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https://github.com/vcmi/vcmi.git
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6615 lines
196 KiB
C++
6615 lines
196 KiB
C++
#include "StdInc.h"
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#include "../lib/filesystem/Filesystem.h"
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#include "../lib/filesystem/FileInfo.h"
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#include "../lib/int3.h"
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#include "../lib/mapping/CCampaignHandler.h"
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#include "../lib/StartInfo.h"
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#include "../lib/CModHandler.h"
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#include "../lib/CArtHandler.h"
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#include "../lib/CBuildingHandler.h"
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#include "../lib/CHeroHandler.h"
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#include "../lib/spells/CSpellHandler.h"
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#include "../lib/spells/ISpellMechanics.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "../lib/CTownHandler.h"
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#include "../lib/CCreatureHandler.h"
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#include "../lib/CGameState.h"
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#include "../lib/CStack.h"
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#include "../lib/battle/BattleInfo.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/mapping/CMap.h"
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#include "../lib/rmg/CMapGenOptions.h"
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#include "../lib/VCMIDirs.h"
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#include "../lib/ScopeGuard.h"
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#include "../lib/CSoundBase.h"
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#include "CGameHandler.h"
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#include "CVCMIServer.h"
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#include "../lib/CCreatureSet.h"
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#include "../lib/CThreadHelper.h"
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#include "../lib/GameConstants.h"
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#include "../lib/registerTypes/RegisterTypes.h"
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#include "../lib/serializer/CTypeList.h"
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#include "../lib/serializer/Connection.h"
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/*
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* CGameHandler.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#ifndef _MSC_VER
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#include <boost/thread/xtime.hpp>
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#endif
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extern std::atomic<bool> serverShuttingDown;
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#ifdef min
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#undef min
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#endif
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#ifdef max
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#undef max
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#endif
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#define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
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#define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
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#define COMPLAIN_RET(txt) {complain(txt); return false;}
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#define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
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class ServerSpellCastEnvironment: public SpellCastEnvironment
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{
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public:
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ServerSpellCastEnvironment(CGameHandler * gh);
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~ServerSpellCastEnvironment(){};
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void sendAndApply(CPackForClient * info) const override;
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CRandomGenerator & getRandomGenerator() const override;
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void complain(const std::string & problem) const override;
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const CMap * getMap() const override;
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const CGameInfoCallback * getCb() const override;
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bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker = PlayerColor::NEUTRAL) const override;
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private:
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mutable CGameHandler * gh;
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};
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CondSh<bool> battleMadeAction(false);
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CondSh<BattleResult *> battleResult(nullptr);
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template <typename T> class CApplyOnGH;
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class CBaseForGHApply
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{
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public:
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virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
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virtual ~CBaseForGHApply(){}
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template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
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{
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return new CApplyOnGH<U>;
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}
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};
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template <typename T> class CApplyOnGH : public CBaseForGHApply
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{
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public:
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bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
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{
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T *ptr = static_cast<T*>(pack);
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ptr->c = c;
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ptr->player = player;
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return ptr->applyGh(gh);
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}
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};
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template <>
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class CApplyOnGH<CPack> : public CBaseForGHApply
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{
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public:
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bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
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{
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logGlobal->error("Cannot apply on GH plain CPack!");
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assert(0);
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return false;
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}
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};
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static CApplier<CBaseForGHApply> *applier = nullptr;
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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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if (r.winner > 1)
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{
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// draw
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return;
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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 (auto 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.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
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}
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}
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static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
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{
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int x = targetPosition.getX();
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int y = targetPosition.getY();
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const bool targetIsAttacker = side == BattleSide::ATTACKER;
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if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
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else
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
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//guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
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if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
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{
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if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
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{
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
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}
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else
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{ //add back-side guardians for two-hex target, side guardians for one-hex
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BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
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if (!targetIsTwoHex && x > 2) //back guard for one-hex
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
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else if (targetIsTwoHex)//front-side guardians for two-hex target
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{
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
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if (x > 3) //back guard for two-hex
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
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}
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}
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}
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else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
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{
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if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
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{
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
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}
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else
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{
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BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
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if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
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else if (targetIsTwoHex)
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{
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
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if (x < GameConstants::BFIELD_WIDTH - 4)
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
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}
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}
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}
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else if (!targetIsAttacker && y % 2 == 0)
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{
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
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}
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else if (targetIsAttacker && y % 2 == 1)
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{
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
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}
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}
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PlayerStatus PlayerStatuses::operator[](PlayerColor 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.at(player);
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}
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else
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{
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throw std::runtime_error("No such player!");
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}
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}
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void PlayerStatuses::addPlayer(PlayerColor 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::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
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{
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boost::unique_lock<boost::mutex> l(mx);
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if (players.find(player) != players.end())
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{
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return players[player].*flag;
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}
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else
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{
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throw std::runtime_error("No such player!");
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}
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}
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void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
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{
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boost::unique_lock<boost::mutex> l(mx);
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if (players.find(player) != players.end())
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{
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players[player].*flag = val;
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}
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else
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{
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throw std::runtime_error("No such player!");
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}
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cv.notify_all();
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}
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template <typename T>
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void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
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{
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fun(args[which]);
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}
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void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
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{
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changeSecSkill(hero, skill, 1, 0);
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expGiven(hero);
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}
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void CGameHandler::levelUpHero(const CGHeroInstance * hero)
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{
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// required exp for at least 1 lvl-up hasn't been reached
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if (!hero->gainsLevel())
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{
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return;
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}
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// give primary skill
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logGlobal->trace("%s got level %d", hero->name, hero->level);
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auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
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SetPrimSkill sps;
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sps.id = hero->id;
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sps.which = primarySkill;
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sps.abs = false;
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sps.val = 1;
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sendAndApply(&sps);
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PrepareHeroLevelUp pre;
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pre.hero = hero;
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sendAndApply(&pre);
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HeroLevelUp hlu;
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hlu.hero = hero;
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hlu.primskill = primarySkill;
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hlu.skills = pre.skills;
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if (hlu.skills.size() == 0)
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{
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sendAndApply(&hlu);
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levelUpHero(hero);
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}
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else if (hlu.skills.size() == 1)
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{
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sendAndApply(&hlu);
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levelUpHero(hero, pre.skills.front());
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}
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else if (hlu.skills.size() > 1)
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{
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auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(hlu);
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hlu.queryID = levelUpQuery->queryID;
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queries.addQuery(levelUpQuery);
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sendAndApply(&hlu);
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//level up will be called on query reply
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}
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}
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void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
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{
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SetCommanderProperty scp;
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auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
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if (hero)
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scp.heroid = hero->id;
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else
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{
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complain ("Commander is not led by hero!");
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return;
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}
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scp.accumulatedBonus.subtype = 0;
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scp.accumulatedBonus.additionalInfo = 0;
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scp.accumulatedBonus.duration = Bonus::PERMANENT;
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scp.accumulatedBonus.turnsRemain = 0;
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scp.accumulatedBonus.source = Bonus::COMMANDER;
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scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
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if (skill <= ECommander::SPELL_POWER)
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{
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scp.which = SetCommanderProperty::BONUS;
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auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
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{
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int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
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return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
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};
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switch (skill)
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{
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case ECommander::ATTACK:
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scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
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scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
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break;
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case ECommander::DEFENSE:
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scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
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scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
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break;
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case ECommander::HEALTH:
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scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
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scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
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break;
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case ECommander::DAMAGE:
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scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
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scp.accumulatedBonus.subtype = 0;
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scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
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break;
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case ECommander::SPEED:
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scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
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break;
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case ECommander::SPELL_POWER:
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scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
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scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
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sendAndApply (&scp); //additional pack
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scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
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scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
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sendAndApply (&scp); //additional pack
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scp.accumulatedBonus.type = Bonus::CASTS;
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scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
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sendAndApply (&scp); //additional pack
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scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
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break;
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}
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scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
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sendAndApply (&scp);
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scp.which = SetCommanderProperty::SECONDARY_SKILL;
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scp.additionalInfo = skill;
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scp.amount = c->secondarySkills.at(skill) + 1;
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sendAndApply (&scp);
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}
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else if (skill >= 100)
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{
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scp.which = SetCommanderProperty::SPECIAL_SKILL;
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scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
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scp.additionalInfo = skill; //unnormalized
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sendAndApply (&scp);
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}
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expGiven(hero);
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}
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void CGameHandler::levelUpCommander(const CCommanderInstance * c)
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{
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if (!c->gainsLevel())
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{
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return;
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}
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CommanderLevelUp clu;
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auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
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if (hero)
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clu.hero = hero;
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else
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{
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complain ("Commander is not led by hero!");
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return;
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}
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//picking sec. skills for choice
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for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
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{
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if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
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clu.skills.push_back(i);
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}
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int i = 100;
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for (auto specialSkill : VLC->creh->skillRequirements)
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{
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if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
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&& c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
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&& !vstd::contains (c->specialSKills, i))
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clu.skills.push_back (i);
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++i;
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}
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int skillAmount = clu.skills.size();
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if (!skillAmount)
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{
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sendAndApply(&clu);
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levelUpCommander(c);
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}
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else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
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{
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sendAndApply(&clu);
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levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
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}
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else if (skillAmount > 1) //apply and ask for secondary skill
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|
{
|
|
auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(clu);
|
|
clu.queryID = commanderLevelUp->queryID;
|
|
queries.addQuery(commanderLevelUp);
|
|
sendAndApply(&clu);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::expGiven(const CGHeroInstance *hero)
|
|
{
|
|
if (hero->gainsLevel())
|
|
levelUpHero(hero);
|
|
else if (hero->commander && hero->commander->gainsLevel())
|
|
levelUpCommander(hero->commander);
|
|
|
|
//if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
|
|
// levelUpCommander(hero->commander);
|
|
// else
|
|
// levelUpHero(hero);
|
|
}
|
|
|
|
void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
|
|
{
|
|
if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
|
|
{
|
|
if (gs->map->levelLimit != 0)
|
|
{
|
|
TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
|
|
TExpType resultingExp = abs ? val : hero->exp + val;
|
|
if (resultingExp > expLimit)
|
|
{
|
|
// set given experience to max possible, but don't decrease if hero already over top
|
|
abs = true;
|
|
val = std::max(expLimit, hero->exp);
|
|
|
|
InfoWindow iw;
|
|
iw.player = hero->tempOwner;
|
|
iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
|
|
iw.text.addReplacement(hero->name);
|
|
sendAndApply(&iw);
|
|
}
|
|
}
|
|
}
|
|
|
|
SetPrimSkill sps;
|
|
sps.id = hero->id;
|
|
sps.which = which;
|
|
sps.abs = abs;
|
|
sps.val = val;
|
|
sendAndApply(&sps);
|
|
|
|
//only for exp - hero may level up
|
|
if (which == PrimarySkill::EXPERIENCE)
|
|
{
|
|
if (hero->commander && hero->commander->alive)
|
|
{
|
|
//FIXME: trim experience according to map limit?
|
|
SetCommanderProperty scp;
|
|
scp.heroid = hero->id;
|
|
scp.which = SetCommanderProperty::EXPERIENCE;
|
|
scp.amount = val;
|
|
sendAndApply (&scp);
|
|
CBonusSystemNode::treeHasChanged();
|
|
}
|
|
|
|
expGiven(hero);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/)
|
|
{
|
|
if(!hero)
|
|
{
|
|
logGlobal->error("changeSecSkill provided no hero");
|
|
return;
|
|
}
|
|
SetSecSkill sss;
|
|
sss.id = hero->id;
|
|
sss.which = which;
|
|
sss.val = val;
|
|
sss.abs = abs;
|
|
sendAndApply(&sss);
|
|
|
|
if (which == SecondarySkill::WISDOM)
|
|
{
|
|
if (hero->visitedTown)
|
|
giveSpells(hero->visitedTown, hero);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
|
|
{
|
|
LOG_TRACE(logGlobal);
|
|
|
|
//Fill BattleResult structure with exp info
|
|
giveExp(*battleResult.data);
|
|
|
|
if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
|
|
{
|
|
if (hero1)
|
|
battleResult.data->exp[1] += 500;
|
|
if (hero2)
|
|
battleResult.data->exp[0] += 500;
|
|
}
|
|
|
|
if (hero1)
|
|
battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
|
|
if (hero2)
|
|
battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
|
|
|
|
const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
|
|
const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
|
|
const BattleResult::EResult result = battleResult.get()->result;
|
|
|
|
auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
|
|
{
|
|
for (auto &q : queries.allQueries())
|
|
{
|
|
if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
|
|
if (bq->bi == gs->curB)
|
|
return bq;
|
|
}
|
|
return std::shared_ptr<CBattleQuery>();
|
|
};
|
|
|
|
auto battleQuery = findBattleQuery();
|
|
if (!battleQuery)
|
|
{
|
|
logGlobal->error("Cannot find battle query!");
|
|
if (gs->initialOpts->mode == StartInfo::DUEL)
|
|
{
|
|
battleQuery = std::make_shared<CBattleQuery>(gs->curB);
|
|
}
|
|
}
|
|
if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
|
|
complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
|
|
|
|
battleQuery->result = *battleResult.data;
|
|
|
|
//Check how many battle queries were created (number of players blocked by battle)
|
|
const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
|
|
finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, gs->initialOpts->mode == StartInfo::DUEL, queriedPlayers);
|
|
|
|
|
|
CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
|
|
|
|
if (finishingBattle->duel)
|
|
{
|
|
duelFinished();
|
|
sendAndApply(battleResult.data); //after this point casualties objects are destroyed
|
|
return;
|
|
}
|
|
|
|
|
|
ChangeSpells cs; //for Eagle Eye
|
|
|
|
if (finishingBattle->winnerHero)
|
|
{
|
|
if (int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
|
|
{
|
|
int maxLevel = eagleEyeLevel + 1;
|
|
double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
|
|
for (const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
|
|
if (sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && getRandomGenerator().nextInt(99) < eagleEyeChance)
|
|
cs.spells.insert(sp->id);
|
|
}
|
|
}
|
|
|
|
|
|
std::vector<const CArtifactInstance *> arts; //display them in window
|
|
|
|
if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
|
|
{
|
|
auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
|
|
{
|
|
arts.push_back(art);
|
|
ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
|
|
sendAndApply(ma);
|
|
};
|
|
if (finishingBattle->loserHero)
|
|
{
|
|
//TODO: wrap it into a function, somehow (boost::variant -_-)
|
|
auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
|
|
for (auto artSlot : artifactsWorn)
|
|
{
|
|
MoveArtifact ma;
|
|
ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
|
|
const CArtifactInstance * art = ma.src.getArt();
|
|
if (art && !art->artType->isBig() &&
|
|
art->artType->id != ArtifactID::SPELLBOOK)
|
|
// don't move war machines or locked arts (spellbook)
|
|
{
|
|
sendMoveArtifact(art, &ma);
|
|
}
|
|
}
|
|
while(!finishingBattle->loserHero->artifactsInBackpack.empty())
|
|
{
|
|
//we assume that no big artifacts can be found
|
|
MoveArtifact ma;
|
|
ma.src = ArtifactLocation(finishingBattle->loserHero,
|
|
ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
|
|
const CArtifactInstance * art = ma.src.getArt();
|
|
if (art->artType->id != ArtifactID::GRAIL) //grail may not be won
|
|
{
|
|
sendMoveArtifact(art, &ma);
|
|
}
|
|
}
|
|
if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
|
|
{
|
|
artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
|
|
for (auto artSlot : artifactsWorn)
|
|
{
|
|
MoveArtifact ma;
|
|
ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
|
|
const CArtifactInstance * art = ma.src.getArt();
|
|
if (art && !art->artType->isBig())
|
|
{
|
|
sendMoveArtifact(art, &ma);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
|
|
{
|
|
auto artifactsWorn = armySlot.second->artifactsWorn;
|
|
for (auto artSlot : artifactsWorn)
|
|
{
|
|
MoveArtifact ma;
|
|
ma.src = ArtifactLocation(armySlot.second, artSlot.first);
|
|
const CArtifactInstance * art = ma.src.getArt();
|
|
if (art && !art->artType->isBig())
|
|
{
|
|
sendMoveArtifact(art, &ma);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
sendAndApply(battleResult.data); //after this point casualties objects are destroyed
|
|
|
|
if (arts.size()) //display loot
|
|
{
|
|
InfoWindow iw;
|
|
iw.player = finishingBattle->winnerHero->tempOwner;
|
|
|
|
iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
|
|
|
|
for (auto art : arts) //TODO; separate function to display loot for various ojects?
|
|
{
|
|
iw.components.push_back(Component(
|
|
Component::ARTIFACT, art->artType->id,
|
|
art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
|
|
if (iw.components.size() >= 14)
|
|
{
|
|
sendAndApply(&iw);
|
|
iw.components.clear();
|
|
}
|
|
}
|
|
if (iw.components.size())
|
|
{
|
|
sendAndApply(&iw);
|
|
}
|
|
}
|
|
//Eagle Eye secondary skill handling
|
|
if (!cs.spells.empty())
|
|
{
|
|
cs.learn = 1;
|
|
cs.hid = finishingBattle->winnerHero->id;
|
|
|
|
InfoWindow iw;
|
|
iw.player = finishingBattle->winnerHero->tempOwner;
|
|
iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
|
|
iw.text.addReplacement(finishingBattle->winnerHero->name);
|
|
|
|
std::ostringstream names;
|
|
for (int i = 0; i < cs.spells.size(); i++)
|
|
{
|
|
names << "%s";
|
|
if (i < cs.spells.size() - 2)
|
|
names << ", ";
|
|
else if (i < cs.spells.size() - 1)
|
|
names << "%s";
|
|
}
|
|
names << ".";
|
|
|
|
iw.text.addReplacement(names.str());
|
|
|
|
auto it = cs.spells.begin();
|
|
for (int i = 0; i < cs.spells.size(); i++, it++)
|
|
{
|
|
iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
|
|
if (i == cs.spells.size() - 2) //we just added pre-last name
|
|
iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
|
|
iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
|
|
}
|
|
|
|
sendAndApply(&iw);
|
|
sendAndApply(&cs);
|
|
}
|
|
|
|
cab1.updateArmy(this);
|
|
cab2.updateArmy(this); //take casualties after battle is deleted
|
|
|
|
//if one hero has lost we will erase him
|
|
if (battleResult.data->winner!=0 && hero1)
|
|
{
|
|
RemoveObject ro(hero1->id);
|
|
sendAndApply(&ro);
|
|
}
|
|
if (battleResult.data->winner!=1 && hero2)
|
|
{
|
|
auto town = hero2->visitedTown;
|
|
RemoveObject ro(hero2->id);
|
|
sendAndApply(&ro);
|
|
|
|
if (town && !town->garrisonHero) // TODO: that must be called from CGHeroInstance or CGTownInstance
|
|
town->battleFinished(hero1, *battleResult.get());
|
|
}
|
|
|
|
//give exp
|
|
if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
|
|
changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
|
|
else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
|
|
changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
|
|
|
|
queries.popIfTop(battleQuery);
|
|
|
|
//--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
|
|
}
|
|
|
|
void CGameHandler::battleAfterLevelUp(const BattleResult &result)
|
|
{
|
|
LOG_TRACE(logGlobal);
|
|
|
|
|
|
finishingBattle->remainingBattleQueriesCount--;
|
|
logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
|
|
|
|
if (finishingBattle->remainingBattleQueriesCount > 0)
|
|
//Battle results will be handled when all battle queries are closed
|
|
return;
|
|
|
|
//TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
|
|
// but the battle consequences are applied after final player is unblocked. Hard to abuse...
|
|
// Still, it looks like a hole.
|
|
|
|
// Necromancy if applicable.
|
|
const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
|
|
// Give raised units to winner and show dialog, if any were raised,
|
|
// units will be given after casualties are taken
|
|
const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
|
|
|
|
if (necroSlot != SlotID())
|
|
{
|
|
finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
|
|
addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
|
|
}
|
|
|
|
BattleResultsApplied resultsApplied;
|
|
resultsApplied.player1 = finishingBattle->victor;
|
|
resultsApplied.player2 = finishingBattle->loser;
|
|
sendAndApply(&resultsApplied);
|
|
|
|
setBattle(nullptr);
|
|
|
|
if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
|
|
{
|
|
logGlobal->trace("post-victory visit");
|
|
visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
|
|
}
|
|
visitObjectAfterVictory = false;
|
|
|
|
//handle victory/loss of engaged players
|
|
std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
|
|
checkVictoryLossConditions(playerColors);
|
|
|
|
if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
|
|
{
|
|
SetAvailableHeroes sah;
|
|
sah.player = finishingBattle->loser;
|
|
sah.hid[0] = finishingBattle->loserHero->subID;
|
|
if (result.result == BattleResult::ESCAPE) //retreat
|
|
{
|
|
sah.army[0].clear();
|
|
sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
|
|
}
|
|
|
|
if (const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(0))
|
|
sah.hid[1] = another->subID;
|
|
else
|
|
sah.hid[1] = -1;
|
|
|
|
sendAndApply(&sah);
|
|
}
|
|
if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())
|
|
{
|
|
RemoveObject ro(finishingBattle->winnerHero->id);
|
|
sendAndApply(&ro);
|
|
|
|
if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
|
|
{
|
|
SetAvailableHeroes sah;
|
|
sah.player = finishingBattle->victor;
|
|
sah.hid[0] = finishingBattle->winnerHero->subID;
|
|
sah.army[0].clear();
|
|
sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
|
|
|
|
if (const CGHeroInstance *another = getPlayer(finishingBattle->victor)->availableHeroes.at(0))
|
|
sah.hid[1] = another->subID;
|
|
else
|
|
sah.hid[1] = -1;
|
|
|
|
sendAndApply(&sah);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
|
|
{
|
|
bat.bsa.clear();
|
|
bat.stackAttacking = att->ID;
|
|
const int attackerLuck = att->LuckVal();
|
|
|
|
auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
|
|
|
|
if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
|
|
{
|
|
if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
|
|
{
|
|
bat.flags |= BattleAttack::LUCKY;
|
|
}
|
|
if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
|
|
{
|
|
if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
|
|
{
|
|
bat.flags |= BattleAttack::UNLUCKY;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (getRandomGenerator().nextInt(99) < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
|
|
{
|
|
bat.flags |= BattleAttack::DEATH_BLOW;
|
|
}
|
|
|
|
if (att->getCreature()->idNumber == CreatureID::BALLISTA)
|
|
{
|
|
static const int artilleryLvlToChance[] = {0, 50, 75, 100};
|
|
const CGHeroInstance * owner = gs->curB->getHero(att->owner);
|
|
int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
|
|
if (chance > getRandomGenerator().nextInt(99))
|
|
{
|
|
bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
|
|
}
|
|
}
|
|
// only primary target
|
|
applyBattleEffects(bat, att, def, distance, false);
|
|
|
|
if (!bat.shot()) //multiple-hex attack - only in meele
|
|
{
|
|
std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
|
|
|
|
for (const CStack * stack : attackedCreatures)
|
|
{
|
|
if (stack != def) //do not hit same stack twice
|
|
{
|
|
applyBattleEffects(bat, att, stack, distance, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
const std::shared_ptr<Bonus> bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
|
|
if (bonus && (bat.shot())) //TODO: make it work in melee?
|
|
{
|
|
//this is need for displaying hit animation
|
|
bat.flags |= BattleAttack::SPELL_LIKE;
|
|
bat.spellID = SpellID(bonus->subtype);
|
|
|
|
//TODO: should spell override creature`s projectile?
