mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
4882 lines
141 KiB
C++
4882 lines
141 KiB
C++
#include "../hch/CCampaignHandler.h"
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#include "../StartInfo.h"
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#include "../hch/CArtHandler.h"
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#include "../hch/CBuildingHandler.h"
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#include "../hch/CDefObjInfoHandler.h"
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#include "../hch/CHeroHandler.h"
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#include "../hch/CObjectHandler.h"
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#include "../hch/CSpellHandler.h"
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#include "../hch/CGeneralTextHandler.h"
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#include "../hch/CTownHandler.h"
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#include "../hch/CCreatureHandler.h"
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#include "../lib/CGameState.h"
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#include "../lib/CondSh.h"
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#include "../lib/NetPacks.h"
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#include "../lib/VCMI_Lib.h"
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#include "../lib/map.h"
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#include "../lib/VCMIDirs.h"
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#include "CGameHandler.h"
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#include <boost/bind.hpp>
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#include <boost/date_time/posix_time/posix_time_types.hpp> //no i/o just types
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#include <boost/foreach.hpp>
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#include <boost/thread.hpp>
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#include <boost/thread/shared_mutex.hpp>
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#include <boost/assign/list_of.hpp>
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#include <fstream>
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#include <boost/system/system_error.hpp>
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/*
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* CGameHandler.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#undef DLL_EXPORT
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#define DLL_EXPORT
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#include "../lib/RegisterTypes.cpp"
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#ifndef _MSC_VER
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#include <boost/thread/xtime.hpp>
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#endif
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extern bool end2;
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#ifdef min
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#undef min
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#endif
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#ifdef max
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#undef max
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#endif
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#define COMPLAIN_RET(txt) {complain(txt); return false;}
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#define NEW_ROUND BattleNextRound bnr;\
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bnr.round = gs->curB->round + 1;\
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sendAndApply(&bnr);
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CondSh<bool> battleMadeAction;
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CondSh<BattleResult *> battleResult(NULL);
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class CBaseForGHApply
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{
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public:
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virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const =0;
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};
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template <typename T> class CApplyOnGH : public CBaseForGHApply
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{
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public:
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bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const
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{
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T *ptr = static_cast<T*>(pack);
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ptr->c = c;
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return ptr->applyGh(gh);
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}
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};
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class CGHApplier
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{
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public:
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std::map<ui16,CBaseForGHApply*> apps;
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CGHApplier()
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{
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registerTypes3(*this);
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}
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template<typename T> void registerType(const T * t=NULL)
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{
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ui16 ID = typeList.registerType(t);
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apps[ID] = new CApplyOnGH<T>;
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}
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} *applier = NULL;
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CMP_stack cmpst ;
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static inline double distance(int3 a, int3 b)
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{
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return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
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}
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static void giveExp(BattleResult &r)
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{
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r.exp[0] = 0;
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r.exp[1] = 0;
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for(std::map<ui32,si32>::iterator i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
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{
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r.exp[r.winner] += VLC->creh->creatures[i->first]->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
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}
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}
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PlayerStatus PlayerStatuses::operator[](ui8 player)
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{
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boost::unique_lock<boost::mutex> l(mx);
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if(players.find(player) != players.end())
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{
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return players[player];
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}
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else
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{
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throw std::string("No such player!");
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}
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}
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void PlayerStatuses::addPlayer(ui8 player)
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{
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boost::unique_lock<boost::mutex> l(mx);
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players[player];
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}
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bool PlayerStatuses::hasQueries(ui8 player)
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{
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boost::unique_lock<boost::mutex> l(mx);
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if(players.find(player) != players.end())
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{
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return players[player].queries.size();
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}
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else
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{
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throw std::string("No such player!");
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}
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}
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bool PlayerStatuses::checkFlag(ui8 player, bool PlayerStatus::*flag)
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{
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boost::unique_lock<boost::mutex> l(mx);
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if(players.find(player) != players.end())
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{
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return players[player].*flag;
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}
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else
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{
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throw std::string("No such player!");
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}
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}
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void PlayerStatuses::setFlag(ui8 player, bool PlayerStatus::*flag, bool val)
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{
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boost::unique_lock<boost::mutex> l(mx);
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if(players.find(player) != players.end())
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{
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players[player].*flag = val;
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}
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else
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{
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throw std::string("No such player!");
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}
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cv.notify_all();
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}
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void PlayerStatuses::addQuery(ui8 player, ui32 id)
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{
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boost::unique_lock<boost::mutex> l(mx);
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if(players.find(player) != players.end())
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{
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players[player].queries.insert(id);
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}
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else
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{
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throw std::string("No such player!");
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}
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cv.notify_all();
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}
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void PlayerStatuses::removeQuery(ui8 player, ui32 id)
