123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292229322942295229622972298229923002301230223032304230523062307230823092310231123122313231423152316231723182319232023212322232323242325232623272328232923302331233223332334233523362337233823392340234123422343234423452346234723482349235023512352235323542355235623572358235923602361236223632364236523662367236823692370237123722373237423752376237723782379238023812382238323842385238623872388238923902391239223932394239523962397239823992400240124022403240424052406240724082409241024112412241324142415241624172418241924202421242224232424242524262427242824292430243124322433243424352436243724382439244024412442244324442445244624472448244924502451245224532454245524562457245824592460246124622463246424652466246724682469247024712472247324742475247624772478247924802481248224832484248524862487248824892490249124922493249424952496249724982499250025012502250325042505250625072508250925102511251225132514251525162517251825192520252125222523252425252526252725282529253025312532253325342535253625372538253925402541254225432544254525462547254825492550255125522553255425552556255725582559256025612562256325642565256625672568256925702571257225732574257525762577257825792580258125822583258425852586258725882589259025912592259325942595259625972598259926002601260226032604260526062607260826092610261126122613261426152616261726182619262026212622262326242625262626272628262926302631263226332634263526362637263826392640264126422643264426452646264726482649265026512652265326542655265626572658265926602661266226632664266526662667266826692670267126722673267426752676267726782679268026812682268326842685268626872688268926902691269226932694269526962697269826992700270127022703270427052706270727082709271027112712271327142715271627172718271927202721272227232724272527262727272827292730273127322733273427352736273727382739274027412742274327442745274627472748274927502751275227532754275527562757275827592760276127622763276427652766276727682769277027712772277327742775277627772778277927802781278227832784278527862787278827892790279127922793279427952796279727982799280028012802280328042805280628072808280928102811281228132814281528162817281828192820282128222823282428252826282728282829283028312832283328342835283628372838283928402841284228432844284528462847284828492850285128522853285428552856285728582859286028612862286328642865286628672868286928702871287228732874287528762877287828792880288128822883288428852886288728882889289028912892289328942895289628972898289929002901290229032904290529062907290829092910291129122913291429152916291729182919292029212922292329242925292629272928292929302931293229332934293529362937293829392940294129422943294429452946294729482949295029512952295329542955295629572958295929602961296229632964296529662967296829692970297129722973297429752976297729782979298029812982298329842985298629872988298929902991299229932994299529962997299829993000300130023003300430053006300730083009301030113012301330143015301630173018301930203021302230233024302530263027302830293030303130323033303430353036303730383039304030413042304330443045304630473048304930503051305230533054305530563057305830593060306130623063306430653066306730683069307030713072307330743075307630773078307930803081308230833084308530863087308830893090309130923093309430953096309730983099310031013102310331043105310631073108310931103111311231133114311531163117311831193120312131223123312431253126312731283129313031313132313331343135313631373138313931403141314231433144314531463147314831493150315131523153315431553156315731583159316031613162316331643165316631673168316931703171317231733174317531763177317831793180318131823183318431853186318731883189319031913192319331943195319631973198319932003201320232033204320532063207320832093210321132123213321432153216321732183219322032213222322332243225322632273228322932303231323232333234323532363237323832393240324132423243324432453246324732483249325032513252325332543255325632573258325932603261326232633264326532663267326832693270327132723273327432753276327732783279328032813282328332843285328632873288328932903291329232933294329532963297329832993300330133023303330433053306330733083309331033113312331333143315331633173318331933203321332233233324332533263327332833293330333133323333333433353336333733383339334033413342334333443345334633473348334933503351335233533354335533563357335833593360336133623363336433653366336733683369337033713372337333743375337633773378337933803381338233833384338533863387338833893390339133923393339433953396339733983399340034013402340334043405340634073408340934103411341234133414341534163417341834193420342134223423342434253426342734283429343034313432343334343435343634373438 |
- #include "../StartInfo.h"
- #include "../hch/CArtHandler.h"
- #include "../hch/CBuildingHandler.h"
- #include "../hch/CDefObjInfoHandler.h"
- #include "../hch/CHeroHandler.h"
- #include "../hch/CObjectHandler.h"
- #include "../hch/CSpellHandler.h"
- #include "../hch/CTownHandler.h"
- #include "../lib/CGameState.h"
- #include "../lib/CondSh.h"
- #include "../lib/NetPacks.h"
- #include "../lib/VCMI_Lib.h"
- #include "../lib/map.h"
- #include "../lib/VCMIDirs.h"
- #include "CGameHandler.h"
- #include <boost/bind.hpp>
- #include <boost/date_time/posix_time/posix_time_types.hpp> //no i/o just types
- #include <boost/foreach.hpp>
- #include <boost/thread.hpp>
- #include <boost/thread/shared_mutex.hpp>
- #include <boost/assign/list_of.hpp>
- #include <fstream>
- #include <boost/system/system_error.hpp>
- /*
- * CGameHandler.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #undef DLL_EXPORT
- #define DLL_EXPORT
- #include "../lib/RegisterTypes.cpp"
- #ifndef _MSC_VER
- #include <boost/thread/xtime.hpp>
- #endif
- extern bool end2;
- #ifdef min
- #undef min
- #endif
- #ifdef max
- #undef max
- #endif
- #define NEW_ROUND BattleNextRound bnr;\
- bnr.round = gs->curB->round + 1;\
- sendAndApply(&bnr);
- CondSh<bool> battleMadeAction;
- CondSh<BattleResult *> battleResult(NULL);
- class CBaseForGHApply
- {
- public:
- virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const =0;
- };
- template <typename T> class CApplyOnGH : public CBaseForGHApply
- {
- public:
- bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const
- {
- T *ptr = static_cast<T*>(pack);
- ptr->c = c;
- return ptr->applyGh(gh);
- }
- };
- class CGHApplier
- {
- public:
- std::map<ui16,CBaseForGHApply*> apps;
- CGHApplier()
- {
- registerTypes3(*this);
- }
- template<typename T> void registerType(const T * t=NULL)
- {
- ui16 ID = typeList.registerType(t);
- apps[ID] = new CApplyOnGH<T>;
- }
- } *applier = NULL;
- CMP_stack cmpst ;
- static inline double distance(int3 a, int3 b)
- {
- return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
- }
- static void giveExp(BattleResult &r)
- {
- r.exp[0] = 0;
- r.exp[1] = 0;
- for(std::map<ui32,si32>::iterator i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
- {
- r.exp[r.winner] += VLC->creh->creatures[i->first].hitPoints * i->second;
- }
- }
- PlayerStatus PlayerStatuses::operator[](ui8 player)
- {
- boost::unique_lock<boost::mutex> l(mx);
- if(players.find(player) != players.end())
- {
- return players[player];
- }
- else
- {
- throw std::string("No such player!");
- }
- }
- void PlayerStatuses::addPlayer(ui8 player)
- {
- boost::unique_lock<boost::mutex> l(mx);
- players[player];
- }
- bool PlayerStatuses::hasQueries(ui8 player)
- {
- boost::unique_lock<boost::mutex> l(mx);
- if(players.find(player) != players.end())
- {
- return players[player].queries.size();
- }
- else
- {
- throw std::string("No such player!");
- }
- }
- bool PlayerStatuses::checkFlag(ui8 player, bool PlayerStatus::*flag)
- {
- boost::unique_lock<boost::mutex> l(mx);
- if(players.find(player) != players.end())
- {
- return players[player].*flag;
- }
- else
- {
- throw std::string("No such player!");
- }
- }
- void PlayerStatuses::setFlag(ui8 player, bool PlayerStatus::*flag, bool val)
- {
- boost::unique_lock<boost::mutex> l(mx);
- if(players.find(player) != players.end())
- {
- players[player].*flag = val;
- }
- else
- {
- throw std::string("No such player!");
- }
- cv.notify_all();
- }
- void PlayerStatuses::addQuery(ui8 player, ui32 id)
- {
- boost::unique_lock<boost::mutex> l(mx);
- if(players.find(player) != players.end())
- {
- players[player].queries.insert(id);
- }
- else
- {
- throw std::string("No such player!");
- }
- cv.notify_all();
- }
- void PlayerStatuses::removeQuery(ui8 player, ui32 id)
- {
- boost::unique_lock<boost::mutex> l(mx);
- if(players.find(player) != players.end())
- {
- players[player].queries.erase(id);
- }
- else
- {
- throw std::string("No such player!");
- }
- cv.notify_all();
- }
- template <typename T>
- void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
- {
- fun(args[which]);
- }
- void CGameHandler::changeSecSkill( int ID, int which, int val, bool abs/*=false*/ )
- {
- SetSecSkill sss;
- sss.id = ID;
- sss.which = which;
- sss.val = val;
- sss.abs = abs;
- sendAndApply(&sss);
- if(which == 7) //Wisdom
- {
- const CGHeroInstance *h = getHero(ID);
- if(h && h->visitedTown)
- giveSpells(h->visitedTown, h);
- }
- }
- void CGameHandler::changePrimSkill(int ID, int which, si64 val, bool abs)
- {
- SetPrimSkill sps;
- sps.id = ID;
- sps.which = which;
- sps.abs = abs;
- sps.val = val;
- sendAndApply(&sps);
- if(which==4) //only for exp - hero may level up
- {
- CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID]);
- while (hero->exp >= VLC->heroh->reqExp(hero->level+1)) //new level
- {
- //give prim skill
- tlog5 << hero->name <<" got level "<<hero->level<<std::endl;
- int r = rand()%100, pom=0, x=0;
- int std::pair<int,int>::*g = (hero->level>9) ? (&std::pair<int,int>::second) : (&std::pair<int,int>::first);
- for(;x<PRIMARY_SKILLS;x++)
- {
- pom += hero->type->heroClass->primChance[x].*g;
- if(r<pom)
- break;
- }
- tlog5 << "Bohater dostaje umiejetnosc pierwszorzedna " << x << " (wynik losowania "<<r<<")"<<std::endl;
- SetPrimSkill sps;
- sps.id = ID;
- sps.which = x;
- sps.abs = false;
- sps.val = 1;
- sendAndApply(&sps);
- HeroLevelUp hlu;
- hlu.heroid = ID;
- hlu.primskill = x;
- hlu.level = hero->level+1;
- //picking sec. skills for choice
- std::set<int> basicAndAdv, expert, none;
- for(int i=0;i<SKILL_QUANTITY;i++) none.insert(i);
- for(unsigned i=0;i<hero->secSkills.size();i++)
- {
- if(hero->secSkills[i].second < 3)
- basicAndAdv.insert(hero->secSkills[i].first);
- else
- expert.insert(hero->secSkills[i].first);
- none.erase(hero->secSkills[i].first);
- }
- //first offered skill
- if(hero->secSkills.size() < hero->type->heroClass->skillLimit) //free skill slot
- {
- hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
- none.erase(hlu.skills.back());
- }
- else if(basicAndAdv.size())
- {
- int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);
- hlu.skills.push_back(s);
- basicAndAdv.erase(s);
- }
- //second offered skill
- if(basicAndAdv.size())
- {
- hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //new skill
- }
- else if(hero->secSkills.size() < hero->type->heroClass->skillLimit)
- {
- hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
- }
- if(hlu.skills.size() > 1) //apply and ask for secondary skill
- {
- boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(callWith<ui16>,hlu.skills,boost::function<void(ui16)>(boost::bind(&CGameHandler::changeSecSkill,this,ID,_1,1,0)),_1));
- applyAndAsk(&hlu,hero->tempOwner,callback); //call changeSecSkill with appropriate args when client responds
- }
- else if(hlu.skills.size() == 1) //apply, give only possible skill and send info
- {
- sendAndApply(&hlu);
- changeSecSkill(ID,hlu.skills.back(),1,false);
- }
- else //apply and send info
- {
- sendAndApply(&hlu);
- }
- }
- }
- }
- static CCreatureSet takeCasualties(int color, const CCreatureSet &set, BattleInfo *bat)
- {
- if(color == 254)
- color = 255;
- CCreatureSet ret(set);
- for(int i=0; i<bat->stacks.size();i++)
- {
- if(bat->stacks[i]->hasFeatureOfType(StackFeature::SUMMONED)) //don't take into account sumoned stacks
- continue;
- CStack *st = bat->stacks[i];
- if(st->owner==color && vstd::contains(set.slots,st->slot) && st->amount < set.slots.find(st->slot)->second.second)
- {
- if(st->alive())
- ret.slots[st->slot].second = st->amount;
- else
- ret.slots.erase(st->slot);
- }
- }
- return ret;
- }
- void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town)
- {
- battleEndCallback = new boost::function<void(BattleResult*)>(cb);
- bEndArmy1 = army1;
- bEndArmy2 = army2;
- {
- BattleInfo *curB = new BattleInfo;
- curB->side1 = army1->tempOwner;
- curB->side2 = army2->tempOwner;
- if(curB->side2 == 254)
- curB->side2 = 255;
- setupBattle(curB, tile, army1->army, army2->army, hero1, hero2, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
- }
- NEW_ROUND;
- //TODO: pre-tactic stuff, call scripts etc.
- //tactic round
- {
- NEW_ROUND;
- if( (hero1 && hero1->getSecSkillLevel(19)>0) ||
- ( hero2 && hero2->getSecSkillLevel(19)>0) )//someone has tactics
- {
- //TODO: tactic round (round -1)
- }
- }
- //main loop
- while(!battleResult.get()) //till the end of the battle ;]
- {
- NEW_ROUND;
- std::vector<CStack*> & stacks = (gs->curB->stacks);
- const BattleInfo & curB = *gs->curB;
- //stack loop
- const CStack *next;
- while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
- {
- //check for bad morale => freeze
- if(next->Morale() < 0 &&
- !((hero1->hasBonusOfType(HeroBonus::BLOCK_MORALE)) || (hero2->hasBonusOfType(HeroBonus::BLOCK_MORALE))) //checking if heroes have (or don't have) morale blocking bonuses)
- )
- {
- if( rand()%24 < (-next->Morale())*2 )
- {
- //unit loses its turn - empty freeze action
- BattleAction ba;
- ba.actionType = 11;
- ba.additionalInfo = 1;
- ba.side = !next->attackerOwned;
- ba.stackNumber = next->ID;
- sendAndApply(&StartAction(ba));
- sendAndApply(&EndAction());
- checkForBattleEnd(stacks); //check if this "action" ended the battle (not likely but who knows...)