|
|
|
|
auto attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att, bonus->val, targetHex);
|
|
|
|
//TODO: get exact attacked hex for defender
|
|
|
|
for (const CStack * stack : attackedCreatures)
|
|
{
|
|
if (stack != def) //do not hit same stack twice
|
|
{
|
|
applyBattleEffects(bat, att, stack, distance, true);
|
|
}
|
|
}
|
|
|
|
//now add effect info for all attacked stacks
|
|
for (BattleStackAttacked & bsa : bat.bsa)
|
|
{
|
|
if (bsa.attackerID == att->ID) //this is our attack and not f.e. fire shield
|
|
{
|
|
//this is need for displaying affect animation
|
|
bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
|
|
bsa.spellID = SpellID(bonus->subtype);
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
|
|
{
|
|
BattleStackAttacked bsa;
|
|
if (secondary)
|
|
bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
|
|
bsa.attackerID = att->ID;
|
|
bsa.stackAttacked = def->ID;
|
|
bsa.damageAmount = gs->curB->calculateDmg(att, def, bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg(), getRandomGenerator());
|
|
def->prepareAttacked(bsa, getRandomGenerator()); //calculate casualties
|
|
|
|
//life drain handling
|
|
if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
|
|
{
|
|
StacksHealedOrResurrected shi;
|
|
shi.lifeDrain = true;
|
|
shi.tentHealing = false;
|
|
shi.cure = false;
|
|
shi.drainedFrom = def->ID;
|
|
|
|
StacksHealedOrResurrected::HealInfo hi;
|
|
hi.stackID = att->ID;
|
|
hi.healedHP = att->calculateHealedHealthPoints(bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100, true);
|
|
hi.lowLevelResurrection = false;
|
|
shi.healedStacks.push_back(hi);
|
|
|
|
if (hi.healedHP > 0)
|
|
{
|
|
bsa.healedStacks.push_back(shi);
|
|
}
|
|
}
|
|
|
|
//soul steal handling
|
|
if (att->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
|
|
{
|
|
StacksHealedOrResurrected shi;
|
|
shi.lifeDrain = true;
|
|
shi.tentHealing = false;
|
|
shi.cure = false;
|
|
shi.canOverheal = true;
|
|
shi.drainedFrom = def->ID;
|
|
|
|
for (int i = 0; i < 2; i++) //we can have two bonuses - one with subtype 0 and another with subtype 1
|
|
{
|
|
if (att->hasBonusOfType(Bonus::SOUL_STEAL, i))
|
|
{
|
|
StacksHealedOrResurrected::HealInfo hi;
|
|
hi.stackID = att->ID;
|
|
hi.healedHP = bsa.killedAmount * att->valOfBonuses(Bonus::SOUL_STEAL, i) * att->MaxHealth();
|
|
hi.lowLevelResurrection = (bool)i;
|
|
shi.healedStacks.push_back(hi);
|
|
}
|
|
}
|
|
if (std::any_of(shi.healedStacks.begin(), shi.healedStacks.end(), [](StacksHealedOrResurrected::HealInfo healInfo) { return healInfo.healedHP > 0; }))
|
|
{
|
|
bsa.healedStacks.push_back(shi);
|
|
}
|
|
}
|
|
bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
|
|
|
|
//fire shield handling
|
|
if (!bat.shot() && !vstd::contains(def->state, EBattleStackState::CLONED) &&
|
|
def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType(Bonus::FIRE_IMMUNITY))
|
|
{
|
|
// TODO: Fire shield damage should be calculated separately after BattleAttack applied.
|
|
// Currently it looks like attacking stack damage itself with defenders fire shield.
|
|
// So no separate message on spell damage in log and experience calculation is likely wrong too.
|
|
BattleStackAttacked bsa2;
|
|
bsa2.stackAttacked = att->ID; //invert
|
|
bsa2.attackerID = def->ID;
|
|
bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play animation upon efreet and not attacker
|
|
bsa2.effect = 11;
|
|
|
|
bsa2.damageAmount = (std::min(def->totalHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
|
|
att->prepareAttacked(bsa2, getRandomGenerator());
|
|
bat.bsa.push_back(bsa2);
|
|
}
|
|
}
|
|
void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
|
|
{
|
|
setThreadName("CGameHandler::handleConnection");
|
|
|
|
auto handleDisconnection = [&](const std::exception & e)
|
|
{
|
|
boost::unique_lock<boost::mutex> lock(*c.wmx);
|
|
assert(!c.connected); //make sure that connection has been marked as broken
|
|
logGlobal->error(e.what());
|
|
conns -= &c;
|
|
for(auto playerConn : connections)
|
|
{
|
|
if(!serverShuttingDown && playerConn.second == &c)
|
|
{
|
|
PlayerCheated pc;
|
|
pc.player = playerConn.first;
|
|
pc.losingCheatCode = true;
|
|
sendAndApply(&pc);
|
|
checkVictoryLossConditionsForPlayer(playerConn.first);
|
|
}
|
|
}
|
|
};
|
|
|
|
try
|
|
{
|
|
while(1)//server should never shut connection first //was: while(!end2)
|
|
{
|
|
CPack *pack = nullptr;
|
|
PlayerColor player = PlayerColor::NEUTRAL;
|
|
si32 requestID = -999;
|
|
int packType = 0;
|
|
|
|
{
|
|
boost::unique_lock<boost::mutex> lock(*c.rmx);
|
|
if(!c.connected)
|
|
throw clientDisconnectedException();
|
|
c >> player >> requestID >> pack; //get the package
|
|
|
|
if (!pack)
|
|
{
|
|
logGlobal->error("Received a null package marked as request %d from player %d", requestID, player);
|
|
}
|
|
else
|
|
{
|
|
packType = typeList.getTypeID(pack); //get the id of type
|
|
|
|
logGlobal->trace("Received client message (request %d by player %d (%s)) of type with ID=%d (%s).\n",
|
|
requestID, player, player.getStr(), packType, typeid(*pack).name());
|
|
}
|
|
}
|
|
|
|
//prepare struct informing that action was applied
|
|
auto sendPackageResponse = [&](bool succesfullyApplied)
|
|
{
|
|
//dont reply to disconnected client
|
|
//TODO: this must be implemented as option of CPackForServer
|
|
if(dynamic_cast<LeaveGame *>(pack) || dynamic_cast<CloseServer *>(pack))
|
|
return;
|
|
|
|
PackageApplied applied;
|
|
applied.player = player;
|
|
applied.result = succesfullyApplied;
|
|
applied.packType = packType;
|
|
applied.requestID = requestID;
|
|
boost::unique_lock<boost::mutex> lock(*c.wmx);
|
|
c << &applied;
|
|
};
|
|
CBaseForGHApply *apply = applier->getApplier(packType); //and appropriate applier object
|
|
if(isBlockedByQueries(pack, player))
|
|
{
|
|
sendPackageResponse(false);
|
|
}
|
|
else if (apply)
|
|
{
|
|
const bool result = apply->applyOnGH(this, &c, pack, player);
|
|
if (result)
|
|
logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
|
|
else
|
|
complain((boost::format("Got false in applying %s... that request must have been fishy!")
|
|
% typeid(*pack).name()).str());
|
|
|
|
sendPackageResponse(true);
|
|
}
|
|
else
|
|
{
|
|
logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
|
|
sendPackageResponse(false);
|
|
}
|
|
|
|
vstd::clear_pointer(pack);
|
|
}
|
|
}
|
|
catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
|
|
{
|
|
handleDisconnection(e);
|
|
}
|
|
catch(clientDisconnectedException & e)
|
|
{
|
|
handleDisconnection(e);
|
|
}
|
|
catch(...)
|
|
{
|
|
serverShuttingDown = true;
|
|
handleException();
|
|
throw;
|
|
}
|
|
|
|
logGlobal->error("Ended handling connection");
|
|
}
|
|
|
|
int CGameHandler::moveStack(int stack, BattleHex dest)
|
|
{
|
|
int ret = 0;
|
|
|
|
const CStack *curStack = gs->curB->battleGetStackByID(stack),
|
|
*stackAtEnd = gs->curB->battleGetStackByPos(dest);
|
|
|
|
assert(curStack);
|
|
assert(dest < GameConstants::BFIELD_SIZE);
|
|
|
|
if (gs->curB->tacticDistance)
|
|
{
|
|
assert(gs->curB->isInTacticRange(dest));
|
|
}
|
|
|
|
auto start = curStack->position;
|
|
if (start == dest)
|
|
return 0;
|
|
|
|
//initing necessary tables
|
|
auto accessibility = getAccesibility(curStack);
|
|
|
|
//shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
|
|
if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
|
|
{
|
|
BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
|
|
|
|
if(accessibility.accessible(shifted, curStack))
|
|
dest = shifted;
|
|
}
|
|
|
|
if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
|
|
{
|
|
complain("Given destination is not accessible!");
|
|
return 0;
|
|
}
|
|
|
|
bool canUseGate = false;
|
|
auto dbState = gs->curB->si.gateState;
|
|
if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
|
|
dbState != EGateState::DESTROYED &&
|
|
dbState != EGateState::BLOCKED)
|
|
{
|
|
canUseGate = true;
|
|
}
|
|
|
|
std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
|
|
|
|
ret = path.second;
|
|
|
|
int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
|
|
|
|
auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
|
|
{
|
|
if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
|
|
return true;
|
|
if (hex == ESiegeHex::GATE_OUTER)
|
|
return true;
|
|
if (hex == ESiegeHex::GATE_INNER)
|
|
return true;
|
|
|
|
return false;
|
|
};
|
|
|
|
auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
|
|
{
|
|
if (isGateDrawbridgeHex(hex))
|
|
return true;
|
|
|
|
if (curStack->doubleWide())
|
|
{
|
|
BattleHex otherHex = curStack->occupiedHex(hex);
|
|
if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
};
|
|
|
|
if (curStack->hasBonusOfType(Bonus::FLYING))
|
|
{
|
|
if (path.second <= creSpeed && path.first.size() > 0)
|
|
{
|
|
if (canUseGate && dbState != EGateState::OPENED &&
|
|
occupyGateDrawbridgeHex(dest))
|
|
{
|
|
BattleUpdateGateState db;
|
|
db.state = EGateState::OPENED;
|
|
sendAndApply(&db);
|
|
}
|
|
|
|
//inform clients about move
|
|
BattleStackMoved sm;
|
|
sm.stack = curStack->ID;
|
|
std::vector<BattleHex> tiles;
|
|
tiles.push_back(path.first[0]);
|
|
sm.tilesToMove = tiles;
|
|
sm.distance = path.second;
|
|
sm.teleporting = false;
|
|
sendAndApply(&sm);
|
|
}
|
|
}
|
|
else //for non-flying creatures
|
|
{
|
|
std::shared_ptr<const CObstacleInstance> obstacle, obstacle2; //obstacle that interrupted movement
|
|
std::vector<BattleHex> tiles;
|
|
const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
|
|
int v = path.first.size()-1;
|
|
path.first.push_back(start);
|
|
|
|
// check if gate need to be open or closed at some point
|
|
BattleHex openGateAtHex, gateMayCloseAtHex;
|
|
if (canUseGate)
|
|
{
|
|
for (int i = path.first.size()-1; i >= 0; i--)
|
|
{
|
|
auto needOpenGates = [&](BattleHex hex) -> bool
|
|
{
|
|
if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
|
|
return true;
|
|
if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
|
|
return true;
|
|
else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
|
|
return true;
|
|
|
|
return false;
|
|
};
|
|
|
|
auto hex = path.first[i];
|
|
if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
|
|
{
|
|
if (needOpenGates(hex))
|
|
openGateAtHex = path.first[i+1];
|
|
|
|
//TODO we need find batter way to handle double-wide stacks
|
|
//currently if only second occupied stack part is standing on gate / bridge hex then stack will start to wait for bridge to lower before it's needed. Though this is just a visual bug.
|
|
if (curStack->doubleWide())
|
|
{
|
|
BattleHex otherHex = curStack->occupiedHex(hex);
|
|
if (otherHex.isValid() && needOpenGates(otherHex))
|
|
openGateAtHex = path.first[i+2];
|
|
}
|
|
|
|
//gate may be opened and then closed during stack movement, but not other way around
|
|
if (openGateAtHex.isValid())
|
|
dbState = EGateState::OPENED;
|
|
}
|
|
|
|
if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
|
|
{
|
|
if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
|
|
{
|
|
gateMayCloseAtHex = path.first[i-1];
|
|
}
|
|
if (gs->curB->town->subID == ETownType::FORTRESS)
|
|
{
|
|
if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
|
|
{
|
|
gateMayCloseAtHex = path.first[i-1];
|
|
}
|
|
else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
|
|
path.first[i-1] != ESiegeHex::GATE_INNER &&
|
|
path.first[i-1] != ESiegeHex::GATE_BRIDGE)
|
|
{
|
|
gateMayCloseAtHex = path.first[i-1];
|
|
}
|
|
}
|
|
else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
|
|
{
|
|
gateMayCloseAtHex = path.first[i-1];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool stackIsMoving = true;
|
|
|
|
while(stackIsMoving)
|
|
{
|
|
if (v<tilesToMove)
|
|
{
|
|
logGlobal->error("Movement terminated abnormally");
|
|
break;
|
|
}
|
|
|
|
bool gateStateChanging = false;
|
|
//special handling for opening gate on from starting hex
|
|
if (openGateAtHex.isValid() && openGateAtHex == start)
|
|
gateStateChanging = true;
|
|
else
|
|
{
|
|
for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
|
|
{
|
|
BattleHex hex = path.first[v];
|
|
tiles.push_back(hex);
|
|
|
|
if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
|
|
(gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
|
|
{
|
|
gateStateChanging = true;
|
|
}
|
|
|
|
//if we walked onto something, finalize this portion of stack movement check into obstacle
|
|
if ((obstacle = battleGetObstacleOnPos(hex, false)))
|
|
obstacleHit = true;
|
|
|
|
if (curStack->doubleWide())
|
|
{
|
|
BattleHex otherHex = curStack->occupiedHex(hex);
|
|
|
|
//two hex creature hit obstacle by backside
|
|
if (otherHex.isValid() && ((obstacle2 = battleGetObstacleOnPos(otherHex, false))))
|
|
obstacleHit = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (tiles.size() > 0)
|
|
{
|
|
//commit movement
|
|
BattleStackMoved sm;
|
|
sm.stack = curStack->ID;
|
|
sm.distance = path.second;
|
|
sm.teleporting = false;
|
|
sm.tilesToMove = tiles;
|
|
sendAndApply(&sm);
|
|
tiles.clear();
|
|
}
|
|
|
|
//we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
|
|
if (curStack->position != dest)
|
|
{
|
|
auto processObstacle = [&](std::shared_ptr<const CObstacleInstance> & obs)
|
|
{
|
|
if (obs)
|
|
{
|
|
handleDamageFromObstacle(*obs, curStack);
|
|
|
|
//if stack die in explosion or interrupted by obstacle, abort movement
|
|
if (obs->stopsMovement() || !curStack->alive())
|
|
stackIsMoving = false;
|
|
|
|
obs.reset();
|
|
}
|
|
};
|
|
|
|
processObstacle(obstacle);
|
|
if (curStack->alive())
|
|
processObstacle(obstacle2);
|
|
|
|
if (gateStateChanging)
|
|
{
|
|
if (curStack->position == openGateAtHex)
|
|
{
|
|
openGateAtHex = BattleHex();
|
|
//only open gate if stack is still alive
|
|
if (curStack->alive())
|
|
{
|
|
BattleUpdateGateState db;
|
|
db.state = EGateState::OPENED;
|
|
sendAndApply(&db);
|
|
}
|
|
}
|
|
else if (curStack->position == gateMayCloseAtHex)
|
|
{
|
|
gateMayCloseAtHex = BattleHex();
|
|
updateGateState();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
//movement finished normally: we reached destination
|
|
stackIsMoving = false;
|
|
}
|
|
}
|
|
|
|
//handling obstacle on the final field (separate, because it affects both flying and walking stacks)
|
|
if (curStack->alive())
|
|
{
|
|
if (auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
|
|
{
|
|
handleDamageFromObstacle(*theLastObstacle, curStack);
|
|
}
|
|
}
|
|
|
|
if (curStack->alive() && curStack->doubleWide())
|
|
{
|
|
BattleHex otherHex = curStack->occupiedHex(curStack->position);
|
|
|
|
if (otherHex.isValid())
|
|
if (auto theLastObstacle = battleGetObstacleOnPos(otherHex, false))
|
|
{
|
|
//two hex creature hit obstacle by backside
|
|
handleDamageFromObstacle(*theLastObstacle, curStack);
|
|
}
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
CGameHandler::CGameHandler(void)
|
|
{
|
|
QID = 1;
|
|
//gs = nullptr;
|
|
IObjectInterface::cb = this;
|
|
applier = new CApplier<CBaseForGHApply>;
|
|
registerTypesServerPacks(*applier);
|
|
visitObjectAfterVictory = false;
|
|
queries.gh = this;
|
|
|
|
spellEnv = new ServerSpellCastEnvironment(this);
|
|
}
|
|
|
|
CGameHandler::~CGameHandler(void)
|
|
{
|
|
delete spellEnv;
|
|
delete applier;
|
|
applier = nullptr;
|
|
delete gs;
|
|
}
|
|
|
|
void CGameHandler::init(StartInfo *si)
|
|
{
|
|
if (si->seedToBeUsed == 0)
|
|
{
|
|
si->seedToBeUsed = std::time(nullptr);
|
|
}
|
|
|
|
gs = new CGameState();
|
|
logGlobal->info("Gamestate created!");
|
|
gs->init(si);
|
|
logGlobal->info("Gamestate initialized!");
|
|
|
|
// reset seed, so that clients can't predict any following random values
|
|
getRandomGenerator().resetSeed();
|
|
|
|
for (auto & elem : gs->players)
|
|
{
|
|
states.addPlayer(elem.first);
|
|
}
|
|
}
|
|
|
|
static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
|
|
{
|
|
return a.earlierThan(b);
|
|
}
|
|
|
|
void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
|
|
{// bool forced = true - if creature should be replaced, if false - only if no creature was set
|
|
const PlayerState * p = getPlayer(town->tempOwner);
|
|
if (!p)
|
|
{
|
|
logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos());
|
|
return;
|
|
}
|
|
|
|
if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
|
|
{
|
|
SetAvailableCreatures ssi;
|
|
ssi.tid = town->id;
|
|
ssi.creatures = town->creatures;
|
|
ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
|
|
|
|
const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
|
|
if (dwellings.empty())//no dwellings - just remove
|
|
{
|
|
sendAndApply(&ssi);
|
|
return;
|
|
}
|
|
|
|
auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
|
|
|
|
// for multi-creature dwellings like Golem Factory
|
|
auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
|
|
|
|
if (clear)
|
|
{
|
|
ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
|
|
}
|
|
else
|
|
{
|
|
ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
|
|
}
|
|
ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
|
|
sendAndApply(&ssi);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::newTurn()
|
|
{
|
|
logGlobal->trace("Turn %d", gs->day+1);
|
|
NewTurn n;
|
|
n.specialWeek = NewTurn::NO_ACTION;
|
|
n.creatureid = CreatureID::NONE;
|
|
n.day = gs->day + 1;
|
|
|
|
bool firstTurn = !getDate(Date::DAY);
|
|
bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
|
|
bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
|
|
|
|
std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
|
|
|
|
if (firstTurn)
|
|
{
|
|
for (auto obj : gs->map->objects)
|
|
{
|
|
if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
|
|
{
|
|
changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (newWeek && !firstTurn)
|
|
{
|
|
n.specialWeek = NewTurn::NORMAL;
|
|
bool deityOfFireBuilt = false;
|
|
for (const CGTownInstance *t : gs->map->towns)
|
|
{
|
|
if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
|
|
{
|
|
deityOfFireBuilt = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (deityOfFireBuilt)
|
|
{
|
|
n.specialWeek = NewTurn::DEITYOFFIRE;
|
|
n.creatureid = CreatureID::IMP;
|
|
}
|
|
else
|
|
{
|
|
int monthType = getRandomGenerator().nextInt(99);
|
|
if (newMonth) //new month
|
|
{
|
|
if (monthType < 40) //double growth
|
|
{
|
|
n.specialWeek = NewTurn::DOUBLE_GROWTH;
|
|
if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
|
|
{
|
|
std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
|
|
n.creatureid = newMonster.second;
|
|
}
|
|
else if (VLC->creh->doubledCreatures.size())
|
|
{
|
|
const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
|
|
n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
|
|
}
|
|
else
|
|
{
|
|
complain("Cannot find creature that can be spawned!");
|
|
n.specialWeek = NewTurn::NORMAL;
|
|
}
|
|
}
|
|
else if (monthType < 50)
|
|
n.specialWeek = NewTurn::PLAGUE;
|
|
}
|
|
else //it's a week, but not full month
|
|
{
|
|
if (monthType < 25)
|
|
{
|
|
n.specialWeek = NewTurn::BONUS_GROWTH; //+5
|
|
std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
|
|
//TODO do not pick neutrals
|
|
n.creatureid = newMonster.second;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
|
|
|
|
for (auto& hp : pool)
|
|
{
|
|
auto hero = hp.second;
|
|
if (hero->isInitialized() && hero->stacks.size())
|
|
{
|
|
// reset retreated or surrendered heroes
|
|
auto maxmove = hero->maxMovePoints(true);
|
|
// if movement is greater than maxmove, we should decrease it
|
|
if (hero->movement != maxmove || hero->mana < hero->manaLimit())
|
|
{
|
|
NewTurn::Hero hth;
|
|
hth.id = hero->id;
|
|
hth.move = maxmove;
|
|
hth.mana = hero->getManaNewTurn();
|
|
n.heroes.insert(hth);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (auto & elem : gs->players)
|
|
{
|
|
if (elem.first == PlayerColor::NEUTRAL)
|
|
continue;
|
|
else if (elem.first >= PlayerColor::PLAYER_LIMIT)
|
|
assert(0); //illegal player number!
