#include "../StartInfo.h" #include "../hch/CArtHandler.h" #include "../hch/CBuildingHandler.h" #include "../hch/CDefObjInfoHandler.h" #include "../hch/CGeneralTextHandler.h" #include "../hch/CHeroHandler.h" #include "../hch/CObjectHandler.h" #include "../hch/CSpellHandler.h" #include "../hch/CTownHandler.h" #include "../CGameState.h" #include "../lib/CondSh.h" #include "../lib/Connection.h" #include "../lib/NetPacks.h" #include "../lib/VCMI_Lib.h" #include "../map.h" #include "CGameHandler.h" #include #include //no i/o just types #include #include #include #include #ifndef _MSC_VER #include #endif extern bool end2; #include "../lib/BattleAction.h" #ifdef min #undef min #endif #ifdef max #undef max #endif #define NEW_ROUND BattleNextRound bnr;\ bnr.round = gs->curB->round + 1;\ sendAndApply(&bnr); boost::mutex gsm; ui32 CGameHandler::QID = 1; CondSh battleMadeAction; CondSh battleResult(NULL); std::map > callbacks; //question id => callback function - for selection dialogs class CMP_stack { public: inline bool operator ()(const CStack* a, const CStack* b) { return (a->speed())>(b->speed()); } } cmpst ; 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) ); } int getSchoolLevel(const CGHeroInstance *h, const CSpell *s) { ui8 ret = 0; if(s->fire) ret = std::max(ret,h->getSecSkillLevel(14)); if(s->air) ret = std::max(ret,h->getSecSkillLevel(15)); if(s->water) ret = std::max(ret,h->getSecSkillLevel(16)); if(s->earth) ret = std::max(ret,h->getSecSkillLevel(17)); return ret; } void giveExp(BattleResult &r) { r.exp[0] = 0; r.exp[1] = 0; for(std::set >::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; } } //bool CGameState::checkFunc(int obid, std::string name) //{ // if (objscr.find(obid)!=objscr.end()) // { // if(objscr[obid].find(name)!=objscr[obid].end()) // { // return true; // } // } // return false; //} PlayerStatus PlayerStatuses::operator[](ui8 player) { boost::unique_lock 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 l(mx); players[player]; } bool PlayerStatuses::hasQueries(ui8 player) { boost::unique_lock 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 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 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 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 l(mx); if(players.find(player) != players.end()) { players[player].queries.erase(id); } else { throw std::string("No such player!"); } cv.notify_all(); } //void CGameHandler::handleCPPObjS(std::map * mapa, CCPPObjectScript * script) //{ // std::vector tempv = script->yourObjects(); // for (unsigned i=0;i void callWith(std::vector args, boost::function 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); } void CGameHandler::changePrimSkill(int ID, int which, int 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(gs->map->objects[ID]); if(hero->exp >= VLC->heroh->reqExp(hero->level+1)) //new level { //give prim skill tlog5 << hero->name <<" got level "<level<::*g = (hero->level>9) ? (&std::pair::second) : (&std::pair::first); for(;xtype->heroClass->primChance[x].*g; if(rlevel+1; //picking sec. skills for choice std::set basicAndAdv, expert, none; for(int i=0;isecSkills.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); } if(hero->secSkills.size() < hero->type->heroClass->skillLimit) //free skill slot { hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill } else { int s = hero->type->heroClass->chooseSecSkill(basicAndAdv); hlu.skills.push_back(s); basicAndAdv.erase(s); } 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 } boost::function callback = boost::function(boost::bind(callWith,hlu.skills,boost::function(boost::bind(&CGameHandler::changeSecSkill,this,ID,_1,1,0)),_1)); applyAndAsk(&hlu,hero->tempOwner,callback); //call changeSecSkill with appropriate args when client responds } } } CCreatureSet takeCasualties(int color, const CCreatureSet &set, BattleInfo *bat) { CCreatureSet ret(set); for(int i=0; istacks.size();i++) { 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(CCreatureSet army1, CCreatureSet army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, boost::function cb) { BattleInfo *curB = new BattleInfo; setupBattle(curB, tile, army1, army2, hero1, hero2); //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 & stacks = (gs->curB->stacks); const BattleInfo & curB = *gs->curB; //stack loop CStack *next; while(!battleResult.get() && (next=gs->curB->getNextStack())) { next->state -= WAITING; //if stack was waiting it'll now make move, so it won't be "waiting" anymore //check for bad morale => freeze if(next->Morale() < 0) { 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)); sendDataToClients(ui16(3008)); checkForBattleEnd(stacks); //check if this "action" ended the battle (not likely but who knows...) continue; } } askInterfaceForMove: //ask interface and wait for answer { BattleSetActiveStack sas; sas.stack = next->ID; sendAndApply(&sas); boost::unique_lock lock(battleMadeAction.mx); while(!battleMadeAction.data && !battleResult.get()) //active stack hasn't made its action and battle is still going battleMadeAction.cond.wait(lock); battleMadeAction.data = false; } //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 ) if(rand()%24 < next->Morale()) //this stack hasn't got morale this turn goto askInterfaceForMove; //move this stack once more } } //unblock engaged players if(hero1->tempOwnertempOwner,&PlayerStatus::engagedIntoBattle,false); if(hero2 && hero2->tempOwnertempOwner,&PlayerStatus::engagedIntoBattle,false); //casualties among heroes armies SetGarrisons sg; if(hero1) sg.garrs[hero1->id] = takeCasualties(hero1->tempOwner,hero1->army,gs->curB); if(hero2) sg.garrs[hero2->id] = takeCasualties(hero2->tempOwner,hero2->army,gs->curB); sendAndApply(&sg); //end battle, remove all info, free memory giveExp(*battleResult.data); sendAndApply(battleResult.data); if(cb) cb(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]); delete battleResult.data; } void CGameHandler::prepareAttacked(BattleStackAttacked &bsa, CStack *def) { bsa.killedAmount = bsa.damageAmount / def->creature->hitPoints; unsigned damageFirst = bsa.damageAmount % def->creature->hitPoints; if( def->firstHPleft <= damageFirst ) { bsa.killedAmount++; bsa.newHP = def->firstHPleft + def->creature->hitPoints - damageFirst; } else { bsa.newHP = def->firstHPleft - damageFirst; } if(def->amount <= bsa.killedAmount) //stack killed { bsa.newAmount = 0; bsa.flags |= 1; bsa.killedAmount = def->amount; //we cannot kill more creatures than we have } else { bsa.newAmount = def->amount - bsa.killedAmount; } } void CGameHandler::prepareAttack(BattleAttack &bat, CStack *att, CStack *def) { bat.stackAttacking = att->ID; bat.bsa.stackAttacked = def->ID; bat.bsa.damageAmount = BattleInfo::calculateDmg(att, def, gs->getHero(att->attackerOwned ? gs->curB->hero1 : gs->curB->hero2), gs->getHero(def->attackerOwned ? gs->curB->hero1 : gs->curB->hero2), bat.shot());//counting dealt damage if(att->Luck() > 0 && rand()%24 < att->Luck()) { bat.bsa.damageAmount *= 2; bat.bsa.flags |= 4; } prepareAttacked(bat.bsa,def); } void CGameHandler::handleConnection(std::set players, CConnection &c) { try { ui16 pom; while(!end2) { c >> pom; bool blockvis = false; switch(pom) { case 98: { std::string fname; Mapa * mapa; c >> fname; { sendMessageTo(c,"Serializing game info..."); CSaveFile save(std::string("Games") + PATHSEPARATOR + fname + ".vlgm1"); char hlp[8] = "VCMISVG"; save << hlp << version << static_cast(*gs->map) << gs->scenarioOps->difficulty << *VLC << gs; } { sendMessageTo(c,"Serializing server info..."); CSaveFile save(std::string("Games") + PATHSEPARATOR + fname + ".vsgm1"); save << *this; } sendMessageTo(c,"Game has been succesfully saved!"); break; } case 99: //end! { tlog0 << "We have been requested to close.\n"; exit(0); } case 100: //my interface ended its turn { states.setFlag(gs->currentPlayer,&PlayerStatus::makingTurn,false); break; } case 500: //dismiss hero { si32 id; c >> id; RemoveObject rh(id); sendAndApply(&rh); break; } case 501://interface wants to move hero { int3 start, end; si32 id; c >> id >> start >> end; tlog5 << "Interface wants to move hero "<map->terrain[hmpos.x][hmpos.y][hmpos.z]; CGHeroInstance *h = static_cast(gs->map->objects[id]); int cost = (int)((double)h->getTileCost(t.tertype,t.malle,t.nuine) * distance(start,end)); TryMoveHero tmh; tmh.id = id; tmh.start = start; tmh.end = end; tmh.result = 0; tmh.movePoints = h->movement; if((h->getOwner() != gs->currentPlayer) //not turn of that hero || (distance(start,end)>=1.5) //tiles are not neighouring || (h->movement < cost) //lack of movement points || (t.tertype == rock) //rock || (!h->canWalkOnSea() && t.tertype == water) || (t.blocked && !t.visitable) //tile is blocked andnot visitable ) goto fail; //check if there is blocking visitable object blockvis = false; tmh.movePoints = h->movement = (h->movement-cost); //take move points BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects) { if(obj->blockVisit) { blockvis = true; break; } } //we start moving if(blockvis)//interaction with blocking object (like resources) { sendAndApply(&tmh); //failed to move to that tile but we visit object BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects) { if (obj->blockVisit) { //if(gs->checkFunc(obj->ID,"heroVisit")) //script function // gs->objscr[obj->ID]["heroVisit"]->onHeroVisit(obj,h->subID); //if(obj->state) //hard-coded function obj->onHeroVisit(h); } } tlog5 << "Blocing visit at " << hmpos << std::endl; break; } else //normal move { tmh.result = 1; BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[start.x-1][start.y][start.z].visitableObjects) { //TODO: allow to handle this in script-languages //if(obj->state) //hard-coded function obj->onHeroLeave(h); } tmh.fowRevealed = gs->tilesToReveal(h->getPosition(false),h->getSightDistance(),h->tempOwner); sendAndApply(&tmh); tlog5 << "Moved to " <checkFunc(obj->ID,"heroVisit")) //script function // gs->objscr[obj->ID]["heroVisit"]->onHeroVisit(obj,h->subID); //if(obj->state) //hard-coded function obj->onHeroVisit(h); } } tlog5 << "Movement end!\n"; break; fail: tlog2 << "Movement failed to " << tmh.end << std::endl; sendAndApply(&tmh); break; } case 502: //swap creatures in garrison { ui8 what, p1, p2; si32 id1, id2; c >> what >> id1 >> p1 >> id2 >> p2; CArmedInstance *s1 = static_cast(gs->map->objects[id1]), *s2 = static_cast(gs->map->objects[id2]); CCreatureSet temp1 = s1->army, temp2 = s2->army, &S1 = temp1, &S2 = (s1!=s2)?(temp2):(temp1); if(what==1) //swap { std::swap(S1.slots[p1],S2.slots[p2]); 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) break; //not same creature S2.slots[p2].second += S1.slots[p1].second; S1.slots.erase(p1); } else if(what==3) //split { si32 val; c >> val; if( vstd::contains(S2.slots,p2) //dest. slot not free || !vstd::contains(S1.slots,p1) //no creatures to split || S1.slots[p1].second < val //not enough creatures || val<1 //val must be positive ) break; 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()) ) { break; //leave without applying changes to garrison } SetGarrisons sg; sg.garrs[id1] = S1; if(s1 != s2) sg.garrs[id2] = S2; sendAndApply(&sg); break; } case 503: //disband creature { si32 id; ui8 pos; c >> id >> pos; CArmedInstance *s1 = static_cast(gs->map->objects[id]); s1->army.slots.erase(pos); SetGarrisons sg; sg.garrs[id] = s1->army; sendAndApply(&sg); break; } case 504: //build structure { si32 tid, bid; c >> tid >> bid; CGTownInstance * t = static_cast(gs->map->objects[tid]); CBuilding * b = VLC->buildh->buildings[t->subID][bid]; for(int i=0;iresources[i] > gs->players[t->tempOwner].resources[i]) break; //no res for( std::set::iterator ri = VLC->townh->requirements[t->subID][bid].begin(); ri != VLC->townh->requirements[t->subID][bid].end(); ri++ ) { if(!vstd::contains(t->builtBuildings,*ri)) break; //lack of requirements - cannot build } if(vstd::contains(t->forbiddenBuildings,bid)) break; //this building is forbidden 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); } else if(bid >= 30) //bas. dwelling { SetAvailableCreatures ssi; ssi.tid = tid; ssi.creatures = t->strInfo.creatures; ssi.creatures[bid-30] = VLC->creh->creatures[t->town->basicCreatures[bid-30]].growth; sendAndApply(&ssi); } ns.bid.insert(bid); ns.builded = t->builded + 1; sendAndApply(&ns); SetResources sr; sr.player = t->tempOwner; sr.res = gs->players[t->tempOwner].resources; for(int i=0;i<7;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); } break; } case 506: //recruit creature { si32 objid, ser=-1; //ser - used dwelling level ui32 crid, cram; //recruited creature id and amount c >> objid >> crid >> cram; CGTownInstance * t = static_cast(gs->map->objects[objid]); //verify bool found = false; typedef std::pair Parka; for(std::map::iterator av = t->strInfo.creatures.begin(); av!