- continue;
- }
- }
- if(next->hasFeatureOfType(StackFeature::ATTACKS_NEAREST_CREATURE)) //while in berserk
- {
- std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
- if(attackInfo.first != NULL)
- {
- BattleAction attack;
- attack.actionType = 6;
- attack.side = !next->attackerOwned;
- attack.stackNumber = next->ID;
- attack.additionalInfo = attackInfo.first->position;
- attack.destinationTile = attackInfo.second;
- makeBattleAction(attack);
- checkForBattleEnd(stacks);
- }
- continue;
- }
- const CGHeroInstance * curOwner = gs->battleGetOwner(next->ID);
- if(next->position < 0 && (!curOwner || curOwner->getSecSkillLevel(10) == 0)) //arrow turret, hero has no ballistics
- {
- BattleAction attack;
- attack.actionType = 7;
- attack.side = !next->attackerOwned;
- attack.stackNumber = next->ID;
- for(int g=0; g<gs->curB->stacks.size(); ++g)
- {
- if(gs->curB->stacks[g]->attackerOwned && gs->curB->stacks[g]->alive())
- {
- attack.destinationTile = gs->curB->stacks[g]->position;
- break;
- }
- }
- makeBattleAction(attack);
- checkForBattleEnd(stacks);
- continue;
- }
- if(next->creature->idNumber == 145 && (!curOwner || curOwner->getSecSkillLevel(10) == 0)) //catapult, hero has no ballistics
- {
- BattleAction attack;
- static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
- attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ];
- attack.actionType = 9;
- attack.additionalInfo = 0;
- attack.side = !next->attackerOwned;
- attack.stackNumber = next->ID;
- makeBattleAction(attack);
- continue;
- }
- askInterfaceForMove:
- //ask interface and wait for answer
- if(!battleResult.get())
- {
- BattleSetActiveStack sas;
- sas.stack = next->ID;
- sendAndApply(&sas);
- boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
- while(next->alive() && (!battleMadeAction.data && !battleResult.get())) //active stack hasn't made its action and battle is still going
- battleMadeAction.cond.wait(lock);
- battleMadeAction.data = false;
- }
- else
- {
- break;
- }
- //we're after action, all results applied
- checkForBattleEnd(stacks); //check if this action ended the battle
- //check for good morale
- if(!vstd::contains(next->state,HAD_MORALE) //only one extra move per turn possible
- && !vstd::contains(next->state,DEFENDING)
- && !vstd::contains(next->state,WAITING)
- && next->alive()
- && next->Morale() > 0
- && !((hero1->hasBonusOfType(HeroBonus::BLOCK_MORALE)) || (hero2->hasBonusOfType(HeroBonus::BLOCK_MORALE)) ) //checking if heroes have (or don't have) morale blocking bonuses
- )
- if(rand()%24 < next->Morale()) //this stack hasn't got morale this turn
- goto askInterfaceForMove; //move this stack once more
- }
- }
- endBattle(tile, hero1, hero2);
- }
- void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
- {
- BattleResultsApplied resultsApplied;
- resultsApplied.player1 = bEndArmy1->tempOwner;
- resultsApplied.player2 = bEndArmy2->tempOwner;
- //unblock engaged players
- if(bEndArmy1->tempOwner<PLAYER_LIMIT)
- states.setFlag(bEndArmy1->tempOwner, &PlayerStatus::engagedIntoBattle, false);
- if(bEndArmy2 && bEndArmy2->tempOwner<PLAYER_LIMIT)
- states.setFlag(bEndArmy2->tempOwner, &PlayerStatus::engagedIntoBattle, false);
- //casualties among heroes armies
- SetGarrisons sg;
- sg.garrs[bEndArmy1->id] = takeCasualties(bEndArmy1->tempOwner, bEndArmy1->army, gs->curB);
- sg.garrs[bEndArmy2->id] = takeCasualties(bEndArmy2->tempOwner, bEndArmy2->army, gs->curB);
- sendAndApply(&sg);
- //end battle, remove all info, free memory
- giveExp(*battleResult.data);
- sendAndApply(battleResult.data);
- //if one hero has lost we will erase him
- if(battleResult.data->winner!=0 && hero1)
- {
- RemoveObject ro(hero1->id);
- sendAndApply(&ro);
- }
- if(battleResult.data->winner!=1 && hero2)
- {
- RemoveObject ro(hero2->id);
- sendAndApply(&ro);
- }
- //give exp
- if(battleResult.data->exp[0] && hero1)
- changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
- if(battleResult.data->exp[1] && hero2)
- changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
- if(battleEndCallback && *battleEndCallback)
- {
- (*battleEndCallback)(battleResult.data);
- delete battleEndCallback;
- battleEndCallback = 0;
- }
- sendAndApply(&resultsApplied);
- // Necromancy if applicable.
- const CGHeroInstance *winnerHero = battleResult.data->winner != 0 ? hero2 : hero1;
- if (winnerHero) {
- std::pair<ui32, si32> raisedStack = winnerHero->calculateNecromancy(*battleResult.data);
- // Give raised units to winner and show dialog, if any were raised.
- if (raisedStack.first != -1) {
- int slot = winnerHero->army.getSlotFor(raisedStack.first);
- if (slot != -1) {
- SetGarrisons sg;
- sg.garrs[winnerHero->id] = winnerHero->army;
- if (vstd::contains(winnerHero->army.slots, slot)) // Add to existing stack.
- sg.garrs[winnerHero->id].slots[slot].second += raisedStack.second;
- else // Create a new stack.
- sg.garrs[winnerHero->id].slots[slot] = raisedStack;
- winnerHero->showNecromancyDialog(raisedStack);
- sendAndApply(&sg);
- }
- }
- }
- delete battleResult.data;
- }
- void CGameHandler::prepareAttacked(BattleStackAttacked &bsa, const CStack *def)
- {
- bsa.killedAmount = bsa.damageAmount / def->MaxHealth();
- unsigned damageFirst = bsa.damageAmount % def->MaxHealth();
- if( def->firstHPleft <= damageFirst )
- {
- bsa.killedAmount++;
- bsa.newHP = def->firstHPleft + def->MaxHealth() - damageFirst;
- }
- else
- {
- bsa.newHP = def->firstHPleft - damageFirst;
- }
- if(def->amount <= bsa.killedAmount) //stack killed
- {
- bsa.newAmount = 0;
- bsa.flags |= 1;
- bsa.killedAmount = def->amount; //we cannot kill more creatures than we have
- }
- else
- {
- bsa.newAmount = def->amount - bsa.killedAmount;
- }
- }
- void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance)
- {
- bat.bsa.clear();
- bat.stackAttacking = att->ID;
- std::set<BattleStackAttacked>::iterator i = bat.bsa.insert(BattleStackAttacked()).first;
- #ifdef __GNUC__
- BattleStackAttacked *bsa = (BattleStackAttacked *)&*i;
- #else
- BattleStackAttacked *bsa = &*i;
- #endif
- bsa->stackAttacked = def->ID;
- bsa->attackerID = att->ID;
- bsa->damageAmount = BattleInfo::calculateDmg(att, def, gs->battleGetOwner(att->ID), gs->battleGetOwner(def->ID), bat.shot(), distance);//counting dealt damage
- if(att->Luck() > 0 && rand()%24 < att->Luck())
- {
- bsa->damageAmount *= 2;
- bat.flags |= 4;
- }
- prepareAttacked(*bsa, def);
- }
- void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
- {
- srand(time(NULL));
- CPack *pack = NULL;
- try
- {
- while(!end2)
- {
- {
- boost::unique_lock<boost::mutex> lock(*c.rmx);
- c >> pack; //get the package
- tlog5 << "Received client message of type " << typeid(*pack).name() << std::endl;
- }
- int packType = typeList.getTypeID(pack); //get the id of type
- CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
- if(apply)
- {
- bool result = apply->applyOnGH(this,&c,pack);
- tlog5 << "Message successfully applied (result=" << result << ")!\n";
- //send confirmation that we've applied the package
- if(pack->type != 6000) //WORKAROUND - not confirm query replies TODO: reconsider
- {
- PackageApplied applied;
- applied.result = result;
- applied.packType = packType;
- {
- boost::unique_lock<boost::mutex> lock(*c.wmx);
- c << &applied;
- }
- }
- }
- else
- {
- tlog1 << "Message cannot be applied, cannot find applier (unregistered type)!\n";
- }
- delete pack;
- pack = NULL;
- }
- }
- catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
- {
- tlog1 << e.what() << std::endl;
- end2 = true;
- }
- HANDLE_EXCEPTION(end2 = true);
- handleConEnd:
- tlog1 << "Ended handling connection\n";
- }
- int CGameHandler::moveStack(int stack, int dest)
- {
- int ret = 0;
- CStack *curStack = gs->curB->getStack(stack),
- *stackAtEnd = gs->curB->getStackT(dest);
- assert(curStack);
- assert(dest < BFIELD_SIZE);
- //initing necessary tables
- bool accessibility[BFIELD_SIZE];
- std::vector<int> accessible = gs->curB->getAccessibility(curStack->ID, false);
- for(int b=0; b<BFIELD_SIZE; ++b)
- {
- accessibility[b] = false;
- }
- for(int g=0; g<accessible.size(); ++g)
- {
- accessibility[accessible[g]] = true;
- }
- //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
- if(!stackAtEnd && curStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && !accessibility[dest])
- {
- if(curStack->attackerOwned)
- {
- if(accessibility[dest+1])
- dest+=1;
- }
- else
- {
- if(accessibility[dest-1])
- dest-=1;
- }
- }
- if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility[dest])
- return 0;
- bool accessibilityWithOccupyable[BFIELD_SIZE];
- std::vector<int> accOc = gs->curB->getAccessibility(curStack->ID, true);
- for(int b=0; b<BFIELD_SIZE; ++b)
- {
- accessibilityWithOccupyable[b] = false;
- }
- for(int g=0; g<accOc.size(); ++g)
- {
- accessibilityWithOccupyable[accOc[g]] = true;
- }
- //if(dists[dest] > curStack->creature->speed && !(stackAtEnd && dists[dest] == curStack->creature->speed+1)) //we can attack a stack if we can go to adjacent hex
- // return false;
- std::pair< std::vector<int>, int > path = gs->curB->getPath(curStack->position, dest, accessibilityWithOccupyable, curStack->hasFeatureOfType(StackFeature::FLYING), curStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE), curStack->attackerOwned);
- ret = path.second;
- if(curStack->hasFeatureOfType(StackFeature::FLYING))
- {
- if(path.second <= curStack->Speed() && path.first.size() > 0)
- {
- //inform clients about move
- BattleStackMoved sm;
- sm.stack = curStack->ID;
- sm.tile = path.first[0];
- sm.distance = path.second;
- sm.ending = true;
- sendAndApply(&sm);
- }
- }
- else //for non-flying creatures
- {
- int tilesToMove = std::max((int)(path.first.size() - curStack->Speed()), 0);
- for(int v=path.first.size()-1; v>=tilesToMove; --v)
- {
- //inform clients about move
- BattleStackMoved sm;
- sm.stack = curStack->ID;
- sm.tile = path.first[v];
- sm.distance = path.second;
- sm.ending = v==tilesToMove;
- sendAndApply(&sm);
- }
- }
- return ret;
- }
- CGameHandler::CGameHandler(void)
- {
- QID = 1;
- gs = NULL;
- IObjectInterface::cb = this;
- applier = new CGHApplier;
- }
- CGameHandler::~CGameHandler(void)
- {
- delete applier;
- applier = NULL;
- delete gs;
- }
- void CGameHandler::init(StartInfo *si, int Seed)
- {
- Mapa *map = new Mapa(si->mapname);
- tlog0 << "Map loaded!" << std::endl;
- gs = new CGameState();
- tlog0 << "Gamestate created!" << std::endl;
- gs->init(si,map,Seed);
- tlog0 << "Gamestate initialized!" << std::endl;
- for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)
- states.addPlayer(i->first);
- }
- static bool evntCmp(const CMapEvent *a, const CMapEvent *b)
- {
- return *a < *b;
- }
- void CGameHandler::newTurn()
- {
- tlog5 << "Turn " << gs->day+1 << std::endl;
- NewTurn n;
- n.day = gs->day + 1;
- n.resetBuilded = true;
-
- std::map<ui8, si32> hadGold;//starting gold - for buildings like dwarven treasury
- srand(time(NULL));
- std::map<ui32,CGHeroInstance *> pool = gs->hpool.heroesPool;
- for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
- {
- if(i->first == 255) continue;
- else if(i->first > PLAYER_LIMIT) assert(0); //illegal player number!
