply ( & ucs ) ;
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}
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}
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}
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void CGameHandler : : getLossVicMessage ( TPlayerColor player , si8 standard , bool victory , InfoWindow & out ) const
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{
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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 )
{
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case EVictoryConditionType : : ARTIFACT :
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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 . objectId ) ; //artifact name
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break ;
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case EVictoryConditionType : : GATHERTROOP :
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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 ) ;
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out . text . addReplacement ( MetaString : : CRE_PL_NAMES , gs - > map - > victoryCondition . objectId ) ;
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break ;
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case EVictoryConditionType : : GATHERRESOURCE :
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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 ) ;
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out . text . addReplacement ( MetaString : : RES_NAMES , gs - > map - > victoryCondition . objectId ) ;
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break ;
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case EVictoryConditionType : : BUILDCITY :
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out . text . addTxt ( MetaString : : GENERAL_TXT , 282 ) ; //Congratulations! You have successfully upgraded your town, and can claim victory!
break ;
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case EVictoryConditionType : : BUILDGRAIL :
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out . text . addTxt ( MetaString : : GENERAL_TXT , 284 ) ; //Congratulations! You have constructed a permanent home for the Grail, and can claim victory!
break ;
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case EVictoryConditionType : : BEATHERO :
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{
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 ;
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case EVictoryConditionType : : CAPTURECITY :
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{
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 ;
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case EVictoryConditionType : : BEATMONSTER :
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out . text . addTxt ( MetaString : : GENERAL_TXT , 286 ) ; //Congratulations! You have completed your quest to kill the fearsome beast, and can claim victory!
break ;
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case EVictoryConditionType : : TAKEDWELLINGS :
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out . text . addTxt ( MetaString : : GENERAL_TXT , 288 ) ; //Congratulations! Your flag flies on the dwelling of every creature. Victory is yours!
break ;
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case EVictoryConditionType : : TAKEMINES :
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out . text . addTxt ( MetaString : : GENERAL_TXT , 290 ) ; //Congratulations! Your flag flies on every mine. Victory is yours!
break ;
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case EVictoryConditionType : : TRANSPORTITEM :
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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 )
{
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case ELossConditionType : : LOSSCASTLE :
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{
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 ;
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case ELossConditionType : : LOSSHERO :
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{
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 ;
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case ELossConditionType : : TIMEEXPIRES :
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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 )
{
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for ( auto i = gs - > map - > objects . cbegin ( ) ; i ! = gs - > map - > objects . cend ( ) ; i + + ) //unflag objs
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{
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if ( * i & & ( * i ) - > ID = = Obj : : HOLE & & ( * i ) - > pos = = h - > getPosition ( ) )
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{
complain ( " Cannot dig - there is already a hole under the hero! " ) ;
return false ;
}
}
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if ( h - > diggingStatus ( ) ! = CGHeroInstance : : CAN_DIG ) //checks for terrain and movement
COMPLAIN_RETF ( " Hero cannot dig (error code %d)! " , h - > diggingStatus ( ) ) ;
//create a hole
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NewObject no ;
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no . ID = Obj : : HOLE ;
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no . pos = h - > getPosition ( ) ;
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no . subID = getTile ( no . pos ) - > terType ;
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sendAndApply ( & no ) ;
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//take MPs
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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 ;
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giveHeroNewArtifact ( h , VLC - > arth - > artifacts [ 2 ] , ArtifactPosition : : PRE_FIRST ) ; //give grail
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sendAndApply ( & iw ) ;
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iw . soundID = soundBase : : invalid ;
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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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}
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void CGameHandler : : attackCasting ( const BattleAttack & bat , Bonus : : BonusType attackMode , const CStack * attacker )
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{
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if ( attacker - > hasBonusOfType ( attackMode ) )
