mirror of
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6232 lines
188 KiB
C++
6232 lines
188 KiB
C++
#include "StdInc.h"
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#include "../lib/Filesystem/CResourceLoader.h"
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#include "../lib/Filesystem/CFileInfo.h"
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#include "../lib/int3.h"
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#include "../lib/Map/CCampaignHandler.h"
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#include "../lib/StartInfo.h"
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#include "../lib/CModHandler.h"
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#include "../lib/CArtHandler.h"
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#include "../lib/CBuildingHandler.h"
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#include "../lib/CDefObjInfoHandler.h"
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#include "../lib/CHeroHandler.h"
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#include "../lib/CObjectHandler.h"
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#include "../lib/CSpellHandler.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "../lib/CTownHandler.h"
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#include "../lib/CCreatureHandler.h"
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#include "../lib/CGameState.h"
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#include "../lib/BattleState.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/CMap.h"
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#include "../lib/VCMIDirs.h"
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#include "../client/CSoundBase.h"
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#include "CGameHandler.h"
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#include "../lib/CCreatureSet.h"
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#include "../lib/CThreadHelper.h"
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#include "../lib/GameConstants.h"
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#include "../lib/RegisterTypes.h"
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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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#ifndef _MSC_VER
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#include <boost/thread/xtime.hpp>
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#endif
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#include <boost/random/binomial_distribution.hpp>
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#include <boost/range/algorithm/random_shuffle.hpp>
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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 COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
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#define COMPLAIN_RET(txt) {complain(txt); return false;}
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#define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
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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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template <typename T> class CApplyOnGH;
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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, ui8 player) const =0;
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virtual ~CBaseForGHApply(){}
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template<typename U> static CBaseForGHApply *getApplier(const U * t=NULL)
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{
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return new CApplyOnGH<U>;
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}
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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, ui8 player) 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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ptr->player = player;
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return ptr->applyGh(gh);
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}
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};
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static CApplier<CBaseForGHApply> *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]->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
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}
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}
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PlayerStatus PlayerStatuses::operator[](TPlayerColor 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::runtime_error("No such player!");
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}
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}
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void PlayerStatuses::addPlayer(TPlayerColor 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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int PlayerStatuses::getQueriesCount(TPlayerColor 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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return 0;
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}
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}
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bool PlayerStatuses::checkFlag(TPlayerColor 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::runtime_error("No such player!");
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}
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}
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void PlayerStatuses::setFlag(TPlayerColor 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::runtime_error("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(TPlayerColor 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::runtime_error("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(TPlayerColor 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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assert(vstd::contains(players[player].queries, id));
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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::runtime_error("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::levelUpHero(int ID, int skill)
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{
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changeSecSkill(ID, skill, 1, 0);
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levelUpHero(ID);
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}
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void CGameHandler::levelUpHero(int ID)
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{
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CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID].get());
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// required exp for at least 1 lvl-up hasn't been reached
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if (hero->exp < VLC->heroh->reqExp(hero->level+1))
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{
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afterBattleCallback();
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return;
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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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auto & skillChances = (hero->level>9) ? hero->type->heroClass->primarySkillLowLevel : hero->type->heroClass->primarySkillHighLevel;
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for(;x<GameConstants::PRIMARY_SKILLS;x++)
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{
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pom += skillChances[x];
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if(r<pom)
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break;
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}
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tlog5 << "The hero gets the primary skill with the no. " << x << " with a probability of " << 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<GameConstants::SKILL_QUANTITY;i++)
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if (isAllowed(2,i))
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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(basicAndAdv.size())
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{
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int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);//upgrade existing
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hlu.skills.push_back(s);
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basicAndAdv.erase(s);
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}
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else if(none.size() && hero->canLearnSkill())
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{
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hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //give new skill
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none.erase(hlu.skills.back());
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}
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//second offered skill
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if(none.size() && hero->canLearnSkill()) //hero have 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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}
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else if(basicAndAdv.size())
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{
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hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //upgrade existing
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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::levelUpHero,this,ID,_1)),_1));
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applyAndAsk(&hlu,hero->tempOwner,callback); //call levelUpHero 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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levelUpHero(ID, hlu.skills.back());
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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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levelUpHero(ID);
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}
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}
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void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
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{
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SetCommanderProperty scp;
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auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
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if (hero)
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scp.heroid = hero->id;
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else
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{
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complain ("Commander is not led by hero!");
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return;
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}
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scp.accumulatedBonus.subtype = 0;
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scp.accumulatedBonus.additionalInfo = 0;
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scp.accumulatedBonus.duration = Bonus::PERMANENT;
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scp.accumulatedBonus.turnsRemain = 0;
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scp.accumulatedBonus.source = Bonus::COMMANDER;
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scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
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if (skill <= ECommander::SPELL_POWER)
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{
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scp.which = SetCommanderProperty::BONUS;
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auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
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{
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int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
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return skillLevels[skill][secondarySkills[s]] - (secondarySkills[s] ? skillLevels[skill][secondarySkills[s]-1] : 0);
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};
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switch (skill)
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{
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case ECommander::ATTACK:
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scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
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scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
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break;
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case ECommander::DEFENSE:
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scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
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scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
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break;
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case ECommander::HEALTH:
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scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
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scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
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break;
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case ECommander::DAMAGE:
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scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
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scp.accumulatedBonus.subtype = 0;
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scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
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break;
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case ECommander::SPEED:
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scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
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break;
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case ECommander::SPELL_POWER:
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scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
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scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
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sendAndApply (&scp); //additional pack
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scp.accumulatedBonus.type = Bonus::CASTS;
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scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
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sendAndApply (&scp); //additional pack
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scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
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break;
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}
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scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
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sendAndApply (&scp);
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scp.which = SetCommanderProperty::SECONDARY_SKILL;
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scp.additionalInfo = skill;
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scp.amount = c->secondarySkills[skill] + 1;
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sendAndApply (&scp);
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}
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else if (skill >= 100)
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{
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scp.which = SetCommanderProperty::SPECIAL_SKILL;
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scp.accumulatedBonus = VLC->creh->skillRequirements[skill-100].first;
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scp.additionalInfo = skill; //unnormalized
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sendAndApply (&scp);
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}
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levelUpCommander (c);
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}
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void CGameHandler::levelUpCommander(const CCommanderInstance * c)
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{
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if (c->experience < VLC->heroh->reqExp (c->level + 1))
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{
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return;
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}
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CommanderLevelUp clu;
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auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
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if (hero)
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clu.heroid = hero->id;
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else
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{
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complain ("Commander is not led by hero!");
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return;
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}
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//picking sec. skills for choice
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for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
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{
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if (c->secondarySkills[i] < ECommander::MAX_SKILL_LEVEL)
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clu.skills.push_back(i);
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}
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int i = 100;
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BOOST_FOREACH (auto specialSkill, VLC->creh->skillRequirements)
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{
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if (c->secondarySkills[specialSkill.second.first] == ECommander::MAX_SKILL_LEVEL &&
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c->secondarySkills[specialSkill.second.second] == ECommander::MAX_SKILL_LEVEL &&
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!vstd::contains (c->specialSKills, i))
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clu.skills.push_back (i);
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++i;
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}
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int skillAmount = clu.skills.size();
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if (skillAmount > 1) //apply and ask for secondary skill
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{
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auto callback = boost::function<void(ui32)>(boost::bind(callWith<ui32>, clu.skills, boost::function<void(ui32)>(boost::bind(&CGameHandler::levelUpCommander, this, c, _1)), _1));
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applyAndAsk (&clu, c->armyObj->tempOwner, callback); //call levelUpCommander when client responds
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}
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else if (skillAmount == 1) //apply, give only possible skill and send info
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{
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sendAndApply(&clu);
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levelUpCommander(c, clu.skills.back());
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}
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else //apply and send info
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{
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sendAndApply(&clu);
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levelUpCommander(c);
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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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//only for exp - hero may level up
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if (which == 4)
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{
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levelUpHero(ID);
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CGHeroInstance *h = static_cast<CGHeroInstance *>(gs->map->objects[ID].get());
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if (h->commander && h->commander->alive)
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{
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SetCommanderProperty scp;
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scp.heroid = h->id;
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scp.which = SetCommanderProperty::EXPERIENCE;
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scp.amount = val;
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sendAndApply (&scp);
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levelUpCommander (h->commander);
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CBonusSystemNode::treeHasChanged();
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}
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}
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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::startBattle( const CArmedInstance *armies[2], int3 tile, const CGHeroInstance *heroes[2], bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town /*= NULL*/ )
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{
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battleEndCallback = new boost::function<void(BattleResult*)>(cb);
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{
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setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
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}
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runBattle();
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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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bool duel = gs->initialOpts->mode == StartInfo::DUEL;
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BattleResultsApplied resultsApplied;
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const CArmedInstance *bEndArmy1 = gs->curB->belligerents[0];
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const CArmedInstance *bEndArmy2 = gs->curB->belligerents[1];
|
|
resultsApplied.player1 = bEndArmy1->tempOwner;
|
|
resultsApplied.player2 = bEndArmy2->tempOwner;
|
|
const CGHeroInstance *victoriousHero = gs->curB->heroes[battleResult.data->winner];
|
|
|
|
int result = battleResult.get()->result;
|
|
|
|
if(!duel)
|
|
{
|
|
//unblock engaged players
|
|
if(bEndArmy1->tempOwner<GameConstants::PLAYER_LIMIT)
|
|
states.setFlag(bEndArmy1->tempOwner, &PlayerStatus::engagedIntoBattle, false);
|
|
if(bEndArmy2 && bEndArmy2->tempOwner<GameConstants::PLAYER_LIMIT)
|
|
states.setFlag(bEndArmy2->tempOwner, &PlayerStatus::engagedIntoBattle, false);
|
|
}
|
|
|
|
//end battle, remove all info, free memory
|
|
giveExp(*battleResult.data);
|
|
if (hero1)
|
|
battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
|
|
if (hero2)
|
|
battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
|
|
|
|
ui8 sides[2];
|
|
for(int i=0; i<2; ++i)
|
|
{
|
|
sides[i] = gs->curB->sides[i];
|
|
}
|
|
ui8 loser = sides[!battleResult.data->winner];
|
|
|
|
CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
|
|
ChangeSpells cs; //for Eagle Eye
|
|
|
|
if(victoriousHero)
|
|
{
|
|
if(int eagleEyeLevel = victoriousHero->getSecSkillLevel(CGHeroInstance::EAGLE_EYE))
|
|
{
|
|
int maxLevel = eagleEyeLevel + 1;
|
|
double eagleEyeChance = victoriousHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::EAGLE_EYE);
|
|
BOOST_FOREACH(const CSpell *sp, gs->curB->usedSpellsHistory[!battleResult.data->winner])
|
|
if(sp->level <= maxLevel && !vstd::contains(victoriousHero->spells, sp->id) && rand() % 100 < eagleEyeChance)
|
|
cs.spells.insert(sp->id);
|
|
}
|
|
}
|
|
|
|
ConstTransitivePtr <CGHeroInstance> winnerHero = battleResult.data->winner != 0 ? hero2 : hero1;
|
|
ConstTransitivePtr <CGHeroInstance> loserHero = battleResult.data->winner != 0 ? hero1 : hero2;
|
|
std::vector<ui32> arts; //display them in window
|
|
|
|
if (result == BattleResult::NORMAL && winnerHero)
|
|
{
|
|
if (loserHero)
|
|
{
|
|
auto artifactsWorn = loserHero->artifactsWorn; //TODO: wrap it into a function, somehow (boost::variant -_-)
|
|
BOOST_FOREACH (auto artSlot, artifactsWorn)
|
|
{
|
|
MoveArtifact ma;
|
|
ma.src = ArtifactLocation (loserHero, artSlot.first);
|
|
const CArtifactInstance * art = ma.src.getArt();
|
|
if (art && !art->artType->isBig() && art->artType->id != 0) // don't move war machines or locked arts (spellbook)
|
|
{
|
|
arts.push_back (art->artType->id);
|
|
ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
|
|
sendAndApply(&ma);
|
|
}
|
|
}
|
|
while (!loserHero->artifactsInBackpack.empty())
|
|
{
|
|
//we assume that no big artifacts can be found
|
|
MoveArtifact ma;
|
|
ma.src = ArtifactLocation (loserHero, GameConstants::BACKPACK_START); //backpack automatically shifts arts to beginning
|
|
const CArtifactInstance * art = ma.src.getArt();
|
|
arts.push_back (art->artType->id);
|
|
ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
|
|
sendAndApply(&ma);
|
|
}
|
|
if (loserHero->commander) //TODO: what if commanders belong to no hero?
|
|
{
|
|
artifactsWorn = loserHero->commander->artifactsWorn;
|
|
BOOST_FOREACH (auto artSlot, artifactsWorn)
|
|
{
|
|
MoveArtifact ma;
|
|
ma.src = ArtifactLocation (loserHero->commander.get(), artSlot.first);
|
|
const CArtifactInstance * art = ma.src.getArt();
|
|
if (art && !art->artType->isBig())
|
|
{
|
|
arts.push_back (art->artType->id);
|
|
ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
|
|
sendAndApply(&ma);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
BOOST_FOREACH (auto armySlot, gs->curB->belligerents[!battleResult.data->winner]->stacks)
|
|
{
|
|
auto artifactsWorn = armySlot.second->artifactsWorn;
|
|
BOOST_FOREACH (auto artSlot, artifactsWorn)
|
|
{
|
|
MoveArtifact ma;
|
|
ma.src = ArtifactLocation (armySlot.second, artSlot.first);
|
|
const CArtifactInstance * art = ma.src.getArt();
|
|
if (art && !art->artType->isBig())
|
|
{
|
|
arts.push_back (art->artType->id);
|
|
ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
|
|
sendAndApply(&ma);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
sendAndApply(battleResult.data); //after this point casualties objects are destroyed
|
|
|
|
if (arts.size()) //display loot
|
|
{
|
|
InfoWindow iw;
|
|
iw.player = winnerHero->tempOwner;
|
|
|
|
iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
|
|
|
|
BOOST_FOREACH (auto id, arts) //TODO; separate function to display loot for various ojects?
|
|
{
|
|
iw.components.push_back (Component (Component::ARTIFACT, id, 0, 0));
|
|
if(iw.components.size() >= 14)
|
|
{
|
|
sendAndApply(&iw);
|
|
iw.components.clear();
|
|
iw.text.addTxt (MetaString::GENERAL_TXT, 30); //repeat
|
|
}
|
|
}
|
|
if (iw.components.size())
|
|
{
|
|
sendAndApply(&iw);
|
|
}
|
|
}
|
|
//Eagle Eye secondary skill handling
|
|
if(cs.spells.size())
|
|
{
|
|
cs.learn = 1;
|
|
cs.hid = victoriousHero->id;
|
|
|
|
InfoWindow iw;
|
|
iw.player = victoriousHero->tempOwner;
|
|
iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
|
|
iw.text.addReplacement(victoriousHero->name);
|
|
|
|
std::ostringstream names;
|
|
for(int i = 0; i < cs.spells.size(); i++)
|
|
{
|
|
names << "%s";
|
|
if(i < cs.spells.size() - 2)
|
|
names << ", ";
|
|
else if(i < cs.spells.size() - 1)
|
|
names << "%s";
|
|
}
|
|
names << ".";
|
|
|
|
iw.text.addReplacement(names.str());
|
|
|
|
std::set<ui32>::iterator it = cs.spells.begin();
|
|
for(int i = 0; i < cs.spells.size(); i++, it++)
|
|
{
|
|
iw.text.addReplacement(MetaString::SPELL_NAME, *it);
|
|
if(i == cs.spells.size() - 2) //we just added pre-last name
|
|
iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
|
|
iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
|
|
}
|
|
|
|
sendAndApply(&iw);
|
|
sendAndApply(&cs);
|
|
}
|
|
|
|
// Necromancy if applicable.
|
|
const CStackBasicDescriptor raisedStack = winnerHero ? winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
|
|
// Give raised units to winner and show dialog, if any were raised,
|
|
// units will be given after casualities are taken
|
|
const TSlot necroSlot = raisedStack.type ? winnerHero->getSlotFor(raisedStack.type) : -1;
|
|
|
|
if(!duel)
|
|
{
|
|
cab1.takeFromArmy(this); cab2.takeFromArmy(this); //take casualties after battle is deleted
|
|
|
|
//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]);
|
|
else if (battleResult.data->exp[1] && hero2)
|
|
changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
|
|
else
|
|
afterBattleCallback();
|
|
}
|
|
|
|
if (necroSlot != -1)
|
|
{
|
|
winnerHero->showNecromancyDialog(raisedStack);
|
|
addToSlot(StackLocation(winnerHero, necroSlot), raisedStack.type, raisedStack.count);
|
|
}
|
|
sendAndApply(&resultsApplied);
|
|
setBattle(nullptr);
|
|
|
|
if(duel)
|
|
{
|
|
CSaveFile resultFile("result.vdrst");
|
|
resultFile << *battleResult.data;
|
|
return;
|
|
}
|
|
|
|
if(visitObjectAfterVictory && winnerHero == hero1)
|
|
{
|
|
visitObjectOnTile(*getTile(winnerHero->getPosition()), winnerHero);
|
|
}
|
|
visitObjectAfterVictory = false;
|
|
|
|
winLoseHandle(1<<sides[0] | 1<<sides[1]); //handle victory/loss of engaged players
|
|
|
|
if(result == BattleResult::SURRENDER || result == BattleResult::ESCAPE) //loser has escaped or surrendered
|
|
{
|
|
SetAvailableHeroes sah;
|
|
sah.player = loser;
|
|
sah.hid[0] = loserHero->subID;
|
|
if(result == 1) //retreat
|
|
{
|
|
sah.army[0].clear();
|
|
sah.army[0].setCreature(0, loserHero->type->initialArmy[0].creature, 1);
|
|
}
|
|
|
|
if(const CGHeroInstance *another = getPlayer(loser)->availableHeroes[1])
|
|
sah.hid[1] = another->subID;
|
|
else
|
|
sah.hid[1] = -1;
|
|
|
|
sendAndApply(&sah);
|
|
}
|
|
}
|
|
void CGameHandler::afterBattleCallback() //object interaction after leveling up is done
|
|
{
|
|
if(battleEndCallback && *battleEndCallback)
|
|
{
|
|
boost::function<void(BattleResult*)> *backup = battleEndCallback;
|
|
battleEndCallback = NULL; //we need to set it to NULL or else we have infinite recursion when after battle callback gives exp (eg Pandora Box with exp)
|
|
(*backup)(battleResult.data);
|
|
delete backup;
|
|
}
|
|
}
|
|
void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
|
|
{
|
|
bat.bsa.clear();
|
|
bat.stackAttacking = att->ID;
|
|
int attackerLuck = att->LuckVal();
|
|
const CGHeroInstance * h0 = gs->curB->heroes[0],
|
|
* h1 = gs->curB->heroes[1];
|
|
bool noLuck = false;
|
|
if((h0 && NBonus::hasOfType(h0, Bonus::BLOCK_LUCK)) ||
|
|
(h1 && NBonus::hasOfType(h1, Bonus::BLOCK_LUCK)))
|
|
{
|
|
noLuck = true;
|
|
}
|
|
|
|
if(!noLuck && attackerLuck > 0 && rand()%24 < attackerLuck) //TODO?: negative luck option?
|
|
{
|
|
bat.flags |= BattleAttack::LUCKY;
|
|
}
|
|
if (rand()%100 < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
|
|
{
|
|
bat.flags |= BattleAttack::DEATH_BLOW;
|
|
}
|
|
|
|
if(att->getCreature()->idNumber == 146)
|
|
{
|
|
static const int artilleryLvlToChance[] = {0, 50, 75, 100};
|
|
const CGHeroInstance * owner = gs->curB->getHero(att->owner);
|
|
int chance = artilleryLvlToChance[owner->getSecSkillLevel(CGHeroInstance::ARTILLERY)];
|
|
if(chance > rand() % 100)
|
|
{
|
|
bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
|
|
}
|
|
}
|
|
// only primary target
|
|
applyBattleEffects(bat, att, def, distance, false);
|
|
|
|
if (!bat.shot()) //multiple-hex attack - only in meele
|
|
{
|
|
std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
|
|
|
|
BOOST_FOREACH(const CStack * stack, attackedCreatures)
|
|
{
|
|
if (stack != def) //do not hit same stack twice
|
|
{
|
|
applyBattleEffects(bat, att, stack, distance, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
const Bonus * bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
|
|
if (bonus && (bat.shot())) //TODO: make it work in meele?
|
|
{
|
|
bat.bsa.front().flags |= BattleStackAttacked::EFFECT;
|
|
bat.bsa.front().effect = VLC->spellh->spells[bonus->subtype]->mainEffectAnim; //hopefully it does not interfere with any other effect?