|
|
|
|
std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
|
|
hadGold.insert(playerGold);
|
|
|
|
if (newWeek) //new heroes in tavern
|
|
{
|
|
SetAvailableHeroes sah;
|
|
sah.player = elem.first;
|
|
|
|
//pick heroes and their armies
|
|
CHeroClass *banned = nullptr;
|
|
for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
|
|
{
|
|
//first hero - native if possible, second hero -> any other class
|
|
if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
|
|
{
|
|
sah.hid[j] = h->subID;
|
|
h->initArmy(getRandomGenerator(), &sah.army[j]);
|
|
banned = h->type->heroClass;
|
|
}
|
|
else
|
|
{
|
|
sah.hid[j] = -1;
|
|
}
|
|
}
|
|
|
|
sendAndApply(&sah);
|
|
}
|
|
|
|
n.res[elem.first] = elem.second.resources;
|
|
|
|
for (CGHeroInstance *h : (elem).second.heroes)
|
|
{
|
|
if (h->visitedTown)
|
|
giveSpells(h->visitedTown, h);
|
|
|
|
NewTurn::Hero hth;
|
|
hth.id = h->id;
|
|
auto ti = make_unique<TurnInfo>(h, 1);
|
|
// TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
|
|
hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
|
|
hth.mana = h->getManaNewTurn();
|
|
|
|
n.heroes.insert(hth);
|
|
|
|
if (!firstTurn) //not first day
|
|
{
|
|
n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
|
|
|
|
for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
|
|
{
|
|
n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
for (CGTownInstance *t : gs->map->towns)
|
|
{
|
|
PlayerColor player = t->tempOwner;
|
|
handleTownEvents(t, n);
|
|
if (newWeek) //first day of week
|
|
{
|
|
if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
|
|
setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
|
|
|
|
if (!firstTurn)
|
|
if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
|
|
n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
|
|
|
|
if (!vstd::contains(n.cres, t->id))
|
|
{
|
|
n.cres[t->id].tid = t->id;
|
|
n.cres[t->id].creatures = t->creatures;
|
|
}
|
|
auto & sac = n.cres.at(t->id);
|
|
|
|
for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
|
|
{
|
|
if (!t->creatures.at(k).second.empty()) // there are creatures at this level
|
|
{
|
|
ui32 &availableCount = sac.creatures.at(k).first;
|
|
const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
|
|
|
|
if (n.specialWeek == NewTurn::PLAGUE)
|
|
availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
|
|
else
|
|
{
|
|
if (firstTurn) //first day of game: use only basic growths
|
|
availableCount = cre->growth;
|
|
else
|
|
availableCount += t->creatureGrowth(k);
|
|
|
|
//Deity of fire week - upgrade both imps and upgrades
|
|
if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
|
|
availableCount += 15;
|
|
|
|
if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
|
|
{
|
|
if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
|
|
availableCount *= 2;
|
|
else if (n.specialWeek == NewTurn::BONUS_GROWTH)
|
|
availableCount += 5;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
|
|
{
|
|
n.res[player] = n.res[player] + t->dailyIncome();
|
|
}
|
|
if (t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
|
|
{
|
|
// Skyship, probably easier to handle same as Veil of darkness
|
|
//do it every new day after veils apply
|
|
if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
|
|
{
|
|
FoWChange fw;
|
|
fw.mode = 1;
|
|
fw.player = player;
|
|
// find all hidden tiles
|
|
const auto & fow = getPlayerTeam(player)->fogOfWarMap;
|
|
for (size_t i=0; i<fow.size(); i++)
|
|
for (size_t j=0; j<fow.at(i).size(); j++)
|
|
for (size_t k=0; k<fow.at(i).at(j).size(); k++)
|
|
if (!fow.at(i).at(j).at(k))
|
|
fw.tiles.insert(int3(i,j,k));
|
|
|
|
sendAndApply (&fw);
|
|
}
|
|
}
|
|
if (t->hasBonusOfType (Bonus::DARKNESS))
|
|
{
|
|
for (auto & player : gs->players)
|
|
{
|
|
if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
|
|
getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
|
|
changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (newMonth)
|
|
{
|
|
SetAvailableArtifacts saa;
|
|
saa.id = -1;
|
|
pickAllowedArtsSet(saa.arts, getRandomGenerator());
|
|
sendAndApply(&saa);
|
|
}
|
|
sendAndApply(&n);
|
|
|
|
if (newWeek)
|
|
{
|
|
//spawn wandering monsters
|
|
if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
|
|
{
|
|
spawnWanderingMonsters(n.creatureid);
|
|
}
|
|
|
|
//new week info popup
|
|
if (!firstTurn)
|
|
{
|
|
InfoWindow iw;
|
|
switch (n.specialWeek)
|
|
{
|
|
case NewTurn::DOUBLE_GROWTH:
|
|
iw.text.addTxt(MetaString::ARRAY_TXT, 131);
|
|
iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
|
|
iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
|
|
break;
|
|
case NewTurn::PLAGUE:
|
|
iw.text.addTxt(MetaString::ARRAY_TXT, 132);
|
|
break;
|
|
case NewTurn::BONUS_GROWTH:
|
|
iw.text.addTxt(MetaString::ARRAY_TXT, 134);
|
|
iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
|
|
iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
|
|
break;
|
|
case NewTurn::DEITYOFFIRE:
|
|
iw.text.addTxt(MetaString::ARRAY_TXT, 135);
|
|
iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
|
|
iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
|
|
iw.text.addReplacement2(15); //%+d 15
|
|
iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
|
|
iw.text.addReplacement2(15); //%+d 15
|
|
break;
|
|
default:
|
|
if (newMonth)
|
|
{
|
|
iw.text.addTxt(MetaString::ARRAY_TXT, (130));
|
|
iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
|
|
}
|
|
else
|
|
{
|
|
iw.text.addTxt(MetaString::ARRAY_TXT, (133));
|
|
iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
|
|
}
|
|
}
|
|
for (auto & elem : gs->players)
|
|
{
|
|
iw.player = elem.first;
|
|
sendAndApply(&iw);
|
|
}
|
|
}
|
|
}
|
|
|
|
logGlobal->trace("Info about turn %d has been sent!", n.day);
|
|
handleTimeEvents();
|
|
//call objects
|
|
for (auto & elem : gs->map->objects)
|
|
{
|
|
if (elem)
|
|
elem->newTurn(getRandomGenerator());
|
|
}
|
|
|
|
synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
|
|
}
|
|
void CGameHandler::run(bool resume)
|
|
{
|
|
LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
|
|
|
|
using namespace boost::posix_time;
|
|
for (CConnection *cc : conns)
|
|
{
|
|
if (!resume)
|
|
{
|
|
(*cc) << gs->initialOpts; // gs->scenarioOps
|
|
}
|
|
|
|
std::set<PlayerColor> players;
|
|
(*cc) >> players; //how many players will be handled at that client
|
|
|
|
std::stringstream sbuffer;
|
|
sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
|
|
for (PlayerColor color : players)
|
|
{
|
|
sbuffer << color << " ";
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> lock(gsm);
|
|
if(!color.isSpectator()) // there can be more than one spectator
|
|
connections[color] = cc;
|
|
}
|
|
}
|
|
logGlobal->info(sbuffer.str());
|
|
|
|
cc->addStdVecItems(gs);
|
|
cc->enableStackSendingByID();
|
|
cc->disableSmartPointerSerialization();
|
|
}
|
|
|
|
for (auto & elem : conns)
|
|
{
|
|
std::set<PlayerColor> pom;
|
|
for (auto j = connections.cbegin(); j!=connections.cend();j++)
|
|
if (j->second == elem)
|
|
pom.insert(j->first);
|
|
|
|
boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem)));
|
|
}
|
|
|
|
if (gs->scenarioOps->mode == StartInfo::DUEL)
|
|
{
|
|
runBattle();
|
|
serverShuttingDown = true;
|
|
|
|
|
|
while(conns.size() && (*conns.begin())->isOpen())
|
|
boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
|
|
|
|
return;
|
|
}
|
|
|
|
auto playerTurnOrder = generatePlayerTurnOrder();
|
|
|
|
while(!serverShuttingDown)
|
|
{
|
|
if (!resume) newTurn();
|
|
|
|
std::list<PlayerColor>::iterator it;
|
|
if (resume)
|
|
{
|
|
it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
|
|
}
|
|
else
|
|
{
|
|
it = playerTurnOrder.begin();
|
|
}
|
|
|
|
resume = false;
|
|
for (; it != playerTurnOrder.end(); it++)
|
|
{
|
|
auto playerColor = *it;
|
|
|
|
PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
|
|
if (playerState->status == EPlayerStatus::INGAME)
|
|
{
|
|
//if player runs out of time, he shouldn't get the turn (especially AI)
|
|
checkVictoryLossConditionsForAll();
|
|
|
|
if (gs->players[playerColor].status != EPlayerStatus::INGAME)
|
|
{ //player lost at the beginning of his turn
|
|
continue;
|
|
}
|
|
else //give normal turn
|
|
{
|
|
states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
|
|
|
|
YourTurn yt;
|
|
yt.player = playerColor;
|
|
//Change local daysWithoutCastle counter for local interface message //TODO: needed?
|
|
yt.daysWithoutCastle = playerState->daysWithoutCastle;
|
|
applyAndSend(&yt);
|
|
|
|
//wait till turn is done
|
|
boost::unique_lock<boost::mutex> lock(states.mx);
|
|
while(states.players.at(playerColor).makingTurn && !serverShuttingDown)
|
|
{
|
|
static time_duration p = milliseconds(100);
|
|
states.cv.timed_wait(lock, p);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//additional check that game is not finished
|
|
bool activePlayer = false;
|
|
for (auto player : playerTurnOrder)
|
|
{
|
|
if (gs->players[player].status == EPlayerStatus::INGAME)
|
|
activePlayer = true;
|
|
}
|
|
if (!activePlayer)
|
|
serverShuttingDown = true;
|
|
}
|
|
while(conns.size() && (*conns.begin())->isOpen())
|
|
boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
|
|
}
|
|
|
|
std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
|
|
{
|
|
// Generate player turn order
|
|
std::list<PlayerColor> playerTurnOrder;
|
|
|
|
for (const auto & player : gs->players) // add human players first
|
|
{
|
|
if (player.second.human)
|
|
playerTurnOrder.push_back(player.first);
|
|
}
|
|
for (const auto & player : gs->players) // then add non-human players
|
|
{
|
|
if (!player.second.human)
|
|
playerTurnOrder.push_back(player.first);
|
|
}
|
|
return playerTurnOrder;
|
|
}
|
|
|
|
void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
|
|
{
|
|
battleResult.set(nullptr);
|
|
|
|
const auto t = getTile(tile);
|
|
ETerrainType terrain = t->terType;
|
|
if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
|
|
terrain = ETerrainType::SAND;
|
|
|
|
BFieldType terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
|
|
if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
|
|
terType = BFieldType::SHIP_TO_SHIP;
|
|
|
|
//send info about battles
|
|
BattleStart bs;
|
|
bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
|
|
sendAndApply(&bs);
|
|
}
|
|
|
|
void CGameHandler::checkBattleStateChanges()
|
|
{
|
|
//check if drawbridge state need to be changes
|
|
if (battleGetSiegeLevel() > 0)
|
|
updateGateState();
|
|
|
|
//check if battle ended
|
|
if (auto result = battleIsFinished())
|
|
{
|
|
setBattleResult(BattleResult::NORMAL, *result);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
|
|
{
|
|
if (!h->hasSpellbook())
|
|
return; //hero hasn't spellbook
|
|
ChangeSpells cs;
|
|
cs.hid = h->id;
|
|
cs.learn = true;
|
|
if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
|
|
{
|
|
// Aurora Borealis give spells of all levels even if only level 1 mages guild built
|
|
for (int i = 0; i < h->getSecSkillLevel(SecondarySkill::WISDOM)+2; i++)
|
|
{
|
|
std::vector<SpellID> spells;
|
|
getAllowedSpells(spells, i+1);
|
|
for (auto & spell : spells)
|
|
cs.spells.insert(spell);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int i = 0; i < std::min(t->mageGuildLevel(), h->getSecSkillLevel(SecondarySkill::WISDOM)+2); i++)
|
|
{
|
|
for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
|
|
{
|
|
if (!vstd::contains(h->spells, t->spells.at(i).at(j)))
|
|
cs.spells.insert(t->spells.at(i).at(j));
|
|
}
|
|
}
|
|
}
|
|
if (!cs.spells.empty())
|
|
sendAndApply(&cs);
|
|
}
|
|
|
|
void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
|
|
{
|
|
SetObjectProperty sop(objid, ObjProperty::BLOCKVIS, bv);
|
|
sendAndApply(&sop);
|
|
}
|
|
|
|
bool CGameHandler::removeObject(const CGObjectInstance * obj)
|
|
{
|
|
if (!obj || !getObj(obj->id))
|
|
{
|
|
logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
|
|
return false;
|
|
}
|
|
|
|
RemoveObject ro;
|
|
ro.id = obj->id;
|
|
sendAndApply(&ro);
|
|
|
|
checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
|
|
{
|
|
SetObjectProperty sop(objid, ObjProperty::PRIMARY_STACK_COUNT, val);
|
|
sendAndApply(&sop);
|
|
}
|
|
|
|
bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker /*= 255*/)
|
|
{
|
|
const CGHeroInstance *h = getHero(hid);
|
|
// not turn of that hero or player can't simply teleport hero (at least not with this function)
|
|
if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
|
|
{
|
|
logGlobal->error("Illegal call to move hero!");
|
|
return false;
|
|
}
|
|
|
|
logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos(), dst());
|
|
const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
|
|
|
|
if (!gs->map->isInTheMap(hmpos))
|
|
{
|
|
logGlobal->error("Destination tile is outside the map!");
|
|
return false;
|
|
}
|
|
|
|
const TerrainTile t = *getTile(hmpos);
|
|
const int3 guardPos = gs->guardingCreaturePosition(hmpos);
|
|
|
|
const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
|
|
const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
|
|
|
|
//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
|
|
auto ti = make_unique<TurnInfo>(h);
|
|
const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
|
|
const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);
|
|
const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti.get());
|
|
|
|
//it's a rock or blocked and not visitable tile
|
|
//OR hero is on land and dest is water and (there is not present only one object - boat)
|
|
if (((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
|
|
&& complain("Cannot move hero, destination tile is blocked!"))
|
|
|| ((!h->boat && !canWalkOnSea && !canFly && t.terType == ETerrainType::WATER && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != Obj::BOAT && t.visitableObjects.back()->ID != Obj::HERO))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
|
|
&& complain("Cannot move hero, destination tile is on water!"))
|
|
|| ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
|
|
&& complain("Cannot disembark hero, tile is blocked!"))
|
|
|| ((distance(h->pos, dst) >= 1.5 && !teleporting)
|
|
&& complain("Tiles are not neighboring!"))
|
|
|| ((h->inTownGarrison)
|
|
&& complain("Can not move garrisoned hero!"))
|
|
|| ((h->movement < cost && dst != h->pos && !teleporting)
|
|
&& complain("Hero doesn't have any movement points left!"))
|
|
|| ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
|
|
&& complain("Hero cannot transit over this tile!"))
|
|
/*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
|
|
&& complain("Cannot move hero during the battle"))*/)
|
|
{
|
|
//send info about movement failure
|
|
sendAndApply(&tmh);
|
|
return false;
|
|
}
|
|
|
|
//several generic blocks of code
|
|
|
|
// should be called if hero changes tile but before applying TryMoveHero package
|
|
auto leaveTile = [&]()
|
|
{
|
|
for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
|
|
{
|
|
obj->onHeroLeave(h);
|
|
}
|
|
this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
|
|
};
|
|
|
|
auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
|
|
EVisitDest visitDest, ELEaveTile leavingTile) -> bool
|
|
{
|
|
LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
|
|
|
|
auto moveQuery = std::make_shared<CHeroMovementQuery>(tmh, h);
|
|
queries.addQuery(moveQuery);
|
|
|
|
if (leavingTile == LEAVING_TILE)
|
|
leaveTile();
|
|
|
|
tmh.result = result;
|
|
sendAndApply(&tmh);
|
|
|
|
if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
|
|
{ // Hero should be always able to visit any object he staying on even if there guards around
|
|
visitObjectOnTile(t, h);
|
|
}
|
|
else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
|
|
{
|
|
tmh.attackedFrom = guardPos;
|
|
|
|
const TerrainTile &guardTile = *gs->getTile(guardPos);
|
|
objectVisited(guardTile.visitableObjects.back(), h);
|
|
|
|
moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
|
|
}
|
|
else if (visitDest == VISIT_DEST)
|
|
{
|
|
visitObjectOnTile(t, h);
|
|
}
|
|
|
|
queries.popIfTop(moveQuery);
|
|
logGlobal->trace("Hero %s ends movement", h->name);
|
|
return result != TryMoveHero::FAILED;
|
|
};
|
|
|
|
//interaction with blocking object (like resources)
|
|
auto blockingVisit = [&]() -> bool
|
|
{
|
|
for (CGObjectInstance *obj : t.visitableObjects)
|
|
{
|
|
if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
|
|
{
|
|
return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
|
|
//this-> is needed for MVS2010 to recognize scope (?)
|
|
}
|
|
}
|
|
return false;
|
|
};
|
|
|
|
|
|
if (!transit && embarking)
|
|
{
|
|
tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti.get());
|
|
return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
|
|
// In H3 embark ignore guards
|
|
}
|
|
|
|
if (disembarking)
|
|
{
|
|
tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti.get());
|
|
return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
|
|
}
|
|
|
|
if (teleporting)
|
|
{
|
|
if (blockingVisit()) // e.g. hero on the other side of teleporter
|
|
return true;
|
|
|
|
doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
|
|
|
|
// visit town for town portal \ castle gates
|
|
// do not use generic visitObjectOnTile to avoid double-teleporting
|
|
// if this moveHero call was triggered by teleporter
|
|
if (!t.visitableObjects.empty())
|
|
{
|
|
if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
|
|
town->onHeroVisit(h);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//still here? it is standard movement!
|
|
{
|
|
tmh.movePoints = h->movement >= cost
|
|
? h->movement - cost
|
|
: 0;
|
|
|
|
EGuardLook lookForGuards = CHECK_FOR_GUARDS;
|
|
EVisitDest visitDest = VISIT_DEST;
|
|
if (transit)
|
|
{
|
|
if (CGTeleport::isTeleport(t.topVisitableObj()))
|
|
visitDest = DONT_VISIT_DEST;
|
|
|
|
if (canFly)
|
|
{
|
|
lookForGuards = IGNORE_GUARDS;
|
|
visitDest = DONT_VISIT_DEST;
|
|
}
|
|
}
|
|
else if (blockingVisit())
|
|
return true;
|
|
|
|
doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
|
|
{
|
|
const CGHeroInstance *h = getHero(hid);
|
|
const CGTownInstance *t = getTown(dstid);
|
|
|
|
if (!h || !t || h->getOwner() != gs->currentPlayer)
|
|
COMPLAIN_RET("Invalid call to teleportHero!");
|
|
|
|
const CGTownInstance *from = h->visitedTown;
|
|
if (((h->getOwner() != t->getOwner())
|
|
&& complain("Cannot teleport hero to another player"))
|
|
|| ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
|
|
&& complain("Hero must be in town with Castle gate for teleporting"))
|
|
|| (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
|
|
&& complain("Cannot teleport hero to town without Castle gate in it")))
|
|
return false;
|
|
int3 pos = t->visitablePos();
|
|
pos += h->getVisitableOffset();
|
|
moveHero(hid,pos,1);
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
|
|
{
|
|
PlayerColor oldOwner = getOwner(obj->id);
|
|
SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
|
|
sendAndApply(&sop);
|
|
|
|
std::set<PlayerColor> playerColors = {owner, oldOwner};
|
|
checkVictoryLossConditions(playerColors);
|
|
|
|
const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
|
|
if (town) //town captured
|
|
{
|
|
if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
|
|
{
|
|
if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
|
|
setPortalDwelling(town, true, false);
|
|
}
|
|
|
|
if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
|
|
{
|
|
if (getPlayer(oldOwner)->towns.empty()) //previous player lost last 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.