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{
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std : : set < SpellID > spellsToCast ;
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TBonusListPtr spells = attacker - > getBonuses ( Selector : : type ( attackMode ) ) ;
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BOOST_FOREACH ( const Bonus * sf , * spells )
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{
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spellsToCast . insert ( SpellID ( sf - > subtype ) ) ;
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}
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BOOST_FOREACH ( SpellID spellID , spellsToCast )
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{
const CStack * oneOfAttacked = NULL ;
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for ( int g = 0 ; g < bat . bsa . size ( ) ; + + g )
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{
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if ( bat . bsa [ g ] . newAmount > 0 & & ! bat . bsa [ g ] . isSecondary ( ) ) //apply effects only to first target stack if it's alive
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{
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oneOfAttacked = gs - > curB - > battleGetStackByID ( bat . bsa [ g ] . stackAttacked ) ;
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break ;
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}
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}
bool castMe = false ;
int meleeRanged ;
if ( oneOfAttacked = = NULL ) //all attacked creatures have been killed
return ;
int spellLevel = 0 ;
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TBonusListPtr spellsByType = attacker - > getBonuses ( Selector : : typeSubtype ( attackMode , spellID ) ) ;
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BOOST_FOREACH ( const Bonus * sf , * spellsByType )
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{
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vstd : : amax ( spellLevel , sf - > additionalInfo % 1000 ) ; //pick highest level
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meleeRanged = sf - > additionalInfo / 1000 ;
if ( meleeRanged = = 0 | | ( meleeRanged = = 1 & & bat . shot ( ) ) | | ( meleeRanged = = 2 & & ! bat . shot ( ) ) )
castMe = true ;
}
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int chance = attacker - > valOfBonuses ( ( Selector : : typeSubtype ( attackMode , spellID ) ) ) ;
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vstd : : amin ( chance , 100 ) ;
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int destination = oneOfAttacked - > position ;
2011-02-20 20:32:39 +02:00
2013-02-13 22:35:43 +03:00
const CSpell * spell = SpellID ( spellID ) . toSpell ( ) ;
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if ( gs - > curB - > battleCanCastThisSpellHere ( attacker - > owner , spell , ECastingMode : : AFTER_ATTACK_CASTING , oneOfAttacked - > position ) ! = ESpellCastProblem : : OK )
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continue ;
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2011-04-25 12:03:13 +03:00
//check if spell should be casted (probability handling)
if ( rand ( ) % 100 > = chance )
continue ;
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//casting //TODO: check if spell can be blocked or target is immune
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if ( castMe ) //stacks use 0 spell power. If needed, default = 3 or custom value is used
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handleSpellCasting ( spellID , spellLevel , destination , ! attacker - > attackerOwned , attacker - > owner , NULL , NULL , 0 , ECastingMode : : AFTER_ATTACK_CASTING , attacker ) ;
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}
}
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}
void CGameHandler : : handleAttackBeforeCasting ( const BattleAttack & bat )
{
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const CStack * attacker = gs - > curB - > battleGetStackByID ( bat . stackAttacking ) ;
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attackCasting ( bat , Bonus : : SPELL_BEFORE_ATTACK , attacker ) ; //no detah stare / acid bretah needed?
}
void CGameHandler : : handleAfterAttackCasting ( const BattleAttack & bat )
{
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const CStack * attacker = gs - > curB - > battleGetStackByID ( bat . stackAttacking ) ;
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if ( ! attacker ) //could be already dead
return ;
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attackCasting ( bat , Bonus : : SPELL_AFTER_ATTACK , attacker ) ;
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if ( bat . bsa [ 0 ] . newAmount < = 0 )
{
//don't try death stare or acid breath on dead stack (crash!)
return ;
}
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if ( attacker - > hasBonusOfType ( Bonus : : DEATH_STARE ) ) // spell id 79
{
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// mechanics of Death Stare as in H3:
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// each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
// maximum amount that can be killed is ( gorgons_count / 10 ), rounded up
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double chanceToKill = double ( attacker - > count * attacker - > valOfBonuses ( Bonus : : DEATH_STARE , 0 ) ) / 100 ;
vstd : : amin ( chanceToKill , 1 ) ; //cap at 100%
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boost : : binomial_distribution < > distr ( attacker - > count , chanceToKill ) ;
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boost : : mt19937 rng ( rand ( ) ) ;
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boost : : variate_generator < boost : : mt19937 & , boost : : binomial_distribution < > > dice ( rng , distr ) ;
int staredCreatures = dice ( ) ;
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int maxToKill = ( attacker - > count * chanceToKill + 99 ) / 100 ;
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vstd : : amin ( staredCreatures , maxToKill ) ;
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staredCreatures + = attacker - > type - > level * attacker - > valOfBonuses ( Bonus : : DEATH_STARE , 1 ) ;
if ( staredCreatures )
{
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if ( bat . bsa . size ( ) & & bat . bsa [ 0 ] . newAmount > 0 ) //TODO: death stare was not originally available for multiple-hex attacks, but...