|
|
|
|
std::set<const CStack*> attackedCreatures = gs->curB->getAffectedCreatures(VLC->spellh->spells[bonus->subtype], bonus->val, att->owner, targetHex);
|
|
//TODO: get exact attacked hex for defender
|
|
|
|
BOOST_FOREACH(const CStack * stack, attackedCreatures)
|
|
{
|
|
if (stack != def) //do not hit same stack twice
|
|
{
|
|
applyBattleEffects(bat, att, stack, distance, true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
|
|
{
|
|
BattleStackAttacked bsa;
|
|
if (secondary)
|
|
bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
|
|
bsa.attackerID = att->ID;
|
|
bsa.stackAttacked = def->ID;
|
|
bsa.damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def), bat.shot(), distance, bat.lucky(), bat.deathBlow(), bat.ballistaDoubleDmg());
|
|
def->prepareAttacked(bsa); //calculate casualties
|
|
|
|
//life drain handling
|
|
if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
|
|
{
|
|
StacksHealedOrResurrected shi;
|
|
shi.lifeDrain = (ui8)true;
|
|
shi.tentHealing = (ui8)false;
|
|
shi.drainedFrom = def->ID;
|
|
|
|
StacksHealedOrResurrected::HealInfo hi;
|
|
hi.stackID = att->ID;
|
|
hi.healedHP = std::min<int>(bsa.damageAmount, att->MaxHealth() - att->firstHPleft + att->MaxHealth() * (att->baseAmount - att->count) );
|
|
hi.lowLevelResurrection = false;
|
|
shi.healedStacks.push_back(hi);
|
|
|
|
if (hi.healedHP > 0)
|
|
{
|
|
bsa.healedStacks.push_back(shi);
|
|
}
|
|
}
|
|
bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
|
|
|
|
//fire shield handling
|
|
if (!bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY) && !bsa.killed() )
|
|
{
|
|
BattleStackAttacked bsa;
|
|
bsa.stackAttacked = att->ID; //invert
|
|
bsa.attackerID = def->ID;
|
|
bsa.flags |= BattleStackAttacked::EFFECT;
|
|
bsa.effect = 11;
|
|
|
|
bsa.damageAmount = (bsa.damageAmount * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
|
|
att->prepareAttacked(bsa);
|
|
bat.bsa.push_back(bsa);
|
|
}
|
|
}
|
|
void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
|
|
{
|
|
setThreadName("CGameHandler::handleConnection");
|
|
srand(time(NULL));
|
|
|
|
try
|
|
{
|
|
while(1)//server should never shut connection first //was: while(!end2)
|
|
{
|
|
CPack *pack = NULL;
|
|
ui8 player = 255;
|
|
si32 requestID = -999;
|
|
int packType = 0;
|
|
|
|
{
|
|
boost::unique_lock<boost::mutex> lock(*c.rmx);
|
|
c >> player >> requestID >> pack; //get the package
|
|
packType = typeList.getTypeID(pack); //get the id of type
|
|
|
|
tlog5 << boost::format("Received client message (request %d by player %d) of type with ID=%d (%s).\n")
|
|
% requestID % (int)player % packType % typeid(*pack).name();
|
|
}
|
|
|
|
//prepare struct informing that action was applied
|
|
PackageApplied applied;
|
|
applied.player = player;
|
|
applied.result = false;
|
|
applied.packType = packType;
|
|
applied.requestID = requestID;
|
|
|
|
CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
|
|
if(isBlockedByQueries(pack, packType, player))
|
|
{
|
|
complain(boost::str(boost::format("Player %d has to answer queries before attempting any further actions (count=%d)!") % (int)player % states.getQueriesCount(player)));
|
|
{
|
|
boost::unique_lock<boost::mutex> lock(*c.wmx);
|
|
c << &applied;
|
|
}
|
|
}
|
|
else if(apply)
|
|
{
|
|
bool result = apply->applyOnGH(this,&c,pack, player);
|
|
tlog5 << "Message successfully applied (result=" << result << ")!\n";
|
|
|
|
//send confirmation that we've applied the package
|
|
applied.result = result;
|
|
{
|
|
boost::unique_lock<boost::mutex> lock(*c.wmx);
|
|
c << &applied;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
tlog1 << "Message cannot be applied, cannot find applier (unregistered type)!\n";
|
|
}
|
|
|
|
vstd::clear_pointer(pack);
|
|
}
|
|
}
|
|
catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
|
|
{
|
|
assert(!c.connected); //make sure that connection has been marked as broken
|
|
tlog1 << e.what() << std::endl;
|
|
end2 = true;
|
|
}
|
|
HANDLE_EXCEPTION(end2 = true);
|
|
|
|
tlog1 << "Ended handling connection\n";
|
|
}
|
|
|
|
int CGameHandler::moveStack(int stack, BattleHex dest)
|
|
{
|
|
int ret = 0;
|
|
|
|
const CStack *curStack = gs->curB->battleGetStackByID(stack),
|
|
*stackAtEnd = gs->curB->battleGetStackByPos(dest);
|
|
|
|
assert(curStack);
|
|
assert(dest < GameConstants::BFIELD_SIZE);
|
|
|
|
if (gs->curB->tacticDistance)
|
|
{
|
|
assert(gs->curB->isInTacticRange(dest));
|
|
}
|
|
|
|
if(curStack->position == dest)
|
|
return 0;
|
|
|
|
//initing necessary tables
|
|
auto accessibility = getAccesibility(curStack);
|
|
|
|
//shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
|
|
if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
|
|
{
|
|
if(curStack->attackerOwned)
|
|
{
|
|
if(accessibility.accessible(dest+1, curStack))
|
|
dest += BattleHex::RIGHT;
|
|
}
|
|
else
|
|
{
|
|
if(accessibility.accessible(dest-1, curStack))
|
|
dest += BattleHex::LEFT;
|
|
}
|
|
}
|
|
|
|
if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
|
|
{
|
|
complain("Given destination is not accessible!");
|
|
return 0;
|
|
}
|
|
|
|
std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(curStack->position, dest, curStack);
|
|
|
|
ret = path.second;
|
|
|
|
int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
|
|
|
|
if(curStack->hasBonusOfType(Bonus::FLYING))
|
|
{
|
|
if(path.second <= creSpeed && path.first.size() > 0)
|
|
{
|
|
//inform clients about move
|
|
BattleStackMoved sm;
|
|
sm.stack = curStack->ID;
|
|
std::vector<BattleHex> tiles;
|
|
tiles.push_back(path.first[0]);
|
|
sm.tilesToMove = tiles;
|
|
sm.distance = path.second;
|
|
sm.teleporting = false;
|
|
sendAndApply(&sm);
|
|
}
|
|
}
|
|
else //for non-flying creatures
|
|
{
|
|
// send one package with the creature path information
|
|
|
|
shared_ptr<const CObstacleInstance> obstacle; //obstacle that interrupted movement
|
|
std::vector<BattleHex> tiles;
|
|
int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
|
|
int v = path.first.size()-1;
|
|
|
|
startWalking:
|
|
for(; v >= tilesToMove; --v)
|
|
{
|
|
BattleHex hex = path.first[v];
|
|
tiles.push_back(hex);
|
|
|
|
if((obstacle = battleGetObstacleOnPos(hex, false)))
|
|
{
|
|
//we walked onto something, so we finalize this portion of stack movement check into obstacle
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (tiles.size() > 0)
|
|
{
|
|
//commit movement
|
|
BattleStackMoved sm;
|
|
sm.stack = curStack->ID;
|
|
sm.distance = path.second;
|
|
sm.teleporting = false;
|
|
sm.tilesToMove = tiles;
|
|
sendAndApply(&sm);
|
|
}
|
|
|
|
//we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
|
|
if(obstacle && curStack->position != dest)
|
|
{
|
|
handleDamageFromObstacle(*obstacle, curStack);
|
|
|
|
//if stack didn't die in explosion, continue movement
|
|
if(!obstacle->stopsMovement() && curStack->alive())
|
|
{
|
|
obstacle.reset();
|
|
tiles.clear();
|
|
v--;
|
|
goto startWalking; //TODO it's so evil
|
|
}
|
|
}
|
|
}
|
|
|
|
//handling obstacle on the final field (separate, because it affects both flying and walking stacks)
|
|
if(curStack->alive())
|
|
{
|
|
if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
|
|
{
|
|
handleDamageFromObstacle(*theLastObstacle, curStack);
|
|
}
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
CGameHandler::CGameHandler(void)
|
|
{
|
|
QID = 1;
|
|
//gs = NULL;
|
|
IObjectInterface::cb = this;
|
|
applier = new CApplier<CBaseForGHApply>;
|
|
registerTypes3(*applier);
|
|
visitObjectAfterVictory = false;
|
|
battleEndCallback = NULL;
|
|
}
|
|
|
|
CGameHandler::~CGameHandler(void)
|
|
{
|
|
delete applier;
|
|
applier = NULL;
|
|
delete gs;
|
|
}
|
|
|
|
void CGameHandler::init(StartInfo *si)
|
|
{
|
|
//extern DLL_LINKAGE boost::rand48 ran;
|
|
if(!si->seedToBeUsed)
|
|
si->seedToBeUsed = std::time(NULL);
|
|
|
|
gs = new CGameState();
|
|
tlog0 << "Gamestate created!" << std::endl;
|
|
gs->init(si);
|
|
tlog0 << "Gamestate initialized!" << std::endl;
|
|
|
|
for(auto i = gs->players.begin(); i != gs->players.end(); i++)
|
|
states.addPlayer(i->first);
|
|
}
|
|
|
|
static bool evntCmp(const CMapEvent *a, const CMapEvent *b)
|
|
{
|
|
return a->earlierThan(*b);
|
|
}
|
|
|
|
void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
|
|
{// bool forced = true - if creature should be replaced, if false - only if no creature was set
|
|
const PlayerState *p = gs->getPlayer(town->tempOwner);
|
|
if(!p)
|
|
{
|
|
tlog3 << "There is no player owner of town " << town->name << " at " << town->pos << std::endl;
|
|
return;
|
|
}
|
|
|
|
if (forced || town->creatures[GameConstants::CREATURES_PER_TOWN].second.empty())//we need to change creature
|
|
{
|
|
SetAvailableCreatures ssi;
|
|
ssi.tid = town->id;
|
|
ssi.creatures = town->creatures;
|
|
ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
|
|
|
|
const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
|
|
if (dwellings.empty())//no dwellings - just remove
|
|
{
|
|
sendAndApply(&ssi);
|
|
return;
|
|
}
|
|
|
|
ui32 dwellpos = rand()%dwellings.size();//take random dwelling
|
|
ui32 creapos = rand()%dwellings[dwellpos]->creatures.size();//for multi-creature dwellings like Golem Factory
|
|
ui32 creature = dwellings[dwellpos]->creatures[creapos].second[0];
|
|
|
|
if (clear)
|
|
ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures[creature]->growth)/2);
|
|
else
|
|
ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures[creature]->growth;
|
|
ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creature);
|
|
sendAndApply(&ssi);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::newTurn()
|
|
{
|
|
tlog5 << "Turn " << gs->day+1 << std::endl;
|
|
NewTurn n;
|
|
n.specialWeek = NewTurn::NO_ACTION;
|
|
n.creatureid = -1;
|
|
n.day = gs->day + 1;
|
|
|
|
bool firstTurn = !getDate(0);
|
|
bool newWeek = getDate(1) == 7; //day numbers are confusing, as day was not yet switched
|
|
bool newMonth = getDate(4) == 28;
|
|
|
|
std::map<ui8, si32> hadGold;//starting gold - for buildings like dwarven treasury
|
|
srand(time(NULL));
|
|
|
|
if (newWeek && !firstTurn)
|
|
{
|
|
n.specialWeek = NewTurn::NORMAL;
|
|
bool deityOfFireBuilt = false;
|
|
BOOST_FOREACH(const CGTownInstance *t, gs->map->towns)
|
|
{
|
|
if(t->hasBuilt(EBuilding::GRAIL, ETownType::INFERNO))
|
|
{
|
|
deityOfFireBuilt = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(deityOfFireBuilt)
|
|
{
|
|
n.specialWeek = NewTurn::DEITYOFFIRE;
|
|
n.creatureid = 42;
|
|
}
|
|
else
|
|
{
|
|
int monthType = rand()%100;
|
|
if(newMonth) //new month
|
|
{
|
|
if (monthType < 40) //double growth
|
|
{
|
|
n.specialWeek = NewTurn::DOUBLE_GROWTH;
|
|
if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
|
|
{
|
|
std::pair<int,int> newMonster(54, VLC->creh->pickRandomMonster(boost::ref(rand)));
|
|
n.creatureid = newMonster.second;
|
|
}
|
|
else
|
|
{
|
|
std::set<TCreature>::const_iterator it = VLC->creh->doubledCreatures.begin();
|
|
std::advance (it, rand() % VLC->creh->doubledCreatures.size()); //picking random element of set is tiring
|
|
n.creatureid = *it;
|
|
}
|
|
}
|
|
else if (monthType < 50)
|
|
n.specialWeek = NewTurn::PLAGUE;
|
|
}
|
|
else //it's a week, but not full month
|
|
{
|
|
if (monthType < 25)
|
|
{
|
|
n.specialWeek = NewTurn::BONUS_GROWTH; //+5
|
|
std::pair<int,int> newMonster (54, VLC->creh->pickRandomMonster(boost::ref(rand)));
|
|
//TODO do not pick neutrals
|
|
n.creatureid = newMonster.second;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
|
|
|
|
for ( auto i=gs->players.begin() ; i!=gs->players.end();i++)
|
|
{
|
|
if(i->first == 255)
|
|
continue;
|
|
else if(i->first >= GameConstants::PLAYER_LIMIT)
|
|
assert(0); //illegal player number!
|
|
|
|
std::pair<TPlayerColor,si32> playerGold(i->first,i->second.resources[Res::GOLD]);
|
|
hadGold.insert(playerGold);
|
|
|
|
if(newWeek) //new heroes in tavern
|
|
{
|
|
SetAvailableHeroes sah;
|
|
sah.player = i->first;
|
|
|
|
//pick heroes and their armies
|
|
CHeroClass *banned = NULL;
|
|
for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
|
|
{
|
|
if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, i->first, getNativeTown(i->first), pool, banned)) //first hero - native if possible, second hero -> any other class
|
|
{
|
|
sah.hid[j] = h->subID;
|
|
h->initArmy(&sah.army[j]);
|
|
banned = h->type->heroClass;
|
|
}
|
|
else
|
|
sah.hid[j] = -1;
|
|
}
|
|
|
|
sendAndApply(&sah);
|
|
}
|
|
|
|
n.res[i->first] = i->second.resources;
|
|
|
|
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 != ETerrainType::WATER);
|
|
|
|
if(h->visitedTown && h->visitedTown->hasBuilt(EBuilding::MAGES_GUILD_1)) //if hero starts turn in town with mage guild
|
|
hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
|
|
else
|
|
hth.mana = std::max((si32)(0), std::max(h->mana, std::min((si32)(h->mana + h->manaRegain()), h->manaLimit())));
|
|
|
|
n.heroes.insert(hth);
|
|
|
|
if(!firstTurn) //not first day
|
|
{
|
|
n.res[i->first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::ESTATES)); //estates
|
|
|
|
for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
|
|
{
|
|
n.res[i->first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// townID, creatureID, amount
|
|
std::map<si32, std::map<si32, si32> > newCreas;//creatures that needs to be added by town events
|
|
|
|
BOOST_FOREACH(CGTownInstance *t, gs->map->towns)
|
|
{
|
|
ui8 player = t->tempOwner;
|
|
handleTownEvents(t, n, newCreas);
|
|
if(newWeek) //first day of week
|
|
{
|
|
if(t->hasBuilt(EBuilding::PORTAL_OF_SUMMON, ETownType::DUNGEON))
|
|
setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
|
|
|
|
if(!firstTurn)
|
|
if (t->hasBuilt(EBuilding::TREASURY, ETownType::RAMPART) && player < GameConstants::PLAYER_LIMIT)
|
|
n.res[player][Res::GOLD] += hadGold[player]/10; //give 10% of starting gold
|
|
|
|
SetAvailableCreatures sac;
|
|
sac.tid = t->id;
|
|
sac.creatures = t->creatures;
|
|
for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
|
|
{
|
|
if(t->creatureDwellingLevel(k) >= 0)//there is dwelling (k-level)
|
|
{
|
|
ui32 &availableCount = sac.creatures[k].first;
|
|
const CCreature *cre = VLC->creh->creatures[t->creatures[k].second.back()];
|
|
|
|
if (n.specialWeek == NewTurn::PLAGUE)
|
|
availableCount = t->creatures[k].first / 2; //halve their number, no growth
|
|
else
|
|
{
|
|
if(firstTurn) //first day of game: use only basic growths
|
|
availableCount = cre->growth;
|
|
else
|
|
availableCount += t->creatureGrowth(k);
|
|
|
|
//Deity of fire week - upgrade both imps and upgrades
|
|
if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures[k].second, n.creatureid))
|
|
availableCount += 15;
|
|
|
|
if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures
|
|
{
|
|
if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
|
|
availableCount *= 2;
|
|
else if(n.specialWeek == NewTurn::BONUS_GROWTH)
|
|
availableCount += 5;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//add creatures from town events
|
|
if (vstd::contains(newCreas, t->id))
|
|
for(std::map<si32, si32>::iterator i=newCreas[t->id].begin() ; i!=newCreas[t->id].end(); i++)
|
|
sac.creatures[i->first].first += i->second;
|
|
|
|
n.cres.push_back(sac);
|
|
}
|
|
if(!firstTurn && player < GameConstants::PLAYER_LIMIT)//not the first day and town not neutral
|
|
{
|
|
if(t->hasBuilt(EBuilding::RESOURCE_SILO)) //there is resource silo
|
|
{
|
|
if(t->town->primaryRes == 127) //we'll give wood and ore
|
|
{
|
|
n.res[player][Res::WOOD] ++;
|
|
n.res[player][Res::ORE] ++;
|
|
}
|
|
else
|
|
{
|
|
n.res[player][t->town->primaryRes] ++;
|
|
}
|
|
}
|
|
|
|
n.res[player][Res::GOLD] += t->dailyIncome();
|
|
}
|
|
if(t->hasBuilt(EBuilding::GRAIL, ETownType::TOWER))
|
|
{
|
|
// Skyship, probably easier to handle same as Veil of darkness
|
|
//do it every new day after veils apply
|
|
if (player != GameConstants::NEUTRAL_PLAYER) //do not reveal fow for neutral player
|
|
{
|
|
FoWChange fw;
|
|
fw.mode = 1;
|
|
fw.player = player;
|
|
// find all hidden tiles
|
|
auto & fow = gs->getPlayerTeam(player)->fogOfWarMap;
|
|
for (size_t i=0; i<fow.size(); i++)
|
|
for (size_t j=0; j<fow[i].size(); j++)
|
|
for (size_t k=0; k<fow[i][j].size(); k++)
|
|
if (!fow[i][j][k])
|
|
fw.tiles.insert(int3(i,j,k));
|
|
|
|
sendAndApply (&fw);
|
|
}
|
|
}
|
|
if (t->hasBonusOfType (Bonus::DARKNESS))
|
|
{
|
|
t->hideTiles(t->getOwner(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val);
|
|
}
|
|
//unhiding what shouldn't be hidden? //that's handled in netpacks client
|
|
}
|
|
|
|
if(newMonth)
|
|
{
|
|
SetAvailableArtifacts saa;
|
|
saa.id = -1;
|
|
pickAllowedArtsSet(saa.arts);
|
|
sendAndApply(&saa);
|
|
}
|
|
sendAndApply(&n);
|
|
|
|
if(newWeek)
|
|
{
|
|
//spawn wandering monsters
|
|
if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
|
|
{
|
|
spawnWanderingMonsters(n.creatureid);
|
|
}
|
|
|
|
//new week info popup
|
|
if(!firstTurn)
|
|
{
|
|
InfoWindow iw;
|
|
switch (n.specialWeek)
|
|
{
|
|
case NewTurn::DOUBLE_GROWTH:
|
|
iw.text.addTxt(MetaString::ARRAY_TXT, 131);
|
|
iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
|
|
iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
|
|
break;
|
|
case NewTurn::PLAGUE:
|
|
iw.text.addTxt(MetaString::ARRAY_TXT, 132);
|
|
break;
|
|
case NewTurn::BONUS_GROWTH:
|
|
iw.text.addTxt(MetaString::ARRAY_TXT, 134);
|
|
iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
|
|
iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
|
|
break;
|
|
case NewTurn::DEITYOFFIRE:
|
|
iw.text.addTxt(MetaString::ARRAY_TXT, 135);
|
|
iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
|
|
iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
|
|
iw.text.addReplacement2(15); //%+d 15
|
|
iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
|
|
iw.text.addReplacement2(15); //%+d 15
|
|
break;
|
|
default:
|
|
if (newMonth)
|
|
{
|
|
iw.text.addTxt(MetaString::ARRAY_TXT, (130));
|
|
iw.text.addReplacement(MetaString::ARRAY_TXT, 32 + rand()%10);
|
|
}
|
|
else
|
|
{
|
|
iw.text.addTxt(MetaString::ARRAY_TXT, (133));
|
|
iw.text.addReplacement(MetaString::ARRAY_TXT, 43 + rand()%15);
|
|
}
|
|
}
|
|
for (auto i=gs->players.begin() ; i!=gs->players.end(); i++)
|
|
{
|
|
iw.player = i->first;
|
|
sendAndApply(&iw);
|
|
}
|
|
}
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
winLoseHandle(0xff);
|
|
|
|
//warn players without town
|
|
if(gs->day)
|
|
{
|
|
for (auto i=gs->players.cbegin() ; i!=gs->players.cend();i++)
|
|
{
|
|
if(i->second.status || i->second.towns.size() || i->second.color >= GameConstants::PLAYER_LIMIT)
|
|
continue;
|
|
|
|
InfoWindow iw;
|
|
iw.player = i->first;
|
|
iw.components.push_back(Component(Component::FLAG,i->first,0,0));
|
|
|
|
if(!i->second.daysWithoutCastle)
|
|
{
|
|
iw.text.addTxt(MetaString::GENERAL_TXT,6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
|
|
iw.text.addReplacement(MetaString::COLOR, i->first);
|
|
}
|
|
else if(i->second.daysWithoutCastle == 6)
|
|
{
|
|
iw.text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
|
|
iw.text.addReplacement(MetaString::COLOR, i->first);
|
|
}
|
|
else
|
|
{
|
|
iw.text.addTxt(MetaString::ARRAY_TXT,128); //%s, you only have %d days left to capture a town or you will be banished from this land.
|
|
iw.text.addReplacement(MetaString::COLOR, i->first);
|
|
iw.text.addReplacement(7 - i->second.daysWithoutCastle);
|
|
}
|
|
sendAndApply(&iw);
|
|
}
|
|
}
|
|
}
|
|
void CGameHandler::run(bool resume)
|
|
{
|
|
using namespace boost::posix_time;
|
|
BOOST_FOREACH(CConnection *cc, conns)
|
|
{//init conn.
|
|
ui32 quantity;
|
|
TPlayerColor pom;
|
|
//ui32 seed;
|
|
if(!resume)
|
|
{
|
|
(*cc) << gs->initialOpts; // gs->scenarioOps
|
|
}
|
|
|
|
(*cc) >> quantity; //how many players will be handled at that client
|
|
|
|
tlog0 << "Connection " << cc->connectionID << " will handle " << quantity << " player: ";
|
|
for(int i=0;i<quantity;i++)
|
|
{
|
|
(*cc) >> pom; //read player color
|
|
tlog0 << (int)pom << " ";
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> lock(gsm);
|
|
connections[pom] = cc;
|
|
}
|
|
}
|
|
tlog0 << std::endl;
|
|
|
|
cc->addStdVecItems(gs);
|
|
cc->enableStackSendingByID();
|
|
cc->disableSmartPointerSerialization();
|
|
}
|
|
|
|
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)));
|
|
}
|
|
|
|
if(gs->scenarioOps->mode == StartInfo::DUEL)
|
|
{
|
|
runBattle();
|
|
return;
|
|
}
|
|
|
|
while (!end2)
|
|
{
|
|
if(!resume)
|
|
newTurn();
|
|
|
|
std::map<TPlayerColor,PlayerState>::iterator i;
|
|
if(!resume)
|
|
i = gs->players.begin();
|
|
else
|
|
i = gs->players.find(gs->currentPlayer);
|
|
|
|
resume = false;
|
|
for(; i != gs->players.end(); i++)
|
|
{
|
|
if((i->second.towns.size()==0 && i->second.heroes.size()==0)
|
|
|| i->first>=GameConstants::PLAYER_LIMIT
|
|
|| i->second.status)
|
|
{
|
|
continue;
|
|
}
|
|
states.setFlag(i->first,&PlayerStatus::makingTurn,true);
|
|
|
|
{
|
|
YourTurn yt;
|
|
yt.player = i->first;
|
|
applyAndSend(&yt);
|
|
}
|
|
|
|
//wait till turn is done
|
|
boost::unique_lock<boost::mutex> lock(states.mx);
|
|
while(states.players[i->first].makingTurn && !end2)
|
|
{
|
|
static time_duration p = milliseconds(200);
|
|
states.cv.timed_wait(lock,p);
|
|
|
|
}
|
|
}
|
|
}
|
|
while(conns.size() && (*conns.begin())->isOpen())
|
|
boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
|
|
}
|
|
|
|
void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
|
|
{
|
|
battleResult.set(NULL);
|
|
|
|
//send info about battles
|
|
BattleStart bs;
|
|
bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town);
|
|
sendAndApply(&bs);
|
|
}
|
|
|
|
void CGameHandler::checkForBattleEnd()
|
|
{
|
|
auto &stacks = gs->curB->stacks;
|
|
|
|
//checking winning condition
|
|
bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarly
|
|
hasStack[0] = hasStack[1] = false;
|
|
for(int b = 0; b<stacks.size(); ++b)
|
|
{
|
|
if(stacks[b]->alive() && !stacks[b]->hasBonusOfType(Bonus::SIEGE_WEAPON))
|
|
{
|
|
hasStack[1-stacks[b]->attackerOwned] = true;
|
|
}
|
|
}
|
|
if(!hasStack[0] || !hasStack[1]) //somebody has won
|
|
{
|
|
setBattleResult(0, hasStack[1]);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
|
|
{
|
|
if(!h->hasSpellbook())
|
|
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(CGHeroInstance::WISDOM)+2);i++)
|
|
{
|
|
if (t->hasBuilt(EBuilding::GRAIL, ETownType::CONFLUX)) //Aurora Borealis
|
|
{
|
|
std::vector<ui16> spells;
|
|
getAllowedSpells(spells, i);
|
|
for (int j = 0; j < spells.size(); ++j)
|
|
cs.spells.insert(spells[j]);
|
|
}
|
|
else
|
|
{
|
|
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);
|
|
|
|
winLoseHandle(255); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
|
|
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*/ )
|
|
{
|
|
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 is outside 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);
|
|
int3 guardPos = gs->guardingCreaturePosition(hmpos);
|
|
|
|
//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 == ETerrainType::ROCK || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
|
|
&& complain("Cannot move hero, destination tile is blocked!"))
|
|
|| ((!h->boat && !h->canWalkOnSea() && t.terType == ETerrainType::WATER && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != 8 && t.visitableObjects.back()->ID != Obj::HERO))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
|
|
&& complain("Cannot move hero, destination tile is on water!"))
|
|
|| ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
|
|
&& complain("Cannot disembark hero, tile is blocked!"))
|
|
|| ( (distance(h->pos, dst) >= 1.5 && !instant)
|
|
&& complain("Tiles are not neighboring!"))