- std::pair<ui8,si32> playerGold(i->first,i->second.resources[6]);
- hadGold.insert(playerGold);
- tlog1<<i->first<<" & "<<i->second.resources[6]<<"\n";
- if(gs->getDate(1)==7) //first day of week - new heroes in tavern
- {
- SetAvailableHeroes sah;
- sah.player = i->first;
- CGHeroInstance *h = gs->hpool.pickHeroFor(true,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle], pool);
- if(h)
- sah.hid1 = h->subID;
- else
- sah.hid1 = -1;
- h = gs->hpool.pickHeroFor(false,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle], pool);
- if(h)
- sah.hid2 = h->subID;
- else
- sah.hid2 = -1;
- sendAndApply(&sah);
- }
- if(i->first>=PLAYER_LIMIT) continue;
- n.res[i->first] = i->second.resources;
- // SetResources r;
- // r.player = i->first;
- // for(int j=0;j<RESOURCE_QUANTITY;j++)
- // r.res[j] = i->second.resources[j];
-
- BOOST_FOREACH(CGHeroInstance *h, (*i).second.heroes)
- {
- if(h->visitedTown)
- giveSpells(h->visitedTown, h);
- NewTurn::Hero hth;
- hth.id = h->id;
- hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).tertype != TerrainTile::water);
- if(h->visitedTown && vstd::contains(h->visitedTown->builtBuildings,0)) //if hero starts turn in town with mage guild
- hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
- else
- hth.mana = std::max(si32(0), std::max(h->mana, std::min(h->mana + h->manaRegain(), h->manaLimit())) );
- n.heroes.insert(hth);
-
- if(gs->day) //not first day
- {
- switch(h->getSecSkillLevel(13)) //handle estates - give gold
- {
- case 1: //basic
- n.res[i->first][6] += 125;
- break;
- case 2: //advanced
- n.res[i->first][6] += 250;
- break;
- case 3: //expert
- n.res[i->first][6] += 500;
- break;
- }
- for(std::list<HeroBonus>::iterator j = h->bonuses.begin(); j != h->bonuses.end(); j++)
- if(j->type == HeroBonus::GENERATE_RESOURCE)
- n.res[i->first][j->subtype] += j->val;
- }
- }
- //n.res.push_back(r);
- }
- for(std::vector<CGTownInstance *>::iterator j = gs->map->towns.begin(); j!=gs->map->towns.end(); j++)//handle towns
- {
- ui8 player = (*j)->tempOwner;
- if(gs->getDate(1)==7) //first day of week
- {
- if ( ((**j).subID == 1) && (gs->getDate(0)) && (player < PLAYER_LIMIT) )//this is rampart and not a first day
- {
- if (vstd::contains((**j).builtBuildings,22))//we have treasury
- {
- n.res[player][6] += hadGold[player]/10; //give 10% of starting gold
- }
- if (vstd::contains((**j).builtBuildings,17))//we have mystic pond
- {//TODO: whole week pond should have message "pond produced %d" - need vars to store it
- int restype = rand()%4+2;//bonus to random rare resource
- restype = (restype==2)?1:restype;
- int cnt = rand()%4+1;//with size 1..4
- n.res[player][restype] += cnt;
- }
- }
- SetAvailableCreatures sac;
- sac.tid = (**j).id;
- sac.creatures = (**j).creatures;
- for(int k=0;k<CREATURES_PER_TOWN;k++) //creature growths
- {
- if((**j).creatureDwelling(k))//there is dwelling (k-level)
- {
- sac.creatures[k].first += (**j).creatureGrowth(k);
- if(!gs->getDate(0)) //first day of game: use only basic growths
- amin(sac.creatures[k].first, VLC->creh->creatures[(*j)->town->basicCreatures[k]].growth);
- }
- }
- n.cres.push_back(sac);
- }
- if(gs->day && player < PLAYER_LIMIT)//not the first day and town not neutral
- {
- ////SetResources r;
- //r.player = (**j).tempOwner;
- if(vstd::contains((**j).builtBuildings,15)) //there is resource silo
- {
- if((**j).town->primaryRes == 127) //we'll give wood and ore
- {
- n.res[player][0] += 1;
- n.res[player][2] += 1;
- }
- else
- {
- n.res[player][(**j).town->primaryRes] += 1;
- }
- }
- n.res[player][6] += (**j).dailyIncome();
- }
- }
- sendAndApply(&n);
- tlog5 << "Info about turn " << n.day << "has been sent!" << std::endl;
- handleTimeEvents();
- //call objects
- for(size_t i = 0; i<gs->map->objects.size(); i++)
- if(gs->map->objects[i])
- gs->map->objects[i]->newTurn();
- }
- void CGameHandler::run(bool resume)
- {
- BOOST_FOREACH(CConnection *cc, conns)
- {//init conn.
- ui8 quantity, pom;
- //ui32 seed;
- if(!resume)
- (*cc) << gs->scenarioOps->mapname << gs->map->checksum << gs->seed;
- (*cc) >> quantity; //how many players will be handled at that client
- for(int i=0;i<quantity;i++)
- {
- (*cc) >> pom; //read player color
- {
- boost::unique_lock<boost::recursive_mutex> lock(gsm);
- connections[pom] = cc;
- }
- }
- }
-
- for(std::set<CConnection*>::iterator i = conns.begin(); i!=conns.end();i++)
- {
- std::set<int> pom;
- for(std::map<int,CConnection*>::iterator j = connections.begin(); j!=connections.end();j++)
- if(j->second == *i)
- pom.insert(j->first);
- boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(**i)));
- }
- while (!end2)
- {
- if(!resume)
- newTurn();
- else
- resume = false;
- std::map<ui8,PlayerState>::iterator i;
- if(!resume)
- i = gs->players.begin();
- else
- i = gs->players.find(gs->currentPlayer);
- for(; i != gs->players.end(); i++)
- {
- if((i->second.towns.size()==0 && i->second.heroes.size()==0) || i->second.color<0 || i->first>=PLAYER_LIMIT ) continue; //players has not towns/castle - loser
- states.setFlag(i->first,&PlayerStatus::makingTurn,true);
- gs->currentPlayer = i->first;
- {
- YourTurn yt;
- yt.player = i->first;
- boost::unique_lock<boost::mutex> lock(*connections[i->first]->wmx);
- *connections[i->first] << &yt;
- }
- //wait till turn is done
- boost::unique_lock<boost::mutex> lock(states.mx);
- while(states.players[i->first].makingTurn && !end2)
- {
- boost::posix_time::time_duration p;
- p = boost::posix_time::milliseconds(200);
- states.cv.timed_wait(lock,p);
- }
- }
- }
- }
- namespace CGH
- {
- using namespace std;
- static void readItTo(ifstream & input, vector< vector<int> > & dest) //reads 7 lines, i-th one containing i integers, and puts it to dest
- {
- for(int j=0; j<7; ++j)
- {
- std::vector<int> pom;
- for(int g=0; g<j+1; ++g)
- {
- int hlp; input>>hlp;
- pom.push_back(hlp);
- }
- dest.push_back(pom);
- }
- }
- }
- void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, const CCreatureSet &army1, const CCreatureSet &army2, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool creatureBank, const CGTownInstance *town)
- {
- battleResult.set(NULL);
- std::vector<CStack*> & stacks = (curB->stacks);
- curB->tile = tile;
- curB->army1=army1;
- curB->army2=army2;
- curB->heroes[0] = const_cast<CGHeroInstance*>(hero1);
- curB->heroes[1] = const_cast<CGHeroInstance*>(hero2);
- curB->round = -2;
- curB->activeStack = -1;
- if(town)
- {
- curB->tid = town->id;
- curB->siege = town->fortLevel();
- }
- else
- {
- curB->tid = -1;
- curB->siege = 0;
- }
- //reading battleStartpos
- std::ifstream positions;
- positions.open(DATA_DIR "/config/battleStartpos.txt", std::ios_base::in|std::ios_base::binary);
- if(!positions.is_open())
- {
- tlog1<<"Unable to open battleStartpos.txt!"<<std::endl;
- }
- std::string dump;
- positions>>dump; positions>>dump;
- std::vector< std::vector<int> > attackerLoose, defenderLoose, attackerTight, defenderTight, attackerCreBank, defenderCreBank;
- CGH::readItTo(positions, attackerLoose);
- positions>>dump;
- CGH::readItTo(positions, defenderLoose);
- positions>>dump;
- positions>>dump;
- CGH::readItTo(positions, attackerTight);
- positions>>dump;
- CGH::readItTo(positions, defenderTight);
- positions>>dump;
- positions>>dump;
- CGH::readItTo(positions, attackerCreBank);
- positions>>dump;
- CGH::readItTo(positions, defenderCreBank);
- positions.close();
- //battleStartpos read
- int k = 0; //stack serial
- for(std::map<si32,std::pair<ui32,si32> >::const_iterator i = army1.slots.begin(); i!=army1.slots.end(); i++, k++)
- {
- int pos;
- if(creatureBank)
- pos = attackerCreBank[army1.slots.size()-1][k];
- else if(army1.formation)
- pos = attackerTight[army1.slots.size()-1][k];
- else
- pos = attackerLoose[army1.slots.size()-1][k];
- CStack * stack = curB->generateNewStack(hero1, i->second.first, i->second.second, stacks.size(), true, i->first, gs->map->terrain[tile.x][tile.y][tile.z].tertype, pos);
- stacks.push_back(stack);
- }
-
- k = 0;
- for(std::map<si32,std::pair<ui32,si32> >::const_iterator i = army2.slots.begin(); i!=army2.slots.end(); i++, k++)
- {
- int pos;
- if(creatureBank)
- pos = defenderCreBank[army2.slots.size()-1][k];
- else if(army2.formation)
- pos = defenderTight[army2.slots.size()-1][k];
- else
- pos = defenderLoose[army2.slots.size()-1][k];
- CStack * stack = curB->generateNewStack(hero2, i->second.first, i->second.second, stacks.size(), false, i->first, gs->map->terrain[tile.x][tile.y][tile.z].tertype, pos);
- stacks.push_back(stack);
- }
- for(unsigned g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
- {
- if((stacks[g]->position%17)==1 && stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && stacks[g]->attackerOwned)
- {
- stacks[g]->position += 1;
- }
- else if((stacks[g]->position%17)==15 && stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && !stacks[g]->attackerOwned)
- {
- stacks[g]->position -= 1;
- }
- }
- //adding war machines
- if(hero1)
- {
- if(hero1->getArt(13)) //ballista
- {
- CStack * stack = curB->generateNewStack(hero1, 146, 1, stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 52);
- stacks.push_back(stack);
- }
- if(hero1->getArt(14)) //ammo cart
- {
- CStack * stack = curB->generateNewStack(hero1, 148, 1, stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 18);
- stacks.push_back(stack);
- }
- if(hero1->getArt(15)) //first aid tent
- {
- CStack * stack = curB->generateNewStack(hero1, 147, 1, stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 154);
- stacks.push_back(stack);
- }
- }
- if(hero2)
- {
- if(hero2->getArt(13)) //ballista
- {
- CStack * stack = curB->generateNewStack(hero2, 146, 1, stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 66);
- stacks.push_back(stack);
- }
- if(hero2->getArt(14)) //ammo cart
- {
- CStack * stack = curB->generateNewStack(hero2, 148, 1, stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 32);
- stacks.push_back(stack);
- }
- if(hero2->getArt(15)) //first aid tent
- {
- CStack * stack = curB->generateNewStack(hero2, 147, 1, stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 168);
- stacks.push_back(stack);
- }
- }
- if(town && hero1 && town->hasFort()) //catapult
- {
- CStack * stack = curB->generateNewStack(hero1, 145, 1, stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 120);
- stacks.push_back(stack);
- }
- //war machines added
- switch(curB->siege) //adding towers
- {
-
- case 3: //castle
- {//lower tower / upper tower
- CStack * stack = curB->generateNewStack(hero2, 149, 1, stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, -4);
- stacks.push_back(stack);
- stack = curB->generateNewStack(hero2, 149, 1, stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, -3);
- stacks.push_back(stack);
- }
- case 2: //citadel
- {//main tower
- CStack * stack = curB->generateNewStack(hero2, 149, 1, stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, -2);
- stacks.push_back(stack);
- }
- }
- std::stable_sort(stacks.begin(),stacks.end(),cmpst);
- //seting up siege
- if(town && town->hasFort())
- {
- for(int b=0; b<ARRAY_COUNT(curB->si.wallState); ++b)
- {
- curB->si.wallState[b] = 1;
- }
- }
-
- int terType = gs->battleGetBattlefieldType(tile);
- //randomize obstacles
- if(town == NULL && !creatureBank) //do it only when it's not siege and not creature bank
- {
- bool obAv[BFIELD_SIZE]; //availability of hexes for obstacles;
- std::vector<int> possibleObstacles;
- for(int i=0; i<BFIELD_SIZE; ++i)
- {
- if(i%17 < 4 || i%17 > 12)
- {
- obAv[i] = false;
- }
- else
- {
- obAv[i] = true;
- }
- }
- for(std::map<int, CObstacleInfo>::const_iterator g=VLC->heroh->obstacles.begin(); g!=VLC->heroh->obstacles.end(); ++g)
- {
- if(g->second.allowedTerrains[terType-1] == '1') //we need to take terType with -1 because terrain ids start from 1 and allowedTerrains array is indexed from 0
- {
- possibleObstacles.push_back(g->first);
- }
- }
- srand(time(NULL));
- if(possibleObstacles.size() > 0) //we cannot place any obstacles when we don't have them
- {
- int toBlock = rand()%6 + 6; //how many hexes should be blocked by obstacles
- while(toBlock>0)
- {
- CObstacleInstance coi;
- coi.uniqueID = curB->obstacles.size();
- coi.ID = possibleObstacles[rand()%possibleObstacles.size()];
- coi.pos = rand()%BFIELD_SIZE;
- std::vector<int> block = VLC->heroh->obstacles[coi.ID].getBlocked(coi.pos);
- bool badObstacle = false;
- for(int b=0; b<block.size(); ++b)
- {
- if(block[b] < 0 || block[b] >= BFIELD_SIZE || !obAv[block[b]])
- {
