mirror of
https://github.com/vcmi/vcmi.git
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ba9b58d3a4
* reading BALLIST.TXT * minor changes
2230 lines
67 KiB
C++
2230 lines
67 KiB
C++
#include "../StartInfo.h"
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#include "../hch/CArtHandler.h"
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#include "../hch/CBuildingHandler.h"
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#include "../hch/CDefObjInfoHandler.h"
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#include "../hch/CGeneralTextHandler.h"
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#include "../hch/CHeroHandler.h"
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#include "../hch/CObjectHandler.h"
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#include "../hch/CSpellHandler.h"
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#include "../hch/CTownHandler.h"
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#include "../CGameState.h"
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#include "../lib/CondSh.h"
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#include "../lib/Connection.h"
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#include "../lib/NetPacks.h"
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#include "../lib/VCMI_Lib.h"
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#include "../map.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 <fstream>
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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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#include "../lib/BattleAction.h"
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#ifdef min
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#undef min
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#endif
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#ifdef max
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#undef max
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#endif
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#define NEW_ROUND BattleNextRound bnr;\
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bnr.round = gs->curB->round + 1;\
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sendAndApply(&bnr);
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boost::mutex gsm;
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ui32 CGameHandler::QID = 1;
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CondSh<bool> battleMadeAction;
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CondSh<BattleResult *> battleResult(NULL);
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std::map<ui32, CFunctionList<void(ui32)> > callbacks; //question id => callback function - for selection dialogs
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class CMP_stack
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{
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public:
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inline bool operator ()(const CStack* a, const CStack* b)
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{
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return (a->speed())>(b->speed());
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}
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} cmpst ;
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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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int getSchoolLevel(const CGHeroInstance *h, const CSpell *s)
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{
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ui8 ret = 0;
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if(s->fire)
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ret = std::max(ret,h->getSecSkillLevel(14));
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if(s->air)
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ret = std::max(ret,h->getSecSkillLevel(15));
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if(s->water)
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ret = std::max(ret,h->getSecSkillLevel(16));
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if(s->earth)
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ret = std::max(ret,h->getSecSkillLevel(17));
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return ret;
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}
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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::set<std::pair<ui32,si32> >::iterator i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
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{
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r.exp[r.winner] += VLC->creh->creatures[i->first].hitPoints * i->second;
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}
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}
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//bool CGameState::checkFunc(int obid, std::string name)
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//{
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// if (objscr.find(obid)!=objscr.end())
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// {
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// if(objscr[obid].find(name)!=objscr[obid].end())
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// {
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// return true;
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// }
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// }
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// return false;
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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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//void CGameHandler::handleCPPObjS(std::map<int,CCPPObjectScript*> * mapa, CCPPObjectScript * script)
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//{
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// std::vector<int> tempv = script->yourObjects();
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// for (unsigned i=0;i<tempv.size();i++)
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// {
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// (*mapa)[tempv[i]]=script;
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// }
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// cppscripts.insert(script);
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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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}
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void CGameHandler::changePrimSkill(int ID, int which, int 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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if(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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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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}
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else
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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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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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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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}
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}
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CCreatureSet takeCasualties(int color, const CCreatureSet &set, BattleInfo *bat)
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{
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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(st->owner==color && vstd::contains(set.slots,st->slot) && st->amount < set.slots.find(st->slot)->second.second)
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{
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if(st->alive())
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ret.slots[st->slot].second = st->amount;
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else
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ret.slots.erase(st->slot);
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}
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}
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return ret;
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}
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void CGameHandler::startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb)
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{
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BattleInfo *curB = new BattleInfo;
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setupBattle(curB, tile, army1, army2, hero1, hero2); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
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NEW_ROUND;
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//TODO: pre-tactic stuff, call scripts etc.
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//tactic round
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{
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NEW_ROUND;
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if( (hero1 && hero1->getSecSkillLevel(19)>0) ||
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( hero2 && hero2->getSecSkillLevel(19)>0) )//someone has tactics
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{
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//TODO: tactic round (round -1)
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}
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}
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//main loop
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while(!battleResult.get()) //till the end of the battle ;]
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{
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NEW_ROUND;
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std::vector<CStack*> & stacks = (gs->curB->stacks);
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const BattleInfo & curB = *gs->curB;
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//stack loop
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CStack *next;
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while(!battleResult.get() && (next=gs->curB->getNextStack()))
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{
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next->state -= WAITING; //if stack was waiting it'll now make move, so it won't be "waiting" anymore
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//check for bad morale => freeze
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if(next->Morale() < 0)
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{
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if( rand()%24 < (-next->Morale())*2 )
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{
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//unit loses its turn - empty freeze action
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BattleAction ba;
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ba.actionType = 11;
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ba.additionalInfo = 1;
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ba.side = !next->attackerOwned;
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ba.stackNumber = next->ID;
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sendAndApply(&StartAction(ba));
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sendDataToClients(ui16(3008));
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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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askInterfaceForMove:
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//ask interface and wait for answer
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{
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BattleSetActiveStack sas;
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sas.stack = next->ID;
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sendAndApply(&sas);
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boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
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while(!battleMadeAction.data && !battleResult.get()) //active stack hasn't made its action and battle is still going
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battleMadeAction.cond.wait(lock);
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battleMadeAction.data = false;
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}
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//we're after action, all results applied
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checkForBattleEnd(stacks); //check if this action ended the battle
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//check for good morale
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if(!vstd::contains(next->state,HAD_MORALE) //only one extra move per turn possible
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&& !vstd::contains(next->state,DEFENDING)
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&& !vstd::contains(next->state,WAITING)
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&& next->alive()
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&& next->Morale() > 0
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)
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if(rand()%24 < next->Morale()) //this stack hasn't got morale this turn
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goto askInterfaceForMove; //move this stack once more
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}
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}
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//unblock engaged players
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if(hero1->tempOwner<PLAYER_LIMIT)
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states.setFlag(hero1->tempOwner,&PlayerStatus::engagedIntoBattle,false);
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if(hero2 && hero2->tempOwner<PLAYER_LIMIT)
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states.setFlag(hero2->tempOwner,&PlayerStatus::engagedIntoBattle,false);
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//casualties among heroes armies
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SetGarrisons sg;
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if(hero1)
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sg.garrs[hero1->id] = takeCasualties(hero1->tempOwner,hero1->army,gs->curB);
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if(hero2)
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sg.garrs[hero2->id] = takeCasualties(hero2->tempOwner,hero2->army,gs->curB);
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sendAndApply(&sg);
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//end battle, remove all info, free memory
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giveExp(*battleResult.data);
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sendAndApply(battleResult.data);
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if(cb)
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cb(battleResult.data);
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//if one hero has lost we will erase him
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if(battleResult.data->winner!=0 && hero1)
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{
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RemoveObject ro(hero1->id);
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sendAndApply(&ro);
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}
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if(battleResult.data->winner!=1 && hero2)
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{
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RemoveObject ro(hero2->id);
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sendAndApply(&ro);
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}
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//give exp
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if(battleResult.data->exp[0] && hero1)
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changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
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if(battleResult.data->exp[1] && hero2)
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changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
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delete battleResult.data;
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}
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void CGameHandler::prepareAttacked(BattleStackAttacked &bsa, CStack *def)
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{
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bsa.killedAmount = bsa.damageAmount / def->creature->hitPoints;
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unsigned damageFirst = bsa.damageAmount % def->creature->hitPoints;
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if( def->firstHPleft <= damageFirst )
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{
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bsa.killedAmount++;
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bsa.newHP = def->firstHPleft + def->creature->hitPoints - damageFirst;
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}
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else
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{
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bsa.newHP = def->firstHPleft - damageFirst;
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}
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if(def->amount <= bsa.killedAmount) //stack killed
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{
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bsa.newAmount = 0;
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bsa.flags |= 1;
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bsa.killedAmount = def->amount; //we cannot kill more creatures than we have
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}
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else
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{
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bsa.newAmount = def->amount - bsa.killedAmount;
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}
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}
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void CGameHandler::prepareAttack(BattleAttack &bat, CStack *att, CStack *def)
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{
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bat.stackAttacking = att->ID;
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bat.bsa.stackAttacked = def->ID;
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bat.bsa.damageAmount = BattleInfo::calculateDmg(att, def, gs->getHero(att->attackerOwned ? gs->curB->hero1 : gs->curB->hero2), gs->getHero(def->attackerOwned ? gs->curB->hero1 : gs->curB->hero2), bat.shot());//counting dealt damage
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if(att->Luck() > 0 && rand()%24 < att->Luck())
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{
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bat.bsa.damageAmount *= 2;
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bat.bsa.flags |= 4;
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}
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prepareAttacked(bat.bsa,def);
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}
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void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
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{
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try
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{
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ui16 pom;
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while(!end2)
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{
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c >> pom;
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bool blockvis = false;
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switch(pom)
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{
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case 98:
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{
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std::string fname;
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Mapa * mapa;
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c >> fname;
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{
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sendMessageTo(c,"Serializing game info...");
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CSaveFile save(std::string("Games") + PATHSEPARATOR + fname + ".vlgm1");
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char hlp[8] = "VCMISVG";
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save << hlp << version << static_cast<CMapHeader&>(*gs->map) << gs->scenarioOps->difficulty << *VLC << gs;
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}
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{
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sendMessageTo(c,"Serializing server info...");
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CSaveFile save(std::string("Games") + PATHSEPARATOR + fname + ".vsgm1");
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save << *this;
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}
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sendMessageTo(c,"Game has been succesfully saved!");
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break;
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}
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case 99: //end!