|
|
|| ((h->movement < cost && dst != h->pos && !instant)
|
|
&& complain("Hero doesn'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;
|
|
}
|
|
|
|
//several generic blocks of code
|
|
|
|
// should be called if hero changes tile but before applying TryMoveHero package
|
|
auto leaveTile = [&]()
|
|
{
|
|
BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[h->pos.x-1][h->pos.y][h->pos.z].visitableObjects)
|
|
{
|
|
obj->onHeroLeave(h);
|
|
}
|
|
this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadious(), h->tempOwner, 1);
|
|
};
|
|
|
|
auto applyWithResult = [&](TryMoveHero::EResult result) -> bool
|
|
{
|
|
tmh.result = result;
|
|
sendAndApply(&tmh);
|
|
return result != TryMoveHero::FAILED;
|
|
};
|
|
|
|
//interaction with blocking object (like resources)
|
|
auto blockingVisit = [&]() -> bool
|
|
{
|
|
BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
|
|
{
|
|
if(obj != h && obj->blockVisit && !(obj->getPassableness() & 1<<h->tempOwner))
|
|
{
|
|
|
|
applyWithResult(TryMoveHero::BLOCKING_VISIT);
|
|
|
|
//can't move to that tile but we visit object
|
|
objectVisited(t.visitableObjects.back(), h);
|
|
|
|
tlog5 << "Blocking visit at " << hmpos << std::endl;
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
};
|
|
|
|
//hero enters the boat
|
|
if(!h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT)
|
|
{
|
|
// blockingVisit test?
|
|
leaveTile();
|
|
tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false);
|
|
return applyWithResult(TryMoveHero::EMBARK);
|
|
//attack guards on embarking? In H3 creatures on water had no zone of control at all
|
|
}
|
|
|
|
//hero leaves the boat
|
|
if(h->boat && t.terType != ETerrainType::WATER && !t.blocked)
|
|
{
|
|
// blockingVisit test?
|
|
leaveTile();
|
|
tmh.attackedFrom = guardPos;
|
|
tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true);
|
|
|
|
applyWithResult(TryMoveHero::DISEMBARK);
|
|
if (!tryAttackingGuard(guardPos, h))
|
|
visitObjectOnTile(t, h);
|
|
return true;
|
|
}
|
|
|
|
//standard movement
|
|
if(!instant)
|
|
{
|
|
tmh.movePoints = std::max(ui32(0), h->movement - cost);
|
|
|
|
if(blockingVisit())
|
|
return true;
|
|
|
|
leaveTile();
|
|
|
|
tmh.attackedFrom = guardPos;
|
|
applyWithResult(TryMoveHero::SUCCESS);
|
|
|
|
tlog5 << "Moved to " <<tmh.end<<std::endl;
|
|
|
|
if (!tryAttackingGuard(guardPos, h)) // If a creature guards the tile, block visit.
|
|
visitObjectOnTile(t, h);
|
|
|
|
tlog5 << "Movement end!\n";
|
|
return true;
|
|
}
|
|
else //instant move - teleportation
|
|
{
|
|
if(blockingVisit()) // e.g. hero on the other side of teleporter
|
|
return true;
|
|
|
|
leaveTile();
|
|
applyWithResult(TryMoveHero::TELEPORTATION);
|
|
|
|
// visit town for town portal \ castle gates
|
|
// do not use generic visitObjectOnTile to avoid double-teleporting
|
|
// if this moveHero call was triggered by teleporter
|
|
if (!t.visitableObjects.empty())
|
|
{
|
|
if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
|
|
town->onHeroVisit(h);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::teleportHero(si32 hid, si32 dstid, ui8 source, ui8 asker/* = 255*/)
|
|
{
|
|
const CGHeroInstance *h = getHero(hid);
|
|
const CGTownInstance *t = getTown(dstid);
|
|
|
|
if ( !h || !t || h->getOwner() != gs->currentPlayer )
|
|
tlog1<<"Invalid call to teleportHero!";
|
|
|
|
const CGTownInstance *from = h->visitedTown;
|
|
if(((h->getOwner() != t->getOwner())
|
|
&& complain("Cannot teleport hero to another player"))
|
|
|| ((!from || from->hasBuilt(EBuilding::CASTLE_GATE, ETownType::INFERNO))
|
|
&& complain("Hero must be in town with Castle gate for teleporting"))
|
|
|| (t->hasBuilt(EBuilding::CASTLE_GATE, ETownType::INFERNO)
|
|
&& complain("Cannot teleport hero to town without Castle gate in it")))
|
|
return false;
|
|
int3 pos = t->visitablePos();
|
|
pos += h->getVisitableOffset();
|
|
moveHero(hid,pos,1);
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::setOwner(int objid, ui8 owner)
|
|
{
|
|
ui8 oldOwner = getOwner(objid);
|
|
SetObjectProperty sop(objid,1,owner);
|
|
sendAndApply(&sop);
|
|
|
|
winLoseHandle(1<<owner | 1<<oldOwner);
|
|
if(owner < GameConstants::PLAYER_LIMIT && getTown(objid)) //town captured
|
|
{
|
|
const CGTownInstance * town = getTown(objid);
|
|
if (town->hasBuilt(EBuilding::PORTAL_OF_SUMMON, ETownType::DUNGEON))
|
|
setPortalDwelling(town, true, false);
|
|
|
|
if (!gs->getPlayer(owner)->towns.size())//player lost last town
|
|
{
|
|
InfoWindow iw;
|
|
iw.player = oldOwner;
|
|
iw.text.addTxt(MetaString::GENERAL_TXT, 6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
|
|
sendAndApply(&iw);
|
|
}
|
|
}
|
|
|
|
const CGObjectInstance * obj = getObj(objid);
|
|
const PlayerState * p = gs->getPlayer(owner);
|
|
|
|
if((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4 ) && p && p->dwellings.size()==1)//first dwelling captured
|
|
{
|
|
BOOST_FOREACH(const CGTownInstance *t, gs->getPlayer(owner)->towns)
|
|
{
|
|
if (t->hasBuilt(EBuilding::PORTAL_OF_SUMMON, ETownType::DUNGEON))
|
|
setPortalDwelling(t);//set initial creatures for all portals of summoning
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameHandler::setHoverName(int objid, MetaString* name)
|
|
{
|
|
SetHoverName shn(objid, *name);
|
|
sendAndApply(&shn);
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
void CGameHandler::giveResource(int player, int which, int val) //TODO: cap according to Bersy's suggestion
|
|
{
|
|
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(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
|
|
{
|
|
boost::function<void()> removeOrNot = 0;
|
|
if(remove)
|
|
removeOrNot = boost::bind(&CGameHandler::removeObject, this, obj->id);
|
|
|
|
COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
|
|
COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
|
|
COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
|
|
|
|
//first we move creatures to give to make them army of object-source
|
|
for (TSlots::const_iterator stack = creatures.Slots().begin(); stack != creatures.Slots().end(); stack++)
|
|
{
|
|
addToSlot(StackLocation(obj, obj->getSlotFor(stack->second->type)), stack->second->type, stack->second->count);
|
|
}
|
|
|
|
tryJoiningArmy(obj, h, remove, true);
|
|
}
|
|
|
|
void CGameHandler::takeCreatures(int objid, const std::vector<CStackBasicDescriptor> &creatures)
|
|
{
|
|
std::vector<CStackBasicDescriptor> cres = creatures;
|
|
if (cres.size() <= 0)
|
|
return;
|
|
const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
|
|
|
|
BOOST_FOREACH(CStackBasicDescriptor &sbd, cres)
|
|
{
|
|
TQuantity collected = 0;
|
|
while(collected < sbd.count)
|
|
{
|
|
TSlots::const_iterator i = obj->Slots().begin();
|
|
for(; i != obj->Slots().end(); i++)
|
|
{
|
|
if(i->second->type == sbd.type)
|
|
{
|
|
TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
|
|
changeStackCount(StackLocation(obj, i->first), -take, false);
|
|
collected += take;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(i == obj->Slots().end()) //we went through the whole loop and haven't found appropriate cres
|
|
{
|
|
complain("Unexpected failure during taking creatures!");
|
|
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);
|
|
const CGHeroInstance *h = getHero(heroID);
|
|
vistiCastleObjects (getTown(obj), h);
|
|
giveSpells (getTown(obj), getHero(heroID));
|
|
|
|
if(gs->map->victoryCondition.condition == EVictoryConditionType::TRANSPORTITEM)
|
|
checkLossVictory(h->tempOwner); //transported artifact?
|
|
}
|
|
|
|
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::removeArtifact(const ArtifactLocation &al)
|
|
{
|
|
assert(al.getArt());
|
|
EraseArtifact ea;
|
|
ea.al = al;
|
|
sendAndApply(&ea);
|
|
}
|
|
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 < GameConstants::PLAYER_LIMIT)
|
|
states.setFlag(army2->tempOwner,&PlayerStatus::engagedIntoBattle,true);
|
|
|
|
static const CArmedInstance *armies[2];
|
|
armies[0] = army1;
|
|
armies[1] = army2;
|
|
static const CGHeroInstance*heroes[2];
|
|
heroes[0] = hero1;
|
|
heroes[1] = hero2;
|
|
|
|
boost::thread(boost::bind(&CGameHandler::startBattle, this, armies, tile, heroes, 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 == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : NULL,
|
|
army2->ID == Obj::HERO ? 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->visitablePos(), cb, creatureBank);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
|
|
{
|
|
SystemMessage sm;
|
|
sm.text = message;
|
|
boost::unique_lock<boost::mutex> lock(*c.wmx);
|
|
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::useScholarSkill(si32 fromHero, si32 toHero)
|
|
{
|
|
const CGHeroInstance * h1 = getHero(fromHero);
|
|
const CGHeroInstance * h2 = getHero(toHero);
|
|
|
|
if ( h1->getSecSkillLevel(CGHeroInstance::SCHOLAR) < h2->getSecSkillLevel(CGHeroInstance::SCHOLAR) )
|
|
{
|
|
std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
|
|
std::swap(fromHero, toHero);
|
|
}
|
|
|
|
int ScholarLevel = h1->getSecSkillLevel(CGHeroInstance::SCHOLAR);//heroes can trade up to this level
|
|
if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
|
|
return;//no scholar skill or no spellbook
|
|
|
|
int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(CGHeroInstance::WISDOM)+2),
|
|
h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(CGHeroInstance::WISDOM)+2);//heroes can receive this levels
|
|
|
|
ChangeSpells cs1;
|
|
cs1.learn = true;
|
|
cs1.hid = toHero;//giving spells to first hero
|
|
for(std::set<ui32>::const_iterator it=h1->spells.begin(); it!=h1->spells.end();it++)
|
|
if ( h2Lvl >= VLC->spellh->spells[*it]->level && !vstd::contains(h2->spells, *it))//hero can learn it and don't have it yet
|
|
cs1.spells.insert(*it);//spell to learn
|
|
|
|
ChangeSpells cs2;
|
|
cs2.learn = true;
|
|
cs2.hid = fromHero;
|
|
|
|
for(std::set<ui32>::const_iterator it=h2->spells.begin(); it!=h2->spells.end();it++)
|
|
if ( h1Lvl >= VLC->spellh->spells[*it]->level && !vstd::contains(h1->spells, *it))
|
|
cs2.spells.insert(*it);
|
|
|
|
if (cs1.spells.size() || cs2.spells.size())//create a message
|
|
{
|
|
InfoWindow iw;
|
|
iw.player = h1->tempOwner;
|
|
iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
|
|
|
|
iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
|
|
iw.text.addReplacement(h1->name);
|
|
|
|
if (cs2.spells.size())//if found new spell - apply
|
|
{
|
|
iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
|
|
int size = cs2.spells.size();
|
|
for(std::set<ui32>::const_iterator it=cs2.spells.begin(); it!=cs2.spells.end();it++)
|
|
{
|
|
iw.components.push_back(Component(Component::SPELL, (*it), 1, 0));
|
|
iw.text.addTxt(MetaString::SPELL_NAME, (*it));
|
|
switch (size--)
|
|
{
|
|
case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
|
|
case 1: break;
|
|
default: iw.text << ", ";
|
|
}
|
|
}
|
|
iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
|
|
iw.text.addReplacement(h2->name);
|
|
sendAndApply(&cs2);
|
|
}
|
|
|
|
if (cs1.spells.size() && cs2.spells.size() )
|
|
{
|
|
iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
|
|
}
|
|
|
|
if (cs1.spells.size())
|
|
{
|
|
iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
|
|
int size = cs1.spells.size();
|
|
for(std::set<ui32>::const_iterator it=cs1.spells.begin(); it!=cs1.spells.end();it++)
|
|
{
|
|
iw.components.push_back(Component(Component::SPELL, (*it), 1, 0));
|
|
iw.text.addTxt(MetaString::SPELL_NAME, (*it));
|
|
switch (size--)
|
|
{
|
|
case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
|
|
case 1: break;
|
|
default: iw.text << ", ";
|
|
} }
|
|
iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
|
|
iw.text.addReplacement(h2->name);
|
|
sendAndApply(&cs1);
|
|
}
|
|
sendAndApply(&iw);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::heroExchange(si32 hero1, si32 hero2)
|
|
{
|
|
ui8 player1 = getHero(hero1)->tempOwner;
|
|
ui8 player2 = getHero(hero2)->tempOwner;
|
|
|
|
if( gameState()->getPlayerRelations( player1, player2))
|
|
{
|
|
OpenWindow hex;
|
|
hex.window = OpenWindow::EXCHANGE_WINDOW;
|
|
hex.id1 = hero1;
|
|
hex.id2 = hero2;
|
|
sendAndApply(&hex);
|
|
useScholarSkill(hero1,hero2);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::prepareNewQuery(Query * queryPack, ui8 player, const boost::function<void(ui32)> &callback)
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> lock(gsm);
|
|
tlog4 << "Creating a query for player " << (int)player << " with ID=" << QID << std::endl;
|
|
callbacks[QID] = callback;
|
|
states.addQuery(player, QID);
|
|
queryPack->queryID = QID;
|
|
QID++;
|
|
}
|
|
|
|
void CGameHandler::applyAndAsk( Query * sel, ui8 player, boost::function<void(ui32)> &callback )
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> lock(gsm);
|
|
prepareNewQuery(sel, player, callback);
|
|
sendAndApply(sel);
|
|
}
|
|
|
|
void CGameHandler::ask( Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback )
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> lock(gsm);
|
|
prepareNewQuery(sel, player, callback);
|
|
sendToAllClients(sel);
|
|
}
|
|
|
|
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++)
|
|
{
|
|
boost::unique_lock<boost::mutex> lock(*(*i)->wmx);
|
|
**i << info;
|
|
}
|
|
}
|
|
|
|
void CGameHandler::sendAndApply(CPackForClient * info)
|
|
{
|
|
sendToAllClients(info);
|
|
gs->apply(info);
|
|
}
|
|
|
|
void CGameHandler::applyAndSend(CPackForClient * info)
|
|
{
|
|
gs->apply(info);
|
|
sendToAllClients(info);
|
|
}
|
|
|
|
void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
|
|
{
|
|
sendAndApply((CPackForClient*)info);
|
|
if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERTROOP)
|
|
winLoseHandle();
|
|
}
|
|
|
|
// void CGameHandler::sendAndApply( SetGarrisons * info )
|
|
// {
|
|
// sendAndApply((CPackForClient*)info);
|
|
// if(gs->map->victoryCondition.condition == gatherTroop)
|
|
// for(std::map<ui32,CCreatureSet>::const_iterator i = info->garrs.begin(); i != info->garrs.end(); i++)
|
|
// checkLossVictory(getObj(i->first)->tempOwner);
|
|
// }
|
|
|
|
void CGameHandler::sendAndApply( SetResource * info )
|
|
{
|
|
sendAndApply((CPackForClient*)info);
|
|
if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERRESOURCE)
|
|
checkLossVictory(info->player);
|
|
}
|
|
|
|
void CGameHandler::sendAndApply( SetResources * info )
|
|
{
|
|
sendAndApply((CPackForClient*)info);
|
|
if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERRESOURCE)
|
|
checkLossVictory(info->player);
|
|
}
|
|
|
|
void CGameHandler::sendAndApply( NewStructures * info )
|
|
{
|
|
sendAndApply((CPackForClient*)info);
|
|
if(gs->map->victoryCondition.condition == EVictoryConditionType::BUILDCITY)
|
|
checkLossVictory(getTown(info->tid)->tempOwner);
|
|
}
|
|
|
|
void CGameHandler::save(const std::string & filename )
|
|
{
|
|
tlog1 << "Saving to " << filename << "\n";
|
|
CFileInfo info(filename);
|
|
CResourceHandler::get()->createResource(info.getStem() + ".vlgm1");
|
|
CResourceHandler::get()->createResource(info.getStem() + ".vsgm1");
|
|
|
|
{
|
|
tlog0 << "Ordering clients to serialize...\n";
|
|
SaveGame sg(info.getStem() + ".vcgm1");
|
|
sendToAllClients(&sg);
|
|
}
|
|
|
|
try
|
|
{
|
|
{
|
|
tlog0 << "Serializing game info...\n";
|
|
CSaveFile save(CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME)));
|
|
char hlp[8] = "VCMISVG";
|
|
save << hlp << static_cast<CMapHeader&>(*gs->map) << gs->scenarioOps << *VLC << gs;
|
|
}
|
|
|
|
{
|
|
tlog0 << "Serializing server info...\n";
|
|
CSaveFile save(CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::SERVER_SAVEGAME)));
|
|
save << *this;
|
|
}
|
|
tlog0 << "Game has been successfully saved!\n";
|
|
}
|
|
catch(std::exception &e)
|
|
{
|
|
tlog1 << "Failed to save game: " << e.what() << std::endl;
|
|
}
|
|
}
|
|
|
|
void CGameHandler::close()
|
|
{
|
|
tlog0 << "We have been requested to close.\n";
|
|
|
|
if(gs->initialOpts->mode == StartInfo::DUEL)
|
|
{
|
|
exit(0);
|
|
}
|
|
|
|
//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, ui8 player )
|
|
{
|
|
const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id1].get()),
|
|
*s2 = static_cast<CArmedInstance*>(gs->map->objects[id2].get());
|
|
const CCreatureSet &S1 = *s1, &S2 = *s2;
|
|
StackLocation sl1(s1, p1), sl2(s2, p2);
|
|
if(!sl1.validSlot() || !sl2.validSlot())
|
|
{
|
|
complain("Invalid slot accessed!");
|
|
return false;
|
|
}
|
|
|
|
if(!isAllowedExchange(id1,id2))
|
|
{
|
|
complain("Cannot exchange stacks between these two objects!\n");
|
|
return false;
|
|
}
|
|
|
|
if(what==1) //swap
|
|
{
|
|
if ( ((s1->tempOwner != player && s1->tempOwner != 254) && s1->getStackCount(p1)) //why 254??
|
|
|| ((s2->tempOwner != player && s2->tempOwner != 254) && s2->getStackCount(p2)))
|
|
{
|
|
complain("Can't take troops from another player!");
|
|
return false;
|
|
}
|
|
|
|
swapStacks(sl1, sl2);
|
|
}
|
|
else if(what==2)//merge
|
|
{
|
|
if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
|
|
|| (((s1->tempOwner != player && s1->tempOwner != 254) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
|
|
return false;
|
|
|
|
moveStack(sl1, sl2);
|
|
}
|
|
else if(what==3) //split
|
|
{
|
|
if ( (s1->tempOwner != player && s1->getStackCount(p1) < s1->getStackCount(p1) )
|
|
|| (s2->tempOwner != player && s2->getStackCount(p2) < s2->getStackCount(p2) ) )
|
|
{
|
|
complain("Can't move troops of another player!");
|
|
return false;
|
|
}
|
|
|
|
//general conditions checking
|
|
if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
|
|
|| (val<1 && complain("no creatures to split")) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
|
|
if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
|
|
{
|
|
int total = s1->getStackCount(p1) + s2->getStackCount(p2);
|
|
if( (total < val && complain("Cannot split that stack, not enough creatures!"))
|
|
|| (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
|
|
)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
moveStack(sl1, sl2, val - s2->getStackCount(p2));
|
|
//S2.slots[p2]->count = val;
|
|
//S1.slots[p1]->count = total - val;
|
|
}
|
|
else //split one stack to the two
|
|
{
|
|
if(s1->getStackCount(p1) < val)//not enough creatures
|
|
{
|
|
complain("Cannot split that stack, not enough creatures!");
|
|
return false;
|
|
}
|
|
|
|
|
|
moveStack(sl1, sl2, val);
|
|
}
|
|
|
|
}
|
|
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].get());
|
|
if(!vstd::contains(s1->stacks,pos))
|
|
{
|
|
complain("Illegal call to disbandCreature - no such stack in army!");
|
|
return false;
|
|
}
|
|
|
|
eraseStack(StackLocation(s1, pos));
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::buildStructure( si32 tid, si32 bid, bool force /*=false*/ )
|
|
{
|
|
CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid].get());
|
|
CBuilding * b = t->town->buildings[bid];
|
|
|
|
if(!force)
|
|
{
|
|
switch (b->mode)
|
|
{
|
|
case CBuilding::BUILD_NORMAL :
|
|
case CBuilding::BUILD_AUTO :
|
|
if (gs->canBuildStructure(t,bid) != EBuildingState::ALLOWED)
|
|
COMPLAIN_RET("Cannot build that building!");
|
|
break;
|
|
|
|
case CBuilding::BUILD_SPECIAL:
|
|
COMPLAIN_RET("This building can not be constructed!");
|
|
break;
|
|
|
|
case CBuilding::BUILD_GRAIL :
|
|
if(b->mode == CBuilding::BUILD_GRAIL) //needs grail
|
|
{
|
|
if(!t->visitingHero || !t->visitingHero->hasArt(2))
|
|
COMPLAIN_RET("Cannot build this without grail!")