- badObstacle = true;
- break;
- }
- }
- if(badObstacle) continue;
- //obstacle can be placed
- curB->obstacles.push_back(coi);
- for(int b=0; b<block.size(); ++b)
- {
- if(block[b] >= 0 && block[b] < BFIELD_SIZE)
- obAv[block[b]] = false;
- }
- toBlock -= block.size();
- }
- }
- }
- //giving terrain premies for heroes & stacks
- int bonusSubtype = -1;
- switch(terType)
- {
- case 9: //magic plains
- {
- bonusSubtype = 0;
- }
- case 14: //fiery fields
- {
- if(bonusSubtype == -1) bonusSubtype = 1;
- }
- case 15: //rock lands
- {
- if(bonusSubtype == -1) bonusSubtype = 8;
- }
- case 16: //magic clouds
- {
- if(bonusSubtype == -1) bonusSubtype = 2;
- }
- case 17: //lucid pools
- {
- if(bonusSubtype == -1) bonusSubtype = 4;
- }
- { //common part for cases 9, 14, 15, 16, 17
- const CGHeroInstance * cHero = NULL;
- for(int i=0; i<2; ++i)
- {
- if(i == 0) cHero = hero1;
- else cHero = hero2;
- if(cHero == NULL) continue;
- GiveBonus gs;
- gs.bonus = HeroBonus(HeroBonus::ONE_BATTLE, HeroBonus::MAGIC_SCHOOL_SKILL, HeroBonus::OBJECT, 3, -1, "", bonusSubtype);
- gs.hid = cHero->id;
- sendAndApply(&gs);
- }
- break;
- }
- case 18: //holy ground
- {
- for(int g=0; g<stacks.size(); ++g) //+1 morale bonus for good creatures, -1 morale bonus for evil creatures
- {
- if (stacks[g]->creature->isGood())
- stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
- else if (stacks[g]->creature->isEvil())
- stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, -1, StackFeature::OTHER_SOURCE));
- }
- break;
- }
- case 19: //clover field
- {
- for(int g=0; g<stacks.size(); ++g)
- {
- if(stacks[g]->creature->faction == -1) //+2 luck bonus for neutral creatures
- {
- stacks[g]->features.push_back(makeFeature(StackFeature::LUCK_BONUS, StackFeature::WHOLE_BATTLE, 0, 2, StackFeature::OTHER_SOURCE));
- }
- }
- break;
- }
- case 20: //evil fog
- {
- for(int g=0; g<stacks.size(); ++g) //-1 morale bonus for good creatures, +1 morale bonus for evil creatures
- {
- if (stacks[g]->creature->isGood())
- stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, -1, StackFeature::OTHER_SOURCE));
- else if (stacks[g]->creature->isEvil())
- stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
- }
- break;
- }
- case 22: //cursed ground
- {
- for(int g=0; g<stacks.size(); ++g) //no luck nor morale
- {
- stacks[g]->features.push_back(makeFeature(StackFeature::NO_MORALE, StackFeature::WHOLE_BATTLE, 0, 0, StackFeature::OTHER_SOURCE));
- stacks[g]->features.push_back(makeFeature(StackFeature::NO_LUCK, StackFeature::WHOLE_BATTLE, 0, 0, StackFeature::OTHER_SOURCE));
- }
- const CGHeroInstance * cHero = NULL;
- for(int i=0; i<2; ++i) //blocking spells above level 1
- {
- if(i == 0) cHero = hero1;
- else cHero = hero2;
- if(cHero == NULL) continue;
- GiveBonus gs;
- gs.bonus = HeroBonus(HeroBonus::ONE_BATTLE, HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL, HeroBonus::OBJECT, 1, -1, "", bonusSubtype);
- gs.hid = cHero->id;
- sendAndApply(&gs);
- }
- break;
- }
- }
- //premies given
- //send info about battles
- BattleStart bs;
- bs.info = curB;
- sendAndApply(&bs);
- }
- void CGameHandler::checkForBattleEnd( std::vector<CStack*> &stacks )
- {
- //checking winning condition
- bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarily
- hasStack[0] = hasStack[1] = false;
- for(int b = 0; b<stacks.size(); ++b)
- {
- if(stacks[b]->alive() && !stacks[b]->hasFeatureOfType(StackFeature::SIEGE_WEAPON))
- {
- hasStack[1-stacks[b]->attackerOwned] = true;
- }
- }
- if(!hasStack[0] || !hasStack[1]) //somebody has won
- {
- BattleResult *br = new BattleResult; //will be deleted at the end of startBattle(...)
- br->result = 0;
- br->winner = hasStack[1]; //fleeing side loses
- gs->curB->calculateCasualties(br->casualties);
- battleResult.set(br);
- }
- }
- void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
- {
- if(!vstd::contains(h->artifWorn,17))
- return; //hero hasn't spellbok
- ChangeSpells cs;
- cs.hid = h->id;
- cs.learn = true;
- for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(7)+2);i++)
- {
- for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)
- {
- if(!vstd::contains(h->spells,t->spells[i][j]))
- cs.spells.insert(t->spells[i][j]);
- }
- }
- if(cs.spells.size())
- sendAndApply(&cs);
- }
- void CGameHandler::setBlockVis(int objid, bool bv)
- {
- SetObjectProperty sop(objid,2,bv);
- sendAndApply(&sop);
- }
- bool CGameHandler::removeObject( int objid )
- {
- if(!getObj(objid))
- {
- tlog1 << "Something wrong, that object already has been removed or hasn't existed!\n";
- return false;
- }
- RemoveObject ro;
- ro.id = objid;
- sendAndApply(&ro);
- return true;
- }
- void CGameHandler::setAmount(int objid, ui32 val)
- {
- SetObjectProperty sop(objid,3,val);
- sendAndApply(&sop);
- }
- bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*/ )
- {
- bool blockvis = false;
- const CGHeroInstance *h = getHero(hid);
- if(!h || asker != 255 && (instant || h->getOwner() != gs->currentPlayer) //not turn of that hero or player can't simply teleport hero (at least not with this function)
- )
- {
- tlog1 << "Illegal call to move hero!\n";
- return false;
- }
- tlog5 << "Player " <<int(asker) << " wants to move hero "<< hid << " from "<< h->pos << " to " << dst << std::endl;
- int3 hmpos = dst + int3(-1,0,0);
- if(!gs->map->isInTheMap(hmpos))
- {
- tlog1 << "Destination tile os out of the map!\n";
- return false;
- }
- TerrainTile t = gs->map->terrain[hmpos.x][hmpos.y][hmpos.z];
- int cost = gs->getMovementCost(h,h->getPosition(false),CGHeroInstance::convertPosition(dst,false),h->movement);
- //result structure for start - movement failed, no move points used
- TryMoveHero tmh;
- tmh.id = hid;
- tmh.start = h->pos;
- tmh.end = dst;
- tmh.result = TryMoveHero::FAILED;
- tmh.movePoints = h->movement;
- //check if destination tile is available
- //it's a rock or blocked and not visitable tile
- //OR hero is on land and dest is water and (there is not present only one object - boat)
- if((t.tertype == TerrainTile::rock || (t.blocked && !t.visitable))
- && complain("Cannot move hero, destination tile is blocked!")
- || (!h->boat && !h->canWalkOnSea() && t.tertype == TerrainTile::water && (t.visitableObjects.size() != 1 || (t.visitableObjects.front()->ID != 8 && t.visitableObjects.front()->ID != HEROI_TYPE))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land)
- && complain("Cannot move hero, destination tile is on water!")
- || (h->boat && t.tertype != TerrainTile::water && t.blocked)
- && complain("Cannot disembark hero, tile is blocked!")
- || (h->movement < cost && dst != h->pos)
- && complain("Hero don't have any movement points left!")
- || states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
- && complain("Cannot move hero during the battle"))
- {
- //send info about movement failure
- sendAndApply(&tmh);
- return false;
- }
- //hero enters the boat
- if(!h->boat && t.visitableObjects.size() && t.visitableObjects.front()->ID == 8)
- {
- tmh.result = TryMoveHero::EMBARK;
- tmh.movePoints = 0; //embarking takes all move points
- //TODO: check for bonus that removes that penalty
- getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
- sendAndApply(&tmh);
- return true;
- }
- //hero leaves the boat
- else if(h->boat && t.tertype != TerrainTile::water && !t.blocked)
- {
- tmh.result = TryMoveHero::DISEMBARK;
- tmh.movePoints = 0; //disembarking takes all move points
- //TODO: check for bonus that removes that penalty
- getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
- sendAndApply(&tmh);
- return true;
- }
- //checks for standard movement
- if(!instant)
- {
- if( distance(h->pos,dst) >= 1.5 && complain("Tiles are not neighbouring!")
- || h->movement < cost && h->movement < 100 && complain("Not enough move points!"))
- {
- sendAndApply(&tmh);
- return false;
- }
- //check if there is blocking visitable object
- blockvis = false;
- tmh.movePoints = std::max(si32(0),h->movement-cost); //take move points
- BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
- {
- if(obj != h && obj->blockVisit && !(obj->getPassableness() & 1<<h->tempOwner))
- {
- blockvis = true;
- break;
- }
- }
- //we start moving
- if(blockvis)//interaction with blocking object (like resources)
- {
- tmh.result = TryMoveHero::BLOCKING_VISIT;
- sendAndApply(&tmh);
- //failed to move to that tile but we visit object
- BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
- {
- if (obj->blockVisit)
- {
- objectVisited(obj, h);
- }
- }
- tlog5 << "Blocking visit at " << hmpos << std::endl;
- return true;
- }
- else //normal move
- {
- tmh.result = TryMoveHero::SUCCESS;
- BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[h->pos.x-1][h->pos.y][h->pos.z].visitableObjects)
- {
- obj->onHeroLeave(h);
- }
- getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
- sendAndApply(&tmh);
- tlog5 << "Moved to " <<tmh.end<<std::endl;
- //call objects if they are visited
- BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
- {
- objectVisited(obj, h);
- }
- }
- tlog5 << "Movement end!\n";
- return true;
- }
- else //instant move - teleportation
- {
- BOOST_FOREACH(CGObjectInstance* obj, t.blockingObjects)
- {
- if(obj->ID==HEROI_TYPE)
- {
- CGHeroInstance *dh = static_cast<CGHeroInstance *>(obj);
- if(obj->tempOwner==h->tempOwner)
- {
- heroExchange(dh->id, h->id);
- return true;
- }
- //TODO: check for ally
- startBattleI(h, dh);
- return true;
- }
- }
- tmh.result = TryMoveHero::TELEPORTATION;
- getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
- sendAndApply(&tmh);
- return true;
- }
- }
- void CGameHandler::setOwner(int objid, ui8 owner)
- {
- SetObjectProperty sop(objid,1,owner);
- sendAndApply(&sop);
- }
- void CGameHandler::setHoverName(int objid, MetaString* name)
- {
- SetHoverName shn(objid, *name);
- sendAndApply(&shn);
- }
- void CGameHandler::showInfoDialog(InfoWindow *iw)
- {
- sendToAllClients(iw);
- }
- void CGameHandler::showBlockingDialog( BlockingDialog *iw, const CFunctionList<void(ui32)> &callback )
- {
- ask(iw,iw->player,callback);
- }
- ui32 CGameHandler::showBlockingDialog( BlockingDialog *iw )
- {
- //TODO
- //gsm.lock();
- //int query = QID++;
- //states.addQuery(player,query);
- //sendToAllClients(iw);
- //gsm.unlock();
- //ui32 ret = getQueryResult(iw->player, query);
- //gsm.lock();
- //states.removeQuery(player, query);
- //gsm.unlock();
- return 0;
- }
- int CGameHandler::getCurrentPlayer()
- {
- return gs->currentPlayer;
- }
- void CGameHandler::giveResource(int player, int which, int val)
- {
- if(!val) return; //don't waste time on empty call
- SetResource sr;
- sr.player = player;
- sr.resid = which;
- sr.val = gs->players.find(player)->second.resources[which]+val;
- sendAndApply(&sr);
- }
- void CGameHandler::giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet creatures)
- {
- if (creatures.slots.size() <= 0)
- return;
- CCreatureSet heroArmy = h->army;
- while (creatures.slots.size() > 0)
- {
- int slot = heroArmy.getSlotFor (creatures.slots.begin()->second.first);
- if (slot < 0)
- break;
- heroArmy.slots[slot].first = creatures.slots.begin()->second.first;
- heroArmy.slots[slot].second += creatures.slots.begin()->second.second;
- creatures.slots.erase (creatures.slots.begin());
- }
- if (creatures.slots.size() == 0) //all creatures can be moved to hero army - do that
- {
- SetGarrisons sg;
- sg.garrs[h->id] = heroArmy;
- sendAndApply(&sg);
- }
- else //show garrison window and let player pick creatures
- {
- SetGarrisons sg;
- sg.garrs[objid] = creatures;
- sendAndApply (&sg);
- showGarrisonDialog (objid, h->id, true, 0);
- return;
- }
- }
- void CGameHandler::showCompInfo(ShowInInfobox * comp)
- {
- sendToAllClients(comp);
- }
- void CGameHandler::heroVisitCastle(int obj, int heroID)
- {
- HeroVisitCastle vc;
- vc.hid = heroID;
- vc.tid = obj;
- vc.flags |= 1;
- sendAndApply(&vc);
- vistiCastleObjects (getTown(obj), getHero(heroID));
- giveSpells (getTown(obj), getHero(heroID));
- }
- void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
- {
- std::vector<CGTownBuilding*>::const_iterator i;
- for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
- (*i)->onHeroVisit (h);
- }
- void CGameHandler::stopHeroVisitCastle(int obj, int heroID)
- {
- HeroVisitCastle vc;
- vc.hid = heroID;
- vc.tid = obj;
- sendAndApply(&vc);
- }
- void CGameHandler::giveHeroArtifact(int artid, int hid, int position) //pos==-1 - first free slot in backpack
- {
- const CGHeroInstance* h = getHero(hid);
