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vcmi/server/CGameHandler.cpp

5251 lines
152 KiB
C++

#include "../hch/CCampaignHandler.h"
#include "../StartInfo.h"
#include "../hch/CArtHandler.h"
#include "../hch/CBuildingHandler.h"
#include "../hch/CDefObjInfoHandler.h"
#include "../hch/CHeroHandler.h"
#include "../hch/CObjectHandler.h"
#include "../hch/CSpellHandler.h"
#include "../hch/CGeneralTextHandler.h"
#include "../hch/CTownHandler.h"
#include "../hch/CCreatureHandler.h"
#include "../lib/CGameState.h"
#include "../lib/CondSh.h"
#include "../lib/NetPacks.h"
#include "../lib/VCMI_Lib.h"
#include "../lib/map.h"
#include "../lib/VCMIDirs.h"
#include "CGameHandler.h"
#include <boost/bind.hpp>
#include <boost/date_time/posix_time/posix_time_types.hpp> //no i/o just types
#include <boost/foreach.hpp>
#include <boost/thread.hpp>
#include <boost/thread/shared_mutex.hpp>
#include <boost/assign/list_of.hpp>
#include <boost/random/linear_congruential.hpp>
#include <fstream>
#include <boost/system/system_error.hpp>
/*
* CGameHandler.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#undef DLL_EXPORT
#define DLL_EXPORT
#include "../lib/RegisterTypes.cpp"
#ifndef _MSC_VER
#include <boost/thread/xtime.hpp>
#endif
extern bool end2;
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
#define COMPLAIN_RET(txt) {complain(txt); return false;}
#define NEW_ROUND BattleNextRound bnr;\
bnr.round = gs->curB->round + 1;\
sendAndApply(&bnr);
CondSh<bool> battleMadeAction;
CondSh<BattleResult *> battleResult(NULL);
std::ptrdiff_t randomizer (ptrdiff_t i) {return rand();}
std::ptrdiff_t (*p_myrandom)(std::ptrdiff_t) = randomizer;
class CBaseForGHApply
{
public:
virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const =0;
};
template <typename T> class CApplyOnGH : public CBaseForGHApply
{
public:
bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const
{
T *ptr = static_cast<T*>(pack);
ptr->c = c;
return ptr->applyGh(gh);
}
};
class CGHApplier
{
public:
std::map<ui16,CBaseForGHApply*> apps;
CGHApplier()
{
registerTypes3(*this);
}
template<typename T> void registerType(const T * t=NULL)
{
ui16 ID = typeList.registerType(t);
apps[ID] = new CApplyOnGH<T>;
}
} *applier = NULL;
CMP_stack cmpst ;
static inline double distance(int3 a, int3 b)
{
return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
}
static void giveExp(BattleResult &r)
{
r.exp[0] = 0;
r.exp[1] = 0;
for(std::map<ui32,si32>::iterator i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
{
r.exp[r.winner] += VLC->creh->creatures[i->first]->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
}
}
PlayerStatus PlayerStatuses::operator[](ui8 player)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
return players[player];
}
else
{
throw std::string("No such player!");
}
}
void PlayerStatuses::addPlayer(ui8 player)
{
boost::unique_lock<boost::mutex> l(mx);
players[player];
}
bool PlayerStatuses::hasQueries(ui8 player)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
return players[player].queries.size();
}
else
{
throw std::string("No such player!");
}
}
bool PlayerStatuses::checkFlag(ui8 player, bool PlayerStatus::*flag)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
return players[player].*flag;
}
else
{
throw std::string("No such player!");
}
}
void PlayerStatuses::setFlag(ui8 player, bool PlayerStatus::*flag, bool val)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
players[player].*flag = val;
}
else
{
throw std::string("No such player!");
}
cv.notify_all();
}
void PlayerStatuses::addQuery(ui8 player, ui32 id)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
players[player].queries.insert(id);
}
else
{
throw std::string("No such player!");
}
cv.notify_all();
}
void PlayerStatuses::removeQuery(ui8 player, ui32 id)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
players[player].queries.erase(id);
}
else
{
throw std::string("No such player!");
}
cv.notify_all();
}
template <typename T>
void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
{
fun(args[which]);
}
void CGameHandler::levelUpHero(int ID, int skill)
{
changeSecSkill(ID, skill, 1, 0);
levelUpHero(ID);
}
void CGameHandler::levelUpHero(int ID)
{
CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID]);
if (hero->exp < VLC->heroh->reqExp(hero->level+1)) // no more level-ups
return;
//give prim skill
tlog5 << hero->name <<" got level "<<hero->level<<std::endl;
int r = rand()%100, pom=0, x=0;
int std::pair<int,int>::*g = (hero->level>9) ? (&std::pair<int,int>::second) : (&std::pair<int,int>::first);
for(;x<PRIMARY_SKILLS;x++)
{
pom += hero->type->heroClass->primChance[x].*g;
if(r<pom)
break;
}
tlog5 << "Bohater dostaje umiejetnosc pierwszorzedna " << x << " (wynik losowania "<<r<<")"<<std::endl;
SetPrimSkill sps;
sps.id = ID;
sps.which = x;
sps.abs = false;
sps.val = 1;
sendAndApply(&sps);
HeroLevelUp hlu;
hlu.heroid = ID;
hlu.primskill = x;
hlu.level = hero->level+1;
//picking sec. skills for choice
std::set<int> basicAndAdv, expert, none;
for(int i=0;i<SKILL_QUANTITY;i++)
if (isAllowed(2,i))
none.insert(i);
for(unsigned i=0;i<hero->secSkills.size();i++)
{
if(hero->secSkills[i].second < 3)
basicAndAdv.insert(hero->secSkills[i].first);
else
expert.insert(hero->secSkills[i].first);
none.erase(hero->secSkills[i].first);
}
//first offered skill
if(basicAndAdv.size())
{
int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);//upgrade existing
hlu.skills.push_back(s);
basicAndAdv.erase(s);
}
else if(none.size() && hero->secSkills.size() < hero->type->heroClass->skillLimit)
{
hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //give new skill
none.erase(hlu.skills.back());
}
//second offered skill
if(none.size() && hero->secSkills.size() < hero->type->heroClass->skillLimit) //hero have free skill slot
{
hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
}
else if(basicAndAdv.size())
{
hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //upgrade existing
}
if(hlu.skills.size() > 1) //apply and ask for secondary skill
{
boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(callWith<ui16>,hlu.skills,boost::function<void(ui16)>(boost::bind(&CGameHandler::levelUpHero,this,ID,_1)),_1));
applyAndAsk(&hlu,hero->tempOwner,callback); //call levelUpHero when client responds
}
else if(hlu.skills.size() == 1) //apply, give only possible skill and send info
{
sendAndApply(&hlu);
levelUpHero(ID, hlu.skills.back());
}
else //apply and send info
{
sendAndApply(&hlu);
levelUpHero(ID);
}
}
void CGameHandler::changePrimSkill(int ID, int which, si64 val, bool abs)
{
SetPrimSkill sps;
sps.id = ID;
sps.which = which;
sps.abs = abs;
sps.val = val;
sendAndApply(&sps);
if(which==4) //only for exp - hero may level up
{
levelUpHero(ID);
}
}
void CGameHandler::changeSecSkill( int ID, int which, int val, bool abs/*=false*/ )
{
SetSecSkill sss;
sss.id = ID;
sss.which = which;
sss.val = val;
sss.abs = abs;
sendAndApply(&sss);
if(which == 7) //Wisdom
{
const CGHeroInstance *h = getHero(ID);
if(h && h->visitedTown)
giveSpells(h->visitedTown, h);
}
}
static CCreatureSet takeCasualties(int color, const CCreatureSet &set, BattleInfo *bat)
{
if(color == 254)
color = 255;
CCreatureSet ret(set);
for(int i=0; i<bat->stacks.size();i++)
{
CStack *st = bat->stacks[i];
if(vstd::contains(st->state, SUMMONED)) //don't take into account sumoned stacks
continue;
if(st->owner==color && !set.slotEmpty(st->slot) && st->count < set.getAmount(st->slot))
{
if(st->alive())
ret.setStackCount(st->slot, st->count);
else
ret.eraseStack(st->slot);
}
}
return ret;
}
void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town)
{
battleEndCallback = new boost::function<void(BattleResult*)>(cb);
bEndArmy1 = army1;
bEndArmy2 = army2;
{
BattleInfo *curB = new BattleInfo;
curB->side1 = army1->tempOwner;
curB->side2 = army2->tempOwner;
if(curB->side2 == 254)
curB->side2 = 255;
setupBattle(curB, tile, army1, army2, hero1, hero2, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
}
NEW_ROUND;
//TODO: pre-tactic stuff, call scripts etc.
//tactic round
{
NEW_ROUND;
if( (hero1 && hero1->getSecSkillLevel(19)>0) ||
( hero2 && hero2->getSecSkillLevel(19)>0) )//someone has tactics
{
//TODO: tactic round (round -1)
}
}
//spells opening battle
if (hero1 && hero1->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
{
BonusList bl;
hero1->getBonuses(bl, Selector::type(Bonus::OPENING_BATTLE_SPELL));
BOOST_FOREACH (Bonus b, bl)
{
handleSpellCasting(b.subtype, 3, -1, 0, hero1->tempOwner, NULL, hero2, b.val);
}
}
if (hero2 && hero2->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
{
BonusList bl;
hero2->getBonuses(bl, Selector::type(Bonus::OPENING_BATTLE_SPELL));
BOOST_FOREACH (Bonus b, bl)
{
handleSpellCasting(b.subtype, 3, -1, 1, hero2->tempOwner, NULL, hero1, b.val);
}
}
//main loop
while(!battleResult.get()) //till the end of the battle ;]
{
NEW_ROUND;
std::vector<CStack*> & stacks = (gs->curB->stacks);
const BattleInfo & curB = *gs->curB;
//stack loop
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(hero1, Bonus::BLOCK_MORALE) || NBonus::hasOfType(hero2, Bonus::BLOCK_MORALE)) //checking if 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 = 11;
ba.additionalInfo = 1;
ba.side = !next->attackerOwned;
ba.stackNumber = next->ID;
sendAndApply(&StartAction(ba));
sendAndApply(&EndAction());
checkForBattleEnd(stacks); //check if this "action" ended the battle (not likely but who knows...)
continue;
}
}
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 = 6;
attack.side = !next->attackerOwned;
attack.stackNumber = next->ID;
attack.additionalInfo = attackInfo.first->position;
attack.destinationTile = attackInfo.second;
makeBattleAction(attack);
checkForBattleEnd(stacks);
}
continue;
}
const CGHeroInstance * curOwner = gs->battleGetOwner(next->ID);
if( (next->position < 0 && (!curOwner || curOwner->getSecSkillLevel(10) == 0)) //arrow turret, hero has no ballistics
|| (next->type->idNumber == 146 && (!curOwner || curOwner->getSecSkillLevel(20) == 0))) //ballista, hero has no artillery
{
BattleAction attack;
attack.actionType = 7;
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]->alive())
{
attack.destinationTile = gs->curB->stacks[g]->position;
break;
}
}
makeBattleAction(attack);
checkForBattleEnd(stacks);
continue;
}
if(next->type->idNumber == 145 && (!curOwner || curOwner->getSecSkillLevel(10) == 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 = 9;
attack.additionalInfo = 0;
attack.side = !next->attackerOwned;
attack.stackNumber = next->ID;
makeBattleAction(attack);
continue;
}
if(next->type->idNumber == 147 && (!curOwner || curOwner->getSecSkillLevel(27) == 0)) //first aid tent, hero has no first aid
{
BattleAction heal;
std::vector< const CStack * > possibleStacks;
for (int v=0; v<gs->curB->stacks.size(); ++v)
{
const CStack * cstack = gs->curB->stacks[v];
if (cstack->owner == next->owner && cstack->firstHPleft < cstack->MaxHealth() && cstack->alive()) //it's friendly and not fully healthy
{
possibleStacks.push_back(cstack);
}
}
if(possibleStacks.size() == 0)
{
//nothing to heal
BattleAction doNothing;
doNothing.actionType = 0;
doNothing.additionalInfo = 0;
doNothing.destinationTile = -1;
doNothing.side = !next->attackerOwned;
doNothing.stackNumber = next->ID;
sendAndApply(&StartAction(doNothing));
sendAndApply(&EndAction());
continue;
}
else
{
//heal random creature
const CStack * toBeHealed = possibleStacks[ rand()%possibleStacks.size() ];
heal.actionType = 12;
heal.additionalInfo = 0;
heal.destinationTile = toBeHealed->position;
heal.side = !next->attackerOwned;
heal.stackNumber = next->ID;
makeBattleAction(heal);
}
continue;
}
int numberOfAsks = 1;
bool breakOuter = false;
do
{//ask interface and wait for answer
if(!battleResult.get())
{
BattleSetActiveStack sas;
sas.stack = next->ID;
sendAndApply(&sas);
boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
while(next->alive() && (!battleMadeAction.data && !battleResult.get())) //active stack hasn't made its action and battle is still going
battleMadeAction.cond.wait(lock);
battleMadeAction.data = false;
}
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(stacks); //check if this action ended the battle
//check for good morale
nextStackMorale = next->MoraleVal();
if(!vstd::contains(next->state,HAD_MORALE) //only one extra move per turn possible
&& !vstd::contains(next->state,DEFENDING)
&& !vstd::contains(next->state,WAITING)
&& next->alive()
&& nextStackMorale > 0
&& !(NBonus::hasOfType(hero1, Bonus::BLOCK_MORALE) || NBonus::hasOfType(hero2, Bonus::BLOCK_MORALE)) //checking if heroes have (or don't have) morale blocking bonuses
)
{
if(rand()%24 < nextStackMorale) //this stack hasn't got morale this turn
++numberOfAsks; //move this stack once more
}
--numberOfAsks;
} while (numberOfAsks > 0);
if (breakOuter)
{
break;
}
}
}
endBattle(tile, hero1, hero2);
}
void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
{
BattleResultsApplied resultsApplied;
resultsApplied.player1 = bEndArmy1->tempOwner;
resultsApplied.player2 = bEndArmy2->tempOwner;
//unblock engaged players
if(bEndArmy1->tempOwner<PLAYER_LIMIT)
states.setFlag(bEndArmy1->tempOwner, &PlayerStatus::engagedIntoBattle, false);
if(bEndArmy2 && bEndArmy2->tempOwner<PLAYER_LIMIT)
states.setFlag(bEndArmy2->tempOwner, &PlayerStatus::engagedIntoBattle, false);
//casualties among heroes armies
SetGarrisons sg;
sg.garrs[bEndArmy1->id] = takeCasualties(bEndArmy1->tempOwner, *bEndArmy1, gs->curB);
sg.garrs[bEndArmy2->id] = takeCasualties(bEndArmy2->tempOwner, *bEndArmy2, gs->curB);
sendAndApply(&sg);
ui8 sides[2];
sides[0] = gs->curB->side1;
sides[1] = gs->curB->side2;
ui8 loser = sides[!battleResult.data->winner];
//end battle, remove all info, free memory
giveExp(*battleResult.data);
if (hero1)
battleResult.data->exp[0] *= (100+hero1->getSecSkillLevel(21)*5)/100.0f;//sholar skill
if (hero2)
battleResult.data->exp[1] *= (100+hero2->getSecSkillLevel(21)*5)/100.0f;
sendAndApply(battleResult.data);
//if one hero has lost we will erase him
if(battleResult.data->winner!=0 && hero1)
{
RemoveObject ro(hero1->id);
sendAndApply(&ro);
}
if(battleResult.data->winner!=1 && hero2)
{
RemoveObject ro(hero2->id);
sendAndApply(&ro);
}
//give exp
if(battleResult.data->exp[0] && hero1)
changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
if(battleResult.data->exp[1] && hero2)
changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
sendAndApply(&resultsApplied);
if(battleEndCallback && *battleEndCallback) //TODO: object interaction after level dialog is handled
{
(*battleEndCallback)(battleResult.data);
delete battleEndCallback;
battleEndCallback = 0;
}
// Necromancy if applicable.
const CGHeroInstance *winnerHero = battleResult.data->winner != 0 ? hero2 : hero1;
const CGHeroInstance *loserHero = battleResult.data->winner != 0 ? hero1 : hero2;
if (winnerHero)
{
CStackInstance raisedStack = winnerHero->calculateNecromancy(*battleResult.data);
// Give raised units to winner and show dialog, if any were raised.
if (raisedStack.type)
{
int slot = winnerHero->getSlotFor(raisedStack.type->idNumber);
if (slot != -1)
{
SetGarrisons sg;
sg.garrs[winnerHero->id] = winnerHero->getArmy();
sg.garrs[winnerHero->id].addToSlot(slot, raisedStack);
// if (vstd::contains(winnerHero->slots, slot)) // Add to existing stack.
