mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-16 10:19:47 +02:00
2733 lines
78 KiB
C++
2733 lines
78 KiB
C++
#include "../StartInfo.h"
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#include "../hch/CArtHandler.h"
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#include "../hch/CBuildingHandler.h"
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#include "../hch/CDefObjInfoHandler.h"
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#include "../hch/CHeroHandler.h"
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#include "../hch/CObjectHandler.h"
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#include "../hch/CSpellHandler.h"
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#include "../hch/CTownHandler.h"
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#include "../lib/CGameState.h"
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#include "../lib/CondSh.h"
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#include "../lib/NetPacks.h"
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#include "../lib/VCMI_Lib.h"
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#include "../lib/map.h"
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#include "CGameHandler.h"
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#include <boost/bind.hpp>
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#include <boost/date_time/posix_time/posix_time_types.hpp> //no i/o just types
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#include <boost/foreach.hpp>
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#include <boost/thread.hpp>
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#include <boost/thread/shared_mutex.hpp>
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#include <fstream>
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/*
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* CGameHandler.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#undef DLL_EXPORT
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#define DLL_EXPORT
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#include "../lib/RegisterTypes.cpp"
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#ifndef _MSC_VER
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#include <boost/thread/xtime.hpp>
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#endif
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extern bool end2;
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#ifdef min
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#undef min
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#endif
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#ifdef max
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#undef max
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#endif
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#define NEW_ROUND BattleNextRound bnr;\
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bnr.round = gs->curB->round + 1;\
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sendAndApply(&bnr);
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CondSh<bool> battleMadeAction;
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CondSh<BattleResult *> battleResult(NULL);
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class CBaseForGHApply
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{
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public:
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virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const =0;
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};
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template <typename T> class CApplyOnGH : public CBaseForGHApply
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{
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public:
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bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const
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{
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T *ptr = static_cast<T*>(pack);
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ptr->c = c;
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return ptr->applyGh(gh);
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}
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};
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class CGHApplier
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{
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public:
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std::map<ui16,CBaseForGHApply*> apps;
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CGHApplier()
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{
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registerTypes3(*this);
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}
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template<typename T> void registerType(const T * t=NULL)
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{
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ui16 ID = typeList.registerType(t);
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apps[ID] = new CApplyOnGH<T>;
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}
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} *applier = NULL;
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class CMP_stack
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{
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public:
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inline bool operator ()(const CStack* a, const CStack* b)
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{
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return (a->Speed())>(b->Speed());
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}
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} cmpst ;
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static inline double distance(int3 a, int3 b)
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{
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return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
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}
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static void giveExp(BattleResult &r)
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{
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r.exp[0] = 0;
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r.exp[1] = 0;
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for(std::set<std::pair<ui32,si32> >::iterator i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
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{
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r.exp[r.winner] += VLC->creh->creatures[i->first].hitPoints * i->second;
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}
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}
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PlayerStatus PlayerStatuses::operator[](ui8 player)
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{
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boost::unique_lock<boost::mutex> l(mx);
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if(players.find(player) != players.end())
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{
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return players[player];
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}
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else
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{
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throw std::string("No such player!");
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}
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}
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void PlayerStatuses::addPlayer(ui8 player)
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{
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boost::unique_lock<boost::mutex> l(mx);
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players[player];
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}
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bool PlayerStatuses::hasQueries(ui8 player)
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{
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boost::unique_lock<boost::mutex> l(mx);
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if(players.find(player) != players.end())
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{
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return players[player].queries.size();
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}
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else
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{
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throw std::string("No such player!");
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}
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}
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bool PlayerStatuses::checkFlag(ui8 player, bool PlayerStatus::*flag)
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{
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boost::unique_lock<boost::mutex> l(mx);
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if(players.find(player) != players.end())
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{
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return players[player].*flag;
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}
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else
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{
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throw std::string("No such player!");
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}
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}
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void PlayerStatuses::setFlag(ui8 player, bool PlayerStatus::*flag, bool val)
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{
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boost::unique_lock<boost::mutex> l(mx);
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if(players.find(player) != players.end())
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{
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players[player].*flag = val;
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}
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else
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{
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throw std::string("No such player!");
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}
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cv.notify_all();
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}
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void PlayerStatuses::addQuery(ui8 player, ui32 id)
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{
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boost::unique_lock<boost::mutex> l(mx);
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if(players.find(player) != players.end())
