mirror of
https://github.com/vcmi/vcmi.git
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3367 lines
95 KiB
C++
3367 lines
95 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 "../lib/VCMIDirs.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 <boost/assign/list_of.hpp>
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#include <fstream>
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#include <boost/system/system_error.hpp>
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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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CMP_stack 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::map<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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if(which == 7) //Wisdom
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{
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const CGHeroInstance *h = getHero(ID);
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if(h && h->visitedTown)
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giveSpells(h->visitedTown, h);
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}
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}
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void CGameHandler::changePrimSkill(int ID, int which, si64 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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if(color == 254)
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color = 255;
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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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if(bat->stacks[i]->hasFeatureOfType(StackFeature::SUMMONED)) //don't take into account sumoned stacks
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continue;
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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(const CArmedInstance *army1, const CArmedInstance * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town)
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{
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battleEndCallback = new boost::function<void(BattleResult*)>(cb);
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bEndArmy1 = army1;
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bEndArmy2 = army2;
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{
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BattleInfo *curB = new BattleInfo;
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curB->side1 = army1->tempOwner;
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curB->side2 = army2->tempOwner;
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if(curB->side2 == 254)
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curB->side2 = 255;
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setupBattle(curB, tile, army1->army, army2->army, hero1, hero2, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
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}
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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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const CStack *next;
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while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
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{
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//check for bad morale => freeze
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if(next->Morale() < 0 &&
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!((hero1->hasBonusOfType(HeroBonus::BLOCK_MORALE)) || (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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if(next->hasFeatureOfType(StackFeature::ATTACKS_NEAREST_CREATURE)) //while in berserk
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{
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std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
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if(attackInfo.first != NULL)
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{
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BattleAction attack;
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attack.actionType = 6;
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attack.side = !next->attackerOwned;
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attack.stackNumber = next->ID;
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attack.additionalInfo = attackInfo.first->position;
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attack.destinationTile = attackInfo.second;
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makeBattleAction(attack);
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checkForBattleEnd(stacks);
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}
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continue;
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}
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const CGHeroInstance * curOwner = gs->battleGetOwner(next->ID);
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if(next->position < 0 && (!curOwner || curOwner->getSecSkillLevel(10) == 0)) //arrow turret, hero has no ballistics
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{
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BattleAction attack;
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attack.actionType = 7;
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attack.side = !next->attackerOwned;
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attack.stackNumber = next->ID;
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for(int g=0; g<gs->curB->stacks.size(); ++g)
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{
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if(gs->curB->stacks[g]->attackerOwned && gs->curB->stacks[g]->alive())
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{
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attack.destinationTile = gs->curB->stacks[g]->position;
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break;
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}
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}
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makeBattleAction(attack);
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checkForBattleEnd(stacks);
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continue;
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}
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if(next->creature->idNumber == 145 && (!curOwner || curOwner->getSecSkillLevel(10) == 0)) //catapult, hero has no ballistics
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{
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BattleAction attack;
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static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
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attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ];
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attack.actionType = 9;
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attack.additionalInfo = 0;
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attack.side = !next->attackerOwned;
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attack.stackNumber = next->ID;
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makeBattleAction(attack);
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continue;
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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(next->alive() && (!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->hasBonusOfType(HeroBonus::BLOCK_MORALE)) || (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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endBattle(tile, hero1, hero2);
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}
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void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
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{
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BattleResultsApplied resultsApplied;
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resultsApplied.player1 = bEndArmy1->tempOwner;
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resultsApplied.player2 = bEndArmy2->tempOwner;
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//unblock engaged players
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if(bEndArmy1->tempOwner<PLAYER_LIMIT)
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states.setFlag(bEndArmy1->tempOwner, &PlayerStatus::engagedIntoBattle, false);
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if(bEndArmy2 && bEndArmy2->tempOwner<PLAYER_LIMIT)
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states.setFlag(bEndArmy2->tempOwner, &PlayerStatus::engagedIntoBattle, false);
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//casualties among heroes armies
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SetGarrisons sg;
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sg.garrs[bEndArmy1->id] = takeCasualties(bEndArmy1->tempOwner, bEndArmy1->army, gs->curB);
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sg.garrs[bEndArmy2->id] = takeCasualties(bEndArmy2->tempOwner, bEndArmy2->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
|
|
if(battleResult.data->winner!=0 && hero1)
|
|
{
|
|
RemoveObject ro(hero1->id);
|
|
sendAndApply(&ro);
|
|
}
|
|
if(battleResult.data->winner!=1 && hero2)
|
|
{
|
|
RemoveObject ro(hero2->id);
|
|
sendAndApply(&ro);
|
|
}
|
|
|
|
//give exp
|
|
if(battleResult.data->exp[0] && hero1)
|
|
changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
|
|
if(battleResult.data->exp[1] && hero2)
|
|
changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
|
|
|
|
if(battleEndCallback && *battleEndCallback)
|
|
{
|
|
(*battleEndCallback)(battleResult.data);
|
|
delete battleEndCallback;
|
|
battleEndCallback = 0;
|
|
}
|
|
|
|
sendAndApply(&resultsApplied);
|
|
|
|
// Necromancy if applicable.
|
|
const CGHeroInstance *winnerHero = battleResult.data->winner != 0 ? hero2 : hero1;
|
|
if (winnerHero) {
|
|
std::pair<ui32, si32> raisedStack = winnerHero->calculateNecromancy(*battleResult.data);
|
|
|
|
// Give raised units to winner and show dialog, if any were raised.
|
|
if (raisedStack.first != -1) {
|
|
int slot = winnerHero->army.getSlotFor(raisedStack.first);
|
|
|
|
if (slot != -1) {
|
|
SetGarrisons sg;
|
|
|
|
sg.garrs[winnerHero->id] = winnerHero->army;
|
|
if (vstd::contains(winnerHero->army.slots, slot)) // Add to existing stack.
|
|
sg.garrs[winnerHero->id].slots[slot].second += raisedStack.second;
|
|
else // Create a new stack.
|
|
sg.garrs[winnerHero->id].slots[slot] = raisedStack;
|
|
winnerHero->showNecromancyDialog(raisedStack);
|
|
sendAndApply(&sg);
|
|
}
|
|
}
|
|
}
|
|
|
|
delete battleResult.data;