|
|
else
|
|
removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(2, false)));
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
NewStructures ns;
|
|
ns.tid = tid;
|
|
|
|
if(bid >= EBuilding::DWELL_FIRST) //dwelling
|
|
{
|
|
int level = (bid - EBuilding::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
|
|
int upgradeNumber = (bid - EBuilding::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
|
|
|
|
if (upgradeNumber >= t->town->creatures[level].size())
|
|
COMPLAIN_RET("Cannot build dwelling: no creature found!");
|
|
|
|
CCreature * crea = VLC->creh->creatures[t->town->creatures[level][upgradeNumber]];
|
|
|
|
SetAvailableCreatures ssi;
|
|
ssi.tid = tid;
|
|
ssi.creatures = t->creatures;
|
|
if (bid <= EBuilding::DWELL_LAST)
|
|
ssi.creatures[level].first = crea->growth;
|
|
ssi.creatures[level].second.push_back(crea->idNumber);
|
|
sendAndApply(&ssi);
|
|
}
|
|
else if ( t->subID == ETownType::DUNGEON && bid == EBuilding::PORTAL_OF_SUMMON )
|
|
{
|
|
setPortalDwelling(t);
|
|
}
|
|
|
|
ns.bid.insert(bid);
|
|
ns.builded = force?t->builded:(t->builded+1);
|
|
|
|
BOOST_FOREACH(auto & build, t->town->buildings)
|
|
{
|
|
if (build.second->mode == CBuilding::BUILD_AUTO
|
|
&& !vstd::contains(t->builtBuildings, build.second->bid))
|
|
{
|
|
bool canBuild = true;
|
|
BOOST_FOREACH(int requires, build.second->requirements)
|
|
{
|
|
if (!vstd::contains(t->builtBuildings, requires)
|
|
&& !vstd::contains(ns.bid, requires))
|
|
{
|
|
canBuild = false;
|
|
break;
|
|
}
|
|
}
|
|
if (canBuild)
|
|
ns.bid.insert(build.second->bid);
|
|
}
|
|
}
|
|
|
|
sendAndApply(&ns);
|
|
|
|
//reveal ground for lookout tower
|
|
FoWChange fw;
|
|
fw.player = t->tempOwner;
|
|
fw.mode = 1;
|
|
t->getSightTiles(fw.tiles);
|
|
sendAndApply(&fw);
|
|
|
|
if (!force)
|
|
{
|
|
SetResources sr;
|
|
sr.player = t->tempOwner;
|
|
sr.res = gs->getPlayer(t->tempOwner)->resources - b->resources;
|
|
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);
|
|
|
|
checkLossVictory(t->tempOwner);
|
|
return true;
|
|
}
|
|
bool CGameHandler::razeStructure (si32 tid, si32 bid)
|
|
{
|
|
///incomplete, simply erases target building
|
|
CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid].get());
|
|
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);
|
|
//TODO: Remove dwellers
|
|
// if (t->subID == 4 && bid == 17) //Veil of Darkness
|
|
// {
|
|
// RemoveBonus rb(RemoveBonus::TOWN);
|
|
// rb.whoID = t->id;
|
|
// rb.source = Bonus::TOWN_STRUCTURE;
|
|
// rb.id = 17;
|
|
// sendAndApply(&rb);
|
|
// }
|
|
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, si32 fromLvl )
|
|
{
|
|
const CGDwelling *dw = static_cast<CGDwelling*>(gs->map->objects[objid].get());
|
|
const CArmedInstance *dst = NULL;
|
|
const CCreature *c = VLC->creh->creatures[crid];
|
|
bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
|
|
|
|
//TODO: test for owning
|
|
|
|
if(dw->ID == Obj::TOWN)
|
|
dst = (static_cast<const CGTownInstance *>(dw))->getUpperArmy();
|
|
else if(dw->ID == Obj::CREATURE_GENERATOR1 || dw->ID == Obj::CREATURE_GENERATOR4
|
|
|| dw->ID == Obj::REFUGEE_CAMP) //advmap dwelling
|
|
dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
|
|
else if(dw->ID == Obj::WAR_MACHINE_FACTORY)
|
|
dst = dynamic_cast<const CGHeroInstance *>(getTile(dw->visitablePos())->visitableObjects.back());
|
|
|
|
assert(dw && dst);
|
|
|
|
//verify
|
|
bool found = false;
|
|
int level = 0;
|
|
|
|
typedef std::pair<const int,int> Parka;
|
|
for(; level < dw->creatures.size(); level++) //iterate through all levels
|
|
{
|
|
if ( (fromLvl != -1) && ( level !=fromLvl ) )
|
|
continue;
|
|
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->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 && !warMachine && complain("Cannot recruit: no available slot!")))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//recruit
|
|
SetResources sr;
|
|
sr.player = dst->tempOwner;
|
|
sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
|
|
|
|
SetAvailableCreatures sac;
|
|
sac.tid = objid;
|
|
sac.creatures = dw->creatures;
|
|
sac.creatures[level].first -= cram;
|
|
|
|
sendAndApply(&sr);
|
|
sendAndApply(&sac);
|
|
|
|
if(warMachine)
|
|
{
|
|
const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
|
|
if(!h)
|
|
COMPLAIN_RET("Only hero can buy war machines");
|
|
|
|
switch(crid)
|
|
{
|
|
case 146:
|
|
giveHeroNewArtifact(h, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
|
|
break;
|
|
case 147:
|
|
giveHeroNewArtifact(h, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
|
|
break;
|
|
case 148:
|
|
giveHeroNewArtifact(h, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
|
|
break;
|
|
default:
|
|
complain("This war machine cannot be recruited!");
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
addToSlot(StackLocation(dst, slot), c, cram);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::upgradeCreature( ui32 objid, ui8 pos, ui32 upgID )
|
|
{
|
|
CArmedInstance *obj = static_cast<CArmedInstance*>(gs->map->objects[objid].get());
|
|
assert(obj->hasStackAtSlot(pos));
|
|
UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
|
|
int player = obj->tempOwner;
|
|
const PlayerState *p = getPlayer(player);
|
|
int crQuantity = obj->stacks[pos]->count;
|
|
int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
|
|
|
|
//check if upgrade is possible
|
|
if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
|
|
{
|
|
return false;
|
|
}
|
|
TResources totalCost = ui.cost[newIDpos] * crQuantity;
|
|
|
|
//check if player has enough resources
|
|
if(!p->resources.canAfford(totalCost))
|
|
COMPLAIN_RET("Cannot upgrade, not enough resources!");
|
|
|
|
//take resources
|
|
SetResources sr;
|
|
sr.player = player;
|
|
sr.res = p->resources - totalCost;
|
|
sendAndApply(&sr);
|
|
|
|
//upgrade creature
|
|
changeStackType(StackLocation(obj, pos), VLC->creh->creatures[upgID]);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::changeStackType(const StackLocation &sl, CCreature *c)
|
|
{
|
|
if(!sl.army->hasStackAtSlot(sl.slot))
|
|
COMPLAIN_RET("Cannot find a stack to change type");
|
|
|
|
SetStackType sst;
|
|
sst.sl = sl;
|
|
sst.type = c;
|
|
sendAndApply(&sst);
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
|
|
{
|
|
assert(src->canBeMergedWith(*dst, allowMerging));
|
|
while(src->stacksCount())//while there are unmoved creatures
|
|
{
|
|
TSlots::const_iterator i = src->Slots().begin(); //iterator to stack to move
|
|
StackLocation sl(src, i->first); //location of stack to move
|
|
|
|
TSlot pos = dst->getSlotFor(i->second->type);
|
|
if(pos < 0)
|
|
{
|
|
//try to merge two other stacks to make place
|
|
std::pair<TSlot, TSlot> toMerge;
|
|
if(dst->mergableStacks(toMerge, i->first) && allowMerging)
|
|
{
|
|
moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
|
|
assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
|
|
moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
|
|
}
|
|
else
|
|
{
|
|
complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
moveStack(sl, StackLocation(dst, pos));
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::garrisonSwap( si32 tid )
|
|
{
|
|
CGTownInstance *town = gs->getTown(tid);
|
|
if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
|
|
{
|
|
|
|
if(!town->visitingHero->canBeMergedWith(*town))
|
|
{
|
|
complain("Cannot make garrison swap, not enough free slots!");
|
|
return false;
|
|
}
|
|
|
|
moveArmy(town, town->visitingHero, true);
|
|
|
|
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);
|
|
return true;
|
|
}
|
|
else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
|
|
{
|
|
SetHeroesInTown intown;
|
|
intown.tid = tid;
|
|
intown.garrison = town->visitingHero->id;
|
|
intown.visiting = town->garrisonHero->id;
|
|
sendAndApply(&intown);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
complain("Cannot swap garrison hero!");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// With the amount of changes done to the function, it's more like transferArtifacts.
|
|
// Function moves artifact from src to dst. If dst is not a backpack and is already occupied, old dst art goes to backpack and is replaced.
|
|
bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
|
|
{
|
|
ArtifactLocation src = al1, dst = al2;
|
|
const int srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
|
|
const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
|
|
|
|
// Make sure exchange is even possible between the two heroes.
|
|
if(!isAllowedExchange(srcObj->id, dstObj->id))
|
|
COMPLAIN_RET("That heroes cannot make any exchange!");
|
|
|
|
const CArtifactInstance *srcArtifact = src.getArt();
|
|
const CArtifactInstance *destArtifact = dst.getArt();
|
|
|
|
if (srcArtifact == NULL)
|
|
COMPLAIN_RET("No artifact to move!");
|
|
if (destArtifact && srcPlayer != dstPlayer)
|
|
COMPLAIN_RET("Can't touch artifact on hero of another player!");
|
|
|
|
// Check if src/dest slots are appropriate for the artifacts exchanged.
|
|
// Moving to the backpack is always allowed.
|
|
if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
|
|
&& srcArtifact && !srcArtifact->canBePutAt(dst, true))
|
|
COMPLAIN_RET("Cannot move artifact!");
|
|
|
|
if ((srcArtifact && srcArtifact->artType->id == GameConstants::ID_LOCK) || (destArtifact && destArtifact->artType->id == GameConstants::ID_LOCK))
|
|
COMPLAIN_RET("Cannot move artifact locks.");
|
|
|
|
if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
|
|
COMPLAIN_RET("Cannot put big artifacts in backpack!");
|
|
if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
|
|
COMPLAIN_RET("Cannot move catapult!");
|
|
|
|
if(dst.slot >= GameConstants::BACKPACK_START)
|
|
vstd::amin(dst.slot, GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());
|
|
|
|
if (src.slot == dst.slot && src.artHolder == dst.artHolder)
|
|
COMPLAIN_RET("Won't move artifact: Dest same as source!");
|
|
|
|
if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
|
|
{
|
|
//old artifact must be removed first
|
|
moveArtifact(dst, ArtifactLocation(dst.artHolder, dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START));
|
|
}
|
|
|
|
MoveArtifact ma;
|
|
ma.src = src;
|
|
ma.dst = dst;
|
|
sendAndApply(&ma);
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Assembles or disassembles a combination artifact.
|
|
* @param heroID ID of hero holding the artifact(s).
|
|
* @param artifactSlot The worn slot ID of the combination- or constituent artifact.
|
|
* @param assemble True for assembly operation, false for disassembly.
|
|
* @param assembleTo If assemble is true, this represents the artifact ID of the combination
|
|
* artifact to assemble to. Otherwise it's not used.
|
|
*/
|
|
bool CGameHandler::assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assemble, ui32 assembleTo)
|
|
{
|
|
|
|
CGHeroInstance *hero = gs->getHero(heroID);
|
|
const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
|
|
|
|
if(!destArtifact)
|
|
COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
|
|
|
|
if(assemble)
|
|
{
|
|
CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
|
|
if(!combinedArt->constituents)
|
|
COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
|
|
if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
|
|
COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
|
|
|
|
AssembledArtifact aa;
|
|
aa.al = ArtifactLocation(hero, artifactSlot);
|
|
aa.builtArt = combinedArt;
|
|
sendAndApply(&aa);
|
|
}
|
|
else
|
|
{
|
|
if(!destArtifact->artType->constituents)
|
|
COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
|
|
|
|
DisassembledArtifact da;
|
|
da.al = ArtifactLocation(hero, artifactSlot);
|
|
sendAndApply(&da);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool CGameHandler::buyArtifact( ui32 hid, TArtifactID aid )
|
|
{
|
|
CGHeroInstance *hero = gs->getHero(hid);
|
|
CGTownInstance *town = hero->visitedTown;
|
|
if(aid==0) //spellbook
|
|
{
|
|
if((!town->hasBuilt(EBuilding::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
|
|
|| (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
|
|
|| (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
|
|
)
|
|
return false;
|
|
|
|
giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
|
|
giveHeroNewArtifact(hero, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK);
|
|
assert(hero->getArt(ArtifactPosition::SPELLBOOK));
|
|
giveSpells(town,hero);
|
|
return true;
|
|
}
|
|
else if(aid < 7 && aid > 3) //war machine
|
|
{
|
|
int price = VLC->arth->artifacts[aid]->price;
|
|
|
|
if(( hero->getArt(9+aid) && complain("Hero already has this machine!"))
|
|
|| (gs->getPlayer(hero->getOwner())->resources[Res::GOLD] < price && complain("Not enough gold!")))
|
|
{
|
|
return false;
|
|
}
|
|
if ((town->hasBuilt(EBuilding::BLACKSMITH) && town->town->warMachine == aid )
|
|
|| ((town->hasBuilt(EBuilding::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == 4))
|
|
{
|
|
giveResource(hero->getOwner(),Res::GOLD,-price);
|
|
giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], 9+aid);
|
|
return true;
|
|
}
|
|
else
|
|
COMPLAIN_RET("This machine is unavailable here!");
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, int rid, int aid)
|
|
{
|
|
if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
|
|
COMPLAIN_RET("That artifact is unavailable!");
|
|
|
|
int b1, b2;
|
|
m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
|
|
|
|
if(getResource(h->tempOwner, rid) < b1)
|
|
COMPLAIN_RET("You can't afford to buy this artifact!");
|
|
|
|
SetResource sr;
|
|
sr.player = h->tempOwner;
|
|
sr.resid = rid;
|
|
sr.val = getResource(h->tempOwner, rid) - b1;
|
|
sendAndApply(&sr);
|
|
|
|
|
|
SetAvailableArtifacts saa;
|
|
if(m->o->ID == Obj::TOWN)
|
|
{
|
|
saa.id = -1;
|
|
saa.arts = CGTownInstance::merchantArtifacts;
|
|
}
|
|
else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
|
|
{
|
|
saa.id = bm->id;
|
|
saa.arts = bm->artifacts;
|
|
}
|
|
else
|
|
COMPLAIN_RET("Wrong marktet...");
|
|
|
|
bool found = false;
|
|
BOOST_FOREACH(const CArtifact *&art, saa.arts)
|
|
{
|
|
if(art && art->id == aid)
|
|
{
|
|
art = NULL;
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(!found)
|
|
COMPLAIN_RET("Cannot find selected artifact on the list");
|
|
|
|
sendAndApply(&saa);
|
|
|
|
giveHeroNewArtifact(h, VLC->arth->artifacts[aid], -2);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, TArtifactInstanceID aid, TResource rid )
|
|
{
|
|
const CArtifactInstance *art = h->getArtByInstanceId(aid);
|
|
if(!art)
|
|
COMPLAIN_RET("There is no artifact to sell!");
|
|
if(art->artType->id < 7)
|
|
COMPLAIN_RET("Cannot sell a war machine or spellbook!");
|
|
|
|
int resVal = 0, dump = 1;
|
|
m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
|
|
|
|
removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
|
|
giveResource(h->tempOwner, rid, resVal);
|
|
return true;
|
|
}
|
|
|
|
//void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
|
|
//{
|
|
// //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
|
|
// //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
|
|
// {
|
|
// }
|
|
//}
|
|
|
|
bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, int skill)
|
|
{
|
|
if (!h)
|
|
COMPLAIN_RET("You need hero to buy a skill!");
|
|
|
|
if (h->getSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(skill)))
|
|
COMPLAIN_RET("Hero already know this skill");
|
|
|
|
if (!h->canLearnSkill())
|
|
COMPLAIN_RET("Hero can't learn any more skills");
|
|
|
|
if (h->type->heroClass->secSkillProbability[skill]==0)//can't learn this skill (like necromancy for most of non-necros)
|
|
COMPLAIN_RET("The hero can't learn this skill!");
|
|
|
|
if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
|
|
COMPLAIN_RET("That skill is unavailable!");
|
|
|
|
if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
|
|
COMPLAIN_RET("You can't afford to buy this skill");
|
|
|
|
SetResource sr;
|
|
sr.player = h->tempOwner;
|
|
sr.resid = Res::GOLD;
|
|
sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
|
|
sendAndApply(&sr);
|
|
|
|
changeSecSkill(h->id, skill, 1, true);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::tradeResources(const IMarket *market, ui32 val, ui8 player, ui32 id1, ui32 id2)
|
|
{
|
|
int r1 = gs->getPlayer(player)->resources[id1],
|
|
r2 = gs->getPlayer(player)->resources[id2];
|
|
|
|
vstd::amin(val, r1); //can't trade more resources than have
|
|
|
|
int b1, b2; //base quantities for trade
|
|
market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
|
|
int units = val / b1; //how many base quantities we trade
|
|
|
|
if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
|
|
{
|
|
//TODO: complain?
|
|
assert(0);
|
|
}
|
|
|
|
SetResource sr;
|
|
sr.player = player;
|
|
sr.resid = id1;
|
|
sr.val = r1 - b1 * units;
|
|
sendAndApply(&sr);
|
|
|
|
sr.resid = id2;
|
|
sr.val = r2 + b2 * units;
|
|
sendAndApply(&sr);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, ui32 slot, ui32 resourceID)
|
|
{
|
|
if(!vstd::contains(hero->Slots(), slot))
|
|
COMPLAIN_RET("Hero doesn't have any creature in that slot!");
|
|
|
|
const CStackInstance &s = hero->getStack(slot);
|
|
|
|
if( s.count < count //can't sell more creatures than have
|
|
|| (hero->Slots().size() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
|
|
{
|
|
COMPLAIN_RET("Not enough creatures in army!");
|
|
}
|
|
|
|
int b1, b2; //base quantities for trade
|
|
market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
|
|
int units = count / b1; //how many base quantities we trade
|
|
|
|
if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
|
|
{
|
|
//TODO: complain?
|
|
assert(0);
|
|
}
|
|
|
|
changeStackCount(StackLocation(hero, slot), -count);
|
|
|
|
SetResource sr;
|
|
sr.player = hero->tempOwner;
|
|
sr.resid = resourceID;
|
|
sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
|
|
sendAndApply(&sr);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, ui32 slot)
|
|
{
|
|
const CArmedInstance *army = NULL;
|
|
if (hero)
|
|
army = hero;
|
|
else
|
|
army = dynamic_cast<const CGTownInstance *>(market->o);
|
|
|
|
if (!army)
|
|
COMPLAIN_RET("Incorrect call to transform in undead!");
|
|
if(!army->hasStackAtSlot(slot))
|
|
COMPLAIN_RET("Army doesn't have any creature in that slot!");
|
|
|
|
|
|
const CStackInstance &s = army->getStack(slot);
|
|
int resCreature;//resulting creature - bone dragons or skeletons
|
|
|
|
if (s.hasBonusOfType(Bonus::DRAGON_NATURE))
|
|
resCreature = 68;
|
|
else
|
|
resCreature = 56;
|
|
|
|
changeStackType(StackLocation(army, slot), VLC->creh->creatures[resCreature]);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::sendResources(ui32 val, ui8 player, ui32 r1, ui32 r2)
|
|
{
|
|
const PlayerState *p2 = gs->getPlayer(r2, false);
|
|
if(!p2 || p2->status != PlayerState::INGAME)
|
|
{
|
|
complain("Dest player must be in game!");
|
|
return false;
|
|
}
|
|
|
|
si32 curRes1 = gs->getPlayer(player)->resources[r1], curRes2 = gs->getPlayer(r2)->resources[r1];
|
|
val = std::min(si32(val),curRes1);
|
|
|
|
SetResource sr;
|
|
sr.player = player;
|
|
sr.resid = r1;
|
|
sr.val = curRes1 - val;
|
|
sendAndApply(&sr);
|
|
|
|
sr.player = r2;
|
|
sr.val = curRes2 + val;
|
|
sendAndApply(&sr);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::setFormation( si32 hid, ui8 formation )
|
|
{
|
|
gs->getHero(hid)-> formation = formation;
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, ui8 player)
|
|
{
|
|
const PlayerState *p = gs->getPlayer(player);
|
|
const CGTownInstance *t = gs->getTown(obj->id);
|
|
|
|
//common preconditions
|
|
if( (p->resources[Res::GOLD]<2500 && complain("Not enough gold for buying hero!"))
|
|
|| (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
|
|
return false;
|
|
|
|
if(t) //tavern in town
|
|
{
|
|
if( (!t->hasBuilt(EBuilding::TAVERN) && complain("No tavern!"))
|
|
|| (t->visitingHero && complain("There is visiting hero - no place!")))
