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# include "StdInc.h"
# include "../lib/filesystem/Filesystem.h"
# include "../lib/filesystem/CFileInfo.h"
# include "../lib/int3.h"
# include "../lib/mapping/CCampaignHandler.h"
# include "../lib/StartInfo.h"
# include "../lib/CModHandler.h"
# include "../lib/CArtHandler.h"
# include "../lib/CBuildingHandler.h"
# include "../lib/CHeroHandler.h"
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# include "../lib/spells/CSpellHandler.h"
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# include "../lib/spells/ISpellMechanics.h"
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# include "../lib/CGeneralTextHandler.h"
# include "../lib/CTownHandler.h"
# include "../lib/CCreatureHandler.h"
# include "../lib/CGameState.h"
# include "../lib/BattleState.h"
# include "../lib/CondSh.h"
# include "../lib/NetPacks.h"
# include "../lib/VCMI_Lib.h"
# include "../lib/mapping/CMap.h"
# include "../lib/VCMIDirs.h"
# include "../lib/ScopeGuard.h"
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# include "../lib/CSoundBase.h"
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# include "CGameHandler.h"
# include "CVCMIServer.h"
# include "../lib/CCreatureSet.h"
# include "../lib/CThreadHelper.h"
# include "../lib/GameConstants.h"
# include "../lib/registerTypes/RegisterTypes.h"
/*
* 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
*
*/
# ifndef _MSC_VER
# include <boost/thread/xtime.hpp>
# endif
extern bool end2 ;
# ifdef min
# undef min
# endif
# ifdef max
# undef max
# endif
# define COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
# define COMPLAIN_RET_FALSE_IF(cond, txt) do {if(cond){complain(txt); return false;}} while(0)
# define COMPLAIN_RET(txt) {complain(txt); return false;}
# define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
# define NEW_ROUND BattleNextRound bnr;\
bnr . round = gs - > curB - > round + 1 ; \
sendAndApply ( & bnr ) ;
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class ServerSpellCastEnvironment : public SpellCastEnvironment
{
public :
ServerSpellCastEnvironment ( CGameHandler * gh ) ;
~ ServerSpellCastEnvironment ( ) { } ;
void sendAndApply ( CPackForClient * info ) const override ;
CRandomGenerator & getRandomGenerator ( ) const override ;
void complain ( const std : : string & problem ) const override ;
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const CMap * getMap ( ) const override ;
const CGameInfoCallback * getCb ( ) const override ;
bool moveHero ( ObjectInstanceID hid , int3 dst , ui8 teleporting , PlayerColor asker = PlayerColor : : NEUTRAL ) const override ;
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private :
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mutable CGameHandler * gh ;
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} ;
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CondSh < bool > battleMadeAction ;
CondSh < BattleResult * > battleResult ( nullptr ) ;
template < typename T > class CApplyOnGH ;
class CBaseForGHApply
{
public :
virtual bool applyOnGH ( CGameHandler * gh , CConnection * c , void * pack , PlayerColor player ) const = 0 ;
virtual ~ CBaseForGHApply ( ) { }
template < typename U > static CBaseForGHApply * getApplier ( const U * t = nullptr )
{
return new CApplyOnGH < U > ;
}
} ;
template < typename T > class CApplyOnGH : public CBaseForGHApply
{
public :
bool applyOnGH ( CGameHandler * gh , CConnection * c , void * pack , PlayerColor player ) const
{
T * ptr = static_cast < T * > ( pack ) ;
ptr - > c = c ;
ptr - > player = player ;
return ptr - > applyGh ( gh ) ;
}
} ;
template < >
class CApplyOnGH < CPack > : public CBaseForGHApply
{
public :
bool applyOnGH ( CGameHandler * gh , CConnection * c , void * pack , PlayerColor player ) const
{
logGlobal - > errorStream ( ) < < " Cannot apply on GH plain CPack! " ;
assert ( 0 ) ;
return false ;
}
} ;
static CApplier < CBaseForGHApply > * applier = nullptr ;
CMP_stack cmpst ;
static inline double distance ( int3 a , int3 b )
{
return std : : sqrt ( ( double ) ( a . x - b . x ) * ( a . x - b . x ) + ( a . y - b . y ) * ( a . y - b . y ) ) ;
}
static void giveExp ( BattleResult & r )
{
r . exp [ 0 ] = 0 ;
r . exp [ 1 ] = 0 ;
for ( auto i = r . casualties [ ! r . winner ] . begin ( ) ; i ! = r . casualties [ ! r . winner ] . end ( ) ; i + + )
{
r . exp [ r . winner ] + = VLC - > creh - > creatures . at ( i - > first ) - > valOfBonuses ( Bonus : : STACK_HEALTH ) * i - > second ;
}
}
PlayerStatus PlayerStatuses : : operator [ ] ( PlayerColor player )
{
boost : : unique_lock < boost : : mutex > l ( mx ) ;
if ( players . find ( player ) ! = players . end ( ) )
{
return players . at ( player ) ;
}
else
{
throw std : : runtime_error ( " No such player! " ) ;
}
}
void PlayerStatuses : : addPlayer ( PlayerColor player )
{
boost : : unique_lock < boost : : mutex > l ( mx ) ;
players [ player ] ;
}
bool PlayerStatuses : : checkFlag ( PlayerColor player , bool PlayerStatus : : * flag )
{
boost : : unique_lock < boost : : mutex > l ( mx ) ;
if ( players . find ( player ) ! = players . end ( ) )
{
return players [ player ] . * flag ;
}
else
{
throw std : : runtime_error ( " No such player! " ) ;
}
}
void PlayerStatuses : : setFlag ( PlayerColor player , bool PlayerStatus : : * flag , bool val )
{
boost : : unique_lock < boost : : mutex > l ( mx ) ;
if ( players . find ( player ) ! = players . end ( ) )
{
players [ player ] . * flag = val ;
}
else
{
throw std : : runtime_error ( " No such player! " ) ;
}
cv . notify_all ( ) ;
}
template < typename T >
void callWith ( std : : vector < T > args , std : : function < void ( T ) > fun , ui32 which )
{
fun ( args [ which ] ) ;
}
void CGameHandler : : levelUpHero ( const CGHeroInstance * hero , SecondarySkill skill )
{
changeSecSkill ( hero , skill , 1 , 0 ) ;
expGiven ( hero ) ;
}
void CGameHandler : : levelUpHero ( const CGHeroInstance * hero )
{
// required exp for at least 1 lvl-up hasn't been reached
if ( ! hero - > gainsLevel ( ) )
{
return ;
}
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// give primary skill
logGlobal - > traceStream ( ) < < hero - > name < < " got level " < < hero - > level ;
auto primarySkill = hero - > nextPrimarySkill ( ) ;
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SetPrimSkill sps ;
sps . id = hero - > id ;
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sps . which = primarySkill ;
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sps . abs = false ;
sps . val = 1 ;
sendAndApply ( & sps ) ;
HeroLevelUp hlu ;
hlu . hero = hero ;
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hlu . primskill = primarySkill ;
hlu . skills = hero - > getLevelUpProposedSecondarySkills ( ) ;
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if ( hlu . skills . size ( ) = = 0 )
{
sendAndApply ( & hlu ) ;
levelUpHero ( hero ) ;
}
else if ( hlu . skills . size ( ) = = 1 | | hero - > tempOwner = = PlayerColor : : NEUTRAL ) //choose skill automatically
{
sendAndApply ( & hlu ) ;
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levelUpHero ( hero , * RandomGeneratorUtil : : nextItem ( hlu . skills , hero - > skillsInfo . rand ) ) ;
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}
else if ( hlu . skills . size ( ) > 1 )
{
auto levelUpQuery = make_shared < CHeroLevelUpDialogQuery > ( hlu ) ;
hlu . queryID = levelUpQuery - > queryID ;
queries . addQuery ( levelUpQuery ) ;
sendAndApply ( & hlu ) ;
//level up will be called on query reply
}
}
void CGameHandler : : levelUpCommander ( const CCommanderInstance * c , int skill )
{
SetCommanderProperty scp ;
auto hero = dynamic_cast < const CGHeroInstance * > ( c - > armyObj ) ;
if ( hero )
scp . heroid = hero - > id ;
else
{
complain ( " Commander is not led by hero! " ) ;
return ;
}
scp . accumulatedBonus . subtype = 0 ;
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 )
{
scp . which = SetCommanderProperty : : BONUS ;
auto difference = [ ] ( std : : vector < std : : vector < ui8 > > skillLevels , std : : vector < ui8 > secondarySkills , int skill ) - > int
{
int s = std : : min ( skill , ( int ) ECommander : : SPELL_POWER ) ; //spell power level controls also casts and resistance
return skillLevels . at ( skill ) . at ( secondarySkills . at ( s ) ) - ( secondarySkills . at ( s ) ? skillLevels . at ( skill ) . at ( secondarySkills . at ( s ) - 1 ) : 0 ) ;
} ;
switch ( skill )
{
case ECommander : : ATTACK :
scp . accumulatedBonus . type = Bonus : : PRIMARY_SKILL ;
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
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
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 . at ( skill ) + 1 ;
sendAndApply ( & scp ) ;
}
else if ( skill > = 100 )
{
scp . which = SetCommanderProperty : : SPECIAL_SKILL ;
scp . accumulatedBonus = * VLC - > creh - > skillRequirements . at ( skill - 100 ) . first ;
scp . additionalInfo = skill ; //unnormalized
sendAndApply ( & scp ) ;
}
expGiven ( hero ) ;
}
void CGameHandler : : levelUpCommander ( const CCommanderInstance * c )
{
if ( ! c - > gainsLevel ( ) )
{
return ;
}
CommanderLevelUp clu ;
auto hero = dynamic_cast < const CGHeroInstance * > ( c - > armyObj ) ;
if ( hero )
clu . hero = hero ;
else
{
complain ( " Commander is not led by hero! " ) ;
return ;
}
//picking sec. skills for choice
for ( int i = 0 ; i < = ECommander : : SPELL_POWER ; + + i )
{
if ( c - > secondarySkills . at ( i ) < ECommander : : MAX_SKILL_LEVEL )
clu . skills . push_back ( i ) ;
}
int i = 100 ;
for ( auto specialSkill : VLC - > creh - > skillRequirements )
{
if ( c - > secondarySkills . at ( specialSkill . second . first ) = = ECommander : : MAX_SKILL_LEVEL
& & c - > secondarySkills . at ( specialSkill . second . second ) = = ECommander : : MAX_SKILL_LEVEL
& & ! vstd : : contains ( c - > specialSKills , i ) )
clu . skills . push_back ( i ) ;
+ + i ;
}
int skillAmount = clu . skills . size ( ) ;
if ( ! skillAmount )
{
sendAndApply ( & clu ) ;
levelUpCommander ( c ) ;
}
else if ( skillAmount = = 1 | | hero - > tempOwner = = PlayerColor : : NEUTRAL ) //choose skill automatically
{
sendAndApply ( & clu ) ;
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levelUpCommander ( c , * RandomGeneratorUtil : : nextItem ( clu . skills , gs - > getRandomGenerator ( ) ) ) ;
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}
else if ( skillAmount > 1 ) //apply and ask for secondary skill
{
auto commanderLevelUp = make_shared < CCommanderLevelUpDialogQuery > ( clu ) ;
clu . queryID = commanderLevelUp - > queryID ;
queries . addQuery ( commanderLevelUp ) ;
sendAndApply ( & clu ) ;
}
}
void CGameHandler : : expGiven ( const CGHeroInstance * hero )
{
if ( hero - > gainsLevel ( ) )
levelUpHero ( hero ) ;
else if ( hero - > commander & & hero - > commander - > gainsLevel ( ) )
levelUpCommander ( hero - > commander ) ;
//if(hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
// levelUpCommander(hero->commander);
// else
// levelUpHero(hero);
}
void CGameHandler : : changePrimSkill ( const CGHeroInstance * hero , PrimarySkill : : PrimarySkill which , si64 val , bool abs )
{
if ( which = = PrimarySkill : : EXPERIENCE ) // Check if scenario limit reached
{
if ( gs - > map - > levelLimit ! = 0 )
{
TExpType expLimit = VLC - > heroh - > reqExp ( gs - > map - > levelLimit ) ;
TExpType resultingExp = abs ? val : hero - > exp + val ;
if ( resultingExp > expLimit )
{
// set given experience to max possible, but don't decrease if hero already over top
abs = true ;
val = std : : max ( expLimit , hero - > exp ) ;
InfoWindow iw ;
iw . player = hero - > tempOwner ;
iw . text . addTxt ( MetaString : : GENERAL_TXT , 1 ) ; //can gain no more XP
iw . text . addReplacement ( hero - > name ) ;
sendAndApply ( & iw ) ;
}
}
}
SetPrimSkill sps ;
sps . id = hero - > id ;
sps . which = which ;
sps . abs = abs ;
sps . val = val ;
sendAndApply ( & sps ) ;
//only for exp - hero may level up
if ( which = = PrimarySkill : : EXPERIENCE )
{
if ( hero - > commander & & hero - > commander - > alive )
{
//FIXME: trim experience according to map limit?
SetCommanderProperty scp ;
scp . heroid = hero - > id ;
scp . which = SetCommanderProperty : : EXPERIENCE ;
scp . amount = val ;
sendAndApply ( & scp ) ;
CBonusSystemNode : : treeHasChanged ( ) ;
}
expGiven ( hero ) ;
}
}
void CGameHandler : : changeSecSkill ( const CGHeroInstance * hero , SecondarySkill which , int val , bool abs /*=false*/ )
{
SetSecSkill sss ;
sss . id = hero - > id ;
sss . which = which ;
sss . val = val ;
sss . abs = abs ;
sendAndApply ( & sss ) ;
if ( which = = SecondarySkill : : WISDOM )
{
if ( hero & & hero - > visitedTown )
giveSpells ( hero - > visitedTown , hero ) ;
}
}
void CGameHandler : : endBattle ( int3 tile , const CGHeroInstance * hero1 , const CGHeroInstance * hero2 )
{
LOG_TRACE ( logGlobal ) ;
//Fill BattleResult structure with exp info
giveExp ( * battleResult . data ) ;
if ( battleResult . get ( ) - > result = = BattleResult : : NORMAL ) // give 500 exp for defeating hero, unless he escaped
{
if ( hero1 )
battleResult . data - > exp [ 1 ] + = 500 ;
if ( hero2 )
battleResult . data - > exp [ 0 ] + = 500 ;
}
if ( hero1 )
battleResult . data - > exp [ 0 ] = hero1 - > calculateXp ( battleResult . data - > exp [ 0 ] ) ; //scholar skill
if ( hero2 )
battleResult . data - > exp [ 1 ] = hero2 - > calculateXp ( battleResult . data - > exp [ 1 ] ) ;
const CArmedInstance * bEndArmy1 = gs - > curB - > sides . at ( 0 ) . armyObject ;
const CArmedInstance * bEndArmy2 = gs - > curB - > sides . at ( 1 ) . armyObject ;
const BattleResult : : EResult result = battleResult . get ( ) - > result ;
auto findBattleQuery = [ this ] ( ) - > shared_ptr < CBattleQuery >
{
for ( auto & q : queries . allQueries ( ) )
{
if ( auto bq = std : : dynamic_pointer_cast < CBattleQuery > ( q ) )
if ( bq - > bi = = gs - > curB )
return bq ;
}
return shared_ptr < CBattleQuery > ( ) ;
} ;
auto battleQuery = findBattleQuery ( ) ;
if ( ! battleQuery )
{
logGlobal - > errorStream ( ) < < " Cannot find battle query! " ;
if ( gs - > initialOpts - > mode = = StartInfo : : DUEL )
{
battleQuery = make_shared < CBattleQuery > ( gs - > curB ) ;
}
}
if ( battleQuery ! = queries . topQuery ( gs - > curB - > sides [ 0 ] . color ) )
complain ( " Player " + boost : : lexical_cast < std : : string > ( gs - > curB - > sides [ 0 ] . color ) + " although in battle has no battle query at the top! " ) ;
battleQuery - > result = * battleResult . data ;
//Check how many battle queries were created (number of players blocked by battle)
const int queriedPlayers = battleQuery ? boost : : count ( queries . allQueries ( ) , battleQuery ) : 0 ;
finishingBattle = make_unique < FinishingBattleHelper > ( battleQuery , gs - > initialOpts - > mode = = StartInfo : : DUEL , queriedPlayers ) ;
CasualtiesAfterBattle cab1 ( bEndArmy1 , gs - > curB ) , cab2 ( bEndArmy2 , gs - > curB ) ; //calculate casualties before deleting battle
if ( finishingBattle - > duel )
{
duelFinished ( ) ;
sendAndApply ( battleResult . data ) ; //after this point casualties objects are destroyed
return ;
}
ChangeSpells cs ; //for Eagle Eye
if ( finishingBattle - > winnerHero )
{
if ( int eagleEyeLevel = finishingBattle - > winnerHero - > getSecSkillLevel ( SecondarySkill : : EAGLE_EYE ) )
{
int maxLevel = eagleEyeLevel + 1 ;
double eagleEyeChance = finishingBattle - > winnerHero - > valOfBonuses ( Bonus : : SECONDARY_SKILL_PREMY , SecondarySkill : : EAGLE_EYE ) ;
for ( const CSpell * sp : gs - > curB - > sides . at ( ! battleResult . data - > winner ) . usedSpellsHistory )
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if ( sp - > level < = maxLevel & & ! vstd : : contains ( finishingBattle - > winnerHero - > spells , sp - > id ) & & gs - > getRandomGenerator ( ) . nextInt ( 99 ) < eagleEyeChance )
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cs . spells . insert ( sp - > id ) ;
}
}
std : : vector < ui32 > arts ; //display them in window
if ( result = = BattleResult : : NORMAL & & finishingBattle - > winnerHero )
{
if ( finishingBattle - > loserHero )
{
auto artifactsWorn = finishingBattle - > loserHero - > artifactsWorn ; //TODO: wrap it into a function, somehow (boost::variant -_-)
for ( auto artSlot : artifactsWorn )
{
MoveArtifact ma ;
ma . src = ArtifactLocation ( finishingBattle - > loserHero , artSlot . first ) ;
const CArtifactInstance * art = ma . src . getArt ( ) ;
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if ( art & & ! art - > artType - > isBig ( ) & & art - > artType - > id ! = ArtifactID : : SPELLBOOK ) // don't move war machines or locked arts (spellbook)
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{
arts . push_back ( art - > artType - > id ) ;
ma . dst = ArtifactLocation ( finishingBattle - > winnerHero , art - > firstAvailableSlot ( finishingBattle - > winnerHero ) ) ;
sendAndApply ( & ma ) ;
}
}
while ( ! finishingBattle - > loserHero - > artifactsInBackpack . empty ( ) )
{
//we assume that no big artifacts can be found
MoveArtifact ma ;
ma . src = ArtifactLocation ( finishingBattle - > loserHero ,
ArtifactPosition ( GameConstants : : BACKPACK_START ) ) ; //backpack automatically shifts arts to beginning
const CArtifactInstance * art = ma . src . getArt ( ) ;
arts . push_back ( art - > artType - > id ) ;
ma . dst = ArtifactLocation ( finishingBattle - > winnerHero , art - > firstAvailableSlot ( finishingBattle - > winnerHero ) ) ;
sendAndApply ( & ma ) ;
}
if ( finishingBattle - > loserHero - > commander ) //TODO: what if commanders belong to no hero?
{
artifactsWorn = finishingBattle - > loserHero - > commander - > artifactsWorn ;
for ( auto artSlot : artifactsWorn )
{
MoveArtifact ma ;
ma . src = ArtifactLocation ( finishingBattle - > 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 ( finishingBattle - > winnerHero , art - > firstAvailableSlot ( finishingBattle - > winnerHero ) ) ;
sendAndApply ( & ma ) ;
}
}
}
}
for ( auto armySlot : gs - > curB - > battleGetArmyObject ( ! battleResult . data - > winner ) - > stacks )
{
auto artifactsWorn = armySlot . second - > artifactsWorn ;
for ( 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 ( finishingBattle - > winnerHero , art - > firstAvailableSlot ( finishingBattle - > winnerHero ) ) ;
sendAndApply ( & ma ) ;
}
}
}
}
sendAndApply ( battleResult . data ) ; //after this point casualties objects are destroyed
if ( arts . size ( ) ) //display loot
{
InfoWindow iw ;
iw . player = finishingBattle - > winnerHero - > tempOwner ;
iw . text . addTxt ( MetaString : : GENERAL_TXT , 30 ) ; //You have captured enemy artifact
for ( 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 ( ) ;
}
}
if ( iw . components . size ( ) )
{
sendAndApply ( & iw ) ;
}
}
//Eagle Eye secondary skill handling
if ( ! cs . spells . empty ( ) )
{
cs . learn = 1 ;
cs . hid = finishingBattle - > winnerHero - > id ;
InfoWindow iw ;
iw . player = finishingBattle - > winnerHero - > tempOwner ;
iw . text . addTxt ( MetaString : : GENERAL_TXT , 221 ) ; //Through eagle-eyed observation, %s is able to learn %s
iw . text . addReplacement ( finishingBattle - > winnerHero - > name ) ;
std : : ostringstream names ;
for ( int i = 0 ; i < cs . spells . size ( ) ; i + + )
{
names < < " %s " ;
if ( i < cs . spells . size ( ) - 2 )
names < < " , " ;
else if ( i < cs . spells . size ( ) - 1 )
names < < " %s " ;
}
names < < " . " ;
iw . text . addReplacement ( names . str ( ) ) ;
auto it = cs . spells . begin ( ) ;
for ( int i = 0 ; i < cs . spells . size ( ) ; i + + , it + + )
{
iw . text . addReplacement ( MetaString : : SPELL_NAME , it - > toEnum ( ) ) ;
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 ) ) ;
}
sendAndApply ( & iw ) ;
sendAndApply ( & cs ) ;
}
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 ) ;
}
//give exp
if ( battleResult . data - > exp [ 0 ] & & hero1 & & battleResult . get ( ) - > winner = = 0 )
changePrimSkill ( hero1 , PrimarySkill : : EXPERIENCE , battleResult . data - > exp [ 0 ] ) ;
else if ( battleResult . data - > exp [ 1 ] & & hero2 & & battleResult . get ( ) - > winner = = 1 )
changePrimSkill ( hero2 , PrimarySkill : : EXPERIENCE , battleResult . data - > exp [ 1 ] ) ;
queries . popIfTop ( battleQuery ) ;
//--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
}
void CGameHandler : : battleAfterLevelUp ( const BattleResult & result )
{
LOG_TRACE ( logGlobal ) ;
finishingBattle - > remainingBattleQueriesCount - - ;
logGlobal - > traceStream ( ) < < " Decremented queries count to " < < finishingBattle - > remainingBattleQueriesCount ;
if ( finishingBattle - > remainingBattleQueriesCount > 0 )
//Battle results will be handled when all battle queries are closed
return ;
//TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
// but the battle consequences are applied after final player is unblocked. Hard to abuse...
// Still, it looks like a hole.
// Necromancy if applicable.
const CStackBasicDescriptor raisedStack = finishingBattle - > winnerHero ? finishingBattle - > winnerHero - > calculateNecromancy ( * battleResult . data ) : CStackBasicDescriptor ( ) ;
// Give raised units to winner and show dialog, if any were raised,
// units will be given after casualties are taken
const SlotID necroSlot = raisedStack . type ? finishingBattle - > winnerHero - > getSlotFor ( raisedStack . type ) : SlotID ( ) ;
if ( necroSlot ! = SlotID ( ) )
{
finishingBattle - > winnerHero - > showNecromancyDialog ( raisedStack ) ;
addToSlot ( StackLocation ( finishingBattle - > winnerHero , necroSlot ) , raisedStack . type , raisedStack . count ) ;
}
BattleResultsApplied resultsApplied ;
resultsApplied . player1 = finishingBattle - > victor ;
resultsApplied . player2 = finishingBattle - > loser ;
sendAndApply ( & resultsApplied ) ;
setBattle ( nullptr ) ;
if ( visitObjectAfterVictory & & result . winner = = 0 )
{
logGlobal - > traceStream ( ) < < " post-victory visit " ;
visitObjectOnTile ( * getTile ( finishingBattle - > winnerHero - > getPosition ( ) ) , finishingBattle - > winnerHero ) ;
}
visitObjectAfterVictory = false ;
//handle victory/loss of engaged players
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std : : set < PlayerColor > playerColors = { finishingBattle - > loser , finishingBattle - > victor } ;
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checkVictoryLossConditions ( playerColors ) ;
if ( result . result = = BattleResult : : SURRENDER | | result . result = = BattleResult : : ESCAPE ) //loser has escaped or surrendered
{
SetAvailableHeroes sah ;
sah . player = finishingBattle - > loser ;
sah . hid [ 0 ] = finishingBattle - > loserHero - > subID ;
if ( result . result = = BattleResult : : ESCAPE ) //retreat
{
sah . army [ 0 ] . clear ( ) ;
sah . army [ 0 ] . setCreature ( SlotID ( 0 ) , finishingBattle - > loserHero - > type - > initialArmy . at ( 0 ) . creature , 1 ) ;
}
if ( const CGHeroInstance * another = getPlayer ( finishingBattle - > loser ) - > availableHeroes . at ( 1 ) )
sah . hid [ 1 ] = another - > subID ;
else
sah . hid [ 1 ] = - 1 ;
sendAndApply ( & sah ) ;
}
}
void CGameHandler : : prepareAttack ( BattleAttack & bat , const CStack * att , const CStack * def , int distance , int targetHex )
{
bat . bsa . clear ( ) ;
bat . stackAttacking = att - > ID ;
const int attackerLuck = att - > LuckVal ( ) ;
auto sideHeroBlocksLuck = [ ] ( const SideInBattle & side ) { return NBonus : : hasOfType ( side . hero , Bonus : : BLOCK_LUCK ) ; } ;
if ( ! vstd : : contains_if ( gs - > curB - > sides , sideHeroBlocksLuck ) )
{
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if ( attackerLuck > 0 & & gs - > getRandomGenerator ( ) . nextInt ( 23 ) < attackerLuck )
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{
bat . flags | = BattleAttack : : LUCKY ;
}
if ( VLC - > modh - > settings . data [ " hardcodedFeatures " ] [ " NEGATIVE_LUCK " ] . Bool ( ) ) // negative luck enabled
{
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if ( attackerLuck < 0 & & gs - > getRandomGenerator ( ) . nextInt ( 23 ) < abs ( attackerLuck ) )
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{
bat . flags | = BattleAttack : : UNLUCKY ;
}
}
}
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if ( gs - > getRandomGenerator ( ) . nextInt ( 99 ) < att - > valOfBonuses ( Bonus : : DOUBLE_DAMAGE_CHANCE ) )
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{
bat . flags | = BattleAttack : : DEATH_BLOW ;
}
if ( att - > getCreature ( ) - > idNumber = = CreatureID : : BALLISTA )
{
static const int artilleryLvlToChance [ ] = { 0 , 50 , 75 , 100 } ;
const CGHeroInstance * owner = gs - > curB - > getHero ( att - > owner ) ;
int chance = artilleryLvlToChance [ owner - > getSecSkillLevel ( SecondarySkill : : ARTILLERY ) ] ;
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if ( chance > gs - > getRandomGenerator ( ) . nextInt ( 99 ) )
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{
bat . flags | = BattleAttack : : BALLISTA_DOUBLE_DMG ;
}
}
// only primary target
applyBattleEffects ( bat , att , def , distance , false ) ;
if ( ! bat . shot ( ) ) //multiple-hex attack - only in meele
{
std : : set < const CStack * > attackedCreatures = gs - > curB - > getAttackedCreatures ( att , targetHex ) ; //creatures other than primary target
for ( const CStack * stack : attackedCreatures )
{
if ( stack ! = def ) //do not hit same stack twice
{
applyBattleEffects ( bat , att , stack , distance , true ) ;
}
}
}
const Bonus * bonus = att - > getBonusLocalFirst ( Selector : : type ( Bonus : : SPELL_LIKE_ATTACK ) ) ;
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if ( bonus & & ( bat . shot ( ) ) ) //TODO: make it work in melee?