|
|
iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
|
|
sendAndApply(&iw);
|
|
}
|
|
}
|
|
}
|
|
|
|
const PlayerState * p = getPlayer(owner);
|
|
|
|
if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
|
|
{
|
|
for (const CGTownInstance * t : getPlayer(owner)->towns)
|
|
{
|
|
if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
|
|
setPortalDwelling(t);//set initial creatures for all portals of summoning
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameHandler::showBlockingDialog(BlockingDialog *iw)
|
|
{
|
|
auto dialogQuery = std::make_shared<CBlockingDialogQuery>(*iw);
|
|
queries.addQuery(dialogQuery);
|
|
iw->queryID = dialogQuery->queryID;
|
|
sendToAllClients(iw);
|
|
}
|
|
|
|
void CGameHandler::showTeleportDialog(TeleportDialog *iw)
|
|
{
|
|
auto dialogQuery = std::make_shared<CTeleportDialogQuery>(*iw);
|
|
queries.addQuery(dialogQuery);
|
|
iw->queryID = dialogQuery->queryID;
|
|
sendToAllClients(iw);
|
|
}
|
|
|
|
void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
|
|
{
|
|
if (!val) return; //don't waste time on empty call
|
|
|
|
TResources resources;
|
|
resources.at(which) = val;
|
|
giveResources(player, resources);
|
|
}
|
|
|
|
void CGameHandler::giveResources(PlayerColor player, TResources resources)
|
|
{
|
|
SetResources sr;
|
|
sr.abs = false;
|
|
sr.player = player;
|
|
sr.res = resources;
|
|
sendAndApply(&sr);
|
|
}
|
|
|
|
void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
|
|
{
|
|
COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
|
|
COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
|
|
COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
|
|
|
|
//first we move creatures to give to make them army of object-source
|
|
for (auto & elem : creatures.Slots())
|
|
{
|
|
addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
|
|
}
|
|
|
|
tryJoiningArmy(obj, h, remove, true);
|
|
}
|
|
|
|
void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
|
|
{
|
|
std::vector<CStackBasicDescriptor> cres = creatures;
|
|
if (cres.size() <= 0)
|
|
return;
|
|
const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
|
|
|
|
for (CStackBasicDescriptor &sbd : cres)
|
|
{
|
|
TQuantity collected = 0;
|
|
while(collected < sbd.count)
|
|
{
|
|
bool foundSth = false;
|
|
for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
|
|
{
|
|
if (i->second->type == sbd.type)
|
|
{
|
|
TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
|
|
changeStackCount(StackLocation(obj, i->first), -take, false);
|
|
collected += take;
|
|
foundSth = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!foundSth) //we went through the whole loop and haven't found appropriate cres
|
|
{
|
|
complain("Unexpected failure during taking creatures!");
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameHandler::showCompInfo(ShowInInfobox * comp)
|
|
{
|
|
sendToAllClients(comp);
|
|
}
|
|
void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
|
|
{
|
|
HeroVisitCastle vc;
|
|
vc.hid = hero->id;
|
|
vc.tid = obj->id;
|
|
vc.flags |= 1;
|
|
sendAndApply(&vc);
|
|
vistiCastleObjects (obj, hero);
|
|
giveSpells (obj, hero);
|
|
|
|
checkVictoryLossConditionsForPlayer(hero->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(const CGTownInstance * obj, const CGHeroInstance * hero)
|
|
{
|
|
HeroVisitCastle vc;
|
|
vc.hid = hero->id;
|
|
vc.tid = obj->id;
|
|
sendAndApply(&vc);
|
|
}
|
|
|
|
void CGameHandler::removeArtifact(const ArtifactLocation &al)
|
|
{
|
|
EraseArtifact ea;
|
|
ea.al = al;
|
|
sendAndApply(&ea);
|
|
}
|
|
void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
|
|
const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
|
|
const CGTownInstance *town) //use hero=nullptr for no hero
|
|
{
|
|
engageIntoBattle(army1->tempOwner);
|
|
engageIntoBattle(army2->tempOwner);
|
|
|
|
static const CArmedInstance *armies[2];
|
|
armies[0] = army1;
|
|
armies[1] = army2;
|
|
static const CGHeroInstance*heroes[2];
|
|
heroes[0] = hero1;
|
|
heroes[1] = hero2;
|
|
|
|
|
|
setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
|
|
|
|
auto battleQuery = std::make_shared<CBattleQuery>(gs->curB);
|
|
queries.addQuery(battleQuery);
|
|
|
|
boost::thread(&CGameHandler::runBattle, this);
|
|
}
|
|
|
|
void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
|
|
{
|
|
startBattlePrimary(army1, army2, tile,
|
|
army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
|
|
army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
|
|
creatureBank);
|
|
}
|
|
|
|
void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
|
|
{
|
|
startBattleI(army1, army2, army2->visitablePos(), creatureBank);
|
|
}
|
|
|
|
void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
|
|
{
|
|
ChangeSpells cs;
|
|
cs.hid = hero->id;
|
|
cs.spells = spells;
|
|
cs.learn = give;
|
|
sendAndApply(&cs);
|
|
}
|
|
|
|
void CGameHandler::sendMessageTo(CConnection &c, const std::string &message)
|
|
{
|
|
SystemMessage sm;
|
|
sm.text = message;
|
|
boost::unique_lock<boost::mutex> lock(*c.wmx);
|
|
c << &sm;
|
|
}
|
|
|
|
void CGameHandler::giveHeroBonus(GiveBonus * bonus)
|
|
{
|
|
sendAndApply(bonus);
|
|
}
|
|
|
|
void CGameHandler::setMovePoints(SetMovePoints * smp)
|
|
{
|
|
sendAndApply(smp);
|
|
}
|
|
|
|
void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
|
|
{
|
|
SetMana sm;
|
|
sm.hid = hid;
|
|
sm.val = val;
|
|
sm.absolute = true;
|
|
sendAndApply(&sm);
|
|
}
|
|
|
|
void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
|
|
{
|
|
GiveHero gh;
|
|
gh.id = id;
|
|
gh.player = player;
|
|
sendAndApply(&gh);
|
|
}
|
|
|
|
void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)
|
|
{
|
|
ChangeObjPos cop;
|
|
cop.objid = objid;
|
|
cop.nPos = newPos;
|
|
cop.flags = flags;
|
|
sendAndApply(&cop);
|
|
}
|
|
|
|
void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
|
|
{
|
|
const CGHeroInstance * h1 = getHero(fromHero);
|
|
const CGHeroInstance * h2 = getHero(toHero);
|
|
|
|
if (h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR))
|
|
{
|
|
std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
|
|
std::swap(fromHero, toHero);
|
|
}
|
|
|
|
int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
|
|
if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
|
|
return;//no scholar skill or no spellbook
|
|
|
|
int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
|
|
h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
|
|
|
|
ChangeSpells cs1;
|
|
cs1.learn = true;
|
|
cs1.hid = toHero;//giving spells to first hero
|
|
for (auto it : h1->spells)
|
|
if (h2Lvl >= it.toSpell()->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 (auto it : h2->spells)
|
|
if (h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
|
|
cs2.spells.insert(it);
|
|
|
|
if (!cs1.spells.empty() || !cs2.spells.empty())//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.empty())//if found new spell - apply
|
|
{
|
|
iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
|
|
int size = cs2.spells.size();
|
|
for (auto it : cs2.spells)
|
|
{
|
|
iw.components.push_back(Component(Component::SPELL, it, 1, 0));
|
|
iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
|
|
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.empty() && !cs2.spells.empty())
|
|
{
|
|
iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
|
|
}
|
|
|
|
if (!cs1.spells.empty())
|
|
{
|
|
iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
|
|
int size = cs1.spells.size();
|
|
for (auto it : cs1.spells)
|
|
{
|
|
iw.components.push_back(Component(Component::SPELL, it, 1, 0));
|
|
iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
|
|
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(ObjectInstanceID hero1, ObjectInstanceID hero2)
|
|
{
|
|
auto h1 = getHero(hero1), h2 = getHero(hero2);
|
|
|
|
if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
|
|
{
|
|
auto exchange = std::make_shared<CGarrisonDialogQuery>(h1, h2);
|
|
ExchangeDialog hex;
|
|
hex.queryID = exchange->queryID;
|
|
hex.heroes[0] = getHero(hero1);
|
|
hex.heroes[1] = getHero(hero2);
|
|
sendAndApply(&hex);
|
|
useScholarSkill(hero1,hero2);
|
|
queries.addQuery(exchange);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::sendToAllClients(CPackForClient * info)
|
|
{
|
|
logNetwork->trace("Sending to all clients a package of type %s", typeid(*info).name());
|
|
for (auto & elem : conns)
|
|
{
|
|
if(!elem->isOpen())
|
|
continue;
|
|
|
|
boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
|
|
*elem << info;
|
|
}
|
|
}
|
|
|
|
void CGameHandler::sendAndApply(CPackForClient * info)
|
|
{
|
|
sendToAllClients(info);
|
|
gs->apply(info);
|
|
}
|
|
|
|
void CGameHandler::applyAndSend(CPackForClient * info)
|
|
{
|
|
gs->apply(info);
|
|
sendToAllClients(info);
|
|
}
|
|
|
|
void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
|
|
{
|
|
sendAndApply(static_cast<CPackForClient*>(info));
|
|
checkVictoryLossConditionsForAll();
|
|
}
|
|
|
|
void CGameHandler::sendAndApply(SetResources * info)
|
|
{
|
|
sendAndApply(static_cast<CPackForClient*>(info));
|
|
checkVictoryLossConditionsForPlayer(info->player);
|
|
}
|
|
|
|
void CGameHandler::sendAndApply(NewStructures * info)
|
|
{
|
|
sendAndApply(static_cast<CPackForClient*>(info));
|
|
checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
|
|
}
|
|
|
|
void CGameHandler::save(const std::string & filename)
|
|
{
|
|
logGlobal->info("Saving to %s", filename);
|
|
const auto stem = FileInfo::GetPathStem(filename);
|
|
const auto savefname = stem.to_string() + ".vsgm1";
|
|
CResourceHandler::get("local")->createResource(savefname);
|
|
|
|
{
|
|
logGlobal->info("Ordering clients to serialize...");
|
|
SaveGame sg(savefname);
|
|
sendToAllClients(&sg);
|
|
}
|
|
|
|
try
|
|
{
|
|
{
|
|
CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
|
|
saveCommonState(save);
|
|
logGlobal->info("Saving server state");
|
|
save << *this;
|
|
}
|
|
logGlobal->info("Game has been successfully saved!");
|
|
}
|
|
catch(std::exception &e)
|
|
{
|
|
logGlobal->error("Failed to save game: %s", e.what());
|
|
}
|
|
}
|
|
|
|
void CGameHandler::close()
|
|
{
|
|
logGlobal->info("We have been requested to close.");
|
|
|
|
if (gs->initialOpts->mode == StartInfo::DUEL)
|
|
{
|
|
exit(0);
|
|
}
|
|
serverShuttingDown = true;
|
|
|
|
for (auto & elem : conns)
|
|
{
|
|
if(!elem->isOpen())
|
|
continue;
|
|
|
|
boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
|
|
elem->close();
|
|
elem->connected = false;
|
|
}
|
|
}
|
|
|
|
void CGameHandler::playerLeftGame(int cid)
|
|
{
|
|
for (auto & elem : conns)
|
|
{
|
|
if(elem->isOpen() && elem->connectionID == cid)
|
|
{
|
|
boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
|
|
elem->close();
|
|
elem->connected = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
|
|
{
|
|
const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
|
|
* s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
|
|
const CCreatureSet &S1 = *s1, &S2 = *s2;
|
|
StackLocation sl1(s1, p1), sl2(s2, p2);
|
|
if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
|
|
{
|
|
complain("Invalid slot accessed!");
|
|
return false;
|
|
}
|
|
|
|
if (!isAllowedExchange(id1,id2))
|
|
{
|
|
complain("Cannot exchange stacks between these two objects!\n");
|
|
return false;
|
|
}
|
|
|
|
// We can always put stacks into locked garrison, but not take them out of it
|
|
auto notRemovable = [&](const CArmedInstance * army)
|
|
{
|
|
if (id1 != id2) // Stack arrangement inside locked garrison is allowed
|
|
{
|
|
auto g = dynamic_cast<const CGGarrison *>(army);
|
|
if (g && !g->removableUnits)
|
|
{
|
|
complain("Stacks in this garrison are not removable!\n");
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
};
|
|
|
|
if (what==1) //swap
|
|
{
|
|
if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
|
|
|| ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
|
|
{
|
|
complain("Can't take troops from another player!");
|
|
return false;
|
|
}
|
|
|
|
if (sl1.army == sl2.army && sl1.slot == sl2.slot)
|
|
{
|
|
complain("Cannot swap stacks - slots are the same!");
|
|
return false;
|
|
}
|
|
|
|
if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
|
|
{
|
|
if (notRemovable(sl1.army) || notRemovable(sl2.army))
|
|
return false;
|
|
}
|
|
if (s1->slotEmpty(p1) && notRemovable(sl2.army))
|
|
return false;
|
|
else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
|
|
return false;
|
|
|
|
swapStacks(sl1, sl2);
|
|
}
|
|
else if (what==2)//merge
|
|
{
|
|
if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
|
|
|| (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
|
|
return false;
|
|
|
|
if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
|
|
{
|
|
complain("Cannot merge empty stack!");
|
|
return false;
|
|
}
|
|
else if (notRemovable(sl1.army))
|
|
return false;
|
|
|
|
moveStack(sl1, sl2);
|
|
}
|
|
else if (what==3) //split
|
|
{
|
|
const int countToMove = val - s2->getStackCount(p2);
|
|
const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
|
|
|
|
if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
|
|
|| (s2->tempOwner != player && val < s2->getStackCount(p2)))
|
|
{
|
|
complain("Can't move troops of another player!");
|
|
return false;
|
|
}
|
|
|
|
//general conditions checking
|
|
if ((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
|
|
|| (val<1 && complain("no creatures to split")) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
|
|
if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
|
|
{
|
|
int total = s1->getStackCount(p1) + s2->getStackCount(p2);
|
|
if ((total < val && complain("Cannot split that stack, not enough creatures!"))
|
|
|| (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
|
|
)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (notRemovable(sl1.army))
|
|
{
|
|
if (s1->getStackCount(p1) > countLeftOnSrc)
|
|
return false;
|
|
}
|
|
else if (notRemovable(sl2.army))
|
|
{
|
|
if (s2->getStackCount(p1) < countLeftOnSrc)
|
|
return false;
|
|
}
|
|
|
|
moveStack(sl1, sl2, countToMove);
|
|
//S2.slots[p2]->count = val;
|
|
//S1.slots[p1]->count = total - val;
|
|
}
|
|
else //split one stack to the two
|
|
{
|
|
if (s1->getStackCount(p1) < val)//not enough creatures
|
|
{
|
|
complain("Cannot split that stack, not enough creatures!");
|
|
return false;
|
|
}
|
|
|
|
if (notRemovable(sl1.army))
|
|
return false;
|
|
|
|
moveStack(sl1, sl2, val);
|
|
}
|
|
|
|
}
|
|
return true;
|
|
}
|
|
|
|
PlayerColor CGameHandler::getPlayerAt(CConnection *c) const
|
|
{
|
|
std::set<PlayerColor> all;
|
|
for (auto i=connections.cbegin(); i!=connections.cend(); i++)
|
|
if (i->second == c)
|
|
all.insert(i->first);
|
|
|
|
switch(all.size())
|
|
{
|
|
case 0:
|
|
return PlayerColor::NEUTRAL;
|
|
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, gs->currentPlayer))
|
|
return gs->currentPlayer;
|
|
else
|
|
return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
|
|
{
|
|
const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
|
|
if (!vstd::contains(s1->stacks,pos))
|
|
{
|
|
complain("Illegal call to disbandCreature - no such stack in army!");
|
|
return false;
|
|
}
|
|
|
|
eraseStack(StackLocation(s1, pos));
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/)
|
|
{
|
|
const CGTownInstance * t = getTown(tid);
|
|
if (!t)
|
|
COMPLAIN_RETF("No such town (ID=%s)!", tid);
|
|
if (!t->town->buildings.count(requestedID))
|
|
COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
|
|
if (t->hasBuilt(requestedID))
|
|
COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
|
|
|
|
const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
|
|
|
|
//Vector with future list of built building and buildings in auto-mode that are not yet built.
|
|
std::vector<const CBuilding*> remainingAutoBuildings;
|
|
std::set<BuildingID> buildingsThatWillBe;
|
|
|
|
//Check validity of request
|
|
if (!force)
|
|
{
|
|
switch (requestedBuilding->mode)
|
|
{
|
|
case CBuilding::BUILD_NORMAL :
|
|
if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
|
|
COMPLAIN_RET("Cannot build that building!");
|
|
break;
|
|
|
|
case CBuilding::BUILD_AUTO :
|
|
case CBuilding::BUILD_SPECIAL:
|
|
COMPLAIN_RET("This building can not be constructed normally!");
|
|
|
|
case CBuilding::BUILD_GRAIL :
|
|
if (requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
|
|
{
|
|
if (!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
|
|
COMPLAIN_RET("Cannot build this without grail!")
|
|
else
|
|
removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
//Performs stuff that has to be done before new building is built
|
|
auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
|
|
{
|
|
if (buildingID >= BuildingID::DWELL_FIRST) //dwelling
|
|
{
|
|
int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
|
|
int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
|
|
|
|
if (upgradeNumber >= t->town->creatures.at(level).size())
|
|
{
|
|
complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
|
|
"no creature found (upgrade number %d, level %d!")
|
|
% buildingID % upgradeNumber % level));
|
|
return;
|
|
}
|
|
|
|
CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
|
|
|
|
SetAvailableCreatures ssi;
|
|
ssi.tid = t->id;
|
|
ssi.creatures = t->creatures;
|
|
if (ssi.creatures[level].second.empty()) // first creature in a dwelling
|
|
ssi.creatures[level].first = crea->growth;
|
|
ssi.creatures[level].second.push_back(crea->idNumber);
|
|
sendAndApply(&ssi);
|
|
}
|
|
if (t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON)
|
|
{
|
|
setPortalDwelling(t);
|
|
}
|
|
};
|
|
|
|
//Performs stuff that has to be done after new building is built
|
|
auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
|
|
{
|
|
if (buildingID <= BuildingID::MAGES_GUILD_5 || //it's mage guild
|
|
(t->subID == ETownType::TOWER && buildingID == BuildingID::LIBRARY) ||
|
|
(t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
|
|
{
|
|
if (t->visitingHero)
|
|
giveSpells(t,t->visitingHero);
|
|
if (t->garrisonHero)
|
|
giveSpells(t,t->garrisonHero);
|
|
}
|
|
};
|
|
|
|
//Checks if all requirements will be met with expected building list "buildingsThatWillBe"
|
|
auto areRequirementsFullfilled = [&](const BuildingID & buildID)
|
|
{
|
|
return buildingsThatWillBe.count(buildID);
|
|
};
|
|
|
|
//Init the vectors
|
|
for (auto & build : t->town->buildings)
|
|
{
|
|
if (t->hasBuilt(build.first))
|
|
buildingsThatWillBe.insert(build.first);
|
|
else
|
|
{
|
|
if (build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
|
|
remainingAutoBuildings.push_back(build.second);
|
|
}
|
|
}
|
|
|
|
//Prepare structure (list of building ids will be filled later)
|
|
NewStructures ns;
|
|
ns.tid = tid;
|
|
ns.builded = force ? t->builded : (t->builded+1);
|
|
|
|
std::queue<const CBuilding*> buildingsToAdd;
|
|
buildingsToAdd.push(requestedBuilding);
|
|
|
|
while(!buildingsToAdd.empty())
|
|
{
|
|
auto b = buildingsToAdd.front();
|
|
buildingsToAdd.pop();
|
|
|
|
ns.bid.insert(b->bid);
|
|
buildingsThatWillBe.insert(b->bid);
|
|
remainingAutoBuildings -= b;
|
|
|
|
for (auto autoBuilding : remainingAutoBuildings)
|
|
{
|
|
if (autoBuilding->requirements.test(areRequirementsFullfilled))
|
|
buildingsToAdd.push(autoBuilding);
|
|
}
|
|
}
|
|
|
|
// FIXME: it's done before NewStructures applied because otherwise town window wont be properly updated on client. That should be actually fixed on client and not on server.
|
|
for (auto builtID : ns.bid)
|
|
processBeforeBuiltStructure(builtID);
|
|
|
|
//Take cost
|
|
if (!force)
|
|
{
|
|
giveResources(t->tempOwner, -requestedBuilding->resources);
|
|
}
|
|
|
|
//We know what has been built, appluy changes. Do this as final step to properly update town window
|
|
sendAndApply(&ns);
|
|
|
|
//Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
|
|
for (auto builtID : ns.bid)
|
|
processAfterBuiltStructure(builtID);
|
|
|
|
// now when everything is built - reveal tiles for lookout tower
|
|
FoWChange fw;
|
|
fw.player = t->tempOwner;
|
|
fw.mode = 1;
|
|
getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
|
|
sendAndApply(&fw);
|
|
|
|
if (t->visitingHero)
|
|
vistiCastleObjects (t, t->visitingHero);
|
|
if (t->garrisonHero)
|
|
vistiCastleObjects (t, t->garrisonHero);
|
|
|
|
checkVictoryLossConditionsForPlayer(t->tempOwner);
|
|
return true;
|
|
}
|
|
bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
|
|
{
|
|
///incomplete, simply erases target building
|
|
const CGTownInstance * t = getTown(tid);
|
|
if (!vstd::contains(t->builtBuildings, bid))
|
|
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(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
|
|
{
|
|
const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
|
|
const CArmedInstance *dst = nullptr;
|
|
const CCreature *c = VLC->creh->creatures.at(crid);
|
|
const bool warMachine = c->warMachine != ArtifactID::NONE;
|
|
|
|
//TODO: test for owning
|
|
//TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
|
|
dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
|
|
|
|
assert(dw && dst);
|
|
|
|
//verify
|
|
bool found = false;
|
|
int level = 0;
|
|
|
|
for (; level < dw->creatures.size(); level++) //iterate through all levels
|
|
{
|
|
if ((fromLvl != -1) && (level !=fromLvl))
|
|
continue;
|
|
const auto &cur = dw->creatures.at(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.at(i) == crid)
|
|
break;
|
|
|
|
if (i < cur.second.size())
|
|
{
|
|
found = true;
|
|
cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
|
|
break;
|
|
}
|
|
}
|
|
SlotID slot = dst->getSlotFor(crid);
|
|
|
|
if ((!found && complain("Cannot recruit: no such creatures!"))
|
|
|| (cram > VLC->creh->creatures.at(crid)->maxAmount(getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
|
|
|| (cram<=0 && complain("Cannot recruit: cram <= 0!"))
|
|
|| (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//recruit
|
|
giveResources(dst->tempOwner, -(c->cost * cram));
|
|
|
|
SetAvailableCreatures sac;
|
|
sac.tid = objid;
|
|
sac.creatures = dw->creatures;
|
|
sac.creatures[level].first -= cram;
|
|
sendAndApply(&sac);
|
|
|
|
if (warMachine)
|
|
{
|
|
const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
|
|
|
|
COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
|
|
|
|
ArtifactID artId = c->warMachine;
|
|
|
|
COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
|
|
|
|
const CArtifact * art = artId.toArtifact();
|
|
|
|
COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
|
|
|
|
return giveHeroNewArtifact(h, art);
|
|
}
|
|
else
|
|
{
|
|
addToSlot(StackLocation(dst, slot), c, cram);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
|
|
{
|
|
const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
|
|
if (!obj->hasStackAtSlot(pos))
|
|
{
|
|
COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
|
|
}
|
|
UpgradeInfo ui;
|
|
getUpgradeInfo(obj, pos, ui);
|
|
PlayerColor player = obj->tempOwner;
|
|
const PlayerState *p = getPlayer(player);
|
|
int crQuantity = obj->stacks.at(pos)->count;
|
|
int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
|
|
|
|
//check if upgrade is possible
|
|
if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
|
|
{
|
|
return false;
|
|
}
|
|
TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
|
|
|
|
//check if player has enough resources
|
|
if (!p->resources.canAfford(totalCost))
|
|
COMPLAIN_RET("Cannot upgrade, not enough resources!");
|
|
|
|
//take resources
|
|
giveResources(player, -totalCost);
|
|
|
|
//upgrade creature
|
|
changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
|
|
{
|
|
if (!sl.army->hasStackAtSlot(sl.slot))
|
|
COMPLAIN_RET("Cannot find a stack to change type");
|
|
|
|
SetStackType sst;
|
|
sst.sl = sl;
|
|
sst.type = c;
|
|
sendAndApply(&sst);
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
|
|
{
|
|
assert(src->canBeMergedWith(*dst, allowMerging));
|
|
while(src->stacksCount())//while there are unmoved creatures
|
|
{
|
|
auto i = src->Slots().begin(); //iterator to stack to move
|
|
StackLocation sl(src, i->first); //location of stack to move
|
|
|
|
SlotID pos = dst->getSlotFor(i->second->type);
|
|
if (!pos.validSlot())
|
|
{
|
|
//try to merge two other stacks to make place
|
|
std::pair<SlotID, SlotID> toMerge;
|
|
if (dst->mergableStacks(toMerge, i->first) && allowMerging)
|
|
{
|
|
moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
|
|
assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
|
|
moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
|
|
}
|
|
else
|
|
{
|
|
complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
moveStack(sl, StackLocation(dst, pos));
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
|
|
{
|
|
const CGTownInstance * town = getTown(tid);
|
|
if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
|
|
{
|
|
|
|
if (!town->visitingHero->canBeMergedWith(*town))
|
|
{
|
|
complain("Cannot make garrison swap, not enough free slots!");
|
|
return false;
|
|
}
|
|
|
|
moveArmy(town, town->visitingHero, true);
|
|
|
|
SetHeroesInTown intown;
|
|
intown.tid = tid;
|
|
intown.visiting = ObjectInstanceID();
|
|
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 = ObjectInstanceID();
|
|
intown.visiting = town->garrisonHero->id;
|
|
sendAndApply(&intown);
|
|
return true;
|
|
}
|
|
else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
|
|
{
|
|
SetHeroesInTown intown;
|
|
intown.tid = tid;
|
|
intown.garrison = town->visitingHero->id;
|
|
intown.visiting = town->garrisonHero->id;
|
|
sendAndApply(&intown);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
complain("Cannot swap garrison hero!");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// With the amount of changes done to the function, it's more like transferArtifacts.
|
|
// Function moves artifact from src to dst. If dst is not a backpack and is already occupied, old dst art goes to backpack and is replaced.
|
|
bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
|
|
{
|
|
ArtifactLocation src = al1, dst = al2;
|
|
const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
|
|
const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
|
|
|
|
// Make sure exchange is even possible between the two heroes.
|
|
if (!isAllowedExchange(srcObj->id, dstObj->id))
|
|
COMPLAIN_RET("That heroes cannot make any exchange!");
|
|
|
|
const CArtifactInstance *srcArtifact = src.getArt();
|
|
const CArtifactInstance *destArtifact = dst.getArt();
|
|
|
|
if (srcArtifact == nullptr)
|
|
COMPLAIN_RET("No artifact to move!");
|
|
if (destArtifact && srcPlayer != dstPlayer)
|
|
COMPLAIN_RET("Can't touch artifact on hero of another player!");
|
|
|
|
// Check if src/dest slots are appropriate for the artifacts exchanged.
|
|
// Moving to the backpack is always allowed.
|
|
if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
|
|
&& srcArtifact && !srcArtifact->canBePutAt(dst, true))
|
|
COMPLAIN_RET("Cannot move artifact!");
|
|
|
|
auto srcSlot = src.getSlot();
|
|
auto dstSlot = dst.getSlot();
|
|
|
|
if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
|
|
COMPLAIN_RET("Cannot move artifact locks.");
|
|
|
|
if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
|
|
COMPLAIN_RET("Cannot put big artifacts in backpack!");
|
|
if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
|
|
COMPLAIN_RET("Cannot move catapult!");
|
|
|
|
if (dst.slot >= GameConstants::BACKPACK_START)
|
|
vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
|
|
|
|
if (src.slot == dst.slot && src.artHolder == dst.artHolder)
|
|
COMPLAIN_RET("Won't move artifact: Dest same as source!");
|
|
|
|
if (dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
|
|
{
|
|
//old artifact must be removed first
|
|
moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
|
|
dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
|
|
}
|
|
|
|
MoveArtifact ma;
|
|
ma.src = src;
|
|
ma.dst = dst;
|
|
sendAndApply(&ma);
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Assembles or disassembles a combination artifact.
|
|
* @param heroID ID of hero holding the artifact(s).
|
|
* @param artifactSlot The worn slot ID of the combination- or constituent artifact.
|
|
* @param assemble True for assembly operation, false for disassembly.
|
|
* @param assembleTo If assemble is true, this represents the artifact ID of the combination
|
|
* artifact to assemble to. Otherwise it's not used.