// sg.garrs[winnerHero->id].slots[slot].count += raisedStack.count;
// else // Create a new stack.
// sg.garrs[winnerHero->id].slots[slot] = raisedStack;
winnerHero->showNecromancyDialog(raisedStack);
sendAndApply(&sg);
}
}
}
if(visitObjectAfterVictory && winnerHero == hero1)
{
visitObjectOnTile(*getTile(winnerHero->getPosition()), winnerHero);
}
visitObjectAfterVictory = false;
winLoseHandle(1<<sides[0] | 1<<sides[1]); //handle victory/loss of engaged players
int result = battleResult.get()->result;
if(result == 1 || result == 2) //loser has escaped or surrendered
{
SetAvailableHeroes sah;
sah.player = loser;
sah.hid[0] = loserHero->subID;
if(result == 1) //retreat
{
sah.army[0] = new CCreatureSet();
sah.army[0]->addToSlot(0, VLC->creh->nameToID[loserHero->type->refTypeStack[0]],1);
}
if(const CGHeroInstance *another = getPlayerState(loser)->availableHeroes[1])
sah.hid[1] = another->subID;
else
sah.hid[1] = -1;
sendAndApply(&sah);
}
delete battleResult.data;
}
void CGameHandler::prepareAttacked(BattleStackAttacked &bsa, const CStack *def)
{
bsa.killedAmount = bsa.damageAmount / def->MaxHealth();
unsigned damageFirst = bsa.damageAmount % def->MaxHealth();
if( def->firstHPleft <= damageFirst )
{
bsa.killedAmount++;
bsa.newHP = def->firstHPleft + def->MaxHealth() - damageFirst;
}
else
{
bsa.newHP = def->firstHPleft - damageFirst;
}
if(def->count <= bsa.killedAmount) //stack killed
{
bsa.newAmount = 0;
bsa.flags |= 1;
bsa.killedAmount = def->count; //we cannot kill more creatures than we have
}
else
{
bsa.newAmount = def->count - bsa.killedAmount;
}
}
void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance)
{
bat.bsa.clear();
bat.stackAttacking = att->ID;
bat.bsa.push_back(BattleStackAttacked());
BattleStackAttacked *bsa = &bat.bsa.back();
bsa->stackAttacked = def->ID;
bsa->attackerID = 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?
{
bsa->damageAmount *= 2;
bat.flags |= 4;
}
bsa->damageAmount = gs->curB->calculateDmg(att, def, gs->battleGetOwner(att->ID), gs->battleGetOwner(def->ID), bat.shot(), distance, bat.lucky());//counting dealt damage
int dmg = bsa->damageAmount;
prepareAttacked(*bsa, def);
//life drain handling
if (att->hasBonusOfType(Bonus::LIFE_DRAIN))
{
StacksHealedOrResurrected shi;
shi.lifeDrain = true;
shi.drainedFrom = def->ID;
StacksHealedOrResurrected::HealInfo hi;
hi.stackID = att->ID;
hi.healedHP = std::min<int>(dmg, 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);
}
}
else
{
}
//fire shield handling
if ( !bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !bsa->killed() )
{
bat.bsa.push_back(BattleStackAttacked());
BattleStackAttacked *bsa = &bat.bsa.back();
bsa->stackAttacked = att->ID;
bsa->attackerID = def->ID;
bsa->flags |= 2;
bsa->effect = 11;
bsa->damageAmount = (dmg * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
prepareAttacked(*bsa, att);
}
}
void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
{
srand(time(NULL));
CPack *pack = NULL;
try
{
while(1)//server should never shut connection first //was: while(!end2)
{
{
boost::unique_lock<boost::mutex> lock(*c.rmx);
c >> pack; //get the package
tlog5 << "Received client message of type " << typeid(*pack).name() << std::endl;
}
int packType = typeList.getTypeID(pack); //get the id of type
CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
if(apply)
{
bool result = apply->applyOnGH(this,&c,pack);
tlog5 << "Message successfully applied (result=" << result << ")!\n";
//send confirmation that we've applied the package
if(pack->type != 6000) //WORKAROUND - not confirm query replies TODO: reconsider
{
PackageApplied applied;
applied.result = result;
applied.packType = packType;
{
boost::unique_lock<boost::mutex> lock(*c.wmx);
c << &applied;
}
}
}
else
{
tlog1 << "Message cannot be applied, cannot find applier (unregistered type)!\n";
}
delete pack;
pack = NULL;
}
}
catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
{
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, int dest)
{
int ret = 0;
CStack *curStack = gs->curB->getStack(stack),
*stackAtEnd = gs->curB->getStackT(dest);
assert(curStack);
assert(dest < BFIELD_SIZE);
//initing necessary tables
bool accessibility[BFIELD_SIZE];
std::vector<int> accessible = gs->curB->getAccessibility(curStack->ID, false);
for(int b=0; b<BFIELD_SIZE; ++b)
{
accessibility[b] = false;
}
for(int g=0; g<accessible.size(); ++g)
{
accessibility[accessible[g]] = true;
}
//shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
if(!stackAtEnd && curStack->doubleWide() && !accessibility[dest])
{
if(curStack->attackerOwned)
{
if(accessibility[dest+1])
dest+=1;
}
else
{
if(accessibility[dest-1])
dest-=1;
}
}
if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility[dest])
return 0;
bool accessibilityWithOccupyable[BFIELD_SIZE];
std::vector<int> accOc = gs->curB->getAccessibility(curStack->ID, true);
for(int b=0; b<BFIELD_SIZE; ++b)
{
accessibilityWithOccupyable[b] = false;
}
for(int g=0; g<accOc.size(); ++g)
{
accessibilityWithOccupyable[accOc[g]] = true;
}
//if(dists[dest] > curStack->creature->speed && !(stackAtEnd && dists[dest] == curStack->creature->speed+1)) //we can attack a stack if we can go to adjacent hex
// return false;
std::pair< std::vector<int>, int > path = gs->curB->getPath(curStack->position, dest, accessibilityWithOccupyable, curStack->hasBonusOfType(Bonus::FLYING), curStack->doubleWide(), curStack->attackerOwned);
ret = path.second;
if(curStack->hasBonusOfType(Bonus::FLYING))
{
if(path.second <= curStack->Speed() && path.first.size() > 0)
{
//inform clients about move
BattleStackMoved sm;
sm.stack = curStack->ID;
sm.tile = path.first[0];
sm.distance = path.second;
sm.ending = true;
sm.teleporting = false;
sendAndApply(&sm);
}
}
else //for non-flying creatures
{
int tilesToMove = std::max((int)(path.first.size() - curStack->Speed()), 0);
for(int v=path.first.size()-1; v>=tilesToMove; --v)
{
//inform clients about move
BattleStackMoved sm;
sm.stack = curStack->ID;
sm.tile = path.first[v];
sm.distance = path.second;
sm.ending = v==tilesToMove;
sm.teleporting = false;
sendAndApply(&sm);
}
}
return ret;
}
CGameHandler::CGameHandler(void)
{
QID = 1;
gs = NULL;
IObjectInterface::cb = this;
applier = new CGHApplier;
visitObjectAfterVictory = false;
}
CGameHandler::~CGameHandler(void)
{
delete applier;
applier = NULL;
delete gs;
}
void CGameHandler::init(StartInfo *si, int Seed)
{
gs = new CGameState();
tlog0 << "Gamestate created!" << std::endl;
gs->init(si, 0, Seed);
tlog0 << "Gamestate initialized!" << std::endl;
for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)
states.addPlayer(i->first);
}
static bool evntCmp(const CMapEvent *a, const CMapEvent *b)
{
return *a < *b;
}
void CGameHandler::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
if (forced || town->creatures[CREATURES_PER_TOWN].second.empty())//we need to change creature
{
SetAvailableCreatures ssi;
ssi.tid = town->id;
ssi.creatures = town->creatures;
ssi.creatures[CREATURES_PER_TOWN].second.clear();//remove old one
const std::vector<CGDwelling *> &dwellings = gs->getPlayer(town->tempOwner)->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[CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures[creature]->growth)/2);
else
ssi.creatures[CREATURES_PER_TOWN].first = VLC->creh->creatures[creature]->growth;
ssi.creatures[CREATURES_PER_TOWN].second.push_back(creature);
sendAndApply(&ssi);
}
}
void CGameHandler::newTurn()
{
tlog5 << "Turn " << gs->day+1 << std::endl;
NewTurn n;
n.creatureid = -1;
n.day = gs->day + 1;
n.resetBuilded = true;
bool newmonth = false;
std::map<ui8, si32> hadGold;//starting gold - for buildings like dwarven treasury
srand(time(NULL));
if (getDate(1) == 7 && getDate(0)>1) //new week (day numbers are confusing, as day was not yet switched)
{
int monsterid;
int monthType = rand()%100;
if(getDate(4) == 28) //new month
{
newmonth = true;
if (monthType < 40) //double growth
{
n.specialWeek = NewTurn::DOUBLE_GROWTH;
std::pair<int,int> newMonster(54, VLC->creh->pickRandomMonster(boost::ref(rand)));
n.creatureid = newMonster.second;
}
else if (monthType < 90)
n.specialWeek = NewTurn::NORMAL;
else
n.specialWeek = NewTurn::PLAGUE;
}
else //it's a week, but not full month
{
newmonth = false;
if (monthType < 25)
{
n.specialWeek = NewTurn::BONUS_GROWTH; //+5
std::pair<int,int> newMonster (54, VLC->creh->pickRandomMonster(boost::ref(rand)));
monsterid = newMonster.second;
}
else
n.specialWeek = NewTurn::NORMAL;
}
}
std::map<ui32,CGHeroInstance *> pool = gs->hpool.heroesPool;
for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
{
if(i->first == 255)
continue;
else if(i->first >= PLAYER_LIMIT)
assert(0); //illegal player number!