{
//this is need for displaying hit animation
bat . flags | = BattleAttack : : SPELL_LIKE ;
bat . spellID = SpellID ( bonus - > subtype ) ;
//TODO: should spell override creature`s projectile?
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std : : set < const CStack * > attackedCreatures = SpellID ( bonus - > subtype ) . toSpell ( ) - > getAffectedStacks ( gs - > curB , ECastingMode : : SPELL_LIKE_ATTACK , att - > owner , bonus - > val , targetHex , att ) ;
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//TODO: get exact attacked hex for defender
for ( const CStack * stack : attackedCreatures )
{
if ( stack ! = def ) //do not hit same stack twice
{
applyBattleEffects ( bat , att , stack , distance , true ) ;
}
}
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//now add effect info for all attacked stacks
for ( BattleStackAttacked & bsa : bat . bsa )
{
if ( bsa . attackerID = = att - > ID ) //this is our attack and not f.e. fire shield
{
//this is need for displaying affect animation
bsa . flags | = BattleStackAttacked : : SPELL_EFFECT ;
bsa . spellID = SpellID ( bonus - > subtype ) ;
}
}
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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 . unlucky ( ) , bat . deathBlow ( ) , bat . ballistaDoubleDmg ( ) , gs - > getRandomGenerator ( ) ) ;
def - > prepareAttacked ( bsa , gs - > getRandomGenerator ( ) ) ; //calculate casualties
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//life drain handling
if ( att - > hasBonusOfType ( Bonus : : LIFE_DRAIN ) & & def - > isLiving ( ) )
{
StacksHealedOrResurrected shi ;
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shi . lifeDrain = true ;
shi . tentHealing = false ;
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shi . drainedFrom = def - > ID ;
StacksHealedOrResurrected : : HealInfo hi ;
hi . stackID = att - > ID ;
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hi . healedHP = att - > calculateHealedHealthPoints ( bsa . damageAmount * att - > valOfBonuses ( Bonus : : LIFE_DRAIN ) / 100 , true ) ;
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hi . lowLevelResurrection = false ;
shi . healedStacks . push_back ( hi ) ;
if ( hi . healedHP > 0 )
{
bsa . healedStacks . push_back ( shi ) ;
}
}
bat . bsa . push_back ( bsa ) ; //add this stack to the list of victims after drain life has been calculated
//fire shield handling
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if ( ! bat . shot ( ) & & def - > hasBonusOfType ( Bonus : : FIRE_SHIELD ) & & ! att - > hasBonusOfType ( Bonus : : FIRE_IMMUNITY ) )
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{
BattleStackAttacked bsa2 ;
bsa2 . stackAttacked = att - > ID ; //invert
bsa2 . attackerID = def - > ID ;
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bsa2 . flags | = BattleStackAttacked : : EFFECT ; //FIXME: play animation upon efreet and not attacker
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bsa2 . effect = 11 ;
bsa2 . damageAmount = ( bsa . damageAmount * def - > valOfBonuses ( Bonus : : FIRE_SHIELD ) ) / 100 ; //TODO: scale with attack/defense
att - > prepareAttacked ( bsa2 , gameState ( ) - > getRandomGenerator ( ) ) ;
bat . bsa . push_back ( bsa2 ) ;
}
}
void CGameHandler : : handleConnection ( std : : set < PlayerColor > players , CConnection & c )
{
setThreadName ( " CGameHandler::handleConnection " ) ;
try
{
while ( 1 ) //server should never shut connection first //was: while(!end2)
{
CPack * pack = nullptr ;
PlayerColor player = PlayerColor : : NEUTRAL ;
si32 requestID = - 999 ;
int packType = 0 ;
{
boost : : unique_lock < boost : : mutex > lock ( * c . rmx ) ;
c > > player > > requestID > > pack ; //get the package
if ( ! pack )
{
logGlobal - > errorStream ( ) < < boost : : format ( " Received a null package marked as request %d from player %d " ) % requestID % player ;
}
packType = typeList . getTypeID ( pack ) ; //get the id of type
logGlobal - > traceStream ( ) < < boost : : format ( " Received client message (request %d by player %d) of type with ID=%d (%s). \n " )
% requestID % player . getNum ( ) % packType % typeid ( * pack ) . name ( ) ;
}
//prepare struct informing that action was applied
auto sendPackageResponse = [ & ] ( bool succesfullyApplied )
{
PackageApplied applied ;
applied . player = player ;
applied . result = succesfullyApplied ;
applied . packType = packType ;
applied . requestID = requestID ;
boost : : unique_lock < boost : : mutex > lock ( * c . wmx ) ;
c < < & applied ;
} ;
CBaseForGHApply * apply = applier - > apps [ packType ] ; //and appropriae applier object
if ( isBlockedByQueries ( pack , player ) )
{
sendPackageResponse ( false ) ;
}
else if ( apply )
{
const bool result = apply - > applyOnGH ( this , & c , pack , player ) ;
if ( ! result )
complain ( " Got false in applying... that request must have been fishy! " ) ;
logGlobal - > traceStream ( ) < < " Message successfully applied (result= " < < result < < " )! " ;
sendPackageResponse ( true ) ;
}
else
{
logGlobal - > errorStream ( ) < < " Message cannot be applied, cannot find applier (unregistered type)! " ;
sendPackageResponse ( false ) ;
}
vstd : : clear_pointer ( pack ) ;
}
}
catch ( boost : : system : : system_error & e ) //for boost errors just log, not crash - probably client shut down connection
{
assert ( ! c . connected ) ; //make sure that connection has been marked as broken
logGlobal - > errorStream ( ) < < e . what ( ) ;
end2 = true ;
}
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catch ( . . . )
{
end2 = true ;
handleException ( ) ;
throw ;
}
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logGlobal - > errorStream ( ) < < " Ended handling connection " ;
}
int CGameHandler : : moveStack ( int stack , BattleHex dest )
{
int ret = 0 ;
const CStack * curStack = gs - > curB - > battleGetStackByID ( stack ) ,
* stackAtEnd = gs - > curB - > battleGetStackByPos ( dest ) ;
assert ( curStack ) ;
assert ( dest < GameConstants : : BFIELD_SIZE ) ;
if ( gs - > curB - > tacticDistance )
{
assert ( gs - > curB - > isInTacticRange ( dest ) ) ;
}
if ( curStack - > position = = dest )
return 0 ;
//initing necessary tables
auto accessibility = getAccesibility ( curStack ) ;
//shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
if ( ! stackAtEnd & & curStack - > doubleWide ( ) & & ! accessibility . accessible ( dest , curStack ) )
{
if ( curStack - > attackerOwned )
{
if ( accessibility . accessible ( dest + 1 , curStack ) )
dest + = BattleHex : : RIGHT ;
}
else
{
if ( accessibility . accessible ( dest - 1 , curStack ) )
dest + = BattleHex : : LEFT ;
}
}
if ( ( stackAtEnd & & stackAtEnd ! = curStack & & stackAtEnd - > alive ( ) ) | | ! accessibility . accessible ( dest , curStack ) )
{
complain ( " Given destination is not accessible! " ) ;
return 0 ;
}
std : : pair < std : : vector < BattleHex > , int > path = gs - > curB - > getPath ( curStack - > position , dest , curStack ) ;
ret = path . second ;
int creSpeed = gs - > curB - > tacticDistance ? GameConstants : : BFIELD_SIZE : curStack - > Speed ( ) ;
if ( curStack - > hasBonusOfType ( Bonus : : FLYING ) )
{
if ( path . second < = creSpeed & & path . first . size ( ) > 0 )
{
//inform clients about move
BattleStackMoved sm ;
sm . stack = curStack - > ID ;
std : : vector < BattleHex > tiles ;
tiles . push_back ( path . first [ 0 ] ) ;
sm . tilesToMove = tiles ;
sm . distance = path . second ;
sm . teleporting = false ;
sendAndApply ( & sm ) ;
}
}
else //for non-flying creatures
{
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shared_ptr < const CObstacleInstance > obstacle , obstacle2 ; //obstacle that interrupted movement
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std : : vector < BattleHex > tiles ;
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const int tilesToMove = std : : max ( ( int ) ( path . first . size ( ) - creSpeed ) , 0 ) ;
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int v = path . first . size ( ) - 1 ;
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bool stackIsMoving = true ;
while ( stackIsMoving )
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{
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if ( v < tilesToMove )
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{
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logGlobal - > error ( " Movement terminated abnormally " ) ;
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break ;
}
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for ( bool obstacleHit = false ; ( ! obstacleHit ) & & ( v > = tilesToMove ) ; - - v )
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{
BattleHex hex = path . first [ v ] ;
tiles . push_back ( hex ) ;
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//if we walked onto something, finalize this portion of stack movement check into obstacle
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if ( ( obstacle = battleGetObstacleOnPos ( hex , false ) ) )
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obstacleHit = true ;
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if ( curStack - > doubleWide ( ) )
{
BattleHex otherHex = curStack - > occupiedHex ( hex ) ;
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//two hex creature hit obstacle by backside
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if ( otherHex . isValid ( ) & & ( ( obstacle2 = battleGetObstacleOnPos ( otherHex , false ) ) ) )
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obstacleHit = true ;
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}
}
if ( tiles . size ( ) > 0 )
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{
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//commit movement
BattleStackMoved sm ;
sm . stack = curStack - > ID ;
sm . distance = path . second ;
sm . teleporting = false ;
sm . tilesToMove = tiles ;
sendAndApply ( & sm ) ;
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tiles . clear ( ) ;
}
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//we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
if ( curStack - > position ! = dest )
{
auto processObstacle = [ & ] ( shared_ptr < const CObstacleInstance > & obs )
{
if ( obs )
{
handleDamageFromObstacle ( * obs , curStack ) ;
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//if stack die in explosion or interrupted by obstacle, abort movement
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if ( obs - > stopsMovement ( ) | | ! curStack - > alive ( ) )
stackIsMoving = false ;
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obs . reset ( ) ;
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}
} ;
processObstacle ( obstacle ) ;
if ( curStack - > alive ( ) )
processObstacle ( obstacle2 ) ;
}
else
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//movement finished normally: we reached destination
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stackIsMoving = false ;
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}
}
//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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if ( curStack - > alive ( ) & & curStack - > doubleWide ( ) )
{
BattleHex otherHex = curStack - > occupiedHex ( curStack - > position ) ;
if ( otherHex . isValid ( ) )
if ( auto theLastObstacle = battleGetObstacleOnPos ( otherHex , false ) )
{
//two hex creature hit obstacle by backside
handleDamageFromObstacle ( * theLastObstacle , curStack ) ;
}
}
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return ret ;
}
CGameHandler : : CGameHandler ( void )
{
QID = 1 ;
//gs = nullptr;
IObjectInterface : : cb = this ;
applier = new CApplier < CBaseForGHApply > ;
registerTypesServerPacks ( * applier ) ;
visitObjectAfterVictory = false ;
queries . gh = this ;
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spellEnv = new ServerSpellCastEnvironment ( this ) ;
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}
CGameHandler : : ~ CGameHandler ( void )
{
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delete spellEnv ;
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delete applier ;
applier = nullptr ;
delete gs ;
}
void CGameHandler : : init ( StartInfo * si )
{
if ( si - > seedToBeUsed = = 0 )
{
si - > seedToBeUsed = std : : time ( nullptr ) ;
}
gs = new CGameState ( ) ;
logGlobal - > infoStream ( ) < < " Gamestate created! " ;
gs - > init ( si ) ;
logGlobal - > infoStream ( ) < < " Gamestate initialized! " ;
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// reset seed, so that clients can't predict any following random values
gs - > getRandomGenerator ( ) . resetSeed ( ) ;
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for ( auto & elem : gs - > players )
{
states . addPlayer ( elem . first ) ;
}
}
static bool evntCmp ( const CMapEvent & a , const CMapEvent & b )
{
return a . earlierThan ( b ) ;
}
void CGameHandler : : setPortalDwelling ( const CGTownInstance * town , bool forced = false , bool clear = false )
{ // bool forced = true - if creature should be replaced, if false - only if no creature was set
const PlayerState * p = gs - > getPlayer ( town - > tempOwner ) ;
if ( ! p )
{
logGlobal - > warnStream ( ) < < " There is no player owner of town " < < town - > name < < " at " < < town - > pos ;
return ;
}
if ( forced | | town - > creatures . at ( GameConstants : : CREATURES_PER_TOWN ) . second . empty ( ) ) //we need to change creature
{
SetAvailableCreatures ssi ;
ssi . tid = town - > id ;
ssi . creatures = town - > creatures ;
ssi . creatures [ GameConstants : : CREATURES_PER_TOWN ] . second . clear ( ) ; //remove old one
const std : : vector < ConstTransitivePtr < CGDwelling > > & dwellings = p - > dwellings ;
if ( dwellings . empty ( ) ) //no dwellings - just remove
{
sendAndApply ( & ssi ) ;
return ;
}
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auto dwelling = * RandomGeneratorUtil : : nextItem ( dwellings , gs - > getRandomGenerator ( ) ) ;
// for multi-creature dwellings like Golem Factory
auto creatureId = RandomGeneratorUtil : : nextItem ( dwelling - > creatures , gs - > getRandomGenerator ( ) ) - > second [ 0 ] ;
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if ( clear )
{
ssi . creatures [ GameConstants : : CREATURES_PER_TOWN ] . first = std : : max ( ( ui32 ) 1 , ( VLC - > creh - > creatures . at ( creatureId ) - > growth ) / 2 ) ;
}
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else
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{
ssi . creatures [ GameConstants : : CREATURES_PER_TOWN ] . first = VLC - > creh - > creatures . at ( creatureId ) - > growth ;
}
ssi . creatures [ GameConstants : : CREATURES_PER_TOWN ] . second . push_back ( creatureId ) ;
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sendAndApply ( & ssi ) ;
}
}
void CGameHandler : : newTurn ( )
{
logGlobal - > traceStream ( ) < < " Turn " < < gs - > day + 1 ;
NewTurn n ;
n . specialWeek = NewTurn : : NO_ACTION ;
n . creatureid = CreatureID : : NONE ;
n . day = gs - > day + 1 ;
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 ;
std : : map < PlayerColor , si32 > hadGold ; //starting gold - for buildings like dwarven treasury
if ( firstTurn )
{
for ( auto obj : gs - > map - > objects )
{
if ( obj & & obj - > ID = = Obj : : PRISON ) //give imprisoned hero 0 exp to level him up. easiest to do at this point
{
changePrimSkill ( getHero ( obj - > id ) , PrimarySkill : : EXPERIENCE , 0 ) ;
}
}
}
if ( newWeek & & ! firstTurn )
{
n . specialWeek = NewTurn : : NORMAL ;
bool deityOfFireBuilt = false ;
for ( const CGTownInstance * t : gs - > map - > towns )
{
if ( t - > hasBuilt ( BuildingID : : GRAIL , ETownType : : INFERNO ) )
{
deityOfFireBuilt = true ;
break ;
}
}
if ( deityOfFireBuilt )
{
n . specialWeek = NewTurn : : DEITYOFFIRE ;
n . creatureid = CreatureID : : IMP ;
}
else
{
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int monthType = gs - > getRandomGenerator ( ) . nextInt ( 99 ) ;
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if ( newMonth ) //new month
{
if ( monthType < 40 ) //double growth
{
n . specialWeek = NewTurn : : DOUBLE_GROWTH ;
if ( VLC - > modh - > settings . ALL_CREATURES_GET_DOUBLE_MONTHS )
{
std : : pair < int , CreatureID > newMonster ( 54 , VLC - > creh - > pickRandomMonster ( gs - > getRandomGenerator ( ) ) ) ;
n . creatureid = newMonster . second ;
}
else if ( VLC - > creh - > doubledCreatures . size ( ) )
{
const std : : vector < CreatureID > doubledCreatures ( VLC - > creh - > doubledCreatures . begin ( ) , VLC - > creh - > doubledCreatures . end ( ) ) ;
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n . creatureid = * RandomGeneratorUtil : : nextItem ( doubledCreatures , gs - > getRandomGenerator ( ) ) ;
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}
else
{
complain ( " Cannot find creature that can be spawned! " ) ;
n . specialWeek = NewTurn : : NORMAL ;
}
}
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
std : : pair < int , CreatureID > newMonster ( 54 , VLC - > creh - > pickRandomMonster ( gs - > getRandomGenerator ( ) ) ) ;
//TODO do not pick neutrals
n . creatureid = newMonster . second ;
}
}
}
}
std : : map < ui32 , ConstTransitivePtr < CGHeroInstance > > pool = gs - > hpool . heroesPool ;
for ( auto & elem : gs - > players )
{
if ( elem . first = = PlayerColor : : NEUTRAL )
continue ;
else if ( elem . first > = PlayerColor : : PLAYER_LIMIT )
assert ( 0 ) ; //illegal player number!
std : : pair < PlayerColor , si32 > playerGold ( elem . first , elem . second . resources . at ( Res : : GOLD ) ) ;
hadGold . insert ( playerGold ) ;
if ( newWeek ) //new heroes in tavern
{
SetAvailableHeroes sah ;
sah . player = elem . first ;
//pick heroes and their armies
CHeroClass * banned = nullptr ;
for ( int j = 0 ; j < GameConstants : : AVAILABLE_HEROES_PER_PLAYER ; j + + )
{
//first hero - native if possible, second hero -> any other class
if ( CGHeroInstance * h = gs - > hpool . pickHeroFor ( j = = 0 , elem . first , getNativeTown ( elem . first ) , pool , gs - > getRandomGenerator ( ) , banned ) )
{
sah . hid [ j ] = h - > subID ;
h - > initArmy ( & sah . army [ j ] ) ;
banned = h - > type - > heroClass ;
}
else
sah . hid [ j ] = - 1 ;
}
sendAndApply ( & sah ) ;
}
n . res [ elem . first ] = elem . second . resources ;
for ( CGHeroInstance * h : ( elem ) . second . heroes )
{
if ( h - > visitedTown )
giveSpells ( h - > visitedTown , h ) ;
NewTurn : : Hero hth ;
hth . id = h - > id ;
hth . move = h - > maxMovePoints ( gs - > map - > getTile ( h - > getPosition ( false ) ) . terType ! = ETerrainType : : WATER ) ;
if ( h - > visitedTown & & h - > visitedTown - > hasBuilt ( BuildingID : : MAGES_GUILD_1 ) ) //if hero starts turn in town with mage guild
hth . mana = std : : max ( h - > mana , h - > manaLimit ( ) ) ; //restore all mana
else
hth . mana = std : : max ( ( si32 ) ( 0 ) , std : : max ( h - > mana , std : : min ( ( si32 ) ( h - > mana + h - > manaRegain ( ) ) , h - > manaLimit ( ) ) ) ) ;
n . heroes . insert ( hth ) ;
if ( ! firstTurn ) //not first day
{
n . res [ elem . first ] [ Res : : GOLD ] + = h - > valOfBonuses ( Selector : : typeSubtype ( Bonus : : SECONDARY_SKILL_PREMY , SecondarySkill : : ESTATES ) ) ; //estates
for ( int k = 0 ; k < GameConstants : : RESOURCE_QUANTITY ; k + + )
{
n . res [ elem . first ] [ k ] + = h - > valOfBonuses ( Bonus : : GENERATE_RESOURCE , k ) ;
}
}
}
}
for ( CGTownInstance * t : gs - > map - > towns )
{
PlayerColor player = t - > tempOwner ;
handleTownEvents ( t , n ) ;
if ( newWeek ) //first day of week
{
if ( t - > hasBuilt ( BuildingID : : PORTAL_OF_SUMMON , ETownType : : DUNGEON ) )
setPortalDwelling ( t , true , ( n . specialWeek = = NewTurn : : PLAGUE ? true : false ) ) ; //set creatures for Portal of Summoning
if ( ! firstTurn )
if ( t - > hasBuilt ( BuildingID : : TREASURY , ETownType : : RAMPART ) & & player < PlayerColor : : PLAYER_LIMIT )
n . res [ player ] [ Res : : GOLD ] + = hadGold . at ( player ) / 10 ; //give 10% of starting gold
if ( ! vstd : : contains ( n . cres , t - > id ) )
{
n . cres [ t - > id ] . tid = t - > id ;
n . cres [ t - > id ] . creatures = t - > creatures ;
}
auto & sac = n . cres . at ( t - > id ) ;
for ( int k = 0 ; k < GameConstants : : CREATURES_PER_TOWN ; k + + ) //creature growths
{
if ( ! t - > creatures . at ( k ) . second . empty ( ) ) // there are creatures at this level
{
ui32 & availableCount = sac . creatures . at ( k ) . first ;
const CCreature * cre = VLC - > creh - > creatures . at ( t - > creatures . at ( k ) . second . back ( ) ) ;
if ( n . specialWeek = = NewTurn : : PLAGUE )
availableCount = t - > creatures . at ( k ) . first / 2 ; //halve their number, no growth
else
{
if ( firstTurn ) //first day of game: use only basic growths
availableCount = cre - > growth ;
else
availableCount + = t - > creatureGrowth ( k ) ;
//Deity of fire week - upgrade both imps and upgrades
if ( n . specialWeek = = NewTurn : : DEITYOFFIRE & & vstd : : contains ( t - > creatures . at ( k ) . second , n . creatureid ) )
availableCount + = 15 ;
if ( cre - > idNumber = = n . creatureid ) //bonus week, effect applies only to identical creatures
{
if ( n . specialWeek = = NewTurn : : DOUBLE_GROWTH )
availableCount * = 2 ;
else if ( n . specialWeek = = NewTurn : : BONUS_GROWTH )
availableCount + = 5 ;
}
}
}
}
}
if ( ! firstTurn & & player < PlayerColor : : PLAYER_LIMIT ) //not the first day and town not neutral
{
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n . res [ player ] = n . res [ player ] + t - > dailyIncome ( ) ;
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}
if ( t - > hasBuilt ( BuildingID : : GRAIL , ETownType : : TOWER ) )
{
// Skyship, probably easier to handle same as Veil of darkness
//do it every new day after veils apply
if ( player ! = PlayerColor : : NEUTRAL ) //do not reveal fow for neutral player
{
FoWChange fw ;
fw . mode = 1 ;
fw . player = player ;
// find all hidden tiles
const auto & fow = gs - > getPlayerTeam ( player ) - > fogOfWarMap ;
for ( size_t i = 0 ; i < fow . size ( ) ; i + + )
for ( size_t j = 0 ; j < fow . at ( i ) . size ( ) ; j + + )
for ( size_t k = 0 ; k < fow . at ( i ) . at ( j ) . size ( ) ; k + + )
if ( ! fow . at ( i ) . at ( j ) . at ( k ) )
fw . tiles . insert ( int3 ( i , j , k ) ) ;
sendAndApply ( & fw ) ;
}
}
if ( t - > hasBonusOfType ( Bonus : : DARKNESS ) )
{
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for ( auto & player : gameState ( ) - > players )
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{
if ( getPlayerStatus ( player . first ) = = EPlayerStatus : : INGAME & &
getPlayerRelations ( player . first , t - > tempOwner ) = = PlayerRelations : : ENEMIES )
changeFogOfWar ( t - > visitablePos ( ) , t - > getBonusLocalFirst ( Selector : : type ( Bonus : : DARKNESS ) ) - > val , player . first , true ) ;
}
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}
}
if ( newMonth )
{
SetAvailableArtifacts saa ;
saa . id = - 1 ;
pickAllowedArtsSet ( saa . arts ) ;
sendAndApply ( & saa ) ;
}
sendAndApply ( & n ) ;
if ( newWeek )
{
//spawn wandering monsters
if ( newMonth & & ( n . specialWeek = = NewTurn : : DOUBLE_GROWTH | | n . specialWeek = = NewTurn : : DEITYOFFIRE ) )
{
spawnWanderingMonsters ( n . creatureid ) ;
}
//new week info popup
if ( ! firstTurn )
{
InfoWindow iw ;
switch ( n . specialWeek )
{
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 ;
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 ;
default :
if ( newMonth )
{
iw . text . addTxt ( MetaString : : ARRAY_TXT , ( 130 ) ) ;
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iw . text . addReplacement ( MetaString : : ARRAY_TXT , gs - > getRandomGenerator ( ) . nextInt ( 32 , 41 ) ) ;
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}
else
{
iw . text . addTxt ( MetaString : : ARRAY_TXT , ( 133 ) ) ;
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iw . text . addReplacement ( MetaString : : ARRAY_TXT , gs - > getRandomGenerator ( ) . nextInt ( 43 , 57 ) ) ;
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}
}
for ( auto & elem : gs - > players )
{
iw . player = elem . first ;
sendAndApply ( & iw ) ;
}
}
}
logGlobal - > traceStream ( ) < < " Info about turn " < < n . day < < " has been sent! " ;
handleTimeEvents ( ) ;
//call objects
for ( auto & elem : gs - > map - > objects )
{
if ( elem )
elem - > newTurn ( ) ;
}
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//count days without town for all players, regardless of their turn order
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for ( auto & p : gs - > players )
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{
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PlayerState & playerState = p . second ;
if ( playerState . status = = EPlayerStatus : : INGAME )
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{
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if ( playerState . towns . empty ( ) )
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{
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if ( playerState . daysWithoutCastle )
+ + ( * playerState . daysWithoutCastle ) ;
else playerState . daysWithoutCastle = 0 ;
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}
else
{
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playerState . daysWithoutCastle = boost : : none ;
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}
}
}
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synchronizeArtifactHandlerLists ( ) ; //new day events may have changed them. TODO better of managing that
}
void CGameHandler : : run ( bool resume )
{
LOG_TRACE_PARAMS ( logGlobal , " resume=%d " , resume ) ;
using namespace boost : : posix_time ;
for ( CConnection * cc : conns )
{
if ( ! resume )
{
( * cc ) < < gs - > initialOpts ; // gs->scenarioOps
}
std : : set < PlayerColor > players ;
( * cc ) > > players ; //how many players will be handled at that client
std : : stringstream sbuffer ;
sbuffer < < " Connection " < < cc - > connectionID < < " will handle " < < players . size ( ) < < " player: " ;
for ( PlayerColor color : players )
{
sbuffer < < color < < " " ;
{
boost : : unique_lock < boost : : recursive_mutex > lock ( gsm ) ;
connections [ color ] = cc ;
}
}
logGlobal - > infoStream ( ) < < sbuffer . str ( ) ;
cc - > addStdVecItems ( gs ) ;
cc - > enableStackSendingByID ( ) ;
cc - > disableSmartPointerSerialization ( ) ;
}
for ( auto & elem : conns )
{
std : : set < PlayerColor > pom ;
for ( auto j = connections . cbegin ( ) ; j ! = connections . cend ( ) ; j + + )
if ( j - > second = = elem )
pom . insert ( j - > first ) ;
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boost : : thread ( std : : bind ( & CGameHandler : : handleConnection , this , pom , std : : ref ( * elem ) ) ) ;
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}
if ( gs - > scenarioOps - > mode = = StartInfo : : DUEL )
{
runBattle ( ) ;
end2 = true ;
while ( conns . size ( ) & & ( * conns . begin ( ) ) - > isOpen ( ) )
boost : : this_thread : : sleep ( boost : : posix_time : : milliseconds ( 5 ) ) ; //give time client to close socket
return ;
}
auto playerTurnOrder = generatePlayerTurnOrder ( ) ;
while ( ! end2 )
{
if ( ! resume ) newTurn ( ) ;
std : : list < PlayerColor > : : iterator it ;
if ( resume )
{
it = std : : find ( playerTurnOrder . begin ( ) , playerTurnOrder . end ( ) , gs - > currentPlayer ) ;
}
else
{
it = playerTurnOrder . begin ( ) ;
}
resume = false ;
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for ( ; it ! = playerTurnOrder . end ( ) ; it + + )
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{
auto playerColor = * it ;
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PlayerState * playerState = & gs - > players [ playerColor ] ; //can't copy CBonusSystemNode by value
if ( playerState - > status = = EPlayerStatus : : INGAME )
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{
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//if player runs out of time, he shouldn't get the turn (especially AI)
checkVictoryLossConditionsForAll ( ) ;
if ( gs - > players [ playerColor ] . status ! = EPlayerStatus : : INGAME )
{ //player lost at the beginning of his turn
continue ;
}
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else //give normal turn
{
states . setFlag ( playerColor , & PlayerStatus : : makingTurn , true ) ;
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YourTurn yt ;
yt . player = playerColor ;
//Change local daysWithoutCastle counter for local interface message //TODO: needed?