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{
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tlog0 << "We have been requested to close.\n";
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exit(0);
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}
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case 100: //my interface ended its turn
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{
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states.setFlag(gs->currentPlayer,&PlayerStatus::makingTurn,false);
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break;
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}
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case 500: //dismiss hero
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{
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si32 id;
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c >> id;
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RemoveObject rh(id);
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sendAndApply(&rh);
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break;
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}
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case 501://interface wants to move hero
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{
|
|
int3 start, end;
|
|
si32 id;
|
|
c >> id >> start >> end;
|
|
tlog5 << "Interface wants to move hero "<<id << " from "<<start << " to " << end << std::endl;
|
|
int3 hmpos = end + int3(-1,0,0);
|
|
TerrainTile t = gs->map->terrain[hmpos.x][hmpos.y][hmpos.z];
|
|
CGHeroInstance *h = static_cast<CGHeroInstance *>(gs->map->objects[id]);
|
|
int cost = (int)((double)h->getTileCost(t.tertype,t.malle,t.nuine) * distance(start,end));
|
|
|
|
TryMoveHero tmh;
|
|
tmh.id = id;
|
|
tmh.start = start;
|
|
tmh.end = end;
|
|
tmh.result = 0;
|
|
tmh.movePoints = h->movement;
|
|
|
|
if((h->getOwner() != gs->currentPlayer) //not turn of that hero
|
|
|| (distance(start,end)>=1.5) //tiles are not neighouring
|
|
|| (h->movement < cost) //lack of movement points
|
|
|| (t.tertype == rock) //rock
|
|
|| (!h->canWalkOnSea() && t.tertype == water)
|
|
|| (t.blocked && !t.visitable) //tile is blocked andnot visitable
|
|
)
|
|
goto fail;
|
|
|
|
|
|
//check if there is blocking visitable object
|
|
blockvis = false;
|
|
tmh.movePoints = h->movement = (h->movement-cost); //take move points
|
|
BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
|
|
{
|
|
if(obj->blockVisit)
|
|
{
|
|
blockvis = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
//we start moving
|
|
if(blockvis)//interaction with blocking object (like resources)
|
|
{
|
|
sendAndApply(&tmh); //failed to move to that tile but we visit object
|
|
BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
|
|
{
|
|
if (obj->blockVisit)
|
|
{
|
|
//if(gs->checkFunc(obj->ID,"heroVisit")) //script function
|
|
// gs->objscr[obj->ID]["heroVisit"]->onHeroVisit(obj,h->subID);
|
|
//if(obj->state) //hard-coded function
|
|
obj->onHeroVisit(h);
|
|
}
|
|
}
|
|
tlog5 << "Blocing visit at " << hmpos << std::endl;
|
|
break;
|
|
}
|
|
else //normal move
|
|
{
|
|
tmh.result = 1;
|
|
|
|
BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[start.x-1][start.y][start.z].visitableObjects)
|
|
{
|
|
//TODO: allow to handle this in script-languages
|
|
//if(obj->state) //hard-coded function
|
|
obj->onHeroLeave(h);
|
|
}
|
|
tmh.fowRevealed = gs->tilesToReveal(h->getPosition(false),h->getSightDistance(),h->tempOwner);
|
|
sendAndApply(&tmh);
|
|
tlog5 << "Moved to " <<tmh.end<<std::endl;
|
|
|
|
BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)//call objects if they are visited
|
|
{
|
|
//if(gs->checkFunc(obj->ID,"heroVisit")) //script function
|
|
// gs->objscr[obj->ID]["heroVisit"]->onHeroVisit(obj,h->subID);
|
|
//if(obj->state) //hard-coded function
|
|
obj->onHeroVisit(h);
|
|
}
|
|
}
|
|
tlog5 << "Movement end!\n";
|
|
break;
|
|
fail:
|
|
tlog2 << "Movement failed to " << tmh.end << std::endl;
|
|
sendAndApply(&tmh);
|
|
break;
|
|
}
|
|
case 502: //swap creatures in garrison
|
|
{
|
|
ui8 what, p1, p2; si32 id1, id2;
|
|
c >> what >> id1 >> p1 >> id2 >> p2;
|
|
CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id1]),
|
|
*s2 = static_cast<CArmedInstance*>(gs->map->objects[id2]);
|
|
CCreatureSet temp1 = s1->army, temp2 = s2->army,
|
|
&S1 = temp1, &S2 = (s1!=s2)?(temp2):(temp1);
|
|
|
|
if(what==1) //swap
|
|
{
|
|
std::swap(S1.slots[p1],S2.slots[p2]);
|
|
|
|
if(!S1.slots[p1].second)
|
|
S1.slots.erase(p1);
|
|
if(!S2.slots[p2].second)
|
|
S2.slots.erase(p2);
|
|
}
|
|
else if(what==2)//merge
|
|
{
|
|
if(S1.slots[p1].first != S2.slots[p2].first) break; //not same creature
|
|
S2.slots[p2].second += S1.slots[p1].second;
|
|
S1.slots.erase(p1);
|
|
}
|
|
else if(what==3) //split
|
|
{
|
|
si32 val;
|
|
c >> val;
|
|
if( vstd::contains(S2.slots,p2) //dest. slot not free
|
|
|| !vstd::contains(S1.slots,p1) //no creatures to split
|
|
|| S1.slots[p1].second < val //not enough creatures
|
|
|| val<1 //val must be positive
|
|
)
|
|
break;
|
|
S2.slots[p2].first = S1.slots[p1].first;
|
|
S2.slots[p2].second = val;
|
|
S1.slots[p1].second -= val;
|
|
if(!S1.slots[p1].second) //if we've moved all creatures
|
|
S1.slots.erase(p1);
|
|
}
|
|
if((s1->needsLastStack() && !S1.slots.size()) //it's not allowed to take last stack from hero army!
|
|
|| (s2->needsLastStack() && !S2.slots.size())
|
|
)
|
|
{
|
|
break; //leave without applying changes to garrison
|
|
}
|
|
SetGarrisons sg;
|
|
sg.garrs[id1] = S1;
|
|
if(s1 != s2)
|
|
sg.garrs[id2] = S2;
|
|
sendAndApply(&sg);
|
|
break;
|
|
}
|
|
case 503: //disband creature
|
|
{
|
|
si32 id;
|
|
ui8 pos;
|
|
c >> id >> pos;
|
|
CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id]);
|
|
s1->army.slots.erase(pos);
|
|
SetGarrisons sg;
|
|
sg.garrs[id] = s1->army;
|
|
sendAndApply(&sg);
|
|
break;
|
|
}
|
|
case 504: //build structure
|
|
{
|
|
si32 tid, bid;
|
|
c >> tid >> bid;
|
|
CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid]);
|
|
CBuilding * b = VLC->buildh->buildings[t->subID][bid];
|
|
for(int i=0;i<RESOURCE_QUANTITY;i++)
|
|
if(b->resources[i] > gs->players[t->tempOwner].resources[i])
|
|
break; //no res
|
|
|
|
for( std::set<int>::iterator ri = VLC->townh->requirements[t->subID][bid].begin();
|
|
ri != VLC->townh->requirements[t->subID][bid].end();
|
|
ri++ )
|
|
{
|
|
if(!vstd::contains(t->builtBuildings,*ri))
|
|
break; //lack of requirements - cannot build
|
|
}
|
|
|
|
if(vstd::contains(t->forbiddenBuildings,bid))
|
|
break; //this building is forbidden
|
|
|
|
NewStructures ns;
|
|
ns.tid = tid;
|
|
if(bid>36) //upg dwelling
|
|
{
|
|
if(t->getHordeLevel(0) == (bid-37))
|
|
ns.bid.insert(19);
|
|
else if(t->getHordeLevel(1) == (bid-37))
|
|
ns.bid.insert(25);
|
|
}
|
|
else if(bid >= 30) //bas. dwelling
|
|
{
|
|
SetAvailableCreatures ssi;
|
|
ssi.tid = tid;
|
|
ssi.creatures = t->strInfo.creatures;
|
|
ssi.creatures[bid-30] = VLC->creh->creatures[t->town->basicCreatures[bid-30]].growth;
|
|
sendAndApply(&ssi);
|
|
}
|
|
|
|
ns.bid.insert(bid);
|
|
ns.builded = t->builded + 1;
|
|
sendAndApply(&ns);