std::pair<ui8,si32> playerGold(i->first,i->second.resources[6]);
hadGold.insert(playerGold);
if(gs->getDate(1)==7) //first day of week - new heroes in tavern
{
SetAvailableHeroes sah;
sah.player = i->first;
//pick heroes and their armies
CHeroClass *banned = NULL;
for (int j = 0; j < 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] = new CCreatureSet());
banned = h->type->heroClass;
}
else
sah.hid[j] = -1;
}
sendAndApply(&sah);
}
n.res[i->first] = i->second.resources;
// SetResources r;
// r.player = i->first;
// for(int j=0;j<RESOURCE_QUANTITY;j++)
// r.res[j] = i->second.resources[j];
BOOST_FOREACH(CGHeroInstance *h, (*i).second.heroes)
{
if(h->visitedTown)
giveSpells(h->visitedTown, h);
NewTurn::Hero hth;
hth.id = h->id;
hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).tertype != TerrainTile::water);
if(h->visitedTown && vstd::contains(h->visitedTown->builtBuildings,0)) //if hero starts turn in town with mage guild
hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
else
hth.mana = std::max(si32(0), std::max(h->mana, std::min(h->mana + h->manaRegain(), h->manaLimit())) );
n.heroes.insert(hth);
if(gs->day) //not first day
{
n.res[i->first][6] += h->valOfBonuses(Selector::typeSybtype(Bonus::SECONDARY_SKILL, 13)); //estates
for (int k = 0; k < RESOURCE_QUANTITY; k++)
{
n.res[i->first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
}
}
}
//n.res.push_back(r);
}
// townID, creatureID, amount
std::map<si32, std::map<si32, si32> > newCreas;//creatures that needs to be added by town events
for(std::vector<CGTownInstance *>::iterator j = gs->map->towns.begin(); j!=gs->map->towns.end(); j++)//handle towns
{
ui8 player = (*j)->tempOwner;
if(gs->getDate(1)==7) //first day of week
{
if ((*j)->subID == 5 && vstd::contains((*j)->builtBuildings, 22))
setPortalDwelling(*j, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
if ((**j).subID == 1 && gs->getDate(0) && player < PLAYER_LIMIT && vstd::contains((**j).builtBuildings, 22))//dwarven treasury
n.res[player][6] += hadGold[player]/10; //give 10% of starting gold
}
if(gs->day && player < PLAYER_LIMIT)//not the first day and town not neutral
{
////SetResources r;
//r.player = (**j).tempOwner;
if(vstd::contains((**j).builtBuildings,15)) //there is resource silo
{
if((**j).town->primaryRes == 127) //we'll give wood and ore
{
n.res[player][0] += 1;
n.res[player][2] += 1;
}
else
{
n.res[player][(**j).town->primaryRes] += 1;
}
}
n.res[player][6] += (**j).dailyIncome();
}
handleTownEvents(*j, n, newCreas);
if (vstd::contains((**j).builtBuildings, 26))
{
switch ((**j).subID)
{
case 2: // Skyship, probably easier to handle same as Veil of darkness
{ //do it every new day after veils apply
FoWChange fw;
fw.mode = 1;
fw.player = player;
getAllTiles(fw.tiles, player, -1, 0);
sendAndApply (&fw);
}
break;
case 3: //Deity of Fire
{
if (getDate(0) > 1)
{
n.specialWeek = NewTurn::DEITYOFFIRE; //spawn familiars on new month
n.creatureid = 42; //familiar
}
}
break;
}
}
if ((**j).hasBonusOfType (Bonus::DARKNESS))
{
(**j).hideTiles((**j).getOwner(), (**j).getBonus(Selector::type(Bonus::DARKNESS))->val);
}
//unhiding what shouldn't be hidden? //that's handled in netpacks client
}
if(getDate(2) == 1) //first week
{
SetAvailableArtifacts saa;
saa.id = -1;
pickAllowedArtsSet(saa.arts);
sendAndApply(&saa);
}
sendAndApply(&n);
if (gs->getDate(1)==1) //first day of week, day has already been changed
{
if (getDate(4) == 1 && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
{ //spawn wandering monsters
std::vector<int3>::iterator tile;
std::vector<int3> tiles;
getFreeTiles(tiles);
ui32 amount = (tiles.size()) >> 6;
std::random_shuffle(tiles.begin(), tiles.end(), p_myrandom);
for (int i = 0; i < amount; ++i)
{
tile = tiles.begin();
TerrainTile *tinfo = &gs->map->terrain[tile->x][tile->y][tile->z];
NewObject no;
no.ID = 54; //creature
no.subID= n.creatureid;
no.pos = *tile;
sendAndApply(&no);
tiles.erase(tile); //not use it again
}
}
NewTurn n2; //just to handle creature growths after bonuses are applied
n2.specialWeek = NewTurn::NO_ACTION;
n2.day = gs->day;
for(std::vector<CGTownInstance *>::iterator j = gs->map->towns.begin(); j!=gs->map->towns.end(); j++)//handle towns
{
ui8 player = (*j)->tempOwner;
SetAvailableCreatures sac;
sac.tid = (**j).id;
sac.creatures = (**j).creatures;
for (int k=0; k < CREATURES_PER_TOWN; k++) //creature growths
{
if((**j).creatureDwelling(k))//there is dwelling (k-level)
{
sac.creatures[k].first += (**j).creatureGrowth(k);
if(gs->getDate(0) == 1) //first day of game: use only basic growths
amin(sac.creatures[k].first, VLC->creh->creatures[(*j)->town->basicCreatures[k]]->growth);
}
}
//creatures from town events
if (vstd::contains(newCreas, (**j).id))
for(std::map<si32, si32>::iterator i=newCreas[(**j).id].begin() ; i!=newCreas[(**j).id].end(); i++)
sac.creatures[i->first].first += i->second;
n2.cres.push_back(sac);
}
if (gs->getDate(0) > 1)
{
InfoWindow iw; //new week info
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:
iw.text.addTxt(MetaString::ARRAY_TXT, (newmonth ? 130 : 133));
iw.text.addReplacement(MetaString::ARRAY_TXT, 43 + rand()%15);
}
for (std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end(); i++)
{
iw.player = i->first;
sendAndApply(&iw);
}
}
sendAndApply(&n2);
}
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 (std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
{
if(i->second.status || i->second.towns.size() || i->second.color >= 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, const StartInfo *si /*= NULL*/)
{
using namespace boost::posix_time;
BOOST_FOREACH(CConnection *cc, conns)
{//init conn.
ui8 quantity, pom;
//ui32 seed;
if(!resume)
(*cc) << si << gs->map->checksum << gs->seed; // gs->scenarioOps
(*cc) >> quantity; //how many players will be handled at that client
for(int i=0;i<quantity;i++)
{
(*cc) >> pom; //read player color
{
boost::unique_lock<boost::recursive_mutex> lock(gsm);
connections[pom] = cc;
}
}
}
for(std::set<CConnection*>::iterator i = conns.begin(); i!=conns.end();i++)
{
std::set<int> pom;
for(std::map<int,CConnection*>::iterator j = connections.begin(); j!=connections.end();j++)
if(j->second == *i)
pom.insert(j->first);
boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(**i)));
}
while (!end2)
{
if(!resume)
newTurn();
std::map<ui8,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->second.color<0
|| i->first>=PLAYER_LIMIT
|| i->second.status)
{
continue;
}
states.setFlag(i->first,&PlayerStatus::makingTurn,true);
{
YourTurn yt;
yt.player = i->first;
sendAndApply(&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
}
namespace CGH
{
using namespace std;
static void readItTo(ifstream & input, vector< vector<int> > & dest) //reads 7 lines, i-th one containing i integers, and puts it to dest
{
for(int j=0; j<7; ++j)
{
std::vector<int> pom;
for(int g=0; g<j+1; ++g)
{
int hlp; input>>hlp;
pom.push_back(hlp);
}
dest.push_back(pom);
}
}
}
void CGameHandler::setupBattle(BattleInfo * curB, int3 tile, const CArmedInstance *army1, const CArmedInstance *army2, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool creatureBank, const CGTownInstance *town)
{
battleResult.set(NULL);
std::vector<CStack*> & stacks = (curB->stacks);
curB->tile = tile;
curB->belligerents[0] = const_cast<CArmedInstance*>(army1);
curB->belligerents[1] = const_cast<CArmedInstance*>(army2);
curB->heroes[0] = const_cast<CGHeroInstance*>(hero1);
curB->heroes[1] = const_cast<CGHeroInstance*>(hero2);
curB->round = -2;
curB->activeStack = -1;
if(town)
{
curB->tid = town->id;
curB->siege = town->fortLevel();
}
else
{
curB->tid = -1;
curB->siege = 0;
}
//reading battleStartpos
std::ifstream positions;
positions.open(DATA_DIR "/config/battleStartpos.txt", std::ios_base::in|std::ios_base::binary);
if(!positions.is_open())
{
tlog1<<"Unable to open battleStartpos.txt!"<<std::endl;
}
std::string dump;
positions>>dump; positions>>dump;
std::vector< std::vector<int> > attackerLoose, defenderLoose, attackerTight, defenderTight, attackerCreBank, defenderCreBank;
CGH::readItTo(positions, attackerLoose);
positions>>dump;
CGH::readItTo(positions, defenderLoose);
positions>>dump;
positions>>dump;
CGH::readItTo(positions, attackerTight);
positions>>dump;
CGH::readItTo(positions, defenderTight);
positions>>dump;
positions>>dump;
CGH::readItTo(positions, attackerCreBank);
positions>>dump;
CGH::readItTo(positions, defenderCreBank);
positions.close();
//battleStartpos read
int k = 0; //stack serial
for(TSlots::const_iterator i = army1->Slots().begin(); i!=army1->Slots().end(); i++, k++)
{
int pos;
if(creatureBank)
pos = attackerCreBank[army1->stacksCount()-1][k];
else if(army1->formation)
pos = attackerTight[army1->stacksCount()-1][k];
else
pos = attackerLoose[army1->stacksCount()-1][k];
CStack * stack = curB->generateNewStack(i->second, stacks.size(), true, i->first, gs->map->terrain[tile.x][tile.y][tile.z].tertype, pos);
stacks.push_back(stack);
}
k = 0;
for(TSlots::const_iterator i = army2->Slots().begin(); i!=army2->Slots().end(); i++, k++)
{
int pos;
if(creatureBank)
pos = defenderCreBank[army2->stacksCount()-1][k];
else if(army2->formation)
pos = defenderTight[army2->stacksCount()-1][k];
else
pos = defenderLoose[army2->stacksCount()-1][k];
CStack * stack = curB->generateNewStack(i->second, stacks.size(), false, i->first, gs->map->terrain[tile.x][tile.y][tile.z].tertype, pos);
stacks.push_back(stack);
}
for(unsigned g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
{
if((stacks[g]->position%17)==1 && stacks[g]->doubleWide() && stacks[g]->attackerOwned)
{
stacks[g]->position += 1;
}
else if((stacks[g]->position%17)==15 && stacks[g]->doubleWide() && !stacks[g]->attackerOwned)
{
stacks[g]->position -= 1;
}
}
//adding war machines
if(hero1)
{
if(hero1->getArt(13)) //ballista
{
CStack * stack = curB->generateNewStack(CStackInstance(146, 1, hero1), stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 52);
stacks.push_back(stack);
}
if(hero1->getArt(14)) //ammo cart
{
CStack * stack = curB->generateNewStack(CStackInstance(148, 1, hero1), stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 18);
stacks.push_back(stack);
}
if(hero1->getArt(15)) //first aid tent
{
CStack * stack = curB->generateNewStack(CStackInstance(147, 1, hero1), stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 154);
stacks.push_back(stack);
}
}
if(hero2)
{
//defending hero shouldn't receive ballista (bug #551)
if(hero2->getArt(13) && !town) //ballista
{
CStack * stack = curB->generateNewStack(CStackInstance(146, 1, hero2), stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 66);
stacks.push_back(stack);
}
if(hero2->getArt(14)) //ammo cart
{
CStack * stack = curB->generateNewStack(CStackInstance(148, 1, hero1), stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 32);
stacks.push_back(stack);
}
if(hero2->getArt(15)) //first aid tent
{
CStack * stack = curB->generateNewStack(CStackInstance(147, 1, hero2), stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 168);
stacks.push_back(stack);
}
}
if(town && hero1 && town->hasFort()) //catapult
{
CStack * stack = curB->generateNewStack(CStackInstance(145, 1, hero1), stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 120);
stacks.push_back(stack);
}
//war machines added
switch(curB->siege) //adding towers
{
case 3: //castle
{//lower tower / upper tower
CStack * stack = curB->generateNewStack(CStackInstance(149, 1, hero2), stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, -4);
stacks.push_back(stack);
stack = curB->generateNewStack(CStackInstance(149, 1, hero2), stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, -3);
stacks.push_back(stack);
}
case 2: //citadel
{//main tower
CStack * stack = curB->generateNewStack(CStackInstance(149, 1, hero2), stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, -2);
stacks.push_back(stack);
}
}
std::stable_sort(stacks.begin(),stacks.end(),cmpst);
//seting up siege
if(town && town->hasFort())
{
for(int b=0; b<ARRAY_COUNT(curB->si.wallState); ++b)
{
curB->si.wallState[b] = 1;
}
}
int terType = gs->battleGetBattlefieldType(tile);
//randomize obstacles
if(town == NULL && !creatureBank) //do it only when it's not siege and not creature bank
{
bool obAv[BFIELD_SIZE]; //availability of hexes for obstacles;
std::vector<int> possibleObstacles;
for(int i=0; i<BFIELD_SIZE; ++i)
{
if(i%17 < 4 || i%17 > 12)
{
obAv[i] = false;
}
else
{
obAv[i] = true;
}
}
for(std::map<int, CObstacleInfo>::const_iterator g=VLC->heroh->obstacles.begin(); g!=VLC->heroh->obstacles.end(); ++g)
{
if(g->second.allowedTerrains[terType-1] == '1') //we need to take terType with -1 because terrain ids start from 1 and allowedTerrains array is indexed from 0
{
possibleObstacles.push_back(g->first);
}
}
srand(time(NULL));
if(possibleObstacles.size() > 0) //we cannot place any obstacles when we don't have them
{
int toBlock = rand()%6 + 6; //how many hexes should be blocked by obstacles
while(toBlock>0)
{
CObstacleInstance coi;
coi.uniqueID = curB->obstacles.size();
coi.ID = possibleObstacles[rand()%possibleObstacles.size()];
coi.pos = rand()%BFIELD_SIZE;
std::vector<int> block = VLC->heroh->obstacles[coi.ID].getBlocked(coi.pos);
bool badObstacle = false;
for(int b=0; b<block.size(); ++b)
{
if(block[b] < 0 || block[b] >= BFIELD_SIZE || !obAv[block[b]])
{
badObstacle = true;
break;
}
}
if(badObstacle) continue;
//obstacle can be placed
curB->obstacles.push_back(coi);
for(int b=0; b<block.size(); ++b)
{
if(block[b] >= 0 && block[b] < BFIELD_SIZE)
obAv[block[b]] = false;
}
toBlock -= block.size();
}
}
}
//giving building bonuses, if siege and we have harrisoned hero
if (town)
{
if (hero2)
{
for (int i=0; i<4; i++)
{
int val = town->defenceBonus(i);
if (val)
{
GiveBonus gs;
gs.bonus = Bonus(Bonus::ONE_BATTLE, Bonus::PRIMARY_SKILL, Bonus::OBJECT, val, -1, "", i);
gs.id = hero2->id;
sendAndApply(&gs);
}
}
}
else//if we don't have hero - apply separately, if hero present - will be taken from hero bonuses
{
if(town->subID == 0 && vstd::contains(town->builtBuildings,22)) //castle, brotherhood of sword built
for(int g=0; g<stacks.size(); ++g)
stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 2, Bonus::TOWN_STRUCTURE));
else if(vstd::contains(town->builtBuildings,5)) //tavern is built
for(int g=0; g<stacks.size(); ++g)
stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 1, Bonus::TOWN_STRUCTURE));
if(town->subID == 1 && vstd::contains(town->builtBuildings,21)) //rampart, fountain of fortune is present
for(int g=0; g<stacks.size(); ++g)
stacks[g]->bonuses.push_back(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, 2, Bonus::TOWN_STRUCTURE));
}
}
//giving terrain premies for heroes & stacks
int bonusSubtype = -1;
switch(terType)
{
case 9: //magic plains
{
bonusSubtype = 0;
}
case 14: //fiery fields
{
if(bonusSubtype == -1) bonusSubtype = 1;
}
case 15: //rock lands
{
if(bonusSubtype == -1) bonusSubtype = 8;
}
case 16: //magic clouds
{
if(bonusSubtype == -1) bonusSubtype = 2;
}
case 17: //lucid pools
{
if(bonusSubtype == -1) bonusSubtype = 4;
}
{ //common part for cases 9, 14, 15, 16, 17
const CGHeroInstance * cHero = NULL;
for(int i=0; i<2; ++i)
{
if(i == 0) cHero = hero1;
else cHero = hero2;
if(cHero == NULL) continue;
GiveBonus gs;
gs.bonus = Bonus(Bonus::ONE_BATTLE, Bonus::MAGIC_SCHOOL_SKILL, Bonus::OBJECT, 3, -1, "", bonusSubtype);
gs.id = cHero->id;
sendAndApply(&gs);
}
break;
}
case 18: //holy ground
{
for(int g=0; g<stacks.size(); ++g) //+1 morale bonus for good creatures, -1 morale bonus for evil creatures
{
if (stacks[g]->type->isGood())
stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_OVERLAY));
else if (stacks[g]->type->isEvil())
stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY));
}
break;
}
case 19: //clover field
{
for(int g=0; g<stacks.size(); ++g)
{
if(stacks[g]->type->faction == -1) //+2 luck bonus for neutral creatures
{
stacks[g]->bonuses.push_back(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, 2, Bonus::TERRAIN_OVERLAY));
}
}
break;
}
case 20: //evil fog
{
for(int g=0; g<stacks.size(); ++g) //-1 morale bonus for good creatures, +1 morale bonus for evil creatures
{
if (stacks[g]->type->isGood())
stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY));
else if (stacks[g]->type->isEvil())
stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_OVERLAY));
}
break;
}
case 22: //cursed ground
{
for(int g=0; g<stacks.size(); ++g) //no luck nor morale
{
stacks[g]->bonuses.push_back(makeFeature(Bonus::NO_MORALE, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
stacks[g]->bonuses.push_back(makeFeature(Bonus::NO_LUCK, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
}
const CGHeroInstance * cHero = NULL;
for(int i=0; i<2; ++i) //blocking spells above level 1
{
if(i == 0) cHero = hero1;
else cHero = hero2;
if(cHero == NULL) continue;
GiveBonus gs;
gs.bonus = Bonus(Bonus::ONE_BATTLE, Bonus::BLOCK_SPELLS_ABOVE_LEVEL, Bonus::OBJECT, 1, -1, "", bonusSubtype);
gs.id = cHero->id;
sendAndApply(&gs);
}
break;
}
}
//premies given
//send info about battles
BattleStart bs;
bs.info = curB;
sendAndApply(&bs);
}
void CGameHandler::checkForBattleEnd( std::vector<CStack*> &stacks )
{
//checking winning condition
bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarily
hasStack[0] = hasStack[1] = false;
for(int b = 0; b<stacks.size(); ++b)
{
if(stacks[b]->alive() && !stacks[b]->hasBonusOfType(Bonus::SIEGE_WEAPON))
{
hasStack[1-stacks[b]->attackerOwned] = true;
}
}
if(!hasStack[0] || !hasStack[1]) //somebody has won
{
BattleResult *br = new BattleResult; //will be deleted at the end of startBattle(...)