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handleSpellCasting ( SpellID : : DEATH_STARE , 0 , gs - > curB - > battleGetStackByID ( bat . bsa [ 0 ] . stackAttacked ) - > position ,
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! attacker - > attackerOwned , attacker - > owner , NULL , NULL , staredCreatures , ECastingMode : : AFTER_ATTACK_CASTING , attacker ) ;
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}
}
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int acidDamage = 0 ;
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TBonusListPtr acidBreath = attacker - > getBonuses ( Selector : : type ( Bonus : : ACID_BREATH ) ) ;
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BOOST_FOREACH ( const Bonus * b , * acidBreath )
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{
if ( b - > additionalInfo > rand ( ) % 100 )
acidDamage + = b - > val ;
}
if ( acidDamage )
{
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handleSpellCasting ( SpellID : : ACID_BREATH_DAMAGE , 0 , gs - > curB - > battleGetStackByID ( bat . bsa [ 0 ] . stackAttacked ) - > position ,
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! attacker - > attackerOwned , attacker - > owner , NULL , NULL ,
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acidDamage * attacker - > count , ECastingMode : : AFTER_ATTACK_CASTING , attacker ) ;
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}
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}
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bool CGameHandler : : castSpell ( const CGHeroInstance * h , SpellID spellID , const int3 & pos )
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{
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const CSpell * s = spellID . toSpell ( ) ;
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int cost = h - > getSpellCost ( s ) ;
int schoolLevel = h - > getSpellSchoolLevel ( s ) ;
if ( ! h - > canCastThisSpell ( s ) )
COMPLAIN_RET ( " Hero cannot cast this spell! " ) ;
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if ( h - > mana < cost )
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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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switch ( spellID )
{
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case SpellID : : 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 ) ;
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break ;
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}
//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 )
{
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if ( obj & & obj - > ID = = Obj : : BOAT )
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{
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 ;
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no . ID = Obj : : BOAT ;
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no . subID = h - > getBoatType ( ) ;
no . pos = summonPos + int3 ( 1 , 0 , 0 ) ; ;
sendAndApply ( & no ) ;
}
break ;
}
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case SpellID : : SCUTTLE_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 , 337 ) ; //%s tried to scuttle the boat, but failed
iw . text . addReplacement ( h - > name ) ;
sendAndApply ( & iw ) ;
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break ;
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}
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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 ) ;
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if ( ! t - > visitableObjects . size ( ) | | t - > visitableObjects . back ( ) - > ID ! = Obj : : BOAT )
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COMPLAIN_RET ( " There is no boat to scuttle! " ) ;
RemoveObject ro ;
ro . id = t - > visitableObjects . back ( ) - > id ;
sendAndApply ( & ro ) ;
break ;
}
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case SpellID : : DIMENSION_DOOR :
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{
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 : : SPELL_EFFECT , SpellID : : 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 ;
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gb . id = h - > id . getNum ( ) ;
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gb . bonus = Bonus ( Bonus : : ONE_DAY , Bonus : : NONE , Bonus : : SPELL_EFFECT , 0 , SpellID : : DIMENSION_DOOR ) ;
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sendAndApply ( & gb ) ;
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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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if ( moveHero ( h - > id , pos + h - > getVisitableOffset ( ) , true ) )
{
SetMovePoints smp ;
smp . hid = h - > id ;
smp . val = std : : max < ui32 > ( 0 , h - > movement - 300 ) ;
sendAndApply ( & smp ) ;
}
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}
break ;
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case SpellID : : FLY :
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{
int subtype = schoolLevel > = 2 ? 1 : 2 ; //adv or expert
GiveBonus gb ;
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gb . id = h - > id . getNum ( ) ;
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gb . bonus = Bonus ( Bonus : : ONE_DAY , Bonus : : FLYING_MOVEMENT , Bonus : : SPELL_EFFECT , 0 , SpellID : : FLY , subtype ) ;
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sendAndApply ( & gb ) ;
}
break ;
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case SpellID : : WATER_WALK :
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{
int subtype = schoolLevel > = 2 ? 1 : 2 ; //adv or expert
GiveBonus gb ;
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gb . id = h - > id . getNum ( ) ;
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gb . bonus = Bonus ( Bonus : : ONE_DAY , Bonus : : WATER_WALKING , Bonus : : SPELL_EFFECT , 0 , SpellID : : WATER_WALK , subtype ) ;
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sendAndApply ( & gb ) ;
}
break ;
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case SpellID : : TOWN_PORTAL :
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{
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if ( ! gs - > map - > isInTheMap ( pos ) )
COMPLAIN_RET ( " Destination tile not present! " )
TerrainTile tile = gs - > map - > getTile ( pos ) ;
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if ( tile . visitableObjects . empty ( ) | | tile . visitableObjects . back ( ) - > ID ! = Obj : : TOWN )
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COMPLAIN_RET ( " Town not found for Town Portal! " ) ;
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CGTownInstance * town = static_cast < CGTownInstance * > ( tile . visitableObjects . back ( ) ) ;
if ( town - > tempOwner ! = h - > tempOwner )
COMPLAIN_RET ( " Can't teleport to another player! " ) ;
if ( town - > visitingHero )
COMPLAIN_RET ( " Can't teleport to occupied town! " ) ;
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if ( h - > getSpellSchoolLevel ( s ) < 2 )
{
double dist = town - > pos . dist2d ( h - > pos ) ;
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ObjectInstanceID nearest = town - > id ; //nearest town's ID
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BOOST_FOREACH ( const CGTownInstance * currTown , gs - > getPlayer ( h - > tempOwner ) - > towns )
