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vcmi/server/CGameHandler.cpp
2009-07-19 22:16:07 +00:00

2733 lines
78 KiB
C++

#include "../StartInfo.h"
#include "../hch/CArtHandler.h"
#include "../hch/CBuildingHandler.h"
#include "../hch/CDefObjInfoHandler.h"
#include "../hch/CHeroHandler.h"
#include "../hch/CObjectHandler.h"
#include "../hch/CSpellHandler.h"
#include "../hch/CTownHandler.h"
#include "../lib/CGameState.h"
#include "../lib/CondSh.h"
#include "../lib/NetPacks.h"
#include "../lib/VCMI_Lib.h"
#include "../lib/map.h"
#include "CGameHandler.h"
#include <boost/bind.hpp>
#include <boost/date_time/posix_time/posix_time_types.hpp> //no i/o just types
#include <boost/foreach.hpp>
#include <boost/thread.hpp>
#include <boost/thread/shared_mutex.hpp>
#include <fstream>
/*
* CGameHandler.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#undef DLL_EXPORT
#define DLL_EXPORT
#include "../lib/RegisterTypes.cpp"
#ifndef _MSC_VER
#include <boost/thread/xtime.hpp>
#endif
extern bool end2;
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
#define NEW_ROUND BattleNextRound bnr;\
bnr.round = gs->curB->round + 1;\
sendAndApply(&bnr);
CondSh<bool> battleMadeAction;
CondSh<BattleResult *> battleResult(NULL);
class CBaseForGHApply
{
public:
virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const =0;
};
template <typename T> class CApplyOnGH : public CBaseForGHApply
{
public:
bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const
{
T *ptr = static_cast<T*>(pack);
ptr->c = c;
return ptr->applyGh(gh);
}
};
class CGHApplier
{
public:
std::map<ui16,CBaseForGHApply*> apps;
CGHApplier()
{
registerTypes3(*this);
}
template<typename T> void registerType(const T * t=NULL)
{
ui16 ID = typeList.registerType(t);
apps[ID] = new CApplyOnGH<T>;
}
} *applier = NULL;
class CMP_stack
{
public:
inline bool operator ()(const CStack* a, const CStack* b)
{
return (a->Speed())>(b->Speed());
}
} cmpst ;
static inline double distance(int3 a, int3 b)
{
return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
}
static void giveExp(BattleResult &r)
{
r.exp[0] = 0;
r.exp[1] = 0;
for(std::set<std::pair<ui32,si32> >::iterator i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
{
r.exp[r.winner] += VLC->creh->creatures[i->first].hitPoints * i->second;
}
}
PlayerStatus PlayerStatuses::operator[](ui8 player)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
return players[player];
}
else
{
throw std::string("No such player!");
}
}
void PlayerStatuses::addPlayer(ui8 player)
{
boost::unique_lock<boost::mutex> l(mx);
players[player];
}
bool PlayerStatuses::hasQueries(ui8 player)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
return players[player].queries.size();
}
else
{
throw std::string("No such player!");
}
}
bool PlayerStatuses::checkFlag(ui8 player, bool PlayerStatus::*flag)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
return players[player].*flag;
}
else
{
throw std::string("No such player!");
}
}
void PlayerStatuses::setFlag(ui8 player, bool PlayerStatus::*flag, bool val)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
players[player].*flag = val;
}
else
{
throw std::string("No such player!");
}
cv.notify_all();
}
void PlayerStatuses::addQuery(ui8 player, ui32 id)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
players[player].queries.insert(id);
}
else
{
throw std::string("No such player!");
}
cv.notify_all();
}
void PlayerStatuses::removeQuery(ui8 player, ui32 id)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
players[player].queries.erase(id);
}
else
{
throw std::string("No such player!");
}
cv.notify_all();
}
template <typename T>
void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
{
fun(args[which]);
}
void CGameHandler::changeSecSkill( int ID, int which, int val, bool abs/*=false*/ )
{
SetSecSkill sss;
sss.id = ID;
sss.which = which;
sss.val = val;
sss.abs = abs;
sendAndApply(&sss);
}
void CGameHandler::changePrimSkill(int ID, int which, int val, bool abs)
{
SetPrimSkill sps;
sps.id = ID;
sps.which = which;
sps.abs = abs;
sps.val = val;
sendAndApply(&sps);
