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vcmi/server/CGameHandler.cpp

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#include "../StartInfo.h"
#include "../hch/CArtHandler.h"
#include "../hch/CBuildingHandler.h"
#include "../hch/CDefObjInfoHandler.h"
#include "../hch/CHeroHandler.h"
#include "../hch/CObjectHandler.h"
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#include "../hch/CSpellHandler.h"
#include "../hch/CTownHandler.h"
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#include "../lib/CGameState.h"
#include "../lib/CondSh.h"
#include "../lib/NetPacks.h"
#include "../lib/VCMI_Lib.h"
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#include "../lib/map.h"
#include "../lib/VCMIDirs.h"
#include "CGameHandler.h"
#include <boost/bind.hpp>
#include <boost/date_time/posix_time/posix_time_types.hpp> //no i/o just types
#include <boost/foreach.hpp>
#include <boost/thread.hpp>
#include <boost/thread/shared_mutex.hpp>
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#include <boost/assign/list_of.hpp>
#include <fstream>
#include <boost/system/system_error.hpp>
/*
* 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
*
*/
#undef DLL_EXPORT
#define DLL_EXPORT
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#include "../lib/RegisterTypes.cpp"
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#ifndef _MSC_VER
#include <boost/thread/xtime.hpp>
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#endif
extern bool end2;
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
#define NEW_ROUND BattleNextRound bnr;\
bnr.round = gs->curB->round + 1;\
sendAndApply(&bnr);
CondSh<bool> battleMadeAction;
CondSh<BattleResult *> battleResult(NULL);
class CBaseForGHApply
{
public:
virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const =0;
};
template <typename T> class CApplyOnGH : public CBaseForGHApply
{
public:
bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const
{
T *ptr = static_cast<T*>(pack);
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ptr->c = c;
return ptr->applyGh(gh);
}
};
class CGHApplier
{
public:
std::map<ui16,CBaseForGHApply*> apps;
CGHApplier()
{
registerTypes3(*this);
}
template<typename T> void registerType(const T * t=NULL)
{
ui16 ID = typeList.registerType(t);
apps[ID] = new CApplyOnGH<T>;
}
} *applier = NULL;
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(std::map<ui32,si32>::iterator i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
{
r.exp[r.winner] += VLC->creh->creatures[i->first].hitPoints * i->second;
}
}
PlayerStatus PlayerStatuses::operator[](ui8 player)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
return players[player];
}
else
{
throw std::string("No such player!");
}
}
void PlayerStatuses::addPlayer(ui8 player)
{
boost::unique_lock<boost::mutex> l(mx);
players[player];
}
bool PlayerStatuses::hasQueries(ui8 player)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
return players[player].queries.size();
}
else
{
throw std::string("No such player!");
}
}
bool PlayerStatuses::checkFlag(ui8 player, bool PlayerStatus::*flag)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
return players[player].*flag;
}
else
{
throw std::string("No such player!");
}
}
void PlayerStatuses::setFlag(ui8 player, bool PlayerStatus::*flag, bool val)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
players[player].*flag = val;
}
else
{
throw std::string("No such player!");
}
cv.notify_all();
}
void PlayerStatuses::addQuery(ui8 player, ui32 id)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
players[player].queries.insert(id);
}
else
{
throw std::string("No such player!");
}
cv.notify_all();
}
void PlayerStatuses::removeQuery(ui8 player, ui32 id)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
players[player].queries.erase(id);
}
else
{
throw std::string("No such player!");
}
cv.notify_all();
}
template <typename T>
void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
{
fun(args[which]);
}
void CGameHandler::changeSecSkill( int ID, int which, int val, bool abs/*=false*/ )
{
SetSecSkill sss;
sss.id = ID;
sss.which = which;
sss.val = val;
sss.abs = abs;
sendAndApply(&sss);
if(which == 7) //Wisdom
{
const CGHeroInstance *h = getHero(ID);
if(h && h->visitedTown)
giveSpells(h->visitedTown, h);
}
}
void CGameHandler::changePrimSkill(int ID, int which, si64 val, bool abs)
{
SetPrimSkill sps;
sps.id = ID;
sps.which = which;
sps.abs = abs;
sps.val = val;
sendAndApply(&sps);
if(which==4) //only for exp - hero may level up
{
CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID]);
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while (hero->exp >= VLC->heroh->reqExp(hero->level+1)) //new level
{
//give prim skill
tlog5 << hero->name <<" got level "<<hero->level<<std::endl;
int r = rand()%100, pom=0, x=0;
int std::pair<int,int>::*g = (hero->level>9) ? (&std::pair<int,int>::second) : (&std::pair<int,int>::first);
for(;x<PRIMARY_SKILLS;x++)
{
pom += hero->type->heroClass->primChance[x].*g;
if(r<pom)
break;
}
tlog5 << "Bohater dostaje umiejetnosc pierwszorzedna " << x << " (wynik losowania "<<r<<")"<<std::endl;
SetPrimSkill sps;
sps.id = ID;
sps.which = x;
sps.abs = false;
sps.val = 1;
sendAndApply(&sps);
HeroLevelUp hlu;
hlu.heroid = ID;
hlu.primskill = x;
hlu.level = hero->level+1;
//picking sec. skills for choice
std::set<int> basicAndAdv, expert, none;
for(int i=0;i<SKILL_QUANTITY;i++) none.insert(i);
for(unsigned i=0;i<hero->secSkills.size();i++)
{
if(hero->secSkills[i].second < 3)
basicAndAdv.insert(hero->secSkills[i].first);
else
expert.insert(hero->secSkills[i].first);
none.erase(hero->secSkills[i].first);
}
//first offered skill
if(hero->secSkills.size() < hero->type->heroClass->skillLimit) //free skill slot
{
hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
none.erase(hlu.skills.back());
}
else if(basicAndAdv.size())
{
int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);
hlu.skills.push_back(s);
basicAndAdv.erase(s);
}
//second offered skill
if(basicAndAdv.size())
{
hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //new skill
}
else if(hero->secSkills.size() < hero->type->heroClass->skillLimit)
{
hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
}
if(hlu.skills.size() > 1) //apply and ask for secondary skill
{
boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(callWith<ui16>,hlu.skills,boost::function<void(ui16)>(boost::bind(&CGameHandler::changeSecSkill,this,ID,_1,1,0)),_1));
applyAndAsk(&hlu,hero->tempOwner,callback); //call changeSecSkill with appropriate args when client responds
}
else if(hlu.skills.size() == 1) //apply, give only possible skill and send info
{
sendAndApply(&hlu);
changeSecSkill(ID,hlu.skills.back(),1,false);
}
else //apply and send info
{
sendAndApply(&hlu);
}
}
}
}
static CCreatureSet takeCasualties(int color, const CCreatureSet &set, BattleInfo *bat)
{
if(color == 254)
color = 255;
CCreatureSet ret(set);
for(int i=0; i<bat->stacks.size();i++)
{
if(bat->stacks[i]->hasFeatureOfType(StackFeature::SUMMONED)) //don't take into account sumoned stacks
continue;
CStack *st = bat->stacks[i];
if(st->owner==color && vstd::contains(set.slots,st->slot) && st->amount < set.slots.find(st->slot)->second.second)
{
if(st->alive())
ret.slots[st->slot].second = st->amount;
else
ret.slots.erase(st->slot);
}
}
return ret;
}
void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town)
{
battleEndCallback = new boost::function<void(BattleResult*)>(cb);
bEndArmy1 = army1;
bEndArmy2 = army2;
{
BattleInfo *curB = new BattleInfo;
curB->side1 = army1->tempOwner;
curB->side2 = army2->tempOwner;
if(curB->side2 == 254)
curB->side2 = 255;
setupBattle(curB, tile, army1->army, army2->army, hero1, hero2, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
}
NEW_ROUND;
//TODO: pre-tactic stuff, call scripts etc.
//tactic round
{
NEW_ROUND;
if( (hero1 && hero1->getSecSkillLevel(19)>0) ||
( hero2 && hero2->getSecSkillLevel(19)>0) )//someone has tactics
{
//TODO: tactic round (round -1)
}
}
//main loop
while(!battleResult.get()) //till the end of the battle ;]
{
NEW_ROUND;
std::vector<CStack*> & stacks = (gs->curB->stacks);
const BattleInfo & curB = *gs->curB;
//stack loop
const CStack *next;
while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
{
//check for bad morale => freeze
if(next->Morale() < 0 &&
!((hero1->hasBonusOfType(HeroBonus::BLOCK_MORALE)) || (hero2->hasBonusOfType(HeroBonus::BLOCK_MORALE))) //checking if heroes have (or don't have) morale blocking bonuses)
)
{
if( rand()%24 < (-next->Morale())*2 )
{
//unit loses its turn - empty freeze action
BattleAction ba;
ba.actionType = 11;
ba.additionalInfo = 1;
ba.side = !next->attackerOwned;
ba.stackNumber = next->ID;
sendAndApply(&StartAction(ba));
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sendAndApply(&EndAction());
checkForBattleEnd(stacks); //check if this "action" ended the battle (not likely but who knows...)
continue;
}
}
if(next->hasFeatureOfType(StackFeature::ATTACKS_NEAREST_CREATURE)) //while in berserk
{
std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
if(attackInfo.first != NULL)
{
BattleAction attack;
attack.actionType = 6;
attack.side = !next->attackerOwned;
attack.stackNumber = next->ID;
attack.additionalInfo = attackInfo.first->position;
attack.destinationTile = attackInfo.second;
makeBattleAction(attack);
checkForBattleEnd(stacks);
}
continue;
}
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const CGHeroInstance * curOwner = gs->battleGetOwner(next->ID);
if(next->position < 0 && (!curOwner || curOwner->getSecSkillLevel(10) == 0)) //arrow turret, hero has no ballistics
{
BattleAction attack;
attack.actionType = 7;
attack.side = !next->attackerOwned;
attack.stackNumber = next->ID;
for(int g=0; g<gs->curB->stacks.size(); ++g)
{
if(gs->curB->stacks[g]->attackerOwned)
{
attack.destinationTile = gs->curB->stacks[g]->position;
break;
}
}
makeBattleAction(attack);
checkForBattleEnd(stacks);
continue;
}
if(next->creature->idNumber == 145 && (!curOwner || curOwner->getSecSkillLevel(10) == 0)) //catapult, hero has no ballistics
{
BattleAction attack;
static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ];
attack.actionType = 9;
attack.additionalInfo = 0;
attack.side = !next->attackerOwned;
attack.stackNumber = next->ID;
makeBattleAction(attack);
continue;
}
askInterfaceForMove:
//ask interface and wait for answer
if(!battleResult.get())
{
BattleSetActiveStack sas;
sas.stack = next->ID;
sendAndApply(&sas);
boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
while(next->alive() && (!battleMadeAction.data && !battleResult.get())) //active stack hasn't made its action and battle is still going
battleMadeAction.cond.wait(lock);
battleMadeAction.data = false;
}
else
{
break;
}
//we're after action, all results applied
checkForBattleEnd(stacks); //check if this action ended the battle
//check for good morale
if(!vstd::contains(next->state,HAD_MORALE) //only one extra move per turn possible
&& !vstd::contains(next->state,DEFENDING)
&& !vstd::contains(next->state,WAITING)
&& next->alive()
&& next->Morale() > 0
&& !((hero1->hasBonusOfType(HeroBonus::BLOCK_MORALE)) || (hero2->hasBonusOfType(HeroBonus::BLOCK_MORALE)) ) //checking if heroes have (or don't have) morale blocking bonuses
)
if(rand()%24 < next->Morale()) //this stack hasn't got morale this turn
goto askInterfaceForMove; //move this stack once more
}
}
endBattle(tile, hero1, hero2);
}
void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
{
BattleResultsApplied resultsApplied;
resultsApplied.player1 = bEndArmy1->tempOwner;
resultsApplied.player2 = bEndArmy2->tempOwner;
//unblock engaged players
if(bEndArmy1->tempOwner<PLAYER_LIMIT)
states.setFlag(bEndArmy1->tempOwner, &PlayerStatus::engagedIntoBattle, false);
if(bEndArmy2 && bEndArmy2->tempOwner<PLAYER_LIMIT)
states.setFlag(bEndArmy2->tempOwner, &PlayerStatus::engagedIntoBattle, false);
//casualties among heroes armies
SetGarrisons sg;
sg.garrs[bEndArmy1->id] = takeCasualties(bEndArmy1->tempOwner, bEndArmy1->army, gs->curB);
sg.garrs[bEndArmy2->id] = takeCasualties(bEndArmy2->tempOwner, bEndArmy2->army, gs->curB);
sendAndApply(&sg);
//end battle, remove all info, free memory
giveExp(*battleResult.data);
sendAndApply(battleResult.data);
//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)
changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
if(battleResult.data->exp[1] && hero2)
changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
if(battleEndCallback && *battleEndCallback)
{
(*battleEndCallback)(battleResult.data);
delete battleEndCallback;
battleEndCallback = 0;
}
sendAndApply(&resultsApplied);
// Necromancy if applicable.