br->result = 0;
br->winner = hasStack[1]; //fleeing side loses
gs->curB->calculateCasualties(br->casualties);
battleResult.set(br);
}
}
void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
{
if(!vstd::contains(h->artifWorn,17))
return; //hero hasn't spellbok
ChangeSpells cs;
cs.hid = h->id;
cs.learn = true;
for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(7)+2);i++)
{
if (t->subID == 8 && vstd::contains(t->builtBuildings, 26)) //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*/ )
{
bool blockvis = false;
const CGHeroInstance *h = getHero(hid);
if(!h || asker != 255 && (instant || h->getOwner() != gs->currentPlayer) //not turn of that hero or player can't simply teleport hero (at least not with this function)
)
{
tlog1 << "Illegal call to move hero!\n";
return false;
}
tlog5 << "Player " <<int(asker) << " wants to move hero "<< hid << " from "<< h->pos << " to " << dst << std::endl;
int3 hmpos = dst + int3(-1,0,0);
if(!gs->map->isInTheMap(hmpos))
{
tlog1 << "Destination tile 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 == TerrainTile::rock || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
&& complain("Cannot move hero, destination tile is blocked!")
|| (!h->boat && !h->canWalkOnSea() && t.tertype == TerrainTile::water && (t.visitableObjects.size() != 1 || (t.visitableObjects.front()->ID != 8 && t.visitableObjects.front()->ID != HEROI_TYPE))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land)
&& complain("Cannot move hero, destination tile is on water!")
|| (h->boat && t.tertype != TerrainTile::water && t.blocked)
&& complain("Cannot disembark hero, tile is blocked!")
|| (h->movement < cost && dst != h->pos && !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;
}
//hero enters the boat
if(!h->boat && t.visitableObjects.size() && t.visitableObjects.front()->ID == 8)
{
tmh.result = TryMoveHero::EMBARK;
tmh.movePoints = 0; //embarking takes all move points
//TODO: check for bonus that removes that penalty
getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
sendAndApply(&tmh);
return true;
}
//hero leaves the boat
else if(h->boat && t.tertype != TerrainTile::water && !t.blocked)
{
tmh.result = TryMoveHero::DISEMBARK;
tmh.movePoints = 0; //disembarking takes all move points
//TODO: check for bonus that removes that penalty
getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
sendAndApply(&tmh);
tryAttackingGuard(guardPos, h);
return true;
}
//checks for standard movement
if(!instant)
{
if( distance(h->pos,dst) >= 1.5 && complain("Tiles are not neighboring!")
|| h->movement < cost && h->movement < 100 && complain("Not enough move points!"))
{
sendAndApply(&tmh);
return false;
}
//check if there is blocking visitable object
blockvis = false;
tmh.movePoints = std::max(si32(0),h->movement-cost); //take move points
BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
{
if(obj != h && obj->blockVisit && !(obj->getPassableness() & 1<<h->tempOwner))
{
blockvis = true;
break;
}
}
//we start moving
if(blockvis)//interaction with blocking object (like resources)
{
tmh.result = TryMoveHero::BLOCKING_VISIT;
sendAndApply(&tmh);
//failed to move to that tile but we visit object
if(t.visitableObjects.size())
objectVisited(t.visitableObjects.back(), h);
// BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
// {
// if (obj->blockVisit)
// {
// objectVisited(obj, h);
// }
// }
tlog5 << "Blocking visit at " << hmpos << std::endl;
return true;
}
else //normal move
{
BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[h->pos.x-1][h->pos.y][h->pos.z].visitableObjects)
{
obj->onHeroLeave(h);
}
getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
tmh.result = TryMoveHero::SUCCESS;
tmh.attackedFrom = guardPos;
sendAndApply(&tmh);
tlog5 << "Moved to " <<tmh.end<<std::endl;
// If a creature guards the tile, block visit.
const bool fightingGuard = tryAttackingGuard(guardPos, h);
if(!fightingGuard && t.visitableObjects.size()) //call objects if they are visited
{
visitObjectOnTile(t, h);
}
// BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
// {
// objectVisited(obj, h);
// }
tlog5 << "Movement end!\n";
return true;
}
}
else //instant move - teleportation
{
BOOST_FOREACH(CGObjectInstance* obj, t.blockingObjects)
{
if(obj->ID==HEROI_TYPE)
{
CGHeroInstance *dh = static_cast<CGHeroInstance *>(obj);
if( gameState()->getPlayerRelations(dh->tempOwner, h->tempOwner))
{
heroExchange(h->id, dh->id);
return true;
}
startBattleI(h, dh);
return true;
}
}
tmh.result = TryMoveHero::TELEPORTATION;
getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
sendAndApply(&tmh);
return true;
}
}
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->subID!=3 || !vstd::contains(from->builtBuildings, 22))
&& complain("Hero must be in town with Castle gate for teleporting")
|| (t->subID!=3 || !vstd::contains(t->builtBuildings, 22))
&& complain("Cannot teleport hero to town without Castle gate in it"))
return false;
int3 pos = t->visitablePos();
pos += h->getVisitableOffset();
stopHeroVisitCastle(from->id, hid);
moveHero(hid,pos,1);
heroVisitCastle(dstid, hid);
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 < PLAYER_LIMIT && getTown(objid)) //town captured
{
const CGTownInstance * town = getTown(objid);
if (town->subID == 5 && vstd::contains(town->builtBuildings, 22))
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 == 17 || obj->ID == 20 ) && p && p->dwellings.size()==1)//first dwelling captured
BOOST_FOREACH(const CGTownInstance *t, gs->getPlayer(owner)->towns)
if (t->subID == 5 && vstd::contains(t->builtBuildings, 22))
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::showInfoDialog(InfoWindow *iw)
{
sendToAllClients(iw);
}
void CGameHandler::showBlockingDialog( BlockingDialog *iw, const CFunctionList<void(ui32)> &callback )
{
ask(iw,iw->player,callback);
}
ui32 CGameHandler::showBlockingDialog( BlockingDialog *iw )
{
//TODO
//gsm.lock();
//int query = QID++;
//states.addQuery(player,query);
//sendToAllClients(iw);
//gsm.unlock();
//ui32 ret = getQueryResult(iw->player, query);
//gsm.lock();
//states.removeQuery(player, query);
//gsm.unlock();
return 0;
}
int CGameHandler::getCurrentPlayer()
{
return gs->currentPlayer;
}
void CGameHandler::giveResource(int player, int which, int val)
{
if(!val) return; //don't waste time on empty call
SetResource sr;
sr.player = player;
sr.resid = which;
sr.val = gs->players.find(player)->second.resources[which]+val;
sendAndApply(&sr);
}
void CGameHandler::giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet creatures)
{
if (creatures.stacksCount() <= 0)
return;
CCreatureSet heroArmy = h->getArmy();
while (creatures.stacksCount())
{
int slot = heroArmy.getSlotFor(creatures.Slots().begin()->second.type->idNumber);
if (slot < 0)
break;
heroArmy.addToSlot(slot, creatures.slots.begin()->second);
creatures.slots.erase (creatures.slots.begin());
}
if (creatures.stacksCount() == 0) //all creatures can be moved to hero army - do that
{
SetGarrisons sg;
sg.garrs[h->id] = heroArmy;
sendAndApply(&sg);
}
else //show garrison window and let player pick creatures
{
SetGarrisons sg;
sg.garrs[objid] = creatures;
sendAndApply (&sg);
showGarrisonDialog (objid, h->id, true, 0);
return;
}
}
void CGameHandler::takeCreatures (int objid, TSlots creatures) //probably we could use ArmedInstance as well
{
if (creatures.size() <= 0)
return;
const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
CCreatureSet newArmy = obj->getArmy();
while (creatures.size())
{
int slot = newArmy.getSlotFor(creatures.begin()->second.type->idNumber);
if (slot < 0)
break;
newArmy.slots[slot].count -= creatures.begin()->second.count;
if (newArmy.getStack(slot).count < 1)
newArmy.eraseStack(slot);
creatures.erase (creatures.begin());
}
SetGarrisons sg;
sg.garrs[objid] = newArmy;
sendAndApply(&sg);
}
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 == 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::giveHeroArtifact(int artid, int hid, int position) //pos==-1 - first free slot in backpack
{
const CGHeroInstance* h = getHero(hid);
const CArtifact &art = *VLC->arth->artifacts[artid];
SetHeroArtifacts sha;
sha.hid = hid;
sha.artifacts = h->artifacts;
sha.artifWorn = h->artifWorn;
if(position<0)
{
if(position == -2)
{
int i;
for(i=0; i<art.possibleSlots.size(); i++) //try to put artifact into first available slot
{
if( !vstd::contains(sha.artifWorn,art.possibleSlots[i]) )
{
//we've found a free suitable slot
VLC->arth->equipArtifact(sha.artifWorn, art.possibleSlots[i], artid);
break;
}
}
if(i == art.possibleSlots.size() && !art.isBig()) //if haven't find proper slot, use backpack or discard big artifact
sha.artifacts.push_back(artid);
}
else if (!art.isBig()) //should be -1 => put artifact into backpack
{
sha.artifacts.push_back(artid);
}
}
else
{
if(!vstd::contains(sha.artifWorn,ui16(position)))
{
VLC->arth->equipArtifact(sha.artifWorn, position, artid);
}
else if (!art.isBig())
{
sha.artifacts.push_back(artid);
}
}
sendAndApply(&sha);
}
bool CGameHandler::removeArtifact(int artid, int hid)
{
const CGHeroInstance* h = getHero(hid);
SetHeroArtifacts sha;
sha.hid = hid;
sha.artifacts = h->artifacts;
sha.artifWorn = h->artifWorn;
std::vector<ui32>::iterator it;
if ((it = std::find(sha.artifacts.begin(), sha.artifacts.end(), artid)) != sha.artifacts.end()) //it is in backpack
sha.artifacts.erase(it);
else //worn
{
std::map<ui16,ui32>::iterator itr;
for (itr = sha.artifWorn.begin(); itr != sha.artifWorn.end(); ++itr)
{
if (itr->second == artid)
{
VLC->arth->unequipArtifact(sha.artifWorn, itr->first);
break;
}
}
if(itr == sha.artifWorn.end())
{
tlog2 << "Cannot find artifact to remove!\n";
return false;
}
}
sendAndApply(&sha);
return true;
}
void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town) //use hero=NULL for no hero
{
engageIntoBattle(army1->tempOwner);
engageIntoBattle(army2->tempOwner);
//block engaged players
if(army2->tempOwner < PLAYER_LIMIT)
states.setFlag(army2->tempOwner,&PlayerStatus::engagedIntoBattle,true);
boost::thread(boost::bind(&CGameHandler::startBattle, this, army1, army2, tile, hero1, hero2, creatureBank, cb, town));
}
void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb, bool creatureBank )
{
startBattleI(army1, army2, tile,
army1->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(army1) : NULL,
army2->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(army2) : NULL,
creatureBank, cb);
}
void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb, bool creatureBank)
{
startBattleI(army1, army2, army2->visitablePos(), cb, creatureBank);
}
//void CGameHandler::startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb) //for hero<=>neutral army
//{
// CGHeroInstance* h = const_cast<CGHeroInstance*>(getHero(heroID));
// startBattleI(&h->army,&army,tile,h,NULL,cb);
// //battle(&h->army,army,tile,h,NULL);
//}
void CGameHandler::changeSpells( int hid, bool give, const std::set<ui32> &spells )
{
ChangeSpells cs;
cs.hid = hid;
cs.spells = spells;
cs.learn = give;
sendAndApply(&cs);
}
int CGameHandler::getSelectedHero()
{
return IGameCallback::getSelectedHero(getCurrentPlayer())->id;
}
void CGameHandler::setObjProperty( int objid, int prop, si64 val )
{
SetObjectProperty sob;
sob.id = objid;
sob.what = prop;
sob.val = val;
sendAndApply(&sob);
}
void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
{
SystemMessage sm;
sm.text = message;
c << &sm;
}
void CGameHandler::giveHeroBonus( GiveBonus * bonus )
{
sendAndApply(bonus);
}
void CGameHandler::setMovePoints( SetMovePoints * smp )
{
sendAndApply(smp);
}
void CGameHandler::setManaPoints( int hid, int val )
{
SetMana sm;
sm.hid = hid;
sm.val = val;
sendAndApply(&sm);
}
void CGameHandler::giveHero( int id, int player )
{
GiveHero gh;
gh.id = id;
gh.player = player;
sendAndApply(&gh);
}
void CGameHandler::changeObjPos( int objid, int3 newPos, ui8 flags )
{
ChangeObjPos cop;
cop.objid = objid;
cop.nPos = newPos;
cop.flags = flags;
sendAndApply(&cop);
}
void CGameHandler::useScholarSkill(si32 fromHero, si32 toHero)
{
const CGHeroInstance * h1 = getHero(fromHero);
const CGHeroInstance * h2 = getHero(toHero);
if ( h1->getSecSkillLevel(18) < h2->getSecSkillLevel(18) )
{
std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
std::swap(fromHero, toHero);
}
int ScholarLevel = h1->getSecSkillLevel(18);//heroes can trade up to this level
if (!ScholarLevel || !vstd::contains(h1->artifWorn,17) || !vstd::contains(h2->artifWorn,17) )
return;//no scholar skill or no spellbook
int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(7)+2),
h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(7)+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::applyAndAsk( Query * sel, ui8 player, boost::function<void(ui32)> &callback )
{
boost::unique_lock<boost::recursive_mutex> lock(gsm);
sel->id = QID;
callbacks[QID] = callback;
states.addQuery(player,QID);
QID++;
sendAndApply(sel);
}
void CGameHandler::ask( Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback )
{
boost::unique_lock<boost::recursive_mutex> lock(gsm);
sel->id = QID;
callbacks[QID] = callback;
states.addQuery(player,QID);
sendToAllClients(sel);
QID++;
}
void CGameHandler::sendToAllClients( CPackForClient * info )
{
tlog5 << "Sending to all clients a package of type " << typeid(*info).name() << std::endl;
for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
{
(*i)->wmx->lock();
**i << info;
(*i)->wmx->unlock();
}
}
void CGameHandler::sendAndApply( CPackForClient * info )
{
gs->apply(info);
sendToAllClients(info);
}
void CGameHandler::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 == gatherResource)
checkLossVictory(info->player);
}
void CGameHandler::sendAndApply( SetResources * info )
{
sendAndApply((CPackForClient*)info);
if(gs->map->victoryCondition.condition == gatherResource)
checkLossVictory(info->player);
}
void CGameHandler::sendAndApply( NewStructures * info )
{
sendAndApply((CPackForClient*)info);
if(gs->map->victoryCondition.condition == buildCity)
checkLossVictory(getTown(info->tid)->tempOwner);
}
void CGameHandler::save( const std::string &fname )
{
{
tlog0 << "Ordering clients to serialize...\n";
SaveGame sg(fname);
sendToAllClients(&sg);
}
{
tlog0 << "Serializing game info...\n";
CSaveFile save(GVCMIDirs.UserPath + "/Games/" + fname + ".vlgm1");
char hlp[8] = "VCMISVG";
save << hlp << static_cast<CMapHeader&>(*gs->map) << gs->scenarioOps << *VLC << gs;
}
{
tlog0 << "Serializing server info...\n";
CSaveFile save(GVCMIDirs.UserPath + "/Games/" + fname + ".vsgm1");
save << *this;
}
tlog0 << "Game has been successfully saved!\n";
}
void CGameHandler::close()
{
tlog0 << "We have been requested to close.\n";
//BOOST_FOREACH(CConnection *cc, conns)
// if(cc && cc->socket && cc->socket->is_open())
// cc->socket->close();
//exit(0);
}
bool CGameHandler::arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val, ui8 player )
{
CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id1]),
*s2 = static_cast<CArmedInstance*>(gs->map->objects[id2]);
CCreatureSet temp1 = s1->getArmy(), temp2 = s2->getArmy(),
&S1 = temp1, &S2 = (s1!=s2)?(temp2):(temp1);
if(!isAllowedExchange(id1,id2))
{
complain("Cannot exchange stacks between these two objects!\n");
return false;
}
if(what==1) //swap
{
if ( (s1->tempOwner != player && S1.slots[p1].count)
|| (s2->tempOwner != player && S2.slots[p2].count))
{
complain("Can't take troops from another player!");
return false;
}
std::swap(S1.slots[p1],S2.slots[p2]); //swap slots
//if one of them is empty, remove entry
if(!S1.slots[p1].count)
S1.slots.erase(p1);
if(!S2.slots[p2].count)
S2.slots.erase(p2);
}
else if(what==2)//merge
{
if (( S1.slots[p1].type != S2.slots[p2].type && complain("Cannot merge different creatures stacks!"))