|
|
|
|
SetResources sr;
|
|
sr.player = t->tempOwner;
|
|
sr.res = gs->players[t->tempOwner].resources;
|
|
for(int i=0;i<7;i++)
|
|
sr.res[i]-=b->resources[i];
|
|
sendAndApply(&sr);
|
|
|
|
if(bid<5) //it's mage guild
|
|
{
|
|
if(t->visitingHero)
|
|
giveSpells(t,t->visitingHero);
|
|
if(t->garrisonHero)
|
|
giveSpells(t,t->garrisonHero);
|
|
}
|
|
|
|
break;
|
|
}
|
|
case 506: //recruit creature
|
|
{
|
|
si32 objid, ser=-1; //ser - used dwelling level
|
|
ui32 crid, cram; //recruited creature id and amount
|
|
c >> objid >> crid >> cram;
|
|
|
|
CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[objid]);
|
|
|
|
//verify
|
|
bool found = false;
|
|
typedef std::pair<const int,int> Parka;
|
|
for(std::map<si32,ui32>::iterator av = t->strInfo.creatures.begin(); av!=t->strInfo.creatures.end(); av++)
|
|
{
|
|
if( ( found = (crid == t->town->basicCreatures[av->first]) ) //creature is available among basic cretures
|
|
|| (found = (crid == t->town->upgradedCreatures[av->first])) )//creature is available among upgraded cretures
|
|
{
|
|
cram = std::min(cram,av->second); //reduce recruited amount up to available amount
|
|
ser = av->first;
|
|
break;
|
|
}
|
|
}
|
|
int slot = t->army.getSlotFor(crid);
|
|
|
|
if(!found || //no such creature
|
|
cram > VLC->creh->creatures[crid].maxAmount(gs->players[t->tempOwner].resources) || //lack of resources
|
|
cram<=0 ||
|
|
slot<0 )
|
|
break;
|
|
|
|
//recruit
|
|
SetResources sr;
|
|
sr.player = t->tempOwner;
|
|
for(int i=0;i<RESOURCE_QUANTITY;i++)
|
|
sr.res[i] = gs->players[t->tempOwner].resources[i] - (VLC->creh->creatures[crid].cost[i] * cram);
|
|
|
|
SetAvailableCreatures sac;
|
|
sac.tid = objid;
|
|
sac.creatures = t->strInfo.creatures;
|
|
sac.creatures[ser] -= cram;
|
|
|
|
SetGarrisons sg;
|
|
sg.garrs[objid] = t->army;
|
|
if(sg.garrs[objid].slots.find(slot) == sg.garrs[objid].slots.end()) //take a free slot
|
|
{
|
|
sg.garrs[objid].slots[slot] = std::make_pair(crid,cram);
|
|
}
|
|
else //add creatures to a already existing stack
|
|
{
|
|
sg.garrs[objid].slots[slot].second += cram;
|
|
}
|
|
sendAndApply(&sr);
|
|
sendAndApply(&sac);
|
|
sendAndApply(&sg);
|
|
break;
|
|
}
|
|
case 507://upgrade creature
|
|
{
|
|
ui32 objid, upgID;
|
|
ui8 pos;
|
|
c >> objid >> pos >> upgID;
|
|
CArmedInstance *obj = static_cast<CArmedInstance*>(gs->map->objects[objid]);
|
|
UpgradeInfo ui = gs->getUpgradeInfo(obj,pos);
|
|
int player = obj->tempOwner;
|
|
int crQuantity = obj->army.slots[pos].second;
|
|
|
|
//check if upgrade is possible
|
|
if(ui.oldID<0 || !vstd::contains(ui.newID,upgID))
|
|
break;
|
|
|
|
//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->players[player].resources[j->first] < j->second*crQuantity)
|
|
goto upgend;
|
|
}
|
|
}
|
|
|
|
//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->players[player].resources[j->first] - j->second*crQuantity;
|
|
sendAndApply(&sr);
|
|
}
|
|
}
|
|
|
|
{
|
|
//upgrade creature
|
|
SetGarrisons sg;
|
|
sg.garrs[objid] = obj->army;
|
|
sg.garrs[objid].slots[pos].first = upgID;
|
|
sendAndApply(&sg);
|
|
}
|
|
upgend:
|
|
break;
|
|
}
|
|
case 508: //garrison swap
|
|
{
|
|
si32 tid;
|
|
c >> tid;
|
|
CGTownInstance *town = gs->getTown(tid);
|
|
if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies
|
|
{
|
|
CCreatureSet csn = town->visitingHero->army, cso = town->army;
|
|
while(!cso.slots.empty())//while there are unmoved creatures
|
|
{
|
|
int pos = csn.getSlotFor(cso.slots.begin()->second.first);
|
|
if(pos<0)
|
|
goto handleConEnd;
|
|
if(csn.slots.find(pos)!=csn.slots.end()) //add creatures to the existing stack
|
|
{
|
|
csn.slots[pos].second += cso.slots.begin()->second.second;
|
|
}
|
|
else //move stack on the free pos
|
|
{
|
|
csn.slots[pos].first = cso.slots.begin()->second.first;
|
|
csn.slots[pos].second = cso.slots.begin()->second.second;
|
|
}
|
|
cso.slots.erase(cso.slots.begin());
|
|
}
|
|
SetGarrisons sg;
|
|
sg.garrs[town->visitingHero->id] = csn;
|
|
sg.garrs[town->id] = csn;
|
|
sendAndApply(&sg);
|
|
|
|
SetHeroesInTown intown;
|
|
intown.tid = tid;
|
|
intown.visiting = -1;
|
|
intown.garrison = town->visitingHero->id;
|
|
sendAndApply(&intown);
|
|
}
|
|
else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
|
|
{
|
|
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);
|
|
}
|
|
else if (town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
|
|
{
|
|
SetGarrisons sg;
|
|
sg.garrs[town->id] = town->visitingHero->army;
|
|
sg.garrs[town->garrisonHero->id] = town->garrisonHero->army;
|
|
//sg.garrs[town->visitingHero->id] = town->visitingHero->army;
|
|
|
|
SetHeroesInTown intown;
|
|
intown.tid = tid;
|
|
intown.garrison = town->visitingHero->id;
|
|
intown.visiting = town->garrisonHero->id;
|
|
sendAndApply(&intown);
|
|
sendAndApply(&sg);
|
|
}
|
|
else
|
|
{
|
|
tlog3 << "Warning, wrong garrison swap command for " << tid << std::endl;
|
|
}
|
|
break;
|
|
}
|
|
case 509: //swap artifacts
|
|
{
|
|
si32 hid1, hid2;
|
|
ui16 slot1, slot2;
|
|
c >> hid1 >> slot1 >> hid2 >> slot2;
|
|
CGHeroInstance *h1 = gs->getHero(hid1), *h2 = gs->getHero(hid2);
|
|
if((distance(h1->pos,h2->pos) > 1.0) || (h1->tempOwner != h2->tempOwner))
|
|
break;
|
|
int a1=h1->getArtAtPos(slot1), a2=h2->getArtAtPos(slot2);
|
|
|
|
h2->setArtAtPos(slot2,a1);
|
|
h1->setArtAtPos(slot1,a2);
|
|
SetHeroArtifacts sha;
|
|
sha.hid = hid1;
|
|
sha.artifacts = h1->artifacts;
|
|
sha.artifWorn = h1->artifWorn;
|
|
sendAndApply(&sha);
|
|
if(hid1 != hid2)
|
|
{
|
|
sha.hid = hid2;
|
|
sha.artifacts = h2->artifacts;
|
|
sha.artifWorn = h2->artifWorn;
|
|
sendAndApply(&sha);
|
|
}
|
|
break;
|
|
}
|
|
case 510: //buy artifact
|
|
{
|
|
ui32 hid;
|
|
si32 aid, bid;
|
|
c >> hid >> aid;
|
|
CGHeroInstance *hero = gs->getHero(hid);
|
|
CGTownInstance *town = hero->visitedTown;
|
|
if(aid==0) //spellbok
|
|
{
|
|
if(!vstd::contains(town->builtBuildings,si32(0)))
|
|
break;
|
|
SetResource sr;
|
|
sr.player = hero->tempOwner;
|
|
sr.resid = 6;
|
|
sr.val = gs->players[hero->tempOwner].resources[6] - 500;
|
|
sendAndApply(&sr);
|
|
|
|
SetHeroArtifacts sha;
|
|
sha.hid = hid;
|
|
sha.artifacts = hero->artifacts;
|
|
sha.artifWorn = hero->artifWorn;
|
|
sha.artifWorn[17] = 0;
|
|
sendAndApply(&sha);
|
|
|
|
giveSpells(town,hero);
|
|
}
|
|
else if(aid < 7 && aid > 3) //war machine
|
|
{
|
|
int price = VLC->arth->artifacts[aid].price;
|
|
if(vstd::contains(hero->artifWorn,ui16(9+aid)) //hero already has this machine
|
|
|| !vstd::contains(town->builtBuildings,si32(16)) //no blackismith
|
|
|| gs->players[hero->tempOwner].resources[6] < price //no gold
|
|
|| town->town->warMachine!= aid ) //this machine is not available here (//TODO: support ballista yard in stronghold)
|
|
{
|
|
break;
|
|
}
|
|
SetResource sr;
|
|
sr.player = hero->tempOwner;
|
|
sr.resid = 6;
|
|
sr.val = gs->players[hero->tempOwner].resources[6] - price;
|
|
sendAndApply(&sr);
|
|
|
|
SetHeroArtifacts sha;
|
|
sha.hid = hid;
|
|
sha.artifacts = hero->artifacts;
|
|
sha.artifWorn = hero->artifWorn;
|
|
sha.artifWorn[9+aid] = aid;
|
|
sendAndApply(&sha);
|
|
}
|
|
break;
|
|
}
|
|
case 511: //trade at marketplace
|
|
{
|
|