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{
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players[player].queries.insert(id);
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}
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else
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{
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throw std::string("No such player!");
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}
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cv.notify_all();
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}
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void PlayerStatuses::removeQuery(ui8 player, ui32 id)
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{
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boost::unique_lock<boost::mutex> l(mx);
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if(players.find(player) != players.end())
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{
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players[player].queries.erase(id);
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}
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else
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{
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throw std::string("No such player!");
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}
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cv.notify_all();
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}
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template <typename T>
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void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
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{
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fun(args[which]);
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}
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void CGameHandler::changeSecSkill( int ID, int which, int val, bool abs/*=false*/ )
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{
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SetSecSkill sss;
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sss.id = ID;
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sss.which = which;
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sss.val = val;
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sss.abs = abs;
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sendAndApply(&sss);
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}
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void CGameHandler::changePrimSkill(int ID, int which, int val, bool abs)
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{
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SetPrimSkill sps;
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sps.id = ID;
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sps.which = which;
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sps.abs = abs;
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sps.val = val;
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sendAndApply(&sps);
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if(which==4) //only for exp - hero may level up
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{
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CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID]);
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while (hero->exp >= VLC->heroh->reqExp(hero->level+1)) //new level
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{
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//give prim skill
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tlog5 << hero->name <<" got level "<<hero->level<<std::endl;
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int r = rand()%100, pom=0, x=0;
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int std::pair<int,int>::*g = (hero->level>9) ? (&std::pair<int,int>::second) : (&std::pair<int,int>::first);
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for(;x<PRIMARY_SKILLS;x++)
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{
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pom += hero->type->heroClass->primChance[x].*g;
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if(r<pom)
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break;
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}
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tlog5 << "Bohater dostaje umiejetnosc pierwszorzedna " << x << " (wynik losowania "<<r<<")"<<std::endl;
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SetPrimSkill sps;
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sps.id = ID;
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sps.which = x;
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sps.abs = false;
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sps.val = 1;
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sendAndApply(&sps);
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HeroLevelUp hlu;
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hlu.heroid = ID;
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hlu.primskill = x;
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hlu.level = hero->level+1;
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//picking sec. skills for choice
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std::set<int> basicAndAdv, expert, none;
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for(int i=0;i<SKILL_QUANTITY;i++) none.insert(i);
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for(unsigned i=0;i<hero->secSkills.size();i++)
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{
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if(hero->secSkills[i].second < 3)
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basicAndAdv.insert(hero->secSkills[i].first);
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else
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expert.insert(hero->secSkills[i].first);
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none.erase(hero->secSkills[i].first);
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}
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//first offered skill
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if(hero->secSkills.size() < hero->type->heroClass->skillLimit) //free skill slot
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{
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hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
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none.erase(hlu.skills.back());
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}
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else if(basicAndAdv.size())
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{
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int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);
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hlu.skills.push_back(s);
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basicAndAdv.erase(s);
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}
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//second offered skill
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if(basicAndAdv.size())
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{
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hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //new skill
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}
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else if(hero->secSkills.size() < hero->type->heroClass->skillLimit)
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{
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hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
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}
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if(hlu.skills.size() > 1) //apply and ask for secondary skill
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{
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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));
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applyAndAsk(&hlu,hero->tempOwner,callback); //call changeSecSkill with appropriate args when client responds
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}
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else if(hlu.skills.size() == 1) //apply, give only possible skill and send info
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{
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sendAndApply(&hlu);
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changeSecSkill(ID,hlu.skills.back(),1,false);
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}
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else //apply and send info
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{
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sendAndApply(&hlu);
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}
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}
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}
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}
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static CCreatureSet takeCasualties(int color, const CCreatureSet &set, BattleInfo *bat)
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{
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CCreatureSet ret(set);
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for(int i=0; i<bat->stacks.size();i++)
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{
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CStack *st = bat->stacks[i];
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if(st->owner==color && vstd::contains(set.slots,st->slot) && st->amount < set.slots.find(st->slot)->second.second)
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{
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if(st->alive())
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ret.slots[st->slot].second = st->amount;
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else
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ret.slots.erase(st->slot);
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}
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}
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return ret;
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}
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void CGameHandler::startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb)
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{
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BattleInfo *curB = new BattleInfo;
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setupBattle(curB, tile, army1, army2, hero1, hero2); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
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NEW_ROUND;
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//TODO: pre-tactic stuff, call scripts etc.