- const CArtifact &art = VLC->arth->artifacts[artid];
- SetHeroArtifacts sha;
- sha.hid = hid;
- sha.artifacts = h->artifacts;
- sha.artifWorn = h->artifWorn;
- if(position<0)
- {
- if(position == -2)
- {
- int i;
- for(i=0; i<art.possibleSlots.size(); i++) //try to put artifact into first available slot
- {
- if( !vstd::contains(sha.artifWorn,art.possibleSlots[i]) )
- {
- //we've found a free suitable slot
- sha.artifWorn[art.possibleSlots[i]] = artid;
- break;
- }
- }
- if(i == art.possibleSlots.size() && !art.isBig()) //if haven't find proper slot, use backpack or discard big artifact
- sha.artifacts.push_back(artid);
- }
- else if (!art.isBig()) //should be -1 => put artifact into backpack
- {
- sha.artifacts.push_back(artid);
- }
- }
- else
- {
- if(!vstd::contains(sha.artifWorn,ui16(position)))
- {
- sha.artifWorn[position] = artid;
- }
- else if (!art.isBig())
- {
- sha.artifacts.push_back(artid);
- }
- }
- sendAndApply(&sha);
- }
- void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town) //use hero=NULL for no hero
- {
- engageIntoBattle(army1->tempOwner);
- engageIntoBattle(army2->tempOwner);
- //block engaged players
- if(army2->tempOwner < PLAYER_LIMIT)
- states.setFlag(army2->tempOwner,&PlayerStatus::engagedIntoBattle,true);
- boost::thread(boost::bind(&CGameHandler::startBattle, this, army1, army2, tile, hero1, hero2, creatureBank, cb, town));
- }
- void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb, bool creatureBank )
- {
- startBattleI(army1, army2, tile,
- army1->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(army1) : NULL,
- army2->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(army2) : NULL,
- creatureBank, cb);
- }
- void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb, bool creatureBank)
- {
- startBattleI(army1, army2, army2->pos - army2->getVisitableOffset(), cb, creatureBank);
- }
- //void CGameHandler::startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb) //for hero<=>neutral army
- //{
- // CGHeroInstance* h = const_cast<CGHeroInstance*>(getHero(heroID));
- // startBattleI(&h->army,&army,tile,h,NULL,cb);
- // //battle(&h->army,army,tile,h,NULL);
- //}
- void CGameHandler::changeSpells( int hid, bool give, const std::set<ui32> &spells )
- {
- ChangeSpells cs;
- cs.hid = hid;
- cs.spells = spells;
- cs.learn = give;
- sendAndApply(&cs);
- }
- int CGameHandler::getSelectedHero()
- {
- return IGameCallback::getSelectedHero(getCurrentPlayer())->id;
- }
- void CGameHandler::setObjProperty( int objid, int prop, si64 val )
- {
- SetObjectProperty sob;
- sob.id = objid;
- sob.what = prop;
- sob.val = val;
- sendAndApply(&sob);
- }
- void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
- {
- SystemMessage sm;
- sm.text = message;
- c << &sm;
- }
- void CGameHandler::giveHeroBonus( GiveBonus * bonus )
- {
- sendAndApply(bonus);
- }
- void CGameHandler::setMovePoints( SetMovePoints * smp )
- {
- sendAndApply(smp);
- }
- void CGameHandler::setManaPoints( int hid, int val )
- {
- SetMana sm;
- sm.hid = hid;
- sm.val = val;
- sendAndApply(&sm);
- }
- void CGameHandler::giveHero( int id, int player )
- {
- GiveHero gh;
- gh.id = id;
- gh.player = player;
- sendAndApply(&gh);
- }
- void CGameHandler::changeObjPos( int objid, int3 newPos, ui8 flags )
- {
- ChangeObjPos cop;
- cop.objid = objid;
- cop.nPos = newPos;
- cop.flags = flags;
- sendAndApply(&cop);
- }
- void CGameHandler::heroExchange(si32 hero1, si32 hero2)
- {
- ui8 player1 = getHero(hero1)->tempOwner;
- ui8 player2 = getHero(hero2)->tempOwner;
- if(player1 == player2)
- {
- OpenWindow hex;
- hex.window = OpenWindow::EXCHANGE_WINDOW;
- hex.id1 = hero1;
- hex.id2 = hero2;
- sendAndApply(&hex);
- }
- }
- void CGameHandler::applyAndAsk( Query * sel, ui8 player, boost::function<void(ui32)> &callback )
- {
- boost::unique_lock<boost::recursive_mutex> lock(gsm);
- sel->id = QID;
- callbacks[QID] = callback;
- states.addQuery(player,QID);
- QID++;
- sendAndApply(sel);
- }
- void CGameHandler::ask( Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback )
- {
- boost::unique_lock<boost::recursive_mutex> lock(gsm);
- sel->id = QID;
- callbacks[QID] = callback;
- states.addQuery(player,QID);
- sendToAllClients(sel);
- QID++;
- }
- void CGameHandler::sendToAllClients( CPackForClient * info )
- {
- tlog5 << "Sending to all clients a package of type " << typeid(*info).name() << std::endl;
- for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
- {
- (*i)->wmx->lock();
- **i << info;
- (*i)->wmx->unlock();
- }
- }
- void CGameHandler::sendAndApply( CPackForClient * info )
- {
- gs->apply(info);
- sendToAllClients(info);
- }
- void CGameHandler::save( const std::string &fname )
- {
- {
- tlog0 << "Ordering clients to serialize...\n";
- SaveGame sg(fname);
- sendToAllClients(&sg);
- }
- {
- tlog0 << "Serializing game info...\n";
- CSaveFile save(GVCMIDirs.UserPath + "/Games/" + fname + ".vlgm1");
- char hlp[8] = "VCMISVG";
- save << hlp << static_cast<CMapHeader&>(*gs->map) << gs->scenarioOps->difficulty << *VLC << gs;
- }
- {
- tlog0 << "Serializing server info...\n";
- CSaveFile save(GVCMIDirs.UserPath + "/Games/" + fname + ".vsgm1");
- save << *this;
- }
- tlog0 << "Game has been successfully saved!\n";
- }
- void CGameHandler::close()
- {
- tlog0 << "We have been requested to close.\n";
- //BOOST_FOREACH(CConnection *cc, conns)
- // if(cc && cc->socket && cc->socket->is_open())
- // cc->socket->close();
- //exit(0);
- }
- bool CGameHandler::arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val )
- {
- CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id1]),
- *s2 = static_cast<CArmedInstance*>(gs->map->objects[id2]);
- CCreatureSet temp1 = s1->army, temp2 = s2->army,
- &S1 = temp1, &S2 = (s1!=s2)?(temp2):(temp1);
- if(!isAllowedExchange(id1,id2))
- {
- complain("Cannot exchange stacks between these two objects!\n");
- return false;
- }
- if(what==1) //swap
- {
- std::swap(S1.slots[p1],S2.slots[p2]); //swap slots
- //if one of them is empty, remove entry
- if(!S1.slots[p1].second)
- S1.slots.erase(p1);
- if(!S2.slots[p2].second)
- S2.slots.erase(p2);
- }
- else if(what==2)//merge
- {
- if(S1.slots[p1].first != S2.slots[p2].first) //not same creature
- {
- complain("Cannot merge different creatures stacks!");
- return false;
- }
- S2.slots[p2].second += S1.slots[p1].second;
- S1.slots.erase(p1);
- }
- else if(what==3) //split
- {
- //general conditions checking
- if((!vstd::contains(S1.slots,p1) && complain("no creatures to split"))
- || (val<1 && complain("no creatures to split")) )
- {
- return false;
- }
- if(vstd::contains(S2.slots,p2)) //dest. slot not free - it must be "rebalancing"...
- {
- int total = S1.slots[p1].second + S2.slots[p2].second;
- if( (total < val && complain("Cannot split that stack, not enough creatures!"))
- || (S2.slots[p2].first != S1.slots[p1].first && complain("Cannot rebalance different creatures stacks!"))
- )
- {
- return false;
- }
-
- S2.slots[p2].second = val;
- S1.slots[p1].second = total - val;
- }
- else //split one stack to the two
- {
- if(S1.slots[p1].second < val)//not enough creatures
- {
- complain("Cannot split that stack, not enough creatures!");
- return false;
- }
- S2.slots[p2].first = S1.slots[p1].first;
- S2.slots[p2].second = val;
- S1.slots[p1].second -= val;
- }
- if(!S1.slots[p1].second) //if we've moved all creatures
- S1.slots.erase(p1);
- }
- if((s1->needsLastStack() && !S1.slots.size()) //it's not allowed to take last stack from hero army!
- || (s2->needsLastStack() && !S2.slots.size())
- )
- {
- complain("Cannot take the last stack!");
- return false; //leave without applying changes to garrison
- }
- //apply changes
- SetGarrisons sg;
- sg.garrs[id1] = S1;
- if(s1 != s2)
- sg.garrs[id2] = S2;
- sendAndApply(&sg);
- return true;
- }
- int CGameHandler::getPlayerAt( CConnection *c ) const
- {
- std::set<int> all;
- for(std::map<int,CConnection*>::const_iterator i=connections.begin(); i!=connections.end(); i++)
- if(i->second == c)
- all.insert(i->first);
- switch(all.size())
- {
- case 0:
- return 255;
- case 1:
- return *all.begin();
- default:
- {
- //if we have more than one player at this connection, try to pick active one
- if(vstd::contains(all,int(gs->currentPlayer)))
- return gs->currentPlayer;
- else
- return 253; //cannot say which player is it
- }
- }
- }
- bool CGameHandler::disbandCreature( si32 id, ui8 pos )
- {
- CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id]);
- if(!vstd::contains(s1->army.slots,pos))
- {
- complain("Illegal call to disbandCreature - no such stack in army!");
- return false;
- }
- s1->army.slots.erase(pos);
- SetGarrisons sg;
- sg.garrs[id] = s1->army;
- sendAndApply(&sg);
- return true;
- }
- bool CGameHandler::buildStructure( si32 tid, si32 bid )
- {
- CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid]);
- CBuilding * b = VLC->buildh->buildings[t->subID][bid];
- if(gs->canBuildStructure(t,bid) != 7)
- {
- complain("Cannot raze that building!");
- return false;
- }
- NewStructures ns;
- ns.tid = tid;
- if ( (bid == 18) && (vstd::contains(t->builtBuildings,(t->town->hordeLvl[0]+37))) )
- ns.bid.insert(19);//we have upgr. dwelling, upgr. horde will be builded as well
- else if ( (bid == 24) && (vstd::contains(t->builtBuildings,(t->town->hordeLvl[1]+37))) )
- ns.bid.insert(25);
- else if(bid>36) //upg dwelling
- {
- if ( (bid-37 == t->town->hordeLvl[0]) && (vstd::contains(t->builtBuildings,18)) )
- ns.bid.insert(19);//we have horde, will be upgraded as well as dwelling
- if ( (bid-37 == t->town->hordeLvl[1]) && (vstd::contains(t->builtBuildings,24)) )
- ns.bid.insert(25);
- SetAvailableCreatures ssi;
- ssi.tid = tid;
- ssi.creatures = t->creatures;
- ssi.creatures[bid-37].second.push_back(t->town->upgradedCreatures[bid-37]);
- sendAndApply(&ssi);
- }
- else if(bid >= 30) //bas. dwelling
- {
- int crid = t->town->basicCreatures[bid-30];
- SetAvailableCreatures ssi;
- ssi.tid = tid;
- ssi.creatures = t->creatures;
- ssi.creatures[bid-30].first = VLC->creh->creatures[crid].growth;
- ssi.creatures[bid-30].second.push_back(crid);
- sendAndApply(&ssi);
- }
- else if(bid == 11)
- ns.bid.insert(27);
- else if(bid == 12)
- ns.bid.insert(28);
- else if(bid == 13)
- ns.bid.insert(29);
- ns.bid.insert(bid);
- ns.builded = t->builded + 1;
- sendAndApply(&ns);
-
- //reveal ground for lookout tower
- FoWChange fw;
- fw.player = t->tempOwner;
- fw.mode = 1;
- getTilesInRange(fw.tiles,t->pos,t->getSightRadious(),t->tempOwner,1);
- sendAndApply(&fw);
- SetResources sr;
- sr.player = t->tempOwner;
- sr.res = gs->getPlayer(t->tempOwner)->resources;
- for(int i=0;i<b->resources.size();i++)
- sr.res[i]-=b->resources[i];
- sendAndApply(&sr);
- if(bid<5) //it's mage guild
- {
- if(t->visitingHero)
- giveSpells(t,t->visitingHero);
- if(t->garrisonHero)
- giveSpells(t,t->garrisonHero);
- }
- if(t->visitingHero)
- vistiCastleObjects (t, t->visitingHero);
- if(t->garrisonHero)
- vistiCastleObjects (t, t->garrisonHero);
-
- return true;
- }
- bool CGameHandler::razeStructure (si32 tid, si32 bid)
- {
- ///incomplete, simply erases target building
- CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid]);
- if (t->builtBuildings.find(bid) == t->builtBuildings.end())
- return false;
- RazeStructures rs;
- rs.tid = tid;
- rs.bid.insert(bid);
- rs.destroyed = t->destroyed + 1;
- sendAndApply(&rs);
- return true;
- }
- void CGameHandler::sendMessageToAll( const std::string &message )
- {
- SystemMessage sm;
- sm.text = message;
- sendToAllClients(&sm);
- }
- bool CGameHandler::recruitCreatures( si32 objid, ui32 crid, ui32 cram )
- {
- const CGDwelling *dw = static_cast<CGDwelling*>(gs->map->objects[objid]);
- const CArmedInstance *dst = NULL;
- if(dw->ID == TOWNI_TYPE)
- dst = dw;
- else if(dw->ID == 17 || dw->ID == 20) //advmap dwelling
- dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
- assert(dw && dst);
- //verify
- bool found = false;
- int level = -1;
- typedef std::pair<const int,int> Parka;
- for(level = 0; level < dw->creatures.size(); level++) //iterate through all levels
- {
- const std::pair<ui32, std::vector<ui32> > &cur = dw->creatures[level]; //current level info <amount, list of cr. ids>
- int i = 0;
- for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
- if(cur.second[i] == crid)
- break;
- if(i < cur.second.size())
- {
- found = true;
- cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
- break;
- }
- }
- int slot = dst->army.getSlotFor(crid);
- if(!found && complain("Cannot recruit: no such creatures!")