if(which==4) //only for exp - hero may level up
{
CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID]);
while (hero->exp >= VLC->heroh->reqExp(hero->level+1)) //new level
{
//give prim skill
tlog5 << hero->name <<" got level "<<hero->level<<std::endl;
int r = rand()%100, pom=0, x=0;
int std::pair<int,int>::*g = (hero->level>9) ? (&std::pair<int,int>::second) : (&std::pair<int,int>::first);
for(;x<PRIMARY_SKILLS;x++)
{
pom += hero->type->heroClass->primChance[x].*g;
if(r<pom)
break;
}
tlog5 << "Bohater dostaje umiejetnosc pierwszorzedna " << x << " (wynik losowania "<<r<<")"<<std::endl;
SetPrimSkill sps;
sps.id = ID;
sps.which = x;
sps.abs = false;
sps.val = 1;
sendAndApply(&sps);
HeroLevelUp hlu;
hlu.heroid = ID;
hlu.primskill = x;
hlu.level = hero->level+1;
//picking sec. skills for choice
std::set<int> basicAndAdv, expert, none;
for(int i=0;i<SKILL_QUANTITY;i++) none.insert(i);
for(unsigned i=0;i<hero->secSkills.size();i++)
{
if(hero->secSkills[i].second < 3)
basicAndAdv.insert(hero->secSkills[i].first);
else
expert.insert(hero->secSkills[i].first);
none.erase(hero->secSkills[i].first);
}
//first offered skill
if(hero->secSkills.size() < hero->type->heroClass->skillLimit) //free skill slot
{
hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
none.erase(hlu.skills.back());
}
else if(basicAndAdv.size())
{
int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);
hlu.skills.push_back(s);
basicAndAdv.erase(s);
}
//second offered skill
if(basicAndAdv.size())
{
hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //new skill
}
else if(hero->secSkills.size() < hero->type->heroClass->skillLimit)
{
hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
}
if(hlu.skills.size() > 1) //apply and ask for secondary skill
{
boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(callWith<ui16>,hlu.skills,boost::function<void(ui16)>(boost::bind(&CGameHandler::changeSecSkill,this,ID,_1,1,0)),_1));
applyAndAsk(&hlu,hero->tempOwner,callback); //call changeSecSkill with appropriate args when client responds
}
else if(hlu.skills.size() == 1) //apply, give only possible skill and send info
{
sendAndApply(&hlu);
changeSecSkill(ID,hlu.skills.back(),1,false);
}
else //apply and send info
{
sendAndApply(&hlu);
}
}
}
}
static CCreatureSet takeCasualties(int color, const CCreatureSet &set, BattleInfo *bat)
{
CCreatureSet ret(set);
for(int i=0; i<bat->stacks.size();i++)
{
CStack *st = bat->stacks[i];
if(st->owner==color && vstd::contains(set.slots,st->slot) && st->amount < set.slots.find(st->slot)->second.second)
{
if(st->alive())
ret.slots[st->slot].second = st->amount;
else
ret.slots.erase(st->slot);
}
}
return ret;
}
void CGameHandler::startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb)
{
BattleInfo *curB = new BattleInfo;
setupBattle(curB, tile, army1, army2, hero1, hero2); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
NEW_ROUND;
//TODO: pre-tactic stuff, call scripts etc.
//tactic round
{
NEW_ROUND;
if( (hero1 && hero1->getSecSkillLevel(19)>0) ||
( hero2 && hero2->getSecSkillLevel(19)>0) )//someone has tactics
{
//TODO: tactic round (round -1)
}
}
//main loop
while(!battleResult.get()) //till the end of the battle ;]
{
NEW_ROUND;
std::vector<CStack*> & stacks = (gs->curB->stacks);
const BattleInfo & curB = *gs->curB;
//stack loop
CStack *next;
while(!battleResult.get() && (next=gs->curB->getNextStack()))
{
next->state -= WAITING; //if stack was waiting it'll now make move, so it won't be "waiting" anymore
//check for bad morale => freeze
if(next->Morale() < 0 &&
!((hero1 && hero1->hasBonusOfType(HeroBonus::BLOCK_MORALE)) || (hero2 && hero2->hasBonusOfType(HeroBonus::BLOCK_MORALE))) //checking if heroes have (or don't have) morale blocking bonuses)
)
{
if( rand()%24 < (-next->Morale())*2 )
{
//unit loses its turn - empty freeze action
BattleAction ba;
ba.actionType = 11;
ba.additionalInfo = 1;
ba.side = !next->attackerOwned;
ba.stackNumber = next->ID;
sendAndApply(&StartAction(ba));
sendAndApply(&EndAction());
checkForBattleEnd(stacks); //check if this "action" ended the battle (not likely but who knows...)