|
|
}
|
|
|
|
void CGameHandler::prepareAttacked(BattleStackAttacked &bsa, const 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, const CStack *att, const CStack *def, int distance)
|
|
{
|
|
bat.bsa.clear();
|
|
bat.stackAttacking = att->ID;
|
|
std::set<BattleStackAttacked>::iterator i = bat.bsa.insert(BattleStackAttacked()).first;
|
|
#ifdef __GNUC__
|
|
BattleStackAttacked *bsa = (BattleStackAttacked *)&*i;
|
|
#else
|
|
BattleStackAttacked *bsa = &*i;
|
|
#endif
|
|
|
|
bsa->stackAttacked = def->ID;
|
|
bsa->attackerID = att->ID;
|
|
bsa->damageAmount = BattleInfo::calculateDmg(att, def, gs->battleGetOwner(att->ID), gs->battleGetOwner(def->ID), bat.shot(), distance);//counting dealt damage
|
|
if(att->Luck() > 0 && rand()%24 < att->Luck())
|
|
{
|
|
bsa->damageAmount *= 2;
|
|
bat.flags |= 4;
|
|
}
|
|
prepareAttacked(*bsa, def);
|
|
}
|
|
void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
|
|
{
|
|
srand(time(NULL));
|
|
CPack *pack = NULL;
|
|
try
|
|
{
|
|
while(!end2)
|
|
{
|
|
{
|
|
boost::unique_lock<boost::mutex> lock(*c.rmx);
|
|
c >> pack; //get the package
|
|
tlog5 << "Received client message of type " << typeid(*pack).name() << std::endl;
|
|
}
|
|
|
|
int packType = typeList.getTypeID(pack); //get the id of type
|
|
CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
|
|
|
|
if(apply)
|
|
{
|
|
bool result = apply->applyOnGH(this,&c,pack);
|
|
tlog5 << "Message successfully applied (result=" << result << ")!\n";
|
|
|
|
//send confirmation that we've applied the package
|
|
if(pack->type != 6000) //WORKAROUND - not confirm query replies TODO: reconsider
|
|
{
|
|
PackageApplied applied;
|
|
applied.result = result;
|
|
applied.packType = packType;
|
|
{
|
|
boost::unique_lock<boost::mutex> lock(*c.wmx);
|
|
c << &applied;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
tlog1 << "Message cannot be applied, cannot find applier (unregistered type)!\n";
|
|
}
|
|
delete pack;
|
|
pack = NULL;
|
|
}
|
|
}
|
|
catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
|
|
{
|
|
tlog1 << e.what() << std::endl;
|
|
end2 = true;
|
|
}
|
|
HANDLE_EXCEPTION(end2 = true);
|
|
handleConEnd:
|
|
tlog1 << "Ended handling connection\n";
|
|
#undef SPELL_CAST_TEMPLATE_1
|
|
#undef SPELL_CAST_TEMPLATE_2
|
|
}
|
|
|
|
int CGameHandler::moveStack(int stack, int dest)
|
|
{
|
|
int ret = 0;
|
|
|
|
CStack *curStack = gs->curB->getStack(stack),
|
|
*stackAtEnd = gs->curB->getStackT(dest);
|
|
|
|
assert(curStack);
|
|
assert(dest < BFIELD_SIZE);
|
|
|
|
//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->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && !accessibility[dest])
|
|
{
|
|
if(curStack->attackerOwned)
|
|
{
|
|
if(accessibility[dest+1])
|
|
dest+=1;
|
|
}
|
|
else
|
|
{
|
|
if(accessibility[dest-1])
|
|
dest-=1;
|
|
}
|
|
}
|
|
|
|
if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility[dest])
|
|
return 0;
|
|
|
|
bool accessibilityWithOccupyable[BFIELD_SIZE];
|
|
std::vector<int> accOc = gs->curB->getAccessibility(curStack->ID, true);
|
|
for(int b=0; b<BFIELD_SIZE; ++b)
|
|
{
|
|
accessibilityWithOccupyable[b] = false;
|
|
}
|
|
for(int g=0; g<accOc.size(); ++g)
|
|
{
|
|
accessibilityWithOccupyable[accOc[g]] = true;
|
|
}
|
|
|
|
//if(dists[dest] > curStack->creature->speed && !(stackAtEnd && dists[dest] == curStack->creature->speed+1)) //we can attack a stack if we can go to adjacent hex
|
|
// return false;
|
|
|
|
std::pair< std::vector<int>, int > path = gs->curB->getPath(curStack->position, dest, accessibilityWithOccupyable, curStack->hasFeatureOfType(StackFeature::FLYING), curStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE), curStack->attackerOwned);
|
|
|
|
ret = path.second;
|
|
|
|
if(curStack->hasFeatureOfType(StackFeature::FLYING))
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
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;
|
|
|
|
std::map<ui32,CGHeroInstance *> pool = gs->hpool.heroesPool;
|
|
|
|
for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
|
|
{
|
|
if(i->first == 255) continue;
|
|
if(gs->getDate(1)==7) //first day of week - new heroes in tavern
|
|
{
|
|
SetAvailableHeroes sah;
|
|
sah.player = i->first;
|
|
CGHeroInstance *h = gs->hpool.pickHeroFor(true,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle], pool);
|
|
if(h)
|
|
sah.hid1 = h->subID;
|
|
else
|
|
sah.hid1 = -1;
|
|
h = gs->hpool.pickHeroFor(false,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle], pool);
|
|
if(h)
|
|
sah.hid2 = h->subID;
|
|
else
|
|
sah.hid2 = -1;
|
|
sendAndApply(&sah);
|
|
}
|
|
if(i->first>=PLAYER_LIMIT) continue;
|
|
SetResources r;
|
|
r.player = i->first;
|
|
for(int j=0;j<RESOURCE_QUANTITY;j++)
|
|
r.res[j] = i->second.resources[j];
|
|
|
|
BOOST_FOREACH(CGHeroInstance *h, (*i).second.heroes)
|
|
{
|
|
if(h->visitedTown)
|
|
giveSpells(h->visitedTown, h);
|
|
|
|
NewTurn::Hero hth;
|
|
hth.id = h->id;
|
|
hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).tertype != TerrainTile::water);
|
|
|
|
if(h->visitedTown && vstd::contains(h->visitedTown->builtBuildings,0)) //if hero starts turn in town with mage guild
|
|
hth.mana = h->manaLimit(); //restore all mana
|
|
else
|
|
hth.mana = std::max(si32(0), std::min(h->mana + h->manaRegain(), h->manaLimit()) );
|
|
|
|
n.heroes.insert(hth);
|
|
|
|
if(gs->day) //not first day
|
|
{
|
|
switch(h->getSecSkillLevel(13)) //handle estates - give gold
|
|
{
|
|
case 1: //basic
|
|
r.res[6] += 125;
|
|
break;
|
|
case 2: //advanced
|
|
r.res[6] += 250;
|
|
break;
|
|
case 3: //expert
|
|
r.res[6] += 500;
|
|
break;
|
|
}
|
|
|
|
for(std::list<HeroBonus>::iterator i = h->bonuses.begin(); i != h->bonuses.end(); i++)
|
|
if(i->type == HeroBonus::GENERATE_RESOURCE)
|
|
r.res[i->subtype] += i->val;
|
|
}
|
|
}
|
|
n.res.push_back(r);
|
|
}
|
|
for(std::vector<CGTownInstance *>::iterator j = gs->map->towns.begin(); j!=gs->map->towns.end(); j++)//handle towns
|
|
{
|
|
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 && (*j)->tempOwner < PLAYER_LIMIT)//not the first day and town not neutral
|
|
{
|
|
SetResources r;
|
|
if(vstd::contains((**j).builtBuildings,15)) //there is resource silo
|
|
{
|
|
if((**j).town->primaryRes == 127) //we'll give wood and ore
|
|
{
|
|
r.res[0] += 1;
|
|
r.res[2] += 1;
|
|
}
|
|
else
|
|
{
|
|
r.res[(**j).town->primaryRes] += 1;
|
|
}
|
|
}
|
|
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) //reads 7 lines, i-th one containing i integers, and puts it to dest
|
|
{
|
|
for(int j=0; j<7; ++j)
|
|
{
|
|
std::vector<int> pom;
|
|
for(int g=0; g<j+1; ++g)
|
|
{
|
|
int hlp; input>>hlp;
|
|
pom.push_back(hlp);
|
|
}
|
|
dest.push_back(pom);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, const CCreatureSet &army1, const CCreatureSet &army2, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool creatureBank, const CGTownInstance *town)
|
|
{
|
|
battleResult.set(NULL);
|
|
std::vector<CStack*> & stacks = (curB->stacks);
|
|
|
|
curB->tile = tile;
|
|
curB->army1=army1;
|
|
curB->army2=army2;
|
|
curB->heroes[0] = const_cast<CGHeroInstance*>(hero1);
|
|
curB->heroes[1] = const_cast<CGHeroInstance*>(hero2);
|
|
curB->round = -2;
|
|
curB->activeStack = -1;
|
|
|
|
if(town)
|
|
{
|
|
curB->tid = town->id;
|
|
curB->siege = town->fortLevel();
|
|
}
|
|
else
|
|
{
|
|
curB->tid = -1;
|
|
curB->siege = 0;
|
|
}
|
|
|
|
//reading battleStartpos
|
|
std::ifstream positions;
|
|
positions.open(DATA_DIR "/config/battleStartpos.txt", std::ios_base::in|std::ios_base::binary);
|
|
if(!positions.is_open())
|
|
{
|
|
tlog1<<"Unable to open battleStartpos.txt!"<<std::endl;
|
|
}
|
|
std::string dump;
|
|
positions>>dump; positions>>dump;
|
|
std::vector< std::vector<int> > attackerLoose, defenderLoose, attackerTight, defenderTight, attackerCreBank, defenderCreBank;
|
|
CGH::readItTo(positions, attackerLoose);
|
|
positions>>dump;
|
|
CGH::readItTo(positions, defenderLoose);
|
|
positions>>dump;
|
|
positions>>dump;
|
|
CGH::readItTo(positions, attackerTight);
|
|
positions>>dump;
|
|
CGH::readItTo(positions, defenderTight);
|
|
positions>>dump;
|
|
positions>>dump;
|
|
CGH::readItTo(positions, attackerCreBank);
|
|
positions>>dump;
|
|
CGH::readItTo(positions, defenderCreBank);
|
|
positions.close();
|
|
//battleStartpos read
|
|
|
|
int k = 0; //stack serial
|
|
for(std::map<si32,std::pair<ui32,si32> >::const_iterator i = army1.slots.begin(); i!=army1.slots.end(); i++, k++)
|
|
{
|
|
int pos;
|
|
if(creatureBank)
|
|
pos = attackerCreBank[army1.slots.size()-1][k];
|
|
else if(army1.formation)
|
|
pos = attackerTight[army1.slots.size()-1][k];
|
|
else
|
|
pos = attackerLoose[army1.slots.size()-1][k];
|
|
|
|
CStack * stack = curB->generateNewStack(hero1, i->second.first, i->second.second, stacks.size(), true, i->first, gs->map->terrain[tile.x][tile.y][tile.z].tertype, pos);
|
|
stacks.push_back(stack);
|
|
}
|
|
|
|
k = 0;
|
|
for(std::map<si32,std::pair<ui32,si32> >::const_iterator i = army2.slots.begin(); i!=army2.slots.end(); i++, k++)
|
|
{
|
|
int pos;
|
|
if(creatureBank)
|
|
pos = defenderCreBank[army2.slots.size()-1][k];
|
|
else if(army2.formation)
|
|
pos = defenderTight[army2.slots.size()-1][k];
|
|
else
|
|
pos = defenderLoose[army2.slots.size()-1][k];
|
|
|
|
CStack * stack = curB->generateNewStack(hero2, i->second.first, i->second.second, stacks.size(), false, i->first, gs->map->terrain[tile.x][tile.y][tile.z].tertype, pos);
|
|
stacks.push_back(stack);
|
|
}
|
|
|
|
for(unsigned g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
|
|
{
|
|
if((stacks[g]->position%17)==1 && stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && stacks[g]->attackerOwned)
|
|
{
|
|
stacks[g]->position += 1;
|
|
}
|
|
else if((stacks[g]->position%17)==15 && stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && !stacks[g]->attackerOwned)
|
|
{
|
|
stacks[g]->position -= 1;
|
|
}
|
|
}
|
|
|
|
//adding war machines
|
|
if(hero1)
|
|
{
|
|
if(hero1->getArt(13)) //ballista
|
|
{
|
|
CStack * stack = curB->generateNewStack(hero1, 146, 1, stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 52);
|
|
stacks.push_back(stack);
|
|
}
|
|
if(hero1->getArt(14)) //ammo cart
|
|
{
|
|
CStack * stack = curB->generateNewStack(hero1, 148, 1, stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 18);
|
|
stacks.push_back(stack);
|
|
}
|
|
if(hero1->getArt(15)) //first aid tent
|
|
{
|
|
CStack * stack = curB->generateNewStack(hero1, 147, 1, stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 154);
|
|
stacks.push_back(stack);
|
|
}
|
|
}
|
|
if(hero2)
|
|
{
|
|
if(hero2->getArt(13)) //ballista
|
|
{
|
|
CStack * stack = curB->generateNewStack(hero2, 146, 1, stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 66);
|
|
stacks.push_back(stack);
|
|
}
|
|
if(hero2->getArt(14)) //ammo cart
|
|
{
|
|
CStack * stack = curB->generateNewStack(hero2, 148, 1, stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 32);
|
|
stacks.push_back(stack);
|
|
}
|
|
if(hero2->getArt(15)) //first aid tent
|
|
{
|
|