- || cram > VLC->creh->creatures[crid].maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!")
- || cram<=0 && complain("Cannot recruit: cram <= 0!")
- || slot<0 && complain("Cannot recruit: no available slot!"))
- {
- return false;
- }
- //recruit
- SetResources sr;
- sr.player = dst->tempOwner;
- for(int i=0;i<RESOURCE_QUANTITY;i++)
- sr.res[i] = gs->getPlayer(dst->tempOwner)->resources[i] - (VLC->creh->creatures[crid].cost[i] * cram);
- SetAvailableCreatures sac;
- sac.tid = objid;
- sac.creatures = dw->creatures;
- sac.creatures[level].first -= cram;
- SetGarrisons sg;
- sg.garrs[dst->id] = dst->army;
- if(sg.garrs[dst->id].slots.find(slot) == sg.garrs[dst->id].slots.end()) //take a free slot
- {
- sg.garrs[dst->id].slots[slot] = std::make_pair(crid,cram);
- }
- else //add creatures to a already existing stack
- {
- sg.garrs[dst->id].slots[slot].second += cram;
- }
- sendAndApply(&sr);
- sendAndApply(&sac);
- sendAndApply(&sg);
- return true;
- }
- bool CGameHandler::upgradeCreature( ui32 objid, ui8 pos, ui32 upgID )
- {
- CArmedInstance *obj = static_cast<CArmedInstance*>(gs->map->objects[objid]);
- UpgradeInfo ui = gs->getUpgradeInfo(obj,pos);
- int player = obj->tempOwner;
- int crQuantity = obj->army.slots[pos].second;
- //check if upgrade is possible
- if((ui.oldID<0 || !vstd::contains(ui.newID,upgID)) && complain("That upgrade is not possible!"))
- {
- return false;
- }
- //check if player has enough resources
- for(int i=0;i<ui.cost.size();i++)
- {
- for (std::set<std::pair<int,int> >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++)
- {
- if(gs->getPlayer(player)->resources[j->first] < j->second*crQuantity)
- {
- complain("Cannot upgrade, not enough resources!");
- return false;
- }
- }
- }
- //take resources
- for(int i=0;i<ui.cost.size();i++)
- {
- for (std::set<std::pair<int,int> >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++)
- {
- SetResource sr;
- sr.player = player;
- sr.resid = j->first;
- sr.val = gs->getPlayer(player)->resources[j->first] - j->second*crQuantity;
- sendAndApply(&sr);
- }
- }
- //upgrade creature
- SetGarrisons sg;
- sg.garrs[objid] = obj->army;
- sg.garrs[objid].slots[pos].first = upgID;
- sendAndApply(&sg);
- return true;
- }
- bool CGameHandler::garrisonSwap( si32 tid )
- {
- CGTownInstance *town = gs->getTown(tid);
- if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
- {
- CCreatureSet csn = town->visitingHero->army, cso = town->army;
- while(!cso.slots.empty())//while there are unmoved creatures
- {
- int pos = csn.getSlotFor(cso.slots.begin()->second.first);
- if(pos<0)
- {
- //try to merge two other stacks to make place
- std::pair<TSlot, TSlot> toMerge;
- if(csn.mergableStacks(toMerge, cso.slots.begin()->first))
- {
- //merge
- csn.slots[toMerge.second].second += csn.slots[toMerge.first].second;
- csn.slots[toMerge.first] = cso.slots.begin()->second;
- }
- else
- {
- complain("Cannot make garrison swap, not enough free slots!");
- return false;
- }
- }
- else if(csn.slots.find(pos) != csn.slots.end()) //add creatures to the existing stack
- {
- csn.slots[pos].second += cso.slots.begin()->second.second;
- }
- else //move stack on the free pos
- {
- csn.slots[pos].first = cso.slots.begin()->second.first;
- csn.slots[pos].second = cso.slots.begin()->second.second;
- }
- cso.slots.erase(cso.slots.begin());
- }
- SetGarrisons sg;
- sg.garrs[town->visitingHero->id] = csn;
- sg.garrs[town->id] = csn;
- sendAndApply(&sg);
- SetHeroesInTown intown;
- intown.tid = tid;
- intown.visiting = -1;
- intown.garrison = town->visitingHero->id;
- sendAndApply(&intown);
- return true;
- }
- else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
- {
- //check if moving hero out of town will break 8 wandering heroes limit
- if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
- {
- complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
- return false;
- }
- SetHeroesInTown intown;
- intown.tid = tid;
- intown.garrison = -1;
- intown.visiting = town->garrisonHero->id;
- sendAndApply(&intown);
- //town will be empty
- SetGarrisons sg;
- sg.garrs[tid] = CCreatureSet();
- sendAndApply(&sg);
- return true;
- }
- else if (town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
- {
- SetGarrisons sg;
- sg.garrs[town->id] = town->visitingHero->army;
- sg.garrs[town->garrisonHero->id] = town->garrisonHero->army;
- SetHeroesInTown intown;
- intown.tid = tid;
- intown.garrison = town->visitingHero->id;
- intown.visiting = town->garrisonHero->id;
- sendAndApply(&intown);
- sendAndApply(&sg);
- return true;
- }
- else
- {
- complain("Cannot swap garrison hero!");
- return false;
- }
- }
- bool CGameHandler::swapArtifacts(si32 srcHeroID, si32 destHeroID, ui16 srcSlot, ui16 destSlot)
- {
- CGHeroInstance *srcHero = gs->getHero(srcHeroID);
- CGHeroInstance *destHero = gs->getHero(destHeroID);
- // Make sure exchange is even possible between the two heroes.
- if ((distance(srcHero->pos,destHero->pos) > 1.5 )|| (srcHero->tempOwner != destHero->tempOwner))
- return false;
- const CArtifact *srcArtifact = srcHero->getArt(srcSlot);
- const CArtifact *destArtifact = destHero->getArt(destSlot);
- // Check if src/dest slots are appropriate for the artifacts exchanged.
- // Moving to the backpack is always allowed.
- if ((!srcArtifact || destSlot < 19)
- && (((srcArtifact && !vstd::contains(srcArtifact->possibleSlots, destSlot))
- || (destArtifact && srcSlot < 19 && !vstd::contains(destArtifact->possibleSlots, srcSlot)))))
- {
- complain("Cannot swap artifacts!");
- return false;
- }
- if (destSlot >= 19 && srcArtifact->isBig()) {
- complain("Cannot put big artifacts in backpack!");
- return false;
- }
- if (srcSlot == 16 || destSlot == 16) {
- complain("Cannot move catapult!");
- return false;
- }
- // Perform the exchange.
- SetHeroArtifacts sha;
- sha.hid = srcHeroID;
- sha.artifacts = srcHero->artifacts;
- sha.artifWorn = srcHero->artifWorn;
- sha.setArtAtPos(srcSlot, -1);
- if (destSlot < 19 && (destArtifact || srcSlot < 19))
- sha.setArtAtPos(srcSlot, destHero->getArtAtPos(destSlot));
- // Internal hero artifact arrangement.
- if(srcHero == destHero) {
- // Correction for destination from removing source artifact in backpack.
- if (srcSlot >= 19 && destSlot >= 19 && srcSlot < destSlot)
- destSlot--;
- sha.setArtAtPos(destSlot, srcHero->getArtAtPos(srcSlot));
- }
- sendAndApply(&sha);
- if (srcHeroID != destHeroID) {
- // Exchange between two different heroes.
- sha.hid = destHeroID;
- sha.artifacts = destHero->artifacts;
- sha.artifWorn = destHero->artifWorn;
- sha.setArtAtPos(destSlot, srcArtifact ? srcArtifact->id : -1);
- sendAndApply(&sha);
- }
- return true;
- }
- /**
- * Sets a hero artifact slot to contain a specific artifact.
- *
- * @param artID ID of an artifact or -1 for no artifact.
- */
- bool CGameHandler::setArtifact(si32 heroID, ui16 slot, int artID)
- {
- const CGHeroInstance *hero = gs->getHero(heroID);
- if (artID != -1) {
- const CArtifact &artifact = VLC->arth->artifacts[artID];
- if (slot < 19 && !vstd::contains(artifact.possibleSlots, slot)) {
- complain("Artifact does not fit!");
- return false;
- }
- if (slot >= 19 && artifact.isBig()) {
- complain("Cannot put big artifacts in backpack!");
- return false;
- }
- }
- if (slot == 16) {
- complain("Cannot alter catapult slot!");
- return false;
- }
- // Perform the exchange.
- SetHeroArtifacts sha;
- sha.hid = heroID;
- sha.artifacts = hero->artifacts;
- sha.artifWorn = hero->artifWorn;
- sha.setArtAtPos(slot, artID);
- sendAndApply(&sha);
- return true;
- }
- bool CGameHandler::buyArtifact( ui32 hid, si32 aid )
- {
- CGHeroInstance *hero = gs->getHero(hid);
- CGTownInstance *town = hero->visitedTown;
- if(aid==0) //spellbook
- {
- if(!vstd::contains(town->builtBuildings,si32(0)) && complain("Cannot buy a spellbook, no mage guild in the town!")
- || getResource(hero->getOwner(),6)<500 && complain("Cannot buy a spellbook, not enough gold!")
- || hero->getArt(17) && complain("Cannot buy a spellbook, hero already has a one!")
- )
- return false;
- giveResource(hero->getOwner(),6,-500);
- giveHeroArtifact(0,hid,17);
- giveSpells(town,hero);
- return true;
- }
- else if(aid < 7 && aid > 3) //war machine
- {
- int price = VLC->arth->artifacts[aid].price;
- if(vstd::contains(hero->artifWorn,ui16(9+aid)) && complain("Hero already has this machine!")
- || !vstd::contains(town->builtBuildings,si32(16)) && complain("No blackismith!")
- || gs->getPlayer(hero->getOwner())->resources[6] < price && complain("Not enough gold!") //no gold
- || town->town->warMachine!= aid && complain("This machine is unavailable here!") ) //TODO: ballista yard in Stronghold
- {
- return false;
- }
- giveResource(hero->getOwner(),6,-price);
- giveHeroArtifact(aid,hid,9+aid);
- return true;
- }
- return false;
- }
- bool CGameHandler::tradeResources( ui32 val, ui8 player, ui32 id1, ui32 id2 )
- {
- val = std::min(si32(val),gs->getPlayer(player)->resources[id1]);
- double yield = (double)gs->resVals[id1] * val * gs->getMarketEfficiency(player);
- yield /= gs->resVals[id2];
- SetResource sr;
- sr.player = player;
- sr.resid = id1;
- sr.val = gs->getPlayer(player)->resources[id1] - val;
- sendAndApply(&sr);
- sr.resid = id2;
- sr.val = gs->getPlayer(player)->resources[id2] + (int)yield;
- sendAndApply(&sr);
- return true;
- }
- bool CGameHandler::setFormation( si32 hid, ui8 formation )
- {
- gs->getHero(hid)->army.formation = formation;
- return true;
- }
- bool CGameHandler::hireHero( ui32 tid, ui8 hid )
- {
- CGTownInstance *t = gs->getTown(tid);
- if(!vstd::contains(t->builtBuildings,5) && complain("No tavern!")
- || gs->getPlayer(t->tempOwner)->resources[6]<2500 && complain("Not enough gold for buying hero!")
- || t->visitingHero && complain("There is visiting hero - no place!")
- || getHeroCount(t->tempOwner,false) >= 8 && complain("Cannot hire hero, only 8 wandering heroes are allowed!")