yt . daysWithoutCastle = playerState - > daysWithoutCastle ;
applyAndSend ( & yt ) ;
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//wait till turn is done
boost : : unique_lock < boost : : mutex > lock ( states . mx ) ;
while ( states . players . at ( playerColor ) . makingTurn & & ! end2 )
{
static time_duration p = milliseconds ( 100 ) ;
states . cv . timed_wait ( lock , p ) ;
}
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}
}
}
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//additional check that game is not finished
bool activePlayer = false ;
for ( auto player : playerTurnOrder )
{
if ( gs - > players [ player ] . status = = EPlayerStatus : : INGAME )
activePlayer = true ;
}
if ( ! activePlayer )
end2 = true ;
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}
while ( conns . size ( ) & & ( * conns . begin ( ) ) - > isOpen ( ) )
boost : : this_thread : : sleep ( boost : : posix_time : : milliseconds ( 5 ) ) ; //give time client to close socket
}
std : : list < PlayerColor > CGameHandler : : generatePlayerTurnOrder ( ) const
{
// Generate player turn order
std : : list < PlayerColor > playerTurnOrder ;
for ( const auto & player : gs - > players ) // add human players first
{
if ( player . second . human )
playerTurnOrder . push_back ( player . first ) ;
}
for ( const auto & player : gs - > players ) // then add non-human players
{
if ( ! player . second . human )
playerTurnOrder . push_back ( player . first ) ;
}
return std : : move ( playerTurnOrder ) ;
}
void CGameHandler : : setupBattle ( int3 tile , const CArmedInstance * armies [ 2 ] , const CGHeroInstance * heroes [ 2 ] , bool creatureBank , const CGTownInstance * town )
{
battleResult . set ( nullptr ) ;
//send info about battles
BattleStart bs ;
bs . info = gs - > setupBattle ( tile , armies , heroes , creatureBank , town ) ;
sendAndApply ( & bs ) ;
}
void CGameHandler : : checkForBattleEnd ( )
{
if ( auto result = battleIsFinished ( ) )
{
setBattleResult ( BattleResult : : NORMAL , * result ) ;
}
}
void CGameHandler : : giveSpells ( const CGTownInstance * t , const CGHeroInstance * h )
{
if ( ! h - > hasSpellbook ( ) )
return ; //hero hasn't spellbook
ChangeSpells cs ;
cs . hid = h - > id ;
cs . learn = true ;
for ( int i = 0 ; i < std : : min ( t - > mageGuildLevel ( ) , h - > getSecSkillLevel ( SecondarySkill : : WISDOM ) + 2 ) ; i + + )
{
if ( t - > hasBuilt ( BuildingID : : GRAIL , ETownType : : CONFLUX ) ) //Aurora Borealis
{
std : : vector < SpellID > spells ;
getAllowedSpells ( spells , i ) ;
for ( auto & spell : spells )
cs . spells . insert ( spell ) ;
}
else
{
for ( int j = 0 ; j < t - > spellsAtLevel ( i + 1 , true ) & & j < t - > spells . at ( i ) . size ( ) ; j + + )
{
if ( ! vstd : : contains ( h - > spells , t - > spells . at ( i ) . at ( j ) ) )
cs . spells . insert ( t - > spells . at ( i ) . at ( j ) ) ;
}
}
}
if ( ! cs . spells . empty ( ) )
sendAndApply ( & cs ) ;
}
void CGameHandler : : setBlockVis ( ObjectInstanceID objid , bool bv )
{
SetObjectProperty sop ( objid , 2 , bv ) ;
sendAndApply ( & sop ) ;
}
bool CGameHandler : : removeObject ( const CGObjectInstance * obj )
{
if ( ! obj | | ! getObj ( obj - > id ) )
{
logGlobal - > errorStream ( ) < < " Something wrong, that object already has been removed or hasn't existed! " ;
return false ;
}
RemoveObject ro ;
ro . id = obj - > id ;
sendAndApply ( & ro ) ;
checkVictoryLossConditionsForAll ( ) ; //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
return true ;
}
void CGameHandler : : setAmount ( ObjectInstanceID objid , ui32 val )
{
SetObjectProperty sop ( objid , 3 , val ) ;
sendAndApply ( & sop ) ;
}
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bool CGameHandler : : moveHero ( ObjectInstanceID hid , int3 dst , ui8 teleporting , bool transit , PlayerColor asker /*= 255*/ )
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{
const CGHeroInstance * h = getHero ( hid ) ;
if ( ! h | | ( asker ! = PlayerColor : : NEUTRAL & & ( teleporting | | h - > getOwner ( ) ! = gs - > currentPlayer ) ) //not turn of that hero or player can't simply teleport hero (at least not with this function)
)
{
logGlobal - > errorStream ( ) < < " Illegal call to move hero! " ;
return false ;
}
logGlobal - > traceStream ( ) < < " Player " < < asker < < " wants to move hero " < < hid . getNum ( ) < < " from " < < h - > pos < < " to " < < dst ;
const int3 hmpos = dst + int3 ( - 1 , 0 , 0 ) ;
if ( ! gs - > map - > isInTheMap ( hmpos ) )
{
logGlobal - > errorStream ( ) < < " Destination tile is outside the map! " ;
return false ;
}
const TerrainTile t = * gs - > getTile ( hmpos ) ;
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const int cost = gs - > getMovementCost ( h , h - > getPosition ( ) , hmpos , h - > movement ) ;
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const int3 guardPos = gs - > guardingCreaturePosition ( hmpos ) ;
const bool embarking = ! h - > boat & & ! t . visitableObjects . empty ( ) & & t . visitableObjects . back ( ) - > ID = = Obj : : BOAT ;
const bool disembarking = h - > boat & & t . terType ! = ETerrainType : : WATER & & ! t . blocked ;
//result structure for start - movement failed, no move points used
TryMoveHero tmh ;
tmh . id = hid ;
tmh . start = h - > pos ;
tmh . end = dst ;
tmh . result = TryMoveHero : : FAILED ;
tmh . movePoints = h - > movement ;
//check if destination tile is available
//it's a rock or blocked and not visitable tile
//OR hero is on land and dest is water and (there is not present only one object - boat)
if ( ( ( t . terType = = ETerrainType : : ROCK | | ( t . blocked & & ! t . visitable & & ! h - > hasBonusOfType ( Bonus : : FLYING_MOVEMENT ) ) )
& & complain ( " Cannot move hero, destination tile is blocked! " ) )
| | ( ( ! 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)
& & complain ( " Cannot move hero, destination tile is on water! " ) )
| | ( ( h - > boat & & t . terType ! = ETerrainType : : WATER & & t . blocked )
& & complain ( " Cannot disembark hero, tile is blocked! " ) )
| | ( ( distance ( h - > pos , dst ) > = 1.5 & & ! teleporting )
& & complain ( " Tiles are not neighboring! " ) )
| | ( ( h - > inTownGarrison )
& & complain ( " Can not move garrisoned hero! " ) )
| | ( ( h - > movement < cost & & dst ! = h - > pos & & ! teleporting )
& & complain ( " Hero doesn't have any movement points left! " ) )
/*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
& & complain ( " Cannot move hero during the battle " ) ) */ )
{
//send info about movement failure
sendAndApply ( & tmh ) ;
return false ;
}
//several generic blocks of code
// should be called if hero changes tile but before applying TryMoveHero package
auto leaveTile = [ & ] ( )
{
for ( CGObjectInstance * obj : gs - > map - > getTile ( int3 ( h - > pos . x - 1 , h - > pos . y , h - > pos . z ) ) . visitableObjects )
{
obj - > onHeroLeave ( h ) ;
}
this - > getTilesInRange ( tmh . fowRevealed , h - > getSightCenter ( ) + ( tmh . end - tmh . start ) , h - > getSightRadious ( ) , h - > tempOwner , 1 ) ;
} ;
auto doMove = [ & ] ( TryMoveHero : : EResult result , EGuardLook lookForGuards ,
EVisitDest visitDest , ELEaveTile leavingTile ) - > bool
{
LOG_TRACE_PARAMS ( logGlobal , " Hero %s starts movement from %s to %s " , h - > name % tmh . start % tmh . end ) ;
auto moveQuery = make_shared < CHeroMovementQuery > ( tmh , h ) ;
queries . addQuery ( moveQuery ) ;
if ( leavingTile = = LEAVING_TILE )
leaveTile ( ) ;
tmh . result = result ;
sendAndApply ( & tmh ) ;
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if ( visitDest = = VISIT_DEST & & t . topVisitableObj ( ) & & t . topVisitableObj ( ) - > id = = h - > id )
{ // Hero should be always able to visit any object he staying on even if there guards around
visitObjectOnTile ( t , h ) ;
}
else if ( lookForGuards = = CHECK_FOR_GUARDS & & this - > isInTheMap ( guardPos ) )
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{
tmh . attackedFrom = guardPos ;
const TerrainTile & guardTile = * gs - > getTile ( guardPos ) ;
objectVisited ( guardTile . visitableObjects . back ( ) , h ) ;
moveQuery - > visitDestAfterVictory = visitDest = = VISIT_DEST ;
}
else if ( visitDest = = VISIT_DEST )
{
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if ( ! transit | | ! CGTeleport : : isTeleport ( t . topVisitableObj ( ) ) )
visitObjectOnTile ( t , h ) ;
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}
queries . popIfTop ( moveQuery ) ;
logGlobal - > traceStream ( ) < < " Hero " < < h - > name < < " ends movement " ;
return result ! = TryMoveHero : : FAILED ;
} ;
//interaction with blocking object (like resources)
auto blockingVisit = [ & ] ( ) - > bool
{
for ( CGObjectInstance * obj : t . visitableObjects )
{
if ( obj ! = h & & obj - > blockVisit & & ! obj - > passableFor ( h - > tempOwner ) )
{
return doMove ( TryMoveHero : : BLOCKING_VISIT , this - > IGNORE_GUARDS , VISIT_DEST , REMAINING_ON_TILE ) ;
//this-> is needed for MVS2010 to recognize scope (?)
}
}
return false ;
} ;
if ( embarking )
{
tmh . movePoints = h - > movementPointsAfterEmbark ( h - > movement , cost , false ) ;
return doMove ( TryMoveHero : : EMBARK , IGNORE_GUARDS , DONT_VISIT_DEST , LEAVING_TILE ) ;
//attack guards on embarking? In H3 creatures on water had no zone of control at all
}
if ( disembarking )
{
tmh . movePoints = h - > movementPointsAfterEmbark ( h - > movement , cost , true ) ;
return doMove ( TryMoveHero : : DISEMBARK , CHECK_FOR_GUARDS , VISIT_DEST , LEAVING_TILE ) ;
}
if ( teleporting )
{
if ( blockingVisit ( ) ) // e.g. hero on the other side of teleporter
return true ;
doMove ( TryMoveHero : : TELEPORTATION , IGNORE_GUARDS , DONT_VISIT_DEST , LEAVING_TILE ) ;
// 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 ) ;
}
return true ;
}
//still here? it is standard movement!
{
tmh . movePoints = h - > movement > = cost
? h - > movement - cost
: 0 ;
if ( blockingVisit ( ) )
return true ;
doMove ( TryMoveHero : : SUCCESS , CHECK_FOR_GUARDS , VISIT_DEST , LEAVING_TILE ) ;
return true ;
}
}
bool CGameHandler : : teleportHero ( ObjectInstanceID hid , ObjectInstanceID dstid , ui8 source , PlayerColor asker /* = 255*/ )
{
const CGHeroInstance * h = getHero ( hid ) ;
const CGTownInstance * t = getTown ( dstid ) ;
if ( ! h | | ! t | | h - > getOwner ( ) ! = gs - > currentPlayer )
logGlobal - > errorStream ( ) < < " Invalid call to teleportHero! " ;
const CGTownInstance * from = h - > visitedTown ;
if ( ( ( h - > getOwner ( ) ! = t - > getOwner ( ) )
& & complain ( " Cannot teleport hero to another player " ) )
| | ( ( ! from | | ! from - > hasBuilt ( BuildingID : : CASTLE_GATE , ETownType : : INFERNO ) )
& & complain ( " Hero must be in town with Castle gate for teleporting " ) )
| | ( ! t - > hasBuilt ( BuildingID : : CASTLE_GATE , ETownType : : INFERNO )
& & complain ( " Cannot teleport hero to town without Castle gate in it " ) ) )
return false ;
int3 pos = t - > visitablePos ( ) ;
pos + = h - > getVisitableOffset ( ) ;
moveHero ( hid , pos , 1 ) ;
return true ;
}
void CGameHandler : : setOwner ( const CGObjectInstance * obj , PlayerColor owner )
{
PlayerColor oldOwner = getOwner ( obj - > id ) ;
SetObjectProperty sop ( obj - > id , 1 , owner . getNum ( ) ) ;
sendAndApply ( & sop ) ;
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std : : set < PlayerColor > playerColors = { owner , oldOwner } ;
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checkVictoryLossConditions ( playerColors ) ;
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if ( dynamic_cast < const CGTownInstance * > ( obj ) ) //town captured
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{
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if ( owner < PlayerColor : : PLAYER_LIMIT ) //new owner is real player
{
const CGTownInstance * town = dynamic_cast < const CGTownInstance * > ( obj ) ;
if ( town - > hasBuilt ( BuildingID : : PORTAL_OF_SUMMON , ETownType : : DUNGEON ) )
setPortalDwelling ( town , true , false ) ;
gs - > getPlayer ( owner ) - > daysWithoutCastle = boost : : none ; // reset counter
}
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if ( oldOwner < PlayerColor : : PLAYER_LIMIT ) //old owner is real player
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{
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if ( gs - > getPlayer ( oldOwner ) - > towns . empty ( ) ) //previous player lost last 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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}
}
const PlayerState * p = gs - > getPlayer ( owner ) ;
if ( ( obj - > ID = = Obj : : CREATURE_GENERATOR1 | | obj - > ID = = Obj : : CREATURE_GENERATOR4 ) & & p & & p - > dwellings . size ( ) = = 1 ) //first dwelling captured
{
for ( const CGTownInstance * t : gs - > getPlayer ( owner ) - > towns )
{
if ( t - > hasBuilt ( BuildingID : : PORTAL_OF_SUMMON , ETownType : : DUNGEON ) )
setPortalDwelling ( t ) ; //set initial creatures for all portals of summoning
}
}
}
void CGameHandler : : showBlockingDialog ( BlockingDialog * iw )
{
auto dialogQuery = make_shared < CBlockingDialogQuery > ( * iw ) ;
queries . addQuery ( dialogQuery ) ;
iw - > queryID = dialogQuery - > queryID ;
sendToAllClients ( iw ) ;
}
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void CGameHandler : : showTeleportDialog ( TeleportDialog * iw )
{
auto dialogQuery = make_shared < CTeleportDialogQuery > ( * iw ) ;
queries . addQuery ( dialogQuery ) ;
iw - > queryID = dialogQuery - > queryID ;
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sendToAllClients ( iw ) ;
}
void CGameHandler : : giveResource ( PlayerColor player , Res : : ERes which , int val ) //TODO: cap according to Bersy's suggestion
{
if ( ! val ) return ; //don't waste time on empty call
SetResource sr ;
sr . player = player ;
sr . resid = which ;
sr . val = gs - > players . find ( player ) - > second . resources . at ( which ) + val ;
sendAndApply ( & sr ) ;
}
void CGameHandler : : giveResources ( PlayerColor player , TResources resources )
{
for ( TResources : : nziterator i ( resources ) ; i . valid ( ) ; i + + )
giveResource ( player , i - > resType , i - > resVal ) ;
}
void CGameHandler : : giveCreatures ( const CArmedInstance * obj , const CGHeroInstance * h , const CCreatureSet & creatures , bool remove )
{
COMPLAIN_RET_IF ( ! creatures . stacksCount ( ) , " Strange, giveCreatures called without args! " ) ;
COMPLAIN_RET_IF ( obj - > stacksCount ( ) , " Cannot give creatures from not-cleared object! " ) ;
COMPLAIN_RET_IF ( creatures . stacksCount ( ) > GameConstants : : ARMY_SIZE , " Too many stacks to give! " ) ;
//first we move creatures to give to make them army of object-source
for ( auto & elem : creatures . Slots ( ) )
{
addToSlot ( StackLocation ( obj , obj - > getSlotFor ( elem . second - > type ) ) , elem . second - > type , elem . second - > count ) ;
}
tryJoiningArmy ( obj , h , remove , true ) ;
}
void CGameHandler : : takeCreatures ( ObjectInstanceID objid , const std : : vector < CStackBasicDescriptor > & creatures )
{
std : : vector < CStackBasicDescriptor > cres = creatures ;
if ( cres . size ( ) < = 0 )
return ;
const CArmedInstance * obj = static_cast < const CArmedInstance * > ( getObj ( objid ) ) ;
for ( CStackBasicDescriptor & sbd : cres )
{
TQuantity collected = 0 ;
while ( collected < sbd . count )
{
bool foundSth = false ;
for ( auto i = obj - > Slots ( ) . begin ( ) ; i ! = obj - > Slots ( ) . end ( ) ; i + + )
{
if ( i - > second - > type = = sbd . type )
{
TQuantity take = std : : min ( sbd . count - collected , i - > second - > count ) ; //collect as much cres as we can
changeStackCount ( StackLocation ( obj , i - > first ) , - take , false ) ;
collected + = take ;
foundSth = true ;
break ;
}
}
if ( ! foundSth ) //we went through the whole loop and haven't found appropriate cres
{
complain ( " Unexpected failure during taking creatures! " ) ;
return ;
}
}
}
}
void CGameHandler : : showCompInfo ( ShowInInfobox * comp )
{
sendToAllClients ( comp ) ;
}
void CGameHandler : : heroVisitCastle ( const CGTownInstance * obj , const CGHeroInstance * hero )
{
HeroVisitCastle vc ;
vc . hid = hero - > id ;
vc . tid = obj - > id ;
vc . flags | = 1 ;
sendAndApply ( & vc ) ;
vistiCastleObjects ( obj , hero ) ;
giveSpells ( obj , hero ) ;
checkVictoryLossConditionsForPlayer ( hero - > tempOwner ) ; //transported artifact?