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{
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boost::unique_lock<boost::mutex> l(mx);
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if(players.find(player) != players.end())
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{
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players[player].queries.erase(id);
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}
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else
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{
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throw std::string("No such player!");
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}
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cv.notify_all();
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}
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template <typename T>
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void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
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{
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fun(args[which]);
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}
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void CGameHandler::changeSecSkill( int ID, int which, int val, bool abs/*=false*/ )
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{
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SetSecSkill sss;
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sss.id = ID;
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sss.which = which;
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sss.val = val;
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sss.abs = abs;
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sendAndApply(&sss);
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if(which == 7) //Wisdom
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{
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const CGHeroInstance *h = getHero(ID);
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if(h && h->visitedTown)
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giveSpells(h->visitedTown, h);
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}
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}
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void CGameHandler::changePrimSkill(int ID, int which, si64 val, bool abs)
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{
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SetPrimSkill sps;
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sps.id = ID;
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sps.which = which;
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sps.abs = abs;
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sps.val = val;
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sendAndApply(&sps);
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if(which==4) //only for exp - hero may level up
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{
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CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID]);
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while (hero->exp >= VLC->heroh->reqExp(hero->level+1)) //new level
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{
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//give prim skill
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tlog5 << hero->name <<" got level "<<hero->level<<std::endl;
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int r = rand()%100, pom=0, x=0;
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int std::pair<int,int>::*g = (hero->level>9) ? (&std::pair<int,int>::second) : (&std::pair<int,int>::first);
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for(;x<PRIMARY_SKILLS;x++)
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{
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pom += hero->type->heroClass->primChance[x].*g;
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if(r<pom)
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break;
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}
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tlog5 << "Bohater dostaje umiejetnosc pierwszorzedna " << x << " (wynik losowania "<<r<<")"<<std::endl;
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SetPrimSkill sps;
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sps.id = ID;
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sps.which = x;
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sps.abs = false;
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sps.val = 1;
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sendAndApply(&sps);
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HeroLevelUp hlu;
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hlu.heroid = ID;
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hlu.primskill = x;
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hlu.level = hero->level+1;
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//picking sec. skills for choice
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std::set<int> basicAndAdv, expert, none;
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for(int i=0;i<SKILL_QUANTITY;i++) none.insert(i);
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for(unsigned i=0;i<hero->secSkills.size();i++)
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{
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if(hero->secSkills[i].second < 3)
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basicAndAdv.insert(hero->secSkills[i].first);
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else
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expert.insert(hero->secSkills[i].first);
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none.erase(hero->secSkills[i].first);
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}
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//first offered skill
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if(hero->secSkills.size() < hero->type->heroClass->skillLimit) //free skill slot
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{
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hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
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none.erase(hlu.skills.back());
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}
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else if(basicAndAdv.size())
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{
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int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);
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hlu.skills.push_back(s);
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basicAndAdv.erase(s);
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}
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//second offered skill
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if(basicAndAdv.size())
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{
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hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //new skill
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}
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else if(hero->secSkills.size() < hero->type->heroClass->skillLimit)
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{
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hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
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}
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if(hlu.skills.size() > 1) //apply and ask for secondary skill
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{
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boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(callWith<ui16>,hlu.skills,boost::function<void(ui16)>(boost::bind(&CGameHandler::changeSecSkill,this,ID,_1,1,0)),_1));
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applyAndAsk(&hlu,hero->tempOwner,callback); //call changeSecSkill with appropriate args when client responds
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}
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else if(hlu.skills.size() == 1) //apply, give only possible skill and send info
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{
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sendAndApply(&hlu);
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changeSecSkill(ID,hlu.skills.back(),1,false);
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}
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else //apply and send info
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{
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sendAndApply(&hlu);
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}
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}
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}
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}
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static CCreatureSet takeCasualties(int color, const CCreatureSet &set, BattleInfo *bat)
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{
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if(color == 254)
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color = 255;
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CCreatureSet ret(set);
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for(int i=0; i<bat->stacks.size();i++)
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{
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CStack *st = bat->stacks[i];
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if(vstd::contains(st->state, SUMMONED)) //don't take into account sumoned stacks
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continue;
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if(st->owner==color && !set.slotEmpty(st->slot) && st->count < set.getAmount(st->slot))
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{
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if(st->alive())
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ret.setStackCount(st->slot, st->count);
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else
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ret.eraseStack(st->slot);
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}
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}
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return ret;
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}
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void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town)
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{
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battleEndCallback = new boost::function<void(BattleResult*)>(cb);
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bEndArmy1 = army1;
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bEndArmy2 = army2;
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{
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BattleInfo *curB = new BattleInfo;
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curB->side1 = army1->tempOwner;
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curB->side2 = army2->tempOwner;
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if(curB->side2 == 254)
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curB->side2 = 255;
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setupBattle(curB, tile, army1, army2, hero1, hero2, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
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}
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NEW_ROUND;
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//TODO: pre-tactic stuff, call scripts etc.