CStack * stack = curB->generateNewStack(hero2, 147, 1, stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 168);
|
|
stacks.push_back(stack);
|
|
}
|
|
}
|
|
if(town && hero1 && town->hasFort()) //catapult
|
|
{
|
|
CStack * stack = curB->generateNewStack(hero1, 145, 1, stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 120);
|
|
stacks.push_back(stack);
|
|
}
|
|
//war machines added
|
|
|
|
switch(curB->siege) //adding towers
|
|
{
|
|
|
|
case 3: //castle
|
|
{//lower tower / upper tower
|
|
CStack * stack = curB->generateNewStack(hero2, 149, 1, stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, -4);
|
|
stacks.push_back(stack);
|
|
stack = curB->generateNewStack(hero2, 149, 1, stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, -3);
|
|
stacks.push_back(stack);
|
|
}
|
|
case 2: //citadel
|
|
{//main tower
|
|
CStack * stack = curB->generateNewStack(hero2, 149, 1, stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, -2);
|
|
stacks.push_back(stack);
|
|
}
|
|
}
|
|
|
|
std::stable_sort(stacks.begin(),stacks.end(),cmpst);
|
|
|
|
//seting up siege
|
|
if(town && town->hasFort())
|
|
{
|
|
for(int b=0; b<ARRAY_COUNT(curB->si.wallState); ++b)
|
|
{
|
|
curB->si.wallState[b] = 1;
|
|
}
|
|
}
|
|
|
|
int terType = gs->battleGetBattlefieldType(tile);
|
|
|
|
//randomize obstacles
|
|
if(town == NULL && !creatureBank) //do it only when it's not siege and not creature bank
|
|
{
|
|
bool obAv[BFIELD_SIZE]; //availability of hexes for obstacles;
|
|
std::vector<int> possibleObstacles;
|
|
|
|
for(int i=0; i<BFIELD_SIZE; ++i)
|
|
{
|
|
if(i%17 < 4 || i%17 > 12)
|
|
{
|
|
obAv[i] = false;
|
|
}
|
|
else
|
|
{
|
|
obAv[i] = true;
|
|
}
|
|
}
|
|
|
|
for(std::map<int, CObstacleInfo>::const_iterator g=VLC->heroh->obstacles.begin(); g!=VLC->heroh->obstacles.end(); ++g)
|
|
{
|
|
if(g->second.allowedTerrains[terType-1] == '1') //we need to take terType with -1 because terrain ids start from 1 and allowedTerrains array is indexed from 0
|
|
{
|
|
possibleObstacles.push_back(g->first);
|
|
}
|
|
}
|
|
|
|
srand(time(NULL));
|
|
if(possibleObstacles.size() > 0) //we cannot place any obstacles when we don't have them
|
|
{
|
|
int toBlock = rand()%6 + 6; //how many hexes should be blocked by obstacles
|
|
while(toBlock>0)
|
|
{
|
|
CObstacleInstance coi;
|
|
coi.uniqueID = curB->obstacles.size();
|
|
coi.ID = possibleObstacles[rand()%possibleObstacles.size()];
|
|
coi.pos = rand()%BFIELD_SIZE;
|
|
std::vector<int> block = VLC->heroh->obstacles[coi.ID].getBlocked(coi.pos);
|
|
bool badObstacle = false;
|
|
for(int b=0; b<block.size(); ++b)
|
|
{
|
|
if(block[b] < 0 || block[b] >= BFIELD_SIZE || !obAv[block[b]])
|
|
{
|
|
badObstacle = true;
|
|
break;
|
|
}
|
|
}
|
|
if(badObstacle) continue;
|
|
//obstacle can be placed
|
|
curB->obstacles.push_back(coi);
|
|
for(int b=0; b<block.size(); ++b)
|
|
{
|
|
if(block[b] >= 0 && block[b] < BFIELD_SIZE)
|
|
obAv[block[b]] = false;
|
|
}
|
|
toBlock -= block.size();
|
|
}
|
|
}
|
|
}
|
|
|
|
//giving terrain premies for heroes & stacks
|
|
|
|
int bonusSubtype = -1;
|
|
switch(terType)
|
|
{
|
|
case 9: //magic plains
|
|
{
|
|
bonusSubtype = 0;
|
|
}
|
|
case 14: //fiery fields
|
|
{
|
|
if(bonusSubtype == -1) bonusSubtype = 1;
|
|
}
|
|
case 15: //rock lands
|
|
{
|
|
if(bonusSubtype == -1) bonusSubtype = 8;
|
|
}
|
|
case 16: //magic clouds
|
|
{
|
|
if(bonusSubtype == -1) bonusSubtype = 2;
|
|
}
|
|
case 17: //lucid pools
|
|
{
|
|
if(bonusSubtype == -1) bonusSubtype = 4;
|
|
}
|
|
|
|
{ //common part for cases 9, 14, 15, 16, 17
|
|
const CGHeroInstance * cHero = NULL;
|
|
for(int i=0; i<2; ++i)
|
|
{
|
|
if(i == 0) cHero = hero1;
|
|
else cHero = hero2;
|
|
|
|
if(cHero == NULL) continue;
|
|
|
|
GiveBonus gs;
|
|
gs.bonus = HeroBonus(HeroBonus::ONE_BATTLE, HeroBonus::MAGIC_SCHOOL_SKILL, HeroBonus::OBJECT, 3, -1, "", bonusSubtype);
|
|
gs.hid = cHero->id;
|
|
|
|
sendAndApply(&gs);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 18: //holy ground
|
|
{
|
|
for(int g=0; g<stacks.size(); ++g) //+1 morale bonus for good creatures, -1 morale bonus for evil creatures
|
|
{
|
|
if (stacks[g]->creature->isGood())
|
|
stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
|
|
else if (stacks[g]->creature->isEvil())
|
|
stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, -1, StackFeature::OTHER_SOURCE));
|
|
}
|
|
break;
|
|
}
|
|
case 19: //clover field
|
|
{
|
|
for(int g=0; g<stacks.size(); ++g)
|
|
{
|
|
if(stacks[g]->creature->faction == -1) //+2 luck bonus for neutral creatures
|
|
{
|
|
stacks[g]->features.push_back(makeFeature(StackFeature::LUCK_BONUS, StackFeature::WHOLE_BATTLE, 0, 2, StackFeature::OTHER_SOURCE));
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case 20: //evil fog
|
|
{
|
|
for(int g=0; g<stacks.size(); ++g) //-1 morale bonus for good creatures, +1 morale bonus for evil creatures
|
|
{
|
|
if (stacks[g]->creature->isGood())
|
|
stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, -1, StackFeature::OTHER_SOURCE));
|
|
else if (stacks[g]->creature->isEvil())
|
|
stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
|
|
}
|
|
break;
|
|
}
|
|
case 22: //cursed ground
|
|
{
|
|
for(int g=0; g<stacks.size(); ++g) //no luck nor morale
|
|
{
|
|
stacks[g]->features.push_back(makeFeature(StackFeature::NO_MORALE, StackFeature::WHOLE_BATTLE, 0, 0, StackFeature::OTHER_SOURCE));
|
|
stacks[g]->features.push_back(makeFeature(StackFeature::NO_LUCK, StackFeature::WHOLE_BATTLE, 0, 0, StackFeature::OTHER_SOURCE));
|
|
}
|
|
|
|
const CGHeroInstance * cHero = NULL;
|
|
for(int i=0; i<2; ++i) //blocking spells above level 1
|
|
{
|
|
if(i == 0) cHero = hero1;
|
|
else cHero = hero2;
|
|
|
|
if(cHero == NULL) continue;
|
|
|
|
GiveBonus gs;
|
|
gs.bonus = HeroBonus(HeroBonus::ONE_BATTLE, HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL, HeroBonus::OBJECT, 1, -1, "", bonusSubtype);
|
|
gs.hid = cHero->id;
|
|
|
|
sendAndApply(&gs);
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
//premies given
|
|
|
|
|
|
//send info about battles
|
|
BattleStart bs;
|
|
bs.info = curB;
|
|
sendAndApply(&bs);
|
|
}
|
|
|
|
void CGameHandler::checkForBattleEnd( std::vector<CStack*> &stacks )
|
|
{
|
|
//checking winning condition
|
|
bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarily
|
|
hasStack[0] = hasStack[1] = false;
|
|
for(int b = 0; b<stacks.size(); ++b)
|
|
{
|
|
if(stacks[b]->alive() && !stacks[b]->hasFeatureOfType(StackFeature::SIEGE_WEAPON))
|
|
{
|
|
hasStack[1-stacks[b]->attackerOwned] = true;
|
|
}
|
|
}
|
|
if(!hasStack[0] || !hasStack[1]) //somebody has won
|
|
{
|
|
BattleResult *br = new BattleResult; //will be deleted at the end of startBattle(...)
|
|
br->result = 0;
|
|
br->winner = hasStack[1]; //fleeing side loses
|
|
gs->curB->calculateCasualties(br->casualties);
|
|
battleResult.set(br);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
|
|
{
|
|
if(!vstd::contains(h->artifWorn,17))
|
|
return; //hero hasn't spellbok
|
|
ChangeSpells cs;
|
|
cs.hid = h->id;
|
|
cs.learn = true;
|
|
for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(7)+2);i++)
|
|
{
|
|
for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)
|
|
{
|
|
if(!vstd::contains(h->spells,t->spells[i][j]))
|
|
cs.spells.insert(t->spells[i][j]);
|
|
}
|
|
}
|
|
if(cs.spells.size())
|
|
sendAndApply(&cs);
|
|
}
|
|
|
|
void CGameHandler::setBlockVis(int objid, bool bv)
|
|
{
|
|
SetObjectProperty sop(objid,2,bv);
|
|
sendAndApply(&sop);
|
|
}
|
|
|
|
bool CGameHandler::removeObject( int objid )
|
|
{
|
|
if(!getObj(objid))
|
|
{
|
|
tlog1 << "Something wrong, that object already has been removed or hasn't existed!\n";
|
|
return false;
|
|
}
|
|
|
|
RemoveObject ro;
|
|
ro.id = objid;
|
|
sendAndApply(&ro);
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::setAmount(int objid, ui32 val)
|
|
{
|
|
SetObjectProperty sop(objid,3,val);
|
|
sendAndApply(&sop);
|
|
}
|
|
|
|
bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*/ )
|
|
{
|
|
bool blockvis = false;
|
|
const CGHeroInstance *h = getHero(hid);
|
|
|
|
if(!h || asker != 255 && (instant || h->getOwner() != gs->currentPlayer) //not turn of that hero or player can't simply teleport hero (at least not with this function)
|
|
)
|
|
{
|
|
tlog1 << "Illegal call to move hero!\n";
|
|
return false;
|
|
}
|
|
|
|
|
|
tlog5 << "Player " <<int(asker) << " wants to move hero "<< hid << " from "<< h->pos << " to " << dst << std::endl;
|
|
int3 hmpos = dst + int3(-1,0,0);
|
|
|
|
if(!gs->map->isInTheMap(hmpos))
|
|
{
|
|
tlog1 << "Destination tile os out of the map!\n";
|
|
return false;
|
|
}
|
|
|
|
TerrainTile t = gs->map->terrain[hmpos.x][hmpos.y][hmpos.z];
|
|
int cost = gs->getMovementCost(h,h->getPosition(false),CGHeroInstance::convertPosition(dst,false),h->movement);
|
|
|
|
//result structure for start - movement failed, no move points used
|
|
TryMoveHero tmh;
|
|
tmh.id = hid;
|
|
tmh.start = h->pos;
|
|
tmh.end = dst;
|
|
tmh.result = TryMoveHero::FAILED;
|
|
tmh.movePoints = h->movement;
|
|
|
|
//check if destination tile is available
|
|
|
|
//it's a rock or blocked and not visitable tile
|
|
//OR hero is on land and dest is water and (there is not present only one object - boat)
|
|
if((t.tertype == TerrainTile::rock || (t.blocked && !t.visitable))
|
|
&& complain("Cannot move hero, destination tile is blocked!")
|
|
|| (!h->boat && !h->canWalkOnSea() && t.tertype == TerrainTile::water && (t.visitableObjects.size() != 1 || (t.visitableObjects.front()->ID != 8 && t.visitableObjects.front()->ID != HEROI_TYPE))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land)
|
|
&& complain("Cannot move hero, destination tile is on water!")
|
|
|| (h->boat && t.tertype != TerrainTile::water && t.blocked)
|
|
&& complain("Cannot disembark hero, tile is blocked!")
|
|
|| (h->movement < cost && dst != h->pos)
|
|
&& complain("Hero don't have any movement points left!")
|
|
|| states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
|
|
&& complain("Cannot move hero during the battle"))
|
|
{
|
|
//send info about movement failure
|
|
sendAndApply(&tmh);
|
|
return false;
|
|
}
|
|
|
|
//hero enters the boat
|
|
if(!h->boat && t.visitableObjects.size() && t.visitableObjects.front()->ID == 8)
|
|
{
|
|
tmh.result = TryMoveHero::EMBARK;
|
|
tmh.movePoints = 0; //embarking takes all move points
|
|
//TODO: check for bonus that removes that penalty
|
|
|
|
getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
|
|
sendAndApply(&tmh);
|
|
return true;
|
|
}
|
|
//hero leaves the boat
|
|
else if(h->boat && t.tertype != TerrainTile::water && !t.blocked)
|
|
{
|
|
tmh.result = TryMoveHero::DISEMBARK;
|
|
tmh.movePoints = 0; //disembarking takes all move points
|
|
//TODO: check for bonus that removes that penalty
|
|
|
|
getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
|
|
sendAndApply(&tmh);
|
|
return true;
|
|
}
|
|
|
|
//checks for standard movement
|
|
if(!instant)
|
|
{
|
|
if( distance(h->pos,dst) >= 1.5 && complain("Tiles are not neighbouring!")
|
|
|| h->movement < cost && h->movement < 100 && complain("Not enough move points!"))