{
double curDist = currTown - > pos . dist2d ( h - > pos ) ;
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if ( nearest = = ObjectInstanceID ( ) | | curDist < dist )
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{
nearest = town - > id ;
dist = curDist ;
}
}
if ( town - > id ! = nearest )
COMPLAIN_RET ( " This hero can only teleport to nearest town! " )
}
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moveHero ( h - > id , town - > visitablePos ( ) + h - > getVisitableOffset ( ) , 1 ) ;
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}
break ;
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case SpellID : : VISIONS :
case SpellID : : VIEW_EARTH :
case SpellID : : DISGUISE :
case SpellID : : 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 )
{
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if ( ! t . visitableObjects . empty ( ) )
{
//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 ;
}
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bool CGameHandler : : sacrificeCreatures ( const IMarket * market , const CGHeroInstance * hero , SlotID slot , ui32 count )
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{
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int oldCount = hero - > getStackCount ( slot ) ;
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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 ;
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changeStackCount ( StackLocation ( hero , slot ) , - count ) ;
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int dump , exp ;
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market - > getOffer ( crid , 0 , dump , exp , EMarketMode : : CREATURE_EXP ) ;
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exp * = count ;
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changePrimSkill ( hero , PrimarySkill : : EXPERIENCE , hero - > calculateXp ( exp ) ) ;
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return true ;
}
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bool CGameHandler : : sacrificeArtifact ( const IMarket * m , const CGHeroInstance * hero , ArtifactPosition slot )
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{
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ArtifactLocation al ( hero , slot ) ;
const CArtifactInstance * a = al . getArt ( ) ;
if ( ! a )
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COMPLAIN_RET ( " Cannot find artifact to sacrifice! " ) ;
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int dmp , expToGive ;
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m - > getOffer ( hero - > getArtTypeId ( slot ) , 0 , dmp , expToGive , EMarketMode : : ARTIFACT_EXP ) ;
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removeArtifact ( al ) ;
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changePrimSkill ( hero , PrimarySkill : : EXPERIENCE , expToGive ) ;
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return true ;
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}
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void CGameHandler : : makeStackDoNothing ( const CStack * next )
{
BattleAction doNothing ;
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doNothing . actionType = Battle : : NO_ACTION ;
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doNothing . additionalInfo = 0 ;
doNothing . destinationTile = - 1 ;
doNothing . side = ! next - > attackerOwned ;
doNothing . stackNumber = next - > ID ;
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makeAutomaticAction ( next , doNothing ) ;
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}
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bool CGameHandler : : insertNewStack ( const StackLocation & sl , const CCreature * c , TQuantity count )
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{
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if ( sl . army - > hasStackAtSlot ( sl . slot ) )
COMPLAIN_RET ( " Slot is already taken! " ) ;
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if ( ! sl . slot . validSlot ( ) )
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COMPLAIN_RET ( " Cannot insert stack to that slot! " ) ;
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InsertNewStack ins ;
ins . sl = sl ;
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ins . stack = CStackBasicDescriptor ( c , count ) ;
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sendAndApply ( & ins ) ;
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return true ;
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}
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bool CGameHandler : : eraseStack ( const StackLocation & sl , bool forceRemoval /* = false*/ )
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{
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if ( ! sl . army - > hasStackAtSlot ( sl . slot ) )
COMPLAIN_RET ( " Cannot find a stack to erase " ) ;
if ( sl . army - > Slots ( ) . size ( ) = = 1 //from the last stack
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& & sl . army - > needsLastStack ( ) //that must be left
& & ! forceRemoval ) //ignore above conditions if we are forcing removal
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{
COMPLAIN_RET ( " Cannot erase the last stack! " ) ;
}
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EraseStack es ;
es . sl = sl ;
sendAndApply ( & es ) ;
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return true ;
}
bool CGameHandler : : changeStackCount ( const StackLocation & sl , TQuantity count , bool absoluteValue /*= false*/ )
{
TQuantity currentCount = sl . army - > getStackCount ( sl . slot ) ;
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if ( ( absoluteValue & & count < 0 )
| | ( ! absoluteValue & & - count > currentCount ) )
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{
COMPLAIN_RET ( " Cannot take more stacks than present! " ) ;
}
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if ( ( currentCount = = - count & & ! absoluteValue )
| | ( ! count & & absoluteValue ) )
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{
eraseStack ( sl ) ;
}
else
{
ChangeStackCount csc ;
csc . sl = sl ;
csc . count = count ;
csc . absoluteValue = absoluteValue ;
sendAndApply ( & csc ) ;
}
return true ;
}
bool CGameHandler : : addToSlot ( const StackLocation & sl , const CCreature * c , TQuantity count )
{
const CCreature * slotC = sl . army - > getCreature ( sl . slot ) ;
if ( ! slotC ) //slot is empty
insertNewStack ( sl , c , count ) ;
else if ( c = = slotC )
changeStackCount ( sl , count ) ;
else
{
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COMPLAIN_RET ( " Cannot add " + c - > namePl + " to slot " + boost : : lexical_cast < std : : string > ( sl . slot ) + " ! " ) ;
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}
return true ;
}
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void CGameHandler : : tryJoiningArmy ( const CArmedInstance * src , const CArmedInstance * dst , bool removeObjWhenFinished , bool allowMerging )
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{
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if ( ! src - > canBeMergedWith ( * dst , allowMerging ) )
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{
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if ( allowMerging ) //do that, add all matching creatures.