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//tactic round
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{
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NEW_ROUND;
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if( (hero1 && hero1->getSecSkillLevel(19)>0) ||
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( hero2 && hero2->getSecSkillLevel(19)>0) )//someone has tactics
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{
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//TODO: tactic round (round -1)
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}
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}
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//spells opening battle
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if (hero1 && hero1->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
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{
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BonusList bl;
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hero1->getBonuses(bl, Selector::type(Bonus::OPENING_BATTLE_SPELL));
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BOOST_FOREACH (Bonus b, bl)
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{
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handleSpellCasting(b.subtype, 3, -1, 0, hero1->tempOwner, NULL, hero2, b.val);
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}
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}
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if (hero2 && hero2->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
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{
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BonusList bl;
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hero2->getBonuses(bl, Selector::type(Bonus::OPENING_BATTLE_SPELL));
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BOOST_FOREACH (Bonus b, bl)
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{
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handleSpellCasting(b.subtype, 3, -1, 1, hero2->tempOwner, NULL, hero1, b.val);
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}
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}
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//main loop
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while(!battleResult.get()) //till the end of the battle ;]
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{
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NEW_ROUND;
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std::vector<CStack*> & stacks = (gs->curB->stacks);
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const BattleInfo & curB = *gs->curB;
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//stack loop
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const CStack *next;
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while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
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{
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//check for bad morale => freeze
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int nextStackMorale = next->MoraleVal();
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if( nextStackMorale < 0 &&
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!(NBonus::hasOfType(hero1, Bonus::BLOCK_MORALE) || NBonus::hasOfType(hero2, Bonus::BLOCK_MORALE)) //checking if heroes have (or don't have) morale blocking bonuses)
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)
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{
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if( rand()%24 < -2 * nextStackMorale)
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{
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//unit loses its turn - empty freeze action
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BattleAction ba;
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ba.actionType = 11;
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ba.additionalInfo = 1;
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ba.side = !next->attackerOwned;
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ba.stackNumber = next->ID;
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sendAndApply(&StartAction(ba));
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sendAndApply(&EndAction());
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checkForBattleEnd(stacks); //check if this "action" ended the battle (not likely but who knows...)
