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|
- #include "../StartInfo.h"
- #include "../hch/CArtHandler.h"
- #include "../hch/CBuildingHandler.h"
- #include "../hch/CDefObjInfoHandler.h"
- #include "../hch/CHeroHandler.h"
- #include "../hch/CObjectHandler.h"
- #include "../hch/CSpellHandler.h"
- #include "../hch/CGeneralTextHandler.h"
- #include "../hch/CTownHandler.h"
- #include "../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( curB.Morale(next) < 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 < (-curB.Morale(next))*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;
- }
- if(next->creature->idNumber == 147 && (!curOwner || curOwner->getSecSkillLevel(27) == 0)) //first aid tent, hero has no first aid
- {
- BattleAction heal;
- std::vector< const CStack * > possibleStacks;
- for (int v=0; v<gs->curB->stacks.size(); ++v)
- {
- const CStack * cstack = gs->curB->stacks[v];
- if (cstack->owner == next->owner && cstack->firstHPleft < cstack->MaxHealth() && cstack->alive()) //it's friendly and not fully healthy
- {
- possibleStacks.push_back(cstack);
- }
- }
- if(possibleStacks.size() == 0)
- {
- //nothing to heal
- BattleAction doNothing;
- doNothing.actionType = 0;
- doNothing.additionalInfo = 0;
- doNothing.destinationTile = -1;
- doNothing.side = !next->attackerOwned;
- doNothing.stackNumber = next->ID;
- sendAndApply(&StartAction(doNothing));
- sendAndApply(&EndAction());
- continue;
- }
- else
- {
- //heal random creature
- const CStack * toBeHealed = possibleStacks[ rand()%possibleStacks.size() ];
- heal.actionType = 12;
- heal.additionalInfo = 0;
- heal.destinationTile = toBeHealed->position;
- heal.side = !next->attackerOwned;
- heal.stackNumber = next->ID;
- makeBattleAction(heal);
- }
- continue;
- }
- 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()
- && curB.Morale(next) > 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 < curB.Morale(next)) //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);
- ui8 sides[2];
- sides[0] = gs->curB->side1;
- sides[1] = gs->curB->side2;
- //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);
- }
- }
- }
- winLoseHandle(1<<sides[0] | 1<<sides[1]); //handle victory/loss of engaged players
- 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;
- bat.bsa.push_back(BattleStackAttacked());
- BattleStackAttacked *bsa = &bat.bsa.back();
- 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(gs->curB->Luck(att) > 0 && rand()%24 < gs->curB->Luck(att))
- {
- bsa->damageAmount *= 2;
- bat.flags |= 4;
- }
- int dmg = bsa->damageAmount;
- prepareAttacked(*bsa, def);
- //fire shield handling
- if ( !bat.shot() && def->hasFeatureOfType(StackFeature::FIRE_SHIELD) && !bsa->killed() )
- {
- bat.bsa.push_back(BattleStackAttacked());
- BattleStackAttacked *bsa = &bat.bsa.back();
- bsa->stackAttacked = att->ID;
- bsa->attackerID = def->ID;
- bsa->flags |= 2;
- bsa->effect = 11;
- bsa->damageAmount = (dmg * def->valOfFeatures(StackFeature::FIRE_SHIELD)) / 100;
- prepareAttacked(*bsa, att);
- }
- }
- void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
- {
- srand(time(NULL));
- CPack *pack = NULL;
- try
- {
- while(1)//server should never shut connection first //was: while(!end2)
- {
- {
- boost::unique_lock<boost::mutex> lock(*c.rmx);
- c >> pack; //get the package
- tlog5 << "Received client message of type " << typeid(*pack).name() << std::endl;
- }
- int packType = typeList.getTypeID(pack); //get the id of type
- CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
- if(apply)
- {
- bool result = apply->applyOnGH(this,&c,pack);
- tlog5 << "Message successfully applied (result=" << result << ")!\n";
- //send confirmation that we've applied the package
- if(pack->type != 6000) //WORKAROUND - not confirm query replies TODO: reconsider