const CGHeroInstance *winnerHero = battleResult.data->winner != 0 ? hero2 : hero1;
if (winnerHero) {
std::pair<ui32, si32> raisedStack = winnerHero->calculateNecromancy(*battleResult.data);
// Give raised units to winner and show dialog, if any were raised.
if (raisedStack.first != -1) {
int slot = winnerHero->army.getSlotFor(raisedStack.first);
if (slot != -1) {
SetGarrisons sg;
sg.garrs[winnerHero->id] = winnerHero->army;
if (vstd::contains(winnerHero->army.slots, slot)) // Add to existing stack.
sg.garrs[winnerHero->id].slots[slot].second += raisedStack.second;
else // Create a new stack.
sg.garrs[winnerHero->id].slots[slot] = raisedStack;
winnerHero->showNecromancyDialog(raisedStack);
sendAndApply(&sg);
}
}
}
delete battleResult.data;
}
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void CGameHandler::prepareAttacked(BattleStackAttacked &bsa, const CStack *def)
{
bsa.killedAmount = bsa.damageAmount / def->MaxHealth();
unsigned damageFirst = bsa.damageAmount % def->MaxHealth();
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if( def->firstHPleft <= damageFirst )
{
bsa.killedAmount++;
bsa.newHP = def->firstHPleft + def->MaxHealth() - damageFirst;
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}
else
{
bsa.newHP = def->firstHPleft - damageFirst;
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}
if(def->amount <= bsa.killedAmount) //stack killed
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{
bsa.newAmount = 0;
bsa.flags |= 1;
bsa.killedAmount = def->amount; //we cannot kill more creatures than we have
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}
else
{
bsa.newAmount = def->amount - bsa.killedAmount;
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}
}
void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance)
{
bat.bsa.clear();
bat.stackAttacking = att->ID;
std::set<BattleStackAttacked>::iterator i = bat.bsa.insert(BattleStackAttacked()).first;
#ifdef __GNUC__
BattleStackAttacked *bsa = (BattleStackAttacked *)&*i;
#else
BattleStackAttacked *bsa = &*i;
#endif
bsa->stackAttacked = def->ID;
bsa->attackerID = att->ID;
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bsa->damageAmount = BattleInfo::calculateDmg(att, def, gs->battleGetOwner(att->ID), gs->battleGetOwner(def->ID), bat.shot(), distance);//counting dealt damage
if(att->Luck() > 0 && rand()%24 < att->Luck())
{
bsa->damageAmount *= 2;
bat.flags |= 4;
}
prepareAttacked(*bsa, def);
}
void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
{
srand(time(NULL));
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CPack *pack = NULL;
try
{
while(!end2)
{
{
boost::unique_lock<boost::mutex> lock(*c.rmx);
c >> pack; //get the package
tlog5 << "Received client message of type " << typeid(*pack).name() << std::endl;
}
int packType = typeList.getTypeID(pack); //get the id of type
CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
if(apply)
{
bool result = apply->applyOnGH(this,&c,pack);
tlog5 << "Message successfully applied (result=" << result << ")!\n";
//send confirmation that we've applied the package
if(pack->type != 6000) //WORKAROUND - not confirm query replies TODO: reconsider
{
PackageApplied applied;
applied.result = result;
applied.packType = packType;
{
boost::unique_lock<boost::mutex> lock(*c.wmx);
c << &applied;
}
}
}
else
{
tlog1 << "Message cannot be applied, cannot find applier (unregistered type)!\n";
}
delete pack;
pack = NULL;
}
}
catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
{
tlog1 << e.what() << std::endl;
end2 = true;
}
HANDLE_EXCEPTION(end2 = true);
handleConEnd:
tlog1 << "Ended handling connection\n";
#undef SPELL_CAST_TEMPLATE_1
#undef SPELL_CAST_TEMPLATE_2
}
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int CGameHandler::moveStack(int stack, int dest)
{
int ret = 0;
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CStack *curStack = gs->curB->getStack(stack),
*stackAtEnd = gs->curB->getStackT(dest);
assert(curStack);
assert(dest < BFIELD_SIZE);
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//initing necessary tables
bool accessibility[BFIELD_SIZE];
std::vector<int> accessible = gs->curB->getAccessibility(curStack->ID, false);
for(int b=0; b<BFIELD_SIZE; ++b)
{
accessibility[b] = false;
}
for(int g=0; g<accessible.size(); ++g)
{
accessibility[accessible[g]] = true;
}
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//shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
if(!stackAtEnd && curStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && !accessibility[dest])
{
if(curStack->attackerOwned)
{
if(accessibility[dest+1])
dest+=1;
}
else
{
if(accessibility[dest-1])
dest-=1;
}
}
if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility[dest])
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return 0;
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bool accessibilityWithOccupyable[BFIELD_SIZE];
std::vector<int> accOc = gs->curB->getAccessibility(curStack->ID, true);
for(int b=0; b<BFIELD_SIZE; ++b)
{
accessibilityWithOccupyable[b] = false;
}
for(int g=0; g<accOc.size(); ++g)
{
accessibilityWithOccupyable[accOc[g]] = true;
}
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//if(dists[dest] > curStack->creature->speed && !(stackAtEnd && dists[dest] == curStack->creature->speed+1)) //we can attack a stack if we can go to adjacent hex
// return false;
std::pair< std::vector<int>, int > path = gs->curB->getPath(curStack->position, dest, accessibilityWithOccupyable, curStack->hasFeatureOfType(StackFeature::FLYING), curStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE), curStack->attackerOwned);
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ret = path.second;
if(curStack->hasFeatureOfType(StackFeature::FLYING))
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{
if(path.second <= curStack->Speed() && path.first.size() > 0)
{
//inform clients about move
BattleStackMoved sm;
sm.stack = curStack->ID;
sm.tile = path.first[0];
sm.distance = path.second;
sm.ending = true;
sendAndApply(&sm);
}
}
else //for non-flying creatures
{
int tilesToMove = std::max((int)(path.first.size() - curStack->Speed()), 0);
for(int v=path.first.size()-1; v>=tilesToMove; --v)
{
//inform clients about move
BattleStackMoved sm;
sm.stack = curStack->ID;
sm.tile = path.first[v];
sm.distance = path.second;
sm.ending = v==tilesToMove;
sendAndApply(&sm);
}
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}
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return ret;
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}
CGameHandler::CGameHandler(void)
{
QID = 1;
gs = NULL;
IObjectInterface::cb = this;
applier = new CGHApplier;
}
CGameHandler::~CGameHandler(void)
{
delete applier;
applier = NULL;
delete gs;
}
void CGameHandler::init(StartInfo *si, int Seed)
{
Mapa *map = new Mapa(si->mapname);
tlog0 << "Map loaded!" << std::endl;
gs = new CGameState();
tlog0 << "Gamestate created!" << std::endl;
gs->init(si,map,Seed);
tlog0 << "Gamestate initialized!" << std::endl;
for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)
states.addPlayer(i->first);
}
static bool evntCmp(const CMapEvent *a, const CMapEvent *b)
2009-03-09 21:40:43 +02:00
{
return *a < *b;
}
void CGameHandler::newTurn()
{
tlog5 << "Turn " << gs->day+1 << std::endl;
NewTurn n;
n.day = gs->day + 1;
n.resetBuilded = true;
std::map<ui32,CGHeroInstance *> pool = gs->hpool.heroesPool;
for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
{
if(i->first == 255) continue;
if(gs->getDate(1)==7) //first day of week - new heroes in tavern
{
SetAvailableHeroes sah;
sah.player = i->first;
CGHeroInstance *h = gs->hpool.pickHeroFor(true,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle], pool);
if(h)
sah.hid1 = h->subID;
else
sah.hid1 = -1;
h = gs->hpool.pickHeroFor(false,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle], pool);
if(h)
sah.hid2 = h->subID;
else
sah.hid2 = -1;
sendAndApply(&sah);
}
if(i->first>=PLAYER_LIMIT) continue;
SetResources r;
r.player = i->first;
for(int j=0;j<RESOURCE_QUANTITY;j++)
r.res[j] = i->second.resources[j];
BOOST_FOREACH(CGHeroInstance *h, (*i).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 != TerrainTile::water);
if(h->visitedTown && vstd::contains(h->visitedTown->builtBuildings,0)) //if hero starts turn in town with mage guild
hth.mana = h->manaLimit(); //restore all mana
else
hth.mana = std::max(si32(0), std::min(h->mana + h->manaRegain(), h->manaLimit()) );
n.heroes.insert(hth);
if(gs->day) //not first day
{
switch(h->getSecSkillLevel(13)) //handle estates - give gold
{
case 1: //basic
r.res[6] += 125;
break;
case 2: //advanced
r.res[6] += 250;
break;
case 3: //expert
r.res[6] += 500;
break;
}
for(std::list<HeroBonus>::iterator i = h->bonuses.begin(); i != h->bonuses.end(); i++)
if(i->type == HeroBonus::GENERATE_RESOURCE)
r.res[i->subtype] += i->val;
}
}
for(std::vector<CGTownInstance *>::iterator j=i->second.towns.begin();j!=i->second.towns.end();j++)//handle towns
{
if(gs->day && vstd::contains((**j).builtBuildings,15)) //not first day and there is resource silo
{
if((**j).town->primaryRes == 127) //we'll give wood and ore
{
r.res[0] += 1;
r.res[2] += 1;
}
else
{
r.res[(**j).town->primaryRes] += 1;
}
}
if(gs->getDate(1)==7) //first day of week
{
SetAvailableCreatures sac;
sac.tid = (**j).id;
sac.creatures = (**j).creatures;
for(int k=0;k<CREATURES_PER_TOWN;k++) //creature growths
{
if((**j).creatureDwelling(k))//there is dwelling (k-level)
{
sac.creatures[k].first += (**j).creatureGrowth(k);
if(!gs->getDate(0)) //first day of game: use only basic growths
amin(sac.creatures[k].first, VLC->creh->creatures[(*j)->town->basicCreatures[k]].growth);
}
}
n.cres.push_back(sac);
}
if(gs->day && i->first<PLAYER_LIMIT)//not the first day and town not neutral
r.res[6] += (**j).dailyIncome();
}
n.res.push_back(r);
}
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sendAndApply(&n);
tlog5 << "Info about turn " << n.day << "has been sent!" << std::endl;
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handleTimeEvents();
//call objects
for(size_t i = 0; i<gs->map->objects.size(); i++)
if(gs->map->objects[i])
gs->map->objects[i]->newTurn();
}
void CGameHandler::run(bool resume)
{
BOOST_FOREACH(CConnection *cc, conns)
{//init conn.