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continue;
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}
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}
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if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
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{
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std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
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if(attackInfo.first != NULL)
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{
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BattleAction attack;
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attack.actionType = 6;
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attack.side = !next->attackerOwned;
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attack.stackNumber = next->ID;
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attack.additionalInfo = attackInfo.first->position;
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attack.destinationTile = attackInfo.second;
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makeBattleAction(attack);
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checkForBattleEnd(stacks);
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}
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continue;
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}
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const CGHeroInstance * curOwner = gs->battleGetOwner(next->ID);
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if( (next->position < 0 && (!curOwner || curOwner->getSecSkillLevel(10) == 0)) //arrow turret, hero has no ballistics
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|| (next->type->idNumber == 146 && (!curOwner || curOwner->getSecSkillLevel(20) == 0))) //ballista, hero has no artillery
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{
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BattleAction attack;
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attack.actionType = 7;
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attack.side = !next->attackerOwned;
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attack.stackNumber = next->ID;
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for(int g=0; g<gs->curB->stacks.size(); ++g)
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{
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if(gs->curB->stacks[g]->owner != next->owner && gs->curB->stacks[g]->alive())
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{
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attack.destinationTile = gs->curB->stacks[g]->position;
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break;
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}
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}
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makeBattleAction(attack);
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checkForBattleEnd(stacks);
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continue;
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}
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if(next->type->idNumber == 145 && (!curOwner || curOwner->getSecSkillLevel(10) == 0)) //catapult, hero has no ballistics
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{
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BattleAction attack;
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static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
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attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ];
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attack.actionType = 9;
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attack.additionalInfo = 0;
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attack.side = !next->attackerOwned;
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attack.stackNumber = next->ID;
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makeBattleAction(attack);
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continue;
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}
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if(next->type->idNumber == 147 && (!curOwner || curOwner->getSecSkillLevel(27) == 0)) //first aid tent, hero has no first aid
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{
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BattleAction heal;
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std::vector< const CStack * > possibleStacks;
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for (int v=0; v<gs->curB->stacks.size(); ++v)
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{
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const CStack * cstack = gs->curB->stacks[v];
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if (cstack->owner == next->owner && cstack->firstHPleft < cstack->MaxHealth() && cstack->alive()) //it's friendly and not fully healthy