}
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 ) ;
}
void CGameHandler : : stopHeroVisitCastle ( const CGTownInstance * obj , const CGHeroInstance * hero )
{
HeroVisitCastle vc ;
vc . hid = hero - > id ;
vc . tid = obj - > id ;
sendAndApply ( & vc ) ;
}
void CGameHandler : : removeArtifact ( const ArtifactLocation & al )
{
assert ( al . getArt ( ) ) ;
EraseArtifact ea ;
ea . al = al ;
sendAndApply ( & ea ) ;
}
void CGameHandler : : startBattlePrimary ( const CArmedInstance * army1 , const CArmedInstance * army2 , int3 tile ,
const CGHeroInstance * hero1 , const CGHeroInstance * hero2 , bool creatureBank ,
const CGTownInstance * town ) //use hero=nullptr for no hero
{
engageIntoBattle ( army1 - > tempOwner ) ;
engageIntoBattle ( army2 - > tempOwner ) ;
static const CArmedInstance * armies [ 2 ] ;
armies [ 0 ] = army1 ;
armies [ 1 ] = army2 ;
static const CGHeroInstance * heroes [ 2 ] ;
heroes [ 0 ] = hero1 ;
heroes [ 1 ] = hero2 ;
setupBattle ( tile , armies , heroes , creatureBank , town ) ; //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
auto battleQuery = make_shared < CBattleQuery > ( gs - > curB ) ;
queries . addQuery ( battleQuery ) ;
boost : : thread ( & CGameHandler : : runBattle , this ) ;
}
void CGameHandler : : startBattleI ( const CArmedInstance * army1 , const CArmedInstance * army2 , int3 tile , bool creatureBank )
{
startBattlePrimary ( army1 , army2 , tile ,
army1 - > ID = = Obj : : HERO ? static_cast < const CGHeroInstance * > ( army1 ) : nullptr ,
army2 - > ID = = Obj : : HERO ? static_cast < const CGHeroInstance * > ( army2 ) : nullptr ,
creatureBank ) ;
}
void CGameHandler : : startBattleI ( const CArmedInstance * army1 , const CArmedInstance * army2 , bool creatureBank )
{
startBattleI ( army1 , army2 , army2 - > visitablePos ( ) , creatureBank ) ;
}
void CGameHandler : : changeSpells ( const CGHeroInstance * hero , bool give , const std : : set < SpellID > & spells )
{
ChangeSpells cs ;
cs . hid = hero - > id ;
cs . spells = spells ;
cs . learn = give ;
sendAndApply ( & cs ) ;
}
void CGameHandler : : sendMessageTo ( CConnection & c , const std : : string & message )
{
SystemMessage sm ;
sm . text = message ;
boost : : unique_lock < boost : : mutex > lock ( * c . wmx ) ;
c < < & sm ;
}
void CGameHandler : : giveHeroBonus ( GiveBonus * bonus )
{
sendAndApply ( bonus ) ;
}
void CGameHandler : : setMovePoints ( SetMovePoints * smp )
{
sendAndApply ( smp ) ;
}
void CGameHandler : : setManaPoints ( ObjectInstanceID hid , int val )
{
SetMana sm ;
sm . hid = hid ;
sm . val = val ;
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sm . absolute = true ;
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sendAndApply ( & sm ) ;
}
void CGameHandler : : giveHero ( ObjectInstanceID id , PlayerColor player )
{
GiveHero gh ;
gh . id = id ;
gh . player = player ;
sendAndApply ( & gh ) ;
}
void CGameHandler : : changeObjPos ( ObjectInstanceID objid , int3 newPos , ui8 flags )
{
ChangeObjPos cop ;
cop . objid = objid ;
cop . nPos = newPos ;
cop . flags = flags ;
sendAndApply ( & cop ) ;
}
void CGameHandler : : useScholarSkill ( ObjectInstanceID fromHero , ObjectInstanceID toHero )
{
const CGHeroInstance * h1 = getHero ( fromHero ) ;
const CGHeroInstance * h2 = getHero ( toHero ) ;
if ( h1 - > getSecSkillLevel ( SecondarySkill : : SCHOLAR ) < h2 - > getSecSkillLevel ( SecondarySkill : : SCHOLAR ) )
{
std : : swap ( h1 , h2 ) ; //1st hero need to have higher scholar level for correct message
std : : swap ( fromHero , toHero ) ;
}
int ScholarLevel = h1 - > getSecSkillLevel ( SecondarySkill : : SCHOLAR ) ; //heroes can trade up to this level
if ( ! ScholarLevel | | ! h1 - > hasSpellbook ( ) | | ! h2 - > hasSpellbook ( ) )
return ; //no scholar skill or no spellbook
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
ChangeSpells cs1 ;
cs1 . learn = true ;
cs1 . hid = toHero ; //giving spells to first hero
for ( 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
ChangeSpells cs2 ;
cs2 . learn = true ;
cs2 . hid = fromHero ;
for ( auto it : h2 - > spells )
if ( h1Lvl > = it . toSpell ( ) - > level & & ! vstd : : contains ( h1 - > spells , it ) )
cs2 . spells . insert ( it ) ;
if ( ! cs1 . spells . empty ( ) | | ! cs2 . spells . empty ( ) ) //create a message
{
InfoWindow iw ;
iw . player = h1 - > tempOwner ;
iw . components . push_back ( Component ( Component : : SEC_SKILL , 18 , ScholarLevel , 0 ) ) ;
iw . text . addTxt ( MetaString : : GENERAL_TXT , 139 ) ; //"%s, who has studied magic extensively,
iw . text . addReplacement ( h1 - > name ) ;
if ( ! cs2 . spells . empty ( ) ) //if found new spell - apply
{
iw . text . addTxt ( MetaString : : GENERAL_TXT , 140 ) ; //learns
int size = cs2 . spells . size ( ) ;
for ( auto it : cs2 . spells )
{
iw . components . push_back ( Component ( Component : : SPELL , it , 1 , 0 ) ) ;
iw . text . addTxt ( MetaString : : SPELL_NAME , it . toEnum ( ) ) ;
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 . empty ( ) & & ! cs2 . spells . empty ( ) )
{
iw . text . addTxt ( MetaString : : GENERAL_TXT , 141 ) ; //and
}
if ( ! cs1 . spells . empty ( ) )
{
iw . text . addTxt ( MetaString : : GENERAL_TXT , 147 ) ; //teaches
int size = cs1 . spells . size ( ) ;
for ( auto it : cs1 . spells )
{
iw . components . push_back ( Component ( Component : : SPELL , it , 1 , 0 ) ) ;
iw . text . addTxt ( MetaString : : SPELL_NAME , it . toEnum ( ) ) ;
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 ) ;
}
}
void CGameHandler : : heroExchange ( ObjectInstanceID hero1 , ObjectInstanceID hero2 )
{
auto h1 = getHero ( hero1 ) , h2 = getHero ( hero2 ) ;
if ( gameState ( ) - > getPlayerRelations ( h1 - > getOwner ( ) , h2 - > getOwner ( ) ) )
{
auto exchange = make_shared < CGarrisonDialogQuery > ( h1 , h2 ) ;
ExchangeDialog hex ;
hex . queryID = exchange - > queryID ;
hex . heroes [ 0 ] = getHero ( hero1 ) ;
hex . heroes [ 1 ] = getHero ( hero2 ) ;
sendAndApply ( & hex ) ;
useScholarSkill ( hero1 , hero2 ) ;
queries . addQuery ( exchange ) ;
}
}
void CGameHandler : : sendToAllClients ( CPackForClient * info )
{
logGlobal - > traceStream ( ) < < " Sending to all clients a package of type " < < typeid ( * info ) . name ( ) ;
for ( auto & elem : conns )
{
boost : : unique_lock < boost : : mutex > lock ( * ( elem ) - > wmx ) ;
* elem < < info ;
}
}
void CGameHandler : : sendAndApply ( CPackForClient * info )
{
sendToAllClients ( info ) ;
gs - > apply ( info ) ;
}
void CGameHandler : : applyAndSend ( CPackForClient * info )
{
gs - > apply ( info ) ;
sendToAllClients ( info ) ;
}
void CGameHandler : : sendAndApply ( CGarrisonOperationPack * info )
{
sendAndApply ( static_cast < CPackForClient * > ( info ) ) ;
checkVictoryLossConditionsForAll ( ) ;
}
void CGameHandler : : sendAndApply ( SetResource * info )
{
sendAndApply ( static_cast < CPackForClient * > ( info ) ) ;
checkVictoryLossConditionsForPlayer ( info - > player ) ;
}
void CGameHandler : : sendAndApply ( SetResources * info )
{
sendAndApply ( static_cast < CPackForClient * > ( info ) ) ;
checkVictoryLossConditionsForPlayer ( info - > player ) ;
}
void CGameHandler : : sendAndApply ( NewStructures * info )
{
sendAndApply ( static_cast < CPackForClient * > ( info ) ) ;
checkVictoryLossConditionsForPlayer ( getTown ( info - > tid ) - > tempOwner ) ;
}
void CGameHandler : : save ( const std : : string & filename )
{
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logGlobal - > infoStream ( ) < < " Saving to " < < filename ;
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CFileInfo info ( filename ) ;
//CResourceHandler::get("local")->createResource(info.getStem() + ".vlgm1");
CResourceHandler : : get ( " local " ) - > createResource ( info . getStem ( ) + " .vsgm1 " ) ;
{
logGlobal - > infoStream ( ) < < " Ordering clients to serialize... " ;
SaveGame sg ( info . getStem ( ) + " .vcgm1 " ) ;
sendToAllClients ( & sg ) ;
}
try
{
// {
// logGlobal->infoStream() << "Serializing game info...";
// CSaveFile save(CResourceHandler::get("local")->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME)));
// // char hlp[8] = "VCMISVG";
// // save << hlp;
// saveCommonState(save);
// }
{
CSaveFile save ( * CResourceHandler : : get ( " local " ) - > getResourceName ( ResourceID ( info . getStem ( ) , EResType : : SERVER_SAVEGAME ) ) ) ;
saveCommonState ( save ) ;
logGlobal - > infoStream ( ) < < " Saving server state " ;
save < < * this ;
}
logGlobal - > infoStream ( ) < < " Game has been successfully saved! " ;
}
catch ( std : : exception & e )
{
logGlobal - > errorStream ( ) < < " Failed to save game: " < < e . what ( ) ;
}
}
void CGameHandler : : close ( )
{
logGlobal - > infoStream ( ) < < " We have been requested to close. " ;
if ( gs - > initialOpts - > mode = = StartInfo : : DUEL )
{
exit ( 0 ) ;
}
//for(CConnection *cc : conns)
// if(cc && cc->socket && cc->socket->is_open())
// cc->socket->close();
//exit(0);
}
bool CGameHandler : : arrangeStacks ( ObjectInstanceID id1 , ObjectInstanceID id2 , ui8 what , SlotID p1 , SlotID p2 , si32 val , PlayerColor player )
{
const CArmedInstance * s1 = static_cast < CArmedInstance * > ( gs - > getObjInstance ( id1 ) ) ,
* s2 = static_cast < CArmedInstance * > ( gs - > getObjInstance ( id2 ) ) ;
const CCreatureSet & S1 = * s1 , & S2 = * s2 ;
StackLocation sl1 ( s1 , p1 ) , sl2 ( s2 , p2 ) ;
if ( ! sl1 . slot . validSlot ( ) | | ! sl2 . slot . validSlot ( ) )
{
complain ( " Invalid slot accessed! " ) ;
return false ;
}
if ( ! isAllowedExchange ( id1 , id2 ) )
{
complain ( " Cannot exchange stacks between these two objects! \n " ) ;
return false ;
}
if ( what = = 1 ) //swap
{
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if ( ( ( s1 - > tempOwner ! = player & & s1 - > tempOwner ! = PlayerColor : : UNFLAGGABLE ) & & s1 - > getStackCount ( p1 ) )
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| | ( ( s2 - > tempOwner ! = player & & s2 - > tempOwner ! = PlayerColor : : UNFLAGGABLE ) & & s2 - > getStackCount ( p2 ) ) )
{
complain ( " Can't take troops from another player! " ) ;
return false ;
}
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if ( sl1 . army = = sl2 . army & & sl1 . slot = = sl2 . slot )
{
complain ( " Cannot swap stacks - slots are the same! " ) ;
return false ;
}
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swapStacks ( sl1 , sl2 ) ;
}
else if ( what = = 2 ) //merge
{
if ( ( s1 - > getCreature ( p1 ) ! = s2 - > getCreature ( p2 ) & & complain ( " Cannot merge different creatures stacks! " ) )
| | ( ( ( s1 - > tempOwner ! = player & & s1 - > tempOwner ! = PlayerColor : : UNFLAGGABLE ) & & s2 - > getStackCount ( p2 ) ) & & complain ( " Can't take troops from another player! " ) ) )
return false ;
moveStack ( sl1 , sl2 ) ;
}
else if ( what = = 3 ) //split
{
const int countToMove = val - s2 - > getStackCount ( p2 ) ;
const int countLeftOnSrc = s1 - > getStackCount ( p1 ) - countToMove ;
if ( ( s1 - > tempOwner ! = player & & countLeftOnSrc < s1 - > getStackCount ( p1 ) )
| | ( s2 - > tempOwner ! = player & & val < s2 - > getStackCount ( p2 ) ) )
{
complain ( " Can't move troops of another player! " ) ;
return false ;
}
//general conditions checking
if ( ( ! vstd : : contains ( S1 . stacks , p1 ) & & complain ( " no creatures to split " ) )
| | ( val < 1 & & complain ( " no creatures to split " ) ) )
{
return false ;
}
if ( vstd : : contains ( S2 . stacks , p2 ) ) //dest. slot not free - it must be "rebalancing"...
{
int total = s1 - > getStackCount ( p1 ) + s2 - > getStackCount ( p2 ) ;
if ( ( total < val & & complain ( " Cannot split that stack, not enough creatures! " ) )
| | ( s1 - > getCreature ( p1 ) ! = s2 - > getCreature ( p2 ) & & complain ( " Cannot rebalance different creatures stacks! " ) )
)
{
return false ;
}
moveStack ( sl1 , sl2 , countToMove ) ;
//S2.slots[p2]->count = val;
//S1.slots[p1]->count = total - val;
}
else //split one stack to the two
{
if ( s1 - > getStackCount ( p1 ) < val ) //not enough creatures
{
complain ( " Cannot split that stack, not enough creatures! " ) ;
return false ;
}
moveStack ( sl1 , sl2 , val ) ;
}
}
return true ;
}
PlayerColor CGameHandler : : getPlayerAt ( CConnection * c ) const
{
std : : set < PlayerColor > all ;
for ( auto i = connections . cbegin ( ) ; i ! = connections . cend ( ) ; i + + )
if ( i - > second = = c )
all . insert ( i - > first ) ;
switch ( all . size ( ) )
{
case 0 :
return PlayerColor : : NEUTRAL ;
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 , gs - > currentPlayer ) )
return gs - > currentPlayer ;
else
return PlayerColor : : CANNOT_DETERMINE ; //cannot say which player is it
}
}
}
bool CGameHandler : : disbandCreature ( ObjectInstanceID id , SlotID pos )
{
CArmedInstance * s1 = static_cast < CArmedInstance * > ( gs - > getObjInstance ( id ) ) ;
if ( ! vstd : : contains ( s1 - > stacks , pos ) )
{
complain ( " Illegal call to disbandCreature - no such stack in army! " ) ;
return false ;
}
eraseStack ( StackLocation ( s1 , pos ) ) ;
return true ;
}
bool CGameHandler : : buildStructure ( ObjectInstanceID tid , BuildingID requestedID , bool force /*=false*/ )
{
const CGTownInstance * t = getTown ( tid ) ;
if ( ! t )
COMPLAIN_RETF ( " No such town (ID=%s)! " , tid ) ;
if ( ! t - > town - > buildings . count ( requestedID ) )
COMPLAIN_RETF ( " Town of faction %s does not have info about building ID=%s! " , t - > town - > faction - > name % tid ) ;
if ( t - > hasBuilt ( requestedID ) )
COMPLAIN_RETF ( " Building %s is already built in %s " , t - > town - > buildings . at ( requestedID ) - > Name ( ) % t - > name ) ;
const CBuilding * requestedBuilding = t - > town - > buildings . at ( requestedID ) ;
//Vector with future list of built building and buildings in auto-mode that are not yet built.
std : : vector < const CBuilding * > remainingAutoBuildings ;
std : : set < BuildingID > buildingsThatWillBe ;
//Check validity of request
if ( ! force )
{
switch ( requestedBuilding - > mode )
{
case CBuilding : : BUILD_NORMAL :
if ( gs - > canBuildStructure ( t , requestedID ) ! = EBuildingState : : ALLOWED )
COMPLAIN_RET ( " Cannot build that building! " ) ;
break ;
case CBuilding : : BUILD_AUTO :
case CBuilding : : BUILD_SPECIAL :
COMPLAIN_RET ( " This building can not be constructed normally! " ) ;
case CBuilding : : BUILD_GRAIL :
if ( requestedBuilding - > mode = = CBuilding : : BUILD_GRAIL ) //needs grail
{
if ( ! t - > visitingHero | | ! t - > visitingHero - > hasArt ( ArtifactID : : GRAIL ) )
COMPLAIN_RET ( " Cannot build this without grail! " )
else
removeArtifact ( ArtifactLocation ( t - > visitingHero , t - > visitingHero - > getArtPos ( ArtifactID : : GRAIL , false ) ) ) ;
}
break ;
}
}
//Performs stuff that has to be done after new building is built
auto processBuiltStructure = [ t , this ] ( const BuildingID buildingID )
{
if ( buildingID > = BuildingID : : DWELL_FIRST ) //dwelling
{
int level = ( buildingID - BuildingID : : DWELL_FIRST ) % GameConstants : : CREATURES_PER_TOWN ;
int upgradeNumber = ( buildingID - BuildingID : : DWELL_FIRST ) / GameConstants : : CREATURES_PER_TOWN ;
if ( upgradeNumber > = t - > town - > creatures . at ( level ) . size ( ) )
{
complain ( boost : : str ( boost : : format ( " Error ecountered when building dwelling (bid=%s): "
" no creature found (upgrade number %d, level %d! " )
% buildingID % upgradeNumber % level ) ) ;
return ;
}
CCreature * crea = VLC - > creh - > creatures . at ( t - > town - > creatures . at ( level ) . at ( upgradeNumber ) ) ;
SetAvailableCreatures ssi ;
ssi . tid = t - > id ;
ssi . creatures = t - > creatures ;
if ( ssi . creatures [ level ] . second . empty ( ) ) // first creature in a dwelling
ssi . creatures [ level ] . first = crea - > growth ;
ssi . creatures [ level ] . second . push_back ( crea - > idNumber ) ;
sendAndApply ( & ssi ) ;
}
if ( t - > subID = = ETownType : : DUNGEON & & buildingID = = BuildingID : : PORTAL_OF_SUMMON )
{
setPortalDwelling ( t ) ;
}
if ( buildingID < = BuildingID : : MAGES_GUILD_5 ) //it's mage guild
{
if ( t - > visitingHero )
giveSpells ( t , t - > visitingHero ) ;
if ( t - > garrisonHero )
giveSpells ( t , t - > garrisonHero ) ;
}
} ;
//Checks if all requirements will be met with expected building list "buildingsThatWillBe"
auto areRequirementsFullfilled = [ & ] ( const BuildingID & buildID )
{
return buildingsThatWillBe . count ( buildID ) ;
} ;
//Init the vectors
for ( auto & build : t - > town - > buildings )
{
if ( t - > hasBuilt ( build . first ) )
buildingsThatWillBe . insert ( build . first ) ;
else
{
if ( build . second - > mode = = CBuilding : : BUILD_AUTO ) //not built auto building
remainingAutoBuildings . push_back ( build . second ) ;
}
}
//Prepare structure (list of building ids will be filled later)
NewStructures ns ;
ns . tid = tid ;
ns . builded = force ? t - > builded : ( t - > builded + 1 ) ;
std : : queue < const CBuilding * > buildingsToAdd ;
buildingsToAdd . push ( requestedBuilding ) ;
while ( ! buildingsToAdd . empty ( ) )
{
auto b = buildingsToAdd . front ( ) ;
buildingsToAdd . pop ( ) ;
ns . bid . insert ( b - > bid ) ;
buildingsThatWillBe . insert ( b - > bid ) ;
remainingAutoBuildings - = b ;
for ( auto autoBuilding : remainingAutoBuildings )
{
if ( autoBuilding - > requirements . test ( areRequirementsFullfilled ) )
buildingsToAdd . push ( autoBuilding ) ;
}
}
//Other post-built events
for ( auto builtID : ns . bid )
processBuiltStructure ( builtID ) ;
//Take cost
if ( ! force )
{
SetResources sr ;
sr . player = t - > tempOwner ;
sr . res = gs - > getPlayer ( t - > tempOwner ) - > resources - requestedBuilding - > resources ;
sendAndApply ( & sr ) ;
}
//We know what has been built, appluy changes. Do this as final step to properly update town window
sendAndApply ( & ns ) ;
// now when everything is built - reveal tiles for lookout tower
FoWChange fw ;
fw . player = t - > tempOwner ;
fw . mode = 1 ;
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getTilesInRange ( fw . tiles , t - > getSightCenter ( ) , t - > getSightRadious ( ) , t - > tempOwner , 1 ) ;
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sendAndApply ( & fw ) ;
if ( t - > visitingHero )
vistiCastleObjects ( t , t - > visitingHero ) ;
if ( t - > garrisonHero )
vistiCastleObjects ( t , t - > garrisonHero ) ;
checkVictoryLossConditionsForPlayer ( t - > tempOwner ) ;
return true ;
}
bool CGameHandler : : razeStructure ( ObjectInstanceID tid , BuildingID bid )
{
///incomplete, simply erases target building
const CGTownInstance * t = getTown ( tid ) ;
if ( ! vstd : : contains ( t - > builtBuildings , bid ) )
return false ;
RazeStructures rs ;
rs . tid = tid ;
rs . bid . insert ( bid ) ;
rs . destroyed = t - > destroyed + 1 ;
sendAndApply ( & rs ) ;
//TODO: Remove dwellers
// 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);
// }
return true ;
}
void CGameHandler : : sendMessageToAll ( const std : : string & message )
{
SystemMessage sm ;
sm . text = message ;
sendToAllClients ( & sm ) ;
}
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bool CGameHandler : : recruitCreatures ( ObjectInstanceID objid , ObjectInstanceID dstid , CreatureID crid , ui32 cram , si32 fromLvl )
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{
const CGDwelling * dw = static_cast < const CGDwelling * > ( gs - > getObj ( objid ) ) ;
const CArmedInstance * dst = nullptr ;
const CCreature * c = VLC - > creh - > creatures . at ( crid ) ;
bool warMachine = c - > hasBonusOfType ( Bonus : : SIEGE_WEAPON ) ;
//TODO: test for owning
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//TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
dst = dynamic_cast < const CArmedInstance * > ( getObj ( dstid ) ) ;
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assert ( dw & & dst ) ;
//verify
bool found = false ;
int level = 0 ;
for ( ; level < dw - > creatures . size ( ) ; level + + ) //iterate through all levels
{
if ( ( fromLvl ! = - 1 ) & & ( level ! = fromLvl ) )
continue ;
const auto & cur = dw - > creatures . at ( level ) ; //current level info <amount, list of cr. ids>
int i = 0 ;
for ( ; i < cur . second . size ( ) ; i + + ) //look for crid among available creatures list on current level
if ( cur . second . at ( i ) = = crid )
break ;
if ( i < cur . second . size ( ) )
{
found = true ;
cram = std : : min ( cram , cur . first ) ; //reduce recruited amount up to available amount
break ;
}
}
SlotID slot = dst - > getSlotFor ( crid ) ;
if ( ( ! found & & complain ( " Cannot recruit: no such creatures! " ) )
| | ( cram > VLC - > creh - > creatures . at ( crid ) - > maxAmount ( gs - > getPlayer ( dst - > tempOwner ) - > resources ) & & complain ( " Cannot recruit: lack of resources! " ) )
| | ( cram < = 0 & & complain ( " Cannot recruit: cram <= 0! " ) )
| | ( ! slot . validSlot ( ) & & ! warMachine & & complain ( " Cannot recruit: no available slot! " ) ) )
{
return false ;
}
//recruit
SetResources sr ;
sr . player = dst - > tempOwner ;
sr . res = gs - > getPlayer ( dst - > tempOwner ) - > resources - ( c - > cost * cram ) ;
SetAvailableCreatures sac ;
sac . tid = objid ;
sac . creatures = dw - > creatures ;
sac . creatures [ level ] . first - = cram ;
sendAndApply ( & sr ) ;
sendAndApply ( & sac ) ;
if ( warMachine )
{
const CGHeroInstance * h = dynamic_cast < const CGHeroInstance * > ( dst ) ;
if ( ! h )
COMPLAIN_RET ( " Only hero can buy war machines " ) ;
switch ( crid )
{
case 146 :
giveHeroNewArtifact ( h , VLC - > arth - > artifacts [ 4 ] , ArtifactPosition : : MACH1 ) ;
break ;
case 147 :
giveHeroNewArtifact ( h , VLC - > arth - > artifacts [ 6 ] , ArtifactPosition : : MACH3 ) ;
break ;
case 148 :
giveHeroNewArtifact ( h , VLC - > arth - > artifacts [ 5 ] , ArtifactPosition : : MACH2 ) ;
break ;
default :
complain ( " This war machine cannot be recruited! " ) ;
return false ;
}
}
else
{
addToSlot ( StackLocation ( dst , slot ) , c , cram ) ;
}
return true ;
}
bool CGameHandler : : upgradeCreature ( ObjectInstanceID objid , SlotID pos , CreatureID upgID )
{
CArmedInstance * obj = static_cast < CArmedInstance * > ( gs - > getObjInstance ( objid ) ) ;
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if ( ! obj - > hasStackAtSlot ( pos ) )
{
COMPLAIN_RET ( " Cannot upgrade, no stack at slot " + boost : : to_string ( pos ) ) ;
}
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UpgradeInfo ui = gs - > getUpgradeInfo ( obj - > getStack ( pos ) ) ;
PlayerColor player = obj - > tempOwner ;
const PlayerState * p = getPlayer ( player ) ;
int crQuantity = obj - > stacks . at ( pos ) - > count ;
int newIDpos = vstd : : find_pos ( ui . newID , upgID ) ; //get position of new id in UpgradeInfo
//check if upgrade is possible
if ( ( ui . oldID < 0 | | newIDpos = = - 1 ) & & complain ( " That upgrade is not possible! " ) )
{
return false ;
}
TResources totalCost = ui . cost . at ( newIDpos ) * crQuantity ;
//check if player has enough resources
if ( ! p - > resources . canAfford ( totalCost ) )
COMPLAIN_RET ( " Cannot upgrade, not enough resources! " ) ;
//take resources
SetResources sr ;
sr . player = player ;
sr . res = p - > resources - totalCost ;
sendAndApply ( & sr ) ;
//upgrade creature
changeStackType ( StackLocation ( obj , pos ) , VLC - > creh - > creatures . at ( upgID ) ) ;
return true ;
}
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bool CGameHandler : : changeStackType ( const StackLocation & sl , const CCreature * c )
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{
if ( ! sl . army - > hasStackAtSlot ( sl . slot ) )
COMPLAIN_RET ( " Cannot find a stack to change type " ) ;
SetStackType sst ;
sst . sl = sl ;
sst . type = c ;
sendAndApply ( & sst ) ;
return true ;
}
void CGameHandler : : moveArmy ( const CArmedInstance * src , const CArmedInstance * dst , bool allowMerging )
{
assert ( src - > canBeMergedWith ( * dst , allowMerging ) ) ;
while ( src - > stacksCount ( ) ) //while there are unmoved creatures
{
auto i = src - > Slots ( ) . begin ( ) ; //iterator to stack to move
StackLocation sl ( src , i - > first ) ; //location of stack to move
SlotID pos = dst - > getSlotFor ( i - > second - > type ) ;
if ( ! pos . validSlot ( ) )
{
//try to merge two other stacks to make place
std : : pair < SlotID , SlotID > toMerge ;
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 ) ) ;
}
}
}
bool CGameHandler : : garrisonSwap ( ObjectInstanceID tid )
{
CGTownInstance * town = gs - > getTown ( tid ) ;
if ( ! town - > garrisonHero & & town - > visitingHero ) //visiting => garrison, merge armies: town army => hero army
{
if ( ! town - > visitingHero - > canBeMergedWith ( * town ) )
{
complain ( " Cannot make garrison swap, not enough free slots! " ) ;
return false ;
}
moveArmy ( town , town - > visitingHero , true ) ;
SetHeroesInTown intown ;
intown . tid = tid ;
intown . visiting = ObjectInstanceID ( ) ;
intown . garrison = town - > visitingHero - > id ;
sendAndApply ( & intown ) ;
return true ;
}
else if ( town - > garrisonHero & & ! town - > visitingHero ) //move hero out of the garrison
{
//check if moving hero out of town will break 8 wandering heroes limit
if ( getHeroCount ( town - > garrisonHero - > tempOwner , false ) > = 8 )
{
complain ( " Cannot move hero out of the garrison, there are already 8 wandering heroes! " ) ;
return false ;
}
SetHeroesInTown intown ;
intown . tid = tid ;
intown . garrison = ObjectInstanceID ( ) ;
intown . visiting = town - > garrisonHero - > id ;
sendAndApply ( & intown ) ;
return true ;
}
else if ( ! ! town - > garrisonHero & & town - > visitingHero ) //swap visiting and garrison hero
{
SetHeroesInTown intown ;
intown . tid = tid ;
intown . garrison = town - > visitingHero - > id ;
intown . visiting = town - > garrisonHero - > id ;
sendAndApply ( & intown ) ;
return true ;
}
else
{
complain ( " Cannot swap garrison hero! " ) ;
return false ;
}
}
// With the amount of changes done to the function, it's more like transferArtifacts.
// 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.
bool CGameHandler : : moveArtifact ( const ArtifactLocation & al1 , const ArtifactLocation & al2 )
{
ArtifactLocation src = al1 , dst = al2 ;
const PlayerColor srcPlayer = src . owningPlayer ( ) , dstPlayer = dst . owningPlayer ( ) ;
const CArmedInstance * srcObj = src . relatedObj ( ) , * dstObj = dst . relatedObj ( ) ;
// Make sure exchange is even possible between the two heroes.
if ( ! isAllowedExchange ( srcObj - > id , dstObj - > id ) )
COMPLAIN_RET ( " That heroes cannot make any exchange! " ) ;
const CArtifactInstance * srcArtifact = src . getArt ( ) ;
const CArtifactInstance * destArtifact = dst . getArt ( ) ;
if ( srcArtifact = = nullptr )
COMPLAIN_RET ( " No artifact to move! " ) ;
if ( destArtifact & & srcPlayer ! = dstPlayer )
COMPLAIN_RET ( " Can't touch artifact on hero of another player! " ) ;
// Check if src/dest slots are appropriate for the artifacts exchanged.