ui8 quantity, pom;
//ui32 seed;
if(!resume)
(*cc) << gs->scenarioOps->mapname << gs->map->checksum << gs->seed;
(*cc) >> quantity; //how many players will be handled at that client
for(int i=0;i<quantity;i++)
{
(*cc) >> pom; //read player color
{
boost::unique_lock<boost::recursive_mutex> lock(gsm);
connections[pom] = cc;
}
}
}
for(std::set<CConnection*>::iterator i = conns.begin(); i!=conns.end();i++)
{
std::set<int> pom;
for(std::map<int,CConnection*>::iterator j = connections.begin(); j!=connections.end();j++)
if(j->second == *i)
pom.insert(j->first);
boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(**i)));
}
while (!end2)
{
if(!resume)
newTurn();
else
resume = false;
std::map<ui8,PlayerState>::iterator i;
if(!resume)
i = gs->players.begin();
else
i = gs->players.find(gs->currentPlayer);
for(; i != gs->players.end(); i++)
{
if((i->second.towns.size()==0 && i->second.heroes.size()==0) || i->second.color<0 || i->first>=PLAYER_LIMIT ) continue; //players has not towns/castle - loser
states.setFlag(i->first,&PlayerStatus::makingTurn,true);
gs->currentPlayer = i->first;
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{
YourTurn yt;
yt.player = i->first;
boost::unique_lock<boost::mutex> lock(*connections[i->first]->wmx);
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*connections[i->first] << &yt;
}
//wait till turn is done
boost::unique_lock<boost::mutex> lock(states.mx);
while(states.players[i->first].makingTurn && !end2)
{
boost::posix_time::time_duration p;
p = boost::posix_time::milliseconds(200);
states.cv.timed_wait(lock,p);
}
}
}
}
namespace CGH
{
using namespace std;
static void readItTo(ifstream & input, vector< vector<int> > & dest) //reads 7 lines, i-th one containing i integers, and puts it to dest
{
for(int j=0; j<7; ++j)
{
std::vector<int> pom;
for(int g=0; g<j+1; ++g)
{
int hlp; input>>hlp;
pom.push_back(hlp);
}
dest.push_back(pom);
}
}
}
void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, const CCreatureSet &army1, const CCreatureSet &army2, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool creatureBank, const CGTownInstance *town)
{
battleResult.set(NULL);
std::vector<CStack*> & stacks = (curB->stacks);
curB->tile = tile;
curB->army1=army1;
curB->army2=army2;
curB->heroes[0] = const_cast<CGHeroInstance*>(hero1);
curB->heroes[1] = const_cast<CGHeroInstance*>(hero2);
curB->round = -2;
curB->activeStack = -1;
if(town)
{
curB->tid = town->id;
curB->siege = town->fortLevel();
}
else
{
curB->tid = -1;
curB->siege = 0;
}
//reading battleStartpos
std::ifstream positions;
positions.open(DATA_DIR "/config/battleStartpos.txt", std::ios_base::in|std::ios_base::binary);
if(!positions.is_open())
{
2008-09-19 14:19:14 +03:00
tlog1<<"Unable to open battleStartpos.txt!"<<std::endl;
}
std::string dump;
positions>>dump; positions>>dump;
std::vector< std::vector<int> > attackerLoose, defenderLoose, attackerTight, defenderTight, attackerCreBank, defenderCreBank;
CGH::readItTo(positions, attackerLoose);
positions>>dump;
CGH::readItTo(positions, defenderLoose);
positions>>dump;
positions>>dump;
CGH::readItTo(positions, attackerTight);
positions>>dump;
CGH::readItTo(positions, defenderTight);
positions>>dump;
positions>>dump;
CGH::readItTo(positions, attackerCreBank);
positions>>dump;
CGH::readItTo(positions, defenderCreBank);
positions.close();
//battleStartpos read
int k = 0; //stack serial
for(std::map<si32,std::pair<ui32,si32> >::const_iterator i = army1.slots.begin(); i!=army1.slots.end(); i++, k++)
{
int pos;
if(creatureBank)
pos = attackerCreBank[army1.slots.size()-1][k];
else if(army1.formation)
pos = attackerTight[army1.slots.size()-1][k];
else
pos = attackerLoose[army1.slots.size()-1][k];
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CStack * stack = curB->generateNewStack(hero1, i->second.first, i->second.second, stacks.size(), true, i->first, gs->map->terrain[tile.x][tile.y][tile.z].tertype, pos);
stacks.push_back(stack);
}
k = 0;
for(std::map<si32,std::pair<ui32,si32> >::const_iterator i = army2.slots.begin(); i!=army2.slots.end(); i++, k++)
{
int pos;
if(creatureBank)
pos = defenderCreBank[army2.slots.size()-1][k];
else if(army2.formation)
pos = defenderTight[army2.slots.size()-1][k];
else
pos = defenderLoose[army2.slots.size()-1][k];
2009-08-28 13:05:45 +03:00
CStack * stack = curB->generateNewStack(hero2, i->second.first, i->second.second, stacks.size(), false, i->first, gs->map->terrain[tile.x][tile.y][tile.z].tertype, pos);
stacks.push_back(stack);
}
for(unsigned g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
{
if((stacks[g]->position%17)==1 && stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && stacks[g]->attackerOwned)
{
stacks[g]->position += 1;
}
else if((stacks[g]->position%17)==15 && stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && !stacks[g]->attackerOwned)
{
stacks[g]->position -= 1;
}
}
//adding war machines
if(hero1)
{
if(hero1->getArt(13)) //ballista
{
2009-08-28 13:05:45 +03:00
CStack * stack = curB->generateNewStack(hero1, 146, 1, stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 52);
stacks.push_back(stack);
}
if(hero1->getArt(14)) //ammo cart
{
2009-08-28 13:05:45 +03:00
CStack * stack = curB->generateNewStack(hero1, 148, 1, stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 18);
stacks.push_back(stack);
}
if(hero1->getArt(15)) //first aid tent
{
2009-08-28 13:05:45 +03:00
CStack * stack = curB->generateNewStack(hero1, 147, 1, stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 154);
stacks.push_back(stack);
}
}
if(hero2)
{
if(hero2->getArt(13)) //ballista
{
2009-08-28 13:05:45 +03:00
CStack * stack = curB->generateNewStack(hero2, 146, 1, stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 66);
stacks.push_back(stack);
}
if(hero2->getArt(14)) //ammo cart
{
2009-08-28 13:05:45 +03:00
CStack * stack = curB->generateNewStack(hero2, 148, 1, stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 32);
stacks.push_back(stack);
}
if(hero2->getArt(15)) //first aid tent
{
2009-08-28 13:05:45 +03:00
CStack * stack = curB->generateNewStack(hero2, 147, 1, stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 168);
stacks.push_back(stack);
}
}
if(town && hero1) //catapult
{
2009-08-28 13:05:45 +03:00
CStack * stack = curB->generateNewStack(hero1, 145, 1, stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 120);
stacks.push_back(stack);
}
//war machines added
2009-09-04 17:11:42 +03:00
switch(curB->siege) //adding towers
{
case 3: //castle
{//lower tower / upper tower
CStack * stack = curB->generateNewStack(hero2, 149, 1, stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, -4);
stacks.push_back(stack);
stack = curB->generateNewStack(hero2, 149, 1, stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, -3);
stacks.push_back(stack);
}
case 2: //citadel
{//main tower
CStack * stack = curB->generateNewStack(hero2, 149, 1, stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, -2);
stacks.push_back(stack);
}
}
std::stable_sort(stacks.begin(),stacks.end(),cmpst);
//seting up siege
if(town)
{
for(int b=0; b<ARRAY_COUNT(curB->si.wallState); ++b)
{
curB->si.wallState[b] = 1;
}
}
int terType = gs->battleGetBattlefieldType(tile);
//randomize obstacles
if(town == NULL && !creatureBank) //do it only when it's not siege and not creature bank
{
bool obAv[BFIELD_SIZE]; //availability of hexes for obstacles;
std::vector<int> possibleObstacles;
for(int i=0; i<BFIELD_SIZE; ++i)
{
if(i%17 < 4 || i%17 > 12)
{
obAv[i] = false;
}
else
{
obAv[i] = true;
}
}
for(std::map<int, CObstacleInfo>::const_iterator g=VLC->heroh->obstacles.begin(); g!=VLC->heroh->obstacles.end(); ++g)
{
if(g->second.allowedTerrains[terType-1] == '1') //we need to take terType with -1 because terrain ids start from 1 and allowedTerrains array is indexed from 0
{
possibleObstacles.push_back(g->first);
}
}
srand(time(NULL));
if(possibleObstacles.size() > 0) //we cannot place any obstacles when we don't have them
{
int toBlock = rand()%6 + 6; //how many hexes should be blocked by obstacles
while(toBlock>0)
{
CObstacleInstance coi;
coi.uniqueID = curB->obstacles.size();
coi.ID = possibleObstacles[rand()%possibleObstacles.size()];
coi.pos = rand()%BFIELD_SIZE;
std::vector<int> block = VLC->heroh->obstacles[coi.ID].getBlocked(coi.pos);
bool badObstacle = false;
for(int b=0; b<block.size(); ++b)
{
if(block[b] < 0 || block[b] >= BFIELD_SIZE || !obAv[block[b]])
{
badObstacle = true;
break;
}
}
if(badObstacle) continue;
//obstacle can be placed
curB->obstacles.push_back(coi);
for(int b=0; b<block.size(); ++b)
{
if(block[b] >= 0 && block[b] < BFIELD_SIZE)
obAv[block[b]] = false;
}
toBlock -= block.size();
}
}
}
//giving terrain premies for heroes & stacks
int bonusSubtype = -1;
switch(terType)
{
case 9: //magic plains
{
bonusSubtype = 0;
}
case 14: //fiery fields
{
if(bonusSubtype == -1) bonusSubtype = 1;
}
case 15: //rock lands
{
if(bonusSubtype == -1) bonusSubtype = 8;
}
case 16: //magic clouds
{
if(bonusSubtype == -1) bonusSubtype = 2;
}
case 17: //lucid pools
{
if(bonusSubtype == -1) bonusSubtype = 4;
}
{ //common part for cases 9, 14, 15, 16, 17
const CGHeroInstance * cHero = NULL;
for(int i=0; i<2; ++i)
{
if(i == 0) cHero = hero1;
else cHero = hero2;
if(cHero == NULL) continue;
GiveBonus gs;
gs.bonus = HeroBonus(HeroBonus::ONE_BATTLE, HeroBonus::MAGIC_SCHOOL_SKILL, HeroBonus::OBJECT, 3, -1, "", bonusSubtype);
gs.hid = cHero->id;
sendAndApply(&gs);
}
break;
}
case 18: //holy ground
{
for(int g=0; g<stacks.size(); ++g) //+1 morale bonus for good creatures, -1 morale bonus for evil creatures
{
if (stacks[g]->creature->isGood())
stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
else if (stacks[g]->creature->isEvil())
stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, -1, StackFeature::OTHER_SOURCE));
}
break;
}
case 19: //clover field
{
for(int g=0; g<stacks.size(); ++g)
{
if(stacks[g]->creature->faction == -1) //+2 luck bonus for neutral creatures
{
stacks[g]->features.push_back(makeFeature(StackFeature::LUCK_BONUS, StackFeature::WHOLE_BATTLE, 0, 2, StackFeature::OTHER_SOURCE));
}
}
break;
}
case 20: //evil fog
{
for(int g=0; g<stacks.size(); ++g) //-1 morale bonus for good creatures, +1 morale bonus for evil creatures
{
if (stacks[g]->creature->isGood())
stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, -1, StackFeature::OTHER_SOURCE));
else if (stacks[g]->creature->isEvil())
stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
}
2009-07-22 12:31:20 +03:00
break;
}
case 22: //cursed ground
{
for(int g=0; g<stacks.size(); ++g) //no luck nor morale
{
stacks[g]->features.push_back(makeFeature(StackFeature::NO_MORALE, StackFeature::WHOLE_BATTLE, 0, 0, StackFeature::OTHER_SOURCE));
stacks[g]->features.push_back(makeFeature(StackFeature::NO_LUCK, StackFeature::WHOLE_BATTLE, 0, 0, StackFeature::OTHER_SOURCE));
}
const CGHeroInstance * cHero = NULL;
for(int i=0; i<2; ++i) //blocking spells above level 1
{
if(i == 0) cHero = hero1;
else cHero = hero2;
if(cHero == NULL) continue;
GiveBonus gs;
gs.bonus = HeroBonus(HeroBonus::ONE_BATTLE, HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL, HeroBonus::OBJECT, 1, -1, "", bonusSubtype);
gs.hid = cHero->id;
sendAndApply(&gs);
}
break;
}
}
//premies given
//send info about battles
BattleStart bs;
bs.info = curB;
sendAndApply(&bs);
2008-08-17 17:09:30 +03:00
}
void CGameHandler::checkForBattleEnd( std::vector<CStack*> &stacks )
{
//checking winning condition
bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarily
hasStack[0] = hasStack[1] = false;
for(int b = 0; b<stacks.size(); ++b)
{
if(stacks[b]->alive() && !stacks[b]->hasFeatureOfType(StackFeature::SIEGE_WEAPON))
{
hasStack[1-stacks[b]->attackerOwned] = true;
}
}
if(!hasStack[0] || !hasStack[1]) //somebody has won
{
BattleResult *br = new BattleResult; //will be deleted at the end of startBattle(...)