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{
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possibleStacks.push_back(cstack);
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}
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}
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if(possibleStacks.size() == 0)
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{
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//nothing to heal
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BattleAction doNothing;
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doNothing.actionType = 0;
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doNothing.additionalInfo = 0;
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doNothing.destinationTile = -1;
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doNothing.side = !next->attackerOwned;
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doNothing.stackNumber = next->ID;
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sendAndApply(&StartAction(doNothing));
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sendAndApply(&EndAction());
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continue;
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}
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else
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{
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//heal random creature
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const CStack * toBeHealed = possibleStacks[ rand()%possibleStacks.size() ];
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heal.actionType = 12;
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heal.additionalInfo = 0;
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heal.destinationTile = toBeHealed->position;
|
|
heal.side = !next->attackerOwned;
|
|
heal.stackNumber = next->ID;
|
|
|
|
makeBattleAction(heal);
|
|
|
|
}
|
|
continue;
|
|
}
|
|
|
|
askInterfaceForMove:
|
|
//ask interface and wait for answer
|
|
if(!battleResult.get())
|
|
{
|
|
BattleSetActiveStack sas;
|
|
sas.stack = next->ID;
|
|
sendAndApply(&sas);
|
|
boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
|
|
while(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;
|
|
}
|
|
else
|
|
{
|
|
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
|
|
goto askInterfaceForMove; //move this stack once more
|
|
}
|
|
}
|
|
|
|
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);
|
|
sendAndApply(battleResult.data);
|
|
|
|
//if one hero has lost we will erase him
|
|
if(battleResult.data->winner!=0 && hero1)
|
|
{
|
|
RemoveObject ro(hero1->id);
|
|
sendAndApply(&ro);
|
|
}
|
|
if(battleResult.data->winner!=1 && hero2)
|
|
{
|
|
RemoveObject ro(hero2->id);
|
|
sendAndApply(&ro);
|
|
}
|
|
|
|
//give exp
|
|
if(battleResult.data->exp[0] && hero1)
|
|
changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
|
|
if(battleResult.data->exp[1] && hero2)
|
|
changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
|
|
|
|
if(battleEndCallback && *battleEndCallback)
|
|
{
|
|
(*battleEndCallback)(battleResult.data);
|
|
delete battleEndCallback;
|
|
battleEndCallback = 0;
|
|
}
|
|
|
|
sendAndApply(&resultsApplied);
|
|
|
|
// 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 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];
|
|
|
|
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.day = gs->day + 1;
|
|
n.resetBuilded = true;
|
|
|
|
std::map<ui8, si32> hadGold;//starting gold - for buildings like dwarven treasury
|
|
srand(time(NULL));
|
|
|
|
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
|
|
{
|
|
switch(h->getSecSkillLevel(13)) //handle estates - give gold
|
|
{
|
|
case 1: //basic
|
|
n.res[i->first][6] += 125;
|
|
break;
|
|
case 2: //advanced
|
|
n.res[i->first][6] += 250;
|
|
break;
|
|
case 3: //expert
|
|
n.res[i->first][6] += 500;
|
|
break;
|
|
}
|
|
for (int k = 0; k < RESOURCE_QUANTITY; k++)
|
|
{
|
|
n.res[i->first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
|
|
}
|
|
//TODO player bonuses
|
|
|
|
}
|
|
}
|
|
//n.res.push_back(r);
|
|
}
|
|
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);//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
|
|
|
|
SetAvailableCreatures sac;
|
|
sac.tid = (**j).id;
|
|
sac.creatures = (**j).creatures;
|
|
for(int k=0;k<CREATURES_PER_TOWN;k++) //creature growths
|
|
{
|
|
if((**j).creatureDwelling(k))//there is dwelling (k-level)
|
|
{
|
|
sac.creatures[k].first += (**j).creatureGrowth(k);
|
|
if(!gs->getDate(0)) //first day of game: use only basic growths
|
|
amin(sac.creatures[k].first, VLC->creh->creatures[(*j)->town->basicCreatures[k]]->growth);
|
|
}
|
|
}
|
|
n.cres.push_back(sac);
|
|
}
|
|
if(gs->day && 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();
|
|
}
|
|
if ((**j).subID == 2 && vstd::contains((**j).builtBuildings, 26)) // 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);
|
|
}
|
|
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)
|
|
{
|
|
SetAvailableArtifacts saa;
|
|
saa.id = -1;
|
|
pickAllowedArtsSet(saa.arts);
|
|
sendAndApply(&saa);
|
|
}
|