// Moving to the backpack is always allowed.
if ( ( ! srcArtifact | | dst . slot < GameConstants : : BACKPACK_START )
& & srcArtifact & & ! srcArtifact - > canBePutAt ( dst , true ) )
COMPLAIN_RET ( " Cannot move artifact! " ) ;
if ( ( srcArtifact & & srcArtifact - > artType - > id = = ArtifactID : : ART_LOCK ) | | ( destArtifact & & destArtifact - > artType - > id = = ArtifactID : : ART_LOCK ) )
COMPLAIN_RET ( " Cannot move artifact locks. " ) ;
if ( dst . slot > = GameConstants : : BACKPACK_START & & srcArtifact - > artType - > isBig ( ) )
COMPLAIN_RET ( " Cannot put big artifacts in backpack! " ) ;
if ( src . slot = = ArtifactPosition : : MACH4 | | dst . slot = = ArtifactPosition : : MACH4 )
COMPLAIN_RET ( " Cannot move catapult! " ) ;
if ( dst . slot > = GameConstants : : BACKPACK_START )
vstd : : amin ( dst . slot , ArtifactPosition ( GameConstants : : BACKPACK_START + dst . getHolderArtSet ( ) - > artifactsInBackpack . size ( ) ) ) ;
if ( src . slot = = dst . slot & & src . artHolder = = dst . artHolder )
COMPLAIN_RET ( " Won't move artifact: Dest same as source! " ) ;
if ( dst . slot < GameConstants : : BACKPACK_START & & destArtifact ) //moving art to another slot
{
//old artifact must be removed first
moveArtifact ( dst , ArtifactLocation ( dst . artHolder , ArtifactPosition (
dst . getHolderArtSet ( ) - > artifactsInBackpack . size ( ) + GameConstants : : BACKPACK_START ) ) ) ;
}
MoveArtifact ma ;
ma . src = src ;
ma . dst = dst ;
sendAndApply ( & ma ) ;
return true ;
}
/**
* Assembles or disassembles a combination artifact .
* @ param heroID ID of hero holding the artifact ( s ) .
* @ param artifactSlot The worn slot ID of the combination - or constituent artifact .
* @ param assemble True for assembly operation , false for disassembly .
* @ param assembleTo If assemble is true , this represents the artifact ID of the combination
* artifact to assemble to . Otherwise it ' s not used .
*/
bool CGameHandler : : assembleArtifacts ( ObjectInstanceID heroID , ArtifactPosition artifactSlot , bool assemble , ArtifactID assembleTo )
{
CGHeroInstance * hero = gs - > getHero ( heroID ) ;
const CArtifactInstance * destArtifact = hero - > getArt ( artifactSlot ) ;
if ( ! destArtifact )
COMPLAIN_RET ( " assembleArtifacts: there is no such artifact instance! " ) ;
if ( assemble )
{
CArtifact * combinedArt = VLC - > arth - > artifacts . at ( 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! " ) ;
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! " ) ;
DisassembledArtifact da ;
da . al = ArtifactLocation ( hero , artifactSlot ) ;
sendAndApply ( & da ) ;
}
return false ;
}
bool CGameHandler : : buyArtifact ( ObjectInstanceID hid , ArtifactID aid )
{
CGHeroInstance * hero = gs - > getHero ( hid ) ;
CGTownInstance * town = hero - > visitedTown ;
if ( aid = = ArtifactID : : SPELLBOOK )
{
if ( ( ! town - > hasBuilt ( BuildingID : : MAGES_GUILD_1 ) & & complain ( " Cannot buy a spellbook, no mage guild in the town! " ) )
| | ( 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! " ) )
)
return false ;
giveResource ( hero - > getOwner ( ) , Res : : GOLD , - GameConstants : : SPELLBOOK_GOLD_COST ) ;
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giveHeroNewArtifact ( hero , VLC - > arth - > artifacts [ ArtifactID : : SPELLBOOK ] , ArtifactPosition : : SPELLBOOK ) ;
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assert ( hero - > getArt ( ArtifactPosition : : SPELLBOOK ) ) ;
giveSpells ( town , hero ) ;
return true ;
}
else if ( aid < 7 & & aid > 3 ) //war machine
{
int price = VLC - > arth - > artifacts . at ( aid ) - > price ;
if ( ( hero - > getArt ( ArtifactPosition ( 9 + aid ) ) & & complain ( " Hero already has this machine! " ) )
| | ( gs - > getPlayer ( hero - > getOwner ( ) ) - > resources . at ( Res : : GOLD ) < price & & complain ( " Not enough gold! " ) ) )
{
return false ;
}
if ( ( town - > hasBuilt ( BuildingID : : BLACKSMITH ) & & town - > town - > warMachine = = aid )
| | ( ( town - > hasBuilt ( BuildingID : : BALLISTA_YARD , ETownType : : STRONGHOLD ) ) & & aid = = ArtifactID : : BALLISTA ) )
{
giveResource ( hero - > getOwner ( ) , Res : : GOLD , - price ) ;
giveHeroNewArtifact ( hero , VLC - > arth - > artifacts . at ( aid ) , ArtifactPosition ( 9 + aid ) ) ;
return true ;
}
else
COMPLAIN_RET ( " This machine is unavailable here! " ) ;
}
return false ;
}
bool CGameHandler : : buyArtifact ( const IMarket * m , const CGHeroInstance * h , Res : : ERes rid , ArtifactID aid )
{
if ( ! vstd : : contains ( m - > availableItemsIds ( EMarketMode : : RESOURCE_ARTIFACT ) , aid ) )
COMPLAIN_RET ( " That artifact is unavailable! " ) ;
int b1 , b2 ;
m - > getOffer ( rid , aid , b1 , b2 , EMarketMode : : RESOURCE_ARTIFACT ) ;
if ( getResource ( h - > tempOwner , rid ) < b1 )
COMPLAIN_RET ( " You can't afford to buy this artifact! " ) ;
SetResource sr ;
sr . player = h - > tempOwner ;
sr . resid = rid ;
sr . val = getResource ( h - > tempOwner , rid ) - b1 ;
sendAndApply ( & sr ) ;
SetAvailableArtifacts saa ;
if ( m - > o - > ID = = Obj : : TOWN )
{
saa . id = - 1 ;
saa . arts = CGTownInstance : : merchantArtifacts ;
}
else if ( const CGBlackMarket * bm = dynamic_cast < const CGBlackMarket * > ( m - > o ) ) //black market
{
saa . id = bm - > id . getNum ( ) ;
saa . arts = bm - > artifacts ;
}
else
COMPLAIN_RET ( " Wrong marktet... " ) ;
bool found = false ;
for ( const CArtifact * & art : saa . arts )
{
if ( art & & art - > id = = aid )
{
art = nullptr ;
found = true ;
break ;
}
}
if ( ! found )
COMPLAIN_RET ( " Cannot find selected artifact on the list " ) ;
sendAndApply ( & saa ) ;
giveHeroNewArtifact ( h , VLC - > arth - > artifacts . at ( aid ) , ArtifactPosition : : FIRST_AVAILABLE ) ;
return true ;
}
bool CGameHandler : : sellArtifact ( const IMarket * m , const CGHeroInstance * h , ArtifactInstanceID aid , Res : : ERes rid )
{
const CArtifactInstance * art = h - > getArtByInstanceId ( aid ) ;
if ( ! art )
COMPLAIN_RET ( " There is no artifact to sell! " ) ;
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if ( ! art - > artType - > isTradable ( ) )
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COMPLAIN_RET ( " Cannot sell a war machine or spellbook! " ) ;
int resVal = 0 , dump = 1 ;
m - > getOffer ( art - > artType - > id , rid , dump , resVal , EMarketMode : : ARTIFACT_RESOURCE ) ;
removeArtifact ( ArtifactLocation ( h , h - > getArtPos ( art ) ) ) ;
giveResource ( h - > tempOwner , rid , resVal ) ;
return true ;
}
//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);
// {
// }
//}
bool CGameHandler : : buySecSkill ( const IMarket * m , const CGHeroInstance * h , SecondarySkill skill )
{
if ( ! h )
COMPLAIN_RET ( " You need hero to buy a skill! " ) ;
if ( h - > getSecSkillLevel ( SecondarySkill ( skill ) ) )
COMPLAIN_RET ( " Hero already know this skill " ) ;
if ( ! h - > canLearnSkill ( ) )
COMPLAIN_RET ( " Hero can't learn any more skills " ) ;
if ( h - > type - > heroClass - > secSkillProbability . at ( skill ) = = 0 ) //can't learn this skill (like necromancy for most of non-necros)
COMPLAIN_RET ( " The hero can't learn this skill! " ) ;
if ( ! vstd : : contains ( m - > availableItemsIds ( EMarketMode : : RESOURCE_SKILL ) , skill ) )
COMPLAIN_RET ( " That skill is unavailable! " ) ;
if ( getResource ( h - > tempOwner , Res : : GOLD ) < 2000 ) //TODO: remove hardcoded resource\summ?
COMPLAIN_RET ( " You can't afford to buy this skill " ) ;
SetResource sr ;
sr . player = h - > tempOwner ;
sr . resid = Res : : GOLD ;
sr . val = getResource ( h - > tempOwner , Res : : GOLD ) - 2000 ;
sendAndApply ( & sr ) ;
changeSecSkill ( h , skill , 1 , true ) ;
return true ;
}
bool CGameHandler : : tradeResources ( const IMarket * market , ui32 val , PlayerColor player , ui32 id1 , ui32 id2 )
{
int r1 = gs - > getPlayer ( player ) - > resources . at ( id1 ) ,
r2 = gs - > getPlayer ( player ) - > resources . at ( id2 ) ;
vstd : : amin ( val , r1 ) ; //can't trade more resources than have
int b1 , b2 ; //base quantities for trade
market - > getOffer ( id1 , id2 , b1 , b2 , EMarketMode : : RESOURCE_RESOURCE ) ;
int units = val / b1 ; //how many base quantities we trade
if ( val % b1 ) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
{
//TODO: complain?
assert ( 0 ) ;
}
SetResource sr ;
sr . player = player ;
sr . resid = static_cast < Res : : ERes > ( id1 ) ;
sr . val = r1 - b1 * units ;
sendAndApply ( & sr ) ;
sr . resid = static_cast < Res : : ERes > ( id2 ) ;
sr . val = r2 + b2 * units ;
sendAndApply ( & sr ) ;
return true ;
}
bool CGameHandler : : sellCreatures ( ui32 count , const IMarket * market , const CGHeroInstance * hero , SlotID slot , Res : : ERes resourceID )
{
if ( ! vstd : : contains ( hero - > Slots ( ) , slot ) )
COMPLAIN_RET ( " Hero doesn't have any creature in that slot! " ) ;
const CStackInstance & s = hero - > getStack ( slot ) ;
if ( s . count < count //can't sell more creatures than have
| | ( hero - > Slots ( ) . size ( ) = = 1 & & hero - > needsLastStack ( ) & & s . count = = count ) ) //can't sell last stack
{
COMPLAIN_RET ( " Not enough creatures in army! " ) ;
}
int b1 , b2 ; //base quantities for trade
market - > getOffer ( s . type - > idNumber , resourceID , b1 , b2 , EMarketMode : : CREATURE_RESOURCE ) ;
int units = count / b1 ; //how many base quantities we trade
if ( count % b1 ) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
{
//TODO: complain?
assert ( 0 ) ;
}
changeStackCount ( StackLocation ( hero , slot ) , - count ) ;
SetResource sr ;
sr . player = hero - > tempOwner ;
sr . resid = resourceID ;
sr . val = getResource ( hero - > tempOwner , resourceID ) + b2 * units ;
sendAndApply ( & sr ) ;
return true ;
}
bool CGameHandler : : transformInUndead ( const IMarket * market , const CGHeroInstance * hero , SlotID slot )
{
const CArmedInstance * army = nullptr ;
if ( hero )
army = hero ;
else
army = dynamic_cast < const CGTownInstance * > ( market - > o ) ;
if ( ! army )
COMPLAIN_RET ( " Incorrect call to transform in undead! " ) ;
if ( ! army - > hasStackAtSlot ( slot ) )
COMPLAIN_RET ( " Army doesn't have any creature in that slot! " ) ;
const CStackInstance & s = army - > getStack ( slot ) ;
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//resulting creature - bone dragons or skeletons
CreatureID resCreature = CreatureID : : SKELETON ;
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if ( s . hasBonusOfType ( Bonus : : DRAGON_NATURE )
| | ( s . getCreatureID ( ) = = CreatureID : : HYDRA )
| | ( s . getCreatureID ( ) = = CreatureID : : CHAOS_HYDRA ) )
resCreature = CreatureID : : BONE_DRAGON ;
changeStackType ( StackLocation ( army , slot ) , resCreature . toCreature ( ) ) ;
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return true ;
}
bool CGameHandler : : sendResources ( ui32 val , PlayerColor player , Res : : ERes r1 , PlayerColor r2 )
{
const PlayerState * p2 = gs - > getPlayer ( r2 , false ) ;
if ( ! p2 | | p2 - > status ! = EPlayerStatus : : INGAME )
{
complain ( " Dest player must be in game! " ) ;
return false ;
}
si32 curRes1 = gs - > getPlayer ( player ) - > resources . at ( r1 ) ,
curRes2 = gs - > getPlayer ( r2 ) - > resources . at ( 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 ;
}
bool CGameHandler : : setFormation ( ObjectInstanceID hid , ui8 formation )
{
gs - > getHero ( hid ) - > formation = formation ;
return true ;
}
bool CGameHandler : : hireHero ( const CGObjectInstance * obj , ui8 hid , PlayerColor player )
{
const PlayerState * p = gs - > getPlayer ( player ) ;
const CGTownInstance * t = gs - > getTown ( obj - > id ) ;
static const int GOLD_NEEDED = 2500 ;
//common preconditions
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// if( (p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
// || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
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if ( ( p - > resources . at ( Res : : GOLD ) < GOLD_NEEDED & & complain ( " Not enough gold for buying hero! " ) )
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| | ( ( ! t ) & & ( getHeroCount ( player , false ) > = VLC - > modh - > settings . MAX_HEROES_ON_MAP_PER_PLAYER & & complain ( " Cannot hire hero, too many wandering heroes already! " ) ) )
| | ( ( t ) & & ( getHeroCount ( player , true ) > = VLC - > modh - > settings . MAX_HEROES_AVAILABLE_PER_PLAYER & & complain ( " Cannot hire hero, too many heroes garrizoned and wandering already! " ) ) ) )
return false ;
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if ( t ) //tavern in town
{
if ( ( ! t - > hasBuilt ( BuildingID : : TAVERN ) & & complain ( " No tavern! " ) )
| | ( t - > visitingHero & & complain ( " There is visiting hero - no place! " ) ) )
return false ;
}
else if ( obj - > ID = = Obj : : TAVERN )
{
if ( getTile ( obj - > visitablePos ( ) ) - > visitableObjects . back ( ) ! = obj & & complain ( " Tavern entry must be unoccupied! " ) )
return false ;
}
const CGHeroInstance * nh = p - > availableHeroes . at ( hid ) ;
if ( ! nh )
{
complain ( " Hero is not available for hiring! " ) ;
return false ;
}
HeroRecruited hr ;
hr . tid = obj - > id ;
hr . hid = nh - > subID ;
hr . player = player ;
hr . tile = obj - > visitablePos ( ) + nh - > getVisitableOffset ( ) ;
sendAndApply ( & hr ) ;
std : : map < ui32 , ConstTransitivePtr < CGHeroInstance > > pool = gs - > unusedHeroesFromPool ( ) ;
const CGHeroInstance * theOtherHero = p - > availableHeroes . at ( ! hid ) ;
const CGHeroInstance * newHero = nullptr ;
if ( theOtherHero ) //on XXL maps all heroes can be imprisoned :(
newHero = gs - > hpool . pickHeroFor ( false , player , getNativeTown ( player ) , pool , gs - > getRandomGenerator ( ) , theOtherHero - > type - > heroClass ) ;
SetAvailableHeroes sah ;
sah . player = player ;
if ( newHero )
{
sah . hid [ hid ] = newHero - > subID ;
sah . army [ hid ] . clear ( ) ;
sah . army [ hid ] . setCreature ( SlotID ( 0 ) , newHero - > type - > initialArmy [ 0 ] . creature , 1 ) ;
}
else
sah . hid [ hid ] = - 1 ;
sah . hid [ ! hid ] = theOtherHero ? theOtherHero - > subID : - 1 ;
sendAndApply ( & sah ) ;
SetResource sr ;
sr . player = player ;
sr . resid = Res : : GOLD ;
sr . val = p - > resources . at ( Res : : GOLD ) - GOLD_NEEDED ;
sendAndApply ( & sr ) ;
if ( t )
{
vistiCastleObjects ( t , nh ) ;
giveSpells ( t , nh ) ;
}
return true ;
}
bool CGameHandler : : queryReply ( QueryID qid , ui32 answer , PlayerColor player )
{
boost : : unique_lock < boost : : recursive_mutex > lock ( gsm ) ;
logGlobal - > traceStream ( ) < < boost : : format ( " Player %s attempts answering query %d with answer %d " ) % player % qid % answer ;
auto topQuery = queries . topQuery ( player ) ;
COMPLAIN_RET_FALSE_IF ( ! topQuery , " This player doesn't have any queries! " ) ;
COMPLAIN_RET_FALSE_IF ( topQuery - > queryID ! = qid , " This player top query has different ID! " ) ;
COMPLAIN_RET_FALSE_IF ( ! topQuery - > endsByPlayerAnswer ( ) , " This query cannot be ended by player's answer! " ) ;
if ( auto dialogQuery = std : : dynamic_pointer_cast < CDialogQuery > ( topQuery ) )
dialogQuery - > answer = answer ;
queries . popQuery ( topQuery ) ;
return true ;
}
static EndAction end_action ;
bool CGameHandler : : makeBattleAction ( BattleAction & ba )
{
bool ok = true ;
const CStack * stack = battleGetStackByID ( ba . stackNumber ) ; //may be nullptr if action is not about stack
const CStack * destinationStack = ba . actionType = = Battle : : WALK_AND_ATTACK ? gs - > curB - > battleGetStackByPos ( ba . additionalInfo )
: ba . actionType = = Battle : : SHOOT ? gs - > curB - > battleGetStackByPos ( ba . destinationTile )
: nullptr ;
const bool isAboutActiveStack = stack & & ( stack = = battleActiveStack ( ) ) ;
logGlobal - > traceStream ( ) < < boost : : format (
" Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s " )
% ba . actionType % ( int ) ba . side % ( stack ? stack - > getName ( ) : std : : string ( " none " ) )
% ba . destinationTile % ba . additionalInfo % ( destinationStack ? destinationStack - > getName ( ) : std : : string ( " none " ) ) ;
switch ( ba . actionType )
{
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 :
if ( ! stack )
{
complain ( " No such stack! " ) ;
return false ;
}
if ( ! stack - > alive ( ) )
{
complain ( " This stack is dead: " + stack - > nodeName ( ) ) ;
return false ;
}
if ( battleTacticDist ( ) )
{
if ( stack & & ! stack - > attackerOwned ! = battleGetTacticsSide ( ) )
{
complain ( " This is not a stack of side that has tactics! " ) ;
return false ;
}
}
else if ( ! isAboutActiveStack )
{
complain ( " Action has to be about active stack! " ) ;
return false ;
}
}
switch ( ba . actionType )
{
case Battle : : END_TACTIC_PHASE : //wait
case Battle : : BAD_MORALE :
case Battle : : NO_ACTION :
{
StartAction start_action ( ba ) ;
sendAndApply ( & start_action ) ;
sendAndApply ( & end_action ) ;
break ;
}
case Battle : : WALK :
{
StartAction start_action ( ba ) ;
sendAndApply ( & start_action ) ; //start movement
int walkedTiles = moveStack ( ba . stackNumber , ba . destinationTile ) ; //move
if ( ! walkedTiles )
complain ( " Stack failed movement! " ) ;
sendAndApply ( & end_action ) ;
break ;
}
case Battle : : DEFEND :
{
//defensive stance //TODO: remove this bonus when stack becomes active
SetStackEffect sse ;
sse . effect . push_back ( Bonus ( Bonus : : STACK_GETS_TURN , Bonus : : PRIMARY_SKILL , Bonus : : OTHER , 20 , - 1 , PrimarySkill : : DEFENSE , Bonus : : PERCENT_TO_ALL ) ) ;
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sse . effect . push_back ( Bonus ( Bonus : : STACK_GETS_TURN , Bonus : : PRIMARY_SKILL , Bonus : : OTHER , gs - > curB - > battleGetStackByID ( ba . stackNumber ) - > valOfBonuses ( Bonus : : DEFENSIVE_STANCE ) ,
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- 1 , PrimarySkill : : DEFENSE , Bonus : : ADDITIVE_VALUE ) ) ;
sse . stacks . push_back ( ba . stackNumber ) ;
sendAndApply ( & sse ) ;
//don't break - we share code with next case
}
case Battle : : WAIT :
{
StartAction start_action ( ba ) ;
sendAndApply ( & start_action ) ;
sendAndApply ( & end_action ) ;
break ;
}
case Battle : : RETREAT : //retreat/flee
{
if ( ! gs - > curB - > battleCanFlee ( gs - > curB - > sides . at ( ba . side ) . color ) )
complain ( " Cannot retreat! " ) ;
else
setBattleResult ( BattleResult : : ESCAPE , ! ba . side ) ; //surrendering side loses
break ;
}
case Battle : : SURRENDER :
{
PlayerColor player = gs - > curB - > sides . at ( ba . side ) . color ;
int cost = gs - > curB - > battleGetSurrenderCost ( player ) ;
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 ) ;
setBattleResult ( BattleResult : : SURRENDER , ! ba . side ) ; //surrendering side loses
}
break ;
}
case Battle : : WALK_AND_ATTACK : //walk or attack
{
StartAction start_action ( ba ) ;
sendAndApply ( & start_action ) ; //start movement and attack
if ( ! stack | | ! destinationStack )
{
sendAndApply ( & end_action ) ;
break ;
}
BattleHex startingPos = stack - > position ;
int distance = moveStack ( ba . stackNumber , ba . destinationTile ) ;
logGlobal - > traceStream ( ) < < stack - > nodeName ( ) < < " will attack " < < destinationStack - > nodeName ( ) ;
if ( stack - > position ! = ba . destinationTile //we wasn't able to reach destination tile
& & ! ( stack - > doubleWide ( )
& & ( stack - > position = = ba . destinationTile + ( stack - > attackerOwned ? + 1 : - 1 ) )
) //nor occupy specified hex
)
{
std : : string problem = " We cannot move this stack to its destination " + stack - > getCreature ( ) - > namePl ;
logGlobal - > warnStream ( ) < < problem ;
complain ( problem ) ;
ok = false ;
sendAndApply ( & end_action ) ;
break ;
}
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if ( destinationStack & & stack & & stack - > ID = = destinationStack - > ID ) //we should just move, it will be handled by following check
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{
destinationStack = nullptr ;
}
if ( ! destinationStack )
{
complain ( boost : : str ( boost : : format ( " walk and attack error: no stack at additionalInfo tile (%d)! \n " ) % ba . additionalInfo ) ) ;
ok = false ;
sendAndApply ( & end_action ) ;
break ;
}
if ( ! CStack : : isMeleeAttackPossible ( stack , destinationStack ) )
{
complain ( " Attack cannot be performed! " ) ;
sendAndApply ( & end_action ) ;
ok = false ;
break ;
}
//attack
int totalAttacks = 1 + stack - > getBonuses ( Selector : : type ( Bonus : : ADDITIONAL_ATTACK ) ,
( Selector : : effectRange ( Bonus : : NO_LIMIT ) . Or ( Selector : : effectRange ( Bonus : : ONLY_MELEE_FIGHT ) ) ) ) - > totalValue ( ) ; //all unspicified attacks + melee attacks
for ( int i = 0 ; i < totalAttacks ; + + i )
{
if ( stack & &
stack - > alive ( ) & & //move can cause death, eg. by walking into the moat
destinationStack - > alive ( ) )
{
BattleAttack bat ;
prepareAttack ( bat , stack , destinationStack , ( i ? 0 : distance ) , ba . additionalInfo ) ; //no distance travelled on second attack
//prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
handleAttackBeforeCasting ( bat ) ; //only before first attack
sendAndApply ( & bat ) ;
handleAfterAttackCasting ( bat ) ;
}
//counterattack
if ( destinationStack
& & ! stack - > hasBonusOfType ( Bonus : : BLOCKS_RETALIATION )
& & destinationStack - > ableToRetaliate ( )
& & stack - > alive ( ) ) //attacker may have died (fire shield)
{
BattleAttack bat ;
prepareAttack ( bat , destinationStack , stack , 0 , stack - > position ) ;
bat . flags | = BattleAttack : : COUNTER ;
sendAndApply ( & bat ) ;
handleAfterAttackCasting ( bat ) ;
}
}
//return
if ( stack - > hasBonusOfType ( Bonus : : RETURN_AFTER_STRIKE ) & & startingPos ! = stack - > position & & stack - > alive ( ) )
{
moveStack ( ba . stackNumber , startingPos ) ;
//NOTE: curStack->ID == ba.stackNumber (rev 1431)
}
sendAndApply ( & end_action ) ;
break ;
}
case Battle : : SHOOT :
{
if ( ! gs - > curB - > battleCanShoot ( stack , ba . destinationTile ) )
{
complain ( " Cannot shoot! " ) ;
break ;
}
StartAction start_action ( ba ) ;
sendAndApply ( & start_action ) ; //start shooting
{
BattleAttack bat ;
bat . flags | = BattleAttack : : SHOT ;
prepareAttack ( bat , stack , destinationStack , 0 , ba . destinationTile ) ;
handleAttackBeforeCasting ( bat ) ;
sendAndApply ( & bat ) ;
handleAfterAttackCasting ( bat ) ;
}
//second shot for ballista, only if hero has advanced artillery
const CGHeroInstance * attackingHero = gs - > curB - > battleGetFightingHero ( ba . side ) ;
if ( destinationStack - > alive ( )
& & ( stack - > getCreature ( ) - > idNumber = = CreatureID : : BALLISTA )
& & ( attackingHero - > getSecSkillLevel ( SecondarySkill : : ARTILLERY ) > = SecSkillLevel : : ADVANCED )
)
{
BattleAttack bat2 ;
bat2 . flags | = BattleAttack : : SHOT ;
prepareAttack ( bat2 , stack , destinationStack , 0 , ba . destinationTile ) ;
sendAndApply ( & bat2 ) ;
}
//allow more than one additional attack
int additionalAttacks = stack - > getBonuses ( Selector : : type ( Bonus : : ADDITIONAL_ATTACK ) ,
( Selector : : effectRange ( Bonus : : NO_LIMIT ) . Or ( Selector : : effectRange ( Bonus : : ONLY_DISTANCE_FIGHT ) ) ) ) - > totalValue ( ) ;
for ( int i = 0 ; i < additionalAttacks ; + + i )
{
if (
stack - > alive ( )
& & destinationStack - > alive ( )
& & stack - > shots
)
{
BattleAttack bat ;
bat . flags | = BattleAttack : : SHOT ;
prepareAttack ( bat , stack , destinationStack , 0 , ba . destinationTile ) ;
sendAndApply ( & bat ) ;
handleAfterAttackCasting ( bat ) ;
}
}
sendAndApply ( & end_action ) ;
break ;
}
case Battle : : CATAPULT :
{
auto getCatapultHitChance = [ & ] ( EWallPart : : EWallPart part , const CHeroHandler : : SBallisticsLevelInfo & sbi ) - > int
{
switch ( part )
{
case EWallPart : : GATE :
return sbi . gate ;
case EWallPart : : KEEP :
return sbi . keep ;
case EWallPart : : BOTTOM_TOWER :
case EWallPart : : UPPER_TOWER :
return sbi . tower ;
case EWallPart : : BOTTOM_WALL :
case EWallPart : : BELOW_GATE :
case EWallPart : : OVER_GATE :
case EWallPart : : UPPER_WALL :
return sbi . wall ;
default :
return 0 ;
}
} ;
StartAction start_action ( ba ) ;
sendAndApply ( & start_action ) ;
auto onExit = vstd : : makeScopeGuard ( [ & ] { sendAndApply ( & end_action ) ; } ) ; //if we started than we have to finish
const CGHeroInstance * attackingHero = gs - > curB - > battleGetFightingHero ( ba . side ) ;
CHeroHandler : : SBallisticsLevelInfo sbi = VLC - > heroh - > ballistics . at ( attackingHero - > getSecSkillLevel ( SecondarySkill : : BALLISTICS ) ) ;
auto wallPart = gs - > curB - > battleHexToWallPart ( ba . destinationTile ) ;
if ( ! gs - > curB - > isWallPartPotentiallyAttackable ( wallPart ) )
{
complain ( " catapult tried to attack non-catapultable hex! " ) ;
break ;
}
//in successive iterations damage is dealt but not yet subtracted from wall's HPs
auto & currentHP = gs - > curB - > si . wallState ;
if ( currentHP . at ( wallPart ) = = EWallState : : DESTROYED | | currentHP . at ( wallPart ) = = EWallState : : NONE )
{
complain ( " catapult tried to attack already destroyed wall part! " ) ;
break ;
}
for ( int g = 0 ; g < sbi . shots ; + + g )
{
bool hitSuccessfull = false ;
auto attackedPart = wallPart ;
do // catapult has chance to attack desired target. Othervice - attacks randomly
{
if ( currentHP . at ( attackedPart ) ! = EWallState : : DESTROYED & & // this part can be hit
currentHP . at ( attackedPart ) ! = EWallState : : NONE & &
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gs - > getRandomGenerator ( ) . nextInt ( 99 ) < getCatapultHitChance ( attackedPart , sbi ) ) //hit is successful
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{
hitSuccessfull = true ;
}
else // select new target
{
std : : vector < EWallPart : : EWallPart > allowedTargets ;
for ( size_t i = 0 ; i < currentHP . size ( ) ; i + + )
{
if ( currentHP . at ( i ) ! = EWallState : : DESTROYED & &
currentHP . at ( i ) ! = EWallState : : NONE )
allowedTargets . push_back ( EWallPart : : EWallPart ( i ) ) ;
}
if ( allowedTargets . empty ( ) )
break ;
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attackedPart = * RandomGeneratorUtil : : nextItem ( allowedTargets , gs - > getRandomGenerator ( ) ) ;
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}
}
while ( ! hitSuccessfull ) ;
if ( ! hitSuccessfull ) // break triggered - no target to shoot at
break ;
CatapultAttack ca ; //package for clients
CatapultAttack : : AttackInfo attack ;
attack . attackedPart = attackedPart ;
attack . destinationTile = ba . destinationTile ;
attack . damageDealt = 0 ;
int dmgChance [ ] = { sbi . noDmg , sbi . oneDmg , sbi . twoDmg } ; //dmgChance[i] - chance for doing i dmg when hit is successful
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int dmgRand = gs - > getRandomGenerator ( ) . nextInt ( 99 ) ;
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//accumulating dmgChance
dmgChance [ 1 ] + = dmgChance [ 0 ] ;
dmgChance [ 2 ] + = dmgChance [ 1 ] ;
//calculating dealt damage
for ( int damage = 0 ; damage < ARRAY_COUNT ( dmgChance ) ; + + damage )
{
if ( dmgRand < = dmgChance [ damage ] )
{
attack . damageDealt = damage ;
break ;
}
}
// attacked tile may have changed - update destination
attack . destinationTile = gs - > curB - > wallPartToBattleHex ( EWallPart : : EWallPart ( attack . attackedPart ) ) ;
logGlobal - > traceStream ( ) < < " Catapult attacks " < < ( int ) attack . attackedPart
< < " dealing " < < ( int ) attack . damageDealt < < " damage " ;
//removing creatures in turrets / keep if one is destroyed
if ( attack . damageDealt > 0 & & ( attackedPart = = EWallPart : : KEEP | |
attackedPart = = EWallPart : : BOTTOM_TOWER | | attackedPart = = EWallPart : : UPPER_TOWER ) )
{
int posRemove = - 1 ;
switch ( attackedPart )
{
case EWallPart : : KEEP :
posRemove = - 2 ;
break ;
case EWallPart : : BOTTOM_TOWER :
posRemove = - 3 ;
break ;
case EWallPart : : UPPER_TOWER :
posRemove = - 4 ;
break ;
}
BattleStacksRemoved bsr ;
for ( auto & elem : gs - > curB - > stacks )
{
if ( elem - > position = = posRemove )
{
bsr . stackIDs . insert ( elem - > ID ) ;
break ;
}
}
sendAndApply ( & bsr ) ;
}
ca . attacker = ba . stackNumber ;
ca . attackedParts . push_back ( attack ) ;
sendAndApply ( & ca ) ;
}
//finish by scope guard
break ;
}
case Battle : : STACK_HEAL : //healing with First Aid Tent
{
StartAction start_action ( ba ) ;
sendAndApply ( & start_action ) ;
const CGHeroInstance * attackingHero = gs - > curB - > battleGetFightingHero ( ba . side ) ;
const CStack * healer = gs - > curB - > battleGetStackByID ( ba . stackNumber ) ,
* destStack = gs - > curB - > battleGetStackByPos ( ba . destinationTile ) ;
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ui32 healed = 0 ;
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if ( healer = = nullptr | | destStack = = nullptr | | ! healer - > hasBonusOfType ( Bonus : : HEALER ) )
{
complain ( " There is either no healer, no destination, or healer cannot heal :P " ) ;
}
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else
{
ui32 maxiumHeal = healer - > count * std : : max ( 10 , attackingHero - > valOfBonuses ( Bonus : : SECONDARY_SKILL_PREMY , SecondarySkill : : FIRST_AID ) ) ;
healed = destStack - > calculateHealedHealthPoints ( maxiumHeal , false ) ;
}
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if ( healed = = 0 )
{
//nothing to heal.. should we complain?