{
bool cont = true ;
while ( cont )
{
for ( TSlots : : const_iterator i = src - > stacks . begin ( ) ; i ! = src - > stacks . end ( ) ; i + + ) //while there are unmoved creatures
{
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SlotID pos = dst - > getSlotFor ( i - > second - > type ) ;
if ( pos . validSlot ( ) )
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{
moveStack ( StackLocation ( src , i - > first ) , StackLocation ( dst , pos ) ) ;
cont = true ;
break ; //or iterator crashes
}
cont = false ;
}
}
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}
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boost : : function < void ( ) > removeOrNot = 0 ;
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if ( removeObjWhenFinished )
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removeOrNot = boost : : bind ( & IGameCallback : : removeObject , this , src ) ;
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showGarrisonDialog ( src - > id , dst - > id , true , removeOrNot ) ; //show garrison window and optionally remove ourselves from map when player ends
}
else //merge
{
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moveArmy ( src , dst , allowMerging ) ;
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if ( removeObjWhenFinished )
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removeObject ( src ) ;
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}
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}
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bool CGameHandler : : moveStack ( const StackLocation & src , const StackLocation & dst , TQuantity count )
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{
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if ( ! src . army - > hasStackAtSlot ( src . slot ) )
COMPLAIN_RET ( " No stack to move! " ) ;
if ( dst . army - > hasStackAtSlot ( dst . slot ) & & dst . army - > getCreature ( dst . slot ) ! = src . army - > getCreature ( src . slot ) )
COMPLAIN_RET ( " Cannot move: stack of different type at destination pos! " ) ;
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if ( ! dst . slot . validSlot ( ) )
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COMPLAIN_RET ( " Cannot move stack to that slot! " ) ;
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if ( count = = - 1 )
{
count = src . army - > getStackCount ( src . slot ) ;
}
if ( src . army ! = dst . army //moving away
& & count = = src . army - > getStackCount ( src . slot ) //all creatures
& & src . army - > Slots ( ) . size ( ) = = 1 //from the last stack
& & src . army - > needsLastStack ( ) ) //that must be left
{
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COMPLAIN_RET ( " Cannot move away the last creature! " ) ;
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}
RebalanceStacks rs ;
rs . src = src ;
rs . dst = dst ;
rs . count = count ;
sendAndApply ( & rs ) ;
return true ;
}
bool CGameHandler : : swapStacks ( const StackLocation & sl1 , const StackLocation & sl2 )
{
if ( ! sl1 . army - > hasStackAtSlot ( sl1 . slot ) )
return moveStack ( sl2 , sl1 ) ;
else if ( ! sl2 . army - > hasStackAtSlot ( sl2 . slot ) )
return moveStack ( sl1 , sl2 ) ;
else
{
SwapStacks ss ;
ss . sl1 = sl1 ;
ss . sl2 = sl2 ;
sendAndApply ( & ss ) ;
return true ;
}
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}
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void CGameHandler : : runBattle ( )
{
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setBattle ( gs - > curB ) ;
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assert ( gs - > curB ) ;
//TODO: pre-tactic stuff, call scripts etc.