=t->strInfo.creatures.end(); av++) { if( ( found = (crid == t->town->basicCreatures[av->first]) ) //creature is available among basic cretures || (found = (crid == t->town->upgradedCreatures[av->first])) )//creature is available among upgraded cretures { cram = std::min(cram,av->second); //reduce recruited amount up to available amount ser = av->first; break; } } int slot = t->army.getSlotFor(crid); if(!found || //no such creature cram > VLC->creh->creatures[crid].maxAmount(gs->players[t->tempOwner].resources) || //lack of resources cram<=0 || slot<0 ) break; //recruit SetResources sr; sr.player = t->tempOwner; for(int i=0;iplayers[t->tempOwner].resources[i] - (VLC->creh->creatures[crid].cost[i] * cram); SetAvailableCreatures sac; sac.tid = objid; sac.creatures = t->strInfo.creatures; sac.creatures[ser] -= cram; SetGarrisons sg; sg.garrs[objid] = t->army; if(sg.garrs[objid].slots.find(slot) == sg.garrs[objid].slots.end()) //take a free slot { sg.garrs[objid].slots[slot] = std::make_pair(crid,cram); } else //add creatures to a already existing stack { sg.garrs[objid].slots[slot].second += cram; } sendAndApply(&sr); sendAndApply(&sac); sendAndApply(&sg); break; } case 507://upgrade creature { ui32 objid, upgID; ui8 pos; c >> objid >> pos >> upgID; CArmedInstance *obj = static_cast(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)) break; //check if player has enough resources for(int i=0;i >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++) { if(gs->players[player].resources[j->first] < j->second*crQuantity) goto upgend; } } //take resources for(int i=0;i >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++) { SetResource sr; sr.player = player; sr.resid = j->first; sr.val = gs->players[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); } upgend: break; } case 508: //garrison swap { si32 tid; c >> 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) goto handleConEnd; 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); } else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison { 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); } 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; //sg.garrs[town->visitingHero->id] = town->visitingHero->army; SetHeroesInTown intown; intown.tid = tid; intown.garrison = town->visitingHero->id; intown.visiting = town->garrisonHero->id; sendAndApply(&intown); sendAndApply(&sg); } else { tlog3 << "Warning, wrong garrison swap command for " << tid << std::endl; } break; } case 509: //swap artifacts { si32 hid1, hid2; ui16 slot1, slot2; c >> hid1 >> slot1 >> hid2 >> slot2; CGHeroInstance *h1 = gs->getHero(hid1), *h2 = gs->getHero(hid2); if((distance(h1->pos,h2->pos) > 1.0) || (h1->tempOwner != h2->tempOwner)) break; int a1=h1->getArtAtPos(slot1), a2=h2->getArtAtPos(slot2); h2->setArtAtPos(slot2,a1); h1->setArtAtPos(slot1,a2); SetHeroArtifacts sha; sha.hid = hid1; sha.artifacts = h1->artifacts; sha.artifWorn = h1->artifWorn; sendAndApply(&sha); if(hid1 != hid2) { sha.hid = hid2; sha.artifacts = h2->artifacts; sha.artifWorn = h2->artifWorn; sendAndApply(&sha); } break; } case 510: //buy artifact { ui32 hid; si32 aid, bid; c >> hid >> aid; CGHeroInstance *hero = gs->getHero(hid); CGTownInstance *town = hero->visitedTown; if(aid==0) //spellbok { if(!vstd::contains(town->builtBuildings,si32(0))) break; SetResource sr; sr.player = hero->tempOwner; sr.resid = 6; sr.val = gs->players[hero->tempOwner].resources[6] - 500; sendAndApply(&sr); SetHeroArtifacts sha; sha.hid = hid; sha.artifacts = hero->artifacts; sha.artifWorn = hero->artifWorn; sha.artifWorn[17] = 0; sendAndApply(&sha); giveSpells(town,hero); } else if(aid < 7 && aid > 3) //war machine { int price = VLC->arth->artifacts[aid].price; if(vstd::contains(hero->artifWorn,ui16(9+aid)) //hero already has this machine || !vstd::contains(town->builtBuildings,si32(16)) //no blackismith || gs->players[hero->tempOwner].resources[6] < price //no gold || town->town->warMachine!= aid ) //this machine is not available here (//TODO: support ballista yard in stronghold) { break; } SetResource sr; sr.player = hero->tempOwner; sr.resid = 6; sr.val = gs->players[hero->tempOwner].resources[6] - price; sendAndApply(&sr); SetHeroArtifacts sha; sha.hid = hid; sha.artifacts = hero->artifacts; sha.artifWorn = hero->artifWorn; sha.artifWorn[9+aid] = aid; sendAndApply(&sha); } break; } case 511: //trade at marketplace { ui8 player; ui32 mode, id1, id2, val; c >> player >> mode >> id1 >> id2 >> val; val = std::min(si32(val),gs->players[player].resources[id1]); double uzysk = (double)gs->resVals[id1] * val * gs->getMarketEfficiency(player); uzysk /= gs->resVals[id2]; SetResource sr; sr.player = player; sr.resid = id1; sr.val = gs->players[player].resources[id1] - val; sendAndApply(&sr); sr.resid = id2; sr.val = gs->players[player].resources[id2] + (int)uzysk; sendAndApply(&sr); break; } case 512: { si32 hid; ui8 formation; c >> hid >> formation; gs->getHero(hid)->army.formation = formation; break; } case 513: { std::string message; c >> message; bool cheated=true; sendDataToClients(ui16(513)); sendDataToClients(ui8(*players.begin())); sendDataToClients(message); if(message == "vcmiistari") //give all spells and 999 mana { SetMana sm; ChangeSpells cs; cs.learn = 1; for(int i=0;ispellh->spells.size();i++) cs.spells.insert(i); sm.hid = cs.hid = gs->players[*players.begin()].currentSelection; sm.val = 999; if(gs->getHero(cs.hid)) { sendAndApply(&cs); sendAndApply(&sm); } } else if(message == "vcmiainur") //gives 5 archangels into each slot { SetGarrisons sg; CGHeroInstance *hero = gs->getHero(gs->players[*players.begin()].currentSelection); if(!hero) break; 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(13,5); sendAndApply(&sg); } else if(message == "vcmiangband") //gives 10 black knightinto each slot { SetGarrisons sg; CGHeroInstance *hero = gs->getHero(gs->players[*players.begin()].currentSelection); if(!hero) break; 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(66,10); sendAndApply(&sg); } else if(message == "vcminoldor") //all war machines { CGHeroInstance *hero = gs->getHero(gs->players[*players.begin()].currentSelection); if(!hero) break; 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->players[*players.begin()].currentSelection); if(!hero) break; SetMovePoints smp; smp.hid = hero->id; smp.val = 1000000; sendAndApply(&smp); } else if(message == "vcmiformenos") //give resources { SetResources sr; sr.player = *players.begin(); sr.res = gs->players[sr.