|| (s1->tempOwner != player && S2.slots[p2].count) && complain("Can't take troops from another player!"))
return false;
S2.slots[p2].count += S1.slots[p1].count;
S1.slots.erase(p1);
}
else if(what==3) //split
{
//general conditions checking
if((!vstd::contains(S1.slots,p1) && complain("no creatures to split"))
|| (val<1 && complain("no creatures to split")) )
{
return false;
}
if(vstd::contains(S2.slots,p2)) //dest. slot not free - it must be "rebalancing"...
{
int total = S1.slots[p1].count + S2.slots[p2].count;
if( (total < val && complain("Cannot split that stack, not enough creatures!"))
|| (S2.slots[p2].type != S1.slots[p1].type && complain("Cannot rebalance different creatures stacks!"))
)
{
return false;
}
S2.slots[p2].count = val;
S1.slots[p1].count = total - val;
}
else //split one stack to the two
{
if(S1.slots[p1].count < val)//not enough creatures
{
complain("Cannot split that stack, not enough creatures!");
return false;
}
S2.slots[p2].type = S1.slots[p1].type;
S2.slots[p2].count = val;
S1.slots[p1].count -= val;
}
if ( (s1->tempOwner != player && S1.slots[p1].count < s1->getArmy().getAmount(p1) )
|| (s2->tempOwner != player && S2.slots[p2].count < s2->getArmy().getAmount(p2) ) )
{
complain("Can't move troops of another player!");
return false;
}
if(!S1.slots[p1].count) //if we've moved all creatures
S1.slots.erase(p1);
}
if((s1->needsLastStack() && !S1.stacksCount()) //it's not allowed to take last stack from hero army!
|| (s2->needsLastStack() && !S2.stacksCount())
)
{
complain("Cannot take the last stack!");
return false; //leave without applying changes to garrison
}
//apply changes
SetGarrisons sg;
sg.garrs[id1] = S1;
if(s1 != s2)
sg.garrs[id2] = S2;
sendAndApply(&sg);
return true;
}
int CGameHandler::getPlayerAt( CConnection *c ) const
{
std::set<int> all;
for(std::map<int,CConnection*>::const_iterator i=connections.begin(); i!=connections.end(); i++)
if(i->second == c)
all.insert(i->first);
switch(all.size())
{
case 0:
return 255;
case 1:
return *all.begin();
default:
{
//if we have more than one player at this connection, try to pick active one
if(vstd::contains(all,int(gs->currentPlayer)))
return gs->currentPlayer;
else
return 253; //cannot say which player is it
}
}
}
bool CGameHandler::disbandCreature( si32 id, ui8 pos )
{
CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id]);
if(!vstd::contains(s1->slots,pos))
{
complain("Illegal call to disbandCreature - no such stack in army!");
return false;
}
s1->slots.erase(pos);
SetGarrisons sg;
sg.garrs[id] = s1->getArmy();
sendAndApply(&sg);
return true;
}
bool CGameHandler::buildStructure( si32 tid, si32 bid, bool force /*=false*/ )
{
CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid]);
CBuilding * b = VLC->buildh->buildings[t->subID][bid];
if( !force && gs->canBuildStructure(t,bid) != 7)
{
complain("Cannot build that building!");
return false;
}
if( !force && bid == 26) //grail
{
if(!t->visitingHero || !t->visitingHero->hasArt(2))
{
complain("Cannot build grail - hero doesn't have it");
return false;
}
removeArtifact(2, t->visitingHero->id);
}
NewStructures ns;
ns.tid = tid;
if ( (bid == 18) && (vstd::contains(t->builtBuildings,(t->town->hordeLvl[0]+37))) )
ns.bid.insert(19);//we have upgr. dwelling, upgr. horde will be builded as well
else if ( (bid == 24) && (vstd::contains(t->builtBuildings,(t->town->hordeLvl[1]+37))) )
ns.bid.insert(25);
else if(bid>36) //upg dwelling
{
if ( (bid-37 == t->town->hordeLvl[0]) && (vstd::contains(t->builtBuildings,18)) )
ns.bid.insert(19);//we have horde, will be upgraded as well as dwelling
if ( (bid-37 == t->town->hordeLvl[1]) && (vstd::contains(t->builtBuildings,24)) )
ns.bid.insert(25);
SetAvailableCreatures ssi;
ssi.tid = tid;
ssi.creatures = t->creatures;
ssi.creatures[bid-37].second.push_back(t->town->upgradedCreatures[bid-37]);
sendAndApply(&ssi);
}
else if(bid >= 30) //bas. dwelling
{
int crid = t->town->basicCreatures[bid-30];
SetAvailableCreatures ssi;
ssi.tid = tid;
ssi.creatures = t->creatures;
ssi.creatures[bid-30].first = VLC->creh->creatures[crid]->growth;
ssi.creatures[bid-30].second.push_back(crid);
sendAndApply(&ssi);
}
else if(bid == 11)
ns.bid.insert(27);
else if(bid == 12)
ns.bid.insert(28);
else if(bid == 13)
ns.bid.insert(29);
else if (t->subID == 4 && bid == 17) //veil of darkness
{
GiveBonus gb(GiveBonus::TOWN);
gb.bonus.type = Bonus::DARKNESS;
gb.bonus.val = 20;
gb.id = t->id;
gb.bonus.duration = Bonus::PERMANENT;
gb.bonus.source = Bonus::TOWN_STRUCTURE;
gb.bonus.id = 17;
sendAndApply(&gb);
}
else if ( t->subID == 5 && bid == 22 )
{
setPortalDwelling(t);
}
ns.bid.insert(bid);
ns.builded = force?t->builded:(t->builded+1);
sendAndApply(&ns);
//reveal ground for lookout tower
FoWChange fw;
fw.player = t->tempOwner;
fw.mode = 1;
getTilesInRange(fw.tiles,t->pos,t->getSightRadious(),t->tempOwner,1);
sendAndApply(&fw);
if (!force)
{
SetResources sr;
sr.player = t->tempOwner;
sr.res = gs->getPlayer(t->tempOwner)->resources;
for(int i=0;i<b->resources.size();i++)
sr.res[i]-=b->resources[i];
sendAndApply(&sr);
}
if(bid<5) //it's mage guild
{
if(t->visitingHero)
giveSpells(t,t->visitingHero);
if(t->garrisonHero)
giveSpells(t,t->garrisonHero);
}
if(t->visitingHero)
vistiCastleObjects (t, t->visitingHero);
if(t->garrisonHero)
vistiCastleObjects (t, t->garrisonHero);
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]);
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]);
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 == TOWNI_TYPE)
dst = dw;
else if(dw->ID == 17 || dw->ID == 20 || dw->ID == 78) //advmap dwelling
dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
else if(dw->ID == 106)
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;
for(int i=0;i<RESOURCE_QUANTITY;i++)
sr.res[i] = gs->getPlayer(dst->tempOwner)->resources[i] - (c->cost[i] * cram);
SetAvailableCreatures sac;
sac.tid = objid;
sac.creatures = dw->creatures;
sac.creatures[level].first -= cram;
sendAndApply(&sr);
sendAndApply(&sac);
if(warMachine)
{
switch(crid)
{
case 146:
giveHeroArtifact(4, dst->id, 13);
break;
case 147:
giveHeroArtifact(6, dst->id, 15);
break;
case 148:
giveHeroArtifact(5, dst->id, 14);
break;
default:
complain("This war machine cannot be recruited!");
return false;
}
}
else
{
SetGarrisons sg;
sg.garrs[dst->id] = dst->getArmy();
sg.garrs[dst->id] .addToSlot(slot, crid, cram);
sendAndApply(&sg);
}
return true;
}
bool CGameHandler::upgradeCreature( ui32 objid, ui8 pos, ui32 upgID )
{
CArmedInstance *obj = static_cast<CArmedInstance*>(gs->map->objects[objid]);
UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
int player = obj->tempOwner;
int crQuantity = obj->slots[pos].count;
int newIDpos= vstd::findPos(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;
}
//check if player has enough resources
for (std::set<std::pair<int,int> >::iterator j=ui.cost[newIDpos].begin(); j!=ui.cost[newIDpos].end(); j++)
{
if(gs->getPlayer(player)->resources[j->first] < j->second*crQuantity)
{
complain("Cannot upgrade, not enough resources!");
return false;
}
}
//take resources
for (std::set<std::pair<int,int> >::iterator j=ui.cost[newIDpos].begin(); j!=ui.cost[newIDpos].end(); j++)
{
SetResource sr;
sr.player = player;
sr.resid = j->first;
sr.val = gs->getPlayer(player)->resources[j->first] - j->second*crQuantity;
sendAndApply(&sr);
}
//upgrade creature
SetGarrisons sg;
sg.garrs[objid] = obj->getArmy();
sg.garrs[objid].slots[pos].setType(upgID);
sendAndApply(&sg);
return true;
}
void CGameHandler::changeCreatureType (int objid, TSlot slot, TCreature creature)
{
CArmedInstance *obj = static_cast<CArmedInstance*>(gs->map->objects[objid]);
if (obj)
{
SetGarrisons sg;
sg.garrs[objid] = obj->getArmy();
sg.garrs[objid].slots[slot].setType(creature);
sendAndApply(&sg);
}
else
tlog2 <<"Illegal call of changeCreatureType for non-armed instance!\n";
}
bool CGameHandler::garrisonSwap( si32 tid )
{
CGTownInstance *town = gs->getTown(tid);
if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
{
CCreatureSet csn = town->visitingHero->getArmy(), cso = town->getArmy();
while(!cso.slots.empty())//while there are unmoved creatures
{
int pos = csn.getSlotFor(cso.slots.begin()->second.type->idNumber);
if(pos<0)
{
//try to merge two other stacks to make place
std::pair<TSlot, TSlot> toMerge;
if(csn.mergableStacks(toMerge, cso.slots.begin()->first))
{
//merge
csn.slots[toMerge.second].count += csn.slots[toMerge.first].count;
csn.slots[toMerge.first] = cso.slots.begin()->second;
}
else
{
complain("Cannot make garrison swap, not enough free slots!");
return false;
}
}
else if(csn.slots.find(pos) != csn.slots.end()) //add creatures to the existing stack
{
csn.slots[pos].count += cso.slots.begin()->second.count;
}
else //move stack on the free pos
{
csn.slots[pos].type = cso.slots.begin()->second.type;
csn.slots[pos].count = cso.slots.begin()->second.count;
}
cso.slots.erase(cso.slots.begin());
}
SetGarrisons sg;
sg.garrs[town->visitingHero->id] = csn;
sg.garrs[town->id] = csn;
sendAndApply(&sg);
SetHeroesInTown intown;
intown.tid = tid;
intown.visiting = -1;
intown.garrison = town->visitingHero->id;
sendAndApply(&intown);
return true;
}
else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
{
//check if moving hero out of town will break 8 wandering heroes limit
if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
{
complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
return false;
}
SetHeroesInTown intown;
intown.tid = tid;
intown.garrison = -1;
intown.visiting = town->garrisonHero->id;
sendAndApply(&intown);
//town will be empty
SetGarrisons sg;
sg.garrs[tid] = CCreatureSet();
sendAndApply(&sg);
return true;
}
else if (town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
{
SetGarrisons sg;
sg.garrs[town->id] = town->visitingHero->getArmy();;
sg.garrs[town->garrisonHero->id] = town->garrisonHero->getArmy();
SetHeroesInTown intown;
intown.tid = tid;
intown.garrison = town->visitingHero->id;
intown.visiting = town->garrisonHero->id;
sendAndApply(&intown);
sendAndApply(&sg);
return true;
}
else
{
complain("Cannot swap garrison hero!");
return false;
}
}
// With the amount of changes done to the function, it's more like transferArtifacts.