- {
- PackageApplied applied;
- applied.result = result;
- applied.packType = packType;
- {
- boost::unique_lock<boost::mutex> lock(*c.wmx);
- c << &applied;
- }
- }
- }
- else
- {
- tlog1 << "Message cannot be applied, cannot find applier (unregistered type)!\n";
- }
- delete pack;
- pack = NULL;
- }
- }
- catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
- {
- assert(!c.connected); //make sure that connection has been marked as broken
- tlog1 << e.what() << std::endl;
- end2 = true;
- }
- HANDLE_EXCEPTION(end2 = true);
- tlog1 << "Ended handling connection\n";
- }
- int CGameHandler::moveStack(int stack, int dest)
- {
- int ret = 0;
- CStack *curStack = gs->curB->getStack(stack),
- *stackAtEnd = gs->curB->getStackT(dest);
- assert(curStack);
- assert(dest < BFIELD_SIZE);
- //initing necessary tables
- bool accessibility[BFIELD_SIZE];
- std::vector<int> accessible = gs->curB->getAccessibility(curStack->ID, false);
- for(int b=0; b<BFIELD_SIZE; ++b)
- {
- accessibility[b] = false;
- }
- for(int g=0; g<accessible.size(); ++g)
- {
- accessibility[accessible[g]] = true;
- }
- //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
- if(!stackAtEnd && curStack->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);
- 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;
- //TODO player bonuses
- }
- }
- //n.res.push_back(r);
- }
- for(std::vector<CGTownInstance *>::iterator j = gs->map->towns.begin(); j!=gs->map->towns.end(); j++)//handle towns
- {
- ui8 player = (*j)->tempOwner;
- if(gs->getDate(1)==7) //first day of week
- {
- if ( (**j).subID == 1 && gs->getDate(0) && player < PLAYER_LIMIT
- && vstd::contains((**j).builtBuildings,22) )//dwarven treasury
- n.res[player][6] += hadGold[player]/10; //give 10% of starting gold
- SetAvailableCreatures sac;
- sac.tid = (**j).id;
- sac.creatures = (**j).creatures;
- for(int k=0;k<CREATURES_PER_TOWN;k++) //creature growths
- {
- if((**j).creatureDwelling(k))//there is dwelling (k-level)
- {
- sac.creatures[k].first += (**j).creatureGrowth(k);
- if(!gs->getDate(0)) //first day of game: use only basic growths
- amin(sac.creatures[k].first, VLC->creh->creatures[(*j)->town->basicCreatures[k]].growth);
- }
- }
- n.cres.push_back(sac);
- }
- if(gs->day && player < PLAYER_LIMIT)//not the first day and town not neutral
- {
- ////SetResources r;
- //r.player = (**j).tempOwner;
- if(vstd::contains((**j).builtBuildings,15)) //there is resource silo
- {
- if((**j).town->primaryRes == 127) //we'll give wood and ore
- {
- n.res[player][0] += 1;
- n.res[player][2] += 1;
- }
- else
- {
- n.res[player][(**j).town->primaryRes] += 1;
- }
- }
- n.res[player][6] += (**j).dailyIncome();
- }
- }
- sendAndApply(&n);
- tlog5 << "Info about turn " << n.day << "has been sent!" << std::endl;
- handleTimeEvents();
- //call objects
- for(size_t i = 0; i<gs->map->objects.size(); i++)
- if(gs->map->objects[i])
- gs->map->objects[i]->newTurn();
- winLoseHandle(0xff);
- //warn players without town
- if(gs->day)
- {
- for (std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
- {
- if(i->second.status || i->second.towns.size() || i->second.color >= PLAYER_LIMIT)
- continue;
- InfoWindow iw;
- iw.player = i->first;
- iw.components.push_back(Component(Component::FLAG,i->first,0,0));
- if(!i->second.daysWithoutCastle)
- {
- iw.text.addTxt(MetaString::GENERAL_TXT,6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
- iw.text.addReplacement(MetaString::COLOR, i->first);
- }
- else if(i->second.daysWithoutCastle == 6)
- {
- iw.text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
- iw.text.addReplacement(MetaString::COLOR, i->first);
- }
- else
- {
- iw.text.addTxt(MetaString::ARRAY_TXT,128); //%s, you only have %d days left to capture a town or you will be banished from this land.