ui8 player;
|
|
ui32 mode, id1, id2, val;
|
|
c >> player >> mode >> id1 >> id2 >> val;
|
|
val = std::min(si32(val),gs->players[player].resources[id1]);
|
|
double uzysk = (double)gs->resVals[id1] * val * gs->getMarketEfficiency(player);
|
|
uzysk /= gs->resVals[id2];
|
|
SetResource sr;
|
|
sr.player = player;
|
|
sr.resid = id1;
|
|
sr.val = gs->players[player].resources[id1] - val;
|
|
sendAndApply(&sr);
|
|
|
|
sr.resid = id2;
|
|
sr.val = gs->players[player].resources[id2] + (int)uzysk;
|
|
sendAndApply(&sr);
|
|
|
|
break;
|
|
}
|
|
case 512:
|
|
{
|
|
si32 hid;
|
|
ui8 formation;
|
|
c >> hid >> formation;
|
|
gs->getHero(hid)->army.formation = formation;
|
|
break;
|
|
}
|
|
case 513:
|
|
{
|
|
std::string message;
|
|
c >> message;
|
|
bool cheated=true;
|
|
sendDataToClients(ui16(513));
|
|
sendDataToClients(ui8(*players.begin()));
|
|
sendDataToClients(message);
|
|
if(message == "vcmiistari") //give all spells and 999 mana
|
|
{
|
|
SetMana sm;
|
|
ChangeSpells cs;
|
|
cs.learn = 1;
|
|
for(int i=0;i<VLC->spellh->spells.size();i++)
|
|
cs.spells.insert(i);
|
|
sm.hid = cs.hid = gs->players[*players.begin()].currentSelection;
|
|
sm.val = 999;
|
|
if(gs->getHero(cs.hid))
|
|
{
|
|
sendAndApply(&cs);
|
|
sendAndApply(&sm);
|
|
}
|
|
}
|
|
else if(message == "vcmiainur") //gives 5 archangels into each slot
|
|
{
|
|
SetGarrisons sg;
|
|
CGHeroInstance *hero = gs->getHero(gs->players[*players.begin()].currentSelection);
|
|
if(!hero) break;
|
|
sg.garrs[hero->id] = hero->army;
|
|
for(int i=0;i<7;i++)
|
|
if(!vstd::contains(sg.garrs[hero->id].slots,i))
|
|
sg.garrs[hero->id].slots[i] = std::pair<ui32,si32>(13,5);
|
|
sendAndApply(&sg);
|
|
}
|
|
else if(message == "vcmiangband") //gives 10 black knightinto each slot
|
|
{
|
|
SetGarrisons sg;
|
|
CGHeroInstance *hero = gs->getHero(gs->players[*players.begin()].currentSelection);
|
|
if(!hero) break;
|
|
sg.garrs[hero->id] = hero->army;
|
|
for(int i=0;i<7;i++)
|
|
if(!vstd::contains(sg.garrs[hero->id].slots,i))
|
|
sg.garrs[hero->id].slots[i] = std::pair<ui32,si32>(66,10);
|
|
sendAndApply(&sg);
|
|
}
|
|
else if(message == "vcminoldor") //all war machines
|
|
{
|
|
CGHeroInstance *hero = gs->getHero(gs->players[*players.begin()].currentSelection);
|
|
if(!hero) break;
|
|
SetHeroArtifacts sha;
|
|
sha.hid = hero->id;
|
|
sha.artifacts = hero->artifacts;
|
|
sha.artifWorn = hero->artifWorn;
|
|
sha.artifWorn[13] = 4;
|
|
sha.artifWorn[14] = 5;
|
|
sha.artifWorn[15] = 6;
|
|
sendAndApply(&sha);
|
|
}
|
|
else if(message == "vcminahar") //1000000 movement points
|
|
{
|
|
CGHeroInstance *hero = gs->getHero(gs->players[*players.begin()].currentSelection);
|
|
if(!hero) break;
|
|
SetMovePoints smp;
|
|
smp.hid = hero->id;
|
|
smp.val = 1000000;
|
|
sendAndApply(&smp);
|
|
}
|
|
else if(message == "vcmiformenos") //give resources
|
|
{
|
|
SetResources sr;
|
|
sr.player = *players.begin();
|
|
sr.res = gs->players[sr.player].resources;
|
|
for(int i=0;i<7;i++)
|
|
sr.res[i] += 100;
|
|
sr.res[6] += 19900;
|
|
sendAndApply(&sr);
|
|
}
|
|
else if(message == "vcmieagles") //reveal FoW
|
|
{
|
|
FoWChange fc;
|
|
fc.player = *players.begin();
|
|
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->players[fc.player].fogOfWarMap[i][j][k])
|
|
fc.tiles.insert(int3(i,j,k));
|
|
sendAndApply(&fc);
|
|
}
|
|
else if(message == "vcmiglorfindel")
|
|
{
|
|
CGHeroInstance *hero = gs->getHero(gs->players[*players.begin()].currentSelection);
|
|
changePrimSkill(hero->id,4,VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
|
|
}
|
|
else
|
|
cheated = false;
|
|
if(cheated)
|
|
{
|
|
message = "CHEATER!!!";
|
|
sendDataToClients(ui16(513));
|
|
sendDataToClients(ui8(*players.begin()));
|
|
sendDataToClients(message);
|
|
}
|
|
break;
|
|
}
|
|
case 514:
|
|
{
|
|
SetSelection ss;
|
|
c >> ss;
|
|
sendAndApply(&ss);
|
|
break;
|
|
}
|
|
case 515:
|
|
{
|
|
ui32 tid;
|
|
ui8 hid;
|
|
c >> tid >> hid;
|
|
CGTownInstance *t = gs->getTown(tid);
|
|
if(!vstd::contains(players,t->tempOwner) //not our town
|
|
|| !vstd::contains(t->builtBuildings,5) //no tavern in the town
|
|
|| gs->players[t->tempOwner].resources[6]<2500 //not enough gold
|
|
|| t->visitingHero //there is visiting hero - no place
|
|
|| gs->players[t->tempOwner].heroes.size()>7 //8 hero limit
|
|
)
|
|
break;
|
|
CGHeroInstance *nh = gs->players[t->tempOwner].availableHeroes[hid];
|
|
|
|
HeroRecruited hr;
|
|
hr.tid = tid;
|
|
hr.hid = nh->subID;
|
|
hr.player = t->tempOwner;
|
|
hr.tile = t->pos - int3(1,0,0);
|
|
sendAndApply(&hr);
|
|
|
|
SetAvailableHeroes sah;
|
|
(hid ? sah.hid2 : sah.hid1) = gs->hpool.pickHeroFor(false,t->tempOwner,t->town)->subID;
|
|
(hid ? sah.hid1 : sah.hid2) = gs->players[t->tempOwner].availableHeroes[!hid]->subID;
|
|
sah.player = t->tempOwner;
|
|
sah.flags = hid+1;
|
|
sendAndApply(&sah);
|
|
|
|
SetResource sr;
|
|
sr.player = t->tempOwner;
|
|
sr.resid = 6;
|
|
sr.val = gs->players[t->tempOwner].resources[6] - 2500;
|
|
sendAndApply(&sr);
|
|
break;
|
|
}
|
|
case 2001:
|
|
{
|
|
ui32 qid, answer;
|
|
c >> qid >> answer;
|
|
gsm.lock();
|
|
CFunctionList<void(ui32)> callb = callbacks[qid];
|
|
callbacks.erase(qid);
|
|
gsm.unlock();
|
|
callb(answer);
|
|
break;
|
|
}
|
|
case 3002:
|
|
{
|
|
BattleAction ba;
|
|
c >> ba;
|
|
switch(ba.actionType)
|
|
{
|
|
case 2: //walk
|
|
{
|
|
sendAndApply(&StartAction(ba)); //start movement
|
|
moveStack(ba.stackNumber,ba.destinationTile); //move
|
|
sendDataToClients(ui16(3008)); //end movement
|
|
break;
|
|
}
|
|
case 3: //defend
|
|
case 8: //wait
|
|
{
|
|
sendAndApply(&StartAction(ba));
|
|
sendDataToClients(ui16(3008));
|
|
break;
|
|
}
|
|
case 4: //retreat/flee
|
|
{
|
|
//TODO: check if fleeing is possible (e.g. enemy may have Shackles of War)
|
|
//TODO: calculate casualties
|
|
//TODO: remove retreating hero from map and place it in recruitment list
|
|
BattleResult *br = new BattleResult;
|
|
br->result = 1;
|
|
br->winner = !ba.side; //fleeing side loses
|
|
gs->curB->calculateCasualties(br->casualties);
|
|
giveExp(*br);
|
|
battleResult.set(br);
|
|
break;
|
|
}
|
|
case 6: //walk or attack
|
|
{
|
|
sendAndApply(&StartAction(ba)); //start movement and attack
|
|
moveStack(ba.stackNumber,ba.destinationTile);
|
|
CStack *curStack = gs->curB->getStack(ba.stackNumber),
|
|
*stackAtEnd = gs->curB->getStackT(ba.additionalInfo);
|
|
|
|
if(curStack->position != ba.destinationTile) //we wasn't able to reach destination tile
|
|
{
|
|
tlog3<<"We cannot move this stack to its destination "<<curStack->creature->namePl<<std::endl;
|
|
}
|
|
|
|
if(!stackAtEnd)
|
|
{
|
|
tlog3 << "There is no stack on " << ba.additionalInfo << " tile (no attack)!";
|
|
break;
|
|
}
|
|
|
|
ui16 curpos = curStack->position,
|
|
enemypos = stackAtEnd->position;
|
|
|
|
|
|
if( !(
|
|
(BattleInfo::mutualPosition(curpos, enemypos) >= 0) //front <=> front
|
|
|| (curStack->creature->isDoubleWide() //back <=> front
|
|
&& BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos) >= 0)
|
|
|| (stackAtEnd->creature->isDoubleWide() //front <=> back
|
|
&& BattleInfo::mutualPosition(curpos, enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0)