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.player = *players.begin(); for(int i=0;imap->width;i++) for(int j=0;jmap->height;j++) for(int k=0;kmap->twoLevel+1;k++) if(!gs->players[fc.player].fogOfWarMap[i][j][k]) fc.tiles.insert(int3(i,j,k)); sendAndApply(&fc); } else if(message == "vcmiglorfindel") { CGHeroInstance *hero = gs->getHero(gs->players[*players.begin()].currentSelection); changePrimSkill(hero->id,4,VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level)); } else cheated = false; if(cheated) { message = "CHEATER!!!"; sendDataToClients(ui16(513)); sendDataToClients(ui8(*players.begin())); sendDataToClients(message); } break; } case 514: { SetSelection ss; c >> ss; sendAndApply(&ss); break; } case 515: { ui32 tid; ui8 hid; c >> tid >> hid; CGTownInstance *t = gs->getTown(tid); if(!vstd::contains(players,t->tempOwner) //not our town || !vstd::contains(t->builtBuildings,5) //no tavern in the town || gs->players[t->tempOwner].resources[6]<2500 //not enough gold || t->visitingHero //there is visiting hero - no place || gs->players[t->tempOwner].heroes.size()>7 //8 hero limit ) break; CGHeroInstance *nh = gs->players[t->tempOwner].availableHeroes[hid]; HeroRecruited hr; hr.tid = tid; hr.hid = nh->subID; hr.player = t->tempOwner; hr.tile = t->pos - int3(1,0,0); sendAndApply(&hr); SetAvailableHeroes sah; (hid ? sah.hid2 : sah.hid1) = gs->hpool.pickHeroFor(false,t->tempOwner,t->town)->subID; (hid ? sah.hid1 : sah.hid2) = gs->players[t->tempOwner].availableHeroes[!hid]->subID; sah.player = t->tempOwner; sah.flags = hid+1; sendAndApply(&sah); SetResource sr; sr.player = t->tempOwner; sr.resid = 6; sr.val = gs->players[t->tempOwner].resources[6] - 2500; sendAndApply(&sr); break; } case 2001: { ui32 qid, answer; c >> qid >> answer; gsm.lock(); CFunctionList callb = callbacks[qid]; callbacks.erase(qid); gsm.unlock(); callb(answer); break; } case 3002: { BattleAction ba; c >> ba; switch(ba.actionType) { case 2: //walk { sendAndApply(&StartAction(ba)); //start movement moveStack(ba.stackNumber,ba.destinationTile); //move sendDataToClients(ui16(3008)); //end movement break; } case 3: //defend case 8: //wait { sendAndApply(&StartAction(ba)); sendDataToClients(ui16(3008)); break; } case 4: //retreat/flee { //TODO: check if fleeing is possible (e.g. enemy may have Shackles of War) //TODO: calculate casualties //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 moveStack(ba.stackNumber,ba.destinationTile); CStack *curStack = gs->curB->getStack(ba.stackNumber), *stackAtEnd = gs->curB->getStackT(ba.additionalInfo); if(curStack->position != ba.destinationTile) //we wasn't able to reach destination tile { tlog3<<"We cannot move this stack to its destination "<creature->namePl<position, enemypos = stackAtEnd->position; if( !( (BattleInfo::mutualPosition(curpos, enemypos) >= 0) //front <=> front || (curStack->creature->isDoubleWide() //back <=> front && BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos) >= 0) || (stackAtEnd->creature->isDoubleWide() //front <=> back && BattleInfo::mutualPosition(curpos, enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0) || (stackAtEnd->creature->isDoubleWide() && curStack->creature->isDoubleWide()//back <=> back && BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0) ) ) { tlog3 << "Attack cannot be performed!"; sendDataToClients(ui16(3008)); //end movement and attack break; } //attack BattleAttack bat; prepareAttack(bat,curStack,stackAtEnd); sendAndApply(&bat); //counterattack if(!vstd::contains(curStack->abilities,NO_ENEMY_RETALIATION) && stackAtEnd->alive() && stackAtEnd->counterAttacks && !vstd::contains(stackAtEnd->abilities, SIEGE_WEAPON)) //TODO: support for multiple retaliatons per turn { prepareAttack(bat,stackAtEnd,curStack); bat.flags |= 2; sendAndApply(&bat); } //second attack if(vstd::contains(curStack->abilities,TWICE_ATTACK) && curStack->alive() && stackAtEnd->alive() ) { bat.flags = 0; prepareAttack(bat,curStack,stackAtEnd); sendAndApply(&bat); } sendDataToClients(ui16(3008)); //end movement and attack break; } case 7: //shoot { CStack *curStack = gs->curB->getStack(ba.stackNumber), *destStack= gs->curB->getStackT(ba.destinationTile); if(!curStack //our stack exists || !destStack //there is a stack at destination tile || !curStack->shots //stack has shots || gs->curB->isStackBlocked(curStack->ID) //we are not blocked || !vstd::contains(curStack->abilities,SHOOTER) //our stack is shooting unit ) break; for(int g=0; geffects.size(); ++g) { if(61 == curStack->effects[g].id) //forgetfulness break; } sendAndApply(&StartAction(ba)); //start shooting BattleAttack bat; prepareAttack(bat,curStack,destStack); bat.flags |= 1; sendAndApply(&bat); if(vstd::contains(curStack->abilities,TWICE_ATTACK) //if unit shots twice let's make another shot && curStack->alive() && destStack->alive() && curStack->shots ) { prepareAttack(bat,curStack,destStack); sendAndApply(&bat); } sendDataToClients(ui16(3008)); //end shooting break; } } battleMadeAction.setn(true); break; } case 3003: //custom action (probably spell) { BattleAction ba; c >> ba; switch(ba.actionType) { case 1: //hero casts spell { CGHeroInstance *h = (ba.side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1); if(!h) { tlog2 << "Wrong caster!\n"; goto customactionend; } if(ba.additionalInfo >= VLC->spellh->spells.size()) { tlog2 << "Wrong spell id (" << ba.additionalInfo << ")!