|
|
return false;
|
|
}
|
|
else if(obj->ID == Obj::TAVERN)
|
|
{
|
|
if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
|
|
return false;
|
|
}
|
|
|
|
|
|
const CGHeroInstance *nh = p->availableHeroes[hid];
|
|
if (!nh)
|
|
{
|
|
complain ("Hero is not available for hiring!");
|
|
return false;
|
|
}
|
|
|
|
HeroRecruited hr;
|
|
hr.tid = obj->id;
|
|
hr.hid = nh->subID;
|
|
hr.player = player;
|
|
hr.tile = obj->visitablePos() + nh->getVisitableOffset();
|
|
sendAndApply(&hr);
|
|
|
|
|
|
bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
|
|
|
|
const CGHeroInstance *theOtherHero = p->availableHeroes[!hid];
|
|
const CGHeroInstance *newHero = NULL;
|
|
if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
|
|
newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, theOtherHero->type->heroClass);
|
|
|
|
SetAvailableHeroes sah;
|
|
sah.player = player;
|
|
|
|
if(newHero)
|
|
{
|
|
sah.hid[hid] = newHero->subID;
|
|
sah.army[hid].clear();
|
|
sah.army[hid].setCreature(0, newHero->type->initialArmy[0].creature, 1);
|
|
}
|
|
else
|
|
sah.hid[hid] = -1;
|
|
|
|
sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
|
|
sendAndApply(&sah);
|
|
|
|
SetResource sr;
|
|
sr.player = player;
|
|
sr.resid = Res::GOLD;
|
|
sr.val = p->resources[Res::GOLD] - 2500;
|
|
sendAndApply(&sr);
|
|
|
|
if(t)
|
|
{
|
|
vistiCastleObjects (t, nh);
|
|
giveSpells (t,nh);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::queryReply(ui32 qid, ui32 answer, ui8 player)
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> lock(gsm);
|
|
states.removeQuery(player, qid);
|
|
if(vstd::contains(callbacks,qid))
|
|
{
|
|
CFunctionList<void(ui32)> callb = callbacks[qid];
|
|
callbacks.erase(qid);
|
|
if(callb)
|
|
callb(answer);
|
|
}
|
|
else
|
|
{
|
|
complain("Unknown query reply!");
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
static EndAction end_action;
|
|
|
|
bool CGameHandler::makeBattleAction( BattleAction &ba )
|
|
{
|
|
tlog1 << "\tMaking action of type " << ba.actionType << std::endl;
|
|
bool ok = true;
|
|
|
|
|
|
const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
|
|
const bool isAboutActiveStack = stack && (stack == battleActiveStack());
|
|
|
|
|
|
switch(ba.actionType)
|
|
{
|
|
case BattleAction::WALK: //walk
|
|
case BattleAction::DEFEND: //defend
|
|
case BattleAction::WAIT: //wait
|
|
case BattleAction::WALK_AND_ATTACK: //walk or attack
|
|
case BattleAction::SHOOT: //shoot
|
|
case BattleAction::CATAPULT: //catapult
|
|
case BattleAction::STACK_HEAL: //healing with First Aid Tent
|
|
case BattleAction::DAEMON_SUMMONING:
|
|
case BattleAction::MONSTER_SPELL:
|
|
|
|
if(!stack)
|
|
{
|
|
complain("No such stack!");
|
|
return false;
|
|
}
|
|
if(!stack->alive())
|
|
{
|
|
complain("This stack is dead: " + stack->nodeName());
|
|
return false;
|
|
}
|
|
|
|
if(battleTacticDist())
|
|
{
|
|
if(stack && !stack->attackerOwned != battleGetTacticsSide())
|
|
{
|
|
complain("This is not a stack of side that has tactics!");
|
|
return false;
|
|
}
|
|
}
|
|
else if(!isAboutActiveStack)
|
|
{
|
|
complain("Action has to be about active stack!");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
|
|
switch(ba.actionType)
|
|
{
|
|
case BattleAction::END_TACTIC_PHASE: //wait
|
|
case BattleAction::BAD_MORALE:
|
|
case BattleAction::NO_ACTION:
|
|
{
|
|
StartAction start_action(ba);
|
|
sendAndApply(&start_action);
|
|
sendAndApply(&end_action);
|
|
break;
|
|
}
|
|
case BattleAction::WALK: //walk
|
|
{
|
|
StartAction start_action(ba);
|
|
sendAndApply(&start_action); //start movement
|
|
int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
|
|
if(!walkedTiles)
|
|
complain("Stack failed movement!");
|
|
|
|
sendAndApply(&end_action);
|
|
break;
|
|
}
|
|
case BattleAction::DEFEND: //defend
|
|
{
|
|
//defensive stance //TODO: remove this bonus when stack becomes active
|
|
SetStackEffect sse;
|
|
sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
|
|
sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->stacks[ba.stackNumber]->valOfBonuses(Bonus::DEFENSIVE_STANCE),
|
|
-1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
|
|
sse.stacks.push_back(ba.stackNumber);
|
|
sendAndApply(&sse);
|
|
|
|
//don't break - we share code with next case
|
|
}
|
|
case BattleAction::WAIT: //wait
|
|
{
|
|
StartAction start_action(ba);
|
|
sendAndApply(&start_action);
|
|
sendAndApply(&end_action);
|
|
break;
|
|
}
|
|
case BattleAction::RETREAT: //retreat/flee
|
|
{
|
|
if(!gs->curB->battleCanFlee(gs->curB->sides[ba.side]))
|
|
complain("Cannot retreat!");
|
|
else
|
|
setBattleResult(1, !ba.side); //surrendering side loses
|
|
break;
|
|
}
|
|
case BattleAction::SURRENDER:
|
|
{
|
|
int player = gs->curB->sides[ba.side];
|
|
int cost = gs->curB->battleGetSurrenderCost(player);
|
|
if(cost < 0)
|
|
complain("Cannot surrender!");
|
|
else if(getResource(player, Res::GOLD) < cost)
|
|
complain("Not enough gold to surrender!");
|
|
else
|
|
{
|
|
giveResource(player, Res::GOLD, -cost);
|
|
setBattleResult(2, !ba.side); //surrendering side loses
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
case BattleAction::WALK_AND_ATTACK: //walk or attack
|
|
{
|
|
StartAction start_action(ba);
|
|
sendAndApply(&start_action); //start movement and attack
|
|
|
|
const CStack *stackAtEnd = gs->curB->battleGetStackByPos(ba.additionalInfo);
|
|
if(!stack || !stackAtEnd)
|
|
{
|
|
sendAndApply(&end_action);
|
|
break;
|
|
}
|
|
|
|
BattleHex startingPos = stack->position;
|
|
int distance = moveStack(ba.stackNumber, ba.destinationTile);
|
|
|
|
tlog5 << stack->nodeName() << " will attack " << stackAtEnd->nodeName() << std::endl;
|
|
|
|
if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
|
|
&& !(stack->doubleWide()
|
|
&& ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) )
|
|
) //nor occupy specified hex
|
|
)
|
|
{
|
|
std::string problem = "We cannot move this stack to its destination " + stack->getCreature()->namePl;
|
|
tlog3 << problem << std::endl;
|
|
complain(problem);
|
|
ok = false;
|
|
sendAndApply(&end_action);
|
|
break;
|
|
}
|
|
|
|
if(stackAtEnd && stack->ID == stackAtEnd->ID) //we should just move, it will be handled by following check
|
|
{
|
|
stackAtEnd = NULL;
|
|
}
|
|
|
|
if(!stackAtEnd)
|
|
{
|
|
complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
|
|
ok = false;
|
|
sendAndApply(&end_action);
|
|
break;
|
|
}
|
|
|
|
if( !CStack::isMeleeAttackPossible(stack, stackAtEnd) )
|
|
{
|
|
complain("Attack cannot be performed!");
|
|
sendAndApply(&end_action);
|
|
ok = false;
|
|
break;
|
|
}
|
|
|
|
//attack
|
|
if(stack->alive()) //move can cause death, eg. by walking into the moat
|
|
{
|
|
BattleAttack bat;
|
|
prepareAttack(bat, stack, stackAtEnd, distance, ba.additionalInfo);
|
|
handleAttackBeforeCasting(bat); //only before first attack
|
|
sendAndApply(&bat);
|
|
handleAfterAttackCasting(bat);
|
|
}
|
|
|
|
//counterattack
|
|
if(!stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
|
|
&& stackAtEnd->ableToRetaliate()
|
|
&& stack->alive()) //attacker may have died (fire shield)
|
|
{
|
|
BattleAttack bat;
|
|
prepareAttack(bat, stackAtEnd, stack, 0, stack->position);
|
|
bat.flags |= BattleAttack::COUNTER;
|
|
sendAndApply(&bat);
|
|
handleAfterAttackCasting(bat);
|
|
}
|
|
|
|
//second attack
|
|
if(stack //FIXME: clones tend to disapear during actions
|
|
&& stack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0
|
|
&& !stack->hasBonusOfType(Bonus::SHOOTER)
|
|
&& stack->alive()
|
|
&& stackAtEnd->alive() )
|
|
{
|
|
BattleAttack bat;
|
|
prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
|
|
sendAndApply(&bat);
|
|
handleAfterAttackCasting(bat);
|
|
}
|
|
|
|
//return
|
|
if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
|
|
{
|
|
moveStack(ba.stackNumber, startingPos);
|
|
//NOTE: curStack->ID == ba.stackNumber (rev 1431)
|
|
}
|
|
sendAndApply(&end_action);
|
|
break;
|
|
}
|
|
case BattleAction::SHOOT: //shoot
|
|
{
|
|
const CStack *destStack= gs->curB->battleGetStackByPos(ba.destinationTile);
|
|
if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
|
|
{
|
|
complain("Cannot shoot!");
|
|
break;
|
|
}
|
|
|
|
StartAction start_action(ba);
|
|
sendAndApply(&start_action); //start shooting
|
|
|
|
{
|
|
BattleAttack bat;
|
|
bat.flags |= BattleAttack::SHOT;
|
|
prepareAttack(bat, stack, destStack, 0, ba.destinationTile);
|
|
handleAttackBeforeCasting(bat);
|
|
sendAndApply(&bat);
|
|
handleAfterAttackCasting(bat);
|
|
}
|
|
|
|
//ballista & artillery handling
|
|
if(destStack->alive() && stack->getCreature()->idNumber == 146)
|
|
{
|
|
BattleAttack bat2;
|
|
bat2.flags |= BattleAttack::SHOT;
|
|
prepareAttack(bat2, stack, destStack, 0, ba.destinationTile);
|
|
sendAndApply(&bat2);
|
|
}
|
|
//TODO: allow more than one additional attack
|
|
if(stack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0 //if unit shots twice let's make another shot
|
|
&& stack->alive()
|
|
&& destStack->alive()
|
|
&& stack->shots
|
|
)
|
|
{
|
|
BattleAttack bat;
|
|
bat.flags |= BattleAttack::SHOT;
|
|
prepareAttack(bat, stack, destStack, 0, ba.destinationTile);
|
|
sendAndApply(&bat);
|
|
handleAfterAttackCasting(bat);
|
|
}
|
|
|
|
sendAndApply(&end_action);
|
|
break;
|
|
}
|
|
case BattleAction::CATAPULT: //catapult
|
|
{
|
|
StartAction start_action(ba);
|
|
sendAndApply(&start_action);
|
|
const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
|
|
CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(CGHeroInstance::BALLISTICS)];
|
|
|
|
int attackedPart = gs->curB->battleHexToWallPart(ba.destinationTile);
|
|
if(attackedPart < 0)
|
|
{
|
|
complain("catapult tried to attack non-catapultable hex!");
|
|
break;
|
|
}
|
|
int wallInitHP = gs->curB->si.wallState[attackedPart];
|
|
int dmgAlreadyDealt = 0; //in successive iterations damage is dealt but not yet subtracted from wall's HPs
|
|
for(int g=0; g<sbi.shots; ++g)
|
|
{
|
|
if(wallInitHP + dmgAlreadyDealt == 3) //it's not destroyed
|
|
continue;
|
|
|
|
CatapultAttack ca; //package for clients
|
|
std::pair< std::pair< ui8, si16 >, ui8> attack; //<< attackedPart , destination tile >, damageDealt >
|
|
attack.first.first = attackedPart;
|
|
attack.first.second = ba.destinationTile;
|
|
attack.second = 0;
|
|
|
|
int chanceForHit = 0;
|
|
int dmgChance[] = { 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 = std::min(3 - dmgAlreadyDealt - wallInitHP, v);
|
|
dmgAlreadyDealt += attack.second;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//removing creatures in turrets / keep if one is destroyed
|
|
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(&end_action);
|
|
break;
|
|
}
|
|
case BattleAction::STACK_HEAL: //healing with First Aid Tent
|
|
{
|
|
StartAction start_action(ba);
|
|
sendAndApply(&start_action);
|
|
const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
|
|
const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
|
|
*destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
|
|
|
|
if(healer == NULL || destStack == NULL || !healer->hasBonusOfType(Bonus::HEALER))
|
|
{
|
|
complain("There is either no healer, no destination, or healer cannot heal :P");
|
|
}
|
|
int maxHealable = destStack->MaxHealth() - destStack->firstHPleft;
|
|
int maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::FIRST_AID));
|
|
|
|
int healed = std::min(maxHealable, maxiumHeal);
|
|
|
|
if(healed == 0)
|
|
{
|
|
//nothing to heal.. should we complain?
|
|
}
|
|
else
|
|
{
|
|
StacksHealedOrResurrected shr;
|
|
shr.lifeDrain = (ui8)false;
|
|
shr.tentHealing = (ui8)true;
|
|
shr.drainedFrom = ba.stackNumber;
|
|
|
|
StacksHealedOrResurrected::HealInfo hi;
|
|
hi.healedHP = healed;
|
|
hi.lowLevelResurrection = 0;
|
|
hi.stackID = destStack->ID;
|
|
|
|
shr.healedStacks.push_back(hi);
|
|
sendAndApply(&shr);
|
|
}
|
|
|
|
|
|
sendAndApply(&end_action);
|
|
break;
|
|
}
|
|
case BattleAction::DAEMON_SUMMONING:
|
|
//TODO: From Strategija:
|
|
//Summon Demon is a level 2 spell.
|
|
{
|
|
StartAction start_action(ba);
|
|
sendAndApply(&start_action);
|
|
|
|
const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
|
|
*destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
|
|
|
|
BattleStackAdded bsa;
|
|
bsa.attacker = summoner->attackerOwned;
|
|
|
|
bsa.creID = summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype; //in case summoner can summon more than one type of monsters... scream!
|
|
ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID);
|
|
bsa.amount = std::min ((ui32)(risedHp / VLC->creh->creatures[bsa.creID]->MaxHealth()), destStack->baseAmount);
|
|
|
|
bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
|
|
bsa.summoned = false;
|
|
|
|
if (bsa.amount) //there's rare possibility single creature cannot rise desired type
|
|
{
|
|
BattleStacksRemoved bsr; //remove body
|
|
bsr.stackIDs.insert(destStack->ID);
|
|
sendAndApply(&bsr);
|
|
sendAndApply(&bsa);
|
|
|
|
BattleSetStackProperty ssp;
|
|
ssp.stackID = ba.stackNumber;
|
|
ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
|
|
ssp.val = -1;
|
|
ssp.absolute = false;
|
|
sendAndApply(&ssp);
|
|
}
|
|
|
|
sendAndApply(&end_action);
|
|
break;
|
|
}
|
|
case BattleAction::MONSTER_SPELL:
|
|
{
|
|
StartAction start_action(ba);
|
|
sendAndApply(&start_action);
|
|
|
|
const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
|
|
int spellID = ba.additionalInfo;
|
|
BattleHex destination(ba.destinationTile);
|
|
|
|
const Bonus *randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
|
|
const Bonus * spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
|
|
|
|
//TODO special bonus for genies ability
|
|
if(randSpellcaster && battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
|
|
spellID = battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_GENIE);
|
|
|
|
if(spellID < 0)
|
|
complain("That stack can't cast spells!");
|
|
else
|
|
{
|
|
int spellLvl = 0;
|
|
if (spellcaster)
|
|
vstd::amax(spellLvl, spellcaster->val);
|
|
if (randSpellcaster)
|
|
vstd::amax(spellLvl, randSpellcaster->val);
|
|
vstd::amin (spellLvl, 3);
|
|
|
|
int casterSide = gs->curB->whatSide(stack->owner);
|
|
const CGHeroInstance * secHero = gs->curB->getHero(gs->curB->theOtherPlayer(stack->owner));
|
|
|
|
handleSpellCasting(spellID, spellLvl, destination, casterSide, stack->owner, NULL, secHero, 0, ECastingMode::CREATURE_ACTIVE_CASTING, stack);
|
|
}
|
|
|
|
sendAndApply(&end_action);
|
|
break;
|
|
}
|
|
}
|
|
if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
|
|
battleMadeAction.setn(true);
|
|
return ok;
|
|
}
|
|
|
|
void CGameHandler::playerMessage( ui8 player, const std::string &message )
|
|
{
|
|
bool cheated=true;
|
|
PlayerMessage temp_message(player,message);
|
|
|
|
sendAndApply(&temp_message);
|
|
if(message == "vcmiistari") //give all spells and 999 mana
|
|
{
|
|
SetMana sm;
|
|
ChangeSpells cs;
|
|
|
|
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->hasSpellbook()) //hero doesn't have spellbook
|
|
giveHeroNewArtifact(h, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK); //give spellbook
|
|
|
|
sendAndApply(&cs);
|
|
sendAndApply(&sm);
|
|
}
|
|
else if (message == "vcmiarmenelos") //build all buildings in selected town
|
|
{
|
|
CGTownInstance *town = gs->getTown(gs->getPlayer(player)->currentSelection);
|
|
if (town)
|
|
{
|
|
BOOST_FOREACH (auto & build, town->town->buildings)
|
|
{
|
|
if (!town->hasBuilt(build.first) && !build.second->Name().empty())
|
|
{
|
|
buildStructure(town->id, build.first, true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if(message == "vcmiainur") //gives 5 archangels into each slot
|
|
{
|
|
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
|
|
const CCreature *archangel = VLC->creh->creatures[13];
|
|
if(!hero) return;
|
|
|
|
for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
|
|
if(!hero->hasStackAtSlot(i))
|
|
insertNewStack(StackLocation(hero, i), archangel, 5);
|
|
}
|
|
else if(message == "vcmiangband") //gives 10 black knight into each slot
|
|
{
|
|
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
|
|
const CCreature *blackKnight = VLC->creh->creatures[66];
|
|
if(!hero) return;
|
|
|
|
for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
|
|
if(!hero->hasStackAtSlot(i))
|
|
insertNewStack(StackLocation(hero, i), blackKnight, 10);
|
|
}
|
|
else if(message == "vcminoldor") //all war machines
|
|
{
|
|
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
|
|
if(!hero) return;
|
|
|
|
if(!hero->getArt(ArtifactPosition::MACH1))
|
|
giveHeroNewArtifact(hero, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
|
|
if(!hero->getArt(ArtifactPosition::MACH2))
|
|
giveHeroNewArtifact(hero, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
|
|
if(!hero->getArt(ArtifactPosition::MACH3))
|
|
giveHeroNewArtifact(hero, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
|
|
}
|
|
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<Res::GOLD;i++)
|
|
sr.res[i] += 100;
|
|
sr.res[Res::GOLD] += 100000; //100k
|
|
sendAndApply(&sr);
|
|
}
|
|
else if(message == "vcmieagles") //reveal FoW
|
|
{
|
|
FoWChange fc;
|
|
fc.mode = 1;
|
|
fc.player = player;
|
|
int3 * hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
|
|
int lastUnc = 0;
|
|
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 ? 2 : 1); k++)
|
|
if(!gs->getPlayerTeam(fc.player)->fogOfWarMap[i][j][k])
|
|
hlp_tab[lastUnc++] = int3(i,j,k);
|
|
fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
|
|
delete [] hlp_tab;
|
|
sendAndApply(&fc);
|
|
}
|
|
else if(message == "vcmiglorfindel") //selected hero gains a new level
|
|
{
|
|
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
|
|
changePrimSkill(hero->id,4,VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
|
|
}
|
|
else if(message == "vcmisilmaril") //player wins
|
|
{
|
|
gs->getPlayer(player)->enteredWinningCheatCode = 1;
|
|
}
|
|
else if(message == "vcmimelkor") //player looses
|
|
{
|
|
gs->getPlayer(player)->enteredLosingCheatCode = 1;
|
|
}
|
|
else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
|
|
{
|
|
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
|
|
if(!hero) return;
|
|
for (int g=7; g<=140; ++g)
|
|
giveHeroNewArtifact(hero, VLC->arth->artifacts[g], -1);
|
|
}
|
|
else
|
|
cheated = false;
|
|
if(cheated)
|
|
{
|
|
SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
|
|
sendAndApply(&temp_message);
|
|
checkLossVictory(player);//Player enter win code or got required art\creature
|
|
}
|
|
}
|
|
|
|
void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex destination, ui8 casterSide, ui8 casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
|
|
int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack)
|
|
{
|
|
const CSpell *spell = VLC->spellh->spells[spellID];
|
|
|
|
|
|
//Helper local function that creates obstacle on given position. Obstacle type is inferred from spell type.
|
|
//It creates, sends and applies needed package.
|
|
auto placeObstacle = [&](BattleHex pos)
|
|
{
|
|
static int obstacleIdToGive = gs->curB->obstacles.size()
|
|
? (gs->curB->obstacles.back()->uniqueID+1)
|
|
: 0;
|
|
|
|
auto obstacle = make_shared<SpellCreatedObstacle>();
|
|
switch(spellID) // :/
|
|
{
|
|
case Spells::QUICKSAND:
|
|
obstacle->obstacleType = CObstacleInstance::QUICKSAND;
|
|
obstacle->turnsRemaining = -1;
|
|
obstacle->visibleForAnotherSide = false;
|
|
break;
|
|
case Spells::LAND_MINE:
|
|
obstacle->obstacleType = CObstacleInstance::LAND_MINE;
|
|
obstacle->turnsRemaining = -1;
|
|
obstacle->visibleForAnotherSide = false;
|
|
break;
|
|
case Spells::FIRE_WALL:
|
|
obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
|
|
obstacle->turnsRemaining = 2;
|
|
obstacle->visibleForAnotherSide = true;
|
|
break;
|
|
case Spells::FORCE_FIELD:
|
|
obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
|
|
obstacle->turnsRemaining = 2;
|
|
obstacle->visibleForAnotherSide = true;
|
|
break;
|
|
default:
|
|
//this function cannot be used with spells that do not create obstacles
|
|
assert(0);
|
|
}
|
|
|
|
obstacle->pos = pos;
|
|
obstacle->casterSide = casterSide;
|
|
obstacle->ID = spellID;
|
|
obstacle->spellLevel = spellLvl;
|
|
obstacle->casterSpellPower = usedSpellPower;
|
|
obstacle->uniqueID = obstacleIdToGive++;
|
|
|
|
BattleObstaclePlaced bop;
|
|
bop.obstacle = obstacle;
|
|
sendAndApply(&bop);
|
|
};
|
|
|
|
BattleSpellCast sc;
|
|
sc.side = casterSide;
|
|
sc.id = spellID;
|
|
sc.skill = spellLvl;
|
|
sc.tile = destination;
|
|
sc.dmgToDisplay = 0;
|
|
sc.castedByHero = (bool)caster;
|
|
sc.attackerType = (stack ? stack->type->idNumber : -1);
|
|
sc.manaGained = 0;
|
|
sc.spellCost = 0;
|
|
|
|
if (caster) //calculate spell cost
|
|
{
|
|
sc.spellCost = gs->curB->battleGetSpellCost(VLC->spellh->spells[spellID], caster);
|
|
|
|
if (secHero && mode == ECastingMode::HERO_CASTING) //handle mana channel
|
|
{
|
|
int manaChannel = 0;
|
|
BOOST_FOREACH(CStack * stack, gs->curB->stacks) //TODO: shouldn't bonus system handle it somehow?
|
|
{
|
|
if (stack->owner == secHero->tempOwner)
|
|
{
|
|
vstd::amax(manaChannel, stack->valOfBonuses(Bonus::MANA_CHANNELING));
|
|
}
|
|
}
|
|
sc.manaGained = (manaChannel * sc.spellCost) / 100;
|
|
}
|
|
}
|
|
|
|
//calculating affected creatures for all spells
|
|
std::set<const CStack*> attackedCres;
|
|
if (mode != ECastingMode::ENCHANTER_CASTING)
|
|
{
|
|
attackedCres = gs->curB->getAffectedCreatures(spell, spellLvl, casterColor, destination);
|
|
for(std::set<const CStack*>::const_iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
|
|
{
|
|
sc.affectedCres.insert((*it)->ID);
|
|
}
|
|
}
|
|
else //enchanter - hit all possible stacks
|
|
{
|
|
BOOST_FOREACH (const CStack * stack, gs->curB->stacks)
|
|
{
|
|
/*if it's non negative spell and our unit or non positive spell and hostile unit */
|
|
if((!spell->isNegative() && stack->owner == casterColor)
|
|
|| (!spell->isPositive() && stack->owner != casterColor))
|
|
{
|
|
if(stack->isValidTarget()) //TODO: allow dead targets somewhere in the future
|
|
{
|
|
attackedCres.insert(stack);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//checking if creatures resist
|
|
sc.resisted = gs->curB->calculateResistedStacks(spell, caster, secHero, attackedCres, casterColor, mode, usedSpellPower, spellLvl);
|
|
|
|
//calculating dmg to display
|
|
for(std::set<const 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(spell, caster, *it, spellLvl, usedSpellPower);
|
|
}
|
|
if (spellID == Spells::DEATH_STARE || spellID == Spells::ACID_BREATH_DAMAGE)
|
|
{
|
|
sc.dmgToDisplay = usedSpellPower;
|
|
if (spellID == Spells::DEATH_STARE)
|
|
vstd::amin(sc.dmgToDisplay, (*attackedCres.begin())->count); //stack is already reduced after attack
|
|
}
|
|
StacksInjured si;
|
|
|
|
//applying effects
|
|
switch (spellID)
|
|
{
|
|
case Spells::QUICKSAND:
|
|
case Spells::LAND_MINE:
|
|
{
|
|
std::vector<BattleHex> availableTiles;
|
|
for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
|
|
{
|
|
BattleHex hex = i;
|
|
if(hex.getX() > 2 && hex.getX() < 14 && !battleGetStackByPos(hex, false) & !battleGetObstacleOnPos(hex, false))
|
|
availableTiles.push_back(hex);
|
|
}
|
|
boost::range::random_shuffle(availableTiles);
|
|
|
|
const int patchesForSkill[] = {4, 4, 6, 8};
|
|
const int patchesToPut = std::min<int>(patchesForSkill[spellLvl], availableTiles.size());
|
|
|
|
//land mines or quicksand patches are handled as spell created obstacles
|
|
for (int i = 0; i < patchesToPut; i++)
|
|
placeObstacle(availableTiles[i]);
|
|
}
|
|
|
|
break;
|
|
case Spells::FORCE_FIELD:
|
|
placeObstacle(destination);
|
|
break;
|
|
case Spells::FIRE_WALL:
|
|
{
|
|
//fire wall is build from multiple obstacles - one fire piece for each affected hex
|
|
auto affectedHexes = spell->rangeInHexes(destination, spellLvl, casterSide);
|
|
BOOST_FOREACH(BattleHex hex, affectedHexes)
|
|
placeObstacle(hex);
|
|
}
|
|
break;
|
|
//damage spells
|
|
case Spells::MAGIC_ARROW:
|
|
case Spells::ICE_BOLT:
|
|
case Spells::LIGHTNING_BOLT:
|
|
case Spells::IMPLOSION:
|
|
case Spells::CHAIN_LIGHTNING:
|
|
case Spells::FROST_RING:
|
|
case Spells::FIREBALL:
|
|
case Spells::INFERNO:
|
|
case Spells::METEOR_SHOWER:
|
|
case Spells::DEATH_RIPPLE:
|
|
case Spells::DESTROY_UNDEAD:
|
|
case Spells::ARMAGEDDON:
|
|
case Spells::TITANS_LIGHTNING_BOLT:
|
|
case Spells::THUNDERBOLT: //(thunderbirds)
|
|
{
|
|
int spellDamage = 0;
|
|
if (stack && mode != ECastingMode::MAGIC_MIRROR)
|
|
{
|
|
int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID);
|
|
if (unitSpellPower)
|
|
sc.dmgToDisplay = spellDamage = stack->count * unitSpellPower; //TODO: handle immunities
|
|
else //Faerie Dragon
|
|
{
|
|
usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
|
|
sc.dmgToDisplay = 0;
|
|
}
|
|
}
|
|
int chainLightningModifier = 0;
|
|
for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
|
|
{
|
|
if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
|
|
continue;
|
|
|
|
BattleStackAttacked bsa;
|
|
if ((destination > -1 && (*it)->coversPos(destination)) || (spell->range[spellLvl] == "X" || mode == ECastingMode::ENCHANTER_CASTING))
|
|
//display effect only upon primary target of area spell
|
|
{
|
|
bsa.flags |= BattleStackAttacked::EFFECT;
|
|
bsa.effect = spell->mainEffectAnim;
|
|
}
|
|
if (spellDamage)
|
|
bsa.damageAmount = spellDamage >> chainLightningModifier;
|
|
else
|
|
{
|
|
bsa.damageAmount = gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower) >> chainLightningModifier;
|
|
sc.dmgToDisplay += bsa.damageAmount;
|
|
}
|
|
bsa.stackAttacked = (*it)->ID;
|
|
if (mode == ECastingMode::ENCHANTER_CASTING) //multiple damage spells cast
|
|
bsa.attackerID = stack->ID;
|
|
else
|
|
bsa.attackerID = -1;
|
|
(*it)->prepareAttacked(bsa);
|
|
si.stacks.push_back(bsa);
|
|
|
|
if (spellID == Spells::CHAIN_LIGHTNING)
|
|
++chainLightningModifier;
|
|
}
|
|
break;
|
|
}
|
|
// permanent effects
|
|
case Spells::SHIELD:
|
|
case Spells::AIR_SHIELD:
|
|
case Spells::FIRE_SHIELD:
|
|
case Spells::PROTECTION_FROM_AIR:
|
|
case Spells::PROTECTION_FROM_FIRE:
|
|
case Spells::PROTECTION_FROM_WATER:
|
|
case Spells::PROTECTION_FROM_EARTH:
|
|
case Spells::ANTI_MAGIC:
|
|
case Spells::MAGIC_MIRROR:
|
|
case Spells::BLESS:
|
|
case Spells::CURSE:
|
|
case Spells::BLOODLUST:
|
|
case Spells::PRECISION:
|
|
case Spells::WEAKNESS:
|
|
case Spells::STONE_SKIN:
|
|
case Spells::DISRUPTING_RAY:
|
|
case Spells::PRAYER:
|
|
case Spells::MIRTH:
|
|
case Spells::SORROW:
|
|
case Spells::FORTUNE:
|
|
case Spells::MISFORTUNE:
|
|
case Spells::HASTE:
|
|
case Spells::SLOW:
|
|
case Spells::SLAYER:
|
|
case Spells::FRENZY:
|
|
case Spells::COUNTERSTRIKE:
|
|
case Spells::BERSERK:
|
|
case Spells::HYPNOTIZE:
|
|
case Spells::FORGETFULNESS:
|
|
case Spells::BLIND:
|
|
case Spells::STONE_GAZE:
|
|
case Spells::POISON:
|
|
case Spells::BIND:
|
|
case Spells::DISEASE:
|
|
case Spells::PARALYZE:
|
|
case Spells::AGE:
|
|
case Spells::ACID_BREATH_DEFENSE:
|
|
{
|
|
int stackSpellPower = 0;
|
|
if (stack && mode != ECastingMode::MAGIC_MIRROR)
|
|
{
|
|
stackSpellPower = stack->valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
|
|
}
|
|
SetStackEffect sse;
|
|
Bonus pseudoBonus;
|
|
pseudoBonus.sid = spellID;
|
|
pseudoBonus.val = spellLvl;
|
|
pseudoBonus.turnsRemain = gs->curB->calculateSpellDuration(spell, caster, stackSpellPower ? stackSpellPower : usedSpellPower);
|
|
CStack::stackEffectToFeature(sse.effect, pseudoBonus);
|
|
if (spellID == Spells::BIND && stack)//bind
|
|
{
|
|
sse.effect.back().additionalInfo = stack->ID; //we need to know who casted Bind
|
|
}
|
|
const Bonus * bonus = NULL;
|
|
if (caster)
|
|
bonus = caster->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, spellID));
|
|
//TODO does hero speciality should affects his stack casting spells?