br->result = 0;
br->winner = hasStack[1]; //fleeing side loses
gs->curB->calculateCasualties(br->casualties);
battleResult.set(br);
}
}
void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
{
if(!vstd::contains(h->artifWorn,17))
return; //hero hasn't spellbok
ChangeSpells cs;
cs.hid = h->id;
cs.learn = true;
for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(7)+2);i++)
{
for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)
{
if(!vstd::contains(h->spells,t->spells[i][j]))
cs.spells.insert(t->spells[i][j]);
}
}
if(cs.spells.size())
sendAndApply(&cs);
}
void CGameHandler::setBlockVis(int objid, bool bv)
{
SetObjectProperty sop(objid,2,bv);
sendAndApply(&sop);
}
bool CGameHandler::removeObject( int objid )
{
if(!getObj(objid))
{
tlog1 << "Something wrong, that object already has been removed or hasn't existed!\n";
return false;
}
RemoveObject ro;
ro.id = objid;
sendAndApply(&ro);
return true;
}
void CGameHandler::setAmount(int objid, ui32 val)
{
SetObjectProperty sop(objid,3,val);
sendAndApply(&sop);
}
bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*/ )
{
bool blockvis = false;
const CGHeroInstance *h = getHero(hid);
if(!h || asker != 255 && (instant || h->getOwner() != gs->currentPlayer) //not turn of that hero or player can't simply teleport hero (at least not with this function)
)
{
tlog1 << "Illegal call to move hero!\n";
return false;
}
tlog5 << "Player " <<int(asker) << " wants to move hero "<< hid << " from "<< h->pos << " to " << dst << std::endl;
int3 hmpos = dst + int3(-1,0,0);
if(!gs->map->isInTheMap(hmpos))
{
tlog1 << "Destination tile os out of the map!\n";
return false;
}
TerrainTile t = gs->map->terrain[hmpos.x][hmpos.y][hmpos.z];
int cost = gs->getMovementCost(h,h->getPosition(false),CGHeroInstance::convertPosition(dst,false),h->movement);
//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 == TerrainTile::rock || (t.blocked && !t.visitable))
&& complain("Cannot move hero, destination tile is blocked!")
|| (!h->boat && !h->canWalkOnSea() && t.tertype == TerrainTile::water && (t.visitableObjects.size() != 1 || (t.visitableObjects.front()->ID != 8 && t.visitableObjects.front()->ID != HEROI_TYPE))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land)
&& complain("Cannot move hero, destination tile is on water!")
|| (h->boat && t.tertype != TerrainTile::water && t.blocked)
&& complain("Cannot disembark hero, tile is blocked!")
|| (h->movement < cost && dst != h->pos)
&& complain("Hero don'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;
}
//hero enters the boat
if(!h->boat && t.visitableObjects.size() && t.visitableObjects.front()->ID == 8)
{
tmh.result = TryMoveHero::EMBARK;
tmh.movePoints = 0; //embarking takes all move points
//TODO: check for bonus that removes that penalty
getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
sendAndApply(&tmh);
return true;
}
//hero leaves the boat
else if(h->boat && t.tertype != TerrainTile::water && !t.blocked)
{
tmh.result = TryMoveHero::DISEMBARK;
tmh.movePoints = 0; //disembarking takes all move points
//TODO: check for bonus that removes that penalty
getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
sendAndApply(&tmh);
return true;
}
//checks for standard movement
if(!instant)
{
if( distance(h->pos,dst) >= 1.5 && complain("Tiles are not neighbouring!")
|| h->movement < cost && h->movement < 100 && complain("Not enough move points!"))
{
sendAndApply(&tmh);
return false;
}
//check if there is blocking visitable object
blockvis = false;
tmh.movePoints = std::max(si32(0),h->movement-cost); //take move points
BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
{
if(obj != h && obj->blockVisit)
{
blockvis = true;
break;
}
}
//we start moving
if(blockvis)//interaction with blocking object (like resources)
{
tmh.result = TryMoveHero::BLOCKING_VISIT;
sendAndApply(&tmh);
//failed to move to that tile but we visit object
BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
{
if (obj->blockVisit)
{
objectVisited(obj, h);
}
}
tlog5 << "Blocking visit at " << hmpos << std::endl;
return true;
}
else //normal move
{
tmh.result = TryMoveHero::SUCCESS;
BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[h->pos.x-1][h->pos.y][h->pos.z].visitableObjects)
{
obj->onHeroLeave(h);
}
getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
sendAndApply(&tmh);
tlog5 << "Moved to " <<tmh.end<<std::endl;
//call objects if they are visited
BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
{
objectVisited(obj, h);
}
}
tlog5 << "Movement end!\n";
return true;
}
else //instant move - teleportation
{
BOOST_FOREACH(CGObjectInstance* obj, t.blockingObjects)
{
if(obj->ID==HEROI_TYPE)
{
CGHeroInstance *dh = static_cast<CGHeroInstance *>(obj);
if(obj->tempOwner==h->tempOwner)
{
heroExchange(dh->id, h->id);
return true;
}
//TODO: check for ally
startBattleI(h, dh);
return true;
}
}
tmh.result = TryMoveHero::TELEPORTATION;
getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
sendAndApply(&tmh);
return true;
}
}
void CGameHandler::setOwner(int objid, ui8 owner)
{
SetObjectProperty sop(objid,1,owner);
sendAndApply(&sop);
}
void CGameHandler::setHoverName(int objid, MetaString* name)
{
SetHoverName shn(objid, *name);
sendAndApply(&shn);
}
void CGameHandler::showInfoDialog(InfoWindow *iw)
{
sendToAllClients(iw);
}
void CGameHandler::showBlockingDialog( BlockingDialog *iw, const CFunctionList<void(ui32)> &callback )
{
ask(iw,iw->player,callback);
}
ui32 CGameHandler::showBlockingDialog( BlockingDialog *iw )
{
//TODO
//gsm.lock();
//int query = QID++;
//states.addQuery(player,query);
//sendToAllClients(iw);
//gsm.unlock();
//ui32 ret = getQueryResult(iw->player, query);
//gsm.lock();
//states.removeQuery(player, query);
//gsm.unlock();
return 0;
}
int CGameHandler::getCurrentPlayer()
{
return gs->currentPlayer;
}
void CGameHandler::giveResource(int player, int which, int val)
{
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[which]+val;
sendAndApply(&sr);
}
void CGameHandler::giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet creatures)
{
if (creatures.slots.size() <= 0)
return;
CCreatureSet heroArmy = h->army;
while (creatures.slots.size() > 0)
{
int slot = heroArmy.getSlotFor (creatures.slots.begin()->second.first);
if (slot < 0)
break;
heroArmy.slots[slot].first = creatures.slots.begin()->second.first;
heroArmy.slots[slot].second += creatures.slots.begin()->second.second;
creatures.slots.erase (creatures.slots.begin());
}
if (creatures.slots.size() == 0) //all creatures can be moved to hero army - do that
{
SetGarrisons sg;
sg.garrs[h->id] = heroArmy;
sendAndApply(&sg);
}
else //show garrison window and let player pick creatures
{
SetGarrisons sg;
sg.garrs[objid] = creatures;
sendAndApply (&sg);
showGarrisonDialog (objid, h->id, true, 0);
return;
}
}
void CGameHandler::showCompInfo(ShowInInfobox * comp)
{
sendToAllClients(comp);
}
void CGameHandler::heroVisitCastle(int obj, int heroID)
{
HeroVisitCastle vc;
vc.hid = heroID;
vc.tid = obj;
vc.flags |= 1;
sendAndApply(&vc);
vistiCastleObjects (getTown(obj), getHero(heroID));
giveSpells (getTown(obj), getHero(heroID));
}
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(int obj, int heroID)
{
HeroVisitCastle vc;
vc.hid = heroID;
vc.tid = obj;
sendAndApply(&vc);
}
void CGameHandler::giveHeroArtifact(int artid, int hid, int position) //pos==-1 - first free slot in backpack
{
const CGHeroInstance* h = getHero(hid);
const CArtifact &art = VLC->arth->artifacts[artid];
SetHeroArtifacts sha;
sha.hid = hid;
sha.artifacts = h->artifacts;
sha.artifWorn = h->artifWorn;
if(position<0)
{
if(position == -2)
{
int i;
for(i=0; i<art.possibleSlots.size(); i++) //try to put artifact into first available slot
{
if( !vstd::contains(sha.artifWorn,art.possibleSlots[i]) )
{
//we've found a free suitable slot
sha.artifWorn[art.possibleSlots[i]] = artid;
break;
}
}
if(i == art.possibleSlots.size()) //if haven't find proper slot, use backpack
sha.artifacts.push_back(artid);
}
else //should be -1 => put artifact into backpack
{
sha.artifacts.push_back(artid);
}
}
else
{
if(!vstd::contains(sha.artifWorn,ui16(position)))
{
sha.artifWorn[position] = artid;
}
else
{
sha.artifacts.push_back(artid);
}
}
sendAndApply(&sha);
}
void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town) //use hero=NULL for no hero
{
engageIntoBattle(army1->tempOwner);
engageIntoBattle(army2->tempOwner);
//block engaged players
if(army2->tempOwner < PLAYER_LIMIT)
states.setFlag(army2->tempOwner,&PlayerStatus::engagedIntoBattle,true);
boost::thread(boost::bind(&CGameHandler::startBattle, this, army1, army2, tile, hero1, hero2, creatureBank, cb, town));
}
void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb, bool creatureBank )
{
startBattleI(army1, army2, tile,
army1->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(army1) : NULL,
army2->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(army2) : NULL,
creatureBank, cb);
}
void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb, bool creatureBank)
{
startBattleI(army1, army2, army2->pos - army2->getVisitableOffset(), cb, creatureBank);
}
//void CGameHandler::startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb) //for hero<=>neutral army
//{
// CGHeroInstance* h = const_cast<CGHeroInstance*>(getHero(heroID));
// startBattleI(&h->army,&army,tile,h,NULL,cb);
// //battle(&h->army,army,tile,h,NULL);
//}
void CGameHandler::changeSpells( int hid, bool give, const std::set<ui32> &spells )
{
ChangeSpells cs;
cs.hid = hid;
cs.spells = spells;
cs.learn = give;
sendAndApply(&cs);
}
int CGameHandler::getSelectedHero()
{
return IGameCallback::getSelectedHero(getCurrentPlayer())->id;
}
void CGameHandler::setObjProperty( int objid, int prop, si64 val )
{
SetObjectProperty sob;
sob.id = objid;
sob.what = prop;
sob.val = val;
sendAndApply(&sob);
}
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void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
{
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SystemMessage sm;
sm.text = message;
c << &sm;
}
void CGameHandler::giveHeroBonus( GiveBonus * bonus )