\n"; goto customactionend; } CSpell *s = &VLC->spellh->spells[ba.additionalInfo]; ui8 skill = 0; //skill level if(s->fire) skill = std::max(skill,h->getSecSkillLevel(14)); if(s->air) skill = std::max(skill,h->getSecSkillLevel(15)); if(s->water) skill = std::max(skill,h->getSecSkillLevel(16)); if(s->earth) skill = std::max(skill,h->getSecSkillLevel(17)); //TODO: skill level may be different on special terrain if( // !vstd::contains(h->spells,ba.additionalInfo) //hero doesn't know this spell /*||*/ (h->mana < s->costs[skill]) //not enough mana || (ba.additionalInfo < 10) //it's adventure spell (not combat) || 0 )//TODO: hero has already casted a spell in this round { tlog2 << "Spell cannot be casted!\n"; goto customactionend; } sendAndApply(&StartAction(ba)); //start spell casting //TODO: check resistances SpellCasted sc; sc.side = ba.side; sc.id = ba.additionalInfo; sc.skill = skill; sc.tile = ba.destinationTile; sendAndApply(&sc); switch(ba.additionalInfo) //spell id { case 15: //magic arrow { CStack * attacked = gs->curB->getStackT(ba.destinationTile); if(!attacked) break; BattleStackAttacked bsa; bsa.flags |= 2; bsa.effect = 64; bsa.damageAmount = h->getPrimSkillLevel(2) * 10 + s->powers[getSchoolLevel(h,s)]; bsa.stackAttacked = attacked->ID; prepareAttacked(bsa,attacked); sendAndApply(&bsa); break; } case 16: //ice bolt { CStack * attacked = gs->curB->getStackT(ba.destinationTile); if(!attacked) break; BattleStackAttacked bsa; bsa.flags |= 2; bsa.effect = 46; bsa.damageAmount = h->getPrimSkillLevel(2) * 20 + s->powers[getSchoolLevel(h,s)]; bsa.stackAttacked = attacked->ID; prepareAttacked(bsa,attacked); sendAndApply(&bsa); break; } case 17: //lightning bolt { CStack * attacked = gs->curB->getStackT(ba.destinationTile); if(!attacked) break; BattleStackAttacked bsa; bsa.flags |= 2; bsa.effect = 38; bsa.damageAmount = h->getPrimSkillLevel(2) * 25 + s->powers[getSchoolLevel(h,s)]; bsa.stackAttacked = attacked->ID; prepareAttacked(bsa,attacked); sendAndApply(&bsa); break; } case 18: //implosion { CStack * attacked = gs->curB->getStackT(ba.destinationTile); if(!attacked) break; BattleStackAttacked bsa; bsa.flags |= 2; bsa.effect = 10; bsa.damageAmount = h->getPrimSkillLevel(2) * 75 + s->powers[getSchoolLevel(h,s)]; bsa.stackAttacked = attacked->ID; prepareAttacked(bsa,attacked); sendAndApply(&bsa); break; } case 27: //shield { SetStackEffect sse; if(getSchoolLevel(h,s) < 3) //not expert { sse.stack = gs->curB->getStackT(ba.destinationTile)->ID; sse.effect.id = 27; sse.effect.level = getSchoolLevel(h,s); sse.effect.turnsRemain = h->getPrimSkillLevel(2); sendAndApply(&sse); } else { for(int it=0; itcurB->stacks.size(); ++it) { //if it's non negative spell and our unit or non positive spell and hostile unit if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner) ||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner ) ) { sse.stack = gs->curB->stacks[it]->ID; sse.effect.id = 27; sse.effect.level = getSchoolLevel(h,s); sse.effect.turnsRemain = h->getPrimSkillLevel(2); sendAndApply(&sse); } } } break; } case 28: //air shield { SetStackEffect sse; if(getSchoolLevel(h,s) < 3) //not expert { sse.stack = gs->curB->getStackT(ba.destinationTile)->ID; sse.effect.id = 28; sse.effect.level = getSchoolLevel(h,s); sse.effect.turnsRemain = h->getPrimSkillLevel(2); sendAndApply(&sse); } else { for(int it=0; itcurB->stacks.size(); ++it) { //if it's non negative spell and our unit or non positive spell and hostile unit if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner) ||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner ) ) { sse.stack = gs->curB->stacks[it]->ID; sse.effect.id = 28; sse.effect.level = getSchoolLevel(h,s); sse.effect.turnsRemain = h->getPrimSkillLevel(2); sendAndApply(&sse); } } } break; } case 41: //bless { SetStackEffect sse; if(getSchoolLevel(h,s) < 3) //not expert { sse.stack = gs->curB->getStackT(ba.destinationTile)->ID; sse.effect.id = 41; sse.effect.level = getSchoolLevel(h,s); sse.effect.turnsRemain = h->getPrimSkillLevel(2); sendAndApply(&sse); } else { for(int it=0; itcurB->stacks.size(); ++it) { //if it's non negative spell and our unit or non positive spell and hostile unit if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner) ||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner ) ) { sse.stack = gs->curB->stacks[it]->ID; sse.effect.id = 41; sse.effect.level = getSchoolLevel(h,s); sse.effect.turnsRemain = h->getPrimSkillLevel(2); sendAndApply(&sse); } } } break; } case 42: //curse { SetStackEffect sse; if(getSchoolLevel(h,s) < 3) //not expert { sse.stack = gs->curB->getStackT(ba.destinationTile)->ID; sse.effect.id = 42; sse.effect.level = getSchoolLevel(h,s); sse.effect.turnsRemain = h->getPrimSkillLevel(2); sendAndApply(&sse); } else { for(int it=0; itcurB->stacks.size(); ++it) { //if it's non negative spell and our unit or non positive spell and hostile unit if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner) ||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner ) ) { sse.stack = gs->curB->stacks[it]->ID; sse.effect.id = 42; sse.effect.level = getSchoolLevel(h,s); sse.effect.turnsRemain = h->getPrimSkillLevel(2); sendAndApply(&sse); } } } break; } case 43: //bloodlust { SetStackEffect sse; if(getSchoolLevel(h,s) < 3) //not expert { sse.stack = gs->curB->getStackT(ba.destinationTile)->ID; sse.effect.id = 43; sse.effect.level = getSchoolLevel(h,s); sse.effect.turnsRemain = h->getPrimSkillLevel(2); sendAndApply(&sse); } else { for(int it=0; itcurB->stacks.size(); ++it) { //if it's non negative spell and our unit or non positive spell and hostile unit if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner) ||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner ) ) { sse.stack = gs->curB->stacks[it]->ID; sse.effect.id = 43; sse.effect.level = getSchoolLevel(h,s); sse.effect.turnsRemain = h->getPrimSkillLevel(2); sendAndApply(&sse); } } } break; } case 45: //weakness { SetStackEffect sse; if(getSchoolLevel(h,s) < 3) //not expert { sse.stack = gs->curB->getStackT(ba.destinationTile)->ID; sse.effect.id = 45; sse.effect.level = getSchoolLevel(h,s); sse.effect.turnsRemain = h->getPrimSkillLevel(2); sendAndApply(&sse); } else { for(int it=0; itcurB->stacks.size(); ++it) { //if it's non negative spell and our unit or non positive spell and hostile unit if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner) ||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner ) ) { sse.stack = gs->curB->stacks[it]->ID; sse.effect.id = 45; sse.effect.level = getSchoolLevel(h,s); sse.effect.turnsRemain = h->getPrimSkillLevel(2); sendAndApply(&sse); } } } break; } case 46: //stone skin { SetStackEffect sse; if(getSchoolLevel(h,s) < 3) //not expert { sse.stack = gs->curB->getStackT(ba.destinationTile)->ID; sse.effect.id = 46; sse.effect.level = getSchoolLevel(h,s); sse.effect.turnsRemain = h->getPrimSkillLevel(2); sendAndApply(&sse); } else { for(int it=0; itcurB->stacks.size(); ++it) { //if it's non negative spell and our unit or non positive spell and hostile unit if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner) ||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner ) ) { sse.stack = gs->curB->stacks[it]->ID; sse.effect.id = 46; sse.effect.level = getSchoolLevel(h,s); sse.effect.turnsRemain = h->getPrimSkillLevel(2); sendAndApply(&sse); } } } break; } case 48: //prayer { SetStackEffect sse; if(getSchoolLevel(h,s) < 3) //not expert { sse.stack = gs->curB->getStackT(ba.destinationTile)->ID; sse.effect.id = 48; sse.effect.level = getSchoolLevel(h,s); sse.effect.turnsRemain = h->getPrimSkillLevel(2); sendAndApply(&sse); } else { for(int it=0; itcurB->stacks.size(); ++it) { //if it's non negative spell and our unit or non positive spell and hostile unit if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner) ||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner ) ) { sse.stack = gs->curB->stacks[it]->ID; sse.effect.id = 48; sse.effect.level = getSchoolLevel(h,s); sse.effect.turnsRemain = h->getPrimSkillLevel(2); sendAndApply(&sse); } } } break; } case 53: //haste { SetStackEffect sse; if(getSchoolLevel(h,s) < 3) //not expert { sse.stack = gs->curB->getStackT(ba.destinationTile)->ID; sse.effect.id = 53; sse.effect.level = getSchoolLevel(h,s); sse.effect.turnsRemain = h->getPrimSkillLevel(2); sendAndApply(&sse); } else { for(int it=0; itcurB->stacks.size(); ++it) { //if it's non negative spell and our unit or non positive spell and hostile unit if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner) ||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner ) ) { sse.stack = gs->curB->stacks[it]->ID; sse.effect.id = 53; sse.effect.level = getSchoolLevel(h,s); sse.effect.turnsRemain = h->getPrimSkillLevel(2); sendAndApply(&sse); } } } break; } case 54: //slow { SetStackEffect sse; if(getSchoolLevel(h,s) < 3) //not expert { sse.stack = gs->curB->getStackT(ba.destinationTile)->ID; sse.effect.id = 54; sse.effect.level = getSchoolLevel(h,s); sse.effect.turnsRemain = h->getPrimSkillLevel(2); sendAndApply(&sse); } else { for(int it=0; itcurB->stacks.size(); ++it) { //if it's non negative spell and our unit or non positive spell and hostile unit if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner) ||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner ) ) { sse.stack = gs->curB->stacks[it]->ID; sse.effect.id = 54; sse.effect.level = getSchoolLevel(h,s); sse.effect.turnsRemain = h->getPrimSkillLevel(2); sendAndApply(&sse); } } } break; } case 56: //frenzy { SetStackEffect sse; if(getSchoolLevel(h,s) < 3) //not expert { sse.stack = gs->curB->getStackT(ba.destinationTile)->ID; sse.effect.id = 56; sse.effect.level = getSchoolLevel(h,s); sse.effect.turnsRemain = 1; //! - different duration sendAndApply(&sse); } else { for(int it=0; itcurB->stacks.size(); ++it) { //if it's non negative spell and our unit or non positive spell and hostile unit if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner) ||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner ) ) { sse.stack = gs->curB->stacks[it]->ID; sse.effect.id = 56; sse.effect.level = getSchoolLevel(h,s); sse.effect.turnsRemain = h->getPrimSkillLevel(2); sendAndApply(&sse); } } } break; } case 61: //forgetfulness { SetStackEffect sse; if(getSchoolLevel(h,s) < 3) //not expert { sse.stack = gs->curB->getStackT(ba.destinationTile)->ID; sse.effect.id = 61; sse.effect.level = getSchoolLevel(h,s); sse.effect.turnsRemain = h->getPrimSkillLevel(2); sendAndApply(&sse); } else { for(int it=0; itcurB->stacks.size(); ++it) { //if it's non negative spell and our unit or non positive spell and hostile unit if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner) ||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner ) ) { sse.stack = gs->curB->stacks[it]->ID; sse.effect.id = 61; sse.effect.level = getSchoolLevel(h,s); sse.effect.turnsRemain = h->getPrimSkillLevel(2); sendAndApply(&sse); } } } break; } } //TODO: spells to support possibly soon (list by Zamolxis): /*- Magic Arrow - Haste - Bless - Bloodlust - Curse - Dispel - Shield - Slow - Stone Skin - Lightning Bolt - Ice Bolt - Precision - Blind - Fire Wall - Weakness - Death Ripple */ sendDataToClients(ui16(3008)); //end casting break; } } customactionend: break; } default: throw std::string("Not supported client message!"); } } } HANDLE_EXCEPTION(end2 = true); handleConEnd: tlog1 << "Ended handling connection\n"; } void CGameHandler::moveStack(int stack, int dest) { CStack *curStack = gs->curB->getStack(stack), *stackAtEnd = gs->curB->getStackT(dest); //initing necessary tables bool accessibility[BFIELD_SIZE]; if(curStack->creature->isDoubleWide()) gs->curB->getAccessibilityMapForTwoHex(accessibility,curStack->attackerOwned,curStack->ID); else gs->curB->getAccessibilityMap(accessibility,curStack->ID); //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there) if(!stackAtEnd && curStack->creature->isDoubleWide() && !