bool CGameHandler::swapArtifacts(si32 srcHeroID, si32 destHeroID, ui16 srcSlot, ui16 destSlot)
{
CGHeroInstance *srcHero = gs->getHero(srcHeroID);
CGHeroInstance *destHero = gs->getHero(destHeroID);
// Make sure exchange is even possible between the two heroes.
if (distance(srcHero->pos,destHero->pos) > 1.5 )
return false;
const CArtifact *srcArtifact = srcHero->getArt(srcSlot);
const CArtifact *destArtifact = destHero->getArt(destSlot);
if (srcArtifact == NULL)
{
complain("No artifact to swap!");
return false;
}
if (destArtifact && srcHero->tempOwner != destHero->tempOwner)
{
complain("Can't take artifact from hero of another player!");
return false;
}
SetHeroArtifacts sha;
sha.hid = srcHeroID;
sha.artifacts = srcHero->artifacts;
sha.artifWorn = srcHero->artifWorn;
// Combinational artifacts needs to be removed first so they don't get denied movement because of their own locks.
if (srcHeroID == destHeroID && srcSlot < 19 && destSlot < 19)
{
sha.setArtAtPos(srcSlot, -1);
if (!vstd::contains(sha.artifWorn, destSlot))
destArtifact = NULL;
}
// Check if src/dest slots are appropriate for the artifacts exchanged.
// Moving to the backpack is always allowed.
if ((!srcArtifact || destSlot < 19)
&& (srcArtifact && !srcArtifact->fitsAt(srcHeroID == destHeroID ? sha.artifWorn : destHero->artifWorn, destSlot)))
{
complain("Cannot swap artifacts!");
return false;
}
if ((srcArtifact && srcArtifact->id == 145) || (destArtifact && destArtifact->id == 145))
{
complain("Cannot move artifact locks.");
return false;
}
if (destSlot >= 19 && srcArtifact->isBig())
{
complain("Cannot put big artifacts in backpack!");
return false;
}
if (srcSlot == 16 || destSlot == 16)
{
complain("Cannot move catapult!");
return false;
}
// If dest does not fit in src, put it in dest's backpack instead.
if (srcHeroID == destHeroID) // To avoid stumbling on own locks, remove artifact first.
sha.setArtAtPos(destSlot, -1);
const bool destFits = !destArtifact || srcSlot >= 19 || destSlot >= 19 || destArtifact->fitsAt(sha.artifWorn, srcSlot);
if (srcHeroID == destHeroID && destArtifact)
sha.setArtAtPos(destSlot, destArtifact->id);
sha.setArtAtPos(srcSlot, -1);
if (destSlot < 19 && (destArtifact || srcSlot < 19) && destFits)
sha.setArtAtPos(srcSlot, destArtifact ? destArtifact->id : -1);
// Internal hero artifact arrangement.
if(srcHero == destHero)
{
// Correction for destination from removing source artifact in backpack.
if (srcSlot >= 19 && destSlot >= 19 && srcSlot < destSlot)
destSlot--;
sha.setArtAtPos(destSlot, srcHero->getArtAtPos(srcSlot));
}
if (srcHeroID != destHeroID)
{
// Exchange between two different heroes.
SetHeroArtifacts sha2;
sha2.hid = destHeroID;
sha2.artifacts = destHero->artifacts;
sha2.artifWorn = destHero->artifWorn;
sha2.setArtAtPos(destSlot, srcArtifact ? srcArtifact->id : -1);
if (!destFits)
sha2.setArtAtPos(sha2.artifacts.size() + 19, destHero->getArtAtPos(destSlot));
sendAndApply(&sha2);
}
sendAndApply(&sha);
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)
{
if (artifactSlot < 0 || artifactSlot > 18) {
complain("Illegal artifact slot.");
return false;
}
CGHeroInstance *hero = gs->getHero(heroID);
const CArtifact *destArtifact = hero->getArt(artifactSlot);
SetHeroArtifacts sha;
sha.hid = heroID;
sha.artifacts = hero->artifacts;
sha.artifWorn = hero->artifWorn;
if (assemble) {
if (VLC->arth->artifacts.size() < assembleTo) {
complain("Illegal artifact to assemble to.");
return false;
}
if (!destArtifact->canBeAssembledTo(hero->artifWorn, assembleTo)) {
complain("Artifact cannot be assembled.");
return false;
}
const CArtifact &artifact = *VLC->arth->artifacts[assembleTo];
if (artifact.constituents == NULL) {
complain("Not a combinational artifact.");
return false;
}
// Perform assembly.
bool destConsumed = false; // Determines which constituent that will be counted for together with the artifact.
const bool destSpecific = vstd::contains(artifact.possibleSlots, artifactSlot); // Prefer the chosen slot as the location for the assembled artifact.
BOOST_FOREACH(ui32 constituentID, *artifact.constituents) {
if (destSpecific && constituentID == destArtifact->id) {
sha.artifWorn[artifactSlot] = assembleTo;
destConsumed = true;
continue;
}
bool found = false;
for (std::map<ui16, ui32>::iterator it = sha.artifWorn.begin(); it != sha.artifWorn.end(); ++it) {
if (it->second == constituentID) { // Found possible constituent to substitute.
if (destSpecific && !destConsumed && it->second == destArtifact->id) {
// Find the specified destination for assembled artifact.
if (it->first == artifactSlot) {
it->second = assembleTo;
destConsumed = true;
found = true;
break;
}
} else {
// Either put the assembled artifact in a fitting spot, or put a lock.
if (!destSpecific && !destConsumed && vstd::contains(artifact.possibleSlots, it->first)) {
it->second = assembleTo;
destConsumed = true;
} else {
it->second = 145;
}
found = true;
break;
}
}
}
if (!found) {
complain("Constituent missing.");
return false;
}
}
} else {
// Perform disassembly.
bool destConsumed = false; // Determines which constituent that will be counted for together with the artifact.
BOOST_FOREACH(ui32 constituentID, *destArtifact->constituents) {
const CArtifact &constituent = *VLC->arth->artifacts[constituentID];
if (!destConsumed && vstd::contains(constituent.possibleSlots, artifactSlot)) {
sha.artifWorn[artifactSlot] = constituentID;
destConsumed = true;
} else {
BOOST_REVERSE_FOREACH(ui16 slotID, constituent.possibleSlots) {
if (vstd::contains(sha.artifWorn, slotID) && sha.artifWorn[slotID] == 145) {
sha.artifWorn[slotID] = constituentID;
break;
}
}
}
}
}
sendAndApply(&sha);
return true;
}
bool CGameHandler::buyArtifact( ui32 hid, si32 aid )
{
CGHeroInstance *hero = gs->getHero(hid);
CGTownInstance *town = const_cast<CGTownInstance*>(hero->visitedTown);
if(aid==0) //spellbook
{
if(!vstd::contains(town->builtBuildings,si32(0)) && complain("Cannot buy a spellbook, no mage guild in the town!")
|| getResource(hero->getOwner(),6)<500 && complain("Cannot buy a spellbook, not enough gold!")
|| hero->getArt(17) && complain("Cannot buy a spellbook, hero already has a one!")
)
return false;
giveResource(hero->getOwner(),6,-500);
giveHeroArtifact(0,hid,17);
giveSpells(town,hero);
return true;
}
else if(aid < 7 && aid > 3) //war machine
{
int price = VLC->arth->artifacts[aid]->price;
if(vstd::contains(hero->artifWorn,ui16(9+aid)) && complain("Hero already has this machine!")
|| !vstd::contains(town->builtBuildings,si32(16)) && complain("No blackismith!")
|| gs->getPlayer(hero->getOwner())->resources[6] < price && complain("Not enough gold!") //no gold
|| (!(town->subID == 6 && vstd::contains(town->builtBuildings,si32(22) ) )
&& town->town->warMachine!= aid ) && complain("This machine is unavailable here!") )
{
return false;
}
giveResource(hero->getOwner(),6,-price);
giveHeroArtifact(aid,hid,9+aid);
return true;
}
return false;
}
bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, int rid, int aid)
{
if(!vstd::contains(m->availableItemsIds(RESOURCE_ARTIFACT), aid))
COMPLAIN_RET("That artifact is unavailable!");
int b1, b2;
m->getOffer(rid, aid, b1, b2, 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 == TOWNI_TYPE)
{
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);
giveHeroArtifact(aid, h->id, -2);
return true;
}
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(skill))
COMPLAIN_RET("Hero already know this skill");
if (h->secSkills.size() >= SKILL_PER_HERO)//can't learn more skills
COMPLAIN_RET("Hero can't learn any more skills");
if (h->type->heroClass->proSec[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(RESOURCE_SKILL), skill))
COMPLAIN_RET("That skill is unavailable!");
if(getResource(h->tempOwner, 6) < 2000)//TODO: remove hardcoded resource\summ?
COMPLAIN_RET("You can't afford to buy this skill");
SetResource sr;
sr.player = h->tempOwner;
sr.resid = 6;
sr.val = getResource(h->tempOwner, 6) - 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];
amin(val, r1); //can't trade more resources than have
int b1, b2; //base quantities for trade
market->getOffer(id1, id2, b1, b2, 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, 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);
}
SetGarrisons sg;
sg.garrs[hero->id] = hero->getArmy();
if(s.count > count)
sg.garrs[hero->id].setStackCount(slot, s.count - count);
else
sg.garrs[hero->id].eraseStack(slot);
sendAndApply(&sg);
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(!vstd::contains(army->Slots(), 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;
SetGarrisons sg;
sg.garrs[army->id] = army->getArmy();
sg.garrs[army->id].setCreature(slot, resCreature, s.count);
sendAndApply(&sg);
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 prconditions
if( p->resources[6]<2500 && complain("Not enough gold for buying hero!")
|| getHeroCount(player, false) >= 8 && complain("Cannot hire hero, only 8 wandering heroes are allowed!"))
return false;
if(t) //tavern in town
{
if(!vstd::contains(t->builtBuildings,5) && complain("No tavern!")
|| t->visitingHero && complain("There is visiting hero - no place!"))