{
sendAndApply(bonus);
}
void CGameHandler::setMovePoints( SetMovePoints * smp )
{
sendAndApply(smp);
}
void CGameHandler::setManaPoints( int hid, int val )
{
SetMana sm;
sm.hid = hid;
sm.val = val;
sendAndApply(&sm);
}
void CGameHandler::giveHero( int id, int player )
{
GiveHero gh;
gh.id = id;
gh.player = player;
sendAndApply(&gh);
}
void CGameHandler::changeObjPos( int objid, int3 newPos, ui8 flags )
{
ChangeObjPos cop;
cop.objid = objid;
cop.nPos = newPos;
cop.flags = flags;
sendAndApply(&cop);
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}
void CGameHandler::heroExchange(si32 hero1, si32 hero2)
{
ui8 player1 = getHero(hero1)->tempOwner;
ui8 player2 = getHero(hero2)->tempOwner;
if(player1 == player2)
{
OpenWindow hex;
hex.window = OpenWindow::EXCHANGE_WINDOW;
hex.id1 = hero1;
hex.id2 = hero2;
sendAndApply(&hex);
}
}
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void CGameHandler::applyAndAsk( Query * sel, ui8 player, boost::function<void(ui32)> &callback )
{
boost::unique_lock<boost::recursive_mutex> lock(gsm);
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sel->id = QID;
callbacks[QID] = callback;
states.addQuery(player,QID);
QID++;
sendAndApply(sel);
}
void CGameHandler::ask( Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback )
{
boost::unique_lock<boost::recursive_mutex> lock(gsm);
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sel->id = QID;
callbacks[QID] = callback;
states.addQuery(player,QID);
sendToAllClients(sel);
QID++;
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}
void CGameHandler::sendToAllClients( CPackForClient * info )
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{
tlog5 << "Sending to all clients a package of type " << typeid(*info).name() << std::endl;
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for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
{
(*i)->wmx->lock();
**i << info;
(*i)->wmx->unlock();
}
}
void CGameHandler::sendAndApply( CPackForClient * info )
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{
gs->apply(info);
sendToAllClients(info);
}
void CGameHandler::save( const std::string &fname )
{
{
tlog0 << "Ordering clients to serialize...\n";
SaveGame sg(fname);
sendToAllClients(&sg);
}
{
tlog0 << "Serializing game info...\n";
CSaveFile save(GVCMIDirs.UserPath + "/Games/" + fname + ".vlgm1");
char hlp[8] = "VCMISVG";
save << hlp << static_cast<CMapHeader&>(*gs->map) << gs->scenarioOps->difficulty << *VLC << gs;
}
{
tlog0 << "Serializing server info...\n";
CSaveFile save(GVCMIDirs.UserPath + "/Games/" + fname + ".vsgm1");
save << *this;
}
tlog0 << "Game has been succesfully saved!\n";
}
void CGameHandler::close()
{
tlog0 << "We have been requested to close.\n";
//BOOST_FOREACH(CConnection *cc, conns)
// if(cc && cc->socket && cc->socket->is_open())
// cc->socket->close();
//exit(0);
}
bool CGameHandler::arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val )
{
CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id1]),
*s2 = static_cast<CArmedInstance*>(gs->map->objects[id2]);
CCreatureSet temp1 = s1->army, temp2 = s2->army,
&S1 = temp1, &S2 = (s1!=s2)?(temp2):(temp1);
if(!isAllowedExchange(id1,id2))
{
complain("Cannot exchange stacks between these two objects!\n");
return false;
}
if(what==1) //swap
{
std::swap(S1.slots[p1],S2.slots[p2]); //swap slots
//if one of them is empty, remove entry
if(!S1.slots[p1].second)
S1.slots.erase(p1);
if(!S2.slots[p2].second)
S2.slots.erase(p2);
}
else if(what==2)//merge
{
if(S1.slots[p1].first != S2.slots[p2].first) //not same creature
{
complain("Cannot merge different creatures stacks!");
return false;
}
S2.slots[p2].second += S1.slots[p1].second;
S1.slots.erase(p1);
}
else if(what==3) //split
{
//general conditions checking
if((!vstd::contains(S1.slots,p1) && complain("no creatures to split"))
|| (val<1 && complain("no creatures to split")) )
{
return false;
}
if(vstd::contains(S2.slots,p2)) //dest. slot not free - it must be "rebalancing"...
{
int total = S1.slots[p1].second + S2.slots[p2].second;
if( (total < val && complain("Cannot split that stack, not enough creatures!"))
|| (S2.slots[p2].first != S1.slots[p1].first && complain("Cannot rebalance different creatures stacks!"))
)
{
return false;
}
S2.slots[p2].second = val;
S1.slots[p1].second = total - val;
}
else //split one stack to the two
{
if(S1.slots[p1].second < val)//not enough creatures
{
complain("Cannot split that stack, not enough creatures!");
return false;
}
S2.slots[p2].first = S1.slots[p1].first;
S2.slots[p2].second = val;
S1.slots[p1].second -= val;
}
if(!S1.slots[p1].second) //if we've moved all creatures
S1.slots.erase(p1);
}
if((s1->needsLastStack() && !S1.slots.size()) //it's not allowed to take last stack from hero army!
|| (s2->needsLastStack() && !S2.slots.size())
)
{
complain("Cannot take the last stack!");
return false; //leave without applying changes to garrison
}
//apply changes
SetGarrisons sg;
sg.garrs[id1] = S1;
if(s1 != s2)
sg.garrs[id2] = S2;
sendAndApply(&sg);
return true;
}
int CGameHandler::getPlayerAt( CConnection *c ) const
{
std::set<int> all;
for(std::map<int,CConnection*>::const_iterator i=connections.begin(); i!=connections.end(); i++)
if(i->second == c)
all.insert(i->first);
switch(all.size())
{
case 0:
return 255;
case 1:
return *all.begin();
default:
{
//if we have more than one player at this connection, try to pick active one
if(vstd::contains(all,int(gs->currentPlayer)))
return gs->currentPlayer;
else
return 253; //cannot say which player is it
}
}
}
bool CGameHandler::disbandCreature( si32 id, ui8 pos )
{
CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id]);
if(!vstd::contains(s1->army.slots,pos))
{
complain("Illegal call to disbandCreature - no such stack in army!");
return false;
}
s1->army.slots.erase(pos);
SetGarrisons sg;
sg.garrs[id] = s1->army;
sendAndApply(&sg);
return true;
}
bool CGameHandler::buildStructure( si32 tid, si32 bid )
{
CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid]);
CBuilding * b = VLC->buildh->buildings[t->subID][bid];
if(gs->canBuildStructure(t,bid) != 7)
{
complain("Cannot raze that building!");
return false;
}
NewStructures ns;
ns.tid = tid;
if(bid>36) //upg dwelling
{
if(t->getHordeLevel(0) == (bid-37))
ns.bid.insert(19);
else if(t->getHordeLevel(1) == (bid-37))
ns.bid.insert(25);
SetAvailableCreatures ssi;
ssi.tid = tid;
ssi.creatures = t->creatures;
ssi.creatures[bid-37].second.push_back(t->town->upgradedCreatures[bid-37]);
sendAndApply(&ssi);
}
else if(bid >= 30) //bas. dwelling
{
int crid = t->town->basicCreatures[bid-30];
SetAvailableCreatures ssi;
ssi.tid = tid;
ssi.creatures = t->creatures;
ssi.creatures[bid-30].first = VLC->creh->creatures[crid].growth;
ssi.creatures[bid-30].second.push_back(crid);
sendAndApply(&ssi);
}
ns.bid.insert(bid);
ns.builded = t->builded + 1;
sendAndApply(&ns);
SetResources sr;
sr.player = t->tempOwner;
sr.res = gs->getPlayer(t->tempOwner)->resources;
for(int i=0;i<b->resources.size();i++)
sr.res[i]-=b->resources[i];
sendAndApply(&sr);
if(bid<5) //it's mage guild
{
if(t->visitingHero)
giveSpells(t,t->visitingHero);
if(t->garrisonHero)
giveSpells(t,t->garrisonHero);
}
if(t->visitingHero)
vistiCastleObjects (t, t->visitingHero);
if(t->garrisonHero)
vistiCastleObjects (t, t->garrisonHero);
return true;
}
bool CGameHandler::razeStructure (si32 tid, si32 bid)
{
///incomplete, simply erases target building
CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid]);
if (t->builtBuildings.find(bid) == t->builtBuildings.end())
return false;
RazeStructures rs;
rs.tid = tid;
rs.bid.insert(bid);
rs.destroyed = t->destroyed + 1;
sendAndApply(&rs);
return true;
}
void CGameHandler::sendMessageToAll( const std::string &message )
{
SystemMessage sm;
sm.text = message;
sendToAllClients(&sm);
}
bool CGameHandler::recruitCreatures( si32 objid, ui32 crid, ui32 cram )
{
const CGDwelling *dw = static_cast<CGDwelling*>(gs->map->objects[objid]);
const CArmedInstance *dst = NULL;
if(dw->ID == TOWNI_TYPE)
dst = dw;
else if(dw->ID == 17 || dw->ID == 20) //advmap dwelling
dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
assert(dw && dst);
//verify
bool found = false;
int level = -1;
typedef std::pair<const int,int> Parka;
for(level = 0; level < dw->creatures.size(); level++) //iterate through all levels
{
const std::pair<ui32, std::vector<ui32> > &cur = dw->creatures[level]; //current level info <amount, list of cr. ids>
int i = 0;
for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
if(cur.second[i] == crid)
break;
if(i < cur.second.size())
{
found = true;
cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
break;
}
}
int slot = dst->army.getSlotFor(crid);
if(!found && complain("Cannot recruit: no such creatures!")
|| cram > VLC->creh->creatures[crid].maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!")
|| cram<=0 && complain("Cannot recruit: cram <= 0!")
|| slot<0 && complain("Cannot recruit: no available slot!"))
{
return false;
}
//recruit
SetResources sr;
sr.player = dst->tempOwner;
for(int i=0;i<RESOURCE_QUANTITY;i++)
sr.res[i] = gs->getPlayer(dst->tempOwner)->resources[i] - (VLC->creh->creatures[crid].cost[i] * cram);
SetAvailableCreatures sac;
sac.tid = objid;
sac.creatures = dw->creatures;
sac.creatures[level].first -= cram;
SetGarrisons sg;
sg.garrs[dst->id] = dst->army;
if(sg.garrs[dst->id].slots.find(slot) == sg.garrs[dst->id].slots.end()) //take a free slot
{
sg.garrs[dst->id].slots[slot] = std::make_pair(crid,cram);
}
else //add creatures to a already existing stack
{
sg.garrs[dst->id].slots[slot].second += cram;
}
sendAndApply(&sr);
sendAndApply(&sac);
sendAndApply(&sg);
return true;
}
bool CGameHandler::upgradeCreature( ui32 objid, ui8 pos, ui32 upgID )
{
CArmedInstance *obj = static_cast<CArmedInstance*>(gs->map->objects[objid]);
UpgradeInfo ui = gs->getUpgradeInfo(obj,pos);
int player = obj->tempOwner;
int crQuantity = obj->army.slots[pos].second;
//check if upgrade is possible
if((ui.oldID<0 || !vstd::contains(ui.newID,upgID)) && complain("That upgrade is not possible!"))