continue;
}
}
askInterfaceForMove:
//ask interface and wait for answer
if(!battleResult.get())
{
BattleSetActiveStack sas;
sas.stack = next->ID;
sendAndApply(&sas);
boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
while(!battleMadeAction.data && !battleResult.get()) //active stack hasn't made its action and battle is still going
battleMadeAction.cond.wait(lock);
battleMadeAction.data = false;
}
else
{
break;
}
//we're after action, all results applied
checkForBattleEnd(stacks); //check if this action ended the battle
//check for good morale
if(!vstd::contains(next->state,HAD_MORALE) //only one extra move per turn possible
&& !vstd::contains(next->state,DEFENDING)
&& !vstd::contains(next->state,WAITING)
&& next->alive()
&& next->Morale() > 0
&& !((hero1 && hero1->hasBonusOfType(HeroBonus::BLOCK_MORALE)) || (hero2 && hero2->hasBonusOfType(HeroBonus::BLOCK_MORALE)) ) //checking if heroes have (or don't have) morale blocking bonuses
)
if(rand()%24 < next->Morale()) //this stack hasn't got morale this turn
goto askInterfaceForMove; //move this stack once more
}
}
//unblock engaged players
if(hero1->tempOwner<PLAYER_LIMIT)
states.setFlag(hero1->tempOwner,&PlayerStatus::engagedIntoBattle,false);
if(hero2 && hero2->tempOwner<PLAYER_LIMIT)
states.setFlag(hero2->tempOwner,&PlayerStatus::engagedIntoBattle,false);
//casualties among heroes armies
SetGarrisons sg;
if(hero1)
sg.garrs[hero1->id] = takeCasualties(hero1->tempOwner,hero1->army,gs->curB);
if(hero2)
sg.garrs[hero2->id] = takeCasualties(hero2->tempOwner,hero2->army,gs->curB);
sendAndApply(&sg);
//end battle, remove all info, free memory
giveExp(*battleResult.data);
sendAndApply(battleResult.data);
//if one hero has lost we will erase him
if(battleResult.data->winner!=0 && hero1)
{
RemoveObject ro(hero1->id);
sendAndApply(&ro);
}
if(battleResult.data->winner!=1 && hero2)
{
RemoveObject ro(hero2->id);
sendAndApply(&ro);
}
//give exp
if(battleResult.data->exp[0] && hero1)
changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
if(battleResult.data->exp[1] && hero2)
changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
if(cb)
cb(battleResult.data);
delete battleResult.data;
}
void CGameHandler::prepareAttacked(BattleStackAttacked &bsa, CStack *def)
{
bsa.killedAmount = bsa.damageAmount / def->MaxHealth();
unsigned damageFirst = bsa.damageAmount % def->MaxHealth();
if( def->firstHPleft <= damageFirst )
{
bsa.killedAmount++;
bsa.newHP = def->firstHPleft + def->MaxHealth() - damageFirst;
}
else
{
bsa.newHP = def->firstHPleft - damageFirst;
}
if(def->amount <= bsa.killedAmount) //stack killed
{
bsa.newAmount = 0;
bsa.flags |= 1;
bsa.killedAmount = def->amount; //we cannot kill more creatures than we have
}
else
{
bsa.newAmount = def->amount - bsa.killedAmount;
}
}
void CGameHandler::prepareAttack(BattleAttack &bat, CStack *att, CStack *def)
{
bat.bsa.clear();
bat.stackAttacking = att->ID;
std::set<BattleStackAttacked>::iterator i = bat.bsa.insert(BattleStackAttacked()).first;
#ifdef __GNUC__
BattleStackAttacked *bsa = (BattleStackAttacked *)&*i;
#else
BattleStackAttacked *bsa = &*i;
#endif
bsa->stackAttacked = def->ID;
bsa->damageAmount = BattleInfo::calculateDmg(att, def, gs->getHero(att->attackerOwned ? gs->curB->hero1 : gs->curB->hero2), gs->getHero(def->attackerOwned ? gs->curB->hero1 : gs->curB->hero2), bat.shot());//counting dealt damage
if(att->Luck() > 0 && rand()%24 < att->Luck())
{
bsa->damageAmount *= 2;
bat.flags |= 4;
}
prepareAttacked(*bsa,def);
}
void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
{
srand(time(NULL));
CPack *pack = NULL;
try
{
while(!end2)
{
{
boost::unique_lock<boost::mutex> lock(*c.rmx);
c >> pack; //get the package
tlog5 << "Received client message of type " << typeid(*pack).name() << std::endl;
}
int packType = typeList.getTypeID(pack); //get the id of type
CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
if(apply)
{
bool result = apply->applyOnGH(this,&c,pack);
tlog5 << "Message successfully applied (result=" << result << ")!\n";
//send confirmation that we've applied the package
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);
}