- )
- return false;
- CGHeroInstance *nh = gs->getPlayer(t->tempOwner)->availableHeroes[hid];
- assert(nh);
- HeroRecruited hr;
- hr.tid = tid;
- hr.hid = nh->subID;
- hr.player = t->tempOwner;
- hr.tile = t->pos - int3(1,0,0);
- sendAndApply(&hr);
- std::map<ui32,CGHeroInstance *> pool = gs->hpool.heroesPool;
- for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
- for(std::vector<CGHeroInstance *>::iterator j = i->second.availableHeroes.begin(); j != i->second.availableHeroes.end(); j++)
- if(*j)
- pool.erase((**j).subID);
- SetAvailableHeroes sah;
- CGHeroInstance *h1 = gs->hpool.pickHeroFor(false,t->tempOwner,t->town, pool),
- *h2 = gs->getPlayer(t->tempOwner)->availableHeroes[!hid];
- (hid ? sah.hid2 : sah.hid1) = h1 ? h1->subID : -1;
- (hid ? sah.hid1 : sah.hid2) = h2 ? h2->subID : -1;
- sah.player = t->tempOwner;
- sah.flags = hid+1;
- sendAndApply(&sah);
- SetResource sr;
- sr.player = t->tempOwner;
- sr.resid = 6;
- sr.val = gs->getPlayer(t->tempOwner)->resources[6] - 2500;
- sendAndApply(&sr);
- vistiCastleObjects (t, nh);
- giveSpells (t,nh);
- return true;
- }
- bool CGameHandler::queryReply( ui32 qid, ui32 answer )
- {
- boost::unique_lock<boost::recursive_mutex> lock(gsm);
- if(vstd::contains(callbacks,qid))
- {
- CFunctionList<void(ui32)> callb = callbacks[qid];
- callbacks.erase(qid);
- if(callb)
- callb(answer);
- }
- else if(vstd::contains(garrisonCallbacks,qid))
- {
- if(garrisonCallbacks[qid])
- garrisonCallbacks[qid]();
- garrisonCallbacks.erase(qid);
- allowedExchanges.erase(qid);
- }
- else
- {
- tlog1 << "Unknown query reply...\n";
- return false;
- }
- return true;
- }
- bool CGameHandler::makeBattleAction( BattleAction &ba )
- {
- tlog1 << "\tMaking action of type " << ba.actionType << std::endl;
- bool ok = true;
- switch(ba.actionType)
- {
- case 2: //walk
- {
- sendAndApply(&StartAction(ba)); //start movement
- moveStack(ba.stackNumber,ba.destinationTile); //move
- sendAndApply(&EndAction());
- break;
- }
- case 3: //defend
- case 8: //wait
- {
- sendAndApply(&StartAction(ba));
- sendAndApply(&EndAction());
- break;
- }
- case 4: //retreat/flee
- {
- if( !gs->battleCanFlee(ba.side ? gs->curB->side2 : gs->curB->side1) )
- break;
- //TODO: remove retreating hero from map and place it in recruitment list
- BattleResult *br = new BattleResult;
- br->result = 1;
- br->winner = !ba.side; //fleeing side loses
- gs->curB->calculateCasualties(br->casualties);
- giveExp(*br);
- battleResult.set(br);
- break;
- }
- case 6: //walk or attack
- {
- sendAndApply(&StartAction(ba)); //start movement and attack
- int startingPos = gs->curB->getStack(ba.stackNumber)->position;
- int distance = moveStack(ba.stackNumber, ba.destinationTile);
- CStack *curStack = gs->curB->getStack(ba.stackNumber),
- *stackAtEnd = gs->curB->getStackT(ba.additionalInfo);
- if(curStack->position != ba.destinationTile //we wasn't able to reach destination tile
- && !(curStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE)
- && ( curStack->position == ba.destinationTile + (curStack->attackerOwned ? +1 : -1 ) )
- ) //nor occupy specified hex
- )
- {
- std::string problem = "We cannot move this stack to its destination " + curStack->creature->namePl;
- tlog3 << problem << std::endl;
- complain(problem);
- ok = false;
- sendAndApply(&EndAction());
- break;
- }
- if(curStack->ID == stackAtEnd->ID) //we should just move, it will be handled by following check
- {
- stackAtEnd = NULL;
- }
- if(!stackAtEnd)
- {
- std::ostringstream problem;
- problem << "There is no stack on " << ba.additionalInfo << " tile (no attack)!";
- std::string probl = problem.str();
- tlog3 << probl << std::endl;
- complain(probl);
- ok = false;
- sendAndApply(&EndAction());
- break;
- }
- ui16 curpos = curStack->position,
- enemypos = stackAtEnd->position;
- if( !(
- (BattleInfo::mutualPosition(curpos, enemypos) >= 0) //front <=> front
- || (curStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE) //back <=> front
- && BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos) >= 0)
- || (stackAtEnd->hasFeatureOfType(StackFeature::DOUBLE_WIDE) //front <=> back
- && BattleInfo::mutualPosition(curpos, enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0)
- || (stackAtEnd->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && curStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE)//back <=> back
- && BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0)
- )
- )
- {
- tlog3 << "Attack cannot be performed!";
- sendAndApply(&EndAction());
- ok = false;
- }
- //attack
- BattleAttack bat;
- prepareAttack(bat, curStack, stackAtEnd, distance);
- sendAndApply(&bat);
- //counterattack
- if(!curStack->hasFeatureOfType(StackFeature::BLOCKS_RETALIATION)
- && stackAtEnd->alive()
- && ( stackAtEnd->counterAttacks > 0 || stackAtEnd->hasFeatureOfType(StackFeature::UNLIMITED_RETALIATIONS) )
- && !stackAtEnd->hasFeatureOfType(StackFeature::SIEGE_WEAPON)
- && !stackAtEnd->hasFeatureOfType(StackFeature::HYPNOTIZED))
- {
- prepareAttack(bat, stackAtEnd, curStack, 0);
- bat.flags |= 2;
- sendAndApply(&bat);
- }
- //second attack
- if(curStack->valOfFeatures(StackFeature::ADDITIONAL_ATTACK) > 0
- && !curStack->hasFeatureOfType(StackFeature::SHOOTER)
- && curStack->alive()
- && stackAtEnd->alive() )
- {
- bat.flags = 0;
- prepareAttack(bat, curStack, stackAtEnd, 0);
- sendAndApply(&bat);
- }
- //return
- if(curStack->hasFeatureOfType(StackFeature::RETURN_AFTER_STRIKE) && startingPos != curStack->position)
- {
- moveStack(ba.stackNumber, startingPos);
- }
- sendAndApply(&EndAction());
- break;
- }
- case 7: //shoot
- {
- CStack *curStack = gs->curB->getStack(ba.stackNumber),
- *destStack= gs->curB->getStackT(ba.destinationTile);
- if( !gs->battleCanShoot(ba.stackNumber, ba.destinationTile) )
- break;
- sendAndApply(&StartAction(ba)); //start shooting
- BattleAttack bat;
- prepareAttack(bat, curStack, destStack, 0);
- bat.flags |= 1;
- sendAndApply(&bat);
- if(curStack->valOfFeatures(StackFeature::ADDITIONAL_ATTACK) > 0 //if unit shots twice let's make another shot
- && curStack->alive()
- && destStack->alive()
- && curStack->shots
- )
- {
- prepareAttack(bat, curStack, destStack, 0);
- sendAndApply(&bat);
- }
- sendAndApply(&EndAction());
- break;
- }
- case 9: //catapult
- {
- sendAndApply(&StartAction(ba));
- const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
- CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(20)]; //artillery
-
- int attackedPart = gs->curB->hexToWallPart(ba.destinationTile);
- if(attackedPart == -1)
- {
- complain("catapult tried to attack non-catapultable hex!");
- break;
- }
- for(int g=0; g<sbi.shots; ++g)
- {
- if(gs->curB->si.wallState[attackedPart] == 3) //it's not destroyed
- continue;
-
- CatapultAttack ca; //package for clients
- std::pair< std::pair< ui8, si16 >, ui8> attack;
- attack.first.first = attackedPart;
- attack.first.second = ba.destinationTile;
- attack.second = 0;
- int chanceForHit = 0;
- int dmgChance[3] = {sbi.noDmg, sbi.oneDmg, sbi.twoDmg}; //dmgChance[i] - chance for doing i dmg when hit is successful
- switch(attackedPart)
- {
- case 0: //keep
- chanceForHit = sbi.keep;
- break;
- case 1: //bottom tower
- case 6: //upper tower
- chanceForHit = sbi.tower;
- break;
- case 2: //bottom wall
- case 3: //below gate
- case 4: //over gate
- case 5: //upper wall
- chanceForHit = sbi.wall;
- break;
- case 7: //gate
- chanceForHit = sbi.gate;
- break;
- }
- if(rand()%100 <= chanceForHit) //hit is successful
- {
- int dmgRand = rand()%100;
- //accumulating dmgChance
- dmgChance[1] += dmgChance[0];
- dmgChance[2] += dmgChance[1];
- //calculating dealt damage
- for(int v = 0; v < ARRAY_COUNT(dmgChance); ++v)
- {
- if(dmgRand <= dmgChance[v])
- {
- attack.second = v;
- break;
- }
- }
- if(attack.second > 0 && (attackedPart == 0 || attackedPart == 1 || attackedPart == 6))
- {
- int posRemove = -1;
- switch(attackedPart)
- {
- case 0: //keep
- posRemove = -2;
- break;
- case 1: //bottom tower
- posRemove = -3;
- break;
- case 6: //upper tower
- posRemove = -4;
- break;
- }
- BattleStacksRemoved bsr;
- for(int g=0; g<gs->curB->stacks.size(); ++g)
- {
- if(gs->curB->stacks[g]->position == posRemove)
- {
- bsr.stackIDs.insert( gs->curB->stacks[g]->ID );
- break;
- }
- }
- sendAndApply(&bsr);
- }
- }
- ca.attacker = ba.stackNumber;
- ca.attackedParts.insert(attack);
- sendAndApply(&ca);
- }
- sendAndApply(&EndAction());
- break;
- }
- }
- battleMadeAction.setn(true);
- return ok;
- }
- void CGameHandler::playerMessage( ui8 player, const std::string &message )
- {
- bool cheated=true;
- sendAndApply(&PlayerMessage(player,message));
- if(message == "vcmiistari") //give all spells and 999 mana
- {
- SetMana sm;
- ChangeSpells cs;
- SetHeroArtifacts sha;
- CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
- if(!h && complain("Cannot realize cheat, no hero selected!")) return;
- sm.hid = cs.hid = h->id;
- //give all spells
- cs.learn = 1;
- for(int i=0;i<VLC->spellh->spells.size();i++)
- {
- if(!VLC->spellh->spells[i].creatureAbility)
- cs.spells.insert(i);
- }
- //give mana
- sm.val = 999;
- if(!h->getArt(17)) //hero doesn't have spellbook
- {
- //give spellbook
- sha.hid = h->id;
- sha.artifacts = h->artifacts;
- sha.artifWorn = h->artifWorn;
- sha.artifWorn[17] = 0;
- sendAndApply(&sha);
- }
- sendAndApply(&cs);
- sendAndApply(&sm);
- }
- else if(message == "vcmiainur") //gives 5 archangels into each slot
- {
- SetGarrisons sg;
- CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
- if(!hero) return;
- sg.garrs[hero->id] = hero->army;
- for(int i=0;i<7;i++)
- if(!vstd::contains(sg.garrs[hero->id].slots,i))
- sg.garrs[hero->id].slots[i] = std::pair<ui32,si32>(13,5);
- sendAndApply(&sg);
- }
- else if(message == "vcmiangband") //gives 10 black knight into each slot
- {
- SetGarrisons sg;
- CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
- if(!hero) return;
- sg.garrs[hero->id] = hero->army;
- for(int i=0;i<7;i++)
- if(!vstd::contains(sg.garrs[hero->id].slots,i))
- sg.garrs[hero->id].slots[i] = std::pair<ui32,si32>(66,10);
- sendAndApply(&sg);
- }
- else if(message == "vcminoldor") //all war machines
- {
- CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
- if(!hero) return;
- SetHeroArtifacts sha;
- sha.hid = hero->id;
- sha.artifacts = hero->artifacts;
- sha.artifWorn = hero->artifWorn;
- sha.artifWorn[13] = 4;
- sha.artifWorn[14] = 5;
- sha.artifWorn[15] = 6;
- sendAndApply(&sha);
- }
- else if(message == "vcminahar") //1000000 movement points
- {
- CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
- if(!hero) return;
- SetMovePoints smp;
- smp.hid = hero->id;
- smp.val = 1000000;
- sendAndApply(&smp);
- }
- else if(message == "vcmiformenos") //give resources
- {
- SetResources sr;
- sr.player = player;
- sr.res = gs->getPlayer(player)->resources;
- for(int i=0;i<7;i++)
- sr.res[i] += 100;
- sr.res[6] += 19900;
- sendAndApply(&sr);
- }
- else if(message == "vcmieagles") //reveal FoW
- {
- FoWChange fc;
- fc.mode = 1;
- fc.player = player;
- for(int i=0;i<gs->map->width;i++)
- for(int j=0;j<gs->map->height;j++)
- for(int k=0;k<gs->map->twoLevel+1;k++)
- if(!gs->getPlayer(fc.player)->fogOfWarMap[i][j][k])
- fc.tiles.insert(int3(i,j,k));
- sendAndApply(&fc);
- }
- else if(message == "vcmiglorfindel")
- {
- CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
- changePrimSkill(hero->id,4,VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
- }
- else
- cheated = false;
- if(cheated)
- {
- sendAndApply(&SystemMessage("CHEATER!!!"));
- }
- }
- static ui32 calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack)
- {
- switch(spell->id)
- {
- case 37: //cure
- {
- int healedHealth = caster->getPrimSkillLevel(2) * 5 + spell->powers[caster->getSpellSchoolLevel(spell)];
- return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft);
- break;
- }
- case 38: //resurrection
- {
- int healedHealth = caster->getPrimSkillLevel(2) * 50 + spell->powers[caster->getSpellSchoolLevel(spell)];
- return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + stack->baseAmount * stack->MaxHealth());
- break;
- }
- case 39: //animate dead
- {
- int healedHealth = caster->getPrimSkillLevel(2) * 50 + spell->powers[caster->getSpellSchoolLevel(spell)];
- return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + stack->baseAmount * stack->MaxHealth());
- break;
- }
- }
- //we shouldn't be here