//tactic round
{
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while ( gs - > curB - > tacticDistance & & ! battleResult . get ( ) )
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boost : : this_thread : : sleep ( boost : : posix_time : : milliseconds ( 50 ) ) ;
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}
//spells opening battle
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for ( int i = 0 ; i < ARRAY_COUNT ( gs - > curB - > heroes ) ; + + i )
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{
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if ( gs - > curB - > heroes [ i ] & & gs - > curB - > heroes [ i ] - > hasBonusOfType ( Bonus : : OPENING_BATTLE_SPELL ) )
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{
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TBonusListPtr bl = gs - > curB - > heroes [ i ] - > getBonuses ( Selector : : type ( Bonus : : OPENING_BATTLE_SPELL ) ) ;
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BOOST_FOREACH ( Bonus * b , * bl )
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{
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handleSpellCasting ( SpellID ( b - > subtype ) , 3 , - 1 , 0 , gs - > curB - > heroes [ i ] - > tempOwner , NULL , gs - > curB - > heroes [ 1 - i ] , b - > val , ECastingMode : : HERO_CASTING , NULL ) ;
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}
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}
}
//main loop
while ( ! battleResult . get ( ) ) //till the end of the battle ;]
{
NEW_ROUND ;
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auto obstacles = gs - > curB - > obstacles ; //we copy container, because we're going to modify it
BOOST_FOREACH ( auto & obstPtr , obstacles )
{
if ( const SpellCreatedObstacle * sco = dynamic_cast < const SpellCreatedObstacle * > ( obstPtr . get ( ) ) )
if ( sco - > turnsRemaining = = 0 )
removeObstacle ( * obstPtr ) ;
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}
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const BattleInfo & curB = * gs - > curB ;
//stack loop
const CStack * next ;
while ( ! battleResult . get ( ) & & ( next = curB . getNextStack ( ) ) & & next - > willMove ( ) )
{
//check for bad morale => freeze
int nextStackMorale = next - > MoraleVal ( ) ;
if ( nextStackMorale < 0 & &
! ( NBonus : : hasOfType ( gs - > curB - > heroes [ 0 ] , Bonus : : BLOCK_MORALE ) | | NBonus : : hasOfType ( gs - > curB - > heroes [ 1 ] , Bonus : : BLOCK_MORALE ) ) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
)
{
if ( rand ( ) % 24 < - 2 * nextStackMorale )
{
//unit loses its turn - empty freeze action
BattleAction ba ;
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ba . actionType = Battle : : BAD_MORALE ;
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ba . additionalInfo = 1 ;
ba . side = ! next - > attackerOwned ;
ba . stackNumber = next - > ID ;
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makeAutomaticAction ( next , ba ) ;
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continue ;
}
}
if ( next - > hasBonusOfType ( Bonus : : ATTACKS_NEAREST_CREATURE ) ) //while in berserk
{
std : : pair < const CStack * , int > attackInfo = curB . getNearestStack ( next , boost : : logic : : indeterminate ) ;
if ( attackInfo . first ! = NULL )
{
BattleAction attack ;
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attack . actionType = Battle : : WALK_AND_ATTACK ;
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attack . side = ! next - > attackerOwned ;
attack . stackNumber = next - > ID ;
attack . additionalInfo = attackInfo . first - > position ;
attack . destinationTile = attackInfo . second ;
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makeAutomaticAction ( next , attack ) ;
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}
else
{
makeStackDoNothing ( next ) ;
}
continue ;
}
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const CGHeroInstance * curOwner = gs - > curB - > battleGetOwner ( next ) ;
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if ( ( next - > position < 0 | | next - > getCreature ( ) - > idNumber = = CreatureID : : BALLISTA ) //arrow turret or ballista
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& & ( ! curOwner | | curOwner - > getSecSkillLevel ( SecondarySkill : : ARTILLERY ) = = 0 ) ) //hero has no artillery
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{
BattleAction attack ;
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attack . actionType = Battle : : SHOOT ;
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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 ] - > isValidTarget ( ) )
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{
attack . destinationTile = gs - > curB - > stacks [ g ] - > position ;
break ;
}
}
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makeAutomaticAction ( next , attack ) ;
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continue ;
}
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if ( next - > getCreature ( ) - > idNumber = = CreatureID : : CATAPULT & & ( ! curOwner | | curOwner - > getSecSkillLevel ( SecondarySkill : : BALLISTICS ) = = 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 ) ] ;
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attack . actionType = Battle : : CATAPULT ;
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attack . additionalInfo = 0 ;
attack . side = ! next - > attackerOwned ;
attack . stackNumber = next - > ID ;
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makeAutomaticAction ( next , attack ) ;
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continue ;
}
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if ( next - > getCreature ( ) - > idNumber = = CreatureID : : FIRST_AID_TENT )
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{
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std : : vector < const CStack * > possibleStacks ;
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//is there any clean algorithm for that? (boost.range seems to lack copy_if) -> remove_copy_if?