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//tactic round
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{
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NEW_ROUND;
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if( (hero1 && hero1->getSecSkillLevel(19)>0) ||
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( hero2 && hero2->getSecSkillLevel(19)>0) )//someone has tactics
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{
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//TODO: tactic round (round -1)
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}
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}
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//main loop
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while(!battleResult.get()) //till the end of the battle ;]
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{
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NEW_ROUND;
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std::vector<CStack*> & stacks = (gs->curB->stacks);
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const BattleInfo & curB = *gs->curB;
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//stack loop
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CStack *next;
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while(!battleResult.get() && (next=gs->curB->getNextStack()))
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{
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next->state -= WAITING; //if stack was waiting it'll now make move, so it won't be "waiting" anymore
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//check for bad morale => freeze
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if(next->Morale() < 0 &&
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!((hero1 && hero1->hasBonusOfType(HeroBonus::BLOCK_MORALE)) || (hero2 && hero2->hasBonusOfType(HeroBonus::BLOCK_MORALE))) //checking if heroes have (or don't have) morale blocking bonuses)
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)
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{
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if( rand()%24 < (-next->Morale())*2 )
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{
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//unit loses its turn - empty freeze action
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BattleAction ba;
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ba.actionType = 11;
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ba.additionalInfo = 1;
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ba.side = !next->attackerOwned;
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ba.stackNumber = next->ID;
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sendAndApply(&StartAction(ba));
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sendAndApply(&EndAction());
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checkForBattleEnd(stacks); //check if this "action" ended the battle (not likely but who knows...)
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continue;
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}
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}
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askInterfaceForMove:
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//ask interface and wait for answer
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if(!battleResult.get())
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{
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BattleSetActiveStack sas;
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sas.stack = next->ID;
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sendAndApply(&sas);
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boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
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while(!battleMadeAction.data && !battleResult.get()) //active stack hasn't made its action and battle is still going
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battleMadeAction.cond.wait(lock);
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battleMadeAction.data = false;
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}
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else
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{
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break;
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}
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//we're after action, all results applied
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checkForBattleEnd(stacks); //check if this action ended the battle
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//check for good morale
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if(!vstd::contains(next->state,HAD_MORALE) //only one extra move per turn possible
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&& !vstd::contains(next->state,DEFENDING)
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&& !vstd::contains(next->state,WAITING)
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&& next->alive()
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&& next->Morale() > 0