|
|
{
|
|
sendAndApply(&tmh);
|
|
return false;
|
|
}
|
|
|
|
//check if there is blocking visitable object
|
|
blockvis = false;
|
|
tmh.movePoints = std::max(si32(0),h->movement-cost); //take move points
|
|
BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
|
|
{
|
|
if(obj != h && obj->blockVisit)
|
|
{
|
|
blockvis = true;
|
|
break;
|
|
}
|
|
}
|
|
//we start moving
|
|
if(blockvis)//interaction with blocking object (like resources)
|
|
{
|
|
tmh.result = TryMoveHero::BLOCKING_VISIT;
|
|
sendAndApply(&tmh);
|
|
//failed to move to that tile but we visit object
|
|
BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
|
|
{
|
|
if (obj->blockVisit)
|
|
{
|
|
objectVisited(obj, h);
|
|
}
|
|
}
|
|
tlog5 << "Blocking visit at " << hmpos << std::endl;
|
|
return true;
|
|
}
|
|
else //normal move
|
|
{
|
|
tmh.result = TryMoveHero::SUCCESS;
|
|
|
|
BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[h->pos.x-1][h->pos.y][h->pos.z].visitableObjects)
|
|
{
|
|
obj->onHeroLeave(h);
|
|
}
|
|
getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
|
|
sendAndApply(&tmh);
|
|
tlog5 << "Moved to " <<tmh.end<<std::endl;
|
|
|
|
//call objects if they are visited
|
|
BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
|
|
{
|
|
objectVisited(obj, h);
|
|
}
|
|
}
|
|
tlog5 << "Movement end!\n";
|
|
return true;
|
|
}
|
|
else //instant move - teleportation
|
|
{
|
|
BOOST_FOREACH(CGObjectInstance* obj, t.blockingObjects)
|
|
{
|
|
if(obj->ID==HEROI_TYPE)
|
|
{
|
|
CGHeroInstance *dh = static_cast<CGHeroInstance *>(obj);
|
|
|
|
if(obj->tempOwner==h->tempOwner)
|
|
{
|
|
heroExchange(dh->id, h->id);
|
|
return true;
|
|
}
|
|
//TODO: check for ally
|
|
startBattleI(h, dh);
|
|
return true;
|
|
}
|
|
}
|
|
tmh.result = TryMoveHero::TELEPORTATION;
|
|
getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
|
|
sendAndApply(&tmh);
|
|
return true;
|
|
}
|
|
}
|
|
void CGameHandler::setOwner(int objid, ui8 owner)
|
|
{
|
|
SetObjectProperty sop(objid,1,owner);
|
|
sendAndApply(&sop);
|
|
}
|
|
void CGameHandler::setHoverName(int objid, MetaString* name)
|
|
{
|
|
SetHoverName shn(objid, *name);
|
|
sendAndApply(&shn);
|
|
}
|
|
void CGameHandler::showInfoDialog(InfoWindow *iw)
|
|
{
|
|
sendToAllClients(iw);
|
|
}
|
|
void CGameHandler::showBlockingDialog( BlockingDialog *iw, const CFunctionList<void(ui32)> &callback )
|
|
{
|
|
ask(iw,iw->player,callback);
|
|
}
|
|
|
|
ui32 CGameHandler::showBlockingDialog( BlockingDialog *iw )
|
|
{
|
|
//TODO
|
|
|
|
//gsm.lock();
|
|
//int query = QID++;
|
|
//states.addQuery(player,query);
|
|
//sendToAllClients(iw);
|
|
//gsm.unlock();
|
|
//ui32 ret = getQueryResult(iw->player, query);
|
|
//gsm.lock();
|
|
//states.removeQuery(player, query);
|
|
//gsm.unlock();
|
|
return 0;
|
|
}
|
|
|
|
int CGameHandler::getCurrentPlayer()
|
|
{
|
|
return gs->currentPlayer;
|
|
}
|
|
|
|
void CGameHandler::giveResource(int player, int which, int val)
|
|
{
|
|
if(!val) return; //don't waste time on empty call
|
|
SetResource sr;
|
|
sr.player = player;
|
|
sr.resid = which;
|
|
sr.val = gs->players.find(player)->second.resources[which]+val;
|
|
sendAndApply(&sr);
|
|
}
|
|
void CGameHandler::giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet creatures)
|
|
{
|
|
if (creatures.slots.size() <= 0)
|
|
return;
|
|
CCreatureSet heroArmy = h->army;
|
|
while (creatures.slots.size() > 0)
|
|
{
|
|
int slot = heroArmy.getSlotFor (creatures.slots.begin()->second.first);
|
|
if (slot < 0)
|
|
break;
|
|
heroArmy.slots[slot].first = creatures.slots.begin()->second.first;
|
|
heroArmy.slots[slot].second += creatures.slots.begin()->second.second;
|
|
creatures.slots.erase (creatures.slots.begin());
|
|
}
|
|
|
|
if (creatures.slots.size() == 0) //all creatures can be moved to hero army - do that
|
|
{
|
|
SetGarrisons sg;
|
|
sg.garrs[h->id] = heroArmy;
|
|
sendAndApply(&sg);
|
|
}
|
|
else //show garrison window and let player pick creatures
|
|
{
|
|
SetGarrisons sg;
|
|
sg.garrs[objid] = creatures;
|
|
sendAndApply (&sg);
|
|
showGarrisonDialog (objid, h->id, true, 0);
|
|
return;
|
|
}
|
|
}
|
|
void CGameHandler::showCompInfo(ShowInInfobox * comp)
|
|
{
|
|
sendToAllClients(comp);
|
|
}
|
|
void CGameHandler::heroVisitCastle(int obj, int heroID)
|
|
{
|
|
HeroVisitCastle vc;
|
|
vc.hid = heroID;
|
|
vc.tid = obj;
|
|
vc.flags |= 1;
|
|
sendAndApply(&vc);
|
|
vistiCastleObjects (getTown(obj), getHero(heroID));
|
|
giveSpells (getTown(obj), getHero(heroID));
|
|
}
|
|
|
|
void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
|
|
{
|
|
std::vector<CGTownBuilding*>::const_iterator i;
|
|
for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
|
|
(*i)->onHeroVisit (h);
|
|
}
|
|
|
|
void CGameHandler::stopHeroVisitCastle(int obj, int heroID)
|
|
{
|
|
HeroVisitCastle vc;
|
|
vc.hid = heroID;
|
|
vc.tid = obj;
|
|
sendAndApply(&vc);
|
|
}
|
|
void CGameHandler::giveHeroArtifact(int artid, int hid, int position) //pos==-1 - first free slot in backpack
|
|
{
|
|
const CGHeroInstance* h = getHero(hid);
|
|
const CArtifact &art = VLC->arth->artifacts[artid];
|
|
|
|
SetHeroArtifacts sha;
|
|
sha.hid = hid;
|
|
sha.artifacts = h->artifacts;
|
|
sha.artifWorn = h->artifWorn;
|
|
|
|
if(position<0)
|
|
{
|
|
if(position == -2)
|
|
{
|
|
int i;
|
|
for(i=0; i<art.possibleSlots.size(); i++) //try to put artifact into first available slot
|
|
{
|
|
if( !vstd::contains(sha.artifWorn,art.possibleSlots[i]) )
|
|
{
|
|
//we've found a free suitable slot
|
|
sha.artifWorn[art.possibleSlots[i]] = artid;
|
|
break;
|
|
}
|
|
}
|
|
if(i == art.possibleSlots.size()) //if haven't find proper slot, use backpack
|
|
sha.artifacts.push_back(artid);
|
|
}
|
|
else //should be -1 => put artifact into backpack
|
|
{
|
|
sha.artifacts.push_back(artid);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(!vstd::contains(sha.artifWorn,ui16(position)))
|
|
{
|
|
sha.artifWorn[position] = artid;
|
|
}
|
|
else
|
|
{
|
|
sha.artifacts.push_back(artid);
|
|
}
|
|
}
|
|
|
|
sendAndApply(&sha);
|
|
}
|
|
|
|
void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town) //use hero=NULL for no hero
|
|
{
|
|
engageIntoBattle(army1->tempOwner);
|
|
engageIntoBattle(army2->tempOwner);
|
|
//block engaged players
|
|
if(army2->tempOwner < PLAYER_LIMIT)
|
|
states.setFlag(army2->tempOwner,&PlayerStatus::engagedIntoBattle,true);
|
|
|
|
boost::thread(boost::bind(&CGameHandler::startBattle, this, army1, army2, tile, hero1, hero2, creatureBank, cb, town));
|
|
}
|
|
|
|
void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb, bool creatureBank )
|
|
{
|
|
startBattleI(army1, army2, tile,
|
|
army1->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(army1) : NULL,
|
|
army2->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(army2) : NULL,
|
|
creatureBank, cb);
|
|
}
|
|
|
|
void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb, bool creatureBank)
|
|
{
|
|
startBattleI(army1, army2, army2->pos - army2->getVisitableOffset(), cb, creatureBank);
|
|
}
|
|
|
|
//void CGameHandler::startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb) //for hero<=>neutral army
|
|
//{
|
|
// CGHeroInstance* h = const_cast<CGHeroInstance*>(getHero(heroID));
|
|
// startBattleI(&h->army,&army,tile,h,NULL,cb);
|
|
// //battle(&h->army,army,tile,h,NULL);
|
|
//}
|
|
|
|
void CGameHandler::changeSpells( int hid, bool give, const std::set<ui32> &spells )
|
|
{
|
|
ChangeSpells cs;
|
|
cs.hid = hid;
|
|
cs.spells = spells;
|
|
cs.learn = give;
|
|
sendAndApply(&cs);
|
|
}
|
|
|
|
int CGameHandler::getSelectedHero()
|
|
{
|
|
return IGameCallback::getSelectedHero(getCurrentPlayer())->id;
|
|
}
|
|
|
|
void CGameHandler::setObjProperty( int objid, int prop, si64 val )
|
|
{
|
|
SetObjectProperty sob;
|
|
sob.id = objid;
|
|
sob.what = prop;
|
|
sob.val = val;
|
|
sendAndApply(&sob);
|
|
}
|
|
|
|
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(GVCMIDirs.UserPath + "/Games/" + fname + ".vlgm1");
|
|
char hlp[8] = "VCMISVG";
|
|
save << hlp << static_cast<CMapHeader&>(*gs->map) << gs->scenarioOps->difficulty << *VLC << gs;
|
|
}
|
|
|
|
{
|
|
tlog0 << "Serializing server info...\n";
|
|
CSaveFile save(GVCMIDirs.UserPath + "/Games/" + fname + ".vsgm1");
|
|
save << *this;
|
|
}
|
|
tlog0 << "Game has been succesfully saved!\n";
|
|
}
|
|
|
|
void CGameHandler::close()
|
|
{
|
|
tlog0 << "We have been requested to close.\n";
|
|
//BOOST_FOREACH(CConnection *cc, conns)
|
|
// if(cc && cc->socket && cc->socket->is_open())
|
|
// cc->socket->close();
|
|
//exit(0);
|
|
}
|
|
|
|
bool CGameHandler::arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val )
|
|
{
|
|
CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id1]),
|
|
*s2 = static_cast<CArmedInstance*>(gs->map->objects[id2]);
|
|
CCreatureSet temp1 = s1->army, temp2 = s2->army,
|
|
&S1 = temp1, &S2 = (s1!=s2)?(temp2):(temp1);
|
|
|
|
if(!isAllowedExchange(id1,id2))
|
|
{
|
|
complain("Cannot exchange stacks between these two objects!\n");
|
|
return false;
|
|
}
|
|
|
|
if(what==1) //swap
|
|
{
|
|
std::swap(S1.slots[p1],S2.slots[p2]); //swap slots
|
|
|
|
//if one of them is empty, remove entry
|
|
if(!S1.slots[p1].second)
|
|
S1.slots.erase(p1);
|
|
if(!S2.slots[p2].second)
|
|
S2.slots.erase(p2);
|
|
}
|
|
else if(what==2)//merge
|
|
{
|
|
if(S1.slots[p1].first != S2.slots[p2].first) //not same creature
|
|
{
|
|
complain("Cannot merge different creatures stacks!");
|
|
return false;
|
|
}
|
|
|
|
S2.slots[p2].second += S1.slots[p1].second;
|
|
S1.slots.erase(p1);
|
|
}
|
|
else if(what==3) //split
|
|
{
|
|
//general conditions checking
|
|
if((!vstd::contains(S1.slots,p1) && complain("no creatures to split"))
|
|
|| (val<1 && complain("no creatures to split")) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
|
|
if(vstd::contains(S2.slots,p2)) //dest. slot not free - it must be "rebalancing"...
|
|
{
|
|
int total = S1.slots[p1].second + S2.slots[p2].second;
|
|
if( (total < val && complain("Cannot split that stack, not enough creatures!"))
|
|
|| (S2.slots[p2].first != S1.slots[p1].first && complain("Cannot rebalance different creatures stacks!"))
|
|
)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
S2.slots[p2].second = val;
|
|
S1.slots[p1].second = total - val;
|
|
}
|
|
else //split one stack to the two
|
|
{
|
|
if(S1.slots[p1].second < val)//not enough creatures
|
|
{
|
|
complain("Cannot split that stack, not enough creatures!");
|
|
return false;
|
|
}
|
|
S2.slots[p2].first = S1.slots[p1].first;
|
|
S2.slots[p2].second = val;
|
|
S1.slots[p1].second -= val;
|
|
}
|
|
|
|
if(!S1.slots[p1].second) //if we've moved all creatures
|
|
S1.slots.erase(p1);
|
|
}
|
|
if((s1->needsLastStack() && !S1.slots.size()) //it's not allowed to take last stack from hero army!