- iw.text.addReplacement(MetaString::COLOR, i->first);
- iw.text.addReplacement(7 - i->second.daysWithoutCastle);
- }
- sendAndApply(&iw);
- }
- }
- }
- void CGameHandler::run(bool resume)
- {
- 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
- || i->second.status)
- {
- continue;
- }
- 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);
- }
- }
- }
- while(conns.size() && (*conns.begin())->isOpen())
- boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
- }
- namespace CGH
- {
- using namespace std;
- static void readItTo(ifstream & input, vector< vector<int> > & dest) //reads 7 lines, i-th one containing i integers, and puts it to dest
- {
- for(int j=0; j<7; ++j)
- {
- std::vector<int> pom;
- for(int g=0; g<j+1; ++g)
- {
- int hlp; input>>hlp;
- pom.push_back(hlp);
- }
- dest.push_back(pom);
- }
- }
- }
- void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, const 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 building bonuses, if siege and we have harrisoned hero
- if (town)
- {
- if (hero2)
- {
- for (int i=0; i<4; i++)
- {
- int val = town->defenceBonus(i);
- if (val)
- {
- GiveBonus gs;
- gs.bonus = HeroBonus(HeroBonus::ONE_BATTLE, HeroBonus::PRIMARY_SKILL, HeroBonus::OBJECT, val, -1, "", i);
- gs.id = hero2->id;
- sendAndApply(&gs);
- }
- }
- }
- else//if we don't have hero - apply separately, if hero present - will be taken from hero bonuses
- {
- if(town->subID == 0 && vstd::contains(town->builtBuildings,22)) //castle, brotherhood of sword built
- for(int g=0; g<stacks.size(); ++g)
- stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, 2, StackFeature::OTHER_SOURCE));
- else if(vstd::contains(town->builtBuildings,5)) //tavern is built
- for(int g=0; g<stacks.size(); ++g)
- stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
- if(town->subID == 1 && vstd::contains(town->builtBuildings,21)) //rampart, fountain of fortune is present
- for(int g=0; g<stacks.size(); ++g)
- stacks[g]->features.push_back(makeFeature(StackFeature::LUCK_BONUS, StackFeature::WHOLE_BATTLE, 0, 2, StackFeature::OTHER_SOURCE));
- }
- }
- //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.id = cHero->id;
- sendAndApply(&gs);
- }
- break;
- }
- case 18: //holy ground
- {
- for(int g=0; g<stacks.size(); ++g) //+1 morale bonus for good creatures, -1 morale bonus for evil creatures
- {
- if (stacks[g]->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.id = cHero->id;
- sendAndApply(&gs);
- }
- break;
- }
- }
- //premies given
- //send info about battles
- BattleStart bs;
- bs.info = curB;
- sendAndApply(&bs);
- }
- void CGameHandler::checkForBattleEnd( std::vector<CStack*> &stacks )
- {
- //checking winning condition
- bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarily
- hasStack[0] = hasStack[1] = false;
- for(int b = 0; b<stacks.size(); ++b)
- {
- if(stacks[b]->alive() && !stacks[b]->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);
- winLoseHandle(255); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
- return true;
- }
- void CGameHandler::setAmount(int objid, ui32 val)
- {
- SetObjectProperty sop(objid,3,val);
- sendAndApply(&sop);
- }
- bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*/ )
- {
- bool blockvis = false;
- const CGHeroInstance *h = getHero(hid);
- if(!h || asker != 255 && (instant || h->getOwner() != gs->currentPlayer) //not turn of that hero or player can't simply teleport hero (at least not with this function)
- )
- {
- tlog1 << "Illegal call to move hero!\n";
- return false;
- }
- tlog5 << "Player " <<int(asker) << " wants to move hero "<< hid << " from "<< h->pos << " to " << dst << std::endl;
- int3 hmpos = dst + int3(-1,0,0);
- if(!gs->map->isInTheMap(hmpos))
- {
- tlog1 << "Destination tile 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 && !instant)
- && complain("Hero doesn't have any movement points left!")