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&& !((hero1 && hero1->hasBonusOfType(HeroBonus::BLOCK_MORALE)) || (hero2 && hero2->hasBonusOfType(HeroBonus::BLOCK_MORALE)) ) //checking if heroes have (or don't have) morale blocking bonuses
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)
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if(rand()%24 < next->Morale()) //this stack hasn't got morale this turn
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goto askInterfaceForMove; //move this stack once more
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}
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}
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//unblock engaged players
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if(hero1->tempOwner<PLAYER_LIMIT)
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states.setFlag(hero1->tempOwner,&PlayerStatus::engagedIntoBattle,false);
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if(hero2 && hero2->tempOwner<PLAYER_LIMIT)
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states.setFlag(hero2->tempOwner,&PlayerStatus::engagedIntoBattle,false);
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//casualties among heroes armies
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SetGarrisons sg;
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if(hero1)
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sg.garrs[hero1->id] = takeCasualties(hero1->tempOwner,hero1->army,gs->curB);
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if(hero2)
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sg.garrs[hero2->id] = takeCasualties(hero2->tempOwner,hero2->army,gs->curB);
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sendAndApply(&sg);
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//end battle, remove all info, free memory
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giveExp(*battleResult.data);
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sendAndApply(battleResult.data);
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//if one hero has lost we will erase him
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if(battleResult.data->winner!=0 && hero1)
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{
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RemoveObject ro(hero1->id);
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sendAndApply(&ro);
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}
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if(battleResult.data->winner!=1 && hero2)
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{
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RemoveObject ro(hero2->id);
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sendAndApply(&ro);
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}
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//give exp
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if(battleResult.data->exp[0] && hero1)
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changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
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if(battleResult.data->exp[1] && hero2)
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changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
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if(cb)
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cb(battleResult.data);
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delete battleResult.data;
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}
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void CGameHandler::prepareAttacked(BattleStackAttacked &bsa, CStack *def)
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{
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bsa.killedAmount = bsa.damageAmount / def->MaxHealth();
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unsigned damageFirst = bsa.damageAmount % def->MaxHealth();
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if( def->firstHPleft <= damageFirst )
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{
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bsa.killedAmount++;
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bsa.newHP = def->firstHPleft + def->MaxHealth() - damageFirst;
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}
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else
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{
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bsa.newHP = def->firstHPleft - damageFirst;
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}
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if(def->amount <= bsa.killedAmount) //stack killed
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{
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bsa.newAmount = 0;
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bsa.flags |= 1;
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bsa.killedAmount = def->amount; //we cannot kill more creatures than we have
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}
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else
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{