|
|
|| (s2->needsLastStack() && !S2.slots.size())
|
|
)
|
|
{
|
|
complain("Cannot take the last stack!");
|
|
return false; //leave without applying changes to garrison
|
|
}
|
|
|
|
//apply changes
|
|
SetGarrisons sg;
|
|
sg.garrs[id1] = S1;
|
|
if(s1 != s2)
|
|
sg.garrs[id2] = S2;
|
|
sendAndApply(&sg);
|
|
return true;
|
|
}
|
|
|
|
int CGameHandler::getPlayerAt( CConnection *c ) const
|
|
{
|
|
std::set<int> all;
|
|
for(std::map<int,CConnection*>::const_iterator i=connections.begin(); i!=connections.end(); i++)
|
|
if(i->second == c)
|
|
all.insert(i->first);
|
|
|
|
switch(all.size())
|
|
{
|
|
case 0:
|
|
return 255;
|
|
case 1:
|
|
return *all.begin();
|
|
default:
|
|
{
|
|
//if we have more than one player at this connection, try to pick active one
|
|
if(vstd::contains(all,int(gs->currentPlayer)))
|
|
return gs->currentPlayer;
|
|
else
|
|
return 253; //cannot say which player is it
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::disbandCreature( si32 id, ui8 pos )
|
|
{
|
|
CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id]);
|
|
if(!vstd::contains(s1->army.slots,pos))
|
|
{
|
|
complain("Illegal call to disbandCreature - no such stack in army!");
|
|
return false;
|
|
}
|
|
s1->army.slots.erase(pos);
|
|
SetGarrisons sg;
|
|
sg.garrs[id] = s1->army;
|
|
sendAndApply(&sg);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::buildStructure( si32 tid, si32 bid )
|
|
{
|
|
CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid]);
|
|
CBuilding * b = VLC->buildh->buildings[t->subID][bid];
|
|
|
|
if(gs->canBuildStructure(t,bid) != 7)
|
|
{
|
|
complain("Cannot raze that building!");
|
|
return false;
|
|
}
|
|
|
|
NewStructures ns;
|
|
ns.tid = tid;
|
|
if(bid>36) //upg dwelling
|
|
{
|
|
if(t->getHordeLevel(0) == (bid-37))
|
|
ns.bid.insert(19);
|
|
else if(t->getHordeLevel(1) == (bid-37))
|
|
ns.bid.insert(25);
|
|
|
|
SetAvailableCreatures ssi;
|
|
ssi.tid = tid;
|
|
ssi.creatures = t->creatures;
|
|
ssi.creatures[bid-37].second.push_back(t->town->upgradedCreatures[bid-37]);
|
|
sendAndApply(&ssi);
|
|
}
|
|
else if(bid >= 30) //bas. dwelling
|
|
{
|
|
int crid = t->town->basicCreatures[bid-30];
|
|
SetAvailableCreatures ssi;
|
|
ssi.tid = tid;
|
|
ssi.creatures = t->creatures;
|
|
ssi.creatures[bid-30].first = VLC->creh->creatures[crid].growth;
|
|
ssi.creatures[bid-30].second.push_back(crid);
|
|
sendAndApply(&ssi);
|
|
}
|
|
|
|
ns.bid.insert(bid);
|
|
ns.builded = t->builded + 1;
|
|
sendAndApply(&ns);
|
|
|
|
//reveal ground for lookout tower
|
|
/* sdl conflict
|
|
FoWChange fw;
|
|
t->getSightTiles(fw.tiles);
|
|
sendAndApply(&fw);
|
|
*/
|
|
|
|
SetResources sr;
|
|
sr.player = t->tempOwner;
|
|
sr.res = gs->getPlayer(t->tempOwner)->resources;
|
|
for(int i=0;i<b->resources.size();i++)
|
|
sr.res[i]-=b->resources[i];
|
|
sendAndApply(&sr);
|
|
|
|
if(bid<5) //it's mage guild
|
|
{
|
|
if(t->visitingHero)
|
|
giveSpells(t,t->visitingHero);
|
|
if(t->garrisonHero)
|
|
giveSpells(t,t->garrisonHero);
|
|
}
|
|
if(t->visitingHero)
|
|
vistiCastleObjects (t, t->visitingHero);
|
|
if(t->garrisonHero)
|
|
vistiCastleObjects (t, t->garrisonHero);
|
|
|
|
return true;
|
|
}
|
|
bool CGameHandler::razeStructure (si32 tid, si32 bid)
|
|
{
|
|
///incomplete, simply erases target building
|
|
CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid]);
|
|
if (t->builtBuildings.find(bid) == t->builtBuildings.end())
|
|
return false;
|
|
RazeStructures rs;
|
|
rs.tid = tid;
|
|
rs.bid.insert(bid);
|
|
rs.destroyed = t->destroyed + 1;
|
|
sendAndApply(&rs);
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::sendMessageToAll( const std::string &message )
|
|
{
|
|
SystemMessage sm;
|
|
sm.text = message;
|
|
sendToAllClients(&sm);
|
|
}
|
|
|
|
bool CGameHandler::recruitCreatures( si32 objid, ui32 crid, ui32 cram )
|
|
{
|
|
const CGDwelling *dw = static_cast<CGDwelling*>(gs->map->objects[objid]);
|
|
const CArmedInstance *dst = NULL;
|
|
|
|
if(dw->ID == TOWNI_TYPE)
|
|
dst = dw;
|
|
else if(dw->ID == 17 || dw->ID == 20) //advmap dwelling
|
|
dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
|
|
|
|
assert(dw && dst);
|
|
|
|
//verify
|
|
bool found = false;
|
|
int level = -1;
|
|
|
|
|
|
typedef std::pair<const int,int> Parka;
|
|
for(level = 0; level < dw->creatures.size(); level++) //iterate through all levels
|
|
{
|
|
const std::pair<ui32, std::vector<ui32> > &cur = dw->creatures[level]; //current level info <amount, list of cr. ids>
|
|
int i = 0;
|
|
for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
|
|
if(cur.second[i] == crid)
|
|
break;
|
|
|
|
if(i < cur.second.size())
|
|
{
|
|
found = true;
|
|
cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
|
|
break;
|
|
}
|
|
}
|
|
int slot = dst->army.getSlotFor(crid);
|
|
|
|
if(!found && complain("Cannot recruit: no such creatures!")
|
|
|| cram > VLC->creh->creatures[crid].maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!")
|
|
|| cram<=0 && complain("Cannot recruit: cram <= 0!")
|
|
|| slot<0 && complain("Cannot recruit: no available slot!"))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//recruit
|
|
SetResources sr;
|
|
sr.player = dst->tempOwner;
|
|
for(int i=0;i<RESOURCE_QUANTITY;i++)
|
|
sr.res[i] = gs->getPlayer(dst->tempOwner)->resources[i] - (VLC->creh->creatures[crid].cost[i] * cram);
|
|
|
|
SetAvailableCreatures sac;
|
|
sac.tid = objid;
|
|
sac.creatures = dw->creatures;
|
|
sac.creatures[level].first -= cram;
|
|
|
|
SetGarrisons sg;
|
|
sg.garrs[dst->id] = dst->army;
|
|
if(sg.garrs[dst->id].slots.find(slot) == sg.garrs[dst->id].slots.end()) //take a free slot
|
|
{
|
|
sg.garrs[dst->id].slots[slot] = std::make_pair(crid,cram);
|
|
}
|
|
else //add creatures to a already existing stack
|
|
{
|
|
sg.garrs[dst->id].slots[slot].second += cram;
|
|
}
|
|
sendAndApply(&sr);
|
|
sendAndApply(&sac);
|
|
sendAndApply(&sg);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::upgradeCreature( ui32 objid, ui8 pos, ui32 upgID )
|
|
{
|
|
CArmedInstance *obj = static_cast<CArmedInstance*>(gs->map->objects[objid]);
|
|
UpgradeInfo ui = gs->getUpgradeInfo(obj,pos);
|
|
int player = obj->tempOwner;
|
|
int crQuantity = obj->army.slots[pos].second;
|
|
|
|
//check if upgrade is possible
|
|
if((ui.oldID<0 || !vstd::contains(ui.newID,upgID)) && complain("That upgrade is not possible!"))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//check if player has enough resources
|
|
for(int i=0;i<ui.cost.size();i++)
|
|
{
|
|
for (std::set<std::pair<int,int> >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++)
|
|
{
|
|
if(gs->getPlayer(player)->resources[j->first] < j->second*crQuantity)
|
|
{
|
|
complain("Cannot upgrade, not enough resources!");
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
//take resources
|
|
for(int i=0;i<ui.cost.size();i++)
|
|
{
|
|
for (std::set<std::pair<int,int> >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++)
|
|
{
|
|
SetResource sr;
|
|
sr.player = player;
|
|
sr.resid = j->first;
|
|
sr.val = gs->getPlayer(player)->resources[j->first] - j->second*crQuantity;
|
|
sendAndApply(&sr);
|
|
}
|
|
}
|
|
|
|
//upgrade creature
|
|
SetGarrisons sg;
|
|
sg.garrs[objid] = obj->army;
|
|
sg.garrs[objid].slots[pos].first = upgID;
|
|
sendAndApply(&sg);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::garrisonSwap( si32 tid )
|
|
{
|
|
CGTownInstance *town = gs->getTown(tid);
|
|
if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies
|
|
{
|
|
CCreatureSet csn = town->visitingHero->army, cso = town->army;
|
|
while(!cso.slots.empty())//while there are unmoved creatures
|
|
{
|
|
int pos = csn.getSlotFor(cso.slots.begin()->second.first);
|
|
if(pos<0)
|
|
{
|
|
//try to merge two other stacks to make place
|
|
std::pair<TSlot, TSlot> toMerge;
|
|
if(csn.mergableStacks(toMerge, cso.slots.begin()->first))
|
|
{
|
|
//merge
|
|
csn.slots[toMerge.second].second += csn.slots[toMerge.first].second;
|
|
csn.slots[toMerge.first] = cso.slots.begin()->second;
|
|
}
|
|
else
|
|
{
|
|
complain("Cannot make garrison swap, not enough free slots!");
|
|
return false;
|
|
}
|
|
}
|
|
else if(csn.slots.find(pos) != csn.slots.end()) //add creatures to the existing stack
|
|
{
|
|
csn.slots[pos].second += cso.slots.begin()->second.second;
|
|
}
|
|
else //move stack on the free pos
|
|
{
|
|
csn.slots[pos].first = cso.slots.begin()->second.first;
|
|
csn.slots[pos].second = cso.slots.begin()->second.second;
|
|
}
|
|
cso.slots.erase(cso.slots.begin());
|
|
}
|
|
SetGarrisons sg;
|
|
sg.garrs[town->visitingHero->id] = csn;
|
|
sg.garrs[town->id] = csn;
|
|
sendAndApply(&sg);
|
|
|
|
SetHeroesInTown intown;
|
|
intown.tid = tid;
|
|
intown.visiting = -1;
|
|
intown.garrison = town->visitingHero->id;
|
|
sendAndApply(&intown);
|
|
return true;
|
|
}
|
|
else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
|
|
{
|
|
//check if moving hero out of town will break 8 wandering heroes limit
|
|
if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
|
|
{
|
|
complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
|
|
return false;
|
|
}
|
|
|
|
SetHeroesInTown intown;
|
|
intown.tid = tid;
|
|
intown.garrison = -1;
|
|
intown.visiting = town->garrisonHero->id;
|
|
sendAndApply(&intown);
|
|
|
|
//town will be empty
|
|
SetGarrisons sg;
|
|
sg.garrs[tid] = CCreatureSet();
|
|
sendAndApply(&sg);
|
|
return true;
|
|
}
|
|
else if (town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
|
|
{
|
|
SetGarrisons sg;
|
|
sg.garrs[town->id] = town->visitingHero->army;
|
|
sg.garrs[town->garrisonHero->id] = town->garrisonHero->army;
|
|
|
|
SetHeroesInTown intown;
|
|
intown.tid = tid;
|
|
intown.garrison = town->visitingHero->id;
|
|
intown.visiting = town->garrisonHero->id;
|
|
sendAndApply(&intown);
|
|
sendAndApply(&sg);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
complain("Cannot swap garrison hero!");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::swapArtifacts(si32 srcHeroID, si32 destHeroID, ui16 srcSlot, ui16 destSlot)
|
|
{
|
|
CGHeroInstance *srcHero = gs->getHero(srcHeroID);
|
|
CGHeroInstance *destHero = gs->getHero(destHeroID);
|
|
|
|
// Make sure exchange is even possible between the two heroes.
|
|
if ((distance(srcHero->pos,destHero->pos) > 1.5 )|| (srcHero->tempOwner != destHero->tempOwner))
|
|
return false;
|
|
|
|
const CArtifact *srcArtifact = srcHero->getArt(srcSlot);
|
|
const CArtifact *destArtifact = destHero->getArt(destSlot);
|
|
|
|
// Check if src/dest slots are appropriate for the artifacts exchanged.