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]) return; //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::vector path = gs->curB->getPath(curStack->position,dest,accessibility); int tilesToMove = std::max((int)(path.size() - curStack->speed()), 0); for(int v=path.size()-1; v>=tilesToMove; --v) { //inform clients about move BattleStackMoved sm; sm.stack = curStack->ID; sm.tile = path[v]; sendAndApply(&sm); } } CGameHandler::CGameHandler(void) { gs = NULL; IObjectInterface::cb = this; } CGameHandler::~CGameHandler(void) { 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; /****************************LUA OBJECT SCRIPTS************************************************/ //std::vector * lf = CLuaHandler::searchForScripts("scripts/lua/objects"); //files //for (int i=0; isize(); i++) //{ // try // { // std::vector * temp = CLuaHandler::functionList((*lf)[i]); // CLuaObjectScript * objs = new CLuaObjectScript((*lf)[i]); // CLuaCallback::registerFuncs(objs->is); // //objs // for (int j=0; jsize(); j++) // { // int obid ; //obj ID // int dspos = (*temp)[j].find_first_of('_'); // obid = atoi((*temp)[j].substr(dspos+1,(*temp)[j].size()-dspos-1).c_str()); // std::string fname = (*temp)[j].substr(0,dspos); // if (skrypty->find(obid)==skrypty->end()) // skrypty->insert(std::pair >(obid,std::map())); // (*skrypty)[obid].insert(std::pair(fname,objs)); // } // delete temp; // }HANDLE_EXCEPTION //} //delete lf; for(std::map::iterator i = gs->players.begin(); i != gs->players.end(); i++) states.addPlayer(i->first); } void CGameHandler::newTurn() { tlog5 << "Turn " << gs->day+1 << std::endl; NewTurn n; n.day = gs->day + 1; n.resetBuilded = true; for ( std::map::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; //TODO: - will fail when there are not enough available heroes sah.hid1 = gs->hpool.pickHeroFor(true,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle])->subID; sah.hid2 = gs->hpool.pickHeroFor(false,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle],sah.hid1)->subID; sendAndApply(&sah); } if(i->first>=PLAYER_LIMIT) continue; SetResources r; r.player = i->first; for(int j=0;jsecond.resources[j]; BOOST_FOREACH(CGHeroInstance *h, (*i).second.heroes) { NewTurn::Hero hth; hth.id = h->id; hth.move = h->maxMovePoints(true); //TODO: check if hero is really on the land hth.mana = std::max(h->mana,std::min(h->mana+1+h->getSecSkillLevel(8), h->manaLimit())); //hero regains 1 mana point + mysticism lvel n.heroes.insert(hth); 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::vector::iterator j=i->second.towns.begin();j!=i->second.towns.end();j++)//handle towns { if(vstd::contains((**j).builtBuildings,15)) //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).strInfo.creatures; for(int k=0;kday) && i->firstmap->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> pom; //read player color gsm.lock(); connections[pom] = cc; gsm.unlock(); } } for(std::set::iterator i = conns.begin(); i!=conns.end();i++) { std::set pom; for(std::map::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))); } /****************************SCRIPTS************************************************/ //std::map > * skrypty = &objscr; //alias for easier access /****************************C++ OBJECT SCRIPTS************************************************/ //std::map scripts; //CScriptCallback * csc = new CScriptCallback(); //csc->gh = this; //handleCPPObjS(&scripts,new CVisitableOPH(csc)); //handleCPPObjS(&scripts,new CVisitableOPW(csc)); //handleCPPObjS(&scripts,new CPickable(csc)); //handleCPPObjS(&scripts,new CMines(csc)); //handleCPPObjS(&scripts,new CTownScript(csc)); //handleCPPObjS(&scripts,new CHeroScript(csc)); //handleCPPObjS(&scripts,new CMonsterS(csc)); //handleCPPObjS(&scripts,new CCreatureGen(csc)); //handleCPPObjS(&scripts,new CTeleports(csc)); /****************************INITIALIZING OBJECT SCRIPTS************************************************/ //std::string temps("newObject"); //for (unsigned i=0; imap->objects.size(); i++) //{ //c++ scripts //if (scripts.find(gs->map->objects[i]->ID) != scripts.end()) //{ // gs->map->objects[i]->state = scripts[gs->map->objects[i]->ID]; // gs->map->objects[i]->state->newObject(gs->map->objects[i]->id); //} //else //{ // gs->map->objects[i]->state = NULL; //} //// lua scripts //if(checkFunc(map->objects[i]->ID,temps)) // (*skrypty)[map->objects[i]->ID][temps]->newObject(map->objects[i]); //} while (!end2) { if(!resume) newTurn(); else resume = false; std::map::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; *connections[i->first] << ui16(100) << i->first; //wait till turn is done boost::unique_lock lock(states.mx); while(states.players[i->first].makingTurn && !end2) { boost::posix_time::time_duration p; p = boost::posix_time::milliseconds(200); #ifdef _MSC_VER states.cv.timed_wait(lock,p); #else boost::xtime time={0,0}; time.nsec = static_cast(p.total_nanoseconds()); states.cv.timed_wait(lock,time); #endif } } } } namespace CGH { using namespace std; void readItTo(ifstream & input, vector< vector > & dest) { for(int j=0; j<7; ++j) { std::vector pom; for(int g=0; g>hlp; pom.push_back(hlp); } dest.push_back(pom); } } } void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, CCreatureSet &army1, CCreatureSet &army2, CGHeroInstance * hero1, CGHeroInstance * hero2 ) { battleResult.set(NULL); std::vector & stacks = (curB->stacks); curB->tile = tile; curB->siege = 0; //TODO: add sieges curB->army1=army1; curB->army2=army2; curB->hero1=(hero1)?(hero1->id):(-1); curB->hero2=(hero2)?(hero2->id):(-1); curB->side1=(hero1)?(hero1->tempOwner):(-1); curB->side2=(hero2)?(hero2->tempOwner):(-1); curB->round = -2; curB->activeStack = -1; for(std::map >::iterator i = army1.slots.begin(); i!=army1.slots.end(); i++) { stacks.push_back(new CStack(&VLC->creh->creatures[i->second.first],i->second.second,hero1->tempOwner, stacks.size(), true,i->first)); //base luck/morale calculations //TODO: check if terrain is native, add bonuses for neutral stacks, bonuses from town if(hero1) { stacks.back()->morale = hero1->getCurrentMorale(i->first,false); stacks.back()->luck = hero1->getCurrentLuck(i->first,false); } else { stacks.back()->morale = 0; stacks.back()->luck = 0; } stacks[stacks.size()-1]->ID = stacks.size()-1; } //initialization of positions std::ifstream positions; positions.open("config" PATHSEPARATOR "battleStartpos.txt", std::ios_base::in|std::ios_base::binary); if(!positions.is_open()) { tlog1<<"Unable to open battleStartpos.txt!"