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BOOST_FOREACH ( const CStack * s , battleGetAllStacks ( ) )
if ( s - > owner = = next - > owner & & s - > canBeHealed ( ) )
possibleStacks . push_back ( s ) ;
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if ( ! possibleStacks . size ( ) )
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{
makeStackDoNothing ( next ) ;
continue ;
}
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if ( ! curOwner | | curOwner - > getSecSkillLevel ( SecondarySkill : : FIRST_AID ) = = 0 ) //no hero or hero has no first aid
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{
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range : : random_shuffle ( possibleStacks ) ;
const CStack * toBeHealed = possibleStacks . front ( ) ;
BattleAction heal ;
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heal . actionType = Battle : : STACK_HEAL ;
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heal . additionalInfo = 0 ;
heal . destinationTile = toBeHealed - > position ;
heal . side = ! next - > attackerOwned ;
heal . stackNumber = next - > ID ;
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makeAutomaticAction ( next , heal ) ;
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continue ;
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}
}
int numberOfAsks = 1 ;
bool breakOuter = false ;
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do
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{ //ask interface and wait for answer
if ( ! battleResult . get ( ) )
{
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stackTurnTrigger ( next ) ; //various effects
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if ( vstd : : contains ( next - > state , EBattleStackState : : FEAR ) )
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{
makeStackDoNothing ( next ) ; //end immediately if stack was affected by fear
}
else
{
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tlog5 < < " Activating " < < next - > nodeName ( ) < < std : : endl ;
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BattleSetActiveStack sas ;
sas . stack = next - > ID ;
sendAndApply ( & sas ) ;
boost : : unique_lock < boost : : mutex > lock ( battleMadeAction . mx ) ;
battleMadeAction . data = false ;
while ( next - > alive ( ) & &
( ! battleMadeAction . data & & ! battleResult . get ( ) ) ) //active stack hasn't made its action and battle is still going
battleMadeAction . cond . wait ( lock ) ;
}
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}
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
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checkForBattleEnd ( ) ; //check if this action ended the battle
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//check for good morale
nextStackMorale = next - > MoraleVal ( ) ;
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if ( ! vstd : : contains ( next - > state , EBattleStackState : : HAD_MORALE ) //only one extra move per turn possible
& & ! vstd : : contains ( next - > state , EBattleStackState : : DEFENDING )
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& & ! next - > waited ( )
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& & ! vstd : : contains ( next - > state , EBattleStackState : : FEAR )
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& & next - > alive ( )
& & nextStackMorale > 0
& & ! ( NBonus : : hasOfType ( gs - > curB - > heroes [ 0 ] , Bonus : : BLOCK_MORALE ) | | NBonus : : hasOfType ( gs - > curB - > heroes [ 1 ] , Bonus : : BLOCK_MORALE ) ) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
)
{
if ( rand ( ) % 24 < nextStackMorale ) //this stack hasn't got morale this turn
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{
BattleTriggerEffect bte ;
bte . stackID = next - > ID ;
bte . effect = Bonus : : MORALE ;
bte . val = 1 ;
bte . additionalInfo = 0 ;
sendAndApply ( & bte ) ; //play animation
+ + numberOfAsks ; //move this stack once more
}
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}
- - numberOfAsks ;
} while ( numberOfAsks > 0 ) ;
if ( breakOuter )
{
break ;
}
}
}
endBattle ( gs - > curB - > tile , gs - > curB - > heroes [ 0 ] , gs - > curB - > heroes [ 1 ] ) ;
}
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bool CGameHandler : : makeAutomaticAction ( const CStack * stack , BattleAction & ba )
{
BattleSetActiveStack bsa ;
bsa . stack = stack - > ID ;
bsa . askPlayerInterface = false ;
sendAndApply ( & bsa ) ;
bool ret = makeBattleAction ( ba ) ;
checkForBattleEnd ( ) ;
return ret ;
}
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void CGameHandler : : giveHeroArtifact ( const CGHeroInstance * h , const CArtifactInstance * a , ArtifactPosition pos )
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{
assert ( a - > artType ) ;
ArtifactLocation al ;
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al . artHolder = const_cast < CGHeroInstance * > ( h ) ;
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ArtifactPosition slot = ArtifactPosition : : PRE_FIRST ;
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if ( pos < 0 )
{
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if ( pos = = ArtifactPosition : : FIRST_AVAILABLE )
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slot = a - > firstAvailableSlot ( h ) ;
else
slot = a - > firstBackpackSlot ( h ) ;
}
else
{
slot = pos ;
}
al . slot = slot ;
if ( slot < 0 | | ! a - > canBePutAt ( al ) )
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{
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complain ( " Cannot put artifact in that slot! " ) ;
return ;
}
putArtifact ( al , a ) ;
}
void CGameHandler : : putArtifact ( const ArtifactLocation & al , const CArtifactInstance * a )
{
PutArtifact pa ;
pa . art = a ;
pa . al = al ;
sendAndApply ( & pa ) ;
}
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void CGameHandler : : giveHeroNewArtifact ( const CGHeroInstance * h , const CArtifact * artType , ArtifactPosition pos )
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{
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CArtifactInstance * a = NULL ;
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if ( ! artType - > constituents )
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{