|
|
|| (stackAtEnd->creature->isDoubleWide() && curStack->creature->isDoubleWide()//back <=> back
|
|
&& BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0)
|
|
)
|
|
)
|
|
{
|
|
tlog3 << "Attack cannot be performed!";
|
|
sendDataToClients(ui16(3008)); //end movement and attack
|
|
break;
|
|
}
|
|
|
|
//attack
|
|
BattleAttack bat;
|
|
prepareAttack(bat,curStack,stackAtEnd);
|
|
sendAndApply(&bat);
|
|
|
|
//counterattack
|
|
if(!vstd::contains(curStack->abilities,NO_ENEMY_RETALIATION)
|
|
&& stackAtEnd->alive()
|
|
&& stackAtEnd->counterAttacks
|
|
&& !vstd::contains(stackAtEnd->abilities, SIEGE_WEAPON)) //TODO: support for multiple retaliatons per turn
|
|
{
|
|
prepareAttack(bat,stackAtEnd,curStack);
|
|
bat.flags |= 2;
|
|
sendAndApply(&bat);
|
|
}
|
|
|
|
//second attack
|
|
if(vstd::contains(curStack->abilities,TWICE_ATTACK)
|
|
&& curStack->alive()
|
|
&& stackAtEnd->alive() )
|
|
{
|
|
bat.flags = 0;
|
|
prepareAttack(bat,curStack,stackAtEnd);
|
|
sendAndApply(&bat);
|
|
}
|
|
sendDataToClients(ui16(3008)); //end movement and attack
|
|
break;
|
|
}
|
|
case 7: //shoot
|
|
{
|
|
CStack *curStack = gs->curB->getStack(ba.stackNumber),
|
|
*destStack= gs->curB->getStackT(ba.destinationTile);
|
|
if(!curStack //our stack exists
|
|
|| !destStack //there is a stack at destination tile
|
|
|| !curStack->shots //stack has shots
|
|
|| gs->curB->isStackBlocked(curStack->ID) //we are not blocked
|
|
|| !vstd::contains(curStack->abilities,SHOOTER) //our stack is shooting unit
|
|
)
|
|
break;
|
|
for(int g=0; g<curStack->effects.size(); ++g)
|
|
{
|
|
if(61 == curStack->effects[g].id) //forgetfulness
|
|
break;
|
|
}
|
|
|
|
sendAndApply(&StartAction(ba)); //start shooting
|
|
|
|
BattleAttack bat;
|
|
prepareAttack(bat,curStack,destStack);
|
|
bat.flags |= 1;
|
|
sendAndApply(&bat);
|
|
|
|
if(vstd::contains(curStack->abilities,TWICE_ATTACK) //if unit shots twice let's make another shot
|
|
&& curStack->alive()
|
|
&& destStack->alive()
|
|
&& curStack->shots
|
|
)
|
|
{
|
|
prepareAttack(bat,curStack,destStack);
|
|
sendAndApply(&bat);
|
|
}
|
|
|
|
sendDataToClients(ui16(3008)); //end shooting
|
|
break;
|
|
}
|
|
}
|
|
battleMadeAction.setn(true);
|
|
break;
|
|
}
|
|
case 3003: //custom action (probably spell)
|
|
{
|
|
BattleAction ba;
|
|
c >> ba;
|
|
switch(ba.actionType)
|
|
{
|
|
case 1: //hero casts spell
|
|
{
|
|
CGHeroInstance *h = (ba.side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);
|
|
if(!h)
|
|
{
|
|
tlog2 << "Wrong caster!\n";
|
|
goto customactionend;
|
|
}
|
|
if(ba.additionalInfo >= VLC->spellh->spells.size())
|
|
{
|
|
tlog2 << "Wrong spell id (" << ba.additionalInfo << ")!\n";
|
|
goto customactionend;
|
|
}
|
|
|
|
CSpell *s = &VLC->spellh->spells[ba.additionalInfo];
|
|
ui8 skill = 0; //skill level
|
|
|
|
if(s->fire)
|
|
skill = std::max(skill,h->getSecSkillLevel(14));
|
|
if(s->air)
|
|
skill = std::max(skill,h->getSecSkillLevel(15));
|
|
if(s->water)
|
|
skill = std::max(skill,h->getSecSkillLevel(16));
|
|
if(s->earth)
|
|
skill = std::max(skill,h->getSecSkillLevel(17));
|
|
|
|
//TODO: skill level may be different on special terrain
|
|
|
|
if( // !vstd::contains(h->spells,ba.additionalInfo) //hero doesn't know this spell
|
|
/*||*/ (h->mana < s->costs[skill]) //not enough mana
|
|
|| (ba.additionalInfo < 10) //it's adventure spell (not combat)
|
|
|| 0 )//TODO: hero has already casted a spell in this round
|
|
{
|
|
tlog2 << "Spell cannot be casted!\n";
|
|
goto customactionend;
|
|
}
|
|
|
|
sendAndApply(&StartAction(ba)); //start spell casting
|
|
|
|
//TODO: check resistances
|
|
|
|
#define SPELL_CAST_TEMPLATE_1(NUMBER, DURATION) SetStackEffect sse; \
|
|
if(getSchoolLevel(h,s) < 3) /*not expert */ \
|
|
{ \
|
|
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID; \
|
|
sse.effect.id = (NUMBER); \
|
|
sse.effect.level = getSchoolLevel(h,s); \
|
|
sse.effect.turnsRemain = (DURATION); /*! - any duration */ \
|
|
sendAndApply(&sse); \
|
|
} \
|
|
else \
|
|
{ \
|
|
for(int it=0; it<gs->curB->stacks.size(); ++it) \
|
|
{ \
|
|
/*if it's non negative spell and our unit or non positive spell and hostile unit */ \
|
|
if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner) \
|
|
||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner ) \
|
|
) \
|
|
{ \
|
|
sse.stack = gs->curB->stacks[it]->ID; \
|
|
sse.effect.id = (NUMBER); \
|
|
sse.effect.level = getSchoolLevel(h,s); \
|
|
sse.effect.turnsRemain = (DURATION); \
|
|
sendAndApply(&sse); \
|
|
} \
|
|
} \
|
|
}
|
|
|
|
SpellCasted sc;
|
|
sc.side = ba.side;
|
|
sc.id = ba.additionalInfo;
|
|
sc.skill = skill;
|
|
sc.tile = ba.destinationTile;
|
|
sendAndApply(&sc);
|
|
switch(ba.additionalInfo) //spell id
|
|
{
|
|
case 15: //magic arrow
|
|
{
|
|
CStack * attacked = gs->curB->getStackT(ba.destinationTile);
|
|
if(!attacked) break;
|
|
BattleStackAttacked bsa;
|
|
bsa.flags |= 2;
|
|
bsa.effect = 64;
|
|
bsa.damageAmount = h->getPrimSkillLevel(2) * 10 + s->powers[getSchoolLevel(h,s)];
|
|
bsa.stackAttacked = attacked->ID;
|
|
prepareAttacked(bsa,attacked);
|
|
sendAndApply(&bsa);
|
|
break;
|
|
}
|
|
case 16: //ice bolt
|
|
{
|
|
CStack * attacked = gs->curB->getStackT(ba.destinationTile);
|
|
if(!attacked) break;
|
|
BattleStackAttacked bsa;
|
|
bsa.flags |= 2;
|
|
bsa.effect = 46;
|
|
bsa.damageAmount = h->getPrimSkillLevel(2) * 20 + s->powers[getSchoolLevel(h,s)];
|
|
bsa.stackAttacked = attacked->ID;
|
|
prepareAttacked(bsa,attacked);
|
|
sendAndApply(&bsa);
|
|
break;
|
|
}
|
|
case 17: //lightning bolt
|
|
{
|
|
CStack * attacked = gs->curB->getStackT(ba.destinationTile);
|
|
if(!attacked) break;
|
|
BattleStackAttacked bsa;
|
|
bsa.flags |= 2;
|
|
bsa.effect = 38;
|
|
bsa.damageAmount = h->getPrimSkillLevel(2) * 25 + s->powers[getSchoolLevel(h,s)];
|
|
bsa.stackAttacked = attacked->ID;
|
|
prepareAttacked(bsa,attacked);
|
|
sendAndApply(&bsa);
|
|
break;
|
|
}
|
|
case 18: //implosion
|
|
{
|
|
CStack * attacked = gs->curB->getStackT(ba.destinationTile);
|
|
if(!attacked) break;
|
|
BattleStackAttacked bsa;
|
|
bsa.flags |= 2;
|
|
bsa.effect = 10;
|
|
bsa.damageAmount = h->getPrimSkillLevel(2) * 75 + s->powers[getSchoolLevel(h,s)];
|
|
bsa.stackAttacked = attacked->ID;
|
|
prepareAttacked(bsa,attacked);
|
|
sendAndApply(&bsa);
|
|
break;
|
|
}
|
|
case 27: //shield
|
|
{
|
|
SPELL_CAST_TEMPLATE_1(27, h->getPrimSkillLevel(2))
|
|
break;
|
|
}
|
|
case 28: //air shield
|
|
{
|
|
SPELL_CAST_TEMPLATE_1(28, h->getPrimSkillLevel(2))
|
|
break;
|
|
}
|
|
case 41: //bless
|
|
{
|
|
SPELL_CAST_TEMPLATE_1(41, h->getPrimSkillLevel(2))
|
|
break;
|
|
}
|
|
case 42: //curse
|
|
{
|
|
SPELL_CAST_TEMPLATE_1(42, h->getPrimSkillLevel(2))
|
|
break;
|
|
}
|
|
case 43: //bloodlust
|
|
{
|
|
SPELL_CAST_TEMPLATE_1(43, h->getPrimSkillLevel(2))
|
|
break;
|
|
}
|
|
case 45: //weakness
|
|
{
|
|
SPELL_CAST_TEMPLATE_1(45, h->getPrimSkillLevel(2))
|
|
break;
|
|
}
|
|
case 46: //stone skin
|
|
{
|
|
SPELL_CAST_TEMPLATE_1(46, h->getPrimSkillLevel(2))
|
|
break;
|
|
}
|
|
case 48: //prayer
|
|
{
|
|
SPELL_CAST_TEMPLATE_1(48, h->getPrimSkillLevel(2))
|
|
break;
|
|
}
|
|
case 49: //mirth
|
|
{
|
|
SPELL_CAST_TEMPLATE_1(49, h->getPrimSkillLevel(2))