|
|
*/
|
|
bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
|
|
{
|
|
const CGHeroInstance * hero = getHero(heroID);
|
|
const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
|
|
|
|
if (!destArtifact)
|
|
COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
|
|
|
|
if (assemble)
|
|
{
|
|
CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
|
|
if (!combinedArt->constituents)
|
|
COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
|
|
if (!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
|
|
COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
|
|
|
|
AssembledArtifact aa;
|
|
aa.al = ArtifactLocation(hero, artifactSlot);
|
|
aa.builtArt = combinedArt;
|
|
sendAndApply(&aa);
|
|
}
|
|
else
|
|
{
|
|
if (!destArtifact->artType->constituents)
|
|
COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
|
|
|
|
DisassembledArtifact da;
|
|
da.al = ArtifactLocation(hero, artifactSlot);
|
|
sendAndApply(&da);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
|
|
{
|
|
const CGHeroInstance * hero = getHero(hid);
|
|
COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
|
|
const CGTownInstance * town = hero->visitedTown;
|
|
COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
|
|
|
|
if (aid==ArtifactID::SPELLBOOK)
|
|
{
|
|
if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
|
|
|| (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
|
|
|| (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
|
|
)
|
|
return false;
|
|
|
|
giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
|
|
giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
|
|
assert(hero->getArt(ArtifactPosition::SPELLBOOK));
|
|
giveSpells(town,hero);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
const CArtifact * art = aid.toArtifact();
|
|
COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
|
|
COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
|
|
COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
|
|
const int price = art->price;
|
|
COMPLAIN_RET_FALSE_IF(getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
|
|
|
|
if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
|
|
|| ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
|
|
{
|
|
giveResource(hero->getOwner(),Res::GOLD,-price);
|
|
return giveHeroNewArtifact(hero, art);
|
|
}
|
|
else
|
|
COMPLAIN_RET("This machine is unavailable here!");
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
|
|
{
|
|
if(!h)
|
|
COMPLAIN_RET("Only hero can buy artifacts!");
|
|
|
|
if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
|
|
COMPLAIN_RET("That artifact is unavailable!");
|
|
|
|
int b1, b2;
|
|
m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
|
|
|
|
if (getResource(h->tempOwner, rid) < b1)
|
|
COMPLAIN_RET("You can't afford to buy this artifact!");
|
|
|
|
giveResource(h->tempOwner, rid, -b1);
|
|
|
|
SetAvailableArtifacts saa;
|
|
if (m->o->ID == Obj::TOWN)
|
|
{
|
|
saa.id = -1;
|
|
saa.arts = CGTownInstance::merchantArtifacts;
|
|
}
|
|
else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
|
|
{
|
|
saa.id = bm->id.getNum();
|
|
saa.arts = bm->artifacts;
|
|
}
|
|
else
|
|
COMPLAIN_RET("Wrong marktet...");
|
|
|
|
bool found = false;
|
|
for (const CArtifact *&art : saa.arts)
|
|
{
|
|
if (art && art->id == aid)
|
|
{
|
|
art = nullptr;
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!found)
|
|
COMPLAIN_RET("Cannot find selected artifact on the list");
|
|
|
|
sendAndApply(&saa);
|
|
|
|
giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
|
|
{
|
|
COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
|
|
const CArtifactInstance *art = h->getArtByInstanceId(aid);
|
|
COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
|
|
COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
|
|
|
|
int resVal = 0, dump = 1;
|
|
m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
|
|
|
|
removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
|
|
giveResource(h->tempOwner, rid, resVal);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
|
|
{
|
|
if (!h)
|
|
COMPLAIN_RET("You need hero to buy a skill!");
|
|
|
|
if (h->getSecSkillLevel(SecondarySkill(skill)))
|
|
COMPLAIN_RET("Hero already know this skill");
|
|
|
|
if (!h->canLearnSkill())
|
|
COMPLAIN_RET("Hero can't learn any more skills");
|
|
|
|
if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
|
|
COMPLAIN_RET("The hero can't learn this skill!");
|
|
|
|
if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
|
|
COMPLAIN_RET("That skill is unavailable!");
|
|
|
|
if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
|
|
COMPLAIN_RET("You can't afford to buy this skill");
|
|
|
|
giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
|
|
|
|
changeSecSkill(h, skill, 1, true);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
|
|
{
|
|
TResourceCap r1 = getPlayer(player)->resources.at(id1);
|
|
|
|
vstd::amin(val, r1); //can't trade more resources than have
|
|
|
|
int b1, b2; //base quantities for trade
|
|
market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
|
|
int units = val / b1; //how many base quantities we trade
|
|
|
|
if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
|
|
{
|
|
COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
|
|
}
|
|
|
|
giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
|
|
giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
|
|
{
|
|
if(!hero)
|
|
COMPLAIN_RET("Only hero can sell creatures!");
|
|
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->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
|
|
{
|
|
COMPLAIN_RET("Not enough creatures in army!");
|
|
}
|
|
|
|
int b1, b2; //base quantities for trade
|
|
market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
|
|
int units = count / b1; //how many base quantities we trade
|
|
|
|
if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
|
|
{
|
|
//TODO: complain?
|
|
assert(0);
|
|
}
|
|
|
|
changeStackCount(StackLocation(hero, slot), -count);
|
|
|
|
giveResource(hero->tempOwner, resourceID, b2 * units);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
|
|
{
|
|
const CArmedInstance *army = nullptr;
|
|
if (hero)
|
|
army = hero;
|
|
else
|
|
army = dynamic_cast<const CGTownInstance *>(market->o);
|
|
|
|
if (!army)
|
|
COMPLAIN_RET("Incorrect call to transform in undead!");
|
|
if (!army->hasStackAtSlot(slot))
|
|
COMPLAIN_RET("Army doesn't have any creature in that slot!");
|
|
|
|
|
|
const CStackInstance &s = army->getStack(slot);
|
|
|
|
//resulting creature - bone dragons or skeletons
|
|
CreatureID resCreature = CreatureID::SKELETON;
|
|
|
|
if (s.hasBonusOfType(Bonus::DRAGON_NATURE)
|
|
|| (s.getCreatureID() == CreatureID::HYDRA)
|
|
|| (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
|
|
resCreature = CreatureID::BONE_DRAGON;
|
|
changeStackType(StackLocation(army, slot), resCreature.toCreature());
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
|
|
{
|
|
const PlayerState *p2 = getPlayer(r2, false);
|
|
if (!p2 || p2->status != EPlayerStatus::INGAME)
|
|
{
|
|
complain("Dest player must be in game!");
|
|
return false;
|
|
}
|
|
|
|
TResourceCap curRes1 = getPlayer(player)->resources.at(r1);
|
|
|
|
vstd::amin(val, curRes1);
|
|
|
|
giveResource(player, r1, -val);
|
|
giveResource(r2, r1, val);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
|
|
{
|
|
const CGHeroInstance *h = getHero(hid);
|
|
if (!h)
|
|
{
|
|
logGlobal->error("Hero doesn't exist!");
|
|
return false;
|
|
}
|
|
|
|
ChangeFormation cf;
|
|
cf.hid = hid;
|
|
cf.formation = formation;
|
|
sendAndApply(&cf);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
|
|
{
|
|
const PlayerState * p = getPlayer(player);
|
|
const CGTownInstance * t = getTown(obj->id);
|
|
|
|
//common preconditions
|
|
// if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
|
|
// || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
|
|
if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
|
|
|| ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
|
|
|| ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (t) //tavern in town
|
|
{
|
|
if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
|
|
|| (t->visitingHero && complain("There is visiting hero - no place!")))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
else if (obj->ID == Obj::TAVERN)
|
|
{
|
|
if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
const CGHeroInstance *nh = p->availableHeroes.at(hid);
|
|
if (!nh)
|
|
{
|
|
complain ("Hero is not available for hiring!");
|
|
return false;
|
|
}
|
|
|
|
HeroRecruited hr;
|
|
hr.tid = obj->id;
|
|
hr.hid = nh->subID;
|
|
hr.player = player;
|
|
hr.tile = obj->visitablePos() + nh->getVisitableOffset();
|
|
sendAndApply(&hr);
|
|
|
|
std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
|
|
|
|
const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
|
|
const CGHeroInstance *newHero = nullptr;
|
|
if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
|
|
{
|
|
newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
|
|
}
|
|
|
|
SetAvailableHeroes sah;
|
|
sah.player = player;
|
|
|
|
if (newHero)
|
|
{
|
|
sah.hid[hid] = newHero->subID;
|
|
sah.army[hid].clear();
|
|
sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
|
|
}
|
|
else
|
|
{
|
|
sah.hid[hid] = -1;
|
|
}
|
|
|
|
sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
|
|
sendAndApply(&sah);
|
|
|
|
giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
|
|
|
|
if (t)
|
|
{
|
|
vistiCastleObjects (t, nh);
|
|
giveSpells (t,nh);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> lock(gsm);
|
|
|
|
logGlobal->trace("Player %s attempts answering query %d with answer %d", player, qid, answer);
|
|
|
|
auto topQuery = queries.topQuery(player);
|
|
COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
|
|
COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
|
|
COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
|
|
|
|
if (auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
|
|
dialogQuery->answer = answer;
|
|
|
|
queries.popQuery(topQuery);
|
|
return true;
|
|
}
|
|
|
|
static EndAction end_action;
|
|
|
|
void CGameHandler::updateGateState()
|
|
{
|
|
BattleUpdateGateState db;
|
|
db.state = gs->curB->si.gateState;
|
|
if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
|
|
{
|
|
db.state = EGateState::DESTROYED;
|
|
}
|
|
else if (db.state == EGateState::OPENED)
|
|
{
|
|
if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
|
|
!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
|
|
{
|
|
if (gs->curB->town->subID == ETownType::FORTRESS)
|
|
{
|
|
if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
|
|
db.state = EGateState::CLOSED;
|
|
}
|
|
else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
|
|
db.state = EGateState::BLOCKED;
|
|
else
|
|
db.state = EGateState::CLOSED;
|
|
}
|
|
}
|
|
else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
|
|
db.state = EGateState::BLOCKED;
|
|
else
|
|
db.state = EGateState::CLOSED;
|
|
|
|
if (db.state != gs->curB->si.gateState)
|
|
sendAndApply(&db);
|
|
}
|
|
|
|
bool CGameHandler::makeBattleAction(BattleAction &ba)
|
|
{
|
|
bool ok = true;
|
|
|
|
const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
|
|
const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
|
|
: ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
|
|
: nullptr;
|
|
const bool isAboutActiveStack = stack && (stack == battleActiveStack());
|
|
|
|
logGlobal->trace(
|
|
"Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s",
|
|
ba.actionType, (int)ba.side, (stack ? stack->getName() : std::string("none")),
|
|
ba.destinationTile, ba.additionalInfo, (destinationStack ? destinationStack->getName() : std::string("none")));
|
|
|
|
switch(ba.actionType)
|
|
{
|
|
case Battle::WALK: //walk
|
|
case Battle::DEFEND: //defend
|
|
case Battle::WAIT: //wait
|
|
case Battle::WALK_AND_ATTACK: //walk or attack
|
|
case Battle::SHOOT: //shoot
|
|
case Battle::CATAPULT: //catapult
|
|
case Battle::STACK_HEAL: //healing with First Aid Tent
|
|
case Battle::DAEMON_SUMMONING:
|
|
case Battle::MONSTER_SPELL:
|
|
|
|
if (!stack)
|
|
{
|
|
complain("No such stack!");
|
|
return false;
|
|
}
|
|
if (!stack->alive())
|
|
{
|
|
complain("This stack is dead: " + stack->nodeName());
|
|
return false;
|
|
}
|
|
|
|
if (battleTacticDist())
|
|
{
|
|
if (stack && stack->side != battleGetTacticsSide())
|
|
{
|
|
complain("This is not a stack of side that has tactics!");
|
|
return false;
|
|
}
|
|
}
|
|
else if (!isAboutActiveStack)
|
|
{
|
|
complain("Action has to be about active stack!");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
auto wrapAction = [this](BattleAction &ba)
|
|
{
|
|
StartAction startAction(ba);
|
|
sendAndApply(&startAction);
|
|
|
|
return vstd::makeScopeGuard([&]
|
|
{
|
|
sendAndApply(&end_action);
|
|
});
|
|
};
|
|
|
|
switch(ba.actionType)
|
|
{
|
|
case Battle::END_TACTIC_PHASE: //wait
|
|
case Battle::BAD_MORALE:
|
|
case Battle::NO_ACTION:
|
|
{
|
|
auto wrapper = wrapAction(ba);
|
|
break;
|
|
}
|
|
case Battle::WALK:
|
|
{
|
|
auto wrapper = wrapAction(ba);
|
|
int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
|
|
if (!walkedTiles)
|
|
complain("Stack failed movement!");
|
|
break;
|
|
}
|
|
case Battle::DEFEND:
|
|
{
|
|
//defensive stance //TODO: remove this bonus when stack becomes active
|
|
SetStackEffect sse;
|
|
sse.effect.push_back(Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL));
|
|
sse.effect.push_back(Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->battleGetStackByID(ba.stackNumber)->valOfBonuses(Bonus::DEFENSIVE_STANCE),
|
|
-1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
|
|
sse.stacks.push_back(ba.stackNumber);
|
|
sendAndApply(&sse);
|
|
|
|
//don't break - we share code with next case
|
|
}
|
|
case Battle::WAIT:
|
|
{
|
|
auto wrapper = wrapAction(ba);
|
|
break;
|
|
}
|
|
case Battle::RETREAT: //retreat/flee
|
|
{
|
|
if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
|
|
complain("Cannot retreat!");
|
|
else
|
|
setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
|
|
break;
|
|
}
|
|
case Battle::SURRENDER:
|
|
{
|
|
PlayerColor player = gs->curB->sides.at(ba.side).color;
|
|
int cost = gs->curB->battleGetSurrenderCost(player);
|
|
if (cost < 0)
|
|
complain("Cannot surrender!");
|
|
else if (getResource(player, Res::GOLD) < cost)
|
|
complain("Not enough gold to surrender!");
|
|
else
|
|
{
|
|
giveResource(player, Res::GOLD, -cost);
|
|
setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
|
|
}
|
|
break;
|
|
}
|
|
case Battle::WALK_AND_ATTACK: //walk or attack
|
|
{
|
|
auto wrapper = wrapAction(ba);
|
|
if (!stack || !destinationStack)
|
|
{
|
|
break;
|
|
}
|
|
|
|
BattleHex startingPos = stack->position;
|
|
int distance = moveStack(ba.stackNumber, ba.destinationTile);
|
|
|
|
logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
|
|
|
|
if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
|
|
&& !(stack->doubleWide() && (stack->position == ba.destinationTile.cloneInDirection(stack->destShiftDir(), false))) //nor occupy specified hex
|
|
)
|
|
{
|
|
complain("We cannot move this stack to its destination " + stack->getCreature()->namePl);
|
|
ok = false;
|
|
break;
|
|
}
|
|
|
|
if (destinationStack && stack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
|
|
{
|
|
destinationStack = nullptr;
|
|
}
|
|
|
|
if (!destinationStack)
|
|
{
|
|
complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
|
|
ok = false;
|
|
break;
|
|
}
|
|
|
|
if (!CStack::isMeleeAttackPossible(stack, destinationStack))
|
|
{
|
|
complain("Attack cannot be performed!");
|
|
ok = false;
|
|
break;
|
|
}
|
|
|
|
//attack
|
|
|
|
int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
|
|
(Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
|
|
|
|
for (int i = 0; i < totalAttacks; ++i)
|
|
{
|
|
if (stack &&
|
|
stack->alive() && //move can cause death, eg. by walking into the moat
|
|
destinationStack->alive())
|
|
{
|
|
BattleAttack bat;
|
|
prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
|
|
//prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
|
|
handleAttackBeforeCasting(&bat); //only before first attack
|
|
sendAndApply(&bat);
|
|
handleAfterAttackCasting(bat);
|
|
}
|
|
|
|
//counterattack
|
|
if (i == 0 && destinationStack
|
|
&& !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
|
|
&& destinationStack->ableToRetaliate()
|
|
&& stack->alive()) //attacker may have died (fire shield)
|
|
{
|
|
BattleAttack bat;
|
|
prepareAttack(bat, destinationStack, stack, 0, stack->position);
|
|
bat.flags |= BattleAttack::COUNTER;
|
|
sendAndApply(&bat);
|
|
handleAfterAttackCasting(bat);
|
|
}
|
|
}
|
|
|
|
//return
|
|
if (stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
|
|
{
|
|
moveStack(ba.stackNumber, startingPos);
|
|
//NOTE: curStack->ID == ba.stackNumber (rev 1431)
|
|
}
|
|
break;
|
|
}
|
|
case Battle::SHOOT:
|
|
{
|
|
if (!gs->curB->battleCanShoot(stack, ba.destinationTile))
|
|
{
|
|
complain("Cannot shoot!");
|
|
break;
|
|
}
|
|
if (!destinationStack)
|
|
{
|
|
complain("No target to shoot!");
|
|
break;
|
|
}
|
|
|
|
auto wrapper = wrapAction(ba);
|
|
|
|
{
|
|
BattleAttack bat;
|
|
bat.flags |= BattleAttack::SHOT;
|
|
prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
|
|
handleAttackBeforeCasting(&bat);
|
|
sendAndApply(&bat);
|
|
handleAfterAttackCasting(bat);
|
|
}
|
|
|
|
//ranged counterattack
|
|
if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
|
|
&& !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
|
|
&& destinationStack->ableToRetaliate()
|
|
&& stack->alive()) //attacker may have died (fire shield)
|
|
{
|
|
BattleAttack bat;
|
|
prepareAttack(bat, destinationStack, stack, 0, stack->position);
|
|
bat.flags |= BattleAttack::COUNTER | BattleAttack::SHOT;
|
|
sendAndApply(&bat);
|
|
handleAfterAttackCasting(bat);
|
|
}
|
|
|
|
//second shot for ballista, only if hero has advanced artillery
|
|
|
|
const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
|
|
|
|
if (destinationStack->alive()
|
|
&& (stack->getCreature()->idNumber == CreatureID::BALLISTA)
|
|
&& (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
|
|
)
|
|
{
|
|
BattleAttack bat2;
|
|
bat2.flags |= BattleAttack::SHOT;
|
|
prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
|
|
sendAndApply(&bat2);
|
|
}
|
|
//allow more than one additional attack
|
|
|
|
int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
|
|
(Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
|
|
for (int i = 0; i < additionalAttacks; ++i)
|
|
{
|
|
if (
|
|
stack->alive()
|
|
&& destinationStack->alive()
|
|
&& stack->shots
|
|
)
|
|
{
|
|
BattleAttack bat;
|
|
bat.flags |= BattleAttack::SHOT;
|
|
prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
|
|
sendAndApply(&bat);
|
|
handleAfterAttackCasting(bat);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case Battle::CATAPULT:
|
|
{
|
|
auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
|
|
{
|
|
switch(part)
|
|
{
|
|
case EWallPart::GATE:
|
|
return sbi.gate;
|
|
case EWallPart::KEEP:
|
|
return sbi.keep;
|
|
case EWallPart::BOTTOM_TOWER:
|
|
case EWallPart::UPPER_TOWER:
|
|
return sbi.tower;
|
|
case EWallPart::BOTTOM_WALL:
|
|
case EWallPart::BELOW_GATE:
|
|
case EWallPart::OVER_GATE:
|
|
case EWallPart::UPPER_WALL:
|
|
return sbi.wall;
|
|
default:
|
|
return 0;
|
|
}
|
|
};
|
|
|
|
auto wrapper = wrapAction(ba);
|
|
|
|
const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
|
|
|
|
CHeroHandler::SBallisticsLevelInfo sbi;
|
|
if(stack->getCreature()->idNumber == CreatureID::CATAPULT)
|
|
sbi = VLC->heroh->ballistics.at(attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS));
|
|
else //may need to use higher ballistics level for creatures in future for some cases to match original H3 (upgraded cyclops etc)
|
|
{
|
|
sbi = VLC->heroh->ballistics.at(1);
|
|
sbi.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0);
|
|
}
|
|
|
|
auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
|
|
if (!gs->curB->isWallPartPotentiallyAttackable(wallPart))
|
|
{
|
|
complain("catapult tried to attack non-catapultable hex!");
|
|
break;
|
|
}
|
|
|
|
//in successive iterations damage is dealt but not yet subtracted from wall's HPs
|
|
auto ¤tHP = gs->curB->si.wallState;
|
|
|
|
if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
|
|
{
|
|
complain("catapult tried to attack already destroyed wall part!");
|
|
break;
|
|
}
|
|
|
|
for (int g=0; g<sbi.shots; ++g)
|
|
{
|
|
bool hitSuccessfull = false;
|
|
auto attackedPart = wallPart;
|
|
|
|
do // catapult has chance to attack desired target. Othervice - attacks randomly
|
|
{
|
|
if (currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
|
|
currentHP.at(attackedPart) != EWallState::NONE &&
|
|
getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful
|
|
{
|
|
hitSuccessfull = true;
|
|
}
|
|
else // select new target
|
|
{
|
|
std::vector<EWallPart::EWallPart> allowedTargets;
|
|
for (size_t i=0; i< currentHP.size(); i++)
|
|
{
|
|
if (currentHP.at(i) != EWallState::DESTROYED &&
|
|
currentHP.at(i) != EWallState::NONE)
|
|
allowedTargets.push_back(EWallPart::EWallPart(i));
|
|
}
|
|
if (allowedTargets.empty())
|
|
break;
|
|
attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
|
|
}
|
|
}
|
|
while (!hitSuccessfull);
|
|
|
|
if (!hitSuccessfull) // break triggered - no target to shoot at
|
|
break;
|
|
|
|
CatapultAttack ca; //package for clients
|
|
CatapultAttack::AttackInfo attack;
|
|
attack.attackedPart = attackedPart;
|
|
attack.destinationTile = ba.destinationTile;
|
|
attack.damageDealt = 0;
|
|
|
|
int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
|
|
|
|
int dmgRand = getRandomGenerator().nextInt(99);
|
|
//accumulating dmgChance
|
|
dmgChance[1] += dmgChance[0];
|
|
dmgChance[2] += dmgChance[1];
|
|
//calculating dealt damage
|
|
for (int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
|
|
{
|
|
if (dmgRand <= dmgChance[damage])
|
|
{
|
|
attack.damageDealt = damage;
|
|
break;
|
|
}
|
|
}
|
|
// attacked tile may have changed - update destination
|
|
attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
|
|
|
|
logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
|
|
|
|
//removing creatures in turrets / keep if one is destroyed
|
|
if (attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
|
|
attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
|
|
{
|
|
int posRemove = -1;
|
|
switch(attackedPart)
|
|
{
|
|
case EWallPart::KEEP:
|
|
posRemove = -2;
|
|
break;
|
|
case EWallPart::BOTTOM_TOWER:
|
|
posRemove = -3;
|
|
break;
|
|
case EWallPart::UPPER_TOWER:
|
|
posRemove = -4;
|
|
break;
|
|
}
|
|
|
|
BattleStacksRemoved bsr;
|
|
for (auto & elem : gs->curB->stacks)
|
|
{
|
|
if (elem->position == posRemove)
|
|
{
|
|
bsr.stackIDs.insert(elem->ID);
|
|
break;
|
|
}
|
|
}
|
|
|
|
sendAndApply(&bsr);
|
|
}
|
|
ca.attacker = ba.stackNumber;
|
|
ca.attackedParts.push_back(attack);
|
|
|
|
sendAndApply(&ca);
|
|
}
|
|
//finish by scope guard
|
|
break;
|
|
}
|
|
case Battle::STACK_HEAL: //healing with First Aid Tent
|
|
{
|
|
auto wrapper = wrapAction(ba);
|
|
const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
|
|
const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
|
|
*destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
|
|
|
|
ui32 healed = 0;
|
|
|
|
if (healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
|
|
{
|
|
complain("There is either no healer, no destination, or healer cannot heal :P");
|
|
}
|
|
else
|
|
{
|
|
ui32 maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
|
|
healed = destStack->calculateHealedHealthPoints(maxiumHeal, false);
|
|
}
|
|
|
|
if (healed == 0)
|
|
{
|
|
//nothing to heal.. should we complain?