- tlog1 << "calculateHealedHP called for non-healing spell: " << spell->name << std::endl;
- return 0;
- }
- static std::vector<ui32> calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::set<CStack*> affectedCreatures)
- {
- std::vector<ui32> ret;
- for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
- {
- if ((*it)->hasFeatureOfType(StackFeature::SPELL_IMMUNITY, sp->id) //100% sure spell immunity
- || ((*it)->valOfFeatures(StackFeature::LEVEL_SPELL_IMMUNITY) >= sp->level))
- {
- ret.push_back((*it)->ID);
- continue;
- }
- //non-negative spells on friendly stacks should always succeed, unless immune
- if(sp->positiveness >= 0 && (*it)->owner == caster->tempOwner)
- continue;
- const CGHeroInstance * bonusHero; //hero we should take bonuses from
- if((*it)->owner == caster->tempOwner)
- bonusHero = caster;
- else
- bonusHero = hero2;
- int prob = (*it)->valOfFeatures(StackFeature::MAGIC_RESISTANCE); //probability of resistance in %
- if(bonusHero)
- {
- //bonusHero's resistance support (secondary skils and artifacts)
- prob += bonusHero->valOfBonuses(HeroBonus::MAGIC_RESISTANCE);
- switch(bonusHero->getSecSkillLevel(26)) //resistance
- {
- case 1: //basic
- prob += 5;
- break;
- case 2: //advanced
- prob += 10;
- break;
- case 3: //expert
- prob += 20;
- break;
- }
- }
- if(prob > 100) prob = 100;
- if(rand()%100 < prob) //immunity from resistance
- ret.push_back((*it)->ID);
- }
- if(sp->id == 60) //hypnotize
- {
- for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
- {
- if( (*it)->hasFeatureOfType(StackFeature::SPELL_IMMUNITY, sp->id) //100% sure spell immunity
- || ( (*it)->amount - 1 ) * (*it)->MaxHealth() + (*it)->firstHPleft
- >
- caster->getPrimSkillLevel(2) * 25 + sp->powers[caster->getSpellSchoolLevel(sp)]
- )
- {
- ret.push_back((*it)->ID);
- }
- }
- }
- return ret;
- }
- bool CGameHandler::makeCustomAction( BattleAction &ba )
- {
- switch(ba.actionType)
- {
- case 1: //hero casts spell
- {
- const CGHeroInstance *h = gs->curB->heroes[ba.side];
- const CGHeroInstance *secondHero = gs->curB->heroes[!ba.side];
- if(!h)
- {
- tlog2 << "Wrong caster!\n";
- return false;
- }
- if(ba.additionalInfo >= VLC->spellh->spells.size())
- {
- tlog2 << "Wrong spell id (" << ba.additionalInfo << ")!\n";
- return false;
- }
- CSpell *s = &VLC->spellh->spells[ba.additionalInfo];
- ui8 skill = h->getSpellSchoolLevel(s); //skill level
- if( !(h->canCastThisSpell(s)) //hero cannot cast this spell at all
- || (h->mana < gs->curB->getSpellCost(s, h)) //not enough mana
- || (ba.additionalInfo < 10) //it's adventure spell (not combat)
- || (gs->curB->castSpells[ba.side]) //spell has been cast
- || (secondHero->hasBonusOfType(HeroBonus::SPELL_IMMUNITY, s->id)) //non - casting hero provides immunity for this spell
- || (gs->battleMaxSpellLevel() < s->level) //non - casting hero stops caster from casting this spell
- )
- {
- tlog2 << "Spell cannot be cast!\n";
- return false;
- }
- sendAndApply(&StartAction(ba)); //start spell casting
- SpellCast sc;
- sc.side = ba.side;
- sc.id = ba.additionalInfo;
- sc.skill = skill;
- sc.tile = ba.destinationTile;
- sc.dmgToDisplay = 0;
- //calculating affected creatures for all spells
- std::set<CStack*> attackedCres = gs->curB->getAttackedCreatures(s, h, ba.destinationTile);
- for(std::set<CStack*>::const_iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
- {
- sc.affectedCres.insert((*it)->ID);
- }
- //checking if creatures resist
- sc.resisted = calculateResistedStacks(s, h, secondHero, attackedCres);
- //calculating dmg to display
- for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
- {
- if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
- continue;
- sc.dmgToDisplay += gs->curB->calculateSpellDmg(s, h, *it);
- }
-
- sendAndApply(&sc);
- //applying effects
- switch(ba.additionalInfo) //spell id
- {
- case 15: //magic arrow
- case 16: //ice bolt
- case 17: //lightning bolt
- case 18: //implosion
- case 20: //frost ring
- case 21: //fireball
- case 22: //inferno
- case 23: //meteor shower
- case 24: //death ripple
- case 25: //destroy undead
- case 26: //armageddon
- {
- StacksInjured si;
- for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
- {
- if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
- continue;
- BattleStackAttacked bsa;
- bsa.flags |= 2;
- bsa.effect = VLC->spellh->spells[ba.additionalInfo].mainEffectAnim;
- bsa.damageAmount = gs->curB->calculateSpellDmg(s, h, *it);
- bsa.stackAttacked = (*it)->ID;
- bsa.attackerID = -1;
- prepareAttacked(bsa,*it);
- si.stacks.insert(bsa);
- }
- if(!si.stacks.empty())
- sendAndApply(&si);
- break;
- }
- case 27: //shield
- case 28: //air shield
- case 30: //protection from air
- case 31: //protection from fire
- case 32: //protection from water
- case 33: //protection from earth
- case 34: //anti-magic
- case 41: //bless
- case 42: //curse
- case 43: //bloodlust
- case 44: //precision
- case 45: //weakness
- case 46: //stone skin
- case 47: //disrupting ray
- case 48: //prayer
- case 49: //mirth
- case 50: //sorrow
- case 51: //fortune
- case 52: //misfortune
- case 53: //haste
- case 54: //slow
- case 55: //slayer
- case 56: //frenzy
- case 58: //counterstrike
- case 59: //berserk
- case 60: //hypnotize
- case 61: //forgetfulness
- case 62: //blind
- {
- SetStackEffect sse;
- for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
- {
- if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
- continue;
- sse.stacks.insert((*it)->ID);
- }
- sse.effect.id = ba.additionalInfo;
- sse.effect.level = h->getSpellSchoolLevel(s);
- sse.effect.turnsRemain = BattleInfo::calculateSpellDuration(s, h);
- if(!sse.stacks.empty())
- sendAndApply(&sse);
- break;
- }
- case 37: //cure
- case 38: //resurrection
- case 39: //animate dead
- {
- StacksHealedOrResurrected shr;
- for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
- {
- if(vstd::contains(sc.resisted, (*it)->ID) //this creature resisted the spell
- || (s->id == 39 && !(*it)->hasFeatureOfType(StackFeature::UNDEAD)) //we try to cast animate dead on living stack
- )
- continue;
- StacksHealedOrResurrected::HealInfo hi;
- hi.stackID = (*it)->ID;
- hi.healedHP = calculateHealedHP(h, s, *it);
- shr.healedStacks.push_back(hi);
- }
- if(!shr.healedStacks.empty())
- sendAndApply(&shr);
- break;
- }
- case 64: //remove obstacle
- {
- ObstaclesRemoved obr;
- for(int g=0; g<gs->curB->obstacles.size(); ++g)
- {
- std::vector<int> blockedHexes = VLC->heroh->obstacles[gs->curB->obstacles[g].ID].getBlocked(gs->curB->obstacles[g].pos);
- if(vstd::contains(blockedHexes, ba.destinationTile)) //this obstacle covers given hex
- {
- obr.obstacles.insert(gs->curB->obstacles[g].uniqueID);
- }
- }
- if(!obr.obstacles.empty())
- sendAndApply(&obr);
- break;
- }
- }
- sendAndApply(&EndAction());
- if( !gs->curB->getStack(gs->curB->activeStack, false)->alive() )
- {
- battleMadeAction.setn(true);
- }
- checkForBattleEnd(gs->curB->stacks);
- if(battleResult.get())
- {
- endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
- }
- return true;
- }
- }
- return false;
- }
- void CGameHandler::handleTimeEvents()
- {
- gs->map->events.sort(evntCmp);
- while(gs->map->events.size() && gs->map->events.front()->firstOccurence+1 == gs->day)
- {
- CMapEvent *ev = gs->map->events.front();
- for(int player = 0; player < PLAYER_LIMIT; player++)
- {
- PlayerState *pinfo = gs->getPlayer(player);
- if( pinfo //player exists
- && (ev->players & 1<<player) //event is enabled to this player
- && ((ev->computerAffected && !pinfo->human)
- || (ev->humanAffected && pinfo->human)
- )
- )
- {
- //give resources
- SetResources sr;
- sr.player = player;
- sr.res = pinfo->resources;
- //prepare dialog
- InfoWindow iw;
- iw.player = player;
- iw.text << ev->message;
- for (int i=0; i<ev->resources.size(); i++)
- {
- if(ev->resources[i]) //if resource is changed, we add it to the dialog
- {
- // If removing too much resources, adjust the
- // amount so the total doesn't become negative.
- if (sr.res[i] + ev->resources[i] < 0)
- ev->resources[i] = -sr.res[i];
- if(ev->resources[i]) //if non-zero res change
- {
- iw.components.push_back(Component(Component::RESOURCE,i,ev->resources[i],0));
- sr.res[i] += ev->resources[i];
- }
- }
- }
- if (iw.components.size())
- {
- sendAndApply(&sr); //update player resources if changed
- }
- sendAndApply(&iw); //show dialog
- }
- } //PLAYERS LOOP
- if(ev->nextOccurence)
- {
- ev->firstOccurence += ev->nextOccurence;
- gs->map->events.sort(evntCmp);
- }
- else
- {
- delete ev;
- gs->map->events.pop_front();
- }
- }
- }
- bool CGameHandler::complain( const std::string &problem )
- {
- sendMessageToAll("Server encountered a problem: " + problem);
- tlog1 << problem << std::endl;
- return true;
- }
- ui32 CGameHandler::getQueryResult( ui8 player, int queryID )
- {
- //TODO: write
- return 0;
- }
- void CGameHandler::showGarrisonDialog( int upobj, int hid, bool removableUnits, const boost::function<void()> &cb )
- {
- ui8 player = getOwner(hid);
- GarrisonDialog gd;
- gd.hid = hid;
- gd.objid = upobj;
- {
- boost::unique_lock<boost::recursive_mutex> lock(gsm);
- gd.id = QID;
- garrisonCallbacks[QID] = cb;
- allowedExchanges[QID] = std::pair<si32,si32>(upobj,hid);
- states.addQuery(player,QID);
- QID++;
- gd.removableUnits = removableUnits;
- sendAndApply(&gd);
- }
- }
- bool CGameHandler::isAllowedExchange( int id1, int id2 )
- {
- if(id1 == id2)
- return true;
- {
- boost::unique_lock<boost::recursive_mutex> lock(gsm);
- for(std::map<ui32, std::pair<si32,si32> >::const_iterator i = allowedExchanges.begin(); i!=allowedExchanges.end(); i++)
- if(id1 == i->second.first && id2 == i->second.second || id2 == i->second.first && id1 == i->second.second)
- return true;
- }
- const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
- if(o1->ID == TOWNI_TYPE)
- {
- const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
- if(t->visitingHero == o2 || t->garrisonHero == o2)
- return true;
- }
- if(o2->ID == TOWNI_TYPE)
- {
- const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
- if(t->visitingHero == o1 || t->garrisonHero == o1)
- return true;
- }
- if(o1->ID == HEROI_TYPE && o2->ID == HEROI_TYPE
- && distance(o1->pos, o2->pos) < 2) //hero stands on the same tile or on the neighbouring tiles
- {
- //TODO: it's workaround, we should check if first hero visited second and player hasn't closed exchange window
- //(to block moving stacks for free [without visiting] beteen heroes)
- return true;
- }
- return false;
- }
- void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
- {
- obj->onHeroVisit(h);
- }
- bool CGameHandler::buildBoat( ui32 objid )
- {
- const IShipyard *obj = IShipyard::castFrom(getObj(objid));
- int boatType = 1;
- if(obj->state())
- {
- complain("Cannot build boat in this shipyard!");
- return false;
- }
- else if(obj->o->ID == TOWNI_TYPE
- && !vstd::contains((static_cast<const CGTownInstance*>(obj))->builtBuildings,6))
- {
- complain("Cannot build boat in the town - no shipyard!");
- return false;
- }
- //TODO use "real" cost via obj->getBoatCost
- if(getResource(obj->o->tempOwner, 6) < 1000 || getResource(obj->o->tempOwner, 0) < 10)
- {
- complain("Not enough resources to build a boat!");
- return false;
- }
- int3 tile = obj->bestLocation();
- if(!gs->map->isInTheMap(tile))
- {
- complain("Cannot find appropriate tile for a boat!");
- return false;
- }
- //take boat cost
- SetResources sr;
- sr.player = obj->o->tempOwner;
- sr.res = gs->getPlayer(obj->o->tempOwner)->resources;
- sr.res[0] -= 10;
- sr.res[6] -= 1000;
- sendAndApply(&sr);
- //create boat
- NewObject no;
- no.ID = 8;
- if (obj->o->ID == TOWNI_TYPE)
- { //check what kind of creatures are avaliable in town
- if (VLC->creh->creatures[(static_cast<const CGTownInstance*>(obj))->creatures[0].second[0]].isGood())
- boatType = 1;
- else if (VLC->creh->creatures[(static_cast<const CGTownInstance*>(obj))->creatures[0].second[0]].isEvil())
- boatType = 0;
- else //neutral
- boatType = 2;
- }
- no.subID = boatType;
- no.pos = tile + int3(1,0,0);
- sendAndApply(&no);
- return true;
- }
- void CGameHandler::engageIntoBattle( ui8 player )
- {
- if(vstd::contains(states.players, player))
- states.setFlag(player,&PlayerStatus::engagedIntoBattle,true);
- //notify interfaces
- PlayerBlocked pb;
- pb.player = player;
- pb.reason = PlayerBlocked::UPCOMING_BATTLE;
- sendAndApply(&pb);
- }
|