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bsa.newAmount = def->amount - bsa.killedAmount;
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}
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}
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void CGameHandler::prepareAttack(BattleAttack &bat, CStack *att, CStack *def)
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{
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bat.bsa.clear();
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bat.stackAttacking = att->ID;
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std::set<BattleStackAttacked>::iterator i = bat.bsa.insert(BattleStackAttacked()).first;
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#ifdef __GNUC__
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BattleStackAttacked *bsa = (BattleStackAttacked *)&*i;
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#else
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BattleStackAttacked *bsa = &*i;
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#endif
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bsa->stackAttacked = def->ID;
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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
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if(att->Luck() > 0 && rand()%24 < att->Luck())
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{
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bsa->damageAmount *= 2;
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bat.flags |= 4;
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}
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prepareAttacked(*bsa,def);
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}
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void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
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{
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srand(time(NULL));
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CPack *pack = NULL;
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try
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{
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while(!end2)
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{
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{
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boost::unique_lock<boost::mutex> lock(*c.rmx);
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c >> pack; //get the package
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tlog5 << "Received client message of type " << typeid(*pack).name() << std::endl;
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}
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|
|
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
|
|
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;
|
|
}
|
|
}
|
|
HANDLE_EXCEPTION(end2 = true);
|
|
handleConEnd:
|
|
tlog1 << "Ended handling connection\n";
|
|
#undef SPELL_CAST_TEMPLATE_1
|
|
#undef SPELL_CAST_TEMPLATE_2
|
|
}
|
|
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];
|
|
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;
|
|
}
|
|
|
|
//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::pair< std::vector<int>, int > path = gs->curB->getPath(curStack->position, dest, accessibility, curStack->creature->isFlying());
|
|
if(curStack->creature->isFlying())
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
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)
|
|
{
|
|
return *a < *b;
|
|
}
|
|
|
|
void CGameHandler::newTurn()
|
|
{
|
|
tlog5 << "Turn " << gs->day+1 << std::endl;
|
|
NewTurn n;
|
|
n.day = gs->day + 1;
|
|
n.resetBuilded = true;
|
|
|
|
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]);
|
|
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],sah.hid1);
|
|
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)
|
|
{
|
|
NewTurn::Hero hth;
|
|
hth.id = h->id;
|
|
hth.move = h->maxMovePoints(true); //TODO: check if hero is really on the land
|
|
|
|
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);
|
|
}
|
|
sendAndApply(&n);
|
|
tlog5 << "Info about turn " << n.day << "has been sent!" << std::endl;
|
|
|
|
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;
|
|
{
|
|
YourTurn yt;
|
|
yt.player = i->first;
|
|
boost::unique_lock<boost::mutex> lock(*connections[i->first]->wmx);
|
|
*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)
|
|
{
|
|
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, CCreatureSet &army1, CCreatureSet &army2, CGHeroInstance * hero1, CGHeroInstance * hero2 )
|
|
{
|
|
battleResult.set(NULL);
|
|
std::vector<CStack*> & 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<si32,std::pair<ui32,si32> >::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));
|
|
if(hero1)
|
|
{
|
|
stacks.back()->features.push_back(makeFeature(StackFeature::SPEED_BONUS, StackFeature::WHOLE_BATTLE, 0, hero1->valOfBonuses(HeroBonus::STACKS_SPEED), StackFeature::BONUS_FROM_HERO));
|
|
//base luck/morale calculations
|
|
//TODO: check if terrain is native, add bonuses for neutral stacks, bonuses from town
|
|
stacks.back()->morale = hero1->getCurrentMorale(i->first,false);
|
|
stacks.back()->luck = hero1->getCurrentLuck(i->first,false);