<>dump; positions>>dump; std::vector< std::vector > attackerLoose, defenderLoose, attackerTight, defenderTight; 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.close(); if(army1.formation) for(int b=0; bposition = attackerTight[army1.slots.size()-1][b]; } else for(int b=0; bposition = attackerLoose[army1.slots.size()-1][b]; } for(std::map >::iterator i = army2.slots.begin(); i!=army2.slots.end(); i++) { stacks.push_back(new CStack(&VLC->creh->creatures[i->second.first],i->second.second,hero2 ? hero2->tempOwner : 255, stacks.size(), false, i->first)); //base luck/morale calculations //TODO: check if terrain is native, add bonuses for neutral stacks, bonuses from town if(hero2) { stacks.back()->morale = hero2->getCurrentMorale(i->first,false); stacks.back()->luck = hero2->getCurrentLuck(i->first,false); } else { stacks.back()->morale = 0; stacks.back()->luck = 0; } } if(army2.formation) for(int b=0; bposition = defenderTight[army2.slots.size()-1][b]; } else for(int b=0; bposition = defenderLoose[army2.slots.size()-1][b]; } for(unsigned g=0; gposition%17)==1 && stacks[g]->creature->isDoubleWide()) { stacks[g]->position += 1; } else if((stacks[g]->position%17)==15 && stacks[g]->creature->isDoubleWide()) { stacks[g]->position -= 1; } } //adding war machines if(hero1) { if(hero1->getArt(13)) //ballista { stacks.push_back(new CStack(&VLC->creh->creatures[146], 1, hero1->tempOwner, stacks.size(), true, 255)); stacks[stacks.size()-1]->position = 52; } if(hero1->getArt(14)) //ammo cart { stacks.push_back(new CStack(&VLC->creh->creatures[148], 1, hero1->tempOwner, stacks.size(), true, 255)); stacks[stacks.size()-1]->position = 18; } if(hero1->getArt(15)) //first aid tent { stacks.push_back(new CStack(&VLC->creh->creatures[147], 1, hero1->tempOwner, stacks.size(), true, 255)); stacks[stacks.size()-1]->position = 154; } } if(hero2) { if(hero2->getArt(13)) //ballista { stacks.push_back(new CStack(&VLC->creh->creatures[146], 1, hero2->tempOwner, stacks.size(), false, 255)); stacks[stacks.size()-1]->position = 66; } if(hero2->getArt(14)) //ammo cart { stacks.push_back(new CStack(&VLC->creh->creatures[148], 1, hero2->tempOwner, stacks.size(), false, 255)); stacks[stacks.size()-1]->position = 32; } if(hero2->getArt(15)) //first aid tent { stacks.push_back(new CStack(&VLC->creh->creatures[147], 1, hero2->tempOwner, stacks.size(), false, 255)); stacks[stacks.size()-1]->position = 168; } } //war machiens added std::stable_sort(stacks.begin(),stacks.end(),cmpst); //block engaged players if(hero1->tempOwnertempOwner,&PlayerStatus::engagedIntoBattle,true); if(hero2 && hero2->tempOwnertempOwner,&PlayerStatus::engagedIntoBattle,true); //send info about battles BattleStart bs; bs.info = curB; sendAndApply(&bs); } void CGameHandler::checkForBattleEnd( std::vector &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; balive()) { 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; imageGuildLevel(),h->getSecSkillLevel(7)+4);i++) { for(int j=0; jspellsAtLevel(i+1,true) && jspells[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); } void CGameHandler::removeObject(int objid) { RemoveObject ro; ro.id = objid; sendAndApply(&ro); } void CGameHandler::setAmount(int objid, ui32 val) { SetObjectProperty sop(objid,3,val); sendAndApply(&sop); } void CGameHandler::moveHero(int hid, int3 pos, bool instant) { if(!instant) { tlog1 << "Not supported call to CGameHandler::moveHero\n"; return; } CGHeroInstance *h = const_cast(getHero(hid)); //check if destination tile is free BOOST_FOREACH(CGObjectInstance* obj, gs->map->terrain[pos.x-1][pos.y][pos.z].blockingObjects) { if(obj->ID==34) { if(obj->tempOwner==h->tempOwner) return;//TODO: exchange //TODO: check for ally CGHeroInstance *dh = static_cast(obj); startBattleI(&h->army,&dh->army,pos,h,dh,0); return; } } TryMoveHero tmh; tmh.start = h->pos; tmh.end = pos; tmh.id = hid; tmh.movePoints = h->movement; tmh.result = instant+1; tmh.fowRevealed = gs->tilesToReveal(CGHeroInstance::convertPosition(pos,false),h->getSightDistance(),h->tempOwner); sendAndApply(&tmh); } 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::showYesNoDialog( YesNoDialog *iw, const CFunctionList &callback ) { ask(iw,iw->player,callback); } void CGameHandler::showSelectionDialog(SelectionDialog *iw, const CFunctionList &callback) { ask(iw,iw->player,callback); } int CGameHandler::getCurrentPlayer() { return gs->currentPlayer; } void CGameHandler::giveResource(int player, int which, int val) { SetResource sr; sr.player = player; sr.resid = which; sr.val = (gs->players.find(player)->second.resources[which]+val); sendAndApply(&sr); } 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); giveSpells(getTown(obj),getHero(heroID)); } 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); SetHeroArtifacts sha; sha.hid = hid; sha.artifacts = h->artifacts; sha.artifWorn = h->artifWorn; if(position<0) { if(position == -2) { int i; for(i=0; iarth->artifacts[artid].possibleSlots.size(); i++) //try to put artifact into first avaialble slot { if( !vstd::contains(sha.artifWorn,VLC->arth->artifacts[artid].possibleSlots[i]) ) { sha.artifWorn[VLC->arth->artifacts[artid].possibleSlots[i]] = artid; break; } } if(i==VLC->arth->artifacts[artid].possibleSlots.size()) //if haven't find proper slot, use backpack sha.artifacts.push_back(artid); } else //should be -1 => putartifact 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 CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, boost::function cb) //use hero=NULL for no hero { boost::thread(boost::bind(&CGameHandler::startBattle,this,*(CCreatureSet *)army1,*(CCreatureSet *)army2,tile,(CGHeroInstance *)hero1,(CGHeroInstance *)hero2,cb)); } void CGameHandler::startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function cb) //for hero<=>neutral army { CGHeroInstance* h = const_cast(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 &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, int val ) { SetObjectProperty sob; sob.id = objid; sob.what = prop; sob.val = val; sendAndApply(&sob); } void CGameHandler::sendMessageTo( CConnection &c, std::string message ) { c << ui16(95) << message; } 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); }