|
|
break;
|
|
}
|
|
case 50: //sorrow
|
|
{
|
|
SPELL_CAST_TEMPLATE_1(50, h->getPrimSkillLevel(2))
|
|
break;
|
|
}
|
|
case 51: //fortune
|
|
{
|
|
SPELL_CAST_TEMPLATE_1(51, h->getPrimSkillLevel(2))
|
|
break;
|
|
}
|
|
case 52: //misfortune
|
|
{
|
|
SPELL_CAST_TEMPLATE_1(52, h->getPrimSkillLevel(2))
|
|
break;
|
|
}
|
|
case 53: //haste
|
|
{
|
|
SPELL_CAST_TEMPLATE_1(53, h->getPrimSkillLevel(2))
|
|
break;
|
|
}
|
|
case 54: //slow
|
|
{
|
|
SPELL_CAST_TEMPLATE_1(54, h->getPrimSkillLevel(2))
|
|
break;
|
|
}
|
|
case 56: //frenzy
|
|
{
|
|
SPELL_CAST_TEMPLATE_1(56, 1)
|
|
break;
|
|
}
|
|
case 61: //forgetfulness
|
|
{
|
|
SPELL_CAST_TEMPLATE_1(61, h->getPrimSkillLevel(2))
|
|
break;
|
|
}
|
|
}
|
|
|
|
//TODO: spells to support possibly soon (list by Zamolxis):
|
|
/*- Magic Arrow
|
|
- Haste
|
|
- Bless
|
|
- Bloodlust
|
|
- Curse
|
|
- Dispel
|
|
- Shield
|
|
- Slow
|
|
- Stone Skin
|
|
- Lightning Bolt
|
|
- Ice Bolt
|
|
- Precision
|
|
- Blind
|
|
- Fire Wall
|
|
- Weakness
|
|
- Death Ripple */
|
|
|
|
sendDataToClients(ui16(3008)); //end casting
|
|
break;
|
|
}
|
|
}
|
|
customactionend:
|
|
break;
|
|
}
|
|
default:
|
|
throw std::string("Not supported client message!");
|
|
}
|
|
}
|
|
}
|
|
HANDLE_EXCEPTION(end2 = true);
|
|
handleConEnd:
|
|
tlog1 << "Ended handling connection\n";
|
|
#undef SPELL_CAST_TEMPLATE_1
|
|
}
|
|
void CGameHandler::moveStack(int stack, int dest)
|
|
{
|
|
CStack *curStack = gs->curB->getStack(stack),
|
|
*stackAtEnd = gs->curB->getStackT(dest);
|
|
|
|
//initing necessary tables
|
|
bool accessibility[BFIELD_SIZE];
|
|
if(curStack->creature->isDoubleWide())
|
|
gs->curB->getAccessibilityMapForTwoHex(accessibility,curStack->attackerOwned,curStack->ID);
|
|
else
|
|
gs->curB->getAccessibilityMap(accessibility,curStack->ID);
|
|
|
|
//shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
|
|
if(!stackAtEnd && curStack->creature->isDoubleWide() && !accessibility[dest])
|
|
{
|
|
if(curStack->attackerOwned)
|
|
{
|
|
if(accessibility[dest+1])
|
|
dest+=1;
|
|
}
|
|
else
|
|
{
|
|
if(accessibility[dest-1])
|
|
dest-=1;
|
|
}
|
|
}
|
|
|
|
if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility[dest])
|
|
return;
|
|
|
|
//if(dists[dest] > curStack->creature->speed && !(stackAtEnd && dists[dest] == curStack->creature->speed+1)) //we can attack a stack if we can go to adjacent hex
|
|
// return false;
|
|
|
|
std::vector<int> path = gs->curB->getPath(curStack->position,dest,accessibility);
|
|
int tilesToMove = std::max((int)(path.size() - curStack->speed()), 0);
|
|
for(int v=path.size()-1; v>=tilesToMove; --v)
|
|
{
|
|
//inform clients about move
|
|
BattleStackMoved sm;
|
|
sm.stack = curStack->ID;
|
|
sm.tile = path[v];
|
|
sendAndApply(&sm);
|
|
}
|
|
}
|
|
CGameHandler::CGameHandler(void)
|
|
{
|
|
gs = NULL;
|
|
IObjectInterface::cb = this;
|
|
}
|
|
|
|
CGameHandler::~CGameHandler(void)
|
|
{
|
|
delete gs;
|
|
}
|
|
void CGameHandler::init(StartInfo *si, int Seed)
|
|
{
|
|
Mapa *map = new Mapa(si->mapname);
|
|
tlog0 << "Map loaded!" << std::endl;
|
|
gs = new CGameState();
|
|
tlog0 << "Gamestate created!" << std::endl;
|
|
gs->init(si,map,Seed);
|
|
tlog0 << "Gamestate initialized!" << std::endl;
|
|
|
|
/****************************LUA OBJECT SCRIPTS************************************************/
|
|
//std::vector<std::string> * lf = CLuaHandler::searchForScripts("scripts/lua/objects"); //files
|
|
//for (int i=0; i<lf->size(); i++)
|
|
//{
|
|
// try
|
|
// {
|
|
// std::vector<std::string> * temp = CLuaHandler::functionList((*lf)[i]);
|
|
// CLuaObjectScript * objs = new CLuaObjectScript((*lf)[i]);
|
|
// CLuaCallback::registerFuncs(objs->is);
|
|
// //objs
|
|
// for (int j=0; j<temp->size(); j++)
|
|
// {
|
|
// int obid ; //obj ID
|
|
// int dspos = (*temp)[j].find_first_of('_');
|
|
// obid = atoi((*temp)[j].substr(dspos+1,(*temp)[j].size()-dspos-1).c_str());
|
|
// std::string fname = (*temp)[j].substr(0,dspos);
|
|
// if (skrypty->find(obid)==skrypty->end())
|
|
// skrypty->insert(std::pair<int, std::map<std::string, CObjectScript*> >(obid,std::map<std::string,CObjectScript*>()));
|
|
// (*skrypty)[obid].insert(std::pair<std::string, CObjectScript*>(fname,objs));
|
|
// }
|
|
// delete temp;
|
|
// }HANDLE_EXCEPTION
|
|
//}
|
|
|
|
//delete lf;
|
|
|
|
for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)
|
|
states.addPlayer(i->first);
|
|
}
|
|
|
|
void CGameHandler::newTurn()
|
|
{
|
|
tlog5 << "Turn " << gs->day+1 << std::endl;
|
|
NewTurn n;
|
|
n.day = gs->day + 1;
|
|
n.resetBuilded = true;
|
|
|
|
for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
|
|
{
|
|
if(i->first == 255) continue;
|
|
if(gs->getDate(1)==7) //first day of week - new heroes in tavern
|
|
{
|
|
SetAvailableHeroes sah;
|
|
sah.player = i->first;
|
|
//TODO: - will fail when there are not enough available heroes
|
|
sah.hid1 = gs->hpool.pickHeroFor(true,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle])->subID;
|
|
sah.hid2 = gs->hpool.pickHeroFor(false,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle],sah.hid1)->subID;
|
|
sendAndApply(&sah);
|
|
}
|
|
if(i->first>=PLAYER_LIMIT) continue;
|
|
SetResources r;
|
|
r.player = i->first;
|
|
for(int j=0;j<RESOURCE_QUANTITY;j++)
|
|
r.res[j] = i->second.resources[j];
|
|
|
|
BOOST_FOREACH(CGHeroInstance *h, (*i).second.heroes)
|
|
{
|
|
NewTurn::Hero hth;
|
|
hth.id = h->id;
|
|
hth.move = h->maxMovePoints(true); //TODO: check if hero is really on the land
|
|
hth.mana = std::max(h->mana,std::min(h->mana+1+h->getSecSkillLevel(8), h->manaLimit())); //hero regains 1 mana point + mysticism lvel
|
|
n.heroes.insert(hth);
|
|
|
|
switch(h->getSecSkillLevel(13)) //handle estates - give gold
|
|
{
|
|
case 1: //basic
|
|
r.res[6] += 125;
|
|
break;
|
|
case 2: //advanced
|
|
r.res[6] += 250;
|
|
break;
|
|
case 3: //expert
|
|
r.res[6] += 500;
|
|
break;
|
|
}
|
|
}
|
|
for(std::vector<CGTownInstance *>::iterator j=i->second.towns.begin();j!=i->second.towns.end();j++)//handle towns
|
|
{
|
|
if(vstd::contains((**j).builtBuildings,15)) //there is resource silo
|
|
{
|
|
if((**j).town->primaryRes == 127) //we'll give wood and ore
|
|
{
|
|
r.res[0] += 1;
|
|
r.res[2] += 1;
|
|
}
|
|
else
|
|
{
|
|
r.res[(**j).town->primaryRes] += 1;
|
|
}
|
|
}
|
|
if(gs->getDate(1)==7) //first day of week
|
|
{
|
|
SetAvailableCreatures sac;
|
|
sac.tid = (**j).id;
|
|
sac.creatures = (**j).strInfo.creatures;
|
|
for(int k=0;k<CREATURES_PER_TOWN;k++) //creature growths
|
|
{
|
|
if((**j).creatureDwelling(k))//there is dwelling (k-level)
|
|
sac.creatures[k] += (**j).creatureGrowth(k);
|
|
}
|
|
n.cres.push_back(sac);
|
|
}
|
|
if((gs->day) && i->first<PLAYER_LIMIT)//not the first day and town not neutral
|
|
r.res[6] += (**j).dailyIncome();
|
|
}
|
|
n.res.push_back(r);
|
|
}
|
|
sendAndApply(&n);
|
|
tlog5 << "Info about turn " << n.day << "has been sent!" << std::endl;
|
|
for(size_t i = 0; i<gs->map->objects.size(); i++)
|
|
if(gs->map->objects[i])
|
|
gs->map->objects[i]->newTurn();
|
|
}
|
|
void CGameHandler::run(bool resume)
|
|
{
|
|
BOOST_FOREACH(CConnection *cc, conns)
|
|
{//init conn.