|
|
stacks.back()->features.push_back(makeFeature(StackFeature::ATTACK_BONUS, StackFeature::WHOLE_BATTLE, 0, hero1->getPrimSkillLevel(0), StackFeature::BONUS_FROM_HERO));
|
|
stacks.back()->features.push_back(makeFeature(StackFeature::DEFENCE_BONUS, StackFeature::WHOLE_BATTLE, 0, hero1->getPrimSkillLevel(1), StackFeature::BONUS_FROM_HERO));
|
|
stacks.back()->features.push_back(makeFeature(StackFeature::HP_BONUS, StackFeature::WHOLE_BATTLE, 0, hero1->valOfBonuses(HeroBonus::STACK_HEALTH), StackFeature::BONUS_FROM_HERO));
|
|
stacks.back()->firstHPleft = stacks.back()->MaxHealth();
|
|
}
|
|
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!"<<std::endl;
|
|
}
|
|
std::string dump;
|
|
positions>>dump; positions>>dump;
|
|
std::vector< std::vector<int> > 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; b<army1.slots.size(); ++b) //tight
|
|
{
|
|
stacks[b]->position = attackerTight[army1.slots.size()-1][b];
|
|
}
|
|
else
|
|
for(int b=0; b<army1.slots.size(); ++b) //loose
|
|
{
|
|
stacks[b]->position = attackerLoose[army1.slots.size()-1][b];
|
|
}
|
|
for(std::map<si32,std::pair<ui32,si32> >::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()->features.push_back(makeFeature(StackFeature::SPEED_BONUS, StackFeature::WHOLE_BATTLE, 0, hero2->valOfBonuses(HeroBonus::STACKS_SPEED), StackFeature::BONUS_FROM_HERO));
|
|
stacks.back()->morale = hero2->getCurrentMorale(i->first,false);
|
|
stacks.back()->luck = hero2->getCurrentLuck(i->first,false);
|
|
stacks.back()->features.push_back(makeFeature(StackFeature::ATTACK_BONUS, StackFeature::WHOLE_BATTLE, 0, hero2->getPrimSkillLevel(0), StackFeature::BONUS_FROM_HERO));
|
|
stacks.back()->features.push_back(makeFeature(StackFeature::DEFENCE_BONUS, StackFeature::WHOLE_BATTLE, 0, hero2->getPrimSkillLevel(1), StackFeature::BONUS_FROM_HERO));
|
|
stacks.back()->features.push_back(makeFeature(StackFeature::HP_BONUS, StackFeature::WHOLE_BATTLE, 0, hero2->valOfBonuses(HeroBonus::STACK_HEALTH), StackFeature::BONUS_FROM_HERO));
|
|
stacks.back()->firstHPleft = stacks.back()->MaxHealth();
|
|
}
|
|
else
|
|
{
|
|
stacks.back()->morale = 0;
|
|
stacks.back()->luck = 0;
|
|
}
|
|
}
|
|
|
|
if(army2.formation)
|
|
for(int b=0; b<army2.slots.size(); ++b) //tight
|
|
{
|
|
stacks[b+army1.slots.size()]->position = defenderTight[army2.slots.size()-1][b];
|
|
}
|
|
else
|
|
for(int b=0; b<army2.slots.size(); ++b) //loose
|
|
{
|
|
stacks[b+army1.slots.size()]->position = defenderLoose[army2.slots.size()-1][b];
|
|
}
|
|
|
|
for(unsigned g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
|
|
{
|
|
if((stacks[g]->position%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 native terrain bonuses
|
|
for(int g=0; g<stacks.size(); ++g)
|
|
{
|
|
int faction = stacks[g]->creature->faction;
|
|
if(faction >= 0 && VLC->heroh->nativeTerrains[faction] == gs->map->terrain[tile.x][tile.y][tile.z].tertype )
|
|
{
|
|
stacks[g]->features.push_back(makeFeature(StackFeature::SPEED_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
|
|
stacks[g]->features.push_back(makeFeature(StackFeature::ATTACK_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
|
|
stacks[g]->features.push_back(makeFeature(StackFeature::DEFENCE_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
|
|
}
|
|
}
|
|
|
|
//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;
|
|
stacks.back()->morale = hero1->getCurrentMorale(stacks.back()->ID,false);
|
|
stacks.back()->luck = hero1->getCurrentLuck(stacks.back()->ID,false);
|
|
}
|
|
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;
|
|
stacks.back()->morale = hero1->getCurrentMorale(stacks.back()->ID,false);
|
|
stacks.back()->luck = hero1->getCurrentLuck(stacks.back()->ID,false);
|
|
}
|
|
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;
|
|
stacks.back()->morale = hero1->getCurrentMorale(stacks.back()->ID,false);
|
|
stacks.back()->luck = hero1->getCurrentLuck(stacks.back()->ID,false);
|
|
}
|
|
}
|
|
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;
|
|
stacks.back()->morale = hero2->getCurrentMorale(stacks.back()->ID,false);
|
|
stacks.back()->luck = hero2->getCurrentLuck(stacks.back()->ID,false);
|
|
}
|
|
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;
|
|
stacks.back()->morale = hero2->getCurrentMorale(stacks.back()->ID,false);
|
|
stacks.back()->luck = hero2->getCurrentLuck(stacks.back()->ID,false);
|
|
}
|
|
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;
|
|
stacks.back()->morale = hero2->getCurrentMorale(stacks.back()->ID,false);
|
|
stacks.back()->luck = hero2->getCurrentLuck(stacks.back()->ID,false);
|
|
}
|
|
}
|
|
//war machines added
|
|
std::stable_sort(stacks.begin(),stacks.end(),cmpst);
|
|
|
|
//randomize obstacles
|
|
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;
|
|
}
|
|
}
|
|
|
|
int terType = gs->battleGetBattlefieldType(tile);
|
|
|
|
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.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(!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();
|
|
}
|
|
}
|
|
|
|
//block engaged players
|
|
if(hero1->tempOwner<PLAYER_LIMIT)
|
|
states.setFlag(hero1->tempOwner,&PlayerStatus::engagedIntoBattle,true);
|
|
if(hero2 && hero2->tempOwner<PLAYER_LIMIT)
|
|
states.setFlag(hero2->tempOwner,&PlayerStatus::engagedIntoBattle,true);