return false;
}
else if(obj->ID == 95) //Tavern on adv map
{
if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
return false;
}
CGHeroInstance *nh = p->availableHeroes[hid];
assert(nh);
HeroRecruited hr;
hr.tid = obj->id;
hr.hid = nh->subID;
hr.player = player;
hr.tile = obj->visitablePos() + nh->getVisitableOffset();
sendAndApply(&hr);
std::map<ui32,CGHeroInstance *> pool = gs->unusedHeroesFromPool();
const CGHeroInstance *theOtherHero = p->availableHeroes[!hid];
const CGHeroInstance *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] = new CCreatureSet();
sah.army[hid]->addToSlot(0, VLC->creh->nameToID[newHero->type->refTypeStack[0]],1);
}
else
sah.hid[hid] = -1;
sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
sendAndApply(&sah);
SetResource sr;
sr.player = player;
sr.resid = 6;
sr.val = p->resources[6] - 2500;
sendAndApply(&sr);
if(t)
{
vistiCastleObjects (t, nh);
giveSpells (t,nh);
}
return true;
}
bool CGameHandler::queryReply( ui32 qid, ui32 answer )
{
boost::unique_lock<boost::recursive_mutex> lock(gsm);
if(vstd::contains(callbacks,qid))
{
CFunctionList<void(ui32)> callb = callbacks[qid];
callbacks.erase(qid);
if(callb)
callb(answer);
}
else if(vstd::contains(garrisonCallbacks,qid))
{
if(garrisonCallbacks[qid])
garrisonCallbacks[qid]();
garrisonCallbacks.erase(qid);
allowedExchanges.erase(qid);
}
else
{
tlog1 << "Unknown query reply...\n";
return false;
}
return true;
}
bool CGameHandler::makeBattleAction( BattleAction &ba )
{
tlog1 << "\tMaking action of type " << ba.actionType << std::endl;
bool ok = true;
switch(ba.actionType)
{
case 2: //walk
{
sendAndApply(&StartAction(ba)); //start movement
moveStack(ba.stackNumber,ba.destinationTile); //move
sendAndApply(&EndAction());
break;
}
case 3: //defend
case 8: //wait
{
sendAndApply(&StartAction(ba));
sendAndApply(&EndAction());
break;
}
case 4: //retreat/flee
{
if( !gs->battleCanFlee(ba.side ? gs->curB->side2 : gs->curB->side1) )
break;
//TODO: remove retreating hero from map and place it in recruitment list
BattleResult *br = new BattleResult;
br->result = 1;
br->winner = !ba.side; //fleeing side loses
gs->curB->calculateCasualties(br->casualties);
giveExp(*br);
battleResult.set(br);
break;
}
case 6: //walk or attack
{
sendAndApply(&StartAction(ba)); //start movement and attack
int startingPos = gs->curB->getStack(ba.stackNumber)->position;
int distance = moveStack(ba.stackNumber, ba.destinationTile);
CStack *curStack = gs->curB->getStack(ba.stackNumber),
*stackAtEnd = gs->curB->getStackT(ba.additionalInfo);
if(curStack->position != ba.destinationTile //we wasn't able to reach destination tile
&& !(curStack->doubleWide()
&& ( curStack->position == ba.destinationTile + (curStack->attackerOwned ? +1 : -1 ) )
) //nor occupy specified hex
)
{
std::string problem = "We cannot move this stack to its destination " + curStack->type->namePl;
tlog3 << problem << std::endl;
complain(problem);
ok = false;
sendAndApply(&EndAction());
break;
}
if(curStack->ID == stackAtEnd->ID) //we should just move, it will be handled by following check
{
stackAtEnd = NULL;
}
if(!stackAtEnd)
{
std::ostringstream problem;
problem << "There is no stack on " << ba.additionalInfo << " tile (no attack)!";
std::string probl = problem.str();
tlog3 << probl << std::endl;
complain(probl);
ok = false;
sendAndApply(&EndAction());
break;
}
ui16 curpos = curStack->position,
enemypos = stackAtEnd->position;
if( !(
(BattleInfo::mutualPosition(curpos, enemypos) >= 0) //front <=> front
|| (curStack->doubleWide() //back <=> front
&& BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos) >= 0)
|| (stackAtEnd->doubleWide() //front <=> back
&& BattleInfo::mutualPosition(curpos, enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0)
|| (stackAtEnd->doubleWide() && curStack->doubleWide()//back <=> back
&& BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0)
)
)
{
tlog3 << "Attack cannot be performed!";
sendAndApply(&EndAction());
ok = false;
}
//attack
BattleAttack bat;
prepareAttack(bat, curStack, stackAtEnd, distance);
sendAndApply(&bat);
handleAfterAttackCasting(bat);
//counterattack
if(!curStack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
&& stackAtEnd->alive()
&& ( stackAtEnd->counterAttacks > 0 || stackAtEnd->hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS) )
&& !stackAtEnd->hasBonusOfType(Bonus::SIEGE_WEAPON)
&& !stackAtEnd->hasBonusOfType(Bonus::HYPNOTIZED))
{
prepareAttack(bat, stackAtEnd, curStack, 0);
bat.flags |= 2;
sendAndApply(&bat);
handleAfterAttackCasting(bat);
}
//second attack
if(curStack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0
&& !curStack->hasBonusOfType(Bonus::SHOOTER)
&& curStack->alive()
&& stackAtEnd->alive() )
{
bat.flags = 0;
prepareAttack(bat, curStack, stackAtEnd, 0);
sendAndApply(&bat);
handleAfterAttackCasting(bat);
}
//return
if(curStack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != curStack->position && curStack->alive())
{
moveStack(ba.stackNumber, startingPos);
//NOTE: curStack->ID == ba.stackNumber (rev 1431)
}
sendAndApply(&EndAction());
break;
}
case 7: //shoot
{
CStack *curStack = gs->curB->getStack(ba.stackNumber),
*destStack= gs->curB->getStackT(ba.destinationTile);
if( !gs->battleCanShoot(ba.stackNumber, ba.destinationTile) )
break;
sendAndApply(&StartAction(ba)); //start shooting
BattleAttack bat;
bat.flags |= 1;
prepareAttack(bat, curStack, destStack, 0);
sendAndApply(&bat);
if(curStack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0 //if unit shots twice let's make another shot
&& curStack->alive()
&& destStack->alive()
&& curStack->shots
)
{
prepareAttack(bat, curStack, destStack, 0);
sendAndApply(&bat);
handleAfterAttackCasting(bat);
}
sendAndApply(&EndAction());
break;
}
case 9: //catapult
{
sendAndApply(&StartAction(ba));
const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(10)]; //ballistics
int attackedPart = gs->curB->hexToWallPart(ba.destinationTile);
if(attackedPart == -1)
{
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 substracted 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[3] = {sbi.noDmg, sbi.oneDmg, sbi.twoDmg}; //dmgChance[i] - chance for doing i dmg when hit is successful
switch(attackedPart)
{
case 0: //keep
chanceForHit = sbi.keep;
break;
case 1: //bottom tower
case 6: //upper tower
chanceForHit = sbi.tower;
break;
case 2: //bottom wall
case 3: //below gate
case 4: //over gate
case 5: //upper wall
chanceForHit = sbi.wall;
break;
case 7: //gate
chanceForHit = sbi.gate;
break;
}
if(rand()%100 <= chanceForHit) //hit is successful
{
int dmgRand = rand()%100;
//accumulating dmgChance
dmgChance[1] += dmgChance[0];
dmgChance[2] += dmgChance[1];
//calculating dealt damage
for(int v = 0; v < ARRAY_COUNT(dmgChance); ++v)
{
if(dmgRand <= dmgChance[v])
{
attack.second = 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(&EndAction());
break;
}
case 12: //healing
{
sendAndApply(&StartAction(ba));
const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
CStack *healer = gs->curB->getStack(ba.stackNumber),
*destStack = gs->curB->getStackT(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 = std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 27));
int healed = std::min(maxHealable, maxiumHeal);
if(healed == 0)
{
//nothing to heal.. should we complain?
}
else
{
StacksHealedOrResurrected shr;
shr.lifeDrain = false;
StacksHealedOrResurrected::HealInfo hi;
hi.healedHP = healed;
hi.lowLevelResurrection = 0;
hi.stackID = destStack->ID;
shr.healedStacks.push_back(hi);
sendAndApply(&shr);
}
sendAndApply(&EndAction());
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;
sendAndApply(&PlayerMessage(player,message));
if(message == "vcmiistari") //give all spells and 999 mana
{
SetMana sm;
ChangeSpells cs;
SetHeroArtifacts sha;
CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
if(!h && complain("Cannot realize cheat, no hero selected!")) return;
sm.hid = cs.hid = h->id;
//give all spells
cs.learn = 1;
for(int i=0;i<VLC->spellh->spells.size();i++)
{
if(!VLC->spellh->spells[i].creatureAbility)
cs.spells.insert(i);
}
//give mana
sm.val = 999;
if(!h->getArt(17)) //hero doesn't have spellbook
{
//give spellbook
sha.hid = h->id;
sha.artifacts = h->artifacts;
sha.artifWorn = h->artifWorn;
VLC->arth->equipArtifact(sha.artifWorn, 17, 0);
sendAndApply(&sha);
}
sendAndApply(&cs);
sendAndApply(&sm);
}
else if(message == "vcmiainur") //gives 5 archangels into each slot
{
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
if(!hero) return;
SetGarrisons sg;
CCreatureSet &newArmy = sg.garrs[hero->id];
newArmy = hero->getArmy();
for(int i=0; i<ARMY_SIZE; i++)
if(newArmy.slotEmpty(i))
newArmy.addToSlot(i, CStackInstance(13,5));
sendAndApply(&sg);
}
else if(message == "vcmiangband") //gives 10 black knight into each slot
{
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
if(!hero) return;
SetGarrisons sg;
CCreatureSet &newArmy = sg.garrs[hero->id];
newArmy = hero->getArmy();
for(int i=0; i<ARMY_SIZE; i++)
if(newArmy.slotEmpty(i))
newArmy.addToSlot(i, CStackInstance(66,10));
sendAndApply(&sg);
}
else if(message == "vcminoldor") //all war machines
{
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
if(!hero) return;
SetHeroArtifacts sha;
sha.hid = hero->id;
sha.artifacts = hero->artifacts;
sha.artifWorn = hero->artifWorn;
VLC->arth->equipArtifact(sha.artifWorn, 13, 4);
VLC->arth->equipArtifact(sha.artifWorn, 14, 5);
VLC->arth->equipArtifact(sha.artifWorn, 15, 6);
sendAndApply(&sha);
}
else if(message == "vcminahar") //1000000 movement points
{
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
if(!hero) return;
SetMovePoints smp;
smp.hid = hero->id;
smp.val = 1000000;
sendAndApply(&smp);
}
else if(message == "vcmiformenos") //give resources
{
SetResources sr;
sr.player = player;
sr.res = gs->getPlayer(player)->resources;
for(int i=0;i<7;i++)
sr.res[i] += 100;
sr.res[6] += 19900;
sendAndApply(&sr);
}
else if(message == "vcmieagles") //reveal FoW
{
FoWChange fc;
fc.mode = 1;
fc.player = player;
for(int i=0;i<gs->map->width;i++)
for(int j=0;j<gs->map->height;j++)
for(int k=0;k<gs->map->twoLevel+1;k++)
if(!gs->getPlayerTeam(fc.player)->fogOfWarMap[i][j][k])
fc.tiles.insert(int3(i,j,k));
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;
checkLossVictory(player);
}
else if(message == "vcmimelkor") //player looses
{
gs->getPlayer(player)->enteredLosingCheatCode = 1;
checkLossVictory(player);
}
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;
SetHeroArtifacts sha;
sha.hid = hero->id;
sha.artifacts = hero->artifacts;
sha.artifWorn = hero->artifWorn;
sha.artifacts.push_back(2); //grail
for (int g=7; g<=140; ++g)
{
sha.artifacts.push_back(g);
}
sendAndApply(&sha);
}
else
cheated = false;
if(cheated)
{
sendAndApply(&SystemMessage(VLC->generaltexth->allTexts[260]));
}
}
static ui32 calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack)
{
switch(spell->id)
{
case 37: //cure
{
int healedHealth = caster->getPrimSkillLevel(2) * 5 + spell->powers[caster->getSpellSchoolLevel(spell)];
return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft);
break;
}
case 38: //resurrection
{
int healedHealth = caster->getPrimSkillLevel(2) * 50 + spell->powers[caster->getSpellSchoolLevel(spell)];
return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + stack->baseAmount * stack->MaxHealth());
break;
}
case 39: //animate dead
{
int healedHealth = caster->getPrimSkillLevel(2) * 50 + spell->powers[caster->getSpellSchoolLevel(spell)];
return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + stack->baseAmount * stack->MaxHealth());
break;
}
}
//we shouldn't be here
tlog1 << "calculateHealedHP called for non-healing spell: " << spell->name << std::endl;
return 0;
}
static std::vector<ui32> calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::set<CStack*> affectedCreatures)
{
std::vector<ui32> ret;
for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
{
if (NBonus::hasOfType(caster, Bonus::NEGATE_ALL_NATURAL_IMMUNITIES) ||
NBonus::hasOfType(hero2, Bonus::NEGATE_ALL_NATURAL_IMMUNITIES))
{
//don't use natural immunities when one of heroes has this bonus
BonusList bl = (*it)->getBonuses(Selector::type(Bonus::SPELL_IMMUNITY)),
b2 = (*it)->getBonuses(Selector::type(Bonus::LEVEL_SPELL_IMMUNITY));
bl.insert(bl.end(), b2.begin(), b2.end());
BOOST_FOREACH(Bonus bb, bl)
{
if( (bb.type == Bonus::SPELL_IMMUNITY && bb.subtype == sp->id || //100% sure spell immunity
bb.type == Bonus::LEVEL_SPELL_IMMUNITY && bb.val >= sp->level) //some creature abilities have level 0
&& bb.source != Bonus::CREATURE_ABILITY)
{
ret.push_back((*it)->ID);
continue;
}
}
}
else
{
if ((*it)->hasBonusOfType(Bonus::SPELL_IMMUNITY, sp->id) //100% sure spell immunity
|| ( (*it)->hasBonusOfType(Bonus::LEVEL_SPELL_IMMUNITY) &&
(*it)->valOfBonuses(Bonus::LEVEL_SPELL_IMMUNITY) >= sp->level) ) //some creature abilities have level 0
{
ret.push_back((*it)->ID);
continue;
}
}
//non-negative spells on friendly stacks should always succeed, unless immune
if(sp->positiveness >= 0 && (*it)->owner == caster->tempOwner)
continue;
const CGHeroInstance * bonusHero; //hero we should take bonuses from
if(caster && (*it)->owner == caster->tempOwner)
bonusHero = caster;
else
bonusHero = hero2;
int prob = (*it)->valOfBonuses(Bonus::MAGIC_RESISTANCE); //probability of resistance in %
if(bonusHero)
{
//bonusHero's resistance support (secondary skils and artifacts)
prob += bonusHero->valOfBonuses(Bonus::MAGIC_RESISTANCE);
//resistance skill
prob += bonusHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 26) / 100.0f;
}
if(prob > 100) prob = 100;
if(rand()%100 < prob) //immunity from resistance
ret.push_back((*it)->ID);
}
if(sp->id == 60) //hypnotize
{
for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
{
if( (*it)->hasBonusOfType(Bonus::SPELL_IMMUNITY, sp->id) //100% sure spell immunity
|| ( (*it)->count - 1 ) * (*it)->MaxHealth() + (*it)->firstHPleft
>
caster->getPrimSkillLevel(2) * 25 + sp->powers[caster->getSpellSchoolLevel(sp)]
)
{
ret.push_back((*it)->ID);
}
}
}
return ret;
}
void CGameHandler::handleSpellCasting( int spellID, int spellLvl, int destination, ui8 casterSide, ui8 casterColor,
const CGHeroInstance * caster, const CGHeroInstance * secHero, int usedSpellPower )
{
CSpell *spell = &VLC->spellh->spells[spellID];
BattleSpellCast sc;
sc.side = casterSide;
sc.id = spellID;
sc.skill = spellLvl;
sc.tile = destination;
sc.dmgToDisplay = 0;
sc.castedByHero = (bool)caster;
//calculating affected creatures for all spells
std::set<CStack*> attackedCres = gs->curB->getAttackedCreatures(spell, spellLvl, casterColor, destination);
for(std::set<CStack*>::const_iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
{
sc.affectedCres.insert((*it)->ID);
}
//checking if creatures resist
sc.resisted = calculateResistedStacks(spell, caster, secHero, attackedCres);
//calculating dmg to display
for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
{
if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
continue;
sc.dmgToDisplay += gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower);
}
sendAndApply(&sc);
//applying effects
switch(spellID)
{
case 15: //magic arrow
case 16: //ice bolt
case 17: //lightning bolt
case 18: //implosion
case 20: //frost ring
case 21: //fireball
case 22: //inferno
case 23: //meteor shower
case 24: //death ripple
case 25: //destroy undead
case 26: //armageddon
case 77: //Thunderbolt (thunderbirds)