|
|
ui8 quantity, pom;
|
|
//ui32 seed;
|
|
if(!resume)
|
|
(*cc) << gs->scenarioOps->mapname << gs->map->checksum << gs->seed;
|
|
|
|
(*cc) >> quantity; //how many players will be handled at that client
|
|
for(int i=0;i<quantity;i++)
|
|
{
|
|
(*cc) >> pom; //read player color
|
|
gsm.lock();
|
|
connections[pom] = cc;
|
|
gsm.unlock();
|
|
}
|
|
}
|
|
|
|
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)));
|
|
}
|
|
|
|
/****************************SCRIPTS************************************************/
|
|
//std::map<int, std::map<std::string, CObjectScript*> > * skrypty = &objscr; //alias for easier access
|
|
/****************************C++ OBJECT SCRIPTS************************************************/
|
|
//std::map<int,CCPPObjectScript*> scripts;
|
|
//CScriptCallback * csc = new CScriptCallback();
|
|
//csc->gh = this;
|
|
//handleCPPObjS(&scripts,new CVisitableOPH(csc));
|
|
//handleCPPObjS(&scripts,new CVisitableOPW(csc));
|
|
//handleCPPObjS(&scripts,new CPickable(csc));
|
|
//handleCPPObjS(&scripts,new CMines(csc));
|
|
//handleCPPObjS(&scripts,new CTownScript(csc));
|
|
//handleCPPObjS(&scripts,new CHeroScript(csc));
|
|
//handleCPPObjS(&scripts,new CMonsterS(csc));
|
|
//handleCPPObjS(&scripts,new CCreatureGen(csc));
|
|
//handleCPPObjS(&scripts,new CTeleports(csc));
|
|
|
|
/****************************INITIALIZING OBJECT SCRIPTS************************************************/
|
|
//std::string temps("newObject");
|
|
//for (unsigned i=0; i<gs->map->objects.size(); i++)
|
|
//{
|
|
//c++ scripts
|
|
//if (scripts.find(gs->map->objects[i]->ID) != scripts.end())
|
|
//{
|
|
// gs->map->objects[i]->state = scripts[gs->map->objects[i]->ID];
|
|
// gs->map->objects[i]->state->newObject(gs->map->objects[i]->id);
|
|
//}
|
|
//else
|
|
//{
|
|
// gs->map->objects[i]->state = NULL;
|
|
//}
|
|
|
|
//// lua scripts
|
|
//if(checkFunc(map->objects[i]->ID,temps))
|
|
// (*skrypty)[map->objects[i]->ID][temps]->newObject(map->objects[i]);
|
|
//}
|
|
|
|
while (!end2)
|
|
{
|
|
if(!resume)
|
|
newTurn();
|
|
else
|
|
resume = false;
|
|
|
|
std::map<ui8,PlayerState>::iterator i;
|
|
if(!resume)
|
|
i = gs->players.begin();
|
|
else
|
|
i = gs->players.find(gs->currentPlayer);
|
|
|
|
for(; i != gs->players.end(); i++)
|
|
{
|
|
|
|
if((i->second.towns.size()==0 && i->second.heroes.size()==0) || i->second.color<0 || i->first>=PLAYER_LIMIT ) continue; //players has not towns/castle - loser
|
|
states.setFlag(i->first,&PlayerStatus::makingTurn,true);
|
|
gs->currentPlayer = i->first;
|
|
*connections[i->first] << ui16(100) << i->first;
|
|
|
|
//wait till turn is done
|
|
boost::unique_lock<boost::mutex> lock(states.mx);
|
|
while(states.players[i->first].makingTurn && !end2)
|
|
{
|
|
boost::posix_time::time_duration p;
|
|
p = boost::posix_time::milliseconds(200);
|
|
#ifdef _MSC_VER
|
|
states.cv.timed_wait(lock,p);
|
|
#else
|
|
boost::xtime time={0,0};
|
|
time.nsec = static_cast<boost::xtime::xtime_nsec_t>(p.total_nanoseconds());
|
|
states.cv.timed_wait(lock,time);
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
namespace CGH
|
|
{
|
|
using namespace std;
|
|
void readItTo(ifstream & input, vector< vector<int> > & dest)
|
|
{
|
|
for(int j=0; j<7; ++j)
|
|
{
|
|
std::vector<int> pom;
|
|
for(int g=0; g<j+1; ++g)
|
|
{
|
|
int hlp; input>>hlp;
|
|
pom.push_back(hlp);
|
|
}
|
|
dest.push_back(pom);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, CCreatureSet &army1, CCreatureSet &army2, CGHeroInstance * hero1, CGHeroInstance * hero2 )
|
|
{
|
|
battleResult.set(NULL);
|
|
std::vector<CStack*> & stacks = (curB->stacks);
|
|
|
|
curB->tile = tile;
|
|
curB->siege = 0; //TODO: add sieges
|
|
curB->army1=army1;
|
|
curB->army2=army2;
|
|
curB->hero1=(hero1)?(hero1->id):(-1);
|
|
curB->hero2=(hero2)?(hero2->id):(-1);
|
|
curB->side1=(hero1)?(hero1->tempOwner):(-1);
|
|
curB->side2=(hero2)?(hero2->tempOwner):(-1);
|
|
curB->round = -2;
|
|
curB->activeStack = -1;
|
|
for(std::map<si32,std::pair<ui32,si32> >::iterator i = army1.slots.begin(); i!=army1.slots.end(); i++)
|
|
{
|
|
stacks.push_back(new CStack(&VLC->creh->creatures[i->second.first],i->second.second,hero1->tempOwner, stacks.size(), true,i->first));
|
|
|
|
//base luck/morale calculations
|
|
//TODO: check if terrain is native, add bonuses for neutral stacks, bonuses from town
|
|
if(hero1)
|
|
{
|
|
stacks.back()->morale = hero1->getCurrentMorale(i->first,false);
|
|
stacks.back()->luck = hero1->getCurrentLuck(i->first,false);
|
|
}
|
|
else
|
|
{
|
|
stacks.back()->morale = 0;
|
|
stacks.back()->luck = 0;
|
|
}
|
|
|
|
stacks[stacks.size()-1]->ID = stacks.size()-1;
|
|
}
|
|
//initialization of positions
|
|
std::ifstream positions;
|
|
positions.open("config" PATHSEPARATOR "battleStartpos.txt", std::ios_base::in|std::ios_base::binary);
|
|
if(!positions.is_open())
|
|
{
|
|
tlog1<<"Unable to open battleStartpos.txt!"<<std::endl;
|
|
}
|
|
std::string dump;
|
|
positions>>dump; positions>>dump;
|
|
std::vector< std::vector<int> > attackerLoose, defenderLoose, attackerTight, defenderTight;
|
|
CGH::readItTo(positions, attackerLoose);
|
|
positions>>dump;
|
|
CGH::readItTo(positions, defenderLoose);
|
|
positions>>dump;
|
|
positions>>dump;
|
|
CGH::readItTo(positions, attackerTight);
|
|
positions>>dump;
|
|
CGH::readItTo(positions, defenderTight);
|
|
positions.close();
|
|
|
|
if(army1.formation)
|
|
for(int b=0; b<army1.slots.size(); ++b) //tight
|
|
{
|
|
stacks[b]->position = attackerTight[army1.slots.size()-1][b];
|
|
}
|
|
else
|
|
for(int b=0; b<army1.slots.size(); ++b) //loose
|
|
{
|
|
stacks[b]->position = attackerLoose[army1.slots.size()-1][b];
|
|
}
|
|
for(std::map<si32,std::pair<ui32,si32> >::iterator i = army2.slots.begin(); i!=army2.slots.end(); i++)
|
|
{
|
|
stacks.push_back(new CStack(&VLC->creh->creatures[i->second.first],i->second.second,hero2 ? hero2->tempOwner : 255, stacks.size(), false, i->first));
|
|
//base luck/morale calculations
|
|
//TODO: check if terrain is native, add bonuses for neutral stacks, bonuses from town
|
|
if(hero2)
|
|
{
|
|
stacks.back()->morale = hero2->getCurrentMorale(i->first,false);
|
|
stacks.back()->luck = hero2->getCurrentLuck(i->first,false);
|
|
}
|
|
else
|
|
{
|
|
stacks.back()->morale = 0;
|
|
stacks.back()->luck = 0;
|
|
}
|
|
}
|
|
|
|
if(army2.formation)
|
|
for(int b=0; b<army2.slots.size(); ++b) //tight
|
|
{
|
|
stacks[b+army1.slots.size()]->position = defenderTight[army2.slots.size()-1][b];
|
|
}
|
|
else
|
|
for(int b=0; b<army2.slots.size(); ++b) //loose
|
|
{
|
|
stacks[b+army1.slots.size()]->position = defenderLoose[army2.slots.size()-1][b];
|
|
}
|
|
|
|
for(unsigned g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
|
|
{
|
|
if((stacks[g]->position%17)==1 && stacks[g]->creature->isDoubleWide())
|
|
{
|
|
stacks[g]->position += 1;
|
|
}
|
|
else if((stacks[g]->position%17)==15 && stacks[g]->creature->isDoubleWide())
|
|
{
|
|
stacks[g]->position -= 1;
|
|
}
|
|
}
|
|
//adding war machines
|
|
if(hero1)
|
|
{
|
|
if(hero1->getArt(13)) //ballista
|
|
{
|
|
stacks.push_back(new CStack(&VLC->creh->creatures[146], 1, hero1->tempOwner, stacks.size(), true, 255));
|
|
stacks[stacks.size()-1]->position = 52;
|
|
stacks.back()->morale = hero1->getCurrentMorale(stacks.back()->ID,false);
|
|
stacks.back()->luck = hero1->getCurrentLuck(stacks.back()->ID,false);
|
|
}
|
|
if(hero1->getArt(14)) //ammo cart
|
|
{
|
|
stacks.push_back(new CStack(&VLC->creh->creatures[148], 1, hero1->tempOwner, stacks.size(), true, 255));
|
|
stacks[stacks.size()-1]->position = 18;
|
|
stacks.back()->morale = hero1->getCurrentMorale(stacks.back()->ID,false);
|
|