|
|
}
|
|
else
|
|
{
|
|
StacksHealedOrResurrected shr;
|
|
shr.lifeDrain = false;
|
|
shr.tentHealing = true;
|
|
shr.cure = false;
|
|
shr.drainedFrom = ba.stackNumber;
|
|
|
|
StacksHealedOrResurrected::HealInfo hi;
|
|
hi.healedHP = healed;
|
|
hi.lowLevelResurrection = false;
|
|
hi.stackID = destStack->ID;
|
|
|
|
shr.healedStacks.push_back(hi);
|
|
sendAndApply(&shr);
|
|
}
|
|
break;
|
|
}
|
|
case Battle::DAEMON_SUMMONING:
|
|
//TODO: From Strategija:
|
|
//Summon Demon is a level 2 spell.
|
|
{
|
|
const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
|
|
*destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
|
|
|
|
CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
|
|
BattleStackAdded bsa;
|
|
bsa.side = summoner->side;
|
|
|
|
bsa.creID = summonedType;
|
|
ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
|
|
ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
|
|
|
|
ui64 canRiseHp = std::min(targetHealth, risedHp);
|
|
ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
|
|
|
|
bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
|
|
|
|
bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.side, destStack->position);
|
|
bsa.summoned = false;
|
|
|
|
if (bsa.amount) //there's rare possibility single creature cannot rise desired type
|
|
{
|
|
auto wrapper = wrapAction(ba);
|
|
|
|
BattleStacksRemoved bsr; //remove body
|
|
bsr.stackIDs.insert(destStack->ID);
|
|
sendAndApply(&bsr);
|
|
sendAndApply(&bsa);
|
|
|
|
BattleSetStackProperty ssp;
|
|
ssp.stackID = ba.stackNumber;
|
|
ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
|
|
ssp.val = -1;
|
|
ssp.absolute = false;
|
|
sendAndApply(&ssp);
|
|
}
|
|
break;
|
|
}
|
|
case Battle::MONSTER_SPELL:
|
|
{
|
|
auto wrapper = wrapAction(ba);
|
|
|
|
const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
|
|
SpellID spellID = SpellID(ba.additionalInfo);
|
|
BattleHex destination(ba.destinationTile);
|
|
|
|
const std::shared_ptr<Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
|
|
const std::shared_ptr<Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
|
|
|
|
//TODO special bonus for genies ability
|
|
if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
|
|
spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
|
|
|
|
if (spellID < 0)
|
|
complain("That stack can't cast spells!");
|
|
else
|
|
{
|
|
const CSpell * spell = SpellID(spellID).toSpell();
|
|
BattleSpellCastParameters parameters(gs->curB, stack, spell);
|
|
parameters.spellLvl = 0;
|
|
if (spellcaster)
|
|
vstd::amax(parameters.spellLvl, spellcaster->val);
|
|
if (randSpellcaster)
|
|
vstd::amax(parameters.spellLvl, randSpellcaster->val);
|
|
vstd::amin(parameters.spellLvl, 3);
|
|
parameters.effectLevel = parameters.spellLvl;
|
|
parameters.mode = ECastingMode::CREATURE_ACTIVE_CASTING;
|
|
parameters.aimToHex(destination);//todo: allow multiple destinations
|
|
parameters.cast(spellEnv);
|
|
}
|
|
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(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
|
|
{
|
|
bool cheated = true;
|
|
PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
|
|
sendAndApply(&temp_message);
|
|
|
|
std::vector<std::string> cheat;
|
|
boost::split(cheat, message, boost::is_any_of(" "));
|
|
int obj = 0;
|
|
if (cheat.size() == 2)
|
|
{
|
|
obj = std::atoi(cheat[1].c_str());
|
|
if (obj)
|
|
currObj = ObjectInstanceID(obj);
|
|
}
|
|
|
|
const CGHeroInstance * hero = getHero(currObj);
|
|
const CGTownInstance * town = getTown(currObj);
|
|
if (!town && hero)
|
|
town = hero->visitedTown;
|
|
|
|
if (cheat.size() == 1 || obj)
|
|
handleCheatCode(cheat[0], player, hero, town, cheated);
|
|
else
|
|
{
|
|
for (const auto & i : gs->players)
|
|
{
|
|
if (i.first == PlayerColor::NEUTRAL)
|
|
continue;
|
|
if (cheat[1] == "ai")
|
|
{
|
|
if (i.second.human)
|
|
continue;
|
|
}
|
|
else if (cheat[1] != "all" && cheat[1] != i.first.getStr())
|
|
continue;
|
|
|
|
if (cheat[0] == "vcmiformenos" || cheat[0] == "vcmieagles" || cheat[0] == "vcmiungoliant")
|
|
{
|
|
handleCheatCode(cheat[0], i.first, nullptr, nullptr, cheated);
|
|
}
|
|
else if (cheat[0] == "vcmiarmenelos")
|
|
{
|
|
for (const auto & t : i.second.towns)
|
|
{
|
|
handleCheatCode(cheat[0], i.first, nullptr, t, cheated);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (const auto & h : i.second.heroes)
|
|
{
|
|
handleCheatCode(cheat[0], i.first, h, nullptr, cheated);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (cheated)
|
|
{
|
|
SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
|
|
sendAndApply(&temp_message);
|
|
|
|
if(!player.isSpectator())
|
|
checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::makeCustomAction(BattleAction &ba)
|
|
{
|
|
switch(ba.actionType)
|
|
{
|
|
case Battle::HERO_SPELL:
|
|
{
|
|
COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
|
|
|
|
const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
|
|
COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
|
|
|
|
const CSpell * s = SpellID(ba.additionalInfo).toSpell();
|
|
if (!s)
|
|
{
|
|
logGlobal->error("Wrong spell id (%d)!", ba.additionalInfo);
|
|
return false;
|
|
}
|
|
|
|
BattleSpellCastParameters parameters(gs->curB, h, s);
|
|
parameters.aimToHex(ba.destinationTile);//todo: allow multiple destinations
|
|
parameters.mode = ECastingMode::HERO_CASTING;
|
|
if (ba.selectedStack >= 0)
|
|
parameters.aimToStack(gs->curB->battleGetStackByID(ba.selectedStack, false));
|
|
|
|
ESpellCastProblem::ESpellCastProblem escp = s->canBeCast(gs->curB, ECastingMode::HERO_CASTING, h);//todo: should we check aimed cast?
|
|
if (escp != ESpellCastProblem::OK)
|
|
{
|
|
logGlobal->warn("Spell cannot be cast! Problem: %d", escp);
|
|
return false;
|
|
}
|
|
|
|
StartAction start_action(ba);
|
|
sendAndApply(&start_action); //start spell casting
|
|
|
|
parameters.cast(spellEnv);
|
|
|
|
sendAndApply(&end_action);
|
|
if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
|
|
{
|
|
battleMadeAction.setn(true);
|
|
}
|
|
checkBattleStateChanges();
|
|
if (battleResult.get())
|
|
{
|
|
battleMadeAction.setn(true);
|
|
//battle will be ended by startBattle function
|
|
//endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
void CGameHandler::stackEnchantedTrigger(const CStack * st)
|
|
{
|
|
auto bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
|
|
for(auto b : bl)
|
|
{
|
|
SetStackEffect sse;
|
|
int val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
|
|
if(val > 3)
|
|
{
|
|
for(auto s : gs->curB->battleGetAllStacks())
|
|
{
|
|
if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
|
|
sse.stacks.push_back (s->ID);
|
|
}
|
|
}
|
|
else
|
|
sse.stacks.push_back (st->ID);
|
|
|
|
const CSpell * sp = SpellID(b->subtype).toSpell();
|
|
const int level = ((val > 3) ? (val - 3) : val);
|
|
|
|
sp->getEffects(sse.effect, level, false, 50);
|
|
//this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
|
|
sp->getEffects(sse.cumulativeEffects, level, true, 50);
|
|
|
|
if(!sse.effect.empty() || !sse.cumulativeEffects.empty())
|
|
sendAndApply(&sse);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::stackTurnTrigger(const CStack *st)
|
|
{
|
|
BattleTriggerEffect bte;
|
|
bte.stackID = st->ID;
|
|
bte.effect = -1;
|
|
bte.val = 0;
|
|
bte.additionalInfo = 0;
|
|
if (st->alive())
|
|
{
|
|
//unbind
|
|
if (st->hasBonus(Selector::type(Bonus::BIND_EFFECT)))
|
|
{
|
|
bool unbind = true;
|
|
BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
|
|
std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
|
|
|
|
for (auto b : bl)
|
|
{
|
|
const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
|
|
if (stack)
|
|
{
|
|
if (vstd::contains(stacks, stack)) //binding stack is still present
|
|
{
|
|
unbind = false;
|
|
}
|
|
}
|
|
}
|
|
if (unbind)
|
|
{
|
|
BattleSetStackProperty ssp;
|
|
ssp.which = BattleSetStackProperty::UNBIND;
|
|
ssp.stackID = st->ID;
|
|
sendAndApply(&ssp);
|
|
}
|
|
}
|
|
//regeneration
|
|
if (st->hasBonusOfType(Bonus::HP_REGENERATION))
|
|
{
|
|
bte.effect = Bonus::HP_REGENERATION;
|
|
bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
|
|
}
|
|
if (st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
|
|
{
|
|
bte.effect = Bonus::HP_REGENERATION;
|
|
bte.val = st->MaxHealth() - st->firstHPleft;
|
|
}
|
|
if (bte.val) //anything to heal
|
|
sendAndApply(&bte);
|
|
|
|
if (st->hasBonusOfType(Bonus::POISON))
|
|
{
|
|
const std::shared_ptr<Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
|
|
if (b) //TODO: what if not?...
|
|
{
|
|
bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
|
|
if (bte.val < b->val) //(negative) poison effect increases - update it
|
|
{
|
|
bte.effect = Bonus::POISON;
|
|
sendAndApply(&bte);
|
|
}
|
|
}
|
|
}
|
|
if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
|
|
{
|
|
const PlayerColor opponent = gs->curB->theOtherPlayer(gs->curB->battleGetOwner(st));
|
|
const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
|
|
if (opponentHero)
|
|
{
|
|
ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
|
|
vstd::amin(manaDrained, opponentHero->mana);
|
|
if (manaDrained)
|
|
{
|
|
bte.effect = Bonus::MANA_DRAIN;
|
|
bte.val = manaDrained;
|
|
bte.additionalInfo = opponentHero->id.getNum(); //for sanity
|
|
sendAndApply(&bte);
|
|
}
|
|
}
|
|
}
|
|
if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
|
|
{
|
|
bool fearsomeCreature = false;
|
|
for (CStack * stack : gs->curB->stacks)
|
|
{
|
|
if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
|
|
{
|
|
fearsomeCreature = true;
|
|
break;
|
|
}
|
|
}
|
|
if (fearsomeCreature)
|
|
{
|
|
if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
|
|
{
|
|
bte.effect = Bonus::FEAR;
|
|
sendAndApply(&bte);
|
|
}
|
|
}
|
|
}
|
|
BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
|
|
int side = gs->curB->whatSide(st->owner);
|
|
if (st->casts && !gs->curB->sides.at(side).enchanterCounter)
|
|
{
|
|
bool cast = false;
|
|
while (!bl.empty() && !cast)
|
|
{
|
|
auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
|
|
auto spellID = SpellID(bonus->subtype);
|
|
const CSpell * spell = SpellID(spellID).toSpell();
|
|
bl.remove_if([&bonus](const Bonus* b){return b==bonus.get();});
|
|
|
|
BattleSpellCastParameters parameters(gs->curB, st, spell);
|
|
parameters.spellLvl = bonus->val;
|
|
parameters.effectLevel = bonus->val;//todo: recheck
|
|
parameters.mode = ECastingMode::ENCHANTER_CASTING;
|
|
|
|
cast = parameters.castIfPossible(spellEnv);
|
|
if(cast)
|
|
{
|
|
//todo: move to mechanics
|
|
BattleSetStackProperty ssp;
|
|
ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
|
|
ssp.absolute = false;
|
|
ssp.val = bonus->additionalInfo; //increase cooldown counter
|
|
ssp.stackID = st->ID;
|
|
sendAndApply(&ssp);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
|
|
{
|
|
//we want to determine following vars depending on obstacle type
|
|
int damage = -1;
|
|
int effect = -1;
|
|
bool oneTimeObstacle = false;
|
|
|
|
//helper info
|
|
const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
|
|
|
|
const ui8 side = curStack->side; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
|
|
const CGHeroInstance *hero = gs->curB->battleGetFightingHero(side);//FIXME: there may be no hero - landmines in Tower
|
|
|
|
if (obstacle.obstacleType == CObstacleInstance::MOAT)
|
|
{
|
|
damage = battleGetMoatDmg();
|
|
}
|
|
else if (obstacle.obstacleType == CObstacleInstance::LAND_MINE)
|
|
{
|
|
COMPLAIN_RET_IF((!spellObstacle), "Invalid obstacle instance");
|
|
//You don't get hit by a Mine you can see.
|
|
if (gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
|
|
return;
|
|
|
|
oneTimeObstacle = true;
|
|
effect = 82; //makes
|
|
|
|
const CSpell * sp = SpellID(SpellID::LAND_MINE).toSpell();
|
|
|
|
if (sp->isImmuneByStack(hero, curStack))
|
|
return;
|
|
|
|
damage = sp->calculateDamage(hero, curStack,
|
|
spellObstacle->spellLevel, spellObstacle->casterSpellPower);
|
|
//TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if cast by hero,
|
|
//if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
|
|
}
|
|
else if (obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
|
|
{
|
|
COMPLAIN_RET_IF((!spellObstacle), "Invalid obstacle instance");
|
|
const CSpell * sp = SpellID(SpellID::FIRE_WALL).toSpell();
|
|
|
|
if (sp->isImmuneByStack(hero, curStack))
|
|
return;
|
|
|
|
damage = sp->calculateDamage(hero, curStack,
|
|
spellObstacle->spellLevel, spellObstacle->casterSpellPower);
|
|
}
|
|
else
|
|
{
|
|
//no other obstacle does damage to stack
|
|
return;
|
|
}
|
|
|
|
BattleStackAttacked bsa;
|
|
if (effect >= 0)
|
|
{
|
|
bsa.flags |= BattleStackAttacked::EFFECT;
|
|
bsa.effect = effect; //makes POOF
|
|
}
|
|
bsa.damageAmount = damage;
|
|
bsa.stackAttacked = curStack->ID;
|
|
bsa.attackerID = -1;
|
|
curStack->prepareAttacked(bsa, getRandomGenerator());
|
|
|
|
StacksInjured si;
|
|
si.stacks.push_back(bsa);
|
|
sendAndApply(&si);
|
|
|
|
if (oneTimeObstacle)
|
|
removeObstacle(obstacle);
|
|
}
|
|
|
|
void CGameHandler::handleTimeEvents()
|
|
{
|
|
gs->map->events.sort(evntCmp);
|
|
while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
|
|
{
|
|
CMapEvent ev = gs->map->events.front();
|
|
|
|
for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
|
|
{
|
|
auto color = PlayerColor(player);
|
|
|
|
const PlayerState * pinfo = getPlayer(color, false); //do not output error if player does not exist
|
|
|
|
if (pinfo //player exists
|
|
&& (ev.players & 1<<player) //event is enabled to this player
|
|
&& ((ev.computerAffected && !pinfo->human)
|
|
|| (ev.humanAffected && pinfo->human)
|
|
)
|
|
)
|
|
{
|
|
//give resources
|
|
giveResources(color, ev.resources);
|
|
|
|
//prepare dialog
|
|
InfoWindow iw;
|
|
iw.player = color;
|
|
iw.text << ev.message;
|
|
|
|
for (int i=0; i<ev.resources.size(); i++)
|
|
{
|
|
if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
|
|
iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
|
|
}
|
|
|
|
sendAndApply(&iw); //show dialog
|
|
}
|
|
} //PLAYERS LOOP
|
|
|
|
if (ev.nextOccurence)
|
|
{
|
|
gs->map->events.pop_front();
|
|
|
|
ev.firstOccurence += ev.nextOccurence;
|
|
auto it = gs->map->events.begin();
|
|
while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
|
|
it++;
|
|
gs->map->events.insert(it, ev);
|
|
}
|
|
else
|
|
{
|
|
gs->map->events.pop_front();
|
|
}
|
|
}
|
|
|
|
//TODO send only if changed
|
|
UpdateMapEvents ume;
|
|
ume.events = gs->map->events;
|
|
sendAndApply(&ume);
|
|
}
|
|
|
|
void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
|
|
{
|
|
town->events.sort(evntCmp);
|
|
while(town->events.size() && town->events.front().firstOccurence == gs->day)
|
|
{
|
|
PlayerColor player = town->tempOwner;
|
|
CCastleEvent ev = town->events.front();
|
|
const PlayerState * pinfo = getPlayer(player, false);
|
|
|
|
if (pinfo //player exists
|
|
&& (ev.players & 1<<player.getNum()) //event is enabled to this player
|
|
&& ((ev.computerAffected && !pinfo->human)
|
|
|| (ev.humanAffected && pinfo->human)))
|
|
{
|
|
|
|
|
|
// dialog
|
|
InfoWindow iw;
|
|
iw.player = player;
|
|
iw.text << ev.message;
|
|
|
|
if (ev.resources.nonZero())
|
|
{
|
|
TResources was = n.res[player];
|
|
n.res[player] += ev.resources;
|
|
n.res[player].amax(0);
|
|
|
|
for (int i=0; i<ev.resources.size(); i++)
|
|
if (ev.resources.at(i) && pinfo->resources.at(i) != n.res.at(player).at(i)) //if resource had changed, we add it to the dialog
|
|
iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
|
|
|
|
}
|
|
|
|
for (auto & i : ev.buildings)
|
|
{
|
|
if (!town->hasBuilt(i))
|
|
{
|
|
buildStructure(town->id, i, true);
|
|
iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
|
|
}
|
|
}
|
|
|
|
if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
|
|
{
|
|
n.cres[town->id].tid = town->id;
|
|
n.cres[town->id].creatures = town->creatures;
|
|
}
|
|
auto & sac = n.cres[town->id];
|
|
|
|
for (si32 i=0;i<ev.creatures.size();i++) //creature growths
|
|
{
|
|
if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
|
|
{
|
|
sac.creatures[i].first += ev.creatures.at(i);
|
|
iw.components.push_back(Component(Component::CREATURE,
|
|
town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
|
|
}
|
|
}
|
|
sendAndApply(&iw); //show dialog
|
|
}
|
|
|
|
if (ev.nextOccurence)
|
|
{
|
|
town->events.pop_front();
|
|
|
|
ev.firstOccurence += ev.nextOccurence;
|
|
auto it = town->events.begin();
|
|
while(it != town->events.end() && it->earlierThanOrEqual(ev))
|
|
it++;
|
|
town->events.insert(it, ev);
|
|
}
|
|
else
|
|
{
|
|
town->events.pop_front();
|
|
}
|
|
}
|
|
|
|
//TODO send only if changed
|
|
UpdateCastleEvents uce;
|
|
uce.town = town->id;
|
|
uce.events = town->events;
|
|
sendAndApply(&uce);
|
|
}
|
|
|
|
bool CGameHandler::complain(const std::string &problem)
|
|
{
|
|
sendMessageToAll("Server encountered a problem: " + problem);
|
|
logGlobal->error(problem);
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
|
|
{
|
|
//PlayerColor player = getOwner(hid);
|
|
auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
|
|
auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
|
|
|
|
assert(lowerArmy);
|
|
assert(upperArmy);
|
|
|
|
auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
|
|
queries.addQuery(garrisonQuery);
|
|
|
|
GarrisonDialog gd;
|
|
gd.hid = hid;
|
|
gd.objid = upobj;
|
|
gd.removableUnits = removableUnits;
|
|
gd.queryID = garrisonQuery->queryID;
|
|
sendAndApply(&gd);
|
|
}
|
|
|
|
void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
|
|
{
|
|
OpenWindow ow;
|
|
ow.window = OpenWindow::THIEVES_GUILD;
|
|
ow.id1 = player.getNum();
|
|
ow.id2 = requestingObjId.getNum();
|
|
sendAndApply(&ow);
|
|
}
|
|
|
|
bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
|
|
{
|
|
if (id1 == id2)
|
|
return true;
|
|
|
|
const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
|
|
if (!o1 || !o2)
|
|
return true; //arranging stacks within an object should be always allowed
|
|
|
|
if (o1 && o2)
|
|
{
|
|
if (o1->ID == Obj::TOWN)
|
|
{
|
|
const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
|
|
if (t->visitingHero == o2 || t->garrisonHero == o2)
|
|
return true;
|
|
}
|
|
if (o2->ID == Obj::TOWN)
|
|
{
|
|
const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
|
|
if (t->visitingHero == o1 || t->garrisonHero == o1)
|
|
return true;
|
|
}
|
|
|
|
if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
|
|
{
|
|
const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
|
|
const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
|
|
|
|
// two heroes in same town (garrisoned and visiting)
|
|
if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
|
|
return true;
|
|
}
|
|
|
|
//Ongoing garrison exchange
|
|
if (auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
|
|
{
|
|
if (dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
|
|
return true;
|
|
|
|
if (dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
|
|
{
|
|
logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
|
|
auto visitQuery = std::make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
|
|
queries.addQuery(visitQuery); //TODO real visit pos
|
|
|
|
HeroVisit hv;
|
|
hv.obj = obj;
|
|
hv.hero = h;
|
|
hv.player = h->tempOwner;
|
|
hv.starting = true;
|
|
sendAndApply(&hv);
|
|
|
|
obj->onHeroVisit(h);
|
|
|
|
queries.popIfTop(visitQuery); //visit ends here if no queries were created
|
|
}
|
|
|
|
void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
|
|
{
|
|
logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
|
|
|
|
HeroVisit hv;
|
|
hv.player = query.players.front();
|
|
hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
|
|
hv.hero = query.visitingHero;
|
|
assert(hv.hero);
|
|
hv.starting = false;
|
|
sendAndApply(&hv);
|
|
}
|
|
|
|
bool CGameHandler::buildBoat(ObjectInstanceID objid)
|
|
{
|
|
const IShipyard *obj = IShipyard::castFrom(getObj(objid));
|
|
|
|
if (obj->shipyardStatus() != IBoatGenerator::GOOD)
|
|
{
|
|
complain("Cannot build boat in this shipyard!");
|
|
return false;
|
|
}
|
|
else if (obj->o->ID == Obj::TOWN
|
|
&& !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
|
|
{
|
|
complain("Cannot build boat in the town - no shipyard!");
|
|
return false;
|
|
}
|
|
|
|
const PlayerColor playerID = obj->o->tempOwner;
|
|
TResources boatCost;
|
|
obj->getBoatCost(boatCost);
|
|
TResources aviable = getPlayer(playerID)->resources;
|
|
|
|
if (!aviable.canAfford(boatCost))
|
|
{
|
|
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
|
|
giveResources(playerID, -boatCost);
|
|
|
|
//create boat
|
|
NewObject no;
|
|
no.ID = Obj::BOAT;
|
|