|
|
// Moving to the backpack is always allowed.
|
|
if ((!srcArtifact || destSlot < 19)
|
|
&& (((srcArtifact && !vstd::contains(srcArtifact->possibleSlots, destSlot))
|
|
|| (destArtifact && srcSlot < 19 && !vstd::contains(destArtifact->possibleSlots, srcSlot)))))
|
|
{
|
|
complain("Cannot swap artifacts!");
|
|
return false;
|
|
}
|
|
|
|
// Make sure the artifacts are not war machines.
|
|
if ((srcSlot>=13 && srcSlot<=16) || (destSlot>=13 && destSlot<=16)) {
|
|
complain("Cannot move war machine!");
|
|
return false;
|
|
}
|
|
|
|
// Perform the exchange.
|
|
SetHeroArtifacts sha;
|
|
sha.hid = srcHeroID;
|
|
sha.artifacts = srcHero->artifacts;
|
|
sha.artifWorn = srcHero->artifWorn;
|
|
|
|
sha.setArtAtPos(srcSlot, -1);
|
|
if (destSlot < 19 && (destArtifact || srcSlot < 19))
|
|
sha.setArtAtPos(srcSlot, destHero->getArtAtPos(destSlot));
|
|
|
|
// Internal hero artifact arrangement.
|
|
if(srcHero == destHero) {
|
|
// Correction for destination from removing source artifact in backpack.
|
|
if (srcSlot >= 19 && destSlot >= 19 && srcSlot < destSlot)
|
|
destSlot--;
|
|
|
|
sha.setArtAtPos(destSlot, srcHero->getArtAtPos(srcSlot));
|
|
}
|
|
sendAndApply(&sha);
|
|
if (srcHeroID != destHeroID) {
|
|
// Exchange between two different heroes.
|
|
sha.hid = destHeroID;
|
|
sha.artifacts = destHero->artifacts;
|
|
sha.artifWorn = destHero->artifWorn;
|
|
sha.setArtAtPos(destSlot, srcArtifact ? srcArtifact->id : -1);
|
|
sendAndApply(&sha);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::buyArtifact( ui32 hid, si32 aid )
|
|
{
|
|
CGHeroInstance *hero = gs->getHero(hid);
|
|
CGTownInstance *town = hero->visitedTown;
|
|
if(aid==0) //spellbook
|
|
{
|
|
if(!vstd::contains(town->builtBuildings,si32(0)) && complain("Cannot buy a spellbook, no mage guild in the town!")
|
|
|| getResource(hero->getOwner(),6)<500 && complain("Cannot buy a spellbook, not enough gold!")
|
|
|| hero->getArt(17) && complain("Cannot buy a spellbook, hero already has a one!")
|
|
)
|
|
return false;
|
|
|
|
giveResource(hero->getOwner(),6,-500);
|
|
giveHeroArtifact(0,hid,17);
|
|
giveSpells(town,hero);
|
|
return true;
|
|
}
|
|
else if(aid < 7 && aid > 3) //war machine
|
|
{
|
|
int price = VLC->arth->artifacts[aid].price;
|
|
if(vstd::contains(hero->artifWorn,ui16(9+aid)) && complain("Hero already has this machine!")
|
|
|| !vstd::contains(town->builtBuildings,si32(16)) && complain("No blackismith!")
|
|
|| gs->getPlayer(hero->getOwner())->resources[6] < price && complain("Not enough gold!") //no gold
|
|
|| town->town->warMachine!= aid && complain("This machine is unavailale here!") ) //TODO: ballista yard in Stronghold
|
|
{
|
|
return false;
|
|
}
|
|
|
|
giveResource(hero->getOwner(),6,-price);
|
|
giveHeroArtifact(aid,hid,9+aid);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool CGameHandler::tradeResources( ui32 val, ui8 player, ui32 id1, ui32 id2 )
|
|
{
|
|
val = std::min(si32(val),gs->getPlayer(player)->resources[id1]);
|
|
double yield = (double)gs->resVals[id1] * val * gs->getMarketEfficiency(player);
|
|
yield /= gs->resVals[id2];
|
|
SetResource sr;
|
|
sr.player = player;
|
|
sr.resid = id1;
|
|
sr.val = gs->getPlayer(player)->resources[id1] - val;
|
|
sendAndApply(&sr);
|
|
|
|
sr.resid = id2;
|
|
sr.val = gs->getPlayer(player)->resources[id2] + (int)yield;
|
|
sendAndApply(&sr);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::setFormation( si32 hid, ui8 formation )
|
|
{
|
|
gs->getHero(hid)->army.formation = formation;
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::hireHero( ui32 tid, ui8 hid )
|
|
{
|
|
CGTownInstance *t = gs->getTown(tid);
|
|
if(!vstd::contains(t->builtBuildings,5) && complain("No tavern!")
|
|
|| gs->getPlayer(t->tempOwner)->resources[6]<2500 && complain("Not enough gold for buying hero!")
|
|
|| t->visitingHero && complain("There is visiting hero - no place!")
|
|
|| getHeroCount(t->tempOwner,false) >= 8 && complain("Cannot hire hero, only 8 wandering heroes are allowed!")
|
|
)
|
|
return false;
|
|
CGHeroInstance *nh = gs->getPlayer(t->tempOwner)->availableHeroes[hid];
|
|
assert(nh);
|
|
|
|
HeroRecruited hr;
|
|
hr.tid = tid;
|
|
hr.hid = nh->subID;
|
|
hr.player = t->tempOwner;
|
|
hr.tile = t->pos - int3(1,0,0);
|
|
sendAndApply(&hr);
|
|
|
|
|
|
std::map<ui32,CGHeroInstance *> pool = gs->hpool.heroesPool;
|
|
for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
|
|
for(std::vector<CGHeroInstance *>::iterator j = i->second.availableHeroes.begin(); j != i->second.availableHeroes.end(); j++)
|
|
if(*j)
|
|
pool.erase((**j).subID);
|
|
|
|
SetAvailableHeroes sah;
|
|
CGHeroInstance *h1 = gs->hpool.pickHeroFor(false,t->tempOwner,t->town, pool),
|
|
*h2 = gs->getPlayer(t->tempOwner)->availableHeroes[!hid];
|
|
(hid ? sah.hid2 : sah.hid1) = h1 ? h1->subID : -1;
|
|
(hid ? sah.hid1 : sah.hid2) = h2 ? h2->subID : -1;
|
|
sah.player = t->tempOwner;
|
|
sah.flags = hid+1;
|
|
sendAndApply(&sah);
|
|
|
|
SetResource sr;
|
|
sr.player = t->tempOwner;
|
|
sr.resid = 6;
|
|
sr.val = gs->getPlayer(t->tempOwner)->resources[6] - 2500;
|
|
sendAndApply(&sr);
|
|
|
|
vistiCastleObjects (t, nh);
|
|
giveSpells (t,nh);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::queryReply( ui32 qid, ui32 answer )
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> lock(gsm);
|
|
if(vstd::contains(callbacks,qid))
|
|
{
|
|
CFunctionList<void(ui32)> callb = callbacks[qid];
|
|
callbacks.erase(qid);
|
|
if(callb)
|
|
callb(answer);
|
|
}
|
|
else if(vstd::contains(garrisonCallbacks,qid))
|
|
{
|
|
if(garrisonCallbacks[qid])
|
|
garrisonCallbacks[qid]();
|
|
garrisonCallbacks.erase(qid);
|
|
allowedExchanges.erase(qid);
|
|
}
|
|
else
|
|
{
|
|
tlog1 << "Unknown query reply...\n";
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::makeBattleAction( BattleAction &ba )
|
|
{
|
|
bool ok = true;
|
|
switch(ba.actionType)
|
|
{
|
|
case 2: //walk
|
|
{
|
|
sendAndApply(&StartAction(ba)); //start movement
|
|
moveStack(ba.stackNumber,ba.destinationTile); //move
|
|
sendAndApply(&EndAction());
|
|
break;
|
|
}
|
|
case 3: //defend
|
|
case 8: //wait
|
|
{
|
|
sendAndApply(&StartAction(ba));
|
|
sendAndApply(&EndAction());
|
|
break;
|
|
}
|
|
case 4: //retreat/flee
|
|
{
|
|
if( !gs->battleCanFlee(ba.side ? gs->curB->side2 : gs->curB->side1) )
|
|
break;
|
|
//TODO: remove retreating hero from map and place it in recruitment list
|
|
BattleResult *br = new BattleResult;
|
|
br->result = 1;
|
|
br->winner = !ba.side; //fleeing side loses
|
|
gs->curB->calculateCasualties(br->casualties);
|
|
giveExp(*br);
|
|
battleResult.set(br);
|
|
break;
|
|
}
|
|
case 6: //walk or attack
|
|
{
|
|
sendAndApply(&StartAction(ba)); //start movement and attack
|
|
int startingPos = gs->curB->getStack(ba.stackNumber)->position;
|
|
int distance = 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
|
|
&& !(curStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE)
|
|
&& ( curStack->position == ba.destinationTile + (curStack->attackerOwned ? +1 : -1 ) )
|
|
) //nor occupy specified hex
|
|
)
|
|
{
|
|
std::string problem = "We cannot move this stack to its destination " + curStack->creature->namePl;
|
|
tlog3 << problem << std::endl;
|
|
complain(problem);
|
|
ok = false;
|
|
sendAndApply(&EndAction());
|
|
break;
|
|
}
|
|
|
|
if(curStack->ID == stackAtEnd->ID) //we should just move, it will be handled by following check
|
|
{
|
|
stackAtEnd = NULL;
|
|
}
|
|
|
|
if(!stackAtEnd)
|
|
{
|
|
std::ostringstream problem;
|
|
problem << "There is no stack on " << ba.additionalInfo << " tile (no attack)!";
|
|
std::string probl = problem.str();
|
|
tlog3 << probl << std::endl;
|
|
complain(probl);
|
|
ok = false;
|
|
sendAndApply(&EndAction());
|
|
break;
|
|
}
|
|
|
|
ui16 curpos = curStack->position,
|
|
enemypos = stackAtEnd->position;
|
|
|
|
|
|
if( !(
|
|
(BattleInfo::mutualPosition(curpos, enemypos) >= 0) //front <=> front
|
|
|| (curStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE) //back <=> front
|
|
&& BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos) >= 0)
|
|
|| (stackAtEnd->hasFeatureOfType(StackFeature::DOUBLE_WIDE) //front <=> back
|
|
&& BattleInfo::mutualPosition(curpos, enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0)
|
|
|| (stackAtEnd->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && curStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE)//back <=> back
|
|
&& BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0)
|
|
)
|
|
)
|
|
{
|
|
tlog3 << "Attack cannot be performed!";
|
|
sendAndApply(&EndAction());
|
|
ok = false;
|
|
}
|
|
|
|
//attack
|
|
BattleAttack bat;
|
|
prepareAttack(bat, curStack, stackAtEnd, distance);
|
|
sendAndApply(&bat);
|
|
|
|
//counterattack
|
|
if(!curStack->hasFeatureOfType(StackFeature::BLOCKS_RETALIATION)
|
|
&& stackAtEnd->alive()
|
|
&& ( stackAtEnd->counterAttacks > 0 || stackAtEnd->hasFeatureOfType(StackFeature::UNLIMITED_RETALIATIONS) )
|
|
&& !stackAtEnd->hasFeatureOfType(StackFeature::SIEGE_WEAPON)
|
|
&& !stackAtEnd->hasFeatureOfType(StackFeature::HYPNOTIZED))
|
|
{
|
|
prepareAttack(bat, stackAtEnd, curStack, 0);
|
|
bat.flags |= 2;
|
|
sendAndApply(&bat);
|
|
}
|
|
|
|
//second attack
|
|
if(curStack->valOfFeatures(StackFeature::ADDITIONAL_ATTACK) > 0
|
|
&& !curStack->hasFeatureOfType(StackFeature::SHOOTER)
|
|
&& curStack->alive()
|