|
|
|
sendAndApply(&n);
|
|
tlog5 << "Info about turn " << n.day << "has been sent!" << std::endl;
|
|
handleTimeEvents();
|
|
//call objects
|
|
for(size_t i = 0; i<gs->map->objects.size(); i++)
|
|
if(gs->map->objects[i])
|
|
gs->map->objects[i]->newTurn();
|
|
|
|
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)
|
|
{
|
|
if(hero2->getArt(13)) //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(obj->tempOwner==h->tempOwner)
|
|
{
|
|
heroExchange(dh->id, h->id);
|
|
return true;
|
|
}
|
|
//TODO: check for ally
|
|
startBattleI(h, dh);
|
|
return true;
|
|
}
|
|
}
|
|
tmh.result = TryMoveHero::TELEPORTATION;
|
|
getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
|
|
sendAndApply(&tmh);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
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);
|
|
|
|
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);
|
|
if ((obj->ID == 17 || obj->ID == 20 ) && gs->getPlayer(owner)->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);
|
|
}
|
|
void 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
|
|
{
|
|
for (std::map<ui16,ui32>::iterator itr = sha.artifWorn.begin(); itr != sha.artifWorn.end(); ++itr)
|
|
{
|
|
if (itr->second == artid)
|
|
{
|
|
VLC->arth->unequipArtifact(sha.artifWorn, itr->first);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
sendAndApply(&sha);
|
|
}
|
|
|
|
void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town) //use hero=NULL for no hero
|
|
{
|
|
engageIntoBattle(army1->tempOwner);
|
|
engageIntoBattle(army2->tempOwner);
|
|
//block engaged players
|
|
if(army2->tempOwner < PLAYER_LIMIT)
|
|
states.setFlag(army2->tempOwner,&PlayerStatus::engagedIntoBattle,true);
|
|
|
|
boost::thread(boost::bind(&CGameHandler::startBattle, this, army1, army2, tile, hero1, hero2, creatureBank, cb, town));
|
|
}
|
|
|
|
void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb, bool creatureBank )
|
|
{
|
|
startBattleI(army1, army2, tile,
|
|
army1->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(army1) : NULL,
|
|
army2->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(army2) : NULL,
|
|
creatureBank, cb);
|
|
}
|
|
|
|
void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb, bool creatureBank)
|
|
{
|
|
startBattleI(army1, army2, army2->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(player1 == player2)//TODO: allies
|
|
{
|
|
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 )
|
|
{
|
|
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
|
|
{
|
|
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) //not same creature
|
|
{
|
|
complain("Cannot merge different creatures stacks!");
|
|
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.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 )
|
|
{
|
|
CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid]);
|
|
CBuilding * b = VLC->buildh->buildings[t->subID][bid];
|
|
|
|
if(gs->canBuildStructure(t,bid) != 7)
|
|
{
|
|
complain("Cannot build that building!");
|
|
return false;
|
|
}
|
|
|
|
if(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 = 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);
|
|
|
|
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) //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;
|
|
|
|
//check if upgrade is possible
|
|
if((ui.oldID<0 || !vstd::contains(ui.newID,upgID)) && complain("That upgrade is not possible!"))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//check if player has enough resources
|
|
for(int i=0;i<ui.cost.size();i++)
|
|
{
|
|
for (std::set<std::pair<int,int> >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++)
|
|
{
|
|
if(gs->getPlayer(player)->resources[j->first] < j->second*crQuantity)
|
|
{
|
|
complain("Cannot upgrade, not enough resources!");
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
//take resources
|
|
for(int i=0;i<ui.cost.size();i++)
|
|
{
|
|
for (std::set<std::pair<int,int> >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++)
|
|
{
|
|
SetResource sr;
|
|
sr.player = player;
|
|
sr.resid = j->first;
|
|
sr.val = gs->getPlayer(player)->resources[j->first] - j->second*crQuantity;
|
|
sendAndApply(&sr);
|
|
}
|
|
}
|
|
|
|
//upgrade creature
|
|
SetGarrisons sg;
|
|
sg.garrs[objid] = obj->getArmy();
|
|
sg.garrs[objid].slots[pos].setType(upgID);
|
|
sendAndApply(&sg);
|
|
return true;
|
|
}
|
|
|
|
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 )|| (srcHero->tempOwner != destHero->tempOwner))
|
|
return false;
|
|
|
|
const CArtifact *srcArtifact = srcHero->getArt(srcSlot);
|
|
const CArtifact *destArtifact = destHero->getArt(destSlot);
|
|
|
|
if (srcArtifact == NULL) {
|
|
complain("No artifact to swap!");
|
|
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));
|
|
}
|
|
sendAndApply(&sha);
|
|
if (srcHeroID != destHeroID) {
|
|
// Exchange between two different heroes.
|
|
sha.hid = destHeroID;
|
|
sha.artifacts = destHero->artifacts;
|
|
sha.artifWorn = destHero->artifWorn;
|
|
sha.setArtAtPos(destSlot, srcArtifact ? srcArtifact->id : -1);
|
|
if (!destFits)
|
|
sha.setArtAtPos(sha.artifacts.size() + 19, destHero->getArtAtPos(destSlot));