|
|
|
|
//send info about battles
|
|
BattleStart bs;
|
|
bs.info = curB;
|
|
sendAndApply(&bs);
|
|
}
|
|
|
|
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);
|
|
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))
|
|
&& 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 && complain("Hero don't have any movement points left!"))
|
|
{
|
|
//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) //tiles are not neighbouring
|
|
|| (h->movement < cost && h->movement < 100) //lack of movement points
|
|
)
|
|
{
|
|
tlog2 << "Cannot move hero, not enough move points or tiles are not neighbouring!\n";
|
|
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)
|
|
{
|
|
if(obj->tempOwner==h->tempOwner)
|
|
return true;//TODO: exchange
|
|
//TODO: check for ally
|
|
CGHeroInstance *dh = static_cast<CGHeroInstance *>(obj);
|
|
startBattleI(&h->army,&dh->army,dst,h,dh,0);
|
|
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::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);
|
|
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 CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb) //use hero=NULL for no hero
|
|
{
|
|
boost::thread(boost::bind(&CGameHandler::startBattle,this,*const_cast<CCreatureSet *>(army1),*const_cast<CCreatureSet *>(army2),tile,const_cast<CGHeroInstance *>(hero1), const_cast<CGHeroInstance *>(hero2),cb));
|
|
}
|
|
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, int val )
|
|
{
|
|
SetObjectProperty sob;
|
|
sob.id = objid;
|
|
sob.what = prop;
|
|
sob.val = val;
|
|
sendAndApply(&sob);
|
|
}
|
|
|
|
void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
|
|
{
|
|
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);
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::applyAndAsk( Query * sel, ui8 player, boost::function<void(ui32)> &callback )
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> lock(gsm);
|
|
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);
|
|
sel->id = QID;
|
|
callbacks[QID] = callback;
|
|
states.addQuery(player,QID);
|
|
sendToAllClients(sel);
|
|
QID++;
|
|
}
|
|
|
|
void CGameHandler::sendToAllClients( CPackForClient * info )
|
|
{
|
|
tlog5 << "Sending to all clients a package of type " << typeid(*info).name() << std::endl;
|
|
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 )
|
|
{
|
|
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(std::string("Games") + PATHSEPARATOR + 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(std::string("Games") + PATHSEPARATOR + 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 build 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<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);
|
|
}
|
|
|
|
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)
|
|
{
|
|
complain("Cannot make garrison swap, not enough free slots!");
|
|
return false;
|
|
}
|
|
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);
|
|
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,h1->getArtAtPos(slot1));
|
|
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];
|
|
|
|
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->getPlayer(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->getPlayer(t->tempOwner)->resources[6] - 2500;
|
|
sendAndApply(&sr);
|
|
|
|
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
|
|
{
|
|
//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 "<<curStack->creature->namePl<<std::endl;
|
|
ok = false;
|
|
}
|
|
|
|
if(!stackAtEnd)
|
|
{
|
|
tlog3 << "There is no stack on " << ba.additionalInfo << " tile (no attack)!";
|
|
ok = false;
|
|
break;
|
|
}
|
|
|
|
ui16 curpos = curStack->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!";
|
|
sendAndApply(&EndAction());
|
|
ok = false;
|
|
}
|
|
|
|
//attack
|
|
BattleAttack bat;
|
|
prepareAttack(bat,curStack,stackAtEnd);
|
|
sendAndApply(&bat);
|
|
|
|
//counterattack
|
|
if(!curStack->hasFeatureOfType(StackFeature::BLOCKS_RETALIATION)
|
|
&& stackAtEnd->alive()
|
|
&& stackAtEnd->counterAttacks
|
|
&& !stackAtEnd->hasFeatureOfType(StackFeature::SIEGE_WEAPON)) //TODO: support for multiple retaliatons per turn
|
|
{
|
|
prepareAttack(bat,stackAtEnd,curStack);
|
|
bat.flags |= 2;
|
|
sendAndApply(&bat);
|
|
}
|
|
|
|
//second attack
|
|
if(curStack->valOfFeatures(StackFeature::ADDITIONAL_ATTACK) > 0
|
|
&& curStack->alive()
|
|
&& stackAtEnd->alive() )
|
|
{
|
|
bat.flags = 0;
|
|
prepareAttack(bat,curStack,stackAtEnd);
|
|
sendAndApply(&bat);
|
|
}
|
|
sendAndApply(&EndAction());
|
|
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
|
|
|| !curStack->hasFeatureOfType(StackFeature::SHOOTER) //our stack is shooting unit
|
|
)
|
|
break;
|
|
//for(int g=0; g<curStack->effects.size(); ++g)
|
|
//{
|
|
// if(61 == curStack->effects[g].id) //forgetfulness
|
|
// break;
|
|
//}
|
|
if(curStack->hasFeatureOfType(StackFeature::FORGETFULL)) //forgetfulness
|
|
break;
|
|
|
|
sendAndApply(&StartAction(ba)); //start shooting
|
|
|
|
BattleAttack bat;
|
|
prepareAttack(bat,curStack,destStack);
|
|
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
|
|
)
|
|
{
|
|
prepareAttack(bat,curStack,destStack);
|
|
sendAndApply(&bat);
|
|
}
|
|
|
|
sendAndApply(&EndAction());
|
|
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;