|
|
|
|
si32 power = 0;
|
|
BOOST_FOREACH(const CStack *affected, attackedCres)
|
|
{
|
|
if(vstd::contains(sc.resisted, affected->ID)) //this creature resisted the spell
|
|
continue;
|
|
sse.stacks.push_back(affected->ID);
|
|
|
|
//Apply hero specials - peculiar enchants
|
|
const ui8 tier = affected->getCreature()->level;
|
|
if (bonus)
|
|
{
|
|
switch(bonus->additionalInfo)
|
|
{
|
|
case 0: //normal
|
|
{
|
|
switch(tier)
|
|
{
|
|
case 1: case 2:
|
|
power = 3;
|
|
break;
|
|
case 3: case 4:
|
|
power = 2;
|
|
break;
|
|
case 5: case 6:
|
|
power = 1;
|
|
break;
|
|
}
|
|
Bonus specialBonus(sse.effect.back());
|
|
specialBonus.val = power; //it doesn't necessarily make sense for some spells, use it wisely
|
|
sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional premy to given effect
|
|
}
|
|
break;
|
|
case 1: //only Coronius as yet
|
|
{
|
|
power = std::max(5 - tier, 0);
|
|
Bonus specialBonus = CStack::featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, pseudoBonus.turnsRemain);
|
|
specialBonus.sid = spellID;
|
|
sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional attack to Slayer effect
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
if (caster && caster->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, spellID)) //TODO: better handling of bonus percentages
|
|
{
|
|
int damagePercent = caster->level * caster->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, spellID) / tier;
|
|
Bonus specialBonus = CStack::featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, pseudoBonus.turnsRemain);
|
|
specialBonus.valType = Bonus::PERCENT_TO_ALL;
|
|
specialBonus.sid = spellID;
|
|
sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus));
|
|
}
|
|
}
|
|
|
|
if(!sse.stacks.empty())
|
|
sendAndApply(&sse);
|
|
break;
|
|
}
|
|
case Spells::TELEPORT:
|
|
{
|
|
BattleStackMoved bsm;
|
|
bsm.distance = -1;
|
|
bsm.stack = selectedStack;
|
|
std::vector<BattleHex> tiles;
|
|
tiles.push_back(destination);
|
|
bsm.tilesToMove = tiles;
|
|
bsm.teleporting = true;
|
|
sendAndApply(&bsm);
|
|
break;
|
|
}
|
|
case Spells::CURE:
|
|
case Spells::RESURRECTION:
|
|
case Spells::ANIMATE_DEAD:
|
|
case Spells::SACRIFICE:
|
|
{
|
|
int hpGained = 0;
|
|
if (stack)
|
|
{
|
|
int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID);
|
|
if (unitSpellPower)
|
|
hpGained = stack->count * unitSpellPower; //Archangel
|
|
else //Faerie Dragon-like effect - unused fo far
|
|
usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
|
|
}
|
|
StacksHealedOrResurrected shr;
|
|
shr.lifeDrain = (ui8)false;
|
|
shr.tentHealing = (ui8)false;
|
|
for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
|
|
{
|
|
if(vstd::contains(sc.resisted, (*it)->ID) //this creature resisted the spell
|
|
|| (spellID == Spells::ANIMATE_DEAD && !(*it)->hasBonusOfType(Bonus::UNDEAD)) //we try to cast animate dead on living stack
|
|
)
|
|
continue;
|
|
StacksHealedOrResurrected::HealInfo hi;
|
|
hi.stackID = (*it)->ID;
|
|
if (stack)
|
|
{
|
|
if (hpGained)
|
|
{
|
|
hi.healedHP = gs->curB->calculateHealedHP(hpGained, spell, *it);
|
|
}
|
|
else
|
|
hi.healedHP = gs->curB->calculateHealedHP(spell, usedSpellPower, spellLvl, *it);
|
|
}
|
|
else
|
|
hi.healedHP = gs->curB->calculateHealedHP(caster, spell, *it, gs->curB->battleGetStackByID(selectedStack));
|
|
hi.lowLevelResurrection = spellLvl <= 1;
|
|
shr.healedStacks.push_back(hi);
|
|
}
|
|
if(!shr.healedStacks.empty())
|
|
sendAndApply(&shr);
|
|
if (spellID == Spells::SACRIFICE) //remove victim
|
|
{
|
|
BattleStacksRemoved bsr;
|
|
bsr.stackIDs.insert (selectedStack); //somehow it works for teleport?
|
|
sendAndApply(&bsr);
|
|
}
|
|
break;
|
|
}
|
|
case Spells::SUMMON_FIRE_ELEMENTAL:
|
|
case Spells::SUMMON_EARTH_ELEMENTAL:
|
|
case Spells::SUMMON_WATER_ELEMENTAL:
|
|
case Spells::SUMMON_AIR_ELEMENTAL:
|
|
{ //elemental summoning
|
|
int creID;
|
|
switch(spellID)
|
|
{
|
|
case Spells::SUMMON_FIRE_ELEMENTAL:
|
|
creID = 114;
|
|
break;
|
|
case Spells::SUMMON_EARTH_ELEMENTAL:
|
|
creID = 113;
|
|
break;
|
|
case Spells::SUMMON_WATER_ELEMENTAL:
|
|
creID = 115;
|
|
break;
|
|
case Spells::SUMMON_AIR_ELEMENTAL:
|
|
creID = 112;
|
|
break;
|
|
}
|
|
|
|
BattleStackAdded bsa;
|
|
bsa.creID = creID;
|
|
bsa.attacker = !(bool)casterSide;
|
|
bsa.summoned = true;
|
|
bsa.pos = gs->curB->getAvaliableHex(creID, !(bool)casterSide); //TODO: unify it
|
|
|
|
//TODO stack casting -> probably power will be zero; set the proper number of creatures manually
|
|
int percentBonus = caster ? caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spellID) : 0;
|
|
|
|
bsa.amount = usedSpellPower * VLC->spellh->spells[spellID]->powers[spellLvl] *
|
|
(100 + percentBonus) / 100.0; //new feature - percentage bonus
|
|
if(bsa.amount)
|
|
sendAndApply(&bsa);
|
|
else
|
|
complain("Summoning elementals didn't summon any!");
|
|
}
|
|
break;
|
|
case Spells::CLONE:
|
|
{
|
|
const CStack * clonedStack = NULL;
|
|
if (attackedCres.size())
|
|
clonedStack = *attackedCres.begin();
|
|
if (!clonedStack)
|
|
{
|
|
complain ("No target stack to clone!");
|
|
return;
|
|
}
|
|
|
|
BattleStackAdded bsa;
|
|
bsa.creID = clonedStack->type->idNumber;
|
|
bsa.attacker = !(bool)casterSide;
|
|
bsa.summoned = true;
|
|
bsa.pos = gs->curB->getAvaliableHex(bsa.creID, !(bool)casterSide); //TODO: unify it
|
|
bsa.amount = clonedStack->count;
|
|
sendAndApply (&bsa);
|
|
|
|
BattleSetStackProperty ssp;
|
|
ssp.stackID = gs->curB->stacks.back()->ID; //how to get recent stack?
|
|
ssp.which = BattleSetStackProperty::CLONED; //using enum values
|
|
ssp.val = 0;
|
|
ssp.absolute = 1;
|
|
sendAndApply(&ssp);
|
|
}
|
|
break;
|
|
case Spells::REMOVE_OBSTACLE:
|
|
{
|
|
ObstaclesRemoved obr;
|
|
BOOST_FOREACH(auto &obstacle, battleGetAllObstacles())
|
|
{
|
|
if(vstd::contains(obstacle->getBlockedTiles(), destination))
|
|
obr.obstacles.insert(obstacle->uniqueID);
|
|
}
|
|
|
|
if(!obr.obstacles.empty())
|
|
sendAndApply(&obr);
|
|
else
|
|
complain("There's no obstacle to remove!");
|
|
break;
|
|
}
|
|
break;
|
|
case Spells::DEATH_STARE: //handled in a bit different way
|
|
{
|
|
for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
|
|
{
|
|
if((*it)->hasBonusOfType(Bonus::UNDEAD) || (*it)->hasBonusOfType(Bonus::NON_LIVING)) //this creature is immune
|
|
{
|
|
sc.dmgToDisplay = 0; //TODO: handle Death Stare for multiple targets (?)
|
|
continue;
|
|
}
|
|
|
|
BattleStackAttacked bsa;
|
|
bsa.flags |= BattleStackAttacked::EFFECT;
|
|
bsa.effect = spell->mainEffectAnim; //from config\spell-Info.txt
|
|
bsa.damageAmount = usedSpellPower * (*it)->valOfBonuses(Bonus::STACK_HEALTH);
|
|
bsa.stackAttacked = (*it)->ID;
|
|
bsa.attackerID = -1;
|
|
(*it)->prepareAttacked(bsa);
|
|
si.stacks.push_back(bsa);
|
|
}
|
|
}
|
|
break;
|
|
case Spells::ACID_BREATH_DAMAGE: //new effect, separate from acid breath defense reduction
|
|
{
|
|
for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it) //no immunities
|
|
{
|
|
BattleStackAttacked bsa;
|
|
bsa.flags |= BattleStackAttacked::EFFECT;
|
|
bsa.effect = VLC->spellh->spells[80]->mainEffectAnim; //use acid breath
|
|
bsa.damageAmount = usedSpellPower; //damage times the number of attackers
|
|
bsa.stackAttacked = (*it)->ID;
|
|
bsa.attackerID = -1;
|
|
(*it)->prepareAttacked(bsa);
|
|
si.stacks.push_back(bsa);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
sendAndApply(&sc);
|
|
if(!si.stacks.empty()) //after spellcast info shows
|
|
sendAndApply(&si);
|
|
|
|
if (mode == ECastingMode::CREATURE_ACTIVE_CASTING || mode == ECastingMode::ENCHANTER_CASTING) //reduce number of casts remaining
|
|
{
|
|
BattleSetStackProperty ssp;
|
|
ssp.stackID = stack->ID;
|
|
ssp.which = BattleSetStackProperty::CASTS;
|
|
ssp.val = -1;
|
|
ssp.absolute = false;
|
|
sendAndApply(&ssp);
|
|
}
|
|
|
|
//Magic Mirror effect
|
|
if (spell->isNegative() && mode != ECastingMode::MAGIC_MIRROR && spell->level && spell->range[0] == "0") //it is actual spell and can be reflected to single target, no recurrence
|
|
{
|
|
for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
|
|
{
|
|
int mirrorChance = (*it)->valOfBonuses(Bonus::MAGIC_MIRROR);
|
|
if(mirrorChance > rand()%100)
|
|
{
|
|
std::vector<CStack *> mirrorTargets;
|
|
std::vector<CStack *> & battleStacks = gs->curB->stacks;
|
|
for (size_t j = 0; j < battleStacks.size(); ++j)
|
|
{
|
|
if(battleStacks[j]->owner == casterSide) //get enemy stacks which can be affected by this spell
|
|
{
|
|
if (!gs->curB->battleIsImmune(NULL, spell, ECastingMode::MAGIC_MIRROR, battleStacks[j]->position))
|
|
mirrorTargets.push_back(battleStacks[j]);
|
|
}
|
|
}
|
|
if (mirrorTargets.size())
|
|
{
|
|
int targetHex = mirrorTargets[rand() % mirrorTargets.size()]->position;
|
|
handleSpellCasting(spellID, 0, targetHex, 1 - casterSide, (*it)->owner, NULL, (caster ? caster : NULL), usedSpellPower, ECastingMode::MAGIC_MIRROR, (*it));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::makeCustomAction( BattleAction &ba )
|
|
{
|
|
switch(ba.actionType)
|
|
{
|
|
case BattleAction::HERO_SPELL: //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;
|
|
}
|
|
|
|
const CSpell *s = VLC->spellh->spells[ba.additionalInfo];
|
|
if (s->mainEffectAnim > -1 || (s->id >= 66 || s->id <= 69) || s->id == Spells::CLONE) //allow summon elementals
|
|
//TODO: special effects, like Clone
|
|
{
|
|
ui8 skill = h->getSpellSchoolLevel(s); //skill level
|
|
|
|
ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h->tempOwner, s, ECastingMode::HERO_CASTING);
|
|
if(escp != ESpellCastProblem::OK)
|
|
{
|
|
tlog2 << "Spell cannot be cast!\n";
|
|
tlog2 << "Problem : " << escp << std::endl;
|
|
return false;
|
|
}
|
|
|
|
StartAction start_action(ba);
|
|
sendAndApply(&start_action); //start spell casting
|
|
|
|
handleSpellCasting (ba.additionalInfo, skill, ba.destinationTile, ba.side, h->tempOwner, h, secondHero, h->getPrimSkillLevel(2),
|
|
ECastingMode::HERO_CASTING, NULL, ba.selectedStack);
|
|
|
|
sendAndApply(&end_action);
|
|
if( !gs->curB->battleGetStackByID(gs->curB->activeStack, false)->alive() )
|
|
{
|
|
battleMadeAction.setn(true);
|
|
}
|
|
checkForBattleEnd();
|
|
if(battleResult.get())
|
|
{
|
|
battleMadeAction.setn(true);
|
|
//battle will be ended by startBattle function
|
|
//endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
tlog2 << "Spell " << s->name << " is not yet supported!\n";
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void CGameHandler::stackTurnTrigger(const CStack * st)
|
|
{
|
|
BattleTriggerEffect bte;
|
|
bte.stackID = st->ID;
|
|
bte.effect = -1;
|
|
bte.val = 0;
|
|
bte.additionalInfo = 0;
|
|
if (st->alive())
|
|
{
|
|
//unbind
|
|
if (st->getEffect(72))
|
|
{
|
|
bool unbind = true;
|
|
BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
|
|
std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
|
|
|
|
BOOST_FOREACH(Bonus * b, bl)
|
|
{
|
|
const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
|
|
if (stack)
|
|
{
|
|
if (vstd::contains(stacks, stack)) //binding stack is still present
|
|
{
|
|
unbind = false;
|
|
}
|
|
}
|
|
}
|
|
if (unbind)
|
|
{
|
|
BattleSetStackProperty ssp;
|
|
ssp.which = BattleSetStackProperty::UNBIND;
|
|
ssp.stackID = st->ID;
|
|
sendAndApply(&ssp);
|
|
}
|
|
}
|
|
//regeneration
|
|
if(st->hasBonusOfType(Bonus::HP_REGENERATION))
|
|
{
|
|
bte.effect = Bonus::HP_REGENERATION;
|
|
bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
|
|
}
|
|
if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
|
|
{
|
|
bte.effect = Bonus::HP_REGENERATION;
|
|
bte.val = st->MaxHealth() - st->firstHPleft;
|
|
}
|
|
if (bte.val) //anything to heal
|
|
sendAndApply(&bte);
|
|
|
|
if(st->hasBonusOfType(Bonus::POISON))
|
|
{
|
|
const Bonus * b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, 71) && Selector::type(Bonus::STACK_HEALTH));
|
|
if (b) //TODO: what if not?...
|
|
{
|
|
bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
|
|
if (bte.val < b->val) //(negative) poison effect increases - update it
|
|
{
|
|
bte.effect = Bonus::POISON;
|
|
sendAndApply(&bte);
|
|
}
|
|
}
|
|
}
|
|
if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
|
|
{
|
|
const CGHeroInstance * enemy = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
|
|
if (enemy)
|
|
{
|
|
ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
|
|
vstd::amin (manaDrained, gs->curB->heroes[0]->mana);
|
|
if (manaDrained)
|
|
{
|
|
bte.effect = Bonus::MANA_DRAIN;
|
|
bte.val = manaDrained;
|
|
bte.additionalInfo = enemy->id; //for sanity
|
|
sendAndApply(&bte);
|
|
}
|
|
}
|
|
}
|
|
if (!st->hasBonusOfType(Bonus::FEARLESS))
|
|
{
|
|
bool fearsomeCreature = false;
|
|
BOOST_FOREACH(CStack * stack, gs->curB->stacks)
|
|
{
|
|
if (stack->owner != st->owner && stack->hasBonusOfType(Bonus::FEAR))
|
|
{
|
|
fearsomeCreature = true;
|
|
break;
|
|
}
|
|
}
|
|
if (fearsomeCreature)
|
|
{
|
|
if (rand() % 100 < 10) //fixed 10%
|
|
{
|
|
bte.effect = Bonus::FEAR;
|
|
sendAndApply(&bte);
|
|
}
|
|
}
|
|
}
|
|
BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
|
|
int side = gs->curB->whatSide(st->owner);
|
|
if (bl.size() && st->casts && !gs->curB->enchanterCounter[side])
|
|
{
|
|
int index = rand() % bl.size();
|
|
int spellID = bl[index]->subtype; //spell ID
|
|
if (gs->curB->battleCanCastThisSpell(st->owner, VLC->spellh->spells[spellID], ECastingMode::ENCHANTER_CASTING)) //TODO: select another?
|
|
{
|
|
int spellLeveL = bl[index]->val; //spell level
|
|
const CGHeroInstance * enemyHero = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
|
|
handleSpellCasting(spellID, spellLeveL, -1, side, st->owner, NULL, enemyHero, 0, ECastingMode::ENCHANTER_CASTING, st);
|
|
|
|
BattleSetStackProperty ssp;
|
|
ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
|
|
ssp.absolute = false;
|
|
ssp.val = bl[index]->additionalInfo; //increase cooldown counter
|
|
ssp.stackID = st->ID;
|
|
sendAndApply(&ssp);
|
|
}
|
|
}
|
|
bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
|
|
BOOST_FOREACH (auto b, bl)
|
|
{
|
|
SetStackEffect sse;
|
|
int val = bl.valOfBonuses (Selector::typeSubtype(b->type, b->subtype));
|
|
if (val > 3)
|
|
{
|
|
BOOST_FOREACH (auto s, gs->curB->battleGetAllStacks())
|
|
{
|
|
if (st->owner == s->owner && s->isValidTarget()) //all allied
|
|
sse.stacks.push_back (s->ID);
|
|
}
|
|
}
|
|
else
|
|
sse.stacks.push_back (st->ID);
|
|
|
|
Bonus pseudoBonus;
|
|
pseudoBonus.sid = b->subtype;
|
|
pseudoBonus.val = ((val > 3) ? (val - 3) : val);
|
|
pseudoBonus.turnsRemain = 50;
|
|
st->stackEffectToFeature (sse.effect, pseudoBonus);
|
|
sendAndApply (&sse);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
|
|
{
|
|
//we want to determine following vars depending on obstacle type
|
|
int damage = -1;
|
|
int effect = -1;
|
|
bool oneTimeObstacle = false;
|
|
|
|
//helper info
|
|
const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
|
|
const ui8 side = !curStack->attackerOwned;
|
|
const CGHeroInstance *hero = gs->curB->heroes[side];
|
|
|
|
if(obstacle.obstacleType == CObstacleInstance::MOAT)
|
|
{
|
|
damage = battleGetMoatDmg();
|
|
}
|
|
else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
|
|
{
|
|
//You don't get hit by a Mine you can see.
|
|
if(gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
|
|
return;
|
|
|
|
oneTimeObstacle = true;
|
|
effect = 82; //makes
|
|
damage = gs->curB->calculateSpellDmg(VLC->spellh->spells[Spells::LAND_MINE], hero, curStack,
|
|
spellObstacle->spellLevel, spellObstacle->casterSpellPower);
|
|
//TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if casted by hero,
|
|
//if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
|
|
}
|
|
else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
|
|
{
|
|
damage = gs->curB->calculateSpellDmg(VLC->spellh->spells[Spells::FIRE_WALL], hero, curStack,
|
|
spellObstacle->spellLevel, spellObstacle->casterSpellPower);
|
|
}
|
|
else
|
|
{
|
|
//no other obstacle does damage to stack
|
|
return;
|
|
}
|
|
|
|
BattleStackAttacked bsa;
|
|
if(effect >= 0)
|
|
{
|
|
bsa.flags |= BattleStackAttacked::EFFECT;
|
|
bsa.effect = effect; //makes POOF
|
|
}
|
|
bsa.damageAmount = damage;
|
|
bsa.stackAttacked = curStack->ID;
|
|
bsa.attackerID = -1;
|
|
curStack->prepareAttacked(bsa);
|
|
|
|
StacksInjured si;
|
|
si.stacks.push_back(bsa);
|
|
sendAndApply(&si);
|
|
|
|
if(oneTimeObstacle)
|
|
removeObstacle(obstacle);
|
|
}
|
|
|
|
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 < GameConstants::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 + ev->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
|
|
iw.components.push_back(Component(Component::RESOURCE,i,ev->resources[i],0));
|
|
}
|
|
|
|
if (iw.components.size())
|
|
{
|
|
sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
|
|
sendAndApply(&sr); //update player resources if changed
|
|
}
|
|
|
|
sendAndApply(&iw); //show dialog
|
|
}
|
|
} //PLAYERS LOOP
|
|
|
|
if(ev->nextOccurence)
|
|
{
|
|
gs->map->events.pop_front();
|
|
|
|
ev->firstOccurence += ev->nextOccurence;
|
|
std::list<ConstTransitivePtr<CMapEvent> >::iterator it = gs->map->events.begin();
|
|
while ( it !=gs->map->events.end() && (*it)->earlierThanOrEqual(*ev))
|
|
it++;
|
|
gs->map->events.insert(it, ev);
|
|
}
|
|
else
|
|
{
|
|
delete ev;
|
|
gs->map->events.pop_front();
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n, std::map<si32, std::map<si32, si32> > &newCreas)
|
|
{
|
|
//TODO event removing desync!!!