|
|
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 = 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);
|
|
}
|
|
|
|
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!");
|
|
tlog1<<"test2\n";
|
|
if(!vstd::contains(army->Slots(), slot))
|
|
COMPLAIN_RET("Army doesn't have any creature in that slot!");
|
|
tlog1<<"test3\n";
|
|
const CStackInstance &s = army->getStack(slot);
|
|
int resCreature;//resulting creature - bone dragons or skeletons
|
|
|
|
if (s.hasBonusOfType(Bonus::KING1))
|
|
resCreature = 68;
|
|
else
|
|
resCreature = 56;
|
|
tlog1<<"test4\n";
|
|
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
|
|
{
|
|
static const int healingPerLevel[] = {50, 50, 75, 100};
|
|
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 = healingPerLevel[ attackingHero->getSecSkillLevel(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->getPlayer(fc.player)->fogOfWarMap[i][j][k])
|
|
fc.tiles.insert(int3(i,j,k));
|
|
sendAndApply(&fc);
|
|
}
|
|
else if(message == "vcmiglorfindel")
|
|
{
|
|
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
|
|
changePrimSkill(hero->id,4,VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
|
|
}
|
|
else
|
|
cheated = false;
|
|
if(cheated)
|
|
{
|
|
sendAndApply(&SystemMessage(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);
|
|
|
|
switch(bonusHero->getSecSkillLevel(26)) //resistance
|
|
{
|
|
case 1: //basic
|
|
prob += 5;
|
|
break;
|
|
case 2: //advanced
|
|
prob += 10;
|
|
break;
|
|
case 3: //expert
|
|
prob += 20;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(prob > 100) prob = 100;
|
|
|
|
if(rand()%100 < prob) //immunity from resistance
|
|
ret.push_back((*it)->ID);
|
|
|
|
}
|
|
|
|
if(sp->id == 60) //hypnotize
|
|
{
|
|
for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
|
|
{
|
|
if( (*it)->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())
|
|
{
|
|
endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void CGameHandler::handleTimeEvents()
|
|
{
|
|
gs->map->events.sort(evntCmp);
|
|
while(gs->map->events.size() && gs->map->events.front()->firstOccurence+1 == gs->day)
|
|
{
|
|
CMapEvent *ev = gs->map->events.front();
|
|
for(int player = 0; player < PLAYER_LIMIT; player++)
|
|
{
|
|
PlayerState *pinfo = gs->getPlayer(player);
|
|
|
|
if( pinfo //player exists
|
|
&& (ev->players & 1<<player) //event is enabled to this player
|
|
&& ((ev->computerAffected && !pinfo->human)
|
|
|| (ev->humanAffected && pinfo->human)
|
|
)
|
|
)
|
|
{
|
|
//give resources
|
|
SetResources sr;
|
|
sr.player = player;
|
|
sr.res = pinfo->resources;
|
|
|
|
//prepare dialog
|
|
InfoWindow iw;
|
|
iw.player = player;
|
|
iw.text << ev->message;
|
|
for (int i=0; i<ev->resources.size(); i++)
|
|
{
|
|
if(ev->resources[i]) //if resource is changed, we add it to the dialog
|
|
{
|
|
// If removing too much resources, adjust the
|
|
// amount so the total doesn't become negative.
|
|
if (sr.res[i] + ev->resources[i] < 0)
|
|
ev->resources[i] = -sr.res[i];
|
|
|
|
if(ev->resources[i]) //if non-zero res change
|
|
{
|
|
iw.components.push_back(Component(Component::RESOURCE,i,ev->resources[i],0));
|
|
sr.res[i] += ev->resources[i];
|
|
}
|
|
}
|
|
}
|
|
if (iw.components.size())
|
|
{
|
|
sendAndApply(&sr); //update player resources if changed
|
|
}
|
|
|
|
sendAndApply(&iw); //show dialog
|
|
}
|
|
} //PLAYERS LOOP
|
|
|
|
if(ev->nextOccurence)
|
|
{
|
|
ev->firstOccurence += ev->nextOccurence;
|
|
gs->map->events.sort(evntCmp);
|
|
}
|
|
else
|
|
{
|
|
delete ev;
|
|
gs->map->events.pop_front();
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::complain( const std::string &problem )
|
|
{
|
|
sendMessageToAll("Server encountered a problem: " + problem);
|
|
tlog1 << problem << std::endl;
|
|
return true;
|
|
}
|
|
|
|
ui32 CGameHandler::getQueryResult( ui8 player, int queryID )
|
|
{
|
|
//TODO: write
|
|
return 0;
|
|
}
|
|
|
|
void CGameHandler::showGarrisonDialog( int upobj, int hid, bool removableUnits, const boost::function<void()> &cb )
|
|
{
|
|
ui8 player = getOwner(hid);
|
|
GarrisonDialog gd;
|
|
gd.hid = hid;
|
|
gd.objid = upobj;
|
|
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> lock(gsm);
|
|
gd.id = QID;
|
|
garrisonCallbacks[QID] = cb;
|
|
allowedExchanges[QID] = std::pair<si32,si32>(upobj,hid);
|
|
states.addQuery(player,QID);
|
|
QID++;
|
|
gd.removableUnits = removableUnits;
|
|
sendAndApply(&gd);
|
|
}
|
|
}
|
|
|
|
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 //TODO: allies
|
|
{
|
|
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)
|
|
{
|
|
iw.player = i->first;
|
|
sendAndApply(&iw);
|
|
|
|
peg.player = i->first;
|
|
peg.victory = false;
|
|
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;
|
|
}
|
|
|
|
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 VISIONS: //Visions
|
|
case VIEW_EARTH: //View Earth
|
|
case DISGUISE: //Disguise
|
|
case VIEW_AIR: //View Air
|
|
case TOWN_PORTAL: //Town Portal
|
|
default:
|
|
COMPLAIN_RET("This spell is not implemented yet!");
|
|
}
|
|
|
|
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;
|
|
} |