{
return false;
}
//check if player has enough resources
for(int i=0;i<ui.cost.size();i++)
{
for (std::set<std::pair<int,int> >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++)
{
if(gs->getPlayer(player)->resources[j->first] < j->second*crQuantity)
{
complain("Cannot upgrade, not enough resources!");
return false;
}
}
}
//take resources
for(int i=0;i<ui.cost.size();i++)
{
for (std::set<std::pair<int,int> >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++)
{
SetResource sr;
sr.player = player;
sr.resid = j->first;
sr.val = gs->getPlayer(player)->resources[j->first] - j->second*crQuantity;
sendAndApply(&sr);
}
}
//upgrade creature
SetGarrisons sg;
sg.garrs[objid] = obj->army;
sg.garrs[objid].slots[pos].first = upgID;
sendAndApply(&sg);
return true;
}
bool CGameHandler::garrisonSwap( si32 tid )
{
CGTownInstance *town = gs->getTown(tid);
if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies
{
CCreatureSet csn = town->visitingHero->army, cso = town->army;
while(!cso.slots.empty())//while there are unmoved creatures
{
int pos = csn.getSlotFor(cso.slots.begin()->second.first);
if(pos<0)
{
//try to merge two other stacks to make place
std::pair<TSlot, TSlot> toMerge;
if(csn.mergableStacks(toMerge, cso.slots.begin()->first))
{
//merge
csn.slots[toMerge.second].second += csn.slots[toMerge.first].second;
csn.slots[toMerge.first] = cso.slots.begin()->second;
}
else
{
complain("Cannot make garrison swap, not enough free slots!");
return false;
}
}
else if(csn.slots.find(pos) != csn.slots.end()) //add creatures to the existing stack
{
csn.slots[pos].second += cso.slots.begin()->second.second;
}
else //move stack on the free pos
{
csn.slots[pos].first = cso.slots.begin()->second.first;
csn.slots[pos].second = cso.slots.begin()->second.second;
}
cso.slots.erase(cso.slots.begin());
}
SetGarrisons sg;
sg.garrs[town->visitingHero->id] = csn;
sg.garrs[town->id] = csn;
sendAndApply(&sg);
SetHeroesInTown intown;
intown.tid = tid;
intown.visiting = -1;
intown.garrison = town->visitingHero->id;
sendAndApply(&intown);
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 = -1;
intown.visiting = town->garrisonHero->id;
sendAndApply(&intown);
//town will be empty
SetGarrisons sg;
sg.garrs[tid] = CCreatureSet();
sendAndApply(&sg);
return true;
}
else if (town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
{
SetGarrisons sg;
sg.garrs[town->id] = town->visitingHero->army;
sg.garrs[town->garrisonHero->id] = town->garrisonHero->army;
SetHeroesInTown intown;
intown.tid = tid;
intown.garrison = town->visitingHero->id;
intown.visiting = town->garrisonHero->id;
sendAndApply(&intown);
sendAndApply(&sg);
return true;
}
else
{
complain("Cannot swap garrison hero!");
return false;
}
}
bool CGameHandler::swapArtifacts( si32 hid1, si32 hid2, ui16 slot1, ui16 slot2 )
{
CGHeroInstance *h1 = gs->getHero(hid1), *h2 = gs->getHero(hid2);
2009-07-20 01:16:07 +03:00
if((distance(h1->pos,h2->pos) > 1.5) || (h1->tempOwner != h2->tempOwner))
return false;
const CArtifact *a1 = h1->getArt(slot1),
*a2=h2->getArt(slot2);
//check if
// 1) slots are appropriate for that artifacts
// 2) they are not war machine
if((a1 && slot2<19 && !vstd::contains(a1->possibleSlots,slot2) || (a2 && slot1<19 && !vstd::contains(a2->possibleSlots,slot1))) && complain("Cannot swap artifacts!")
|| (slot1>=13 && slot1<=16 || slot2>=13 && slot2<=16) && complain("Cannot move war machine!")
)
{
return false;
}
SetHeroArtifacts sha;
sha.hid = hid1;
sha.artifacts = h1->artifacts;
sha.artifWorn = h1->artifWorn;
sha.setArtAtPos(slot1,h2->getArtAtPos(slot2));
if(h1 == h2) sha.setArtAtPos(slot2,h1->getArtAtPos(slot1));
sendAndApply(&sha);
if(hid1 != hid2)
{
sha.hid = hid2;
sha.artifacts = h2->artifacts;
sha.artifWorn = h2->artifWorn;
sha.setArtAtPos(slot2, a1 ? a1->id : -1);
sendAndApply(&sha);
}
return true;
}
bool CGameHandler::buyArtifact( ui32 hid, si32 aid )
{
CGHeroInstance *hero = gs->getHero(hid);
CGTownInstance *town = hero->visitedTown;
if(aid==0) //spellbook
{
if(!vstd::contains(town->builtBuildings,si32(0)) && complain("Cannot buy a spellbook, no mage guild in the town!")
|| getResource(hero->getOwner(),6)<500 && complain("Cannot buy a spellbook, not enough gold!")
|| hero->getArt(17) && complain("Cannot buy a spellbook, hero already has a one!")
)
return false;
giveResource(hero->getOwner(),6,-500);
giveHeroArtifact(0,hid,17);
giveSpells(town,hero);
return true;
}
else if(aid < 7 && aid > 3) //war machine
{
int price = VLC->arth->artifacts[aid].price;
if(vstd::contains(hero->artifWorn,ui16(9+aid)) && complain("Hero already has this machine!")
|| !vstd::contains(town->builtBuildings,si32(16)) && complain("No blackismith!")
|| gs->getPlayer(hero->getOwner())->resources[6] < price && complain("Not enough gold!") //no gold
|| town->town->warMachine!= aid && complain("This machine is unavailale here!") ) //TODO: ballista yard in Stronghold
{
return false;
}
giveResource(hero->getOwner(),6,-price);
giveHeroArtifact(aid,hid,9+aid);
return true;
}
return false;
}
bool CGameHandler::tradeResources( ui32 val, ui8 player, ui32 id1, ui32 id2 )
{
val = std::min(si32(val),gs->getPlayer(player)->resources[id1]);
double yield = (double)gs->resVals[id1] * val * gs->getMarketEfficiency(player);
yield /= gs->resVals[id2];
SetResource sr;
sr.player = player;
sr.resid = id1;
sr.val = gs->getPlayer(player)->resources[id1] - val;
sendAndApply(&sr);
sr.resid = id2;
sr.val = gs->getPlayer(player)->resources[id2] + (int)yield;
sendAndApply(&sr);
return true;
}
bool CGameHandler::setFormation( si32 hid, ui8 formation )
{
gs->getHero(hid)->army.formation = formation;
return true;
}
bool CGameHandler::hireHero( ui32 tid, ui8 hid )
{
CGTownInstance *t = gs->getTown(tid);
if(!vstd::contains(t->builtBuildings,5) && complain("No tavern!")
|| gs->getPlayer(t->tempOwner)->resources[6]<2500 && complain("Not enough gold for buying hero!")
|| t->visitingHero && complain("There is visiting hero - no place!")
|| getHeroCount(t->tempOwner,false) >= 8 && complain("Cannot hire hero, only 8 wandering heroes are allowed!")
)
return false;
CGHeroInstance *nh = gs->getPlayer(t->tempOwner)->availableHeroes[hid];
assert(nh);
HeroRecruited hr;
hr.tid = tid;
hr.hid = nh->subID;
hr.player = t->tempOwner;
hr.tile = t->pos - int3(1,0,0);
sendAndApply(&hr);
std::map<ui32,CGHeroInstance *> pool = gs->hpool.heroesPool;
for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
for(std::vector<CGHeroInstance *>::iterator j = i->second.availableHeroes.begin(); j != i->second.availableHeroes.end(); j++)
if(*j)
pool.erase((**j).subID);
SetAvailableHeroes sah;
CGHeroInstance *h1 = gs->hpool.pickHeroFor(false,t->tempOwner,t->town, pool),
*h2 = gs->getPlayer(t->tempOwner)->availableHeroes[!hid];
(hid ? sah.hid2 : sah.hid1) = h1 ? h1->subID : -1;
(hid ? sah.hid1 : sah.hid2) = h2 ? h2->subID : -1;
sah.player = t->tempOwner;
sah.flags = hid+1;
sendAndApply(&sah);
SetResource sr;
sr.player = t->tempOwner;
sr.resid = 6;
sr.val = gs->getPlayer(t->tempOwner)->resources[6] - 2500;
sendAndApply(&sr);
vistiCastleObjects (t, nh);
giveSpells (t,nh);
return true;
}
bool CGameHandler::queryReply( ui32 qid, ui32 answer )
{
boost::unique_lock<boost::recursive_mutex> lock(gsm);
if(vstd::contains(callbacks,qid))
{
CFunctionList<void(ui32)> callb = callbacks[qid];
callbacks.erase(qid);
if(callb)
callb(answer);
}
else if(vstd::contains(garrisonCallbacks,qid))
{
if(garrisonCallbacks[qid])
garrisonCallbacks[qid]();
garrisonCallbacks.erase(qid);
allowedExchanges.erase(qid);
}
else
{
tlog1 << "Unknown query reply...\n";
return false;
}
return true;
}
bool CGameHandler::makeBattleAction( BattleAction &ba )
{
bool ok = true;
switch(ba.actionType)
{
case 2: //walk
{
sendAndApply(&StartAction(ba)); //start movement
moveStack(ba.stackNumber,ba.destinationTile); //move
sendAndApply(&EndAction());
break;
}
case 3: //defend
case 8: //wait
{
sendAndApply(&StartAction(ba));
sendAndApply(&EndAction());
break;
}
case 4: //retreat/flee
{
if( !gs->battleCanFlee(ba.side ? gs->curB->side2 : gs->curB->side1) )
break;
//TODO: remove retreating hero from map and place it in recruitment list
BattleResult *br = new BattleResult;
br->result = 1;
br->winner = !ba.side; //fleeing side loses
gs->curB->calculateCasualties(br->casualties);
giveExp(*br);
battleResult.set(br);
break;
}
case 6: //walk or attack
{
sendAndApply(&StartAction(ba)); //start movement and attack
int startingPos = gs->curB->getStack(ba.stackNumber)->position;
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int distance = moveStack(ba.stackNumber, ba.destinationTile);
CStack *curStack = gs->curB->getStack(ba.stackNumber),
*stackAtEnd = gs->curB->getStackT(ba.additionalInfo);
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if(curStack->position != ba.destinationTile //we wasn't able to reach destination tile
&& !(curStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE)
&& ( curStack->position == ba.destinationTile + (curStack->attackerOwned ? +1 : -1 ) )
) //nor occupy specified hex
)
{
std::string problem = "We cannot move this stack to its destination " + curStack->creature->namePl;
tlog3 << problem << std::endl;
complain(problem);
ok = false;
sendAndApply(&EndAction());
break;
}
if(curStack->ID == stackAtEnd->ID) //we should just move, it will be handled by following check
{
stackAtEnd = NULL;
}
if(!stackAtEnd)
{
std::ostringstream problem;
problem << "There is no stack on " << ba.additionalInfo << " tile (no attack)!";
std::string probl = problem.str();
tlog3 << probl << std::endl;
complain(probl);
ok = false;
sendAndApply(&EndAction());
break;
}
ui16 curpos = curStack->position,
enemypos = stackAtEnd->position;
if( !(
(BattleInfo::mutualPosition(curpos, enemypos) >= 0) //front <=> front
|| (curStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE) //back <=> front
&& BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos) >= 0)
|| (stackAtEnd->hasFeatureOfType(StackFeature::DOUBLE_WIDE) //front <=> back
&& BattleInfo::mutualPosition(curpos, enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0)
|| (stackAtEnd->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && curStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE)//back <=> back
&& BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0)
)
)
{
tlog3 << "Attack cannot be performed!";
sendAndApply(&EndAction());
ok = false;
}
//attack
BattleAttack bat;
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prepareAttack(bat, curStack, stackAtEnd, distance);
sendAndApply(&bat);
//counterattack
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if(!curStack->hasFeatureOfType(StackFeature::BLOCKS_RETALIATION)
&& stackAtEnd->alive()
&& ( stackAtEnd->counterAttacks > 0 || stackAtEnd->hasFeatureOfType(StackFeature::UNLIMITED_RETALIATIONS) )
&& !stackAtEnd->hasFeatureOfType(StackFeature::SIEGE_WEAPON)
&& !stackAtEnd->hasFeatureOfType(StackFeature::HYPNOTIZED))
{
2009-08-22 18:29:30 +03:00
prepareAttack(bat, stackAtEnd, curStack, 0);
bat.flags |= 2;
sendAndApply(&bat);
}
//second attack
if(curStack->valOfFeatures(StackFeature::ADDITIONAL_ATTACK) > 0
&& !curStack->hasFeatureOfType(StackFeature::SHOOTER)
&& curStack->alive()
&& stackAtEnd->alive() )
{
bat.flags = 0;