stacks.back()->luck = hero1->getCurrentLuck(stacks.back()->ID,false);
|
|
}
|
|
if(hero1->getArt(15)) //first aid tent
|
|
{
|
|
stacks.push_back(new CStack(&VLC->creh->creatures[147], 1, hero1->tempOwner, stacks.size(), true, 255));
|
|
stacks[stacks.size()-1]->position = 154;
|
|
stacks.back()->morale = hero1->getCurrentMorale(stacks.back()->ID,false);
|
|
stacks.back()->luck = hero1->getCurrentLuck(stacks.back()->ID,false);
|
|
}
|
|
}
|
|
if(hero2)
|
|
{
|
|
if(hero2->getArt(13)) //ballista
|
|
{
|
|
stacks.push_back(new CStack(&VLC->creh->creatures[146], 1, hero2->tempOwner, stacks.size(), false, 255));
|
|
stacks[stacks.size()-1]->position = 66;
|
|
stacks.back()->morale = hero2->getCurrentMorale(stacks.back()->ID,false);
|
|
stacks.back()->luck = hero2->getCurrentLuck(stacks.back()->ID,false);
|
|
}
|
|
if(hero2->getArt(14)) //ammo cart
|
|
{
|
|
stacks.push_back(new CStack(&VLC->creh->creatures[148], 1, hero2->tempOwner, stacks.size(), false, 255));
|
|
stacks[stacks.size()-1]->position = 32;
|
|
stacks.back()->morale = hero2->getCurrentMorale(stacks.back()->ID,false);
|
|
stacks.back()->luck = hero2->getCurrentLuck(stacks.back()->ID,false);
|
|
}
|
|
if(hero2->getArt(15)) //first aid tent
|
|
{
|
|
stacks.push_back(new CStack(&VLC->creh->creatures[147], 1, hero2->tempOwner, stacks.size(), false, 255));
|
|
stacks[stacks.size()-1]->position = 168;
|
|
stacks.back()->morale = hero2->getCurrentMorale(stacks.back()->ID,false);
|
|
stacks.back()->luck = hero2->getCurrentLuck(stacks.back()->ID,false);
|
|
}
|
|
}
|
|
//war machiens added
|
|
std::stable_sort(stacks.begin(),stacks.end(),cmpst);
|
|
|
|
//block engaged players
|
|
if(hero1->tempOwner<PLAYER_LIMIT)
|
|
states.setFlag(hero1->tempOwner,&PlayerStatus::engagedIntoBattle,true);
|
|
if(hero2 && hero2->tempOwner<PLAYER_LIMIT)
|
|
states.setFlag(hero2->tempOwner,&PlayerStatus::engagedIntoBattle,true);
|
|
|
|
//send info about battles
|
|
BattleStart bs;
|
|
bs.info = curB;
|
|
sendAndApply(&bs);
|
|
}
|
|
|
|
void CGameHandler::checkForBattleEnd( std::vector<CStack*> &stacks )
|
|
{
|
|
//checking winning condition
|
|
bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarily
|
|
hasStack[0] = hasStack[1] = false;
|
|
for(int b = 0; b<stacks.size(); ++b)
|
|
{
|
|
if(stacks[b]->alive())
|
|
{
|
|
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)+4);i++)
|
|
{
|
|
for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)
|
|
{
|
|
if(!vstd::contains(h->spells,t->spells[i][j]))
|
|
cs.spells.insert(t->spells[i][j]);
|
|
}
|
|
}
|
|
if(cs.spells.size())
|
|
sendAndApply(&cs);
|
|
}
|
|
|
|
void CGameHandler::setBlockVis(int objid, bool bv)
|
|
{
|
|
SetObjectProperty sop(objid,2,bv);
|
|
sendAndApply(&sop);
|
|
}
|
|
void CGameHandler::removeObject(int objid)
|
|
{
|
|
RemoveObject ro;
|
|
ro.id = objid;
|
|
sendAndApply(&ro);
|
|
}
|
|
|
|
void CGameHandler::setAmount(int objid, ui32 val)
|
|
{
|
|
SetObjectProperty sop(objid,3,val);
|
|
sendAndApply(&sop);
|
|
}
|
|
|
|
void CGameHandler::moveHero(int hid, int3 pos, bool instant)
|
|
{
|
|
if(!instant)
|
|
{
|
|
tlog1 << "Not supported call to CGameHandler::moveHero\n";
|
|
return;
|
|
}
|
|
CGHeroInstance *h = const_cast<CGHeroInstance *>(getHero(hid));
|
|
//check if destination tile is free
|
|
BOOST_FOREACH(CGObjectInstance* obj, gs->map->terrain[pos.x-1][pos.y][pos.z].blockingObjects)
|
|
{
|
|
if(obj->ID==HEROI_TYPE)
|
|
{
|
|
if(obj->tempOwner==h->tempOwner)
|
|
return;//TODO: exchange
|
|
//TODO: check for ally
|
|
CGHeroInstance *dh = static_cast<CGHeroInstance *>(obj);
|
|
startBattleI(&h->army,&dh->army,pos,h,dh,0);
|
|
return;
|
|
}
|
|
}
|
|
TryMoveHero tmh;
|
|
tmh.start = h->pos;
|
|
tmh.end = pos;
|
|
tmh.id = hid;
|
|
tmh.movePoints = h->movement;
|
|
tmh.result = instant+1;
|
|
tmh.fowRevealed = gs->tilesToReveal(CGHeroInstance::convertPosition(pos,false),h->getSightDistance(),h->tempOwner);
|
|
sendAndApply(&tmh);
|
|
}
|
|
|
|
void CGameHandler::setOwner(int objid, ui8 owner)
|
|
{
|
|
SetObjectProperty sop(objid,1,owner);
|
|
sendAndApply(&sop);
|
|
}
|
|
void CGameHandler::setHoverName(int objid, MetaString* name)
|
|
{
|
|
SetHoverName shn(objid, *name);
|
|
sendAndApply(&shn);
|
|
}
|
|
void CGameHandler::showInfoDialog(InfoWindow *iw)
|
|
{
|
|
sendToAllClients(iw);
|
|
}
|
|
void CGameHandler::showYesNoDialog( YesNoDialog *iw, const CFunctionList<void(ui32)> &callback )
|
|
{
|
|
ask(iw,iw->player,callback);
|
|
}
|
|
void CGameHandler::showSelectionDialog(SelectionDialog *iw, const CFunctionList<void(ui32)> &callback)
|
|
{
|
|
ask(iw,iw->player,callback);
|
|
}
|
|
int CGameHandler::getCurrentPlayer()
|
|
{
|
|
return gs->currentPlayer;
|
|
}
|
|
|
|
void CGameHandler::giveResource(int player, int which, int val)
|
|
{
|
|
SetResource sr;
|
|
sr.player = player;
|
|
sr.resid = which;
|
|
sr.val = (gs->players.find(player)->second.resources[which]+val);
|
|
sendAndApply(&sr);
|
|
}
|
|
void CGameHandler::showCompInfo(ShowInInfobox * comp)
|
|
{
|
|
sendToAllClients(comp);
|
|
}
|
|
void CGameHandler::heroVisitCastle(int obj, int heroID)
|
|
{
|
|
HeroVisitCastle vc;
|
|
vc.hid = heroID;
|
|
vc.tid = obj;
|
|
vc.flags |= 1;
|
|
sendAndApply(&vc);
|
|
giveSpells(getTown(obj),getHero(heroID));
|
|
}
|
|
|
|
void CGameHandler::stopHeroVisitCastle(int obj, int heroID)
|
|
{
|
|
HeroVisitCastle vc;
|
|
vc.hid = heroID;
|
|
vc.tid = obj;
|
|
sendAndApply(&vc);
|
|
}
|
|
void CGameHandler::giveHeroArtifact(int artid, int hid, int position) //pos==-1 - first free slot in backpack
|
|
{
|
|
const CGHeroInstance* h = getHero(hid);
|
|
|
|
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<VLC->arth->artifacts[artid].possibleSlots.size(); i++) //try to put artifact into first avaialble slot
|
|
{
|
|
if( !vstd::contains(sha.artifWorn,VLC->arth->artifacts[artid].possibleSlots[i]) )
|
|
{
|
|
sha.artifWorn[VLC->arth->artifacts[artid].possibleSlots[i]] = artid;
|
|
break;
|
|
}
|
|
}
|
|
if(i==VLC->arth->artifacts[artid].possibleSlots.size()) //if haven't find proper slot, use backpack
|
|
sha.artifacts.push_back(artid);
|
|
}
|
|
else //should be -1 => putartifact into backpack
|
|
{
|
|
sha.artifacts.push_back(artid);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(!vstd::contains(sha.artifWorn,ui16(position)))
|
|
sha.artifWorn[position] = artid;
|
|
else
|
|
sha.artifacts.push_back(artid);
|
|
}
|
|
sendAndApply(&sha);
|
|
}
|
|
|
|
void CGameHandler::startBattleI(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb) //use hero=NULL for no hero
|
|
{
|
|
boost::thread(boost::bind(&CGameHandler::startBattle,this,*(CCreatureSet *)army1,*(CCreatureSet *)army2,tile,(CGHeroInstance *)hero1,(CGHeroInstance *)hero2,cb));
|
|
}
|
|
void CGameHandler::startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb) //for hero<=>neutral army
|
|
{
|
|
CGHeroInstance* h = const_cast<CGHeroInstance*>(getHero(heroID));
|
|
startBattleI(&h->army,&army,tile,h,NULL,cb);
|
|
//battle(&h->army,army,tile,h,NULL);
|
|
}
|
|
|
|
void CGameHandler::changeSpells( int hid, bool give, const std::set<ui32> &spells )
|
|
{
|
|
ChangeSpells cs;
|
|
cs.hid = hid;
|
|
cs.spells = spells;
|
|
cs.learn = give;
|
|
sendAndApply(&cs);
|
|
}
|
|
|
|
int CGameHandler::getSelectedHero()
|
|
{
|
|
return IGameCallback::getSelectedHero(getCurrentPlayer())->id;
|
|
}
|
|
|
|
void CGameHandler::setObjProperty( int objid, int prop, int val )
|
|
{
|
|
SetObjectProperty sob;
|
|
sob.id = objid;
|
|
sob.what = prop;
|
|
sob.val = val;
|
|
sendAndApply(&sob);
|
|
}
|
|
|
|
void CGameHandler::sendMessageTo( CConnection &c, std::string message )
|
|
{
|
|
c << ui16(95) << message;
|
|
}
|
|
|
|
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);
|
|
} |