no.subID = obj->getBoatType();
|
|
no.pos = tile + int3(1,0,0);
|
|
sendAndApply(&no);
|
|
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::engageIntoBattle(PlayerColor player)
|
|
{
|
|
//notify interfaces
|
|
PlayerBlocked pb;
|
|
pb.player = player;
|
|
pb.reason = PlayerBlocked::UPCOMING_BATTLE;
|
|
pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
|
|
sendAndApply(&pb);
|
|
}
|
|
|
|
void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
|
|
{
|
|
for (auto playerColor : playerColors)
|
|
{
|
|
if (getPlayer(playerColor, false))
|
|
checkVictoryLossConditionsForPlayer(playerColor);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::checkVictoryLossConditionsForAll()
|
|
{
|
|
std::set<PlayerColor> playerColors;
|
|
for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
|
|
{
|
|
playerColors.insert(PlayerColor(i));
|
|
}
|
|
checkVictoryLossConditions(playerColors);
|
|
}
|
|
|
|
void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
|
|
{
|
|
const PlayerState * p = getPlayer(player);
|
|
if (p->status != EPlayerStatus::INGAME) return;
|
|
|
|
auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
|
|
|
|
if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
|
|
{
|
|
InfoWindow iw;
|
|
getVictoryLossMessage(player, victoryLossCheckResult, iw);
|
|
sendAndApply(&iw);
|
|
|
|
PlayerEndsGame peg;
|
|
peg.player = player;
|
|
peg.victoryLossCheckResult = victoryLossCheckResult;
|
|
sendAndApply(&peg);
|
|
|
|
if (victoryLossCheckResult.victory())
|
|
{
|
|
//one player won -> all enemies lost
|
|
for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
|
|
{
|
|
if (i->first != player && getPlayer(i->first)->status == EPlayerStatus::INGAME)
|
|
{
|
|
peg.player = i->first;
|
|
peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
|
|
victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
|
|
|
|
InfoWindow iw;
|
|
getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
|
|
iw.player = i->first;
|
|
|
|
sendAndApply(&iw);
|
|
sendAndApply(&peg);
|
|
}
|
|
}
|
|
|
|
if (p->human)
|
|
{
|
|
serverShuttingDown = true;
|
|
|
|
if (gs->scenarioOps->campState)
|
|
{
|
|
std::vector<CGHeroInstance *> crossoverHeroes;
|
|
for (CGHeroInstance * hero : gs->map->heroesOnMap)
|
|
{
|
|
if (hero->tempOwner == player)
|
|
{
|
|
// keep all heroes from the winning player
|
|
crossoverHeroes.push_back(hero);
|
|
}
|
|
else if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
|
|
{
|
|
// keep hero whether lost or won (like Xeron in AB campaign)
|
|
crossoverHeroes.push_back(hero);
|
|
}
|
|
}
|
|
// keep lost heroes which are in heroes pool
|
|
for (auto & heroPair : gs->hpool.heroesPool)
|
|
{
|
|
if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
|
|
{
|
|
crossoverHeroes.push_back(heroPair.second.get());
|
|
}
|
|
}
|
|
|
|
gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
|
|
|
|
//Request clients to change connection mode
|
|
PrepareForAdvancingCampaign pfac;
|
|
sendAndApply(&pfac);
|
|
//Change connection mode
|
|
if (getPlayer(player)->human && getStartInfo()->campState)
|
|
{
|
|
for (auto connection : conns)
|
|
connection->prepareForSendingHeroes();
|
|
}
|
|
|
|
UpdateCampaignState ucs;
|
|
ucs.camp = gs->scenarioOps->campState;
|
|
sendAndApply(&ucs);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//copy heroes vector to avoid iterator invalidation as removal change PlayerState
|
|
auto hlp = p->heroes;
|
|
for (auto h : hlp) //eliminate heroes
|
|
{
|
|
if (h.get())
|
|
removeObject(h);
|
|
}
|
|
|
|
//player lost -> all his objects become unflagged (neutral)
|
|
for (auto obj : gs->map->objects) //unflag objs
|
|
{
|
|
if (obj.get() && obj->tempOwner == player)
|
|
setOwner(obj, PlayerColor::NEUTRAL);
|
|
}
|
|
|
|
//eliminating one player may cause victory of another:
|
|
std::set<PlayerColor> playerColors;
|
|
|
|
//do not copy player state (CBonusSystemNode) by value
|
|
for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
|
|
{
|
|
if (p.first != player)
|
|
playerColors.insert(p.first);
|
|
}
|
|
|
|
//notify all players
|
|
for (auto pc : playerColors)
|
|
{
|
|
if (getPlayer(pc)->status == EPlayerStatus::INGAME)
|
|
{
|
|
InfoWindow iw;
|
|
getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
|
|
iw.player = pc;
|
|
sendAndApply(&iw);
|
|
}
|
|
}
|
|
checkVictoryLossConditions(playerColors);
|
|
}
|
|
|
|
auto playerInfo = getPlayer(gs->currentPlayer, false);
|
|
// If we are called before the actual game start, there might be no current player
|
|
if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
|
|
{
|
|
// If player making turn has lost his turn must be over as well
|
|
states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
|
|
{
|
|
out.player = player;
|
|
out.text.clear();
|
|
out.text << victoryLossCheckResult.messageToSelf;
|
|
// hackish, insert one player-specific string, if applicable
|
|
if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
|
|
out.text.addReplacement(MetaString::COLOR, player.getNum());
|
|
|
|
out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
|
|
}
|
|
|
|
bool CGameHandler::dig(const CGHeroInstance *h)
|
|
{
|
|
for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
|
|
{
|
|
if (*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
|
|
{
|
|
complain("Cannot dig - there is already a hole under the hero!");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
|
|
COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
|
|
|
|
//create a hole
|
|
NewObject no;
|
|
no.ID = Obj::HOLE;
|
|
no.pos = h->getPosition();
|
|
no.subID = 0;
|
|
sendAndApply(&no);
|
|
|
|
//take MPs
|
|
SetMovePoints smp;
|
|
smp.hid = h->id;
|
|
smp.val = 0;
|
|
sendAndApply(&smp);
|
|
|
|
InfoWindow iw;
|
|
iw.player = h->tempOwner;
|
|
if (gs->map->grailPos == h->getPosition())
|
|
{
|
|
iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
|
|
iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
|
|
iw.soundID = soundBase::ULTIMATEARTIFACT;
|
|
giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
|
|
sendAndApply(&iw);
|
|
|
|
iw.soundID = soundBase::invalid;
|
|
iw.text.clear();
|
|
iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
|
|
sendAndApply(&iw);
|
|
}
|
|
else
|
|
{
|
|
iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
|
|
iw.soundID = soundBase::Dig;
|
|
sendAndApply(&iw);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
|
|
{
|
|
if (attacker->hasBonusOfType(attackMode))
|
|
{
|
|
std::set<SpellID> spellsToCast;
|
|
TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
|
|
for (const std::shared_ptr<Bonus> sf : *spells)
|
|
{
|
|
spellsToCast.insert(SpellID(sf->subtype));
|
|
}
|
|
for (SpellID spellID : spellsToCast)
|
|
{
|
|
const CStack * oneOfAttacked = nullptr;
|
|
for (auto & elem : bat.bsa)
|
|
{
|
|
if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
|
|
{
|
|
oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
|
|
break;
|
|
}
|
|
}
|
|
bool castMe = false;
|
|
if (oneOfAttacked == nullptr)
|
|
{
|
|
logGlobal->debug("attackCasting: all attacked creatures have been killed");
|
|
return;
|
|
}
|
|
int spellLevel = 0;
|
|
TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
|
|
for (const std::shared_ptr<Bonus> sf : *spellsByType)
|
|
{
|
|
vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
|
|
int meleeRanged = sf->additionalInfo / 1000;
|
|
if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
|
|
castMe = true;
|
|
}
|
|
int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
|
|
vstd::amin(chance, 100);
|
|
|
|
const CSpell * spell = SpellID(spellID).toSpell();
|
|
if(spell->canBeCastAt(gs->curB, attacker, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
|
|
continue;
|
|
|
|
//check if spell should be cast (probability handling)
|
|
if (getRandomGenerator().nextInt(99) >= chance)
|
|
continue;
|
|
|
|
//casting
|
|
if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
|
|
{
|
|
logGlobal->debug("battle spell cast");
|
|
BattleSpellCastParameters parameters(gs->curB, attacker, spell);
|
|
parameters.spellLvl = spellLevel;
|
|
parameters.effectLevel = spellLevel;
|
|
parameters.aimToStack(oneOfAttacked);
|
|
parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
|
|
parameters.cast(spellEnv);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameHandler::handleAttackBeforeCasting(BattleAttack *bat)
|
|
{
|
|
const CStack * attacker = gs->curB->battleGetStackByID(bat->stackAttacking);
|
|
attackCasting(*bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed?
|
|
// filter possibly dead stacks
|
|
bat->bsa.erase(std::remove_if(bat->bsa.begin(), bat->bsa.end(),
|
|
[this](const BattleStackAttacked &bsa)
|
|
{
|
|
return battleGetStackByID(bsa.stackAttacked) == nullptr;
|
|
}),
|
|
bat->bsa.end());
|
|
}
|
|
|
|
void CGameHandler::handleAfterAttackCasting(const BattleAttack & bat)
|
|
{
|
|
const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
|
|
if (!attacker || bat.bsa.empty()) // can be already dead
|
|
return;
|
|
|
|
const CStack *defender = gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked);
|
|
|
|
auto cast = [=](SpellID spellID, int power)
|
|
{
|
|
const CSpell * spell = SpellID(spellID).toSpell();
|
|
|
|
BattleSpellCastParameters parameters(gs->curB, attacker, spell);
|
|
parameters.spellLvl = 0;
|
|
parameters.effectLevel = 0;
|
|
parameters.aimToStack(gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked));
|
|
parameters.effectPower = power;
|
|
parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
|
|
parameters.cast(spellEnv);
|
|
};
|
|
|
|
attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
|
|
|
|
if (bat.bsa.at(0).newAmount <= 0)
|
|
{
|
|
//don't try death stare or acid breath on dead stack (crash!)
|
|
return;
|
|
}
|
|
|
|
if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
|
|
{
|
|
// mechanics of Death Stare as in H3:
|
|
// each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
|
|
//original formula x = min(x, (gorgons_count + 9)/10);
|
|
|
|
double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
|
|
vstd::amin(chanceToKill, 1); //cap at 100%
|
|
|
|
std::binomial_distribution<> distribution(attacker->count, chanceToKill);
|
|
|
|
int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
|
|
|
|
double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
|
|
int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
|
|
vstd::amin(staredCreatures, maxToKill);
|
|
|
|
staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->level();
|
|
if (staredCreatures)
|
|
{
|
|
if (bat.bsa.at(0).newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
|
|
cast(SpellID::DEATH_STARE, staredCreatures);
|
|
}
|
|
}
|
|
|
|
int acidDamage = 0;
|
|
TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
|
|
for (const std::shared_ptr<Bonus> b : *acidBreath)
|
|
{
|
|
if (b->additionalInfo > getRandomGenerator().nextInt(99))
|
|
acidDamage += b->val;
|
|
}
|
|
if (acidDamage)
|
|
{
|
|
cast(SpellID::ACID_BREATH_DAMAGE, acidDamage * attacker->count);
|
|
}
|
|
|
|
if (attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
|
|
{
|
|
double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
|
|
vstd::amin(chanceToTrigger, 1); //cap at 100%
|
|
|
|
if (getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
|
|
return;
|
|
|
|
int bonusAdditionalInfo = attacker->getBonus(Selector::type(Bonus::TRANSMUTATION))->additionalInfo;
|
|
|
|
if (defender->getCreature()->idNumber == bonusAdditionalInfo ||
|
|
(bonusAdditionalInfo == -1 && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
|
|
return;
|
|
|
|
BattleStackAdded resurrectInfo;
|
|
resurrectInfo.pos = defender->position;
|
|
resurrectInfo.side = defender->side;
|
|
|
|
if (bonusAdditionalInfo != -1)
|
|
resurrectInfo.creID = (CreatureID)bonusAdditionalInfo;
|
|
else
|
|
resurrectInfo.creID = attacker->getCreature()->idNumber;
|
|
|
|
if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
|
|
{
|
|
resurrectInfo.amount = std::max((defender->count * defender->MaxHealth()) / resurrectInfo.creID.toCreature()->MaxHealth(), 1u);
|
|
}
|
|
else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
|
|
resurrectInfo.amount = defender->count;
|
|
else
|
|
return; //wrong subtype
|
|
|
|
BattleStacksRemoved victimInfo;
|
|
victimInfo.stackIDs.insert(bat.bsa.at(0).stackAttacked);
|
|
|
|
sendAndApply(&victimInfo);
|
|
sendAndApply(&resurrectInfo);
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
|
|
{
|
|
const CSpell *s = spellID.toSpell();
|
|
|
|
AdventureSpellCastParameters p;
|
|
p.caster = h;
|
|
p.pos = pos;
|
|
|
|
return s->adventureCast(spellEnv, p);
|
|
}
|
|
|
|
void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
|
|
{
|
|
if (!t.visitableObjects.empty())
|
|
{
|
|
//to prevent self-visiting heroes on space press
|
|
if (t.visitableObjects.back() != h)
|
|
objectVisited(t.visitableObjects.back(), h);
|
|
else if (t.visitableObjects.size() > 1)
|
|
objectVisited(*(t.visitableObjects.end()-2),h);
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
|
|
{
|
|
if (!hero)
|
|
COMPLAIN_RET("You need hero to sacrifice creature!");
|
|
|
|
int oldCount = hero->getStackCount(slot);
|
|
|
|
if (oldCount < count)
|
|
COMPLAIN_RET("Not enough creatures to sacrifice!")
|
|
else if (oldCount == count && hero->stacksCount() == 1 && hero->needsLastStack())
|
|
COMPLAIN_RET("Cannot sacrifice last creature!");
|
|
|
|
int crid = hero->getStack(slot).type->idNumber;
|
|
|
|
changeStackCount(StackLocation(hero, slot), -count);
|
|
|
|
int dump, exp;
|
|
market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
|
|
exp *= count;
|
|
changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
|
|
{
|
|
if (!hero)
|
|
COMPLAIN_RET("You need hero to sacrifice artifact!");
|
|
|
|
ArtifactLocation al(hero, slot);
|
|
const CArtifactInstance *a = al.getArt();
|
|
|
|
COMPLAIN_RET_FALSE_IF(!a,"Cannot find artifact to sacrifice!");
|
|
|
|
int dmp, expToGive;
|
|
const CArtifactInstance * art = hero->getArt(slot);
|
|
COMPLAIN_RET_FALSE_IF((!art), "No artifact at position to sacrifice!");
|
|
|
|
si32 typId = art->artType->id;
|
|
|
|
m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
|
|
|
|
removeArtifact(al);
|
|
changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::makeStackDoNothing(const CStack * next)
|
|
{
|
|
BattleAction doNothing;
|
|
doNothing.actionType = Battle::NO_ACTION;
|
|
doNothing.additionalInfo = 0;
|
|
doNothing.destinationTile = -1;
|
|
doNothing.side = next->side;
|
|
doNothing.stackNumber = next->ID;
|
|
|
|
makeAutomaticAction(next, doNothing);
|
|
}
|
|
|
|
bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
|
|
{
|
|
if (sl.army->hasStackAtSlot(sl.slot))
|
|
COMPLAIN_RET("Slot is already taken!");
|
|
|
|
if (!sl.slot.validSlot())
|
|
COMPLAIN_RET("Cannot insert stack to that slot!");
|
|
|
|
InsertNewStack ins;
|
|
ins.sl = sl;
|
|
ins.stack = CStackBasicDescriptor(c, count);
|
|
sendAndApply(&ins);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
|
|
{
|
|
if (!sl.army->hasStackAtSlot(sl.slot))
|
|
COMPLAIN_RET("Cannot find a stack to erase");
|
|
|
|
if (sl.army->stacksCount() == 1 //from the last stack
|
|
&& sl.army->needsLastStack() //that must be left
|
|
&& !forceRemoval) //ignore above conditions if we are forcing removal
|
|
{
|
|
COMPLAIN_RET("Cannot erase the last stack!");
|
|
}
|
|
|
|
EraseStack es;
|
|
es.sl = sl;
|
|
sendAndApply(&es);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
|
|
{
|
|
TQuantity currentCount = sl.army->getStackCount(sl.slot);
|
|
if ((absoluteValue && count < 0)
|
|
|| (!absoluteValue && -count > currentCount))
|
|
{
|
|
COMPLAIN_RET("Cannot take more stacks than present!");
|
|
}
|
|
|
|
if ((currentCount == -count && !absoluteValue)
|
|
|| (!count && absoluteValue))
|
|
{
|
|
eraseStack(sl);
|
|
}
|
|
else
|
|
{
|
|
ChangeStackCount csc;
|
|
csc.sl = sl;
|
|
csc.count = count;
|
|
csc.absoluteValue = absoluteValue;
|
|
sendAndApply(&csc);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
|
|
{
|
|
const CCreature *slotC = sl.army->getCreature(sl.slot);
|
|
if (!slotC) //slot is empty
|
|
insertNewStack(sl, c, count);
|
|
else if (c == slotC)
|
|
changeStackCount(sl, count);
|
|
else
|
|
{
|
|
COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
|
|
{
|
|
if (removeObjWhenFinished)
|
|
removeAfterVisit(src);
|
|
|
|
if (!src->canBeMergedWith(*dst, allowMerging))
|
|
{
|
|
if (allowMerging) //do that, add all matching creatures.
|
|
{
|
|
bool cont = true;
|
|
while (cont)
|
|
{
|
|
for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
|
|
{
|
|
SlotID pos = dst->getSlotFor(i->second->type);
|
|
if (pos.validSlot())
|
|
{
|
|
moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
|
|
cont = true;
|
|
break; //or iterator crashes
|
|
}
|
|
cont = false;
|
|
}
|
|
}
|
|
}
|
|
showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
|
|
}
|
|
else //merge
|
|
{
|
|
moveArmy(src, dst, allowMerging);
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
|
|
{
|
|
if (!src.army->hasStackAtSlot(src.slot))
|
|
COMPLAIN_RET("No stack to move!");
|
|
|
|
if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
|
|
COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
|
|
|
|
if (!dst.slot.validSlot())
|
|
COMPLAIN_RET("Cannot move stack to that slot!");
|
|
|
|
if (count == -1)
|
|
{
|
|
count = src.army->getStackCount(src.slot);
|
|
}
|
|
|
|
if (src.army != dst.army //moving away
|
|
&& count == src.army->getStackCount(src.slot) //all creatures
|
|
&& src.army->stacksCount() == 1 //from the last stack
|
|
&& src.army->needsLastStack()) //that must be left
|
|
{
|
|
COMPLAIN_RET("Cannot move away the last creature!");
|
|
}
|
|
|
|
RebalanceStacks rs;
|
|
rs.src = src;
|
|
rs.dst = dst;
|
|
rs.count = count;
|
|
sendAndApply(&rs);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
|
|
{
|
|
|
|
if (!sl1.army->hasStackAtSlot(sl1.slot))
|
|
return moveStack(sl2, sl1);
|
|
else if (!sl2.army->hasStackAtSlot(sl2.slot))
|
|
return moveStack(sl1, sl2);
|
|
else
|
|
{
|
|
SwapStacks ss;
|
|
ss.sl1 = sl1;
|
|
ss.sl2 = sl2;
|
|
sendAndApply(&ss);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
void CGameHandler::runBattle()
|
|
{
|
|
setBattle(gs->curB);
|
|
assert(gs->curB);
|
|
//TODO: pre-tactic stuff, call scripts etc.
|
|
|
|
//tactic round
|
|
{
|
|
while (gs->curB->tacticDistance && !battleResult.get())
|
|
boost::this_thread::sleep(boost::posix_time::milliseconds(50));
|
|
}
|
|
|
|
//initial stacks appearance triggers, e.g. built-in bonus spells
|
|
auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
|
|
|
|
for (CStack * stack : initialStacks)
|
|
{
|
|
if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
|
|
{
|
|
const std::shared_ptr<Bonus> summonInfo = stack->getBonus(Selector::type(Bonus::SUMMON_GUARDIANS));
|
|
auto accessibility = getAccesibility();
|
|
CreatureID creatureData = CreatureID(summonInfo->subtype);
|
|
std::vector<BattleHex> targetHexes;
|
|
const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
|
|
const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
|
|
|
|
/*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
|
|
For one-hex targets there are four guardians - front, back and one per side (up + down).
|
|
Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
|
|
Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
|
|
if (!guardianIsBig)
|
|
targetHexes = stack->getSurroundingHexes();
|
|
else
|
|
summonGuardiansHelper(targetHexes, stack->position, stack->side, targetIsBig);
|
|
|
|
for (auto hex : targetHexes)
|
|
{
|
|
if (accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
|
|
{
|
|
BattleStackAdded newStack;
|
|
newStack.amount = std::max(1, (int)(stack->count * 0.01 * summonInfo->val));
|
|
newStack.creID = creatureData.num;
|
|
newStack.side = stack->side;
|
|
newStack.summoned = true;
|
|
newStack.pos = hex.hex;
|
|
sendAndApply(&newStack);
|
|
}
|
|
}
|
|
}
|
|
|
|
stackEnchantedTrigger(stack);
|
|
}
|
|
|
|
//spells opening battle
|
|
for (int i = 0; i < 2; ++i)
|
|
{
|
|
auto h = gs->curB->battleGetFightingHero(i);
|
|
if (h)
|
|
{
|
|
TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
|
|
|
|
for (auto b : *bl)
|
|
{
|
|
const CSpell * spell = SpellID(b->subtype).toSpell();
|
|
|
|
BattleSpellCastParameters parameters(gs->curB, h, spell);
|
|
parameters.spellLvl = 3;
|
|
parameters.effectLevel = 3;
|
|
parameters.mode = ECastingMode::PASSIVE_CASTING;
|
|
parameters.enchantPower = b->val;
|
|
parameters.castIfPossible(spellEnv);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool firstRound = true;//FIXME: why first round is -1?