|
&& stackAtEnd->alive() )
|
|
{
|
|
bat.flags = 0;
|
|
prepareAttack(bat, curStack, stackAtEnd, 0);
|
|
sendAndApply(&bat);
|
|
}
|
|
|
|
//return
|
|
if(curStack->hasFeatureOfType(StackFeature::RETURN_AFTER_STRIKE) && startingPos != curStack->position)
|
|
{
|
|
moveStack(ba.stackNumber, startingPos);
|
|
}
|
|
sendAndApply(&EndAction());
|
|
break;
|
|
}
|
|
case 7: //shoot
|
|
{
|
|
CStack *curStack = gs->curB->getStack(ba.stackNumber),
|
|
*destStack= gs->curB->getStackT(ba.destinationTile);
|
|
if( !gs->battleCanShoot(ba.stackNumber, ba.destinationTile) )
|
|
break;
|
|
|
|
sendAndApply(&StartAction(ba)); //start shooting
|
|
|
|
BattleAttack bat;
|
|
prepareAttack(bat, curStack, destStack, 0);
|
|
bat.flags |= 1;
|
|
sendAndApply(&bat);
|
|
|
|
if(curStack->valOfFeatures(StackFeature::ADDITIONAL_ATTACK) > 0 //if unit shots twice let's make another shot
|
|
&& curStack->alive()
|
|
&& destStack->alive()
|
|
&& curStack->shots
|
|
)
|
|
{
|
|
prepareAttack(bat, curStack, destStack, 0);
|
|
sendAndApply(&bat);
|
|
}
|
|
|
|
sendAndApply(&EndAction());
|
|
break;
|
|
}
|
|
case 9: //catapult
|
|
{
|
|
sendAndApply(&StartAction(ba));
|
|
const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
|
|
CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(20)]; //artillery
|
|
|
|
int attackedPart = gs->curB->hexToWallPart(ba.destinationTile);
|
|
if(attackedPart == -1)
|
|
{
|
|
complain("catapult tried to attack non-catapultable hex!");
|
|
break;
|
|
}
|
|
for(int g=0; g<sbi.shots; ++g)
|
|
{
|
|
if(gs->curB->si.wallState[attackedPart] == 3) //it's not destroyed
|
|
continue;
|
|
|
|
CatapultAttack ca; //package for clients
|
|
std::pair< std::pair< ui8, si16 >, ui8> attack;
|
|
attack.first.first = attackedPart;
|
|
attack.first.second = ba.destinationTile;
|
|
attack.second = 0;
|
|
|
|
int chanceForHit = 0;
|
|
int dmgChance[3] = {sbi.noDmg, sbi.oneDmg, sbi.twoDmg}; //dmgChance[i] - chance for doing i dmg when hit is successful
|
|
switch(attackedPart)
|
|
{
|
|
case 0: //keep
|
|
chanceForHit = sbi.keep;
|
|
break;
|
|
case 1: //bottom tower
|
|
case 6: //upper tower
|
|
chanceForHit = sbi.tower;
|
|
break;
|
|
case 2: //bottom wall
|
|
case 3: //below gate
|
|
case 4: //over gate
|
|
case 5: //upper wall
|
|
chanceForHit = sbi.wall;
|
|
break;
|
|
case 7: //gate
|
|
chanceForHit = sbi.gate;
|
|
break;
|
|
}
|
|
|
|
if(rand()%100 <= chanceForHit) //hit is successful
|
|
{
|
|
int dmgRand = rand()%100;
|
|
//accumulating dmgChance
|
|
dmgChance[1] += dmgChance[0];
|
|
dmgChance[2] += dmgChance[1];
|
|
//calculating dealt damage
|
|
for(int v = 0; v < ARRAY_COUNT(dmgChance); ++v)
|
|
{
|
|
if(dmgRand <= dmgChance[v])
|
|
{
|
|
attack.second = v;
|
|
break;
|
|
}
|
|
}
|
|
if(attack.second > 0 && (attackedPart == 0 || attackedPart == 1 || attackedPart == 6))
|
|
{
|
|
int posRemove = -1;
|
|
switch(attackedPart)
|
|
{
|
|
case 0: //keep
|
|
posRemove = -2;
|
|
break;
|
|
case 1: //bottom tower
|
|
posRemove = -3;
|
|
break;
|
|
case 6: //upper tower
|
|
posRemove = -4;
|
|
break;
|
|
}
|
|
|
|
BattleStacksRemoved bsr;
|
|
for(int g=0; g<gs->curB->stacks.size(); ++g)
|
|
{
|
|
if(gs->curB->stacks[g]->position == posRemove)
|
|
{
|
|
bsr.stackIDs.insert( gs->curB->stacks[g]->ID );
|
|
break;
|
|
}
|
|
}
|
|
|
|
sendAndApply(&bsr);
|
|
}
|
|
}
|
|
ca.attacker = ba.stackNumber;
|
|
ca.attackedParts.insert(attack);
|
|
|
|
sendAndApply(&ca);
|
|
}
|
|
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;
|
|
SetHeroArtifacts sha;
|
|
|
|
CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
|
|
if(!h && complain("Cannot realize cheat, no hero selected!")) return;
|
|
|
|
sm.hid = cs.hid = h->id;
|
|
|
|
//give all spells
|
|
cs.learn = 1;
|
|
for(int i=0;i<VLC->spellh->spells.size();i++)
|
|
{
|
|
if(!VLC->spellh->spells[i].creatureAbility)
|
|
cs.spells.insert(i);
|
|
}
|
|
|
|
//give mana
|
|
sm.val = 999;
|
|
|
|
if(!h->getArt(17)) //hero doesn't have spellbook
|
|
{
|
|
//give spellbook
|
|
sha.hid = h->id;
|
|
sha.artifacts = h->artifacts;
|
|
sha.artifWorn = h->artifWorn;
|
|
sha.artifWorn[17] = 0;
|
|
sendAndApply(&sha);
|
|
}
|
|
|
|
sendAndApply(&cs);
|
|
sendAndApply(&sm);
|
|
}
|
|
else if(message == "vcmiainur") //gives 5 archangels into each slot
|
|
{
|
|
SetGarrisons sg;
|
|
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
|
|
if(!hero) return;
|
|
sg.garrs[hero->id] = hero->army;
|
|
for(int i=0;i<7;i++)
|
|
if(!vstd::contains(sg.garrs[hero->id].slots,i))
|
|
sg.garrs[hero->id].slots[i] = std::pair<ui32,si32>(13,5);
|
|
sendAndApply(&sg);
|
|
}
|
|
else if(message == "vcmiangband") //gives 10 black knight into each slot
|
|
{
|
|
SetGarrisons sg;
|
|
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
|
|
if(!hero) return;
|
|
sg.garrs[hero->id] = hero->army;
|
|
for(int i=0;i<7;i++)
|
|
if(!vstd::contains(sg.garrs[hero->id].slots,i))
|
|
sg.garrs[hero->id].slots[i] = std::pair<ui32,si32>(66,10);
|
|
sendAndApply(&sg);
|
|
}
|
|
else if(message == "vcminoldor") //all war machines
|
|
{
|
|
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
|
|
if(!hero) return;
|
|
SetHeroArtifacts sha;
|
|
sha.hid = hero->id;
|
|
sha.artifacts = hero->artifacts;
|
|
sha.artifWorn = hero->artifWorn;
|
|
sha.artifWorn[13] = 4;
|
|
sha.artifWorn[14] = 5;
|
|
sha.artifWorn[15] = 6;
|
|
sendAndApply(&sha);
|
|
}
|
|
else if(message == "vcminahar") //1000000 movement points
|
|
{
|
|
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
|
|
if(!hero) return;
|
|
SetMovePoints smp;
|
|
smp.hid = hero->id;
|
|
smp.val = 1000000;
|
|
sendAndApply(&smp);
|
|
}
|
|
else if(message == "vcmiformenos") //give resources
|
|
{
|
|
SetResources sr;
|
|
sr.player = player;
|
|
sr.res = gs->getPlayer(player)->resources;
|
|
for(int i=0;i<7;i++)
|
|
sr.res[i] += 100;
|
|
sr.res[6] += 19900;
|
|
sendAndApply(&sr);
|
|
}
|
|
else if(message == "vcmieagles") //reveal FoW
|
|
{
|
|
FoWChange fc;
|
|
fc.mode = 1;
|
|
fc.player = player;
|
|
for(int i=0;i<gs->map->width;i++)
|
|
for(int j=0;j<gs->map->height;j++)
|
|
for(int k=0;k<gs->map->twoLevel+1;k++)
|
|
if(!gs->getPlayer(fc.player)->fogOfWarMap[i][j][k])
|
|
fc.tiles.insert(int3(i,j,k));
|
|
sendAndApply(&fc);
|
|
}
|
|
else if(message == "vcmiglorfindel")
|
|
{
|
|
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
|
|
changePrimSkill(hero->id,4,VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
|
|
}
|
|
else
|
|
cheated = false;
|
|
if(cheated)
|
|
{
|
|
sendAndApply(&SystemMessage("CHEATER!!!"));
|
|
}
|
|
}
|
|
|
|
static ui32 calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack)
|
|
{
|
|
switch(spell->id)
|
|
{
|
|
case 37: //cure
|
|
{
|
|
int healedHealth = caster->getPrimSkillLevel(2) * 5 + spell->powers[caster->getSpellSchoolLevel(spell)];
|
|
return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft);
|
|
break;
|
|
}
|
|
case 38: //resurrection
|
|
{
|
|
int healedHealth = caster->getPrimSkillLevel(2) * 50 + spell->powers[caster->getSpellSchoolLevel(spell)];
|
|
return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + stack->baseAmount * stack->MaxHealth());
|
|
break;
|
|
}
|
|
case 39: //animate dead
|
|
{
|
|
int healedHealth = caster->getPrimSkillLevel(2) * 50 + spell->powers[caster->getSpellSchoolLevel(spell)];
|
|
return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + stack->baseAmount * stack->MaxHealth());
|
|
break;
|
|
}
|
|
}
|
|
//we shouldn't be here
|
|
tlog1 << "calculateHealedHP called for non-healing spell: " << spell->name << std::endl;
|
|
return 0;
|
|
}
|
|
|
|
static std::vector<ui32> calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::set<CStack*> affectedCreatures)
|
|
{
|
|
std::vector<ui32> ret;
|
|
for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
|
|
{
|
|
if ((*it)->hasFeatureOfType(StackFeature::SPELL_IMMUNITY, sp->id) //100% sure spell immunity
|
|
|| ((*it)->valOfFeatures(StackFeature::LEVEL_SPELL_IMMUNITY) >= sp->level))
|
|
{
|
|
ret.push_back((*it)->ID);
|
|
continue;
|
|
}
|
|
|
|
//non-negative spells on friendly stacks should always succeed, unless immune
|
|
if(sp->positiveness >= 0 && (*it)->owner == caster->tempOwner)
|
|
continue;
|
|
|
|
const CGHeroInstance * bonusHero; //hero we should take bonuses from
|
|
if((*it)->owner == caster->tempOwner)
|
|
bonusHero = caster;
|
|
else
|
|
bonusHero = hero2;
|
|
|
|
int prob = (*it)->valOfFeatures(StackFeature::MAGIC_RESISTANCE); //probability of resistance in %
|
|
if(bonusHero)
|
|
{
|
|
//bonusHero's resistance support (secondary skils and artifacts)
|
|
prob += bonusHero->valOfBonuses(HeroBonus::MAGIC_RESISTANCE);
|
|
|
|
switch(bonusHero->getSecSkillLevel(26)) //resistance
|
|
{
|
|
case 1: //basic
|
|
prob += 5;
|
|
break;
|
|
case 2: //advanced
|
|
prob += 10;
|
|
break;
|
|
case 3: //expert
|
|
prob += 20;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(prob > 100) prob = 100;
|
|
|
|
if(rand()%100 < prob) //immunity from resistance
|
|
ret.push_back((*it)->ID);
|
|
|
|
}
|
|
|
|
if(sp->id == 60) //hypnotize
|
|
{
|
|
for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
|
|
{
|
|
if( (*it)->hasFeatureOfType(StackFeature::SPELL_IMMUNITY, sp->id) //100% sure spell immunity
|
|
|| ( (*it)->amount - 1 ) * (*it)->MaxHealth() + (*it)->firstHPleft
|
|
>
|
|
caster->getPrimSkillLevel(2) * 25 + sp->powers[caster->getSpellSchoolLevel(sp)]
|
|
)
|
|