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prepareAttack(bat, curStack, stackAtEnd, 0);
sendAndApply(&bat);
}
//return
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if(curStack->hasFeatureOfType(StackFeature::RETURN_AFTER_STRIKE) && startingPos != curStack->position)
{
moveStack(ba.stackNumber, startingPos);
}
sendAndApply(&EndAction());
break;
}
case 7: //shoot
{
CStack *curStack = gs->curB->getStack(ba.stackNumber),
*destStack= gs->curB->getStackT(ba.destinationTile);
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if( !gs->battleCanShoot(ba.stackNumber, ba.destinationTile) )
break;
sendAndApply(&StartAction(ba)); //start shooting
BattleAttack bat;
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prepareAttack(bat, curStack, destStack, 0);
bat.flags |= 1;
sendAndApply(&bat);
if(curStack->valOfFeatures(StackFeature::ADDITIONAL_ATTACK) > 0 //if unit shots twice let's make another shot
&& curStack->alive()
&& destStack->alive()
&& curStack->shots
)
{
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prepareAttack(bat, curStack, destStack, 0);
sendAndApply(&bat);
}
sendAndApply(&EndAction());
break;
}
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case 9: //catapult
{
2009-09-01 17:02:47 +03:00
sendAndApply(&StartAction(ba));
const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
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CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(20)]; //artillery
int attackedPart = gs->curB->hexToWallPart(ba.destinationTile);
if(attackedPart == -1)
{
complain("catapult tried to attack non-catapultable hex!");
break;
}
for(int g=0; g<sbi.shots; ++g)
{
if(gs->curB->si.wallState[attackedPart] == 3) //it's not destroyed
continue;
CatapultAttack ca; //package for clients
std::pair< std::pair< ui8, si16 >, ui8> attack;
attack.first.first = attackedPart;
attack.first.second = ba.destinationTile;
attack.second = 0;
2009-09-01 16:54:13 +03:00
int chanceForHit = 0;
int dmgChance[3] = {sbi.noDmg, sbi.oneDmg, sbi.twoDmg}; //dmgChance[i] - chance for doing i dmg when hit is successful
switch(attackedPart)
{
case 0: //keep
chanceForHit = sbi.keep;
break;
case 1: //bottom tower
case 6: //upper tower
chanceForHit = sbi.tower;
break;
case 2: //bottom wall
case 3: //below gate
case 4: //over gate
case 5: //upper wall
chanceForHit = sbi.wall;
break;
case 7: //gate
chanceForHit = sbi.gate;
break;
}
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if(rand()%100 <= chanceForHit) //hit is successful
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{
int dmgRand = rand()%100;
//accumulating dmgChance
dmgChance[1] += dmgChance[0];
dmgChance[2] += dmgChance[1];
//calculating dealt damage
for(int v = 0; v < ARRAY_COUNT(dmgChance); ++v)
{
if(dmgRand <= dmgChance[v])
{
attack.second = v;
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break;
}
}
if(attack.second > 0 && (attackedPart == 0 || attackedPart == 1 || attackedPart == 6))
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{
int posRemove = -1;
switch(attackedPart)
{
case 0: //keep
posRemove = -2;
break;
case 1: //bottom tower
posRemove = -3;
break;
case 6: //upper tower
posRemove = -4;
break;
}
BattleStacksRemoved bsr;
for(int g=0; g<gs->curB->stacks.size(); ++g)
{
if(gs->curB->stacks[g]->position == posRemove)
{
bsr.stackIDs.insert( gs->curB->stacks[g]->ID );
break;
}
}
sendAndApply(&bsr);
}
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}
ca.attacker = ba.stackNumber;
ca.attackedParts.insert(attack);
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sendAndApply(&ca);
}
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sendAndApply(&EndAction());
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break;
}
}
battleMadeAction.setn(true);
return ok;
}
void CGameHandler::playerMessage( ui8 player, const std::string &message )
{
bool cheated=true;
sendAndApply(&PlayerMessage(player,message));
if(message == "vcmiistari") //give all spells and 999 mana
{
SetMana sm;
ChangeSpells cs;
SetHeroArtifacts sha;
CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
if(!h && complain("Cannot realize cheat, no hero selected!")) return;
sm.hid = cs.hid = h->id;
//give all spells
cs.learn = 1;
for(int i=0;i<VLC->spellh->spells.size();i++)
{
if(!VLC->spellh->spells[i].creatureAbility)
cs.spells.insert(i);
}
//give mana
sm.val = 999;
if(!h->getArt(17)) //hero doesn't have spellbook
{
//give spellbook
sha.hid = h->id;
sha.artifacts = h->artifacts;
sha.artifWorn = h->artifWorn;
sha.artifWorn[17] = 0;
sendAndApply(&sha);
}
sendAndApply(&cs);
sendAndApply(&sm);
}
else if(message == "vcmiainur") //gives 5 archangels into each slot
{
SetGarrisons sg;
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
if(!hero) return;
sg.garrs[hero->id] = hero->army;
for(int i=0;i<7;i++)
if(!vstd::contains(sg.garrs[hero->id].slots,i))
sg.garrs[hero->id].slots[i] = std::pair<ui32,si32>(13,5);
sendAndApply(&sg);
}
else if(message == "vcmiangband") //gives 10 black knight into each slot
{
SetGarrisons sg;
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
if(!hero) return;
sg.garrs[hero->id] = hero->army;
for(int i=0;i<7;i++)
if(!vstd::contains(sg.garrs[hero->id].slots,i))
sg.garrs[hero->id].slots[i] = std::pair<ui32,si32>(66,10);
sendAndApply(&sg);
}
else if(message == "vcminoldor") //all war machines
{
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
if(!hero) return;
SetHeroArtifacts sha;
sha.hid = hero->id;
sha.artifacts = hero->artifacts;
sha.artifWorn = hero->artifWorn;
sha.artifWorn[13] = 4;
sha.artifWorn[14] = 5;
sha.artifWorn[15] = 6;
sendAndApply(&sha);
}
else if(message == "vcminahar") //1000000 movement points
{
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
if(!hero) return;
SetMovePoints smp;
smp.hid = hero->id;
smp.val = 1000000;
sendAndApply(&smp);
}
else if(message == "vcmiformenos") //give resources
{
SetResources sr;
sr.player = player;
sr.res = gs->getPlayer(player)->resources;
for(int i=0;i<7;i++)
sr.res[i] += 100;
sr.res[6] += 19900;
sendAndApply(&sr);
}
else if(message == "vcmieagles") //reveal FoW
{
FoWChange fc;
fc.mode = 1;
fc.player = player;
for(int i=0;i<gs->map->width;i++)
for(int j=0;j<gs->map->height;j++)
for(int k=0;k<gs->map->twoLevel+1;k++)
if(!gs->getPlayer(fc.player)->fogOfWarMap[i][j][k])
fc.tiles.insert(int3(i,j,k));
sendAndApply(&fc);
}
else if(message == "vcmiglorfindel")
{
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
changePrimSkill(hero->id,4,VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
}
else
cheated = false;
if(cheated)
{
sendAndApply(&SystemMessage("CHEATER!!!"));
}
}
static ui32 calculateSpellDmg(const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature)
{
ui32 ret = 0; //value to return
2009-07-31 14:20:53 +03:00
//15 - magic arrows, 16 - ice bolt, 17 - lightning bolt, 18 - implosion, 20 - frost ring, 21 - fireball, 22 - inferno, 23 - meteor shower,
//24 - death ripple, 25 - destroy undead, 26 - armageddon
static std::map <int, int> dmgMultipliers = boost::assign::map_list_of(15, 10)(16, 20)(17, 25)(18, 75)(20, 10)(21, 10)(22, 10)(23, 10)(24, 5)(25, 10)(26, 50);
2009-07-31 14:20:53 +03:00
ret = caster->getPrimSkillLevel(2) * dmgMultipliers[sp->id] + sp->powers[caster->getSpellSchoolLevel(sp)];
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//applying sorcerery secondary skill
switch(caster->getSecSkillLevel(25))
{
case 1: //basic
ret *= 1.05f;
break;
case 2: //advanced
ret *= 1.1f;
break;
case 3: //expert
ret *= 1.15f;
break;
}
//applying hero bonuses
if(sp->air && caster->valOfBonuses(HeroBonus::AIR_SPELL_DMG_PREMY) != 0)
{
ret *= (100.0f + caster->valOfBonuses(HeroBonus::AIR_SPELL_DMG_PREMY) / 100.0f);
}
else if(sp->fire && caster->valOfBonuses(HeroBonus::FIRE_SPELL_DMG_PREMY) != 0)
{
ret *= (100.0f + caster->valOfBonuses(HeroBonus::FIRE_SPELL_DMG_PREMY) / 100.0f);
}
else if(sp->water && caster->valOfBonuses(HeroBonus::WATER_SPELL_DMG_PREMY) != 0)
{
ret *= (100.0f + caster->valOfBonuses(HeroBonus::WATER_SPELL_DMG_PREMY) / 100.0f);
}
else if(sp->earth && caster->valOfBonuses(HeroBonus::EARTH_SPELL_DMG_PREMY) != 0)
{
ret *= (100.0f + caster->valOfBonuses(HeroBonus::EARTH_SPELL_DMG_PREMY) / 100.0f);
}
2009-05-02 20:43:57 +03:00
//applying protections - when spell has more then one elements, only one protection should be applied (I think)
if(sp->air && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 0)) //air spell & protection from air
{
ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 0);
ret /= 100;
}
else if(sp->fire && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 1)) //fire spell & protection from fire
{
ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 1);
ret /= 100;
}
else if(sp->water && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 2)) //water spell & protection from water
{
ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 2);
ret /= 100;
}
else if (sp->earth && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 3)) //earth spell & protection from earth
{
ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 3);
ret /= 100;
}
//general spell dmg reduction
if(sp->air && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, -1)) //air spell & protection from air
{
ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, -1);
ret /= 100;
}
//dmg increasing
if( affectedCreature->hasFeatureOfType(StackFeature::MORE_DAMAGE_FROM_SPELL, sp->id) )
{
ret *= 100 + affectedCreature->valOfFeatures(StackFeature::MORE_DAMAGE_FROM_SPELL, sp->id);
ret /= 100;
}
return ret;
}
static ui32 calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack)
{
switch(spell->id)
{
case 37: //cure
{
int healedHealth = caster->getPrimSkillLevel(2) * 5 + spell->powers[caster->getSpellSchoolLevel(spell)];
return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft);
break;
}
case 38: //resurrection
{
int healedHealth = caster->getPrimSkillLevel(2) * 50 + spell->powers[caster->getSpellSchoolLevel(spell)];
return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + stack->baseAmount * stack->MaxHealth());
break;
}
case 39: //animate dead
{
int healedHealth = caster->getPrimSkillLevel(2) * 50 + spell->powers[caster->getSpellSchoolLevel(spell)];
return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + stack->baseAmount * stack->MaxHealth());
break;
}
}
//we shouldn't be here
tlog1 << "calculateHealedHP called for non-healing spell: " << spell->name << std::endl;
return 0;
}
static std::vector<ui32> calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::set<CStack*> affectedCreatures)
{
std::vector<ui32> ret;
for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
{
if ((*it)->hasFeatureOfType(StackFeature::SPELL_IMMUNITY, sp->id) //100% sure spell immunity
|| ((*it)->valOfFeatures(StackFeature::LEVEL_SPELL_IMMUNITY) >= sp->level))
{
ret.push_back((*it)->ID);
continue;
}
//non-negative spells on friendly stacks should always succeed, unless immune
if(sp->positiveness >= 0 && (*it)->owner == caster->tempOwner)
continue;
const CGHeroInstance * bonusHero; //hero we should take bonuses from
if((*it)->owner == caster->tempOwner)
bonusHero = caster;
else
bonusHero = hero2;
int prob = (*it)->valOfFeatures(StackFeature::MAGIC_RESISTANCE); //probability of resistance in %
if(bonusHero)
{