}
else
{
StacksHealedOrResurrected shr ;
shr . lifeDrain = false ;
shr . tentHealing = true ;
shr . drainedFrom = ba . stackNumber ;
StacksHealedOrResurrected : : HealInfo hi ;
hi . healedHP = healed ;
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hi . lowLevelResurrection = false ;
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hi . stackID = destStack - > ID ;
shr . healedStacks . push_back ( hi ) ;
sendAndApply ( & shr ) ;
}
sendAndApply ( & end_action ) ;
break ;
}
case Battle : : DAEMON_SUMMONING :
//TODO: From Strategija:
//Summon Demon is a level 2 spell.
{
StartAction start_action ( ba ) ;
sendAndApply ( & start_action ) ;
const CStack * summoner = gs - > curB - > battleGetStackByID ( ba . stackNumber ) ,
* destStack = gs - > curB - > battleGetStackByPos ( ba . destinationTile , false ) ;
BattleStackAdded bsa ;
bsa . attacker = summoner - > attackerOwned ;
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 ( ) ) ;
ui64 targetHealth = destStack - > getCreature ( ) - > MaxHealth ( ) * destStack - > baseAmount ;
ui64 canRiseHp = std : : min ( targetHealth , risedHp ) ;
ui32 canRiseAmount = canRiseHp / VLC - > creh - > creatures . at ( bsa . creID ) - > MaxHealth ( ) ;
bsa . amount = std : : min ( canRiseAmount , destStack - > baseAmount ) ;
bsa . pos = gs - > curB - > getAvaliableHex ( bsa . creID , bsa . attacker , destStack - > position ) ;
bsa . summoned = false ;
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 ) ;
BattleSetStackProperty ssp ;
ssp . stackID = ba . stackNumber ;
ssp . which = BattleSetStackProperty : : CASTS ; //reduce number of casts
ssp . val = - 1 ;
ssp . absolute = false ;
sendAndApply ( & ssp ) ;
}
sendAndApply ( & end_action ) ;
break ;
}
case Battle : : MONSTER_SPELL :
{
StartAction start_action ( ba ) ;
sendAndApply ( & start_action ) ;
const CStack * stack = gs - > curB - > battleGetStackByID ( ba . stackNumber ) ;
SpellID spellID = SpellID ( ba . additionalInfo ) ;
BattleHex destination ( ba . destinationTile ) ;
const Bonus * randSpellcaster = stack - > getBonusLocalFirst ( Selector : : type ( Bonus : : RANDOM_SPELLCASTER ) ) ;
const Bonus * spellcaster = stack - > getBonusLocalFirst ( Selector : : typeSubtype ( Bonus : : SPELLCASTER , spellID ) ) ;
//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
{
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const CSpell * spell = SpellID ( spellID ) . toSpell ( ) ;
BattleSpellCastParameters parameters ( gs - > curB , stack , spell ) ;
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parameters . spellLvl = 0 ;
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if ( spellcaster )
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vstd : : amax ( parameters . spellLvl , spellcaster - > val ) ;
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if ( randSpellcaster )
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vstd : : amax ( parameters . spellLvl , randSpellcaster - > val ) ;
vstd : : amin ( parameters . spellLvl , 3 ) ;
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parameters . effectLevel = parameters . spellLvl ;
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parameters . mode = ECastingMode : : CREATURE_ACTIVE_CASTING ;
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parameters . aimToHex ( destination ) ; //todo: allow multiple destinations
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parameters . selectedStack = nullptr ;
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spell - > battleCast ( spellEnv , parameters ) ;
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}
sendAndApply ( & end_action ) ;
break ;
}
}
if ( ba . stackNumber = = gs - > curB - > activeStack | | battleResult . get ( ) ) //active stack has moved or battle has finished
battleMadeAction . setn ( true ) ;
return ok ;
}
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void CGameHandler : : playerMessage ( PlayerColor player , const std : : string & message , ObjectInstanceID currObj )
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{
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bool cheated = true ;
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PlayerMessage temp_message ( player , message , ObjectInstanceID ( - 1 ) ) ; // don't inform other client on selected object
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sendAndApply ( & temp_message ) ;
if ( message = = " vcmiistari " ) //give all spells and 999 mana
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{
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SetMana sm ;
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GiveBonus giveBonus ( GiveBonus : : HERO ) ;
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CGHeroInstance * h = gs - > getHero ( currObj ) ;
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if ( ! h & & complain ( " Cannot realize cheat, no hero selected! " ) ) return ;
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sm . hid = h - > id ;
giveBonus . id = h - > id . getNum ( ) ;
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//give all spells with bonus (to allow banned spells)
giveBonus . bonus = Bonus ( Bonus : : PERMANENT , Bonus : : SPELLS_OF_LEVEL , Bonus : : OTHER , 0 , 0 ) ;
//start with level 0 to skip abilities
for ( int level = 1 ; level < = GameConstants : : SPELL_LEVELS ; level + + )
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{
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giveBonus . bonus . subtype = level ;
sendAndApply ( & giveBonus ) ;
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}
//give mana
sm . val = 999 ;
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sm . absolute = true ;
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if ( ! h - > hasSpellbook ( ) ) //hero doesn't have spellbook
giveHeroNewArtifact ( h , VLC - > arth - > artifacts . at ( 0 ) , ArtifactPosition : : SPELLBOOK ) ; //give spellbook
sendAndApply ( & sm ) ;
}
else if ( message = = " vcmiarmenelos " ) //build all buildings in selected town
{
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CGHeroInstance * hero = gs - > getHero ( currObj ) ;
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CGTownInstance * town ;
if ( hero )
town = hero - > visitedTown ;
else
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town = gs - > getTown ( currObj ) ;
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if ( town )
{
for ( auto & build : town - > town - > buildings )
{
if ( ! town - > hasBuilt ( build . first )
& & ! build . second - > Name ( ) . empty ( )
& & build . first ! = BuildingID : : SHIP )
{
buildStructure ( town - > id , build . first , true ) ;
}
}
}
}
else if ( message = = " vcmiainur " ) //gives 5 archangels into each slot
{
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CGHeroInstance * hero = gs - > getHero ( currObj ) ;
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const CCreature * archangel = VLC - > creh - > creatures . at ( 13 ) ;
if ( ! hero ) return ;
for ( int i = 0 ; i < GameConstants : : ARMY_SIZE ; i + + )
if ( ! hero - > hasStackAtSlot ( SlotID ( i ) ) )
insertNewStack ( StackLocation ( hero , SlotID ( i ) ) , archangel , 5 ) ;
}
else if ( message = = " vcmiangband " ) //gives 10 black knight into each slot
{
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CGHeroInstance * hero = gs - > getHero ( currObj ) ;
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const CCreature * blackKnight = VLC - > creh - > creatures . at ( 66 ) ;
if ( ! hero ) return ;
for ( int i = 0 ; i < GameConstants : : ARMY_SIZE ; i + + )
if ( ! hero - > hasStackAtSlot ( SlotID ( i ) ) )
insertNewStack ( StackLocation ( hero , SlotID ( i ) ) , blackKnight , 10 ) ;
}
else if ( message = = " vcminoldor " ) //all war machines
{
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CGHeroInstance * hero = gs - > getHero ( currObj ) ;
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if ( ! hero ) return ;
if ( ! hero - > getArt ( ArtifactPosition : : MACH1 ) )
giveHeroNewArtifact ( hero , VLC - > arth - > artifacts . at ( 4 ) , ArtifactPosition : : MACH1 ) ;
if ( ! hero - > getArt ( ArtifactPosition : : MACH2 ) )
giveHeroNewArtifact ( hero , VLC - > arth - > artifacts . at ( 5 ) , ArtifactPosition : : MACH2 ) ;
if ( ! hero - > getArt ( ArtifactPosition : : MACH3 ) )
giveHeroNewArtifact ( hero , VLC - > arth - > artifacts . at ( 6 ) , ArtifactPosition : : MACH3 ) ;
}
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else if ( message = = " vcmiforgeofnoldorking " ) //hero gets all artifacts except war machines, spell scrolls and spell book
{
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CGHeroInstance * hero = gs - > getHero ( currObj ) ;
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if ( ! hero ) return ;
for ( int g = 7 ; g < VLC - > arth - > artifacts . size ( ) ; + + g ) //including artifacts from mods
giveHeroNewArtifact ( hero , VLC - > arth - > artifacts . at ( g ) , ArtifactPosition : : PRE_FIRST ) ;
}
else if ( message = = " vcmiglorfindel " ) //selected hero gains a new level
{
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CGHeroInstance * hero = gs - > getHero ( currObj ) ;
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changePrimSkill ( hero , PrimarySkill : : EXPERIENCE , VLC - > heroh - > reqExp ( hero - > level + 1 ) - VLC - > heroh - > reqExp ( hero - > level ) ) ;
}
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else if ( message = = " vcminahar " ) //1000000 movement points
{
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CGHeroInstance * hero = gs - > getHero ( currObj ) ;
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if ( ! hero ) return ;
SetMovePoints smp ;
smp . hid = hero - > id ;
smp . val = 1000000 ;
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sendAndApply ( & smp ) ;
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}
else if ( message = = " vcmiformenos " ) //give resources
{
SetResources sr ;
sr . player = player ;
sr . res = gs - > getPlayer ( player ) - > resources ;
for ( int i = 0 ; i < Res : : GOLD ; i + + )
sr . res [ i ] + = 100 ;
sr . res [ Res : : GOLD ] + = 100000 ; //100k
sendAndApply ( & sr ) ;
}
else if ( message = = " vcmieagles " ) //reveal FoW
{
FoWChange fc ;
fc . mode = 1 ;
fc . player = player ;
auto hlp_tab = new int3 [ gs - > map - > width * gs - > map - > height * ( gs - > map - > twoLevel ? 2 : 1 ) ] ;
int lastUnc = 0 ;
for ( int i = 0 ; i < gs - > map - > width ; i + + )
for ( int j = 0 ; j < gs - > map - > height ; j + + )
for ( int k = 0 ; k < ( gs - > map - > twoLevel ? 2 : 1 ) ; k + + )
if ( ! gs - > getPlayerTeam ( fc . player ) - > fogOfWarMap . at ( i ) . at ( j ) . at ( k ) )
hlp_tab [ lastUnc + + ] = int3 ( i , j , k ) ;
fc . tiles . insert ( hlp_tab , hlp_tab + lastUnc ) ;
delete [ ] hlp_tab ;
sendAndApply ( & fc ) ;
}
else if ( message = = " vcmisilmaril " ) //player wins
{
gs - > getPlayer ( player ) - > enteredWinningCheatCode = 1 ;
}
else if ( message = = " vcmimelkor " ) //player looses
{
gs - > getPlayer ( player ) - > enteredLosingCheatCode = 1 ;
}
else
cheated = false ;
if ( cheated )
{
SystemMessage temp_message ( VLC - > generaltexth - > allTexts . at ( 260 ) ) ;
sendAndApply ( & temp_message ) ;
checkVictoryLossConditionsForPlayer ( player ) ; //Player enter win code or got required art\creature
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}
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}
bool CGameHandler : : makeCustomAction ( BattleAction & ba )
{
switch ( ba . actionType )
{
case Battle : : HERO_SPELL :
{
COMPLAIN_RET_FALSE_IF ( ba . side > 1 , " Side must be 0 or 1! " ) ;
const CGHeroInstance * h = gs - > curB - > battleGetFightingHero ( ba . side ) ;
if ( ! h )
{
logGlobal - > warnStream ( ) < < " Wrong caster! " ;
return false ;
}
if ( ba . additionalInfo > = VLC - > spellh - > objects . size ( ) )
{
logGlobal - > warnStream ( ) < < " Wrong spell id ( " < < ba . additionalInfo < < " )! " ;
return false ;
}
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const CSpell * s = SpellID ( ba . additionalInfo ) . toSpell ( ) ;
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BattleSpellCastParameters parameters ( gs - > curB , h , s ) ;
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parameters . aimToHex ( ba . destinationTile ) ; //todo: allow multiple destinations
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parameters . mode = ECastingMode : : HERO_CASTING ;
parameters . selectedStack = gs - > curB - > battleGetStackByID ( ba . selectedStack , false ) ;
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ESpellCastProblem : : ESpellCastProblem escp = gs - > curB - > battleCanCastThisSpell ( h , s , ECastingMode : : HERO_CASTING ) ; //todo: should we check aimed cast(battleCanCastThisSpellHere)?
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if ( escp ! = ESpellCastProblem : : OK )
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{
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logGlobal - > warnStream ( ) < < " Spell cannot be cast! " ;
logGlobal - > warnStream ( ) < < " Problem : " < < escp ;
return false ;
}
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StartAction start_action ( ba ) ;
sendAndApply ( & start_action ) ; //start spell casting
s - > battleCast ( spellEnv , parameters ) ;
sendAndApply ( & end_action ) ;
if ( ! gs - > curB - > battleGetStackByID ( gs - > curB - > activeStack , true ) )
{
battleMadeAction . setn ( true ) ;
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}
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checkForBattleEnd ( ) ;
if ( battleResult . get ( ) )
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{
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battleMadeAction . setn ( true ) ;
//battle will be ended by startBattle function
//endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
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}
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return true ;
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}
}
return false ;
}
void CGameHandler : : stackTurnTrigger ( const CStack * st )
{
BattleTriggerEffect bte ;
bte . stackID = st - > ID ;
bte . effect = - 1 ;
bte . val = 0 ;
bte . additionalInfo = 0 ;
if ( st - > alive ( ) )
{
//unbind
if ( st - > getEffect ( SpellID : : BIND ) )
{
bool unbind = true ;
BonusList bl = * ( st - > getBonuses ( Selector : : type ( Bonus : : BIND_EFFECT ) ) ) ;
std : : set < const CStack * > stacks = gs - > curB - > batteAdjacentCreatures ( st ) ;
for ( Bonus * b : bl )
{
const CStack * stack = gs - > curB - > battleGetStackByID ( b - > additionalInfo ) ; //binding stack must be alive and adjacent
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 ) ;
}
}
//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 ) )
{
const Bonus * b = st - > getBonusLocalFirst ( Selector : : source ( Bonus : : SPELL_EFFECT , SpellID : : POISON ) . And ( Selector : : type ( Bonus : : STACK_HEALTH ) ) ) ;
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 ) ;
}
}
}
if ( st - > hasBonusOfType ( Bonus : : MANA_DRAIN ) & & ! vstd : : contains ( st - > state , EBattleStackState : : DRAINED_MANA ) )
{
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const PlayerColor opponent = gs - > curB - > theOtherPlayer ( st - > owner ) ;
const CGHeroInstance * opponentHero = gs - > curB - > getHero ( opponent ) ;
if ( opponentHero )
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{
ui32 manaDrained = st - > valOfBonuses ( Bonus : : MANA_DRAIN ) ;
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vstd : : amin ( manaDrained , opponentHero - > mana ) ;
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if ( manaDrained )
{
bte . effect = Bonus : : MANA_DRAIN ;
bte . val = manaDrained ;
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bte . additionalInfo = opponentHero - > id . getNum ( ) ; //for sanity
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sendAndApply ( & bte ) ;
}
}
}
if ( st - > isLiving ( ) & & ! st - > hasBonusOfType ( Bonus : : FEARLESS ) )
{
bool fearsomeCreature = false ;
for ( CStack * stack : gs - > curB - > stacks )
{
if ( stack - > owner ! = st - > owner & & stack - > alive ( ) & & stack - > hasBonusOfType ( Bonus : : FEAR ) )
{
fearsomeCreature = true ;
break ;
}
}
if ( fearsomeCreature )
{
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if ( gs - > getRandomGenerator ( ) . nextInt ( 99 ) < 10 ) //fixed 10%
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{
bte . effect = Bonus : : FEAR ;
sendAndApply ( & bte ) ;
}
}
}
BonusList bl = * ( st - > getBonuses ( Selector : : type ( Bonus : : ENCHANTER ) ) ) ;
int side = gs - > curB - > whatSide ( st - > owner ) ;
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if ( st - > casts & & ! gs - > curB - > sides . at ( side ) . enchanterCounter )
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{
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bool cast = false ;
while ( ! bl . empty ( ) & & ! cast )
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{
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auto bonus = * RandomGeneratorUtil : : nextItem ( bl , gs - > getRandomGenerator ( ) ) ;
auto spellID = SpellID ( bonus - > subtype ) ;
const CSpell * spell = SpellID ( spellID ) . toSpell ( ) ;
bl . remove_if ( [ & bonus ] ( Bonus * b ) { return b = = bonus ; } ) ;
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if ( gs - > curB - > battleCanCastThisSpell ( st , spell , ECastingMode : : ENCHANTER_CASTING ) = = ESpellCastProblem : : OK )
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{
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BattleSpellCastParameters parameters ( gs - > curB , st , spell ) ;
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parameters . spellLvl = bonus - > val ;
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parameters . effectLevel = bonus - > val ; //todo: recheck
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parameters . aimToHex ( BattleHex : : INVALID ) ;
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parameters . mode = ECastingMode : : ENCHANTER_CASTING ;
parameters . selectedStack = nullptr ;
spell - > battleCast ( spellEnv , parameters ) ;
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//todo: move to mechanics
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BattleSetStackProperty ssp ;
ssp . which = BattleSetStackProperty : : ENCHANTER_COUNTER ;
ssp . absolute = false ;
ssp . val = bonus - > additionalInfo ; //increase cooldown counter
ssp . stackID = st - > ID ;
sendAndApply ( & ssp ) ;
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cast = true ;
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}
} ;
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}
bl = * ( st - > getBonuses ( Selector : : type ( Bonus : : ENCHANTED ) ) ) ;
for ( auto b : bl )
{
SetStackEffect sse ;
int val = bl . valOfBonuses ( Selector : : typeSubtype ( b - > type , b - > subtype ) ) ;
if ( val > 3 )
{
for ( 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 ) ;
if ( sse . effect . size ( ) )
sendAndApply ( & sse ) ;
}
}
}
void CGameHandler : : handleDamageFromObstacle ( const CObstacleInstance & obstacle , const CStack * curStack )
{
//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
const ui8 side = ! curStack - > attackerOwned ; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
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const CGHeroInstance * hero = gs - > curB - > battleGetFightingHero ( side ) ; //FIXME: there may be no hero - landmines in Tower
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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.