|
|
|
|
//main loop
|
|
while (!battleResult.get()) //till the end of the battle ;]
|
|
{
|
|
BattleNextRound bnr;
|
|
bnr.round = gs->curB->round + 1;
|
|
logGlobal->debug("Round %d", bnr.round);
|
|
sendAndApply(&bnr);
|
|
|
|
auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
|
|
for (auto &obstPtr : obstacles)
|
|
{
|
|
if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
|
|
if (sco->turnsRemaining == 0)
|
|
removeObstacle(*obstPtr);
|
|
}
|
|
|
|
const BattleInfo & curB = *gs->curB;
|
|
|
|
for(auto stack : curB.stacks)
|
|
{
|
|
if(stack->alive() && !firstRound)
|
|
stackEnchantedTrigger(stack);
|
|
}
|
|
|
|
//stack loop
|
|
|
|
const CStack *next;
|
|
while (!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
|
|
{
|
|
std::set <const CStack *> stacksToRemove;
|
|
for (auto stack : curB.stacks)
|
|
{
|
|
if (vstd::contains(stack->state, EBattleStackState::GHOST_PENDING))
|
|
stacksToRemove.insert(stack);
|
|
}
|
|
|
|
for (auto stack : stacksToRemove)
|
|
{
|
|
BattleStacksRemoved bsr;
|
|
bsr.stackIDs.insert(stack->ID);
|
|
sendAndApply(&bsr);
|
|
}
|
|
|
|
//check for bad morale => freeze
|
|
int nextStackMorale = next->MoraleVal();
|
|
if (nextStackMorale < 0 &&
|
|
!(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
|
|
|| NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
|
|
)
|
|
{
|
|
if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
|
|
{
|
|
//unit loses its turn - empty freeze action
|
|
BattleAction ba;
|
|
ba.actionType = Battle::BAD_MORALE;
|
|
ba.additionalInfo = 1;
|
|
ba.side = next->side;
|
|
ba.stackNumber = next->ID;
|
|
|
|
makeAutomaticAction(next, ba);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
|
|
{
|
|
logGlobal->debug("Handle Berserk effect");
|
|
std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::none);
|
|
if (attackInfo.first != nullptr)
|
|
{
|
|
BattleAction attack;
|
|
attack.actionType = Battle::WALK_AND_ATTACK;
|
|
attack.side = next->side;
|
|
attack.stackNumber = next->ID;
|
|
attack.additionalInfo = attackInfo.first->position;
|
|
attack.destinationTile = attackInfo.second;
|
|
|
|
makeAutomaticAction(next, attack);
|
|
logGlobal->debug("Attacked nearest target %s", attackInfo.first->nodeName());
|
|
}
|
|
else
|
|
{
|
|
makeStackDoNothing(next);
|
|
logGlobal->debug("No target found");
|
|
}
|
|
continue;
|
|
}
|
|
|
|
const CGHeroInstance * curOwner = battleGetOwnerHero(next);
|
|
|
|
if ((next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
|
|
&& (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
|
|
{
|
|
BattleAction attack;
|
|
attack.actionType = Battle::SHOOT;
|
|
attack.side = next->side;
|
|
attack.stackNumber = next->ID;
|
|
|
|
for (auto & elem : gs->curB->stacks)
|
|
{
|
|
if (elem->owner != next->owner && elem->isValidTarget())
|
|
{
|
|
attack.destinationTile = elem->position;
|
|
break;
|
|
}
|
|
}
|
|
|
|
makeAutomaticAction(next, attack);
|
|
continue;
|
|
}
|
|
|
|
if (next->getCreature()->idNumber == CreatureID::CATAPULT)
|
|
{
|
|
const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
|
|
|
|
if (attackableBattleHexes.empty())
|
|
{
|
|
makeStackDoNothing(next);
|
|
continue;
|
|
}
|
|
|
|
if (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)
|
|
{
|
|
BattleAction attack;
|
|
attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes,
|
|
getRandomGenerator());
|
|
attack.actionType = Battle::CATAPULT;
|
|
attack.additionalInfo = 0;
|
|
attack.side = next->side;
|
|
attack.stackNumber = next->ID;
|
|
|
|
makeAutomaticAction(next, attack);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
|
|
{
|
|
TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
|
|
{
|
|
return s->owner == next->owner && s->canBeHealed();
|
|
});
|
|
|
|
if (!possibleStacks.size())
|
|
{
|
|
makeStackDoNothing(next);
|
|
continue;
|
|
}
|
|
|
|
if (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
|
|
{
|
|
RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
|
|
const CStack * toBeHealed = possibleStacks.front();
|
|
|
|
BattleAction heal;
|
|
heal.actionType = Battle::STACK_HEAL;
|
|
heal.additionalInfo = 0;
|
|
heal.destinationTile = toBeHealed->position;
|
|
heal.side = next->side;
|
|
heal.stackNumber = next->ID;
|
|
|
|
makeAutomaticAction(next, heal);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
int numberOfAsks = 1;
|
|
bool breakOuter = false;
|
|
do
|
|
{//ask interface and wait for answer
|
|
if (!battleResult.get())
|
|
{
|
|
stackTurnTrigger(next); //various effects
|
|
|
|
if (vstd::contains(next->state, EBattleStackState::FEAR))
|
|
{
|
|
makeStackDoNothing(next); //end immediately if stack was affected by fear
|
|
}
|
|
else
|
|
{
|
|
logGlobal->trace("Activating %s", next->nodeName());
|
|
auto nextId = next->ID;
|
|
BattleSetActiveStack sas;
|
|
sas.stack = nextId;
|
|
sendAndApply(&sas);
|
|
|
|
auto actionWasMade = [&]() -> bool
|
|
{
|
|
if (battleMadeAction.data)//active stack has made its action
|
|
return true;
|
|
if (battleResult.get())// battle is finished
|
|
return true;
|
|
if (next == nullptr)//active stack was been removed
|
|
return true;
|
|
return !next->alive();//active stack is dead
|
|
};
|
|
|
|
boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
|
|
battleMadeAction.data = false;
|
|
while (!actionWasMade())
|
|
{
|
|
battleMadeAction.cond.wait(lock);
|
|
if (battleGetStackByID(nextId, false) != next)
|
|
next = nullptr; //it may be removed, while we wait
|
|
}
|
|
}
|
|
}
|
|
|
|
if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
|
|
{
|
|
breakOuter = true;
|
|
break;
|
|
}
|
|
//we're after action, all results applied
|
|
checkBattleStateChanges(); //check if this action ended the battle
|
|
|
|
if (next != nullptr)
|
|
{
|
|
//check for good morale
|
|
nextStackMorale = next->MoraleVal();
|
|
if (!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
|
|
&& !vstd::contains(next->state,EBattleStackState::DEFENDING)
|
|
&& !next->waited()
|
|
&& !vstd::contains(next->state, EBattleStackState::FEAR)
|
|
&& next->alive()
|
|
&& nextStackMorale > 0
|
|
&& !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
|
|
|| NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
|
|
)
|
|
{
|
|
if (getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
|
|
{
|
|
BattleTriggerEffect bte;
|
|
bte.stackID = next->ID;
|
|
bte.effect = Bonus::MORALE;
|
|
bte.val = 1;
|
|
bte.additionalInfo = 0;
|
|
sendAndApply(&bte); //play animation
|
|
|
|
++numberOfAsks; //move this stack once more
|
|
}
|
|
}
|
|
}
|
|
--numberOfAsks;
|
|
} while (numberOfAsks > 0);
|
|
|
|
if (breakOuter)
|
|
{
|
|
break;
|
|
}
|
|
|
|
}
|
|
firstRound = false;
|
|
}
|
|
|
|
endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
|
|
}
|
|
|
|
bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
|
|
{
|
|
BattleSetActiveStack bsa;
|
|
bsa.stack = stack->ID;
|
|
bsa.askPlayerInterface = false;
|
|
sendAndApply(&bsa);
|
|
|
|
bool ret = makeBattleAction(ba);
|
|
checkBattleStateChanges();
|
|
return ret;
|
|
}
|
|
|
|
void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
|
|
{
|
|
assert(a->artType);
|
|
ArtifactLocation al;
|
|
al.artHolder = const_cast<CGHeroInstance*>(h);
|
|
|
|
ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
|
|
if (pos < 0)
|
|
{
|
|
if (pos == ArtifactPosition::FIRST_AVAILABLE)
|
|
slot = a->firstAvailableSlot(h);
|
|
else
|
|
slot = a->firstBackpackSlot(h);
|
|
}
|
|
else
|
|
{
|
|
slot = pos;
|
|
}
|
|
|
|
al.slot = slot;
|
|
|
|
if (slot < 0 || !a->canBePutAt(al))
|
|
{
|
|
complain("Cannot put artifact in that slot!");
|
|
return;
|
|
}
|
|
|
|
putArtifact(al, a);
|
|
}
|
|
void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
|
|
{
|
|
PutArtifact pa;
|
|
pa.art = a;
|
|
pa.al = al;
|
|
sendAndApply(&pa);
|
|
}
|
|
|
|
bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
|
|
{
|
|
COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
|
|
|
|
ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
|
|
|
|
COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
|
|
|
|
giveHeroNewArtifact(h, art, slot);
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
|
|
{
|
|
CArtifactInstance *a = nullptr;
|
|
if (!artType->constituents)
|
|
{
|
|
a = new CArtifactInstance();
|
|
}
|
|
else
|
|
{
|
|
a = new CCombinedArtifactInstance();
|
|
}
|
|
a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
|
|
|
|
NewArtifact na;
|
|
na.art = a;
|
|
sendAndApply(&na); // -> updates a!!!, will create a on other machines
|
|
|
|
giveHeroArtifact(h, a, pos);
|
|
}
|
|
|
|
void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
|
|
{
|
|
boost::unique_lock<boost::mutex> guard(battleResult.mx);
|
|
if (battleResult.data)
|
|
{
|
|
complain((boost::format("The battle result has been already set (to %d, asked to %d)")
|
|
% battleResult.data->result % resultType).str());
|
|
return;
|
|
}
|
|
auto br = new BattleResult;
|
|
br->result = resultType;
|
|
br->winner = victoriusSide; //surrendering side loses
|
|
gs->curB->calculateCasualties(br->casualties);
|
|
battleResult.data = br;
|
|
}
|
|
|
|
void CGameHandler::commitPackage(CPackForClient *pack)
|
|
{
|
|
sendAndApply(pack);
|
|
}
|
|
|
|
void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
|
|
{
|
|
std::vector<int3>::iterator tile;
|
|
std::vector<int3> tiles;
|
|
getFreeTiles(tiles);
|
|
ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
|
|
|
|
RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
|
|
logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
|
|
const CCreature *cre = VLC->creh->creatures.at(creatureID);
|
|
for (int i = 0; i < amount; ++i)
|
|
{
|
|
tile = tiles.begin();
|
|
logGlobal->trace("\tSpawning monster at %s",(*tile)());
|
|
putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
|
|
tiles.erase(tile); //not use it again
|
|
}
|
|
}
|
|
|
|
void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
|
|
{
|
|
if (cheat == "vcmiistari")
|
|
{
|
|
if (!hero) return;
|
|
///Give hero spellbook
|
|
if (!hero->hasSpellbook())
|
|
giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
|
|
|
|
///Give all spells with bonus (to allow banned spells)
|
|
GiveBonus giveBonus(GiveBonus::HERO);
|
|
giveBonus.id = hero->id.getNum();
|
|
giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
|
|
//start with level 0 to skip abilities
|
|
for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
|
|
{
|
|
giveBonus.bonus.subtype = level;
|
|
sendAndApply(&giveBonus);
|
|
}
|
|
|
|
///Give mana
|
|
SetMana sm;
|
|
sm.hid = hero->id;
|
|
sm.val = 999;
|
|
sm.absolute = true;
|
|
sendAndApply(&sm);
|
|
}
|
|
else if (cheat == "vcmiarmenelos")
|
|
{
|
|
if (!town) return;
|
|
///Build all buildings in selected town
|
|
for (auto & build : town->town->buildings)
|
|
{
|
|
if (!town->hasBuilt(build.first)
|
|
&& !build.second->Name().empty()
|
|
&& build.first != BuildingID::SHIP)
|
|
{
|
|
buildStructure(town->id, build.first, true);
|
|
}
|
|
}
|
|
}
|
|
else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")
|
|
{
|
|
if (!hero) return;
|
|
///Gives N creatures into each slot
|
|
std::map<std::string, std::pair<int, int>> creatures;
|
|
creatures.insert(std::make_pair("vcmiainur", std::make_pair(13, 5))); //5 archangels
|
|
creatures.insert(std::make_pair("vcmiangband", std::make_pair(66, 10))); //10 black knights
|
|
creatures.insert(std::make_pair("vcmiglaurung", std::make_pair(133, 5000))); //5000 crystal dragons
|
|
|
|
const CCreature * creature = VLC->creh->creatures.at(creatures[cheat].first);
|
|
for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
|
|
if (!hero->hasStackAtSlot(SlotID(i)))
|
|
insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
|
|
}
|
|
else if (cheat == "vcminoldor")
|
|
{
|
|
if (!hero) return;
|
|
///Give all war machines to hero
|
|
if (!hero->getArt(ArtifactPosition::MACH1))
|
|
giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
|
|
if (!hero->getArt(ArtifactPosition::MACH2))
|
|
giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
|
|
if (!hero->getArt(ArtifactPosition::MACH3))
|
|
giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
|
|
}
|
|
else if (cheat == "vcmiforgeofnoldorking")
|
|
{
|
|
if (!hero) return;
|
|
///Give hero all artifacts except war machines, spell scrolls and spell book
|
|
for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
|
|
giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
|
|
}
|
|
else if (cheat == "vcmiglorfindel")
|
|
{
|
|
if (!hero) return;
|
|
///selected hero gains a new level
|
|
changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
|
|
}
|
|
else if (cheat == "vcminahar")
|
|
{
|
|
if (!hero) return;
|
|
///Give 1000000 movement points to hero
|
|
SetMovePoints smp;
|
|
smp.hid = hero->id;
|
|
smp.val = 1000000;
|
|
sendAndApply(&smp);
|
|
|
|
GiveBonus gb(GiveBonus::HERO);
|
|
gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
|
|
gb.bonus.duration = Bonus::ONE_DAY;
|
|
gb.bonus.source = Bonus::OTHER;
|
|
gb.id = hero->id.getNum();
|
|
giveHeroBonus(&gb);
|
|
}
|
|
else if (cheat == "vcmiformenos")
|
|
{
|
|
///Give resources to player
|
|
TResources resources;
|
|
resources[Res::GOLD] = 100000;
|
|
for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
|
|
resources[i] = 100;
|
|
|
|
giveResources(player, resources);
|
|
}
|
|
else if (cheat == "vcmisilmaril")
|
|
{
|
|
///Player wins
|
|
PlayerCheated pc;
|
|
pc.player = player;
|
|
pc.winningCheatCode = true;
|
|
sendAndApply(&pc);
|
|
}
|
|
else if (cheat == "vcmimelkor")
|
|
{
|
|
///Player looses
|
|
PlayerCheated pc;
|
|
pc.player = player;
|
|
pc.losingCheatCode = true;
|
|
sendAndApply(&pc);
|
|
}
|
|
else if (cheat == "vcmieagles" || cheat == "vcmiungoliant")
|
|
{
|
|
///Reveal or conceal FoW
|
|
FoWChange fc;
|
|
fc.mode = (cheat == "vcmieagles" ? 1 : 0);
|
|
fc.player = player;
|
|
const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
|
|
auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
|
|
int lastUnc = 0;
|
|
for (int i = 0; i < gs->map->width; i++)
|
|
for (int j = 0; j < gs->map->height; j++)
|
|
for (int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
|
|
if (!fowMap.at(i).at(j).at(k) || !fc.mode)
|
|
hlp_tab[lastUnc++] = int3(i, j, k);
|
|
fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
|
|
delete [] hlp_tab;
|
|
sendAndApply(&fc);
|
|
}
|
|
else
|
|
cheated = false;
|
|
}
|
|
|
|
void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
|
|
{
|
|
ObstaclesRemoved obsRem;
|
|
obsRem.obstacles.insert(obstacle.uniqueID);
|
|
sendAndApply(&obsRem);
|
|
}
|
|
|
|
void CGameHandler::synchronizeArtifactHandlerLists()
|
|
{
|
|
UpdateArtHandlerLists uahl;
|
|
uahl.treasures = VLC->arth->treasures;
|
|
uahl.minors = VLC->arth->minors;
|
|
uahl.majors = VLC->arth->majors;
|
|
uahl.relics = VLC->arth->relics;
|
|
sendAndApply(&uahl);
|
|
}
|
|
|
|
bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
|
|
{
|
|
return vstd::contains(gs->map->objects, obj);
|
|
}
|
|
|
|
bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
|
|
{
|
|
if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
|
|
return false;
|
|
|
|
auto query = queries.topQuery(player);
|
|
if (query && query->blocksPack(pack))
|
|
{
|
|
complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
|
|
{
|
|
//If the object is being visited, there must be a matching query
|
|
for (const auto &query : queries.allQueries())
|
|
{
|
|
if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
|
|
{
|
|
if (someVistQuery->visitedObject == object)
|
|
{
|
|
someVistQuery->removeObjectAfterVisit = true;
|
|
return;
|
|
}
|
|
}
|
|
};
|
|
|
|
//If we haven't returned so far, there is no query and no visit, call was wrong
|
|
assert("This function needs to be called during the object visit!");
|
|
}
|
|
|
|
void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
|
|
{
|
|
std::unordered_set<int3, ShashInt3> tiles;
|
|
getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
|
|
if (hide)
|
|
{
|
|
std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
|
|
auto p = getPlayer(player);
|
|
for (auto h : p->heroes)
|
|
{
|
|
getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
|
|
}
|
|
for (auto t : p->towns)
|
|
{
|
|
getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
|
|
}
|
|
for (auto tile : observedTiles)
|
|
vstd::erase_if_present (tiles, tile);
|
|
}
|
|
changeFogOfWar(tiles, player, hide);
|
|
}
|
|
|
|
void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
|
|
{
|
|
FoWChange fow;
|
|
fow.tiles = tiles;
|
|
fow.player = player;
|
|
fow.mode = hide? 0 : 1;
|
|
sendAndApply(&fow);
|
|
}
|
|
|
|
bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
|
|
{
|
|
if (auto topQuery = queries.topQuery(hero->getOwner()))
|
|
if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
|
|
return !(visit->visitedObject == obj && visit->visitingHero == hero);
|
|
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::duelFinished()
|
|
{
|
|
auto si = getStartInfo();
|
|
auto getName = [&](int i){ return si->getIthPlayersSettings(gs->curB->sides.at(i).color).name; };
|
|
|
|
int casualtiesPoints = 0;
|
|
logGlobal->debug("Winner side %d\nWinner casualties:", (int)battleResult.data->winner);
|
|
|
|
for (auto & elem : battleResult.data->casualties[battleResult.data->winner])
|
|
{
|
|
const CCreature *c = VLC->creh->creatures[elem.first];
|
|
logGlobal->debug("\t* %d of %s", elem.second, c->namePl);
|
|
casualtiesPoints += c->AIValue * elem.second;
|
|
}
|
|
logGlobal->debug("Total casualties points: %d", casualtiesPoints);
|
|
|
|
|
|
time_t timeNow;
|
|
time(&timeNow);
|
|
|
|
std::ofstream out(cmdLineOptions["resultsFile"].as<std::string>(), std::ios::app);
|
|
if (out)
|
|
{
|
|
out << boost::format("%s\t%s\t%s\t%d\t%d\t%d\t%s\n") % si->mapname % getName(0) % getName(1)
|
|
% battleResult.data->winner % battleResult.data->result % casualtiesPoints
|
|
% asctime(localtime(&timeNow));
|
|
}
|
|
else
|
|
{
|
|
logGlobal->error("Cannot open to write %s", cmdLineOptions["resultsFile"].as<std::string>());
|
|
}
|
|
|
|
CSaveFile resultFile("result.vdrst");
|
|
resultFile << *battleResult.data;
|
|
|
|
BattleResultsApplied resultsApplied;
|
|
resultsApplied.player1 = finishingBattle->victor;
|
|
resultsApplied.player2 = finishingBattle->loser;
|
|
sendAndApply(&resultsApplied);
|
|
return;
|
|
}
|
|
|
|
CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
|
|
army(_army)
|
|
{
|
|
heroWithDeadCommander = ObjectInstanceID();
|
|
|
|
PlayerColor color = army->tempOwner;
|
|
if (color == PlayerColor::UNFLAGGABLE)
|
|
color = PlayerColor::NEUTRAL;
|
|
|
|
for (CStack *st : bat->stacks)
|
|
{
|
|
if (vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account temporary summoned stacks
|
|
continue;
|
|
if (st->owner != color) //remove only our stacks
|
|
continue;
|
|
|
|
logGlobal->debug("Calculating casualties for %s", st->nodeName());
|
|
|
|
//FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
|
|
st->count = std::max (0, st->count - st->resurrected);
|
|
|
|
if (st->slot == SlotID::ARROW_TOWERS_SLOT)
|
|
{
|
|
//do nothing
|
|
logGlobal->debug("Ignored arrow towers stack.");
|
|
}
|
|
else if (st->slot == SlotID::WAR_MACHINES_SLOT)
|
|
{
|
|
auto warMachine = st->type->warMachine;
|
|
|
|
if (warMachine == ArtifactID::NONE)
|
|
{
|
|
logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
|
|
}
|
|
//catapult artifact remain even if "creature" killed in siege
|
|
else if (warMachine != ArtifactID::CATAPULT && !st->count)
|
|
{
|
|
logGlobal->debug("War machine has been destroyed");
|
|
auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
|
|
if (hero)
|
|
removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
|
|
else
|
|
logGlobal->error("War machine in army without hero");
|
|
}
|
|
}
|
|
else if (st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
|
|
{
|
|
if (st->alive() && st->count > 0)
|
|
{
|
|
logGlobal->debug("Permanently summoned %d units.", st->count);
|
|
const CreatureID summonedType = st->type->idNumber;
|
|
summoned[summonedType] += st->count;
|
|
}
|
|
}
|
|
else if (st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
|
|
{
|
|
if (nullptr == st->base)
|
|
{
|
|
logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
|
|
}
|
|
else
|
|
{
|
|
auto c = dynamic_cast <const CCommanderInstance *>(st->base);
|
|
if (c)
|
|
{
|
|
auto h = dynamic_cast <const CGHeroInstance *>(army);
|
|
if (h && h->commander == c && (st->count == 0 || !st->alive()))
|
|
{
|
|
logGlobal->debug("Commander is dead.");
|
|
heroWithDeadCommander = army->id; //TODO: unify commander handling
|
|
}
|
|
}
|
|
else
|
|
logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
|
|
}
|
|
}
|
|
else if (st->base && !army->slotEmpty(st->slot))
|
|
{
|
|
if (st->count == 0 || !st->alive())
|
|
{
|
|
logGlobal->debug("Stack has been destroyed.");
|
|
StackLocation sl(army, st->slot);
|
|
newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
|
|
}
|
|
else if (st->count < army->getStackCount(st->slot))
|
|
{
|
|
logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->count);
|
|
StackLocation sl(army, st->slot);
|
|
newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
|
|
}
|
|
else if (st->count > army->getStackCount(st->slot))
|
|
{
|
|
logGlobal->debug("Stack gained %d units.", st->count - army->getStackCount(st->slot));
|
|
StackLocation sl(army, st->slot);
|
|
newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
logGlobal->warn("Unable to process stack: %s", st->nodeName());
|
|
}
|
|
}
|
|
}
|
|
|
|
void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
|
|
{
|
|
for (TStackAndItsNewCount &ncount : newStackCounts)
|
|
{
|
|
if (ncount.second > 0)
|
|
gh->changeStackCount(ncount.first, ncount.second, true);
|
|
else
|
|
gh->eraseStack(ncount.first, true);
|
|
}
|
|
for (auto summoned_iter : summoned)
|
|
{
|
|
SlotID slot = army->getSlotFor(summoned_iter.first);
|
|
if (slot.validSlot())
|
|
{
|
|
StackLocation location(army, slot);
|
|
gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
|
|
}
|
|
else
|
|
{
|
|
//even if it will be possible to summon anything permanently it should be checked for free slot
|
|
//necromancy is handled separately
|
|
gh->complain("No free slot to put summoned creature");
|
|
}
|
|
}
|
|
for (auto al : removedWarMachines)
|
|
{
|
|
gh->removeArtifact(al);
|
|
}
|
|
if (heroWithDeadCommander != ObjectInstanceID())
|
|
{
|
|
SetCommanderProperty scp;
|
|
scp.heroid = heroWithDeadCommander;
|
|
scp.which = SetCommanderProperty::ALIVE;
|
|
scp.amount = 0;
|
|
gh->sendAndApply(&scp);
|
|
}
|
|
}
|
|
|
|
CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount)
|
|
{
|
|
assert(Query->result);
|
|
assert(Query->bi);
|
|
auto &result = *Query->result;
|
|
auto &info = *Query->bi;
|
|
|
|
winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
|
|
loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
|
|
victor = info.sides[result.winner].color;
|
|
loser = info.sides[!result.winner].color;
|
|
duel = Duel;
|
|
remainingBattleQueriesCount = RemainingBattleQueriesCount;
|
|
}
|
|
|
|
CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
|
|
{
|
|
winnerHero = loserHero = nullptr;
|
|
duel = false;
|
|
remainingBattleQueriesCount = 0;
|
|
}
|
|
|
|
CRandomGenerator & CGameHandler::getRandomGenerator()
|
|
{
|
|
return CRandomGenerator::getDefault();
|
|
}
|
|
|
|
///ServerSpellCastEnvironment
|
|
ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
|
|
{
|
|
|
|
}
|
|
|
|
void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const
|
|
{
|
|
gh->sendAndApply(info);
|
|
}
|
|
|
|
CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
|
|
{
|
|
return gh->getRandomGenerator();
|
|
}
|
|
|
|
void ServerSpellCastEnvironment::complain(const std::string& problem) const
|
|
{
|
|
gh->complain(problem);
|
|
}
|
|
|
|
const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
|
|
{
|
|
return gh;
|
|
}
|
|
|
|
|
|
const CMap * ServerSpellCastEnvironment::getMap() const
|
|
{
|
|
return gh->gameState()->map;
|
|
}
|
|
|
|
bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker) const
|
|
{
|
|
return gh->moveHero(hid, dst, teleporting, false, asker);
|
|
}
|