//bonusHero's resistance support (secondary skils and artifacts)
prob += bonusHero->valOfBonuses(HeroBonus::MAGIC_RESISTANCE);
switch(bonusHero->getSecSkillLevel(26)) //resistance
{
case 1: //basic
prob += 5;
break;
case 2: //advanced
prob += 10;
break;
case 3: //expert
prob += 20;
break;
}
}
if(prob > 100) prob = 100;
if(rand()%100 < prob) //immunity from resistance
ret.push_back((*it)->ID);
}
if(sp->id == 60) //hypnotize
{
for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
{
if( (*it)->hasFeatureOfType(StackFeature::SPELL_IMMUNITY, sp->id) //100% sure spell immunity
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|| ( (*it)->amount - 1 ) * (*it)->MaxHealth() + (*it)->firstHPleft
>
caster->getPrimSkillLevel(2) * 25 + sp->powers[caster->getSpellSchoolLevel(sp)]
)
{
ret.push_back((*it)->ID);
}
}
}
return ret;
}
bool CGameHandler::makeCustomAction( BattleAction &ba )
{
switch(ba.actionType)
{
case 1: //hero casts spell
{
const CGHeroInstance *h = gs->curB->heroes[ba.side];
const CGHeroInstance *secondHero = gs->curB->heroes[!ba.side];
if(!h)
{
tlog2 << "Wrong caster!\n";
return false;
}
if(ba.additionalInfo >= VLC->spellh->spells.size())
{
tlog2 << "Wrong spell id (" << ba.additionalInfo << ")!\n";
return false;
}
CSpell *s = &VLC->spellh->spells[ba.additionalInfo];
ui8 skill = h->getSpellSchoolLevel(s); //skill level
if( !(h->canCastThisSpell(s)) //hero cannot cast this spell at all
|| (h->mana < gs->curB->getSpellCost(s, h)) //not enough mana
|| (ba.additionalInfo < 10) //it's adventure spell (not combat)
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|| (gs->curB->castSpells[ba.side]) //spell has been cast
|| (secondHero->hasBonusOfType(HeroBonus::SPELL_IMMUNITY, s->id)) //non - casting hero provides immunity for this spell
|| (gs->battleMaxSpellLevel() < s->level) //non - casting hero stops caster from casting this spell
)
{
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tlog2 << "Spell cannot be cast!\n";
return false;
}
sendAndApply(&StartAction(ba)); //start spell casting
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SpellCast sc;
sc.side = ba.side;
sc.id = ba.additionalInfo;
sc.skill = skill;
sc.tile = ba.destinationTile;
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//calculating affected creatures for all spells
std::set<CStack*> attackedCres = gs->curB->getAttackedCreatures(s, h, ba.destinationTile);
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for(std::set<CStack*>::const_iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
{
sc.affectedCres.insert((*it)->ID);
}
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//checking if creatures resist
sc.resisted = calculateResistedStacks(s, h, secondHero, attackedCres);
sendAndApply(&sc);
//applying effects
switch(ba.additionalInfo) //spell id
{
case 15: //magic arrow
case 16: //ice bolt
case 17: //lightning bolt
case 18: //implosion
case 20: //frost ring
case 21: //fireball
case 22: //inferno
case 23: //meteor shower
case 24: //death ripple
case 25: //destroy undead
case 26: //armageddon
{
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StacksInjured si;
for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
{
if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
continue;
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BattleStackAttacked bsa;
bsa.flags |= 2;
bsa.effect = VLC->spellh->spells[ba.additionalInfo].mainEffectAnim;
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bsa.damageAmount = calculateSpellDmg(s, h, *it);
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bsa.stackAttacked = (*it)->ID;
bsa.attackerID = -1;
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prepareAttacked(bsa,*it);
si.stacks.insert(bsa);
}
if(!si.stacks.empty())
sendAndApply(&si);
break;
}
case 27: //shield
case 28: //air shield
case 30: //protection from air
case 31: //protection from fire
case 32: //protection from water
case 33: //protection from earth
case 34: //anti-magic
case 41: //bless
case 42: //curse
case 43: //bloodlust
case 44: //precision
case 45: //weakness
case 46: //stone skin
case 47: //disrupting ray
case 48: //prayer
case 49: //mirth
case 50: //sorrow
case 51: //fortune
case 52: //misfortune
case 53: //haste
case 54: //slow
case 55: //slayer
case 56: //frenzy
case 58: //counterstrike
case 59: //berserk
case 60: //hypnotize
case 61: //forgetfulness
case 62: //blind
{
SetStackEffect sse;
for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
{
if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
continue;
sse.stacks.insert((*it)->ID);
}
sse.effect.id = ba.additionalInfo;
sse.effect.level = h->getSpellSchoolLevel(s);
sse.effect.turnsRemain = BattleInfo::calculateSpellDuration(s, h);
if(!sse.stacks.empty())
sendAndApply(&sse);
break;
}
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case 37: //cure
case 38: //resurrection
case 39: //animate dead
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{
StacksHealedOrResurrected shr;
for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
{
if(vstd::contains(sc.resisted, (*it)->ID) //this creature resisted the spell
|| (s->id == 39 && !(*it)->hasFeatureOfType(StackFeature::UNDEAD)) //we try to cast animate dead on living stack
)
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continue;
StacksHealedOrResurrected::HealInfo hi;
hi.stackID = (*it)->ID;
hi.healedHP = calculateHealedHP(h, s, *it);
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shr.healedStacks.push_back(hi);
}
if(!shr.healedStacks.empty())
sendAndApply(&shr);
break;
}
case 64: //remove obstacle
{
ObstaclesRemoved obr;
for(int g=0; g<gs->curB->obstacles.size(); ++g)
{
std::vector<int> blockedHexes = VLC->heroh->obstacles[gs->curB->obstacles[g].ID].getBlocked(gs->curB->obstacles[g].pos);
if(vstd::contains(blockedHexes, ba.destinationTile)) //this obstacle covers given hex
{
obr.obstacles.insert(gs->curB->obstacles[g].uniqueID);
}
}
if(!obr.obstacles.empty())
sendAndApply(&obr);
break;
}
}
sendAndApply(&EndAction());
if( !gs->curB->getStack(gs->curB->activeStack, false)->alive() )
{
battleMadeAction.setn(true);
}
checkForBattleEnd(gs->curB->stacks);
if(battleResult.get())
{
endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
}
return true;
}
}
return false;
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}
void CGameHandler::handleTimeEvents()
{
gs->map->events.sort(evntCmp);
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while(gs->map->events.size() && gs->map->events.front()->firstOccurence+1 == gs->day)
{
CMapEvent *ev = gs->map->events.front();
for(int player = 0; player < PLAYER_LIMIT; player++)
{
PlayerState *pinfo = gs->getPlayer(player);
if( pinfo //player exists
&& (ev->players & 1<<player) //event is enabled to this player
&& ((ev->computerAffected && !pinfo->human)
|| (ev->humanAffected && pinfo->human)
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)
)
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{
//give resources
SetResources sr;
sr.player = player;
sr.res = pinfo->resources;
//prepare dialog
InfoWindow iw;
iw.player = player;
iw.text << ev->message;
for (int i=0; i<ev->resources.size(); i++)
{
if(ev->resources[i]) //if resource is changed, we add it to the dialog
{
// If removing too much resources, adjust the
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// amount so the total doesn't become negative.
if (sr.res[i] + ev->resources[i] < 0)
ev->resources[i] = -sr.res[i];
if(ev->resources[i]) //if non-zero res change
{
iw.components.push_back(Component(Component::RESOURCE,i,ev->resources[i],0));
sr.res[i] += ev->resources[i];
}
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}
}
if (iw.components.size())
{
sendAndApply(&sr); //update player resources if changed
}
sendAndApply(&iw); //show dialog
}
} //PLAYERS LOOP
if(ev->nextOccurence)
{
ev->firstOccurence += ev->nextOccurence;
gs->map->events.sort(evntCmp);
}
else
{
delete ev;
gs->map->events.pop_front();
}
}
}
bool CGameHandler::complain( const std::string &problem )
{
sendMessageToAll("Server encountered a problem: " + problem);
tlog1 << problem << std::endl;
return true;
}
ui32 CGameHandler::getQueryResult( ui8 player, int queryID )
{
//TODO: write
return 0;
}
void CGameHandler::showGarrisonDialog( int upobj, int hid, bool removableUnits, const boost::function<void()> &cb )
{
ui8 player = getOwner(hid);
GarrisonDialog gd;
gd.hid = hid;
gd.objid = upobj;
{
boost::unique_lock<boost::recursive_mutex> lock(gsm);
gd.id = QID;
garrisonCallbacks[QID] = cb;
allowedExchanges[QID] = std::pair<si32,si32>(upobj,hid);
states.addQuery(player,QID);
QID++;
gd.removableUnits = removableUnits;
sendAndApply(&gd);
}
}
bool CGameHandler::isAllowedExchange( int id1, int id2 )
{
if(id1 == id2)
return true;
{
boost::unique_lock<boost::recursive_mutex> lock(gsm);
for(std::map<ui32, std::pair<si32,si32> >::const_iterator i = allowedExchanges.begin(); i!=allowedExchanges.end(); i++)
if(id1 == i->second.first && id2 == i->second.second || id2 == i->second.first && id1 == i->second.second)
return true;
}
const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
if(o1->ID == TOWNI_TYPE)
{
const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
if(t->visitingHero == o2 || t->garrisonHero == o2)
return true;
}
if(o2->ID == TOWNI_TYPE)
{
const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
if(t->visitingHero == o1 || t->garrisonHero == o1)
return true;
}
if(o1->ID == HEROI_TYPE && o2->ID == HEROI_TYPE
&& distance(o1->pos, o2->pos) < 2) //hero stands on the same tile or on the neighbouring tiles
{
//TODO: it's workaround, we should check if first hero visited second and player hasn't closed exchange window
//(to block moving stacks for free [without visiting] beteen heroes)
return true;
}
return false;
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}
void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
{
obj->onHeroVisit(h);
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}
bool CGameHandler::buildBoat( ui32 objid )
{
const IShipyard *obj = IShipyard::castFrom(getObj(objid));
if(obj->state())
{
complain("Cannot build boat in this shipyard!");
return false;
}
else if(obj->o->ID == TOWNI_TYPE
&& !vstd::contains((static_cast<const CGTownInstance*>(obj))->builtBuildings,6))
{
complain("Cannot build boat in the town - no shipyard!");
return false;
}
//TODO use "real" cost via obj->getBoatCost
if(getResource(obj->o->tempOwner, 6) < 1000 || getResource(obj->o->tempOwner, 0) < 10)
{
complain("Not enough resources to build a boat!");
return false;
}
int3 tile = obj->bestLocation();
if(!gs->map->isInTheMap(tile))
{
complain("Cannot find appropriate tile for a boat!");
return false;
}
//take boat cost
SetResources sr;
sr.player = obj->o->tempOwner;
sr.res = gs->getPlayer(obj->o->tempOwner)->resources;
sr.res[0] -= 10;
sr.res[6] -= 1000;
sendAndApply(&sr);
//create boat
NewObject no;
no.ID = 8;
no.subID = 1;
no.pos = tile + int3(1,0,0);
sendAndApply(&no);
return true;
}
void CGameHandler::engageIntoBattle( ui8 player )
{
if(vstd::contains(states.players, player))
states.setFlag(player,&PlayerStatus::engagedIntoBattle,true);
//notify interfaces
PlayerBlocked pb;
pb.player = player;
pb.reason = PlayerBlocked::UPCOMING_BATTLE;
sendAndApply(&pb);
}