{
StacksInjured si;
for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
{
if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
continue;
BattleStackAttacked bsa;
bsa.flags |= 2;
bsa.effect = spell->mainEffectAnim;
bsa.damageAmount = gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower);
bsa.stackAttacked = (*it)->ID;
bsa.attackerID = -1;
prepareAttacked(bsa,*it);
si.stacks.push_back(bsa);
}
if(!si.stacks.empty())
sendAndApply(&si);
break;
}
case 27: //shield
case 28: //air shield
case 29: //fire shield
case 30: //protection from air
case 31: //protection from fire
case 32: //protection from water
case 33: //protection from earth
case 34: //anti-magic
case 41: //bless
case 42: //curse
case 43: //bloodlust
case 44: //precision
case 45: //weakness
case 46: //stone skin
case 47: //disrupting ray
case 48: //prayer
case 49: //mirth
case 50: //sorrow
case 51: //fortune
case 52: //misfortune
case 53: //haste
case 54: //slow
case 55: //slayer
case 56: //frenzy
case 58: //counterstrike
case 59: //berserk
case 60: //hypnotize
case 61: //forgetfulness
case 62: //blind
{
SetStackEffect sse;
for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
{
if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
continue;
sse.stacks.push_back((*it)->ID);
}
sse.effect.id = spellID;
sse.effect.level = spellLvl;
sse.effect.turnsRemain = BattleInfo::calculateSpellDuration(spell, caster, usedSpellPower);
if(!sse.stacks.empty())
sendAndApply(&sse);
break;
}
case 63: //teleport
{
BattleStackMoved bsm;
bsm.distance = -1;
bsm.stack = gs->curB->activeStack;
bsm.ending = true;
bsm.tile = destination;
bsm.teleporting = true;
sendAndApply(&bsm);
break;
}
case 37: //cure
case 38: //resurrection
case 39: //animate dead
{
StacksHealedOrResurrected shr;
shr.lifeDrain = false;
for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
{
if(vstd::contains(sc.resisted, (*it)->ID) //this creature resisted the spell
|| (spellID == 39 && !(*it)->hasBonusOfType(Bonus::UNDEAD)) //we try to cast animate dead on living stack
)
continue;
StacksHealedOrResurrected::HealInfo hi;
hi.stackID = (*it)->ID;
hi.healedHP = calculateHealedHP(caster, spell, *it);
hi.lowLevelResurrection = spellLvl <= 1;
shr.healedStacks.push_back(hi);
}
if(!shr.healedStacks.empty())
sendAndApply(&shr);
break;
}
case 64: //remove obstacle
{
ObstaclesRemoved obr;
for(int g=0; g<gs->curB->obstacles.size(); ++g)
{
std::vector<int> blockedHexes = VLC->heroh->obstacles[gs->curB->obstacles[g].ID].getBlocked(gs->curB->obstacles[g].pos);
if(vstd::contains(blockedHexes, destination)) //this obstacle covers given hex
{
obr.obstacles.insert(gs->curB->obstacles[g].uniqueID);
}
}
if(!obr.obstacles.empty())
sendAndApply(&obr);
break;
}
}
}
bool CGameHandler::makeCustomAction( BattleAction &ba )
{
switch(ba.actionType)
{
case 1: //hero casts spell
{
const CGHeroInstance *h = gs->curB->heroes[ba.side];
const CGHeroInstance *secondHero = gs->curB->heroes[!ba.side];
if(!h)
{
tlog2 << "Wrong caster!\n";
return false;
}
if(ba.additionalInfo >= VLC->spellh->spells.size())
{
tlog2 << "Wrong spell id (" << ba.additionalInfo << ")!\n";
return false;
}
const CSpell *s = &VLC->spellh->spells[ba.additionalInfo];
ui8 skill = h->getSpellSchoolLevel(s); //skill level
if( !(h->canCastThisSpell(s)) //hero cannot cast this spell at all
|| (h->mana < gs->curB->getSpellCost(s, h)) //not enough mana
|| (ba.additionalInfo < 10) //it's adventure spell (not combat)
|| (gs->curB->castSpells[ba.side]) //spell has been cast
|| (NBonus::hasOfType(secondHero, Bonus::SPELL_IMMUNITY, s->id)) //non - casting hero provides immunity for this spell
|| (gs->battleMaxSpellLevel() < s->level) //non - casting hero stops caster from casting this spell
)
{
tlog2 << "Spell cannot be cast!\n";
return false;
}
sendAndApply(&StartAction(ba)); //start spell casting
handleSpellCasting(ba.additionalInfo, skill, ba.destinationTile, ba.side, h->tempOwner, h, secondHero, h->getPrimSkillLevel(2));
sendAndApply(&EndAction());
if( !gs->curB->getStack(gs->curB->activeStack, false)->alive() )
{
battleMadeAction.setn(true);
}
checkForBattleEnd(gs->curB->stacks);
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;
}
}
return false;
}
void CGameHandler::handleTimeEvents()
{
gs->map->events.sort(evntCmp);
while(gs->map->events.size() && gs->map->events.front()->firstOccurence+1 == gs->day)
{
CMapEvent *ev = gs->map->events.front();
for(int player = 0; player < PLAYER_LIMIT; player++)
{
PlayerState *pinfo = gs->getPlayer(player);
if( pinfo //player exists
&& (ev->players & 1<<player) //event is enabled to this player
&& ((ev->computerAffected && !pinfo->human)
|| (ev->humanAffected && pinfo->human)
)
)
{
//give resources
SetResources sr;
sr.player = player;
sr.res = pinfo->resources;
//prepare dialog
InfoWindow iw;
iw.player = player;
iw.text << ev->message;
for (int i=0; i<ev->resources.size(); i++)
{
if(ev->resources[i]) //if resource is changed, we add it to the dialog
{
// If removing too much resources, adjust the
// amount so the total doesn't become negative.
if (sr.res[i] + ev->resources[i] < 0)
ev->resources[i] = -sr.res[i];
if(ev->resources[i]) //if non-zero res change
{
iw.components.push_back(Component(Component::RESOURCE,i,ev->resources[i],0));
sr.res[i] += ev->resources[i];
}
}
}
if (iw.components.size())
{
sendAndApply(&sr); //update player resources if changed
}
sendAndApply(&iw); //show dialog
}
} //PLAYERS LOOP
if(ev->nextOccurence)
{
ev->firstOccurence += ev->nextOccurence;
gs->map->events.sort(evntCmp);
}
else
{
delete ev;
gs->map->events.pop_front();
}
}
}
void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n, std::map<si32, std::map<si32, si32> > &newCreas)
{
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;
for (int i=0; i<ev->resources.size(); i++)
if(ev->resources[i]) //if resource had changed, we add it to the dialog
{
int was = n.res[player][i];
n.res[player][i] += ev->resources[i];
n.res[player][i] = std::max<si32>(n.res[player][i], 0);
if(pinfo->resources[i] != n.res[player][i]) //if non-zero res change
iw.components.push_back(Component(Component::RESOURCE,i,n.res[player][i]-was,0));
}
for(std::set<si32>::iterator i = ev->buildings.begin(); i!=ev->buildings.end();i++)
if ( !vstd::contains(town->builtBuildings, *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->creatureDwelling(i) && 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)
{
ev->firstOccurence += ev->nextOccurence;
town->events.sort(evntCmp);
}
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;
{
boost::unique_lock<boost::recursive_mutex> lock(gsm);
gd.id = QID;
garrisonCallbacks[QID] = cb;
allowedExchanges[QID] = std::pair<si32,si32>(upobj,hid);
states.addQuery(player,QID);
QID++;
gd.removableUnits = removableUnits;
sendAndApply(&gd);
}
}
void CGameHandler::showThievesGuildWindow(int requestingObjId)
{
OpenWindow ow;
ow.window = OpenWindow::THIEVES_GUILD;
ow.id1 = requestingObjId;
sendAndApply(&ow);
}
bool CGameHandler::isAllowedExchange( int id1, int id2 )
{
if(id1 == id2)
return true;
{
boost::unique_lock<boost::recursive_mutex> lock(gsm);
for(std::map<ui32, std::pair<si32,si32> >::const_iterator i = allowedExchanges.begin(); i!=allowedExchanges.end(); i++)
if(id1 == i->second.first && id2 == i->second.second || id2 == i->second.first && id1 == i->second.second)
return true;
}
const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
if(o1->ID == TOWNI_TYPE)
{
const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
if(t->visitingHero == o2 || t->garrisonHero == o2)
return true;
}
if(o2->ID == TOWNI_TYPE)
{
const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
if(t->visitingHero == o1 || t->garrisonHero == o1)
return true;
}
if(o1->ID == HEROI_TYPE && o2->ID == HEROI_TYPE
&& distance(o1->pos, o2->pos) < 2) //hero stands on the same tile or on the neighbouring tiles
{
//TODO: it's workaround, we should check if first hero visited second and player hasn't closed exchange window
//(to block moving stacks for free [without visiting] beteen heroes)
return true;
}
return false;
}
void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
{
obj->onHeroVisit(h);
}
bool CGameHandler::buildBoat( ui32 objid )
{
const IShipyard *obj = IShipyard::castFrom(getObj(objid));
int boatType = 1;
if(obj->state())
{
complain("Cannot build boat in this shipyard!");
return false;
}
else if(obj->o->ID == TOWNI_TYPE
&& !vstd::contains((static_cast<const CGTownInstance*>(obj))->builtBuildings,6))
{
complain("Cannot build boat in the town - no shipyard!");
return false;
}
//TODO use "real" cost via obj->getBoatCost
if(getResource(obj->o->tempOwner, 6) < 1000 || getResource(obj->o->tempOwner, 0) < 10)
{
complain("Not enough resources to build a boat!");
return false;
}
int3 tile = obj->bestLocation();
if(!gs->map->isInTheMap(tile))
{
complain("Cannot find appropriate tile for a boat!");
return false;
}
//take boat cost
SetResources sr;
sr.player = obj->o->tempOwner;
sr.res = gs->getPlayer(obj->o->tempOwner)->resources;
sr.res[0] -= 10;
sr.res[6] -= 1000;
sendAndApply(&sr);
//create boat
NewObject no;
no.ID = 8;
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 < 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 > 0) //one player won -> all enemies lost
{
iw.text.localStrings.front().second++; //message about losing because enemy won first is just after victory message
for (std::map<ui8,PlayerState>::const_iterator i = gs->players.begin(); i!=gs->players.end(); i++)
{
if(i->first < 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<CGHeroInstance*> hlp = p->heroes;
for (std::vector<CGHeroInstance*>::const_iterator i = hlp.begin(); i != hlp.end(); i++) //eliminate heroes
removeObject((*i)->id);
for (std::vector<CGObjectInstance*>::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++) //unflag objs
{
if(*i && (*i)->tempOwner == player)
setOwner((**i).id,NEUTRAL_PLAYER);
}
//eliminating one player may cause victory of another:
winLoseHandle(ALL_PLAYERS & ~(1<<player));
}
if(vic)
{
end2 = true;
if(gs->campaign)
{
gs->campaign->mapConquered();
UpdateCampaignState ucs;
ucs.camp = gs->campaign;
sendAndApply(&ucs);
}
}
}
void CGameHandler::getLossVicMessage( ui8 player, ui8 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 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.ID); //artifact name
break;
case 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.ID);
break;
case 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.ID);
break;
case buildCity:
out.text.addTxt(MetaString::GENERAL_TXT, 282); //Congratulations! You have successfully upgraded your town, and can claim victory!
break;
case buildGrail:
out.text.addTxt(MetaString::GENERAL_TXT, 284); //Congratulations! You have constructed a permanent home for the Grail, and can claim victory!
break;
case 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 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 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 takeDwellings:
out.text.addTxt(MetaString::GENERAL_TXT, 288); //Congratulations! Your flag flies on the dwelling of every creature. Victory is yours!
break;
case takeMines:
out.text.addTxt(MetaString::GENERAL_TXT, 290); //Congratulations! Your flag flies on every mine. Victory is yours!
break;
case 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 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 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 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<CGObjectInstance*>::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++) //unflag objs
{
if(*i && (*i)->ID == 124 && (*i)->pos == h->getPosition())
{
complain("Cannot dig - there is already a hole under the hero!");
return false;
}
}
NewObject no;
no.ID = 124;
no.pos = h->getPosition();
no.subID = getTile(no.pos)->tertype;
if(no.subID >= 8) //no digging on water / rock
{
complain("Cannot dig - wrong terrain type!");
return false;
}
sendAndApply(&no);
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;
giveHeroArtifact(2, h->id, -1); //give grail
sendAndApply(&iw);
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::handleAfterAttackCasting( const BattleAttack & bat )
{
const CStack * attacker = gs->curB->getStack(bat.stackAttacking);
if( attacker->hasBonusOfType(Bonus::SPELL_AFTER_ATTACK) )
{
BOOST_FOREACH(const Bonus & sf, attacker->getBonuses(Selector::type(Bonus::SPELL_AFTER_ATTACK)))
{
if (sf.type == Bonus::SPELL_AFTER_ATTACK)
{
const CStack * oneOfAttacked = NULL;
for(int g=0; g<bat.bsa.size(); ++g)
{
if (bat.bsa[g].newAmount > 0)
{
oneOfAttacked = gs->curB->getStack(bat.bsa[g].stackAttacked);
break;
}
}
if(oneOfAttacked == NULL) //all attacked creatures have been killed
return;
int spellID = sf.subtype;
int spellLevel = sf.val;
int chance = sf.additionalInfo % 1000;
int meleeRanged = sf.additionalInfo / 1000;
int destination = oneOfAttacked->position;
//check if spell should be casted (probability handling)
if( rand()%100 >= chance )
continue;
//casting
handleSpellCasting(spellID, spellLevel, destination, !attacker->attackerOwned, attacker->owner, NULL, NULL, attacker->count);
}
}
}
}
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);
return true; //TODO? or should it be false? request was correct and realized, but spell failed...
}
//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 == 8)
{
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);
return true; //TODO? or should it be false? request was correct and realized, but spell failed...
}
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 != 8)
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::CASTED_SPELL, 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::CASTED_SPELL, 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;
}
//we need obtain guard pos before moving hero, otherwise we get nothing, because tile will be "unguarded" by hero
int3 guardPos = gs->guardingCreaturePosition(pos);
TryMoveHero tmh;
tmh.id = h->id;
tmh.movePoints = std::max<int>(0, h->movement - 300);
tmh.result = TryMoveHero::TELEPORTATION;
tmh.start = h->pos;
tmh.end = pos + h->getVisitableOffset();
getTilesInRange(tmh.fowRevealed, pos, h->getSightRadious(), h->tempOwner,1);
sendAndApply(&tmh);
tryAttackingGuard(guardPos, h);
}
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::CASTED_SPELL, 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::CASTED_SPELL, 0, Spells::FLY, subtype);
sendAndApply(&gb);
}
break;
case TOWN_PORTAL: //Town Portal
{
//TODO: check if given position is valid
moveHero(h->id,pos,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)
{
//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->getAmount(slot);
int newCount = oldCount - count;
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;
SetGarrisons sg;
sg.garrs[hero->id] = hero->getArmy();
if(newCount)
sg.garrs[hero->id].setStackCount(slot, newCount);
else
sg.garrs[hero->id].eraseStack(slot);
sendAndApply(&sg);
int dump, exp;
market->getOffer(crid, 0, dump, exp, CREATURE_EXP);
exp *= count;
changePrimSkill (hero->id, 4, exp*(100+hero->getSecSkillLevel(21)*5)/100.0f);
return true;
}
bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ui32 artID)
{
if(!removeArtifact(artID, hero->id))
COMPLAIN_RET("Cannot find artifact to sacrifice!");
int dmp, expToGive;
m->getOffer(artID, 0, dmp, expToGive, ARTIFACT_EXP);
changePrimSkill(hero->id, 4, expToGive);
return true;
}