|
|
cs.learn = 1;
|
|
for(int i=0;i<VLC->spellh->spells.size();i++)
|
|
{
|
|
if(!VLC->spellh->spells[i].creatureAbility)
|
|
cs.spells.insert(i);
|
|
}
|
|
sm.hid = cs.hid = gs->players[player].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->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 knightinto 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.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
|
|
switch(sp->id)
|
|
{
|
|
case 15: //magic arrow
|
|
{
|
|
ret = caster->getPrimSkillLevel(2) * 10 + sp->powers[caster->getSpellSchoolLevel(sp)];
|
|
}
|
|
case 16: //ice bolt
|
|
{
|
|
ret = caster->getPrimSkillLevel(2) * 20 + sp->powers[caster->getSpellSchoolLevel(sp)];
|
|
}
|
|
case 17: //lightning bolt
|
|
{
|
|
ret = caster->getPrimSkillLevel(2) * 25 + sp->powers[caster->getSpellSchoolLevel(sp)];
|
|
}
|
|
case 18: //implosion
|
|
{
|
|
ret = caster->getPrimSkillLevel(2) * 75 + sp->powers[caster->getSpellSchoolLevel(sp)];
|
|
}
|
|
case 20: //frost ring
|
|
{
|
|
ret = caster->getPrimSkillLevel(2) * 10 + sp->powers[caster->getSpellSchoolLevel(sp)];
|
|
}
|
|
case 21: //fireball
|
|
{
|
|
ret = caster->getPrimSkillLevel(2) * 10 + sp->powers[caster->getSpellSchoolLevel(sp)];
|
|
}
|
|
case 22: //inferno
|
|
{
|
|
ret = caster->getPrimSkillLevel(2) * 10 + sp->powers[caster->getSpellSchoolLevel(sp)];
|
|
}
|
|
case 23: //meteor shower
|
|
{
|
|
ret = caster->getPrimSkillLevel(2) * 10 + sp->powers[caster->getSpellSchoolLevel(sp)];
|
|
}
|
|
case 24: //death ripple
|
|
{
|
|
ret = caster->getPrimSkillLevel(2) * 5 + sp->powers[caster->getSpellSchoolLevel(sp)];
|
|
}
|
|
case 25: //destroy undead
|
|
{
|
|
ret = caster->getPrimSkillLevel(2) * 10 + sp->powers[caster->getSpellSchoolLevel(sp)];
|
|
}
|
|
case 26: //armageddon
|
|
{
|
|
ret = caster->getPrimSkillLevel(2) * 50 + sp->powers[caster->getSpellSchoolLevel(sp)];
|
|
}
|
|
}
|
|
//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);
|
|
}
|
|
|
|
//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;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool CGameHandler::makeCustomAction( BattleAction &ba )
|
|
{
|
|
switch(ba.actionType)
|
|
{
|
|
case 1: //hero casts spell
|
|
{
|
|
CGHeroInstance *h = (ba.side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);
|
|
CGHeroInstance *secondHero = (!ba.side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);
|
|
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 < s->costs[skill]) //not enough mana
|
|
|| (ba.additionalInfo < 10) //it's adventure spell (not combat)
|
|
|| (gs->curB->castSpells[ba.side]) //spell has been cast
|
|
|| (secondHero && 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
|
|
)
|
|
{
|
|
tlog2 << "Spell cannot be cast!\n";
|
|
return false;
|
|
}
|
|
|
|
sendAndApply(&StartAction(ba)); //start spell casting
|
|
|
|
//TODO: check resistances
|
|
|
|
SpellCast sc;
|
|
sc.side = ba.side;
|
|
sc.id = ba.additionalInfo;
|
|
sc.skill = skill;
|
|
sc.tile = ba.destinationTile;
|
|
sendAndApply(&sc);
|
|
|
|
//calculating affected creatures for all spells
|
|
std::set<CStack*> attackedCres = gs->curB->getAttackedCreatures(s, h, ba.destinationTile);
|
|
|
|
//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
|
|
{
|
|
StacksInjured si;
|
|
for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
|
|
{
|
|
BattleStackAttacked bsa;
|
|
bsa.flags |= 2;
|
|
bsa.effect = VLC->spellh->spells[ba.additionalInfo].mainEffectAnim;
|
|
bsa.damageAmount = calculateSpellDmg(&VLC->spellh->spells[ba.additionalInfo], h, *it);
|
|
bsa.stackAttacked = (*it)->ID;
|
|
prepareAttacked(bsa,*it);
|
|
si.stacks.insert(bsa);
|
|
}
|
|
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 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 61: //forgetfulness
|
|
{
|
|
SetStackEffect sse;
|
|
for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
|
|
{
|
|
sse.stacks.insert((*it)->ID);
|
|
}
|
|
sse.effect.id = ba.additionalInfo;
|
|
sse.effect.level = h->getSpellSchoolLevel(s);
|
|
sse.effect.turnsRemain = h->getPrimSkillLevel(2) + h->valOfBonuses(HeroBonus::SPELL_DURATION);
|
|
sendAndApply(&sse);
|
|
break;
|
|
}
|
|
case 56: //frenzy
|
|
{
|
|
SetStackEffect sse;
|
|
for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
|
|
{
|
|
sse.stacks.insert((*it)->ID);
|
|
}
|
|
sse.effect.id = ba.additionalInfo;
|
|
sse.effect.level = h->getSpellSchoolLevel(s);
|
|
sse.effect.turnsRemain = 1;
|
|
sendAndApply(&sse);
|
|
break;
|
|
}
|
|
}
|
|
sendAndApply(&EndAction());
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void CGameHandler::handleTimeEvents()
|
|
{
|
|
gs->map->events.sort(evntCmp);
|
|
while(gs->map->events.size() && gs->map->events.front()->firstOccurence+1 == gs->day)
|
|
{
|
|
CMapEvent *ev = gs->map->events.front();
|
|
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)
|
|
)
|
|
)
|
|
{
|
|
//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
|
|
// 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];
|
|
}
|
|
}
|
|
}
|
|
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, 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++;
|
|
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;
|
|
}
|
|
|
|
void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
|
|
{
|
|
obj->onHeroVisit(h);
|
|
}
|