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a = new CArtifactInstance ( ) ;
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}
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else
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{
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a = new CCombinedArtifactInstance ( ) ;
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}
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a - > artType = artType ; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
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NewArtifact na ;
na . art = a ;
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sendAndApply ( & na ) ; // -> updates a!!!, will create a on other machines
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giveHeroArtifact ( h , a , pos ) ;
}
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void CGameHandler : : setBattleResult ( BattleResult : : EResult resultType , int victoriusSide )
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{
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if ( battleResult . get ( ) )
{
complain ( " There is already set result? " ) ;
return ;
}
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BattleResult * br = new BattleResult ;
br - > result = resultType ;
br - > winner = victoriusSide ; //surrendering side loses
gs - > curB - > calculateCasualties ( br - > casualties ) ;
battleResult . set ( br ) ;
}
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void CGameHandler : : commitPackage ( CPackForClient * pack )
{
sendAndApply ( pack ) ;
}
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void CGameHandler : : spawnWanderingMonsters ( CreatureID creatureID )
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{
std : : vector < int3 > : : iterator tile ;
std : : vector < int3 > tiles ;
getFreeTiles ( tiles ) ;
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ui32 amount = tiles . size ( ) / 200 ; //Chance is 0.5% for each tile
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std : : random_shuffle ( tiles . begin ( ) , tiles . end ( ) ) ;
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tlog5 < < " Spawning wandering monsters. Found " < < tiles . size ( ) < < " free tiles. Creature type: " < < creatureID < < std : : endl ;
const CCreature * cre = VLC - > creh - > creatures [ creatureID ] ;
for ( int i = 0 ; i < amount ; + + i )
{
tile = tiles . begin ( ) ;
tlog5 < < " \t Spawning monster at " < < * tile < < std : : endl ;
putNewMonster ( creatureID , cre - > getRandomAmount ( std : : rand ) , * tile ) ;
tiles . erase ( tile ) ; //not use it again
}
}
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bool CGameHandler : : isBlockedByQueries ( const CPack * pack , int packType , TPlayerColor player )
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{
//it's always legal to send query reply (we'll check later if it makes sense)
if ( packType = = typeList . getTypeID < QueryReply > ( ) )
return false ;
if ( packType = = typeList . getTypeID < ArrangeStacks > ( ) & & isAllowedArrangePack ( ( const ArrangeStacks * ) pack ) )
return false ;
//if there are no queries, nothing is blocking
if ( states . getQueriesCount ( player ) = = 0 )
return false ;
return true ; //block package
}
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void CGameHandler : : removeObstacle ( const CObstacleInstance & obstacle )
{
ObstaclesRemoved obsRem ;
obsRem . obstacles . insert ( obstacle . uniqueID ) ;
sendAndApply ( & obsRem ) ;
}
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void CGameHandler : : synchronizeArtifactHandlerLists ( )
{
UpdateArtHandlerLists uahl ;
uahl . treasures = VLC - > arth - > treasures ;
uahl . minors = VLC - > arth - > minors ;
uahl . majors = VLC - > arth - > majors ;
uahl . relics = VLC - > arth - > relics ;
sendAndApply ( & uahl ) ;
}
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CasualtiesAfterBattle : : CasualtiesAfterBattle ( const CArmedInstance * army , BattleInfo * bat )
{
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heroWithDeadCommander = ObjectInstanceID ( ) ;
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int color = army - > tempOwner ;
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if ( color = = GameConstants : : UNFLAGGABLE_PLAYER )
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color = GameConstants : : NEUTRAL_PLAYER ;
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BOOST_FOREACH ( CStack * st , bat - > stacks )
{
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if ( vstd : : contains ( st - > state , EBattleStackState : : SUMMONED ) ) //don't take into account summoned stacks
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continue ;
if ( st - > owner = = color & & ! army - > slotEmpty ( st - > slot ) & & st - > count < army - > getStackCount ( st - > slot ) )
{
StackLocation sl ( army , st - > slot ) ;
if ( st - > alive ( ) )
newStackCounts . push_back ( std : : pair < StackLocation , int > ( sl , st - > count ) ) ;
else
newStackCounts . push_back ( std : : pair < StackLocation , int > ( sl , 0 ) ) ;
}
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if ( st - > base & & ! st - > count )
{
auto c = dynamic_cast < const CCommanderInstance * > ( st - > base ) ;
if ( c ) //switch commander status to dead
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{
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auto h = dynamic_cast < const CGHeroInstance * > ( army ) ;
if ( h & & h - > commander = = c )
heroWithDeadCommander = army - > id ; //TODO: unify commander handling
}
}
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}
}
void CasualtiesAfterBattle : : takeFromArmy ( CGameHandler * gh )
{
BOOST_FOREACH ( TStackAndItsNewCount & ncount , newStackCounts )
{
if ( ncount . second > 0 )
gh - > changeStackCount ( ncount . first , ncount . second , true ) ;
else
gh - > eraseStack ( ncount . first , true ) ;
}
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if ( heroWithDeadCommander ! = ObjectInstanceID ( ) )
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{
SetCommanderProperty scp ;
scp . heroid = heroWithDeadCommander ;
scp . which = SetCommanderProperty : : ALIVE ;
scp . amount = 0 ;
gh - > sendAndApply ( & scp ) ;
}
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}