|
|
town->events.sort(evntCmp);
|
|
while(town->events.size() && town->events.front()->firstOccurence == gs->day)
|
|
{
|
|
ui8 player = town->tempOwner;
|
|
CCastleEvent *ev = town->events.front();
|
|
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) ) )
|
|
{
|
|
|
|
|
|
// dialog
|
|
InfoWindow iw;
|
|
iw.player = player;
|
|
iw.text << ev->message;
|
|
|
|
if(ev->resources.nonZero())
|
|
{
|
|
TResources was = n.res[player];
|
|
n.res[player] += ev->resources;
|
|
n.res[player].amax(0);
|
|
|
|
for (int i=0; i<ev->resources.size(); i++)
|
|
if(ev->resources[i] && pinfo->resources[i] != n.res[player][i]) //if resource had changed, we add it to the dialog
|
|
iw.components.push_back(Component(Component::RESOURCE,i,n.res[player][i]-was[i],0));
|
|
|
|
}
|
|
|
|
for(std::set<si32>::iterator i = ev->buildings.begin(); i!=ev->buildings.end();i++)
|
|
if ( town->hasBuilt(*i))
|
|
{
|
|
buildStructure(town->id, *i, true);
|
|
iw.components.push_back(Component(Component::BUILDING, town->subID, *i, 0));
|
|
}
|
|
|
|
for(si32 i=0;i<ev->creatures.size();i++) //creature growths
|
|
{
|
|
if(town->creatureDwellingLevel(i) >= 0 && ev->creatures[i])//there is dwelling
|
|
{
|
|
newCreas[town->id][i] += ev->creatures[i];
|
|
iw.components.push_back(Component(Component::CREATURE,
|
|
town->creatures[i].second.back(), ev->creatures[i], 0));
|
|
}
|
|
}
|
|
sendAndApply(&iw); //show dialog
|
|
}
|
|
|
|
if(ev->nextOccurence)
|
|
{
|
|
town->events.pop_front();
|
|
|
|
ev->firstOccurence += ev->nextOccurence;
|
|
std::list<CCastleEvent*>::iterator it = town->events.begin();
|
|
while ( it !=town->events.end() && (*it)->earlierThanOrEqual(*ev))
|
|
it++;
|
|
town->events.insert(it, ev);
|
|
}
|
|
else
|
|
{
|
|
delete ev;
|
|
town->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;
|
|
gd.removableUnits = removableUnits;
|
|
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> lock(gsm);
|
|
prepareNewQuery(&gd, player);
|
|
|
|
//register callback manually since we need to use query ID that's given in result of prepareNewQuery call
|
|
callbacks[gd.queryID] = [=](ui32 answer)
|
|
{
|
|
// Garrison callback calls the "original callback" and closes the exchange between objs.
|
|
if (cb)
|
|
cb();
|
|
boost::unique_lock<boost::recursive_mutex> lockGsm(this->gsm);
|
|
allowedExchanges.erase(gd.queryID);
|
|
};
|
|
|
|
allowedExchanges[gd.queryID] = std::pair<si32,si32>(upobj,hid);
|
|
sendAndApply(&gd);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::showThievesGuildWindow(int player, int requestingObjId)
|
|
{
|
|
OpenWindow ow;
|
|
ow.window = OpenWindow::THIEVES_GUILD;
|
|
ow.id1 = player;
|
|
ow.id2 = requestingObjId;
|
|
sendAndApply(&ow);
|
|
}
|
|
|
|
bool CGameHandler::isAllowedArrangePack(const ArrangeStacks *pack)
|
|
{
|
|
return isAllowedExchangeForQuery(pack->id1, pack->id2);
|
|
}
|
|
|
|
bool CGameHandler::isAllowedExchangeForQuery(int id1, int id2) {
|
|
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;
|
|
|
|
return false;
|
|
}
|
|
|
|
bool CGameHandler::isAllowedExchange( int id1, int id2 )
|
|
{
|
|
if(id1 == id2)
|
|
return true;
|
|
|
|
if (isAllowedExchangeForQuery(id1, id2))
|
|
return true;
|
|
|
|
const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
|
|
if (o1 && o2)
|
|
{
|
|
if(o1->ID == Obj::TOWN)
|
|
{
|
|
const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
|
|
if(t->visitingHero == o2 || t->garrisonHero == o2)
|
|
return true;
|
|
}
|
|
if(o2->ID == Obj::TOWN)
|
|
{
|
|
const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
|
|
if(t->visitingHero == o1 || t->garrisonHero == o1)
|
|
return true;
|
|
}
|
|
if(o1->ID == Obj::HERO && o2->ID == Obj::HERO
|
|
&& 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] between heroes)
|
|
return true;
|
|
}
|
|
}
|
|
else //not exchanging between heroes, TODO: more sophisticated logic
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
|
|
{
|
|
HeroVisit hv;
|
|
hv.obj = obj;
|
|
hv.hero = h;
|
|
hv.starting = true;
|
|
sendAndApply(&hv);
|
|
|
|
obj->onHeroVisit(h);
|
|
|
|
hv.obj = NULL; //not necessary, moreover may have been deleted in the meantime
|
|
hv.starting = false;
|
|
sendAndApply(&hv);
|
|
}
|
|
|
|
bool CGameHandler::buildBoat( ui32 objid )
|
|
{
|
|
const IShipyard *obj = IShipyard::castFrom(getObj(objid));
|
|
|
|
if(obj->state() != IBoatGenerator::GOOD)
|
|
{
|
|
complain("Cannot build boat in this shipyard!");
|
|
return false;
|
|
}
|
|
else if(obj->o->ID == Obj::TOWN
|
|
&& !static_cast<const CGTownInstance*>(obj)->hasBuilt(EBuilding::SHIPYARD))
|
|
{
|
|
complain("Cannot build boat in the town - no shipyard!");
|
|
return false;
|
|
}
|
|
|
|
//TODO use "real" cost via obj->getBoatCost
|
|
if(getResource(obj->o->tempOwner, Res::GOLD) < 1000 || getResource(obj->o->tempOwner, Res::WOOD) < 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[Res::WOOD] -= 10;
|
|
sr.res[Res::GOLD] -= 1000;
|
|
sendAndApply(&sr);
|
|
|
|
//create boat
|
|
NewObject no;
|
|
no.ID = 8;
|
|
no.subID = obj->getBoatType();
|
|
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);
|
|
}
|
|
|
|
void CGameHandler::winLoseHandle(ui8 players )
|
|
{
|
|
|
|
for(size_t i = 0; i < GameConstants::PLAYER_LIMIT; i++)
|
|
{
|
|
if(players & 1<<i && gs->getPlayer(i))
|
|
{
|
|
checkLossVictory(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameHandler::checkLossVictory( ui8 player )
|
|
{
|
|
const PlayerState *p = gs->getPlayer(player);
|
|
if(p->status) //player already won / lost
|
|
return;
|
|
|
|
int loss = gs->lossCheck(player);
|
|
int vic = gs->victoryCheck(player);
|
|
|
|
if(!loss && !vic)
|
|
return;
|
|
|
|
|
|
InfoWindow iw;
|
|
getLossVicMessage(player, vic ? vic : loss , vic, iw);
|
|
sendAndApply(&iw);
|
|
PlayerEndsGame peg;
|
|
peg.player = player;
|
|
peg.victory = vic;
|
|
sendAndApply(&peg);
|
|
|
|
if(vic) //one player won -> all enemies lost
|
|
{
|
|
iw.text.localStrings.front().second++; //message about losing because enemy won first is just after victory message
|
|
|
|
for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
|
|
{
|
|
if(i->first < GameConstants::PLAYER_LIMIT && i->first != player)//FIXME: skip already eliminated players?
|
|
{
|
|
iw.player = i->first;
|
|
sendAndApply(&iw);
|
|
|
|
peg.player = i->first;
|
|
peg.victory = gameState()->getPlayerRelations(player, i->first) == 1; // ally of winner
|
|
sendAndApply(&peg);
|
|
}
|
|
}
|
|
}
|
|
else //player lost -> all his objects become unflagged (neutral)
|
|
{
|
|
std::vector<ConstTransitivePtr<CGHeroInstance> > hlp = p->heroes;
|
|
for (std::vector<ConstTransitivePtr<CGHeroInstance> >::const_iterator i = hlp.begin(); i != hlp.end(); i++) //eliminate heroes
|
|
removeObject((*i)->id);
|
|
|
|
for (std::vector<ConstTransitivePtr<CGObjectInstance> >::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++) //unflag objs
|
|
{
|
|
if(*i && (*i)->tempOwner == player)
|
|
setOwner((**i).id,GameConstants::NEUTRAL_PLAYER);
|
|
}
|
|
|
|
//eliminating one player may cause victory of another:
|
|
winLoseHandle(GameConstants::ALL_PLAYERS & ~(1<<player));
|
|
}
|
|
|
|
if(vic)
|
|
{
|
|
end2 = true;
|
|
|
|
if(gs->scenarioOps->campState)
|
|
{
|
|
std::vector<CGHeroInstance *> hes;
|
|
BOOST_FOREACH(CGHeroInstance * ghi, gs->map->heroes)
|
|
{
|
|
if (ghi->tempOwner == vic)
|
|
{
|
|
hes.push_back(ghi);
|
|
}
|
|
}
|
|
gs->scenarioOps->campState->mapConquered(hes);
|
|
|
|
UpdateCampaignState ucs;
|
|
ucs.camp = gs->scenarioOps->campState;
|
|
sendAndApply(&ucs);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameHandler::getLossVicMessage( ui8 player, si8 standard, bool victory, InfoWindow &out ) const
|
|
{
|
|
// const PlayerState *p = gs->getPlayer(player);
|
|
// if(!p->human)
|
|
// return; //AI doesn't need text info of loss
|
|
|
|
out.player = player;
|
|
|
|
if(victory)
|
|
{
|
|
if(standard > 0) //not std loss
|
|
{
|
|
switch(gs->map->victoryCondition.condition)
|
|
{
|
|
case EVictoryConditionType::ARTIFACT:
|
|
out.text.addTxt(MetaString::GENERAL_TXT, 280); //Congratulations! You have found the %s, and can claim victory!
|
|
out.text.addReplacement(MetaString::ART_NAMES,gs->map->victoryCondition.objectId); //artifact name
|
|
break;
|
|
case EVictoryConditionType::GATHERTROOP:
|
|
out.text.addTxt(MetaString::GENERAL_TXT, 276); //Congratulations! You have over %d %s in your armies. Your enemies have no choice but to bow down before your power!
|
|
out.text.addReplacement(gs->map->victoryCondition.count);
|
|
out.text.addReplacement(MetaString::CRE_PL_NAMES, gs->map->victoryCondition.objectId);
|
|
break;
|
|
case EVictoryConditionType::GATHERRESOURCE:
|
|
out.text.addTxt(MetaString::GENERAL_TXT, 278); //Congratulations! You have collected over %d %s in your treasury. Victory is yours!
|
|
out.text.addReplacement(gs->map->victoryCondition.count);
|
|
out.text.addReplacement(MetaString::RES_NAMES, gs->map->victoryCondition.objectId);
|
|
break;
|
|
case EVictoryConditionType::BUILDCITY:
|
|
out.text.addTxt(MetaString::GENERAL_TXT, 282); //Congratulations! You have successfully upgraded your town, and can claim victory!
|
|
break;
|
|
case EVictoryConditionType::BUILDGRAIL:
|
|
out.text.addTxt(MetaString::GENERAL_TXT, 284); //Congratulations! You have constructed a permanent home for the Grail, and can claim victory!
|
|
break;
|
|
case EVictoryConditionType::BEATHERO:
|
|
{
|
|
out.text.addTxt(MetaString::GENERAL_TXT, 252); //Congratulations! You have completed your quest to defeat the enemy hero %s. Victory is yours!
|
|
const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->victoryCondition.obj);
|
|
assert(h);
|
|
out.text.addReplacement(h->name);
|
|
}
|
|
break;
|
|
case EVictoryConditionType::CAPTURECITY:
|
|
{
|
|
out.text.addTxt(MetaString::GENERAL_TXT, 249); //Congratulations! You captured %s, and are victorious!
|
|
const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->victoryCondition.obj);
|
|
assert(t);
|
|
out.text.addReplacement(t->name);
|
|
}
|
|
break;
|
|
case EVictoryConditionType::BEATMONSTER:
|
|
out.text.addTxt(MetaString::GENERAL_TXT, 286); //Congratulations! You have completed your quest to kill the fearsome beast, and can claim victory!
|
|
break;
|
|
case EVictoryConditionType::TAKEDWELLINGS:
|
|
out.text.addTxt(MetaString::GENERAL_TXT, 288); //Congratulations! Your flag flies on the dwelling of every creature. Victory is yours!
|
|
break;
|
|
case EVictoryConditionType::TAKEMINES:
|
|
out.text.addTxt(MetaString::GENERAL_TXT, 290); //Congratulations! Your flag flies on every mine. Victory is yours!
|
|
break;
|
|
case EVictoryConditionType::TRANSPORTITEM:
|
|
out.text.addTxt(MetaString::GENERAL_TXT, 292); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
out.text.addTxt(MetaString::GENERAL_TXT, 659); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(standard > 0) //not std loss
|
|
{
|
|
switch(gs->map->lossCondition.typeOfLossCon)
|
|
{
|
|
case ELossConditionType::LOSSCASTLE:
|
|
{
|
|
out.text.addTxt(MetaString::GENERAL_TXT, 251); //The town of %s has fallen - all is lost!
|
|
const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->lossCondition.obj);
|
|
assert(t);
|
|
out.text.addReplacement(t->name);
|
|
}
|
|
break;
|
|
case ELossConditionType::LOSSHERO:
|
|
{
|
|
out.text.addTxt(MetaString::GENERAL_TXT, 253); //The hero, %s, has suffered defeat - your quest is over!
|
|
const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->lossCondition.obj);
|
|
assert(h);
|
|
out.text.addReplacement(h->name);
|
|
}
|
|
break;
|
|
case ELossConditionType::TIMEEXPIRES:
|
|
out.text.addTxt(MetaString::GENERAL_TXT, 254); //Alas, time has run out on your quest. All is lost.
|
|
break;
|
|
}
|
|
}
|
|
else if(standard == 2)
|
|
{
|
|
out.text.addTxt(MetaString::GENERAL_TXT, 7);//%s, your heroes abandon you, and you are banished from this land.
|
|
out.text.addReplacement(MetaString::COLOR, player);
|
|
out.components.push_back(Component(Component::FLAG,player,0,0));
|
|
}
|
|
else //lost all towns and heroes
|
|
{
|
|
out.text.addTxt(MetaString::GENERAL_TXT, 660); //All your forces have been defeated, and you are banished from this land!
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::dig( const CGHeroInstance *h )
|
|
{
|
|
for (std::vector<ConstTransitivePtr<CGObjectInstance> >::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++) //unflag objs
|
|
{
|
|
if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
|
|
{
|
|
complain("Cannot dig - there is already a hole under the hero!");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if(h->diggingStatus() != CGHeroInstance::CAN_DIG) //checks for terrain and movement
|
|
COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
|
|
|
|
//create a hole
|
|
NewObject no;
|
|
no.ID = Obj::HOLE;
|
|
no.pos = h->getPosition();
|
|
no.subID = getTile(no.pos)->terType;
|
|
sendAndApply(&no);
|
|
|
|
//take MPs
|
|
SetMovePoints smp;
|
|
smp.hid = h->id;
|
|
smp.val = 0;
|
|
sendAndApply(&smp);
|
|
|
|
InfoWindow iw;
|
|
iw.player = h->tempOwner;
|
|
if(gs->map->grailPos == h->getPosition())
|
|
{
|
|
iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
|
|
iw.text.addTxt(MetaString::ART_NAMES, 2);
|
|
iw.soundID = soundBase::ULTIMATEARTIFACT;
|
|
giveHeroNewArtifact(h, VLC->arth->artifacts[2], -1); //give grail
|
|
sendAndApply(&iw);
|
|
|
|
iw.soundID = soundBase::invalid;
|
|
iw.text.clear();
|
|
iw.text.addTxt(MetaString::ART_DESCR, 2);
|
|
sendAndApply(&iw);
|
|
}
|
|
else
|
|
{
|
|
iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
|
|
iw.soundID = soundBase::Dig;
|
|
sendAndApply(&iw);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
|
|
{
|
|
if(attacker->hasBonusOfType(attackMode))
|
|
{
|
|
std::set<ui32> spellsToCast;
|
|
TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
|
|
BOOST_FOREACH(const Bonus *sf, *spells)
|
|
{
|
|
spellsToCast.insert (sf->subtype);
|
|
}
|
|
BOOST_FOREACH(ui32 spellID, spellsToCast)
|
|
{
|
|
const CStack * oneOfAttacked = NULL;
|
|
for (int g=0; g<bat.bsa.size(); ++g)
|
|
{
|
|
if (bat.bsa[g].newAmount > 0 && !bat.bsa[g].isSecondary()) //apply effects only to first target stack if it's alive
|
|
{
|
|
oneOfAttacked = gs->curB->battleGetStackByID(bat.bsa[g].stackAttacked);
|
|
break;
|
|
}
|
|
}
|
|
bool castMe = false;
|
|
int meleeRanged;
|
|
if(oneOfAttacked == NULL) //all attacked creatures have been killed
|
|
return;
|
|
int spellLevel = 0;
|
|
TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
|
|
BOOST_FOREACH(const Bonus *sf, *spellsByType)
|
|
{
|
|
vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
|
|
meleeRanged = sf->additionalInfo / 1000;
|
|
if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
|
|
castMe = true;
|
|
}
|
|
int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
|
|
vstd::amin (chance, 100);
|
|
int destination = oneOfAttacked->position;
|
|
|
|
const CSpell * spell = VLC->spellh->spells[spellID];
|
|
if(gs->curB->battleCanCastThisSpellHere(attacker->owner, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
|
|
continue;
|
|
|
|
//check if spell should be casted (probability handling)
|
|
if(rand()%100 >= chance)
|
|
continue;
|
|
|
|
//casting //TODO: check if spell can be blocked or target is immune
|
|
if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
|
|
handleSpellCasting(spellID, spellLevel, destination, !attacker->attackerOwned, attacker->owner, NULL, NULL, 0, ECastingMode::AFTER_ATTACK_CASTING, attacker);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
|
|
{
|
|
const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
|
|
attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no detah stare / acid bretah needed?
|
|
}
|
|
|
|
void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
|
|
{
|
|
const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
|
|
if (!attacker) //could be already dead
|
|
return;
|
|
attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
|
|
|
|
if(bat.bsa[0].newAmount <= 0)
|
|
{
|
|
//don't try death stare or acid breath on dead stack (crash!)
|
|
return;
|
|
}
|
|
|
|
if (attacker->hasBonusOfType(Bonus::DEATH_STARE)) // spell id 79
|
|
{
|
|
// mechanics of Death Stare as in H3:
|
|
// each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
|
|
// maximum amount that can be killed is ( gorgons_count / 10 ), rounded up
|
|
|
|
double chanceToKill = double(attacker->count * attacker->valOfBonuses(Bonus::DEATH_STARE, 0)) / 100;
|
|
vstd::amin(chanceToKill, 1); //cap at 100%
|
|
|
|
boost::binomial_distribution<> distr(attacker->count, chanceToKill);
|
|
boost::mt19937 rng(rand());
|
|
boost::variate_generator<boost::mt19937&, boost::binomial_distribution<> > dice (rng, distr);
|
|
int staredCreatures = dice();
|
|
|
|
int maxToKill = (attacker->count * chanceToKill + 99) / 100;
|
|
vstd::amin(staredCreatures, maxToKill);
|
|
|
|
staredCreatures += attacker->type->level * attacker->valOfBonuses(Bonus::DEATH_STARE, 1);
|
|
if (staredCreatures)
|
|
{
|
|
if (bat.bsa.size() && bat.bsa[0].newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
|
|
handleSpellCasting(79, 0, gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->position,
|
|
!attacker->attackerOwned, attacker->owner, NULL, NULL, staredCreatures, ECastingMode::AFTER_ATTACK_CASTING, attacker);
|
|
}
|
|
}
|
|
|
|
int acidDamage = 0;
|
|
TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
|
|
BOOST_FOREACH(const Bonus *b, *acidBreath)
|
|
{
|
|
if (b->additionalInfo > rand()%100)
|
|
acidDamage += b->val;
|
|
}
|
|
if (acidDamage)
|
|
{
|
|
handleSpellCasting(81, 0, gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->position,
|
|
!attacker->attackerOwned, attacker->owner, NULL, NULL,
|
|
acidDamage * attacker->count, ECastingMode::AFTER_ATTACK_CASTING, attacker);
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::castSpell(const CGHeroInstance *h, int spellID, const int3 &pos)
|
|
{
|
|
const CSpell *s = VLC->spellh->spells[spellID];
|
|
int cost = h->getSpellCost(s);
|
|
int schoolLevel = h->getSpellSchoolLevel(s);
|
|
|
|
if(!h->canCastThisSpell(s))
|
|
COMPLAIN_RET("Hero cannot cast this spell!");
|
|
if(h->mana < cost)
|
|
COMPLAIN_RET("Hero doesn't have enough spell points to cast this spell!");
|
|
if(s->combatSpell)
|
|
COMPLAIN_RET("This function can be used only for adventure map spells!");
|
|
|
|
AdvmapSpellCast asc;
|
|
asc.caster = h;
|
|
asc.spellID = spellID;
|
|
sendAndApply(&asc);
|
|
|
|
using namespace Spells;
|
|
switch(spellID)
|
|
{
|
|
case SUMMON_BOAT: //Summon Boat
|
|
{
|
|
//check if spell works at all
|
|
if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
|
|
{
|
|
InfoWindow iw;
|
|
iw.player = h->tempOwner;
|
|
iw.text.addTxt(MetaString::GENERAL_TXT, 336); //%s tried to summon a boat, but failed.
|
|
iw.text.addReplacement(h->name);
|
|
sendAndApply(&iw);
|
|
break;
|
|
}
|
|
|
|
//try to find unoccupied boat to summon
|
|
const CGBoat *nearest = NULL;
|
|
double dist = 0;
|
|
int3 summonPos = h->bestLocation();
|
|
if(summonPos.x < 0)
|
|
COMPLAIN_RET("There is no water tile available!");
|
|
|
|
BOOST_FOREACH(const CGObjectInstance *obj, gs->map->objects)
|
|
{
|
|
if(obj && obj->ID == Obj::BOAT)
|
|
{
|
|
const CGBoat *b = static_cast<const CGBoat*>(obj);
|
|
if(b->hero) continue; //we're looking for unoccupied boat
|
|
|
|
double nDist = distance(b->pos, h->getPosition());
|
|
if(!nearest || nDist < dist) //it's first boat or closer than previous
|
|
{
|
|
nearest = b;
|
|
dist = nDist;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(nearest) //we found boat to summon
|
|
{
|
|
ChangeObjPos cop;
|
|
cop.objid = nearest->id;
|
|
cop.nPos = summonPos + int3(1,0,0);;
|
|
cop.flags = 1;
|
|
sendAndApply(&cop);
|
|
}
|
|
else if(schoolLevel < 2) //none or basic level -> cannot create boat :(
|
|
{
|
|
InfoWindow iw;
|
|
iw.player = h->tempOwner;
|
|
iw.text.addTxt(MetaString::GENERAL_TXT, 335); //There are no boats to summon.
|
|
sendAndApply(&iw);
|
|
}
|
|
else //create boat
|
|
{
|
|
NewObject no;
|
|
no.ID = 8;
|
|
no.subID = h->getBoatType();
|
|
no.pos = summonPos + int3(1,0,0);;
|
|
sendAndApply(&no);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SCUTTLE_BOAT: //Scuttle Boat
|
|
{
|
|
//check if spell works at all
|
|
if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
|
|
{
|
|
InfoWindow iw;
|
|
iw.player = h->tempOwner;
|
|
iw.text.addTxt(MetaString::GENERAL_TXT, 337); //%s tried to scuttle the boat, but failed
|
|
iw.text.addReplacement(h->name);
|
|
sendAndApply(&iw);
|
|
break;
|
|
}
|
|
if(!gs->map->isInTheMap(pos))
|
|
COMPLAIN_RET("Invalid dst tile for scuttle!");
|
|
|
|
//TODO: test range, visibility
|
|
const TerrainTile *t = &gs->map->getTile(pos);
|
|
if(!t->visitableObjects.size() || t->visitableObjects.back()->ID != Obj::BOAT)
|
|
COMPLAIN_RET("There is no boat to scuttle!");
|
|
|
|
RemoveObject ro;
|
|
ro.id = t->visitableObjects.back()->id;
|
|
sendAndApply(&ro);
|
|
break;
|
|
}
|
|
case DIMENSION_DOOR: //Dimension Door
|
|
{
|
|
const TerrainTile *dest = getTile(pos);
|
|
const TerrainTile *curr = getTile(h->getSightCenter());
|
|
|
|
if(!dest)
|
|
COMPLAIN_RET("Destination tile doesn't exist!");
|
|
if(!h->movement)
|
|
COMPLAIN_RET("Hero needs movement points to cast Dimension Door!");
|
|
if(h->getBonusesCount(Bonus::SPELL_EFFECT, Spells::DIMENSION_DOOR) >= s->powers[schoolLevel]) //limit casts per turn
|
|
{
|
|
InfoWindow iw;
|
|
iw.player = h->tempOwner;
|
|
iw.text.addTxt(MetaString::GENERAL_TXT, 338); //%s is not skilled enough to cast this spell again today.