if ( gs - > curB - > battleIsObstacleVisibleForSide ( obstacle , ( BattlePerspective : : BattlePerspective ) side ) )
return ;
oneTimeObstacle = true ;
effect = 82 ; //makes
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const CSpell * sp = SpellID ( SpellID : : LAND_MINE ) . toSpell ( ) ;
if ( sp - > isImmuneByStack ( hero , curStack ) )
return ;
damage = sp - > calculateDamage ( hero , curStack ,
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spellObstacle - > spellLevel , spellObstacle - > casterSpellPower ) ;
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//TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if cast by hero,
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//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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const CSpell * sp = SpellID ( SpellID : : FIRE_WALL ) . toSpell ( ) ;
if ( sp - > isImmuneByStack ( hero , curStack ) )
return ;
damage = sp - > calculateDamage ( 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 , gameState ( ) - > getRandomGenerator ( ) ) ;
StacksInjured si ;
si . stacks . push_back ( bsa ) ;
sendAndApply ( & si ) ;
if ( oneTimeObstacle )
removeObstacle ( obstacle ) ;
}
void CGameHandler : : handleTimeEvents ( )
{
gs - > map - > events . sort ( evntCmp ) ;
while ( gs - > map - > events . size ( ) & & gs - > map - > events . front ( ) . firstOccurence + 1 = = gs - > day )
{
CMapEvent ev = gs - > map - > events . front ( ) ;
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for ( int player = 0 ; player < PlayerColor : : PLAYER_LIMIT_I ; player + + )
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{
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auto color = PlayerColor ( player ) ;
PlayerState * pinfo = gs - > getPlayer ( color , false ) ; //do not output error if player does not exist
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if ( pinfo //player exists
& & ( ev . players & 1 < < player ) //event is enabled to this player
& & ( ( ev . computerAffected & & ! pinfo - > human )
| | ( ev . humanAffected & & pinfo - > human )
)
)
{
//give resources
SetResources sr ;
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sr . player = color ;
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sr . res = pinfo - > resources + ev . resources ;
//prepare dialog
InfoWindow iw ;
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iw . player = color ;
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iw . text < < ev . message ;
for ( int i = 0 ; i < ev . resources . size ( ) ; i + + )
{
if ( ev . resources . at ( i ) ) //if resource is changed, we add it to the dialog
iw . components . push_back ( Component ( Component : : RESOURCE , i , ev . resources . at ( i ) , 0 ) ) ;
}
if ( iw . components . size ( ) )
{
sr . res . amax ( 0 ) ; // If removing too much resources, adjust the amount so the total doesn't become negative.
sendAndApply ( & sr ) ; //update player resources if changed
}
sendAndApply ( & iw ) ; //show dialog
}
} //PLAYERS LOOP
if ( ev . nextOccurence )
{
gs - > map - > events . pop_front ( ) ;
ev . firstOccurence + = ev . nextOccurence ;
auto it = gs - > map - > events . begin ( ) ;
while ( it ! = gs - > map - > events . end ( ) & & it - > earlierThanOrEqual ( ev ) )
it + + ;
gs - > map - > events . insert ( it , ev ) ;
}
else
{
gs - > map - > events . pop_front ( ) ;
}
}
//TODO send only if changed
UpdateMapEvents ume ;
ume . events = gs - > map - > events ;
sendAndApply ( & ume ) ;
}
void CGameHandler : : handleTownEvents ( CGTownInstance * town , NewTurn & n )
{
town - > events . sort ( evntCmp ) ;
while ( town - > events . size ( ) & & town - > events . front ( ) . firstOccurence = = gs - > day )
{
PlayerColor player = town - > tempOwner ;
CCastleEvent ev = town - > events . front ( ) ;
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PlayerState * pinfo = gs - > getPlayer ( player , false ) ;
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if ( pinfo //player exists
& & ( ev . players & 1 < < player . getNum ( ) ) //event is enabled to this player
& & ( ( ev . computerAffected & & ! pinfo - > human )
| | ( ev . humanAffected & & pinfo - > human ) ) )
{
// dialog
InfoWindow iw ;
iw . player = player ;
iw . text < < ev . message ;
if ( ev . resources . nonZero ( ) )
{
TResources was = n . res [ player ] ;
n . res [ player ] + = ev . resources ;
n . res [ player ] . amax ( 0 ) ;
for ( int i = 0 ; i < ev . resources . size ( ) ; i + + )
if ( ev . resources . at ( i ) & & pinfo - > resources . at ( i ) ! = n . res . at ( player ) . at ( i ) ) //if resource had changed, we add it to the dialog
iw . components . push_back ( Component ( Component : : RESOURCE , i , n . res . at ( player ) . at ( i ) - was . at ( i ) , 0 ) ) ;
}
for ( auto & i : ev . buildings )
{
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if ( ! town - > hasBuilt ( i ) )
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{
buildStructure ( town - > id , i , true ) ;
iw . components . push_back ( Component ( Component : : BUILDING , town - > subID , i , 0 ) ) ;
}
}
if ( ! ev . creatures . empty ( ) & & ! vstd : : contains ( n . cres , town - > id ) )
{
n . cres [ town - > id ] . tid = town - > id ;
n . cres [ town - > id ] . creatures = town - > creatures ;
}
auto & sac = n . cres [ town - > id ] ;
for ( si32 i = 0 ; i < ev . creatures . size ( ) ; i + + ) //creature growths
{
if ( ! town - > creatures . at ( i ) . second . empty ( ) & & ev . creatures . at ( i ) > 0 ) //there is dwelling
{
sac . creatures [ i ] . first + = ev . creatures . at ( i ) ;
iw . components . push_back ( Component ( Component : : CREATURE ,
town - > creatures . at ( i ) . second . back ( ) , ev . creatures . at ( i ) , 0 ) ) ;
}
}
sendAndApply ( & iw ) ; //show dialog
}
if ( ev . nextOccurence )
{
town - > events . pop_front ( ) ;
ev . firstOccurence + = ev . nextOccurence ;
auto it = town - > events . begin ( ) ;
while ( it ! = town - > events . end ( ) & & it - > earlierThanOrEqual ( ev ) )
it + + ;
town - > events . insert ( it , ev ) ;
}
else
{
town - > events . pop_front ( ) ;
}
}
//TODO send only if changed
UpdateCastleEvents uce ;
uce . town = town - > id ;
uce . events = town - > events ;
sendAndApply ( & uce ) ;
}
bool CGameHandler : : complain ( const std : : string & problem )
{
sendMessageToAll ( " Server encountered a problem: " + problem ) ;
logGlobal - > errorStream ( ) < < problem ;
return true ;
}
void CGameHandler : : showGarrisonDialog ( ObjectInstanceID upobj , ObjectInstanceID hid , bool removableUnits )
{
//PlayerColor player = getOwner(hid);
auto upperArmy = dynamic_cast < const CArmedInstance * > ( getObj ( upobj ) ) ;
auto lowerArmy = dynamic_cast < const CArmedInstance * > ( getObj ( hid ) ) ;
assert ( lowerArmy ) ;
assert ( upperArmy ) ;
auto garrisonQuery = make_shared < CGarrisonDialogQuery > ( upperArmy , lowerArmy ) ;
queries . addQuery ( garrisonQuery ) ;
GarrisonDialog gd ;
gd . hid = hid ;
gd . objid = upobj ;
gd . removableUnits = removableUnits ;
gd . queryID = garrisonQuery - > queryID ;
sendAndApply ( & gd ) ;
}
void CGameHandler : : showThievesGuildWindow ( PlayerColor player , ObjectInstanceID requestingObjId )
{
OpenWindow ow ;
ow . window = OpenWindow : : THIEVES_GUILD ;
ow . id1 = player . getNum ( ) ;
ow . id2 = requestingObjId . getNum ( ) ;
sendAndApply ( & ow ) ;
}
bool CGameHandler : : isAllowedExchange ( ObjectInstanceID id1 , ObjectInstanceID id2 )
{
if ( id1 = = id2 )
return true ;
const CGObjectInstance * o1 = getObj ( id1 ) , * o2 = getObj ( id2 ) ;
if ( ! o1 | | ! o2 )
return true ; //arranging stacks within an object should be always allowed
if ( o1 & & o2 )
{
if ( o1 - > ID = = Obj : : TOWN )
{
const CGTownInstance * t = static_cast < const CGTownInstance * > ( o1 ) ;
if ( t - > visitingHero = = o2 | | t - > garrisonHero = = o2 )
return true ;
}
if ( o2 - > ID = = Obj : : TOWN )
{
const CGTownInstance * t = static_cast < const CGTownInstance * > ( o2 ) ;
if ( t - > visitingHero = = o1 | | t - > garrisonHero = = o1 )
return true ;
}
if ( o1 - > ID = = Obj : : HERO & & o2 - > ID = = Obj : : HERO )
{
const CGHeroInstance * h1 = static_cast < const CGHeroInstance * > ( o1 ) ;
const CGHeroInstance * h2 = static_cast < const CGHeroInstance * > ( o2 ) ;
// two heroes in same town (garrisoned and visiting)
if ( h1 - > visitedTown ! = nullptr & & h2 - > visitedTown ! = nullptr & & h1 - > visitedTown = = h2 - > visitedTown )
return true ;
}
//Ongoing garrison exchange
if ( auto dialog = std : : dynamic_pointer_cast < CGarrisonDialogQuery > ( queries . topQuery ( o1 - > tempOwner ) ) )
{
if ( dialog - > exchangingArmies . at ( 0 ) = = o1 & & dialog - > exchangingArmies . at ( 1 ) = = o2 )
return true ;
if ( dialog - > exchangingArmies . at ( 1 ) = = o1 & & dialog - > exchangingArmies . at ( 0 ) = = o2 )
return true ;
}
}
return false ;
}
void CGameHandler : : objectVisited ( const CGObjectInstance * obj , const CGHeroInstance * h )
{
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logGlobal - > debugStream ( ) < < h - > nodeName ( ) < < " visits " < < obj - > getObjectName ( ) < < " ( " < < obj - > ID < < " : " < < obj - > subID < < " ) " ;
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auto visitQuery = make_shared < CObjectVisitQuery > ( obj , h , obj - > visitablePos ( ) ) ;
queries . addQuery ( visitQuery ) ; //TODO real visit pos
HeroVisit hv ;
hv . obj = obj ;
hv . hero = h ;
hv . player = h - > tempOwner ;
hv . starting = true ;
sendAndApply ( & hv ) ;
obj - > onHeroVisit ( h ) ;
queries . popIfTop ( visitQuery ) ; //visit ends here if no queries were created
}
void CGameHandler : : objectVisitEnded ( const CObjectVisitQuery & query )
{
logGlobal - > traceStream ( ) < < query . visitingHero - > nodeName ( ) < < " visit ends. \n " ;
HeroVisit hv ;
hv . player = query . players . front ( ) ;
hv . obj = nullptr ; //not necessary, moreover may have been deleted in the meantime
hv . hero = query . visitingHero ;
assert ( hv . hero ) ;
hv . starting = false ;
sendAndApply ( & hv ) ;
}
bool CGameHandler : : buildBoat ( ObjectInstanceID objid )
{
const IShipyard * obj = IShipyard : : castFrom ( getObj ( objid ) ) ;
if ( obj - > shipyardStatus ( ) ! = IBoatGenerator : : GOOD )
{
complain ( " Cannot build boat in this shipyard! " ) ;
return false ;
}
else if ( obj - > o - > ID = = Obj : : TOWN
& & ! static_cast < const CGTownInstance * > ( obj ) - > hasBuilt ( BuildingID : : SHIPYARD ) )
{
complain ( " Cannot build boat in the town - no shipyard! " ) ;
return false ;
}
const PlayerColor playerID = obj - > o - > tempOwner ;
TResources boatCost ;
obj - > getBoatCost ( boatCost ) ;
TResources aviable = gs - > getPlayer ( playerID ) - > resources ;
if ( ! aviable . canAfford ( boatCost ) )
{
complain ( " Not enough resources to build a boat! " ) ;
return false ;
}
int3 tile = obj - > bestLocation ( ) ;
if ( ! gs - > map - > isInTheMap ( tile ) )
{
complain ( " Cannot find appropriate tile for a boat! " ) ;
return false ;
}
//take boat cost
SetResources sr ;
sr . player = playerID ;
sr . res = ( aviable - boatCost ) ;
sendAndApply ( & sr ) ;
//create boat
NewObject no ;
no . ID = Obj : : BOAT ;
no . subID = obj - > getBoatType ( ) ;
no . pos = tile + int3 ( 1 , 0 , 0 ) ;
sendAndApply ( & no ) ;
return true ;
}
void CGameHandler : : engageIntoBattle ( PlayerColor player )
{
//notify interfaces
PlayerBlocked pb ;
pb . player = player ;
pb . reason = PlayerBlocked : : UPCOMING_BATTLE ;
pb . startOrEnd = PlayerBlocked : : BLOCKADE_STARTED ;
sendAndApply ( & pb ) ;
}
void CGameHandler : : checkVictoryLossConditions ( const std : : set < PlayerColor > & playerColors )
{
for ( auto playerColor : playerColors )
{
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if ( gs - > getPlayer ( playerColor , false ) )
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checkVictoryLossConditionsForPlayer ( playerColor ) ;
}
}
void CGameHandler : : checkVictoryLossConditionsForAll ( )
{
std : : set < PlayerColor > playerColors ;
for ( int i = 0 ; i < PlayerColor : : PLAYER_LIMIT_I ; + + i )
{
playerColors . insert ( PlayerColor ( i ) ) ;
}
checkVictoryLossConditions ( playerColors ) ;
}
void CGameHandler : : checkVictoryLossConditionsForPlayer ( PlayerColor player )
{
const PlayerState * p = gs - > getPlayer ( player ) ;
if ( p - > status ! = EPlayerStatus : : INGAME ) return ;
auto victoryLossCheckResult = gs - > checkForVictoryAndLoss ( player ) ;
if ( victoryLossCheckResult . victory ( ) | | victoryLossCheckResult . loss ( ) )
{
InfoWindow iw ;
getVictoryLossMessage ( player , victoryLossCheckResult , iw ) ;
sendAndApply ( & iw ) ;
PlayerEndsGame peg ;
peg . player = player ;
peg . victoryLossCheckResult = victoryLossCheckResult ;
sendAndApply ( & peg ) ;
if ( victoryLossCheckResult . victory ( ) )
{
//one player won -> all enemies lost
for ( auto i = gs - > players . cbegin ( ) ; i ! = gs - > players . cend ( ) ; i + + )
{
if ( i - > first ! = player & & gs - > getPlayer ( i - > first ) - > status = = EPlayerStatus : : INGAME )
{
peg . player = i - > first ;
peg . victoryLossCheckResult = gameState ( ) - > getPlayerRelations ( player , i - > first ) = = PlayerRelations : : ALLIES ?
victoryLossCheckResult : victoryLossCheckResult . invert ( ) ; // ally of winner
InfoWindow iw ;
getVictoryLossMessage ( player , peg . victoryLossCheckResult , iw ) ;
iw . player = i - > first ;
sendAndApply ( & iw ) ;
sendAndApply ( & peg ) ;
}
}
if ( p - > human )
{
end2 = true ;
if ( gs - > scenarioOps - > campState )
{
std : : vector < CGHeroInstance * > crossoverHeroes ;
for ( CGHeroInstance * hero : gs - > map - > heroesOnMap )
{
if ( hero - > tempOwner = = player )
{
// keep all heroes from the winning player
crossoverHeroes . push_back ( hero ) ;
}
else if ( vstd : : contains ( gs - > scenarioOps - > campState - > getCurrentScenario ( ) . keepHeroes , HeroTypeID ( hero - > subID ) ) )
{
// keep hero whether lost or won (like Xeron in AB campaign)
crossoverHeroes . push_back ( hero ) ;
}
}
// keep lost heroes which are in heroes pool
for ( auto & heroPair : gs - > hpool . heroesPool )
{
if ( vstd : : contains ( gs - > scenarioOps - > campState - > getCurrentScenario ( ) . keepHeroes , HeroTypeID ( heroPair . first ) ) )
{
crossoverHeroes . push_back ( heroPair . second . get ( ) ) ;
}
}
gs - > scenarioOps - > campState - > setCurrentMapAsConquered ( crossoverHeroes ) ;
//Request clients to change connection mode
PrepareForAdvancingCampaign pfac ;
sendAndApply ( & pfac ) ;
//Change connection mode
if ( getPlayer ( player ) - > human & & getStartInfo ( ) - > campState )
{
for ( auto connection : conns )
connection - > prepareForSendingHeroes ( ) ;
}
UpdateCampaignState ucs ;
ucs . camp = gs - > scenarioOps - > campState ;
sendAndApply ( & ucs ) ;
}
}
}
else
{
//player lost -> all his objects become unflagged (neutral)
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for ( auto h : p - > heroes ) //eliminate heroes
if ( h . get ( ) )
removeObject ( h ) ;
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for ( auto obj : gs - > map - > objects ) //unflag objs
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{
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if ( obj . get ( ) & & obj - > tempOwner = = player )
setOwner ( obj , PlayerColor : : NEUTRAL ) ;
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}
//eliminating one player may cause victory of another:
std : : set < PlayerColor > playerColors ;
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//do not copy player state (CBonusSystemNode) by value
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for ( auto & p : gs - > players ) //players may have different colors, iterate over players and not integers
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{
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if ( p . first ! = player )
playerColors . insert ( p . first ) ;
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}
//notify all players
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for ( auto pc : playerColors )
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{
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if ( gs - > getPlayer ( pc ) - > status = = EPlayerStatus : : INGAME )
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{
InfoWindow iw ;
getVictoryLossMessage ( player , victoryLossCheckResult . invert ( ) , iw ) ;
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iw . player = pc ;
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sendAndApply ( & iw ) ;
}
}
checkVictoryLossConditions ( playerColors ) ;
}
auto playerInfo = gs - > getPlayer ( gs - > currentPlayer , false ) ;
// If we are called before the actual game start, there might be no current player
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if ( playerInfo & & playerInfo - > status ! = EPlayerStatus : : INGAME )
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{
// If player making turn has lost his turn must be over as well
states . setFlag ( gs - > currentPlayer , & PlayerStatus : : makingTurn , false ) ;
}
}
}
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void CGameHandler : : getVictoryLossMessage ( PlayerColor player , const EVictoryLossCheckResult & victoryLossCheckResult , InfoWindow & out ) const
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{
out . player = player ;
out . text . clear ( ) ;
out . text < < victoryLossCheckResult . messageToSelf ;
// hackish, insert one player-specific string, if applicable
if ( victoryLossCheckResult . messageToSelf . find ( " %s " ) ! = std : : string : : npos )
out . text . addReplacement ( MetaString : : COLOR , player . getNum ( ) ) ;
out . components . push_back ( Component ( Component : : FLAG , player . getNum ( ) , 0 , 0 ) ) ;
}
bool CGameHandler : : dig ( const CGHeroInstance * h )
{
for ( auto i = gs - > map - > objects . cbegin ( ) ; i ! = gs - > map - > objects . cend ( ) ; i + + ) //unflag objs
{
if ( * i & & ( * i ) - > ID = = Obj : : HOLE & & ( * i ) - > pos = = h - > getPosition ( ) )
{
complain ( " Cannot dig - there is already a hole under the hero! " ) ;
return false ;
}
}
if ( h - > diggingStatus ( ) ! = CGHeroInstance : : CAN_DIG ) //checks for terrain and movement
COMPLAIN_RETF ( " Hero cannot dig (error code %d)! " , h - > diggingStatus ( ) ) ;
//create a hole
NewObject no ;
no . ID = Obj : : HOLE ;
no . pos = h - > getPosition ( ) ;
no . subID = 0 ;
sendAndApply ( & no ) ;
//take MPs
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 "
iw . text . addTxt ( MetaString : : ART_NAMES , 2 ) ;
iw . soundID = soundBase : : ULTIMATEARTIFACT ;
giveHeroNewArtifact ( h , VLC - > arth - > artifacts . at ( 2 ) , ArtifactPosition : : PRE_FIRST ) ; //give grail
sendAndApply ( & iw ) ;
iw . soundID = soundBase : : invalid ;
iw . text . clear ( ) ;
iw . text . addTxt ( MetaString : : ART_DESCR , 2 ) ;
sendAndApply ( & iw ) ;
}
else
{
iw . text . addTxt ( MetaString : : GENERAL_TXT , 59 ) ; //"Nothing here. \n Where could it be?"
iw . soundID = soundBase : : Dig ;
sendAndApply ( & iw ) ;
}
return true ;
}
void CGameHandler : : attackCasting ( const BattleAttack & bat , Bonus : : BonusType attackMode , const CStack * attacker )
{
if ( attacker - > hasBonusOfType ( attackMode ) )
{
std : : set < SpellID > spellsToCast ;
TBonusListPtr spells = attacker - > getBonuses ( Selector : : type ( attackMode ) ) ;
for ( const Bonus * sf : * spells )
{
spellsToCast . insert ( SpellID ( sf - > subtype ) ) ;
}
for ( SpellID spellID : spellsToCast )
{
const CStack * oneOfAttacked = nullptr ;
for ( auto & elem : bat . bsa )
{
if ( elem . newAmount > 0 & & ! elem . isSecondary ( ) ) //apply effects only to first target stack if it's alive
{
oneOfAttacked = gs - > curB - > battleGetStackByID ( elem . stackAttacked ) ;
break ;
}
}
bool castMe = false ;
if ( oneOfAttacked = = nullptr ) //all attacked creatures have been killed
return ;
int spellLevel = 0 ;
TBonusListPtr spellsByType = attacker - > getBonuses ( Selector : : typeSubtype ( attackMode , spellID ) ) ;
for ( const Bonus * sf : * spellsByType )
{
vstd : : amax ( spellLevel , sf - > additionalInfo % 1000 ) ; //pick highest level
int meleeRanged = sf - > additionalInfo / 1000 ;
if ( meleeRanged = = 0 | | ( meleeRanged = = 1 & & bat . shot ( ) ) | | ( meleeRanged = = 2 & & ! bat . shot ( ) ) )
castMe = true ;
}
int chance = attacker - > valOfBonuses ( ( Selector : : typeSubtype ( attackMode , spellID ) ) ) ;
vstd : : amin ( chance , 100 ) ;
const CSpell * spell = SpellID ( spellID ) . toSpell ( ) ;
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if ( gs - > curB - > battleCanCastThisSpellHere ( attacker , spell , ECastingMode : : AFTER_ATTACK_CASTING , oneOfAttacked - > position ) ! = ESpellCastProblem : : OK )
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continue ;
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//check if spell should be cast (probability handling)
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if ( gs - > getRandomGenerator ( ) . nextInt ( 99 ) > = chance )
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continue ;
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//casting
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if ( castMe ) //stacks use 0 spell power. If needed, default = 3 or custom value is used
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{
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BattleSpellCastParameters parameters ( gs - > curB , attacker , spell ) ;
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parameters . spellLvl = spellLevel ;
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parameters . effectLevel = spellLevel ;
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parameters . aimToStack ( oneOfAttacked ) ;
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parameters . mode = ECastingMode : : AFTER_ATTACK_CASTING ;
parameters . selectedStack = nullptr ;
spell - > battleCast ( spellEnv , parameters ) ;
}
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}
}
}
void CGameHandler : : handleAttackBeforeCasting ( const BattleAttack & bat )
{
const CStack * attacker = gs - > curB - > battleGetStackByID ( bat . stackAttacking ) ;
attackCasting ( bat , Bonus : : SPELL_BEFORE_ATTACK , attacker ) ; //no death stare / acid breath needed?
}
void CGameHandler : : handleAfterAttackCasting ( const BattleAttack & bat )
{
const CStack * attacker = gs - > curB - > battleGetStackByID ( bat . stackAttacking ) ;
if ( ! attacker ) //could be already dead
return ;
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auto cast = [ = ] ( SpellID spellID , int power )
{
const CSpell * spell = SpellID ( spellID ) . toSpell ( ) ;
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BattleSpellCastParameters parameters ( gs - > curB , attacker , spell ) ;
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parameters . spellLvl = 0 ;
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parameters . effectLevel = 0 ;
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parameters . aimToStack ( gs - > curB - > battleGetStackByID ( bat . bsa . at ( 0 ) . stackAttacked ) ) ;
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parameters . effectPower = power ;
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parameters . mode = ECastingMode : : AFTER_ATTACK_CASTING ;
parameters . selectedStack = nullptr ;
spell - > battleCast ( this - > spellEnv , parameters ) ;
} ;
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attackCasting ( bat , Bonus : : SPELL_AFTER_ATTACK , attacker ) ;
if ( bat . bsa . at ( 0 ) . newAmount < = 0 )
{
//don't try death stare or acid breath on dead stack (crash!)
return ;
}
if ( attacker - > hasBonusOfType ( Bonus : : DEATH_STARE ) & & bat . bsa . size ( ) )
{
// mechanics of Death Stare as in H3:
// each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
//original formula x = min(x, (gorgons_count + 9)/10);
double chanceToKill = attacker - > valOfBonuses ( Bonus : : DEATH_STARE , 0 ) / 100.0f ;
vstd : : amin ( chanceToKill , 1 ) ; //cap at 100%
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std : : binomial_distribution < > distribution ( attacker - > count , chanceToKill ) ;
std : : mt19937 rng ( std : : time ( nullptr ) ) ;
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int staredCreatures = distribution ( rng ) ;
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double cap = 1 / std : : max ( chanceToKill , ( double ) ( 0.01 ) ) ; //don't divide by 0
int maxToKill = ( attacker - > count + cap - 1 ) / cap ; //not much more than chance * count
vstd : : amin ( staredCreatures , maxToKill ) ;
staredCreatures + = ( attacker - > level ( ) * attacker - > valOfBonuses ( Bonus : : DEATH_STARE , 1 ) ) / gs - > curB - > battleGetStackByID ( bat . bsa . at ( 0 ) . stackAttacked ) - > level ( ) ;
if ( staredCreatures )
{
if ( bat . bsa . at ( 0 ) . newAmount > 0 ) //TODO: death stare was not originally available for multiple-hex attacks, but...