{
|
|
ret.push_back((*it)->ID);
|
|
}
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool CGameHandler::makeCustomAction( BattleAction &ba )
|
|
{
|
|
switch(ba.actionType)
|
|
{
|
|
case 1: //hero casts spell
|
|
{
|
|
const CGHeroInstance *h = gs->curB->heroes[ba.side];
|
|
const CGHeroInstance *secondHero = gs->curB->heroes[!ba.side];
|
|
if(!h)
|
|
{
|
|
tlog2 << "Wrong caster!\n";
|
|
return false;
|
|
}
|
|
if(ba.additionalInfo >= VLC->spellh->spells.size())
|
|
{
|
|
tlog2 << "Wrong spell id (" << ba.additionalInfo << ")!\n";
|
|
return false;
|
|
}
|
|
|
|
CSpell *s = &VLC->spellh->spells[ba.additionalInfo];
|
|
ui8 skill = h->getSpellSchoolLevel(s); //skill level
|
|
|
|
if( !(h->canCastThisSpell(s)) //hero cannot cast this spell at all
|
|
|| (h->mana < gs->curB->getSpellCost(s, h)) //not enough mana
|
|
|| (ba.additionalInfo < 10) //it's adventure spell (not combat)
|
|
|| (gs->curB->castSpells[ba.side]) //spell has been cast
|
|
|| (secondHero->hasBonusOfType(HeroBonus::SPELL_IMMUNITY, s->id)) //non - casting hero provides immunity for this spell
|
|
|| (gs->battleMaxSpellLevel() < s->level) //non - casting hero stops caster from casting this spell
|
|
)
|
|
{
|
|
tlog2 << "Spell cannot be cast!\n";
|
|
return false;
|
|
}
|
|
|
|
sendAndApply(&StartAction(ba)); //start spell casting
|
|
|
|
SpellCast sc;
|
|
sc.side = ba.side;
|
|
sc.id = ba.additionalInfo;
|
|
sc.skill = skill;
|
|
sc.tile = ba.destinationTile;
|
|
sc.dmgToDisplay = 0;
|
|
|
|
//calculating affected creatures for all spells
|
|
std::set<CStack*> attackedCres = gs->curB->getAttackedCreatures(s, h, ba.destinationTile);
|
|
for(std::set<CStack*>::const_iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
|
|
{
|
|
sc.affectedCres.insert((*it)->ID);
|
|
}
|
|
|
|
//checking if creatures resist
|
|
sc.resisted = calculateResistedStacks(s, h, secondHero, attackedCres);
|
|
|
|
//calculating dmg to display
|
|
for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
|
|
{
|
|
if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
|
|
continue;
|
|
sc.dmgToDisplay += gs->curB->calculateSpellDmg(s, h, *it);
|
|
}
|
|
|
|
sendAndApply(&sc);
|
|
|
|
//applying effects
|
|
switch(ba.additionalInfo) //spell id
|
|
{
|
|
case 15: //magic arrow
|
|
case 16: //ice bolt
|
|
case 17: //lightning bolt
|
|
case 18: //implosion
|
|
case 20: //frost ring
|
|
case 21: //fireball
|
|
case 22: //inferno
|
|
case 23: //meteor shower
|
|
case 24: //death ripple
|
|
case 25: //destroy undead
|
|
case 26: //armageddon
|
|
{
|
|
StacksInjured si;
|
|
for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
|
|
{
|
|
if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
|
|
continue;
|
|
|
|
BattleStackAttacked bsa;
|
|
bsa.flags |= 2;
|
|
bsa.effect = VLC->spellh->spells[ba.additionalInfo].mainEffectAnim;
|
|
bsa.damageAmount = gs->curB->calculateSpellDmg(s, h, *it);
|
|
bsa.stackAttacked = (*it)->ID;
|
|
bsa.attackerID = -1;
|
|
prepareAttacked(bsa,*it);
|
|
si.stacks.insert(bsa);
|
|
}
|
|
if(!si.stacks.empty())
|
|
sendAndApply(&si);
|
|
break;
|
|
}
|
|
case 27: //shield
|
|
case 28: //air shield
|
|
case 30: //protection from air
|
|
case 31: //protection from fire
|
|
case 32: //protection from water
|
|
case 33: //protection from earth
|
|
case 34: //anti-magic
|
|
case 41: //bless
|
|
case 42: //curse
|
|
case 43: //bloodlust
|
|
case 44: //precision
|
|
case 45: //weakness
|
|
case 46: //stone skin
|
|
case 47: //disrupting ray
|
|
case 48: //prayer
|
|
case 49: //mirth
|
|
case 50: //sorrow
|
|
case 51: //fortune
|
|
case 52: //misfortune
|
|
case 53: //haste
|
|
case 54: //slow
|
|
case 55: //slayer
|
|
case 56: //frenzy
|
|
case 58: //counterstrike
|
|
case 59: //berserk
|
|
case 60: //hypnotize
|
|
case 61: //forgetfulness
|
|
case 62: //blind
|
|
{
|
|
SetStackEffect sse;
|
|
for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
|
|
{
|
|
if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
|
|
continue;
|
|
sse.stacks.insert((*it)->ID);
|
|
}
|
|
sse.effect.id = ba.additionalInfo;
|
|
sse.effect.level = h->getSpellSchoolLevel(s);
|
|
sse.effect.turnsRemain = BattleInfo::calculateSpellDuration(s, h);
|
|
if(!sse.stacks.empty())
|
|
sendAndApply(&sse);
|
|
break;
|
|
}
|
|
case 37: //cure
|
|
case 38: //resurrection
|
|
case 39: //animate dead
|
|
{
|
|
StacksHealedOrResurrected shr;
|
|
for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
|
|
{
|
|
if(vstd::contains(sc.resisted, (*it)->ID) //this creature resisted the spell
|
|
|| (s->id == 39 && !(*it)->hasFeatureOfType(StackFeature::UNDEAD)) //we try to cast animate dead on living stack
|
|
)
|
|
continue;
|
|
StacksHealedOrResurrected::HealInfo hi;
|
|
hi.stackID = (*it)->ID;
|
|
hi.healedHP = calculateHealedHP(h, s, *it);
|
|
shr.healedStacks.push_back(hi);
|
|
}
|
|
if(!shr.healedStacks.empty())
|
|
sendAndApply(&shr);
|
|
break;
|
|
}
|
|
case 64: //remove obstacle
|
|
{
|
|
ObstaclesRemoved obr;
|
|
for(int g=0; g<gs->curB->obstacles.size(); ++g)
|
|
{
|
|
std::vector<int> blockedHexes = VLC->heroh->obstacles[gs->curB->obstacles[g].ID].getBlocked(gs->curB->obstacles[g].pos);
|
|
|
|
if(vstd::contains(blockedHexes, ba.destinationTile)) //this obstacle covers given hex
|
|
{
|
|
obr.obstacles.insert(gs->curB->obstacles[g].uniqueID);
|
|
}
|
|
}
|
|
if(!obr.obstacles.empty())
|
|
sendAndApply(&obr);
|
|
|
|
break;
|
|
}
|
|
}
|
|
sendAndApply(&EndAction());
|
|
if( !gs->curB->getStack(gs->curB->activeStack, false)->alive() )
|
|
{
|
|
battleMadeAction.setn(true);
|
|
}
|
|
checkForBattleEnd(gs->curB->stacks);
|
|
if(battleResult.get())
|
|
{
|
|
endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
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, bool removableUnits, const boost::function<void()> &cb )
|
|
{
|
|
ui8 player = getOwner(hid);
|
|
GarrisonDialog gd;
|
|
gd.hid = hid;
|
|
gd.objid = upobj;
|
|
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> lock(gsm);
|
|
gd.id = QID;
|
|
garrisonCallbacks[QID] = cb;
|
|
allowedExchanges[QID] = std::pair<si32,si32>(upobj,hid);
|
|
states.addQuery(player,QID);
|
|
QID++;
|
|
gd.removableUnits = removableUnits;
|
|
sendAndApply(&gd);
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::isAllowedExchange( int id1, int id2 )
|
|
{
|
|
if(id1 == id2)
|
|
return true;
|
|
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> lock(gsm);
|
|
for(std::map<ui32, std::pair<si32,si32> >::const_iterator i = allowedExchanges.begin(); i!=allowedExchanges.end(); i++)
|
|
if(id1 == i->second.first && id2 == i->second.second || id2 == i->second.first && id1 == i->second.second)
|
|
return true;
|
|
}
|
|
|
|
const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
|
|
|
|
if(o1->ID == TOWNI_TYPE)
|
|
{
|
|
const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
|
|
if(t->visitingHero == o2 || t->garrisonHero == o2)
|
|
return true;
|
|
}
|
|
if(o2->ID == TOWNI_TYPE)
|
|
{
|
|
const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
|
|
if(t->visitingHero == o1 || t->garrisonHero == o1)
|
|
return true;
|
|
}
|
|
if(o1->ID == HEROI_TYPE && o2->ID == HEROI_TYPE
|
|
&& distance(o1->pos, o2->pos) < 2) //hero stands on the same tile or on the neighbouring tiles
|
|
{
|
|
//TODO: it's workaround, we should check if first hero visited second and player hasn't closed exchange window
|
|
//(to block moving stacks for free [without visiting] beteen heroes)
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
|
|
{
|
|
obj->onHeroVisit(h);
|
|
}
|
|
|
|
bool CGameHandler::buildBoat( ui32 objid )
|
|
{
|
|
const IShipyard *obj = IShipyard::castFrom(getObj(objid));
|
|
int boatType = 1;
|
|
|
|
if(obj->state())
|
|
{
|
|
complain("Cannot build boat in this shipyard!");
|
|
return false;
|
|
}
|
|
else if(obj->o->ID == TOWNI_TYPE
|
|
&& !vstd::contains((static_cast<const CGTownInstance*>(obj))->builtBuildings,6))
|
|
{
|
|
complain("Cannot build boat in the town - no shipyard!");
|
|
return false;
|
|
}
|
|
|
|
//TODO use "real" cost via obj->getBoatCost
|
|
if(getResource(obj->o->tempOwner, 6) < 1000 || getResource(obj->o->tempOwner, 0) < 10)
|
|
{
|
|
complain("Not enough resources to build a boat!");
|
|
return false;
|
|
}
|
|
|
|
int3 tile = obj->bestLocation();
|
|
if(!gs->map->isInTheMap(tile))
|
|
{
|
|
complain("Cannot find appropriate tile for a boat!");
|
|
return false;
|
|
}
|
|
|
|
//take boat cost
|
|
SetResources sr;
|
|
sr.player = obj->o->tempOwner;
|
|
sr.res = gs->getPlayer(obj->o->tempOwner)->resources;
|
|
sr.res[0] -= 10;
|
|
sr.res[6] -= 1000;
|
|
sendAndApply(&sr);
|
|
|
|
//create boat
|
|
NewObject no;
|
|
no.ID = 8;
|
|
if (obj->o->ID == TOWNI_TYPE)
|
|
{
|
|
switch ((static_cast<const CGTownInstance*>(obj))->alignment)
|
|
{
|
|
case 1: //good - standard
|
|
boatType = 1;
|
|
break;
|
|
case -1: //evil
|
|
boatType = 0;
|
|
break;
|
|
case 0: //neutral
|
|
boatType = 2;
|
|
break;
|
|
}
|
|
}
|
|
no.subID = boatType;
|
|
no.pos = tile + int3(1,0,0);
|
|
sendAndApply(&no);
|
|
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::engageIntoBattle( ui8 player )
|
|
{
|
|
if(vstd::contains(states.players, player))
|
|
states.setFlag(player,&PlayerStatus::engagedIntoBattle,true);
|
|
|
|
//notify interfaces
|
|
PlayerBlocked pb;
|
|
pb.player = player;
|
|
pb.reason = PlayerBlocked::UPCOMING_BATTLE;
|
|
sendAndApply(&pb);
|
|
}
|