|
|
iw.text.addReplacement(h->name);
|
|
sendAndApply(&iw);
|
|
break;
|
|
}
|
|
|
|
GiveBonus gb;
|
|
gb.id = h->id;
|
|
gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::SPELL_EFFECT, 0, Spells::DIMENSION_DOOR);
|
|
sendAndApply(&gb);
|
|
|
|
if(!dest->isClear(curr)) //wrong dest tile
|
|
{
|
|
InfoWindow iw;
|
|
iw.player = h->tempOwner;
|
|
iw.text.addTxt(MetaString::GENERAL_TXT, 70); //Dimension Door failed!
|
|
sendAndApply(&iw);
|
|
break;
|
|
}
|
|
|
|
if (moveHero(h->id, pos + h->getVisitableOffset(), true))
|
|
{
|
|
SetMovePoints smp;
|
|
smp.hid = h->id;
|
|
smp.val = std::max<ui32>(0, h->movement - 300);
|
|
sendAndApply(&smp);
|
|
}
|
|
}
|
|
break;
|
|
case FLY: //Fly
|
|
{
|
|
int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
|
|
|
|
GiveBonus gb;
|
|
gb.id = h->id;
|
|
gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::FLYING_MOVEMENT, Bonus::SPELL_EFFECT, 0, Spells::FLY, subtype);
|
|
sendAndApply(&gb);
|
|
}
|
|
break;
|
|
case WATER_WALK: //Water Walk
|
|
{
|
|
int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
|
|
|
|
GiveBonus gb;
|
|
gb.id = h->id;
|
|
gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::WATER_WALKING, Bonus::SPELL_EFFECT, 0, Spells::FLY, subtype);
|
|
sendAndApply(&gb);
|
|
}
|
|
break;
|
|
|
|
case TOWN_PORTAL: //Town Portal
|
|
{
|
|
if (!gs->map->isInTheMap(pos))
|
|
COMPLAIN_RET("Destination tile not present!")
|
|
TerrainTile tile = gs->map->getTile(pos);
|
|
if (tile.visitableObjects.empty() || tile.visitableObjects.back()->ID != Obj::TOWN )
|
|
COMPLAIN_RET("Town not found for Town Portal!");
|
|
|
|
CGTownInstance * town = static_cast<CGTownInstance*>(tile.visitableObjects.back());
|
|
if (town->tempOwner != h->tempOwner)
|
|
COMPLAIN_RET("Can't teleport to another player!");
|
|
if (town->visitingHero)
|
|
COMPLAIN_RET("Can't teleport to occupied town!");
|
|
|
|
if (h->getSpellSchoolLevel(s) < 2)
|
|
{
|
|
double dist = town->pos.dist2d(h->pos);
|
|
int nearest = town->id; //nearest town's ID
|
|
BOOST_FOREACH(const CGTownInstance * currTown, gs->getPlayer(h->tempOwner)->towns)
|
|
{
|
|
double curDist = currTown->pos.dist2d(h->pos);
|
|
if (nearest == -1 || curDist < dist)
|
|
{
|
|
nearest = town->id;
|
|
dist = curDist;
|
|
}
|
|
}
|
|
if (town->id != nearest)
|
|
COMPLAIN_RET("This hero can only teleport to nearest town!")
|
|
}
|
|
moveHero(h->id, town->visitablePos() + h->getVisitableOffset() ,1);
|
|
}
|
|
break;
|
|
|
|
case VISIONS: //Visions
|
|
case VIEW_EARTH: //View Earth
|
|
case DISGUISE: //Disguise
|
|
case VIEW_AIR: //View Air
|
|
default:
|
|
COMPLAIN_RET("This spell is not implemented yet!");
|
|
break;
|
|
}
|
|
|
|
SetMana sm;
|
|
sm.hid = h->id;
|
|
sm.val = h->mana - cost;
|
|
sendAndApply(&sm);
|
|
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
|
|
{
|
|
if (!t.visitableObjects.empty())
|
|
{
|
|
//to prevent self-visiting heroes on space press
|
|
if(t.visitableObjects.back() != h)
|
|
objectVisited(t.visitableObjects.back(), h);
|
|
else if(t.visitableObjects.size() > 1)
|
|
objectVisited(*(t.visitableObjects.end()-2),h);
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::tryAttackingGuard(const int3 &guardPos, const CGHeroInstance * h)
|
|
{
|
|
if(!gs->map->isInTheMap(guardPos))
|
|
return false;
|
|
|
|
const TerrainTile &guardTile = gs->map->terrain[guardPos.x][guardPos.y][guardPos.z];
|
|
objectVisited(guardTile.visitableObjects.back(), h);
|
|
visitObjectAfterVictory = true;
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, TSlot slot, ui32 count)
|
|
{
|
|
int oldCount = hero->getStackCount(slot);
|
|
|
|
if(oldCount < count)
|
|
COMPLAIN_RET("Not enough creatures to sacrifice!")
|
|
else if(oldCount == count && hero->Slots().size() == 1 && hero->needsLastStack())
|
|
COMPLAIN_RET("Cannot sacrifice last creature!");
|
|
|
|
int crid = hero->getStack(slot).type->idNumber;
|
|
|
|
changeStackCount(StackLocation(hero, slot), -count);
|
|
|
|
int dump, exp;
|
|
market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
|
|
exp *= count;
|
|
changePrimSkill(hero->id, 4, hero->calculateXp(exp));
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, int slot)
|
|
{
|
|
ArtifactLocation al(hero, slot);
|
|
const CArtifactInstance *a = al.getArt();
|
|
|
|
if(!a)
|
|
COMPLAIN_RET("Cannot find artifact to sacrifice!");
|
|
|
|
|
|
int dmp, expToGive;
|
|
m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
|
|
|
|
removeArtifact(al);
|
|
changePrimSkill(hero->id, 4, expToGive);
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::makeStackDoNothing(const CStack * next)
|
|
{
|
|
BattleAction doNothing;
|
|
doNothing.actionType = BattleAction::NO_ACTION;
|
|
doNothing.additionalInfo = 0;
|
|
doNothing.destinationTile = -1;
|
|
doNothing.side = !next->attackerOwned;
|
|
doNothing.stackNumber = next->ID;
|
|
|
|
makeAutomaticAction(next, doNothing);
|
|
}
|
|
|
|
bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
|
|
{
|
|
if(sl.army->hasStackAtSlot(sl.slot))
|
|
COMPLAIN_RET("Slot is already taken!");
|
|
|
|
if(!sl.validSlot())
|
|
COMPLAIN_RET("Cannot insert stack to that slot!");
|
|
|
|
InsertNewStack ins;
|
|
ins.sl = sl;
|
|
ins.stack = CStackBasicDescriptor(c, count);
|
|
sendAndApply(&ins);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
|
|
{
|
|
if(!sl.army->hasStackAtSlot(sl.slot))
|
|
COMPLAIN_RET("Cannot find a stack to erase");
|
|
|
|
if(sl.army->Slots().size() == 1 //from the last stack
|
|
&& sl.army->needsLastStack() //that must be left
|
|
&& !forceRemoval) //ignore above conditions if we are forcing removal
|
|
{
|
|
COMPLAIN_RET("Cannot erase the last stack!");
|
|
}
|
|
|
|
EraseStack es;
|
|
es.sl = sl;
|
|
sendAndApply(&es);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
|
|
{
|
|
TQuantity currentCount = sl.army->getStackCount(sl.slot);
|
|
if((absoluteValue && count < 0)
|
|
|| (!absoluteValue && -count > currentCount))
|
|
{
|
|
COMPLAIN_RET("Cannot take more stacks than present!");
|
|
}
|
|
|
|
if((currentCount == -count && !absoluteValue)
|
|
|| (!count && absoluteValue))
|
|
{
|
|
eraseStack(sl);
|
|
}
|
|
else
|
|
{
|
|
ChangeStackCount csc;
|
|
csc.sl = sl;
|
|
csc.count = count;
|
|
csc.absoluteValue = absoluteValue;
|
|
sendAndApply(&csc);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
|
|
{
|
|
const CCreature *slotC = sl.army->getCreature(sl.slot);
|
|
if(!slotC) //slot is empty
|
|
insertNewStack(sl, c, count);
|
|
else if(c == slotC)
|
|
changeStackCount(sl, count);
|
|
else
|
|
{
|
|
COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
|
|
{
|
|
if(!src->canBeMergedWith(*dst, allowMerging))
|
|
{
|
|
if (allowMerging) //do that, add all matching creatures.
|
|
{
|
|
bool cont = true;
|
|
while (cont)
|
|
{
|
|
for(TSlots::const_iterator i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
|
|
{
|
|
TSlot pos = dst->getSlotFor(i->second->type);
|
|
if(pos > -1)
|
|
{
|
|
moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
|
|
cont = true;
|
|
break; //or iterator crashes
|
|
}
|
|
cont = false;
|
|
}
|
|
}
|
|
}
|
|
boost::function<void()> removeOrNot = 0;
|
|
if(removeObjWhenFinished)
|
|
removeOrNot = boost::bind(&IGameCallback::removeObject,this,src->id);
|
|
showGarrisonDialog(src->id, dst->id, true, removeOrNot); //show garrison window and optionally remove ourselves from map when player ends
|
|
}
|
|
else //merge
|
|
{
|
|
moveArmy(src, dst, allowMerging);
|
|
if(removeObjWhenFinished)
|
|
removeObject(src->id);
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
|
|
{
|
|
if(!src.army->hasStackAtSlot(src.slot))
|
|
COMPLAIN_RET("No stack to move!");
|
|
|
|
if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
|
|
COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
|
|
|
|
if(!dst.validSlot())
|
|
COMPLAIN_RET("Cannot move stack to that slot!");
|
|
|
|
if(count == -1)
|
|
{
|
|
count = src.army->getStackCount(src.slot);
|
|
}
|
|
|
|
if(src.army != dst.army //moving away
|
|
&& count == src.army->getStackCount(src.slot) //all creatures
|
|
&& src.army->Slots().size() == 1 //from the last stack
|
|
&& src.army->needsLastStack()) //that must be left
|
|
{
|
|
COMPLAIN_RET("Cannot move away the last creature!");
|
|
}
|
|
|
|
RebalanceStacks rs;
|
|
rs.src = src;
|
|
rs.dst = dst;
|
|
rs.count = count;
|
|
sendAndApply(&rs);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
|
|
{
|
|
|
|
if(!sl1.army->hasStackAtSlot(sl1.slot))
|
|
return moveStack(sl2, sl1);
|
|
else if(!sl2.army->hasStackAtSlot(sl2.slot))
|
|
return moveStack(sl1, sl2);
|
|
else
|
|
{
|
|
SwapStacks ss;
|
|
ss.sl1 = sl1;
|
|
ss.sl2 = sl2;
|
|
sendAndApply(&ss);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
void CGameHandler::runBattle()
|
|
{
|
|
setBattle(gs->curB);
|
|
assert(gs->curB);
|
|
//TODO: pre-tactic stuff, call scripts etc.
|
|
|
|
//tactic round
|
|
{
|
|
while(gs->curB->tacticDistance && !battleResult.get())
|
|
boost::this_thread::sleep(boost::posix_time::milliseconds(50));
|
|
}
|
|
|
|
//spells opening battle
|
|
for(int i=0; i<ARRAY_COUNT(gs->curB->heroes); ++i)
|
|
{
|
|
if(gs->curB->heroes[i] && gs->curB->heroes[i]->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
|
|
{
|
|
TBonusListPtr bl = gs->curB->heroes[i]->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
|
|
BOOST_FOREACH (Bonus *b, *bl)
|
|
{
|
|
handleSpellCasting(b->subtype, 3, -1, 0, gs->curB->heroes[i]->tempOwner, NULL, gs->curB->heroes[1-i], b->val, ECastingMode::HERO_CASTING, NULL);
|
|
}
|
|
}
|
|
}
|
|
|
|
//main loop
|
|
while(!battleResult.get()) //till the end of the battle ;]
|
|
{
|
|
NEW_ROUND;
|
|
auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
|
|
BOOST_FOREACH(auto &obstPtr, obstacles)
|
|
{
|
|
if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
|
|
if(sco->turnsRemaining == 0)
|
|
removeObstacle(*obstPtr);
|
|
}
|
|
|
|
const BattleInfo & curB = *gs->curB;
|
|
|
|
//stack loop
|
|
const CStack *next;
|
|
while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
|
|
{
|
|
|
|
//check for bad morale => freeze
|
|
int nextStackMorale = next->MoraleVal();
|
|
if( nextStackMorale < 0 &&
|
|
!(NBonus::hasOfType(gs->curB->heroes[0], Bonus::BLOCK_MORALE) || NBonus::hasOfType(gs->curB->heroes[1], Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
|
|
)
|
|
{
|
|
if( rand()%24 < -2 * nextStackMorale)
|
|
{
|
|
//unit loses its turn - empty freeze action
|
|
BattleAction ba;
|
|
ba.actionType = BattleAction::BAD_MORALE;
|
|
ba.additionalInfo = 1;
|
|
ba.side = !next->attackerOwned;
|
|
ba.stackNumber = next->ID;
|
|
|
|
makeAutomaticAction(next, ba);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
|
|
{
|
|
std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
|
|
if(attackInfo.first != NULL)
|
|
{
|
|
BattleAction attack;
|
|
attack.actionType = BattleAction::WALK_AND_ATTACK;
|
|
attack.side = !next->attackerOwned;
|
|
attack.stackNumber = next->ID;
|
|
attack.additionalInfo = attackInfo.first->position;
|
|
attack.destinationTile = attackInfo.second;
|
|
|
|
makeAutomaticAction(next, attack);
|
|
}
|
|
else
|
|
{
|
|
makeStackDoNothing(next);
|
|
}
|
|
continue;
|
|
}
|
|
|
|
const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
|
|
|
|
if( (next->position < 0 || next->getCreature()->idNumber == 146) //arrow turret or ballista
|
|
&& (!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::ARTILLERY) == 0)) //hero has no artillery
|
|
{
|
|
BattleAction attack;
|
|
attack.actionType = BattleAction::SHOOT;
|
|
attack.side = !next->attackerOwned;
|
|
attack.stackNumber = next->ID;
|
|
|
|
for(int g=0; g<gs->curB->stacks.size(); ++g)
|
|
{
|
|
if(gs->curB->stacks[g]->owner != next->owner && gs->curB->stacks[g]->isValidTarget())
|
|
{
|
|
attack.destinationTile = gs->curB->stacks[g]->position;
|
|
break;
|
|
}
|
|
}
|
|
|
|
makeAutomaticAction(next, attack);
|
|
continue;
|
|
}
|
|
|
|
if(next->getCreature()->idNumber == 145 && (!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::BALLISTICS) == 0)) //catapult, hero has no ballistics
|
|
{
|
|
BattleAction attack;
|
|
static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
|
|
|
|
attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ];
|
|
attack.actionType = BattleAction::CATAPULT;
|
|
attack.additionalInfo = 0;
|
|
attack.side = !next->attackerOwned;
|
|
attack.stackNumber = next->ID;
|
|
|
|
makeAutomaticAction(next, attack);
|
|
continue;
|
|
}
|
|
|
|
|
|
if(next->getCreature()->idNumber == 147) //first aid tent
|
|
{
|
|
std::vector< const CStack * > possibleStacks;
|
|
|
|
//is there any clean algorithm for that? (boost.range seems to lack copy_if) -> remove_copy_if?
|
|
BOOST_FOREACH(const CStack *s, battleGetAllStacks())
|
|
if(s->owner == next->owner && s->canBeHealed())
|
|
possibleStacks.push_back(s);
|
|
|
|
if(!possibleStacks.size())
|
|
{
|
|
makeStackDoNothing(next);
|
|
continue;
|
|
}
|
|
|
|
if(!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::FIRST_AID) == 0) //no hero or hero has no first aid
|
|
{
|
|
range::random_shuffle(possibleStacks);
|
|
const CStack * toBeHealed = possibleStacks.front();
|
|
|
|
BattleAction heal;
|
|
heal.actionType = BattleAction::STACK_HEAL;
|
|
heal.additionalInfo = 0;
|
|
heal.destinationTile = toBeHealed->position;
|
|
heal.side = !next->attackerOwned;
|
|
heal.stackNumber = next->ID;
|
|
|
|
makeAutomaticAction(next, heal);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
int numberOfAsks = 1;
|
|
bool breakOuter = false;
|
|
do
|
|
{//ask interface and wait for answer
|
|
if(!battleResult.get())
|
|
{
|
|
stackTurnTrigger(next); //various effects
|
|
|
|
if (vstd::contains(next->state, EBattleStackState::FEAR))
|
|
{
|
|
makeStackDoNothing(next); //end immediately if stack was affected by fear
|
|
}
|
|
else
|
|
{
|
|
tlog5 << "Activating " << next->nodeName() << std::endl;
|
|
BattleSetActiveStack sas;
|
|
sas.stack = next->ID;
|
|
sendAndApply(&sas);
|
|
boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
|
|
battleMadeAction.data = false;
|
|
while (next->alive() &&
|
|
(!battleMadeAction.data && !battleResult.get())) //active stack hasn't made its action and battle is still going
|
|
battleMadeAction.cond.wait(lock);
|
|
}
|
|
}
|
|
|
|
if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
|
|
{
|
|
breakOuter = true;
|
|
break;
|
|
}
|
|
|
|
//we're after action, all results applied
|
|
checkForBattleEnd(); //check if this action ended the battle
|
|
|
|
//check for good morale
|
|
nextStackMorale = next->MoraleVal();
|
|
if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
|
|
&& !vstd::contains(next->state,EBattleStackState::DEFENDING)
|
|
&& !next->waited()
|
|
&& !vstd::contains(next->state, EBattleStackState::FEAR)
|
|
&& next->alive()
|
|
&& nextStackMorale > 0
|
|
&& !(NBonus::hasOfType(gs->curB->heroes[0], Bonus::BLOCK_MORALE) || NBonus::hasOfType(gs->curB->heroes[1], Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
|
|
)
|
|
{
|
|
if(rand()%24 < nextStackMorale) //this stack hasn't got morale this turn
|
|
|
|
{
|
|
BattleTriggerEffect bte;
|
|
bte.stackID = next->ID;
|
|
bte.effect = Bonus::MORALE;
|
|
bte.val = 1;
|
|
bte.additionalInfo = 0;
|
|
sendAndApply(&bte); //play animation
|
|
|
|
++numberOfAsks; //move this stack once more
|
|
}
|
|
}
|
|
|
|
--numberOfAsks;
|
|
} while (numberOfAsks > 0);
|
|
|
|
if (breakOuter)
|
|
{
|
|
break;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
|
|
}
|
|
|
|
bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
|
|
{
|
|
BattleSetActiveStack bsa;
|
|
bsa.stack = stack->ID;
|
|
bsa.askPlayerInterface = false;
|
|
sendAndApply(&bsa);
|
|
|
|
bool ret = makeBattleAction(ba);
|
|
checkForBattleEnd();
|
|
return ret;
|
|
}
|
|
|
|
void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, int pos)
|
|
{
|
|
assert(a->artType);
|
|
ArtifactLocation al;
|
|
al.artHolder = const_cast<CGHeroInstance*>(h);
|
|
|
|
int slot = -1;
|
|
if(pos < 0)
|
|
{
|
|
if(pos == -2)
|
|
slot = a->firstAvailableSlot(h);
|
|
else
|
|
slot = a->firstBackpackSlot(h);
|
|
}
|
|
else
|
|
{
|
|
slot = pos;
|
|
}
|
|
|
|
al.slot = slot;
|
|
|
|
if(slot < 0 || !a->canBePutAt(al))
|
|
{
|
|
complain("Cannot put artifact in that slot!");
|
|
return;
|
|
}
|
|
|
|
putArtifact(al, a);
|
|
}
|
|
void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
|
|
{
|
|
PutArtifact pa;
|
|
pa.art = a;
|
|
pa.al = al;
|
|
sendAndApply(&pa);
|
|
}
|
|
|
|
void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, int pos)
|
|
{
|
|
CArtifactInstance *a = NULL;
|
|
if(!artType->constituents)
|
|
{
|
|
a = new CArtifactInstance();
|
|
}
|
|
else
|
|
{
|
|
a = new CCombinedArtifactInstance();
|
|
}
|
|
a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
|
|
|
|
NewArtifact na;
|
|
na.art = a;
|
|
sendAndApply(&na); // -> updates a!!!, will create a on other machines
|
|
|
|
giveHeroArtifact(h, a, pos);
|
|
}
|
|
|
|
void CGameHandler::setBattleResult(int resultType, int victoriusSide)
|
|
{
|
|
if(battleResult.get())
|
|
{
|
|
complain("There is already set result?");
|
|
return;
|
|
}
|
|
BattleResult *br = new BattleResult;
|
|
br->result = resultType;
|
|
br->winner = victoriusSide; //surrendering side loses
|
|
gs->curB->calculateCasualties(br->casualties);
|
|
battleResult.set(br);
|
|
}
|
|
|
|
void CGameHandler::commitPackage( CPackForClient *pack )
|
|
{
|
|
sendAndApply(pack);
|
|
}
|
|
|
|
void CGameHandler::spawnWanderingMonsters(int creatureID)
|
|
{
|
|
std::vector<int3>::iterator tile;
|
|
std::vector<int3> tiles;
|
|
getFreeTiles(tiles);
|
|
ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
|
|
std::random_shuffle(tiles.begin(), tiles.end());
|
|
tlog5 << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID << std::endl;
|
|
const CCreature *cre = VLC->creh->creatures[creatureID];
|
|
for (int i = 0; i < amount; ++i)
|
|
{
|
|
tile = tiles.begin();
|
|
tlog5 << "\tSpawning monster at " << *tile << std::endl;
|
|
putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
|
|
tiles.erase(tile); //not use it again
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::isBlockedByQueries(const CPack *pack, int packType, ui8 player)
|
|
{
|
|
//it's always legal to send query reply (we'll check later if it makes sense)
|
|
if(packType == typeList.getTypeID<QueryReply>())
|
|
return false;
|
|
|
|
if(packType == typeList.getTypeID<ArrangeStacks>() && isAllowedArrangePack((const ArrangeStacks*)pack))
|
|
return false;
|
|
|
|
//if there are no queries, nothing is blocking
|
|
if(states.getQueriesCount(player) == 0)
|
|
return false;
|
|
|
|
return true; //block package
|
|
}
|
|
|
|
void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
|
|
{
|
|
ObstaclesRemoved obsRem;
|
|
obsRem.obstacles.insert(obstacle.uniqueID);
|
|
sendAndApply(&obsRem);
|
|
}
|
|
|
|
CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
|
|
{
|
|
heroWithDeadCommander = -1;
|
|
|
|
int color = army->tempOwner;
|
|
if(color == 254)
|
|
color = GameConstants::NEUTRAL_PLAYER;
|
|
|
|
BOOST_FOREACH(CStack *st, bat->stacks)
|
|
{
|
|
if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account summoned stacks
|
|
continue;
|
|
|
|
if(st->owner==color && !army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
|
|
{
|
|
StackLocation sl(army, st->slot);
|
|
if(st->alive())
|
|
newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
|
|
else
|
|
newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
|
|
}
|
|
if (st->base && !st->count)
|
|
{
|
|
auto c = dynamic_cast <const CCommanderInstance *>(st->base);
|
|
if (c) //switch commander status to dead
|
|
{
|
|
auto h = dynamic_cast <const CGHeroInstance *>(army);
|
|
if (h && h->commander == c)
|
|
heroWithDeadCommander = army->id; //TODO: unify commander handling
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
|
|
{
|
|
BOOST_FOREACH(TStackAndItsNewCount &ncount, newStackCounts)
|
|
{
|
|
if(ncount.second > 0)
|
|
gh->changeStackCount(ncount.first, ncount.second, true);
|
|
else
|
|
gh->eraseStack(ncount.first, true);
|
|
}
|
|
if (heroWithDeadCommander > -1)
|
|
{
|
|
SetCommanderProperty scp;
|
|
scp.heroid = heroWithDeadCommander;
|
|
scp.which = SetCommanderProperty::ALIVE;
|
|
scp.amount = 0;
|
|
gh->sendAndApply (&scp);
|
|
}
|
|
}
|