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cast ( SpellID : : DEATH_STARE , staredCreatures ) ;
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}
}
int acidDamage = 0 ;
TBonusListPtr acidBreath = attacker - > getBonuses ( Selector : : type ( Bonus : : ACID_BREATH ) ) ;
for ( const Bonus * b : * acidBreath )
{
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if ( b - > additionalInfo > gs - > getRandomGenerator ( ) . nextInt ( 99 ) )
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acidDamage + = b - > val ;
}
if ( acidDamage )
{
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cast ( SpellID : : ACID_BREATH_DAMAGE , acidDamage * attacker - > count ) ;
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}
}
bool CGameHandler : : castSpell ( const CGHeroInstance * h , SpellID spellID , const int3 & pos )
{
const CSpell * s = spellID . toSpell ( ) ;
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AdventureSpellCastParameters p ;
p . caster = h ;
p . pos = pos ;
return s - > adventureCast ( spellEnv , p ) ;
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}
void CGameHandler : : visitObjectOnTile ( const TerrainTile & t , const CGHeroInstance * h )
{
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 ) ;
}
}
bool CGameHandler : : sacrificeCreatures ( const IMarket * market , const CGHeroInstance * hero , SlotID slot , ui32 count )
{
int oldCount = hero - > getStackCount ( slot ) ;
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 ;
changeStackCount ( StackLocation ( hero , slot ) , - count ) ;
int dump , exp ;
market - > getOffer ( crid , 0 , dump , exp , EMarketMode : : CREATURE_EXP ) ;
exp * = count ;
changePrimSkill ( hero , PrimarySkill : : EXPERIENCE , hero - > calculateXp ( exp ) ) ;
return true ;
}
bool CGameHandler : : sacrificeArtifact ( const IMarket * m , const CGHeroInstance * hero , ArtifactPosition slot )
{
ArtifactLocation al ( hero , slot ) ;
const CArtifactInstance * a = al . getArt ( ) ;
if ( ! a )
COMPLAIN_RET ( " Cannot find artifact to sacrifice! " ) ;
int dmp , expToGive ;
m - > getOffer ( hero - > getArtTypeId ( slot ) , 0 , dmp , expToGive , EMarketMode : : ARTIFACT_EXP ) ;
removeArtifact ( al ) ;
changePrimSkill ( hero , PrimarySkill : : EXPERIENCE , expToGive ) ;
return true ;
}
void CGameHandler : : makeStackDoNothing ( const CStack * next )
{
BattleAction doNothing ;
doNothing . actionType = Battle : : NO_ACTION ;
doNothing . additionalInfo = 0 ;
doNothing . destinationTile = - 1 ;
doNothing . side = ! next - > attackerOwned ;
doNothing . stackNumber = next - > ID ;
makeAutomaticAction ( next , doNothing ) ;
}
bool CGameHandler : : insertNewStack ( const StackLocation & sl , const CCreature * c , TQuantity count )
{
if ( sl . army - > hasStackAtSlot ( sl . slot ) )
COMPLAIN_RET ( " Slot is already taken! " ) ;
if ( ! sl . slot . validSlot ( ) )
COMPLAIN_RET ( " Cannot insert stack to that slot! " ) ;
InsertNewStack ins ;
ins . sl = sl ;
ins . stack = CStackBasicDescriptor ( c , count ) ;
sendAndApply ( & ins ) ;
return true ;
}
bool CGameHandler : : eraseStack ( const StackLocation & sl , bool forceRemoval /* = false*/ )
{
if ( ! sl . army - > hasStackAtSlot ( sl . slot ) )
COMPLAIN_RET ( " Cannot find a stack to erase " ) ;
if ( sl . army - > Slots ( ) . size ( ) = = 1 //from the last stack
& & sl . army - > needsLastStack ( ) //that must be left
& & ! forceRemoval ) //ignore above conditions if we are forcing removal
{
COMPLAIN_RET ( " Cannot erase the last stack! " ) ;
}
EraseStack es ;
es . sl = sl ;
sendAndApply ( & es ) ;
return true ;
}
bool CGameHandler : : changeStackCount ( const StackLocation & sl , TQuantity count , bool absoluteValue /*= false*/ )
{
TQuantity currentCount = sl . army - > getStackCount ( sl . slot ) ;
if ( ( absoluteValue & & count < 0 )
| | ( ! absoluteValue & & - count > currentCount ) )
{
COMPLAIN_RET ( " Cannot take more stacks than present! " ) ;
}
if ( ( currentCount = = - count & & ! absoluteValue )
| | ( ! count & & absoluteValue ) )
{
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
{
COMPLAIN_RET ( " Cannot add " + c - > namePl + " to slot " + boost : : lexical_cast < std : : string > ( sl . slot ) + " ! " ) ;
}
return true ;
}
void CGameHandler : : tryJoiningArmy ( const CArmedInstance * src , const CArmedInstance * dst , bool removeObjWhenFinished , bool allowMerging )
{
if ( removeObjWhenFinished )
removeAfterVisit ( src ) ;
if ( ! src - > canBeMergedWith ( * dst , allowMerging ) )
{
if ( allowMerging ) //do that, add all matching creatures.
{
bool cont = true ;
while ( cont )
{
for ( auto i = src - > stacks . begin ( ) ; i ! = src - > stacks . end ( ) ; i + + ) //while there are unmoved creatures
{
SlotID pos = dst - > getSlotFor ( i - > second - > type ) ;
if ( pos . validSlot ( ) )
{
moveStack ( StackLocation ( src , i - > first ) , StackLocation ( dst , pos ) ) ;
cont = true ;
break ; //or iterator crashes
}
cont = false ;
}
}
}
showGarrisonDialog ( src - > id , dst - > id , true ) ; //show garrison window and optionally remove ourselves from map when player ends
}
else //merge
{
moveArmy ( src , dst , allowMerging ) ;
}
}
bool CGameHandler : : moveStack ( const StackLocation & src , const StackLocation & dst , TQuantity count )
{
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! " ) ;
if ( ! dst . slot . validSlot ( ) )
COMPLAIN_RET ( " Cannot move stack to that slot! " ) ;
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
{
COMPLAIN_RET ( " Cannot move away the last creature! " ) ;
}
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 ;
}
}
void CGameHandler : : runBattle ( )
{
setBattle ( gs - > curB ) ;
assert ( gs - > curB ) ;
//TODO: pre-tactic stuff, call scripts etc.
//tactic round
{
while ( gs - > curB - > tacticDistance & & ! battleResult . get ( ) )
boost : : this_thread : : sleep ( boost : : posix_time : : milliseconds ( 50 ) ) ;
}
//spells opening battle
for ( int i = 0 ; i < 2 ; + + i )
{
auto h = gs - > curB - > battleGetFightingHero ( i ) ;
if ( h & & h - > hasBonusOfType ( Bonus : : OPENING_BATTLE_SPELL ) )
{
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TBonusListPtr bl = h - > getBonuses ( Selector : : type ( Bonus : : OPENING_BATTLE_SPELL ) ) ;
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for ( Bonus * b : * bl )
{
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const CSpell * spell = SpellID ( b - > subtype ) . toSpell ( ) ;
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BattleSpellCastParameters parameters ( gs - > curB , h , spell ) ;
parameters . spellLvl = 3 ;
parameters . effectLevel = 3 ;
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parameters . aimToHex ( BattleHex : : INVALID ) ;
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parameters . mode = ECastingMode : : PASSIVE_CASTING ;
parameters . selectedStack = nullptr ;
parameters . enchantPower = b - > val ;
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spell - > battleCast ( spellEnv , parameters ) ;
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}
}
}
//main loop
while ( ! battleResult . get ( ) ) //till the end of the battle ;]
{
NEW_ROUND ;
auto obstacles = gs - > curB - > obstacles ; //we copy container, because we're going to modify it
for ( auto & obstPtr : obstacles )
{
if ( const SpellCreatedObstacle * sco = dynamic_cast < const SpellCreatedObstacle * > ( obstPtr . get ( ) ) )
if ( sco - > turnsRemaining = = 0 )
removeObstacle ( * obstPtr ) ;
}
const BattleInfo & curB = * gs - > curB ;
//remove clones after all mechanics and animations are handled!
std : : set < const CStack * > stacksToRemove ;
for ( auto stack : curB . stacks )
{
if ( stack - > idDeadClone ( ) )
stacksToRemove . insert ( stack ) ;
}
for ( auto stack : stacksToRemove )
{
BattleStacksRemoved bsr ;
bsr . stackIDs . insert ( stack - > ID ) ;
sendAndApply ( & bsr ) ;
}
//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 - > battleGetFightingHero ( 0 ) , Bonus : : BLOCK_MORALE )
| | NBonus : : hasOfType ( gs - > curB - > battleGetFightingHero ( 1 ) , Bonus : : BLOCK_MORALE ) ) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
)
{
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if ( gs - > getRandomGenerator ( ) . nextInt ( 23 ) < - 2 * nextStackMorale )
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{
//unit loses its turn - empty freeze action
BattleAction ba ;
ba . actionType = Battle : : BAD_MORALE ;
ba . additionalInfo = 1 ;
ba . side = ! next - > attackerOwned ;
ba . stackNumber = next - > ID ;
makeAutomaticAction ( next , ba ) ;
continue ;
}
}
if ( next - > hasBonusOfType ( Bonus : : ATTACKS_NEAREST_CREATURE ) ) //while in berserk
{ //fixme: stack should not attack itself
std : : pair < const CStack * , int > attackInfo = curB . getNearestStack ( next , boost : : logic : : indeterminate ) ;
if ( attackInfo . first ! = nullptr )
{
BattleAction attack ;
attack . actionType = Battle : : WALK_AND_ATTACK ;
attack . side = ! next - > attackerOwned ;
attack . stackNumber = next - > ID ;
attack . additionalInfo = attackInfo . first - > position ;
attack . destinationTile = attackInfo . second ;
makeAutomaticAction ( next , attack ) ;
}
else
{
makeStackDoNothing ( next ) ;
}
continue ;
}
const CGHeroInstance * curOwner = gs - > curB - > battleGetOwner ( next ) ;
if ( ( next - > position < 0 | | next - > getCreature ( ) - > idNumber = = CreatureID : : BALLISTA ) //arrow turret or ballista
& & ( ! curOwner | | curOwner - > getSecSkillLevel ( SecondarySkill : : ARTILLERY ) = = 0 ) ) //hero has no artillery
{
BattleAction attack ;
attack . actionType = Battle : : SHOOT ;
attack . side = ! next - > attackerOwned ;
attack . stackNumber = next - > ID ;
for ( auto & elem : gs - > curB - > stacks )
{
if ( elem - > owner ! = next - > owner & & elem - > isValidTarget ( ) )
{
attack . destinationTile = elem - > position ;
break ;
}
}
makeAutomaticAction ( next , attack ) ;
continue ;
}
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if ( next - > getCreature ( ) - > idNumber = = CreatureID : : CATAPULT )
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{
const auto & attackableBattleHexes = curB . getAttackableBattleHexes ( ) ;
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if ( attackableBattleHexes . empty ( ) )
{
makeStackDoNothing ( next ) ;
continue ;
}
if ( ! curOwner | | curOwner - > getSecSkillLevel ( SecondarySkill : : BALLISTICS ) = = 0 )
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{
BattleAction attack ;
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attack . destinationTile = * RandomGeneratorUtil : : nextItem ( attackableBattleHexes ,
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gs - > getRandomGenerator ( ) ) ;
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attack . actionType = Battle : : CATAPULT ;
attack . additionalInfo = 0 ;
attack . side = ! next - > attackerOwned ;
attack . stackNumber = next - > ID ;
makeAutomaticAction ( next , attack ) ;
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continue ;
}
}
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if ( next - > getCreature ( ) - > idNumber = = CreatureID : : FIRST_AID_TENT )
{
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TStacks possibleStacks = battleGetStacksIf ( [ & ] ( const CStack * s ) {
return s - > owner = = next - > owner & & s - > canBeHealed ( ) ;
} ) ;
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if ( ! possibleStacks . size ( ) )
{
makeStackDoNothing ( next ) ;
continue ;
}
if ( ! curOwner | | curOwner - > getSecSkillLevel ( SecondarySkill : : FIRST_AID ) = = 0 ) //no hero or hero has no first aid
{
range : : random_shuffle ( possibleStacks ) ;
const CStack * toBeHealed = possibleStacks . front ( ) ;
BattleAction heal ;
heal . actionType = Battle : : STACK_HEAL ;
heal . additionalInfo = 0 ;
heal . destinationTile = toBeHealed - > position ;
heal . side = ! next - > attackerOwned ;
heal . stackNumber = next - > ID ;
makeAutomaticAction ( next , heal ) ;
continue ;
}
}
int numberOfAsks = 1 ;
bool breakOuter = false ;
do
{ //ask interface and wait for answer
if ( ! battleResult . get ( ) )
{
stackTurnTrigger ( next ) ; //various effects
if ( vstd : : contains ( next - > state , EBattleStackState : : FEAR ) )
{
makeStackDoNothing ( next ) ; //end immediately if stack was affected by fear
}
else
{
logGlobal - > traceStream ( ) < < " Activating " < < next - > nodeName ( ) ;
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auto nextId = next - > ID ;
BattleSetActiveStack sas ;
sas . stack = nextId ;
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sendAndApply ( & sas ) ;
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auto actionWasMade = [ & ] ( ) - > bool
{
if ( battleMadeAction . data ) //active stack has made its action
return true ;
if ( battleResult . get ( ) ) // battle is finished
return true ;
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if ( next = = nullptr ) //active stack was been removed
return true ;
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return ! next - > alive ( ) ; //active stack is dead
} ;
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boost : : unique_lock < boost : : mutex > lock ( battleMadeAction . mx ) ;
battleMadeAction . data = false ;
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while ( ! actionWasMade ( ) )
{
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battleMadeAction . cond . wait ( lock ) ;
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if ( battleGetStackByID ( nextId , false ) ! = next )
next = nullptr ; //it may be removed, while we wait
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}
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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
checkForBattleEnd ( ) ; //check if this action ended the battle
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if ( next ! = nullptr )
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{
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//check for good morale
nextStackMorale = next - > MoraleVal ( ) ;
if ( ! vstd : : contains ( next - > state , EBattleStackState : : HAD_MORALE ) //only one extra move per turn possible
& & ! vstd : : contains ( next - > state , EBattleStackState : : DEFENDING )
& & ! next - > waited ( )
& & ! vstd : : contains ( next - > state , EBattleStackState : : FEAR )
& & next - > alive ( )
& & nextStackMorale > 0
& & ! ( NBonus : : hasOfType ( gs - > curB - > battleGetFightingHero ( 0 ) , Bonus : : BLOCK_MORALE )
| | NBonus : : hasOfType ( gs - > curB - > battleGetFightingHero ( 1 ) , Bonus : : BLOCK_MORALE ) ) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
)
{
if ( gs - > getRandomGenerator ( ) . nextInt ( 23 ) < nextStackMorale ) //this stack hasn't got morale this turn
{
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 - > battleGetFightingHero ( 0 ) , gs - > curB - > battleGetFightingHero ( 1 ) ) ;
}
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 ;
}
void CGameHandler : : giveHeroArtifact ( const CGHeroInstance * h , const CArtifactInstance * a , ArtifactPosition pos )
{
assert ( a - > artType ) ;
ArtifactLocation al ;
al . artHolder = const_cast < CGHeroInstance * > ( h ) ;
ArtifactPosition slot = ArtifactPosition : : PRE_FIRST ;
if ( pos < 0 )
{
if ( pos = = ArtifactPosition : : FIRST_AVAILABLE )
slot = a - > firstAvailableSlot ( h ) ;
else
slot = a - > firstBackpackSlot ( h ) ;
}
else
{
slot = pos ;
}
al . slot = slot ;
if ( slot < 0 | | ! a - > canBePutAt ( al ) )
{
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 ) ;
}
void CGameHandler : : giveHeroNewArtifact ( const CGHeroInstance * h , const CArtifact * artType , ArtifactPosition pos )
{
CArtifactInstance * a = nullptr ;
if ( ! artType - > constituents )
{
a = new CArtifactInstance ( ) ;
}
else
{
a = new CCombinedArtifactInstance ( ) ;
}
a - > artType = artType ; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
NewArtifact na ;
na . art = a ;
sendAndApply ( & na ) ; // -> updates a!!!, will create a on other machines
giveHeroArtifact ( h , a , pos ) ;
}
void CGameHandler : : setBattleResult ( BattleResult : : EResult resultType , int victoriusSide )
{
if ( battleResult . get ( ) )
{
complain ( " There is already set result? " ) ;
return ;
}
auto br = new BattleResult ;
br - > result = resultType ;
br - > winner = victoriusSide ; //surrendering side loses
gs - > curB - > calculateCasualties ( br - > casualties ) ;
battleResult . set ( br ) ;
}
void CGameHandler : : commitPackage ( CPackForClient * pack )
{
sendAndApply ( pack ) ;
}
void CGameHandler : : spawnWanderingMonsters ( CreatureID creatureID )
{
std : : vector < int3 > : : iterator tile ;
std : : vector < int3 > tiles ;
getFreeTiles ( tiles ) ;
ui32 amount = tiles . size ( ) / 200 ; //Chance is 0.5% for each tile
std : : random_shuffle ( tiles . begin ( ) , tiles . end ( ) ) ;
logGlobal - > traceStream ( ) < < " Spawning wandering monsters. Found " < < tiles . size ( ) < < " free tiles. Creature type: " < < creatureID ;
const CCreature * cre = VLC - > creh - > creatures . at ( creatureID ) ;
for ( int i = 0 ; i < amount ; + + i )
{
tile = tiles . begin ( ) ;
logGlobal - > traceStream ( ) < < " \t Spawning monster at " < < * tile ;
putNewMonster ( creatureID , cre - > getRandomAmount ( std : : rand ) , * tile ) ;
tiles . erase ( tile ) ; //not use it again
}
}
void CGameHandler : : removeObstacle ( const CObstacleInstance & obstacle )
{
ObstaclesRemoved obsRem ;
obsRem . obstacles . insert ( obstacle . uniqueID ) ;
sendAndApply ( & obsRem ) ;
}
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 ) ;
}
bool CGameHandler : : isValidObject ( const CGObjectInstance * obj ) const
{
return vstd : : contains ( gs - > map - > objects , obj ) ;
}
bool CGameHandler : : isBlockedByQueries ( const CPack * pack , PlayerColor player )
{
if ( dynamic_cast < const PlayerMessage * > ( pack ) )
return false ;
auto query = queries . topQuery ( player ) ;
if ( query & & query - > blocksPack ( pack ) )
{
complain ( boost : : str ( boost : : format ( " Player %s has to answer queries before attempting any further actions. Top query is %s! " ) % player % query - > toString ( ) ) ) ;
return true ;
}
return false ;
}
void CGameHandler : : removeAfterVisit ( const CGObjectInstance * object )
{
//If the object is being visited, there must be a matching query
for ( const auto & query : queries . allQueries ( ) )
{
if ( auto someVistQuery = std : : dynamic_pointer_cast < CObjectVisitQuery > ( query ) )
{
if ( someVistQuery - > visitedObject = = object )
{
someVistQuery - > removeObjectAfterVisit = true ;
return ;
}
}
} ;
//If we haven't returned so far, there is no query and no visit, call was wrong
assert ( " This function needs to be called during the object visit! " ) ;
}
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void CGameHandler : : changeFogOfWar ( int3 center , ui32 radius , PlayerColor player , bool hide )
{
std : : unordered_set < int3 , ShashInt3 > tiles ;
getTilesInRange ( tiles , center , radius , player , hide ? - 1 : 1 ) ;
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if ( hide )
{
std : : unordered_set < int3 , ShashInt3 > observedTiles ; //do not hide tiles observed by heroes. May lead to disastrous AI problems
auto p = gs - > getPlayer ( player ) ;
for ( auto h : p - > heroes )
{
getTilesInRange ( observedTiles , h - > getSightCenter ( ) , h - > getSightRadious ( ) , h - > tempOwner , - 1 ) ;
}
for ( auto t : p - > towns )
{
getTilesInRange ( observedTiles , t - > getSightCenter ( ) , t - > getSightRadious ( ) , t - > tempOwner , - 1 ) ;
}
for ( auto tile : observedTiles )
vstd : : erase_if_present ( tiles , tile ) ;
}
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changeFogOfWar ( tiles , player , hide ) ;
}
void CGameHandler : : changeFogOfWar ( std : : unordered_set < int3 , ShashInt3 > & tiles , PlayerColor player , bool hide )
{
FoWChange fow ;
fow . tiles = tiles ;
fow . player = player ;
fow . mode = hide ? 0 : 1 ;
sendAndApply ( & fow ) ;
}
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bool CGameHandler : : isVisitCoveredByAnotherQuery ( const CGObjectInstance * obj , const CGHeroInstance * hero )
{
if ( auto topQuery = queries . topQuery ( hero - > getOwner ( ) ) )
if ( auto visit = std : : dynamic_pointer_cast < const CObjectVisitQuery > ( topQuery ) )
return ! ( visit - > visitedObject = = obj & & visit - > visitingHero = = hero ) ;
return true ;
}
void CGameHandler : : duelFinished ( )
{
auto si = getStartInfo ( ) ;
auto getName = [ & ] ( int i ) { return si - > getIthPlayersSettings ( gs - > curB - > sides . at ( i ) . color ) . name ; } ;
int casualtiesPoints = 0 ;
logGlobal - > debugStream ( ) < < boost : : format ( " Winner side %d \n Winner casualties: " )
% ( int ) battleResult . data - > winner ;
for ( auto & elem : battleResult . data - > casualties [ battleResult . data - > winner ] )
{
const CCreature * c = VLC - > creh - > creatures [ elem . first ] ;
logGlobal - > debugStream ( ) < < boost : : format ( " \t * %d of %s " ) % elem . second % c - > namePl ;
casualtiesPoints + = c - > AIValue * elem . second ;
}
logGlobal - > debugStream ( ) < < boost : : format ( " Total casualties points: %d " ) % casualtiesPoints ;
time_t timeNow ;
time ( & timeNow ) ;
std : : ofstream out ( cmdLineOptions [ " resultsFile " ] . as < std : : string > ( ) , std : : ios : : app ) ;
if ( out )
{
out < < boost : : format ( " %s \t %s \t %s \t %d \t %d \t %d \t %s \n " ) % si - > mapname % getName ( 0 ) % getName ( 1 )
% battleResult . data - > winner % battleResult . data - > result % casualtiesPoints
% asctime ( localtime ( & timeNow ) ) ;
}
else
{
logGlobal - > errorStream ( ) < < " Cannot open to write " < < cmdLineOptions [ " resultsFile " ] . as < std : : string > ( ) ;
}
CSaveFile resultFile ( " result.vdrst " ) ;
resultFile < < * battleResult . data ;
BattleResultsApplied resultsApplied ;
resultsApplied . player1 = finishingBattle - > victor ;
resultsApplied . player2 = finishingBattle - > loser ;
sendAndApply ( & resultsApplied ) ;
return ;
}
CasualtiesAfterBattle : : CasualtiesAfterBattle ( const CArmedInstance * army , BattleInfo * bat )
{
heroWithDeadCommander = ObjectInstanceID ( ) ;
PlayerColor color = army - > tempOwner ;
if ( color = = PlayerColor : : UNFLAGGABLE )
color = PlayerColor : : NEUTRAL ;
for ( CStack * st : bat - > stacks )
{
if ( vstd : : contains ( st - > state , EBattleStackState : : SUMMONED ) ) //don't take into account summoned stacks
continue ;
if ( st - > owner ! = color ) //remove only our stacks
continue ;
//FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
st - > count = std : : max ( 0 , st - > count - st - > resurrected ) ;
if ( ! st - > count & & ! st - > base ) //we can imagine stacks of war mahcines that are not spawned by artifacts?
{
auto warMachine = VLC - > arth - > creatureToMachineID ( st - > type - > idNumber ) ;
if ( warMachine ! = ArtifactID : : NONE )
{
auto hero = dynamic_cast < const CGHeroInstance * > ( army ) ;
if ( hero )
removedWarMachines . push_back ( ArtifactLocation ( hero , hero - > getArtPos ( warMachine , true ) ) ) ;
}
}
if ( ! 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 ) ) ;
}
if ( st - > base & & ! st - > count )
{
auto c = dynamic_cast < const CCommanderInstance * > ( st - > base ) ;
if ( c ) //switch commander status to dead
{
auto h = dynamic_cast < const CGHeroInstance * > ( army ) ;
if ( h & & h - > commander = = c )
heroWithDeadCommander = army - > id ; //TODO: unify commander handling
}
}
}
}
void CasualtiesAfterBattle : : takeFromArmy ( CGameHandler * gh )
{
for ( TStackAndItsNewCount & ncount : newStackCounts )
{
if ( ncount . second > 0 )
gh - > changeStackCount ( ncount . first , ncount . second , true ) ;
else
gh - > eraseStack ( ncount . first , true ) ;
}
for ( auto al : removedWarMachines )
{
gh - > removeArtifact ( al ) ;
}
if ( heroWithDeadCommander ! = ObjectInstanceID ( ) )
{
SetCommanderProperty scp ;
scp . heroid = heroWithDeadCommander ;
scp . which = SetCommanderProperty : : ALIVE ;
scp . amount = 0 ;
gh - > sendAndApply ( & scp ) ;
}
}
CGameHandler : : FinishingBattleHelper : : FinishingBattleHelper ( shared_ptr < const CBattleQuery > Query , bool Duel , int RemainingBattleQueriesCount )
{
assert ( Query - > result ) ;
assert ( Query - > bi ) ;
auto & result = * Query - > result ;
auto & info = * Query - > bi ;
winnerHero = result . winner ! = 0 ? info . sides [ 1 ] . hero : info . sides [ 0 ] . hero ;
loserHero = result . winner ! = 0 ? info . sides [ 0 ] . hero : info . sides [ 1 ] . hero ;
victor = info . sides [ result . winner ] . color ;
loser = info . sides [ ! result . winner ] . color ;
duel = Duel ;
remainingBattleQueriesCount = RemainingBattleQueriesCount ;
}
CGameHandler : : FinishingBattleHelper : : FinishingBattleHelper ( )
{
winnerHero = loserHero = nullptr ;
}
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///ServerSpellCastEnvironment
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ServerSpellCastEnvironment : : ServerSpellCastEnvironment ( CGameHandler * gh ) : gh ( gh )
{
}
void ServerSpellCastEnvironment : : sendAndApply ( CPackForClient * info ) const
{
gh - > sendAndApply ( info ) ;
}
CRandomGenerator & ServerSpellCastEnvironment : : getRandomGenerator ( ) const
{
return gh - > gameState ( ) - > getRandomGenerator ( ) ;
}
void ServerSpellCastEnvironment : : complain ( const std : : string & problem ) const
{
gh - > complain ( problem ) ;
}
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const CGameInfoCallback * ServerSpellCastEnvironment : : getCb ( ) const
{
return gh ;
}
const CMap * ServerSpellCastEnvironment : : getMap ( ) const
{
return gh - > gameState ( ) - > map ;
}
bool ServerSpellCastEnvironment : : moveHero ( ObjectInstanceID hid , int3 dst , ui8 teleporting , PlayerColor asker ) const
{
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return gh - > moveHero ( hid , dst , teleporting , false , asker ) ;
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}