- || states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
- && complain("Cannot move hero during the battle"))
- {
- //send info about movement failure
- sendAndApply(&tmh);
- return false;
- }
- //hero enters the boat
- if(!h->boat && t.visitableObjects.size() && t.visitableObjects.front()->ID == 8)
- {
- tmh.result = TryMoveHero::EMBARK;
- tmh.movePoints = 0; //embarking takes all move points
- //TODO: check for bonus that removes that penalty
- getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
- sendAndApply(&tmh);
- return true;
- }
- //hero leaves the boat
- else if(h->boat && t.tertype != TerrainTile::water && !t.blocked)
- {
- tmh.result = TryMoveHero::DISEMBARK;
- tmh.movePoints = 0; //disembarking takes all move points
- //TODO: check for bonus that removes that penalty
- getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
- sendAndApply(&tmh);
- 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
- if(t.visitableObjects.size())
- objectVisited(t.visitableObjects.back(), h);
- // BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
- // {
- // if (obj->blockVisit)
- // {
- // objectVisited(obj, h);
- // }
- // }
- tlog5 << "Blocking visit at " << hmpos << std::endl;
- return true;
- }
- else //normal move
- {
- 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
- if(t.visitableObjects.size())
- {
- //to prevent self-visiting heroes on space press
- if(t.visitableObjects.back() != h)
- objectVisited(t.visitableObjects.back(), h);
- else if(t.visitableObjects.size() > 1)
- objectVisited(*(t.visitableObjects.end()-2),h);
- }
- // 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)
- {
- ui8 oldOwner = getOwner(objid);
- SetObjectProperty sop(objid,1,owner);
- sendAndApply(&sop);
- winLoseHandle(1<<owner | 1<<oldOwner);
- if(owner < PLAYER_LIMIT && getTown(objid) && !gs->getPlayer(owner)->towns.size()) //player lost last town
- {
- InfoWindow iw;
- iw.player = oldOwner;
- iw.text.addTxt(MetaString::GENERAL_TXT, 6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
- sendAndApply(&iw);
- }
- }
- 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::takeCreatures (int objid, TSlots creatures) //probably we could use ArmedInstance as well
- {
- if (creatures.size() <= 0)
- return;
- const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
- CCreatureSet newArmy = obj->army;
- while (creatures.size() > 0)
- {
- int slot = newArmy.getSlotFor (creatures.begin()->second.first);
- if (slot < 0)
- break;
- newArmy.slots[slot].first = creatures.begin()->second.first;
- newArmy.slots[slot].second -= creatures.begin()->second.second;
- creatures.erase (creatures.begin());
- }
- SetGarrisons sg;
- sg.garrs[objid] = newArmy;
- sendAndApply(&sg);
- }
- void CGameHandler::showCompInfo(ShowInInfobox * comp)
- {
- sendToAllClients(comp);
- }
- void CGameHandler::heroVisitCastle(int obj, int heroID)
- {
- HeroVisitCastle vc;
- vc.hid = heroID;
- vc.tid = obj;
- vc.flags |= 1;
- sendAndApply(&vc);
- const CGHeroInstance *h = getHero(heroID);
- vistiCastleObjects (getTown(obj), h);
- giveSpells (getTown(obj), getHero(heroID));
- if(gs->map->victoryCondition.condition == transportItem)
- checkLossVictory(h->tempOwner); //transported artifact?
- }
- void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
- {
- std::vector<CGTownBuilding*>::const_iterator i;
- for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
- (*i)->onHeroVisit (h);
- }
- void CGameHandler::stopHeroVisitCastle(int obj, int heroID)
- {
- HeroVisitCastle vc;
- vc.hid = heroID;
- vc.tid = obj;
- sendAndApply(&vc);
- }
- void CGameHandler::giveHeroArtifact(int artid, int hid, int position) //pos==-1 - first free slot in backpack
- {
- const CGHeroInstance* h = getHero(hid);
- const CArtifact &art = VLC->arth->artifacts[artid];
- SetHeroArtifacts sha;
- sha.hid = hid;
- sha.artifacts = h->artifacts;
- sha.artifWorn = h->artifWorn;
- if(position<0)
- {
- if(position == -2)
- {
- int i;
- for(i=0; i<art.possibleSlots.size(); i++) //try to put artifact into first available slot
- {
- if( !vstd::contains(sha.artifWorn,art.possibleSlots[i]) )
- {
- //we've found a free suitable slot
- VLC->arth->equipArtifact(sha.artifWorn, art.possibleSlots[i], artid);
- break;
- }
- }
- if(i == art.possibleSlots.size() && !art.isBig()) //if haven't find proper slot, use backpack or discard big artifact
- sha.artifacts.push_back(artid);
- }
- else if (!art.isBig()) //should be -1 => put artifact into backpack
- {
- sha.artifacts.push_back(artid);
- }
- }
- else
- {
- if(!vstd::contains(sha.artifWorn,ui16(position)))
- {
- VLC->arth->equipArtifact(sha.artifWorn, position, artid);
- }
- else if (!art.isBig())
- {
- sha.artifacts.push_back(artid);
- }
- }
- sendAndApply(&sha);
- }
- void CGameHandler::removeArtifact(int artid, int hid)
- {
- const CGHeroInstance* h = getHero(hid);
- SetHeroArtifacts sha;
- sha.hid = hid;
- sha.artifacts = h->artifacts;
- sha.artifWorn = h->artifWorn;
-
- std::vector<ui32>::iterator it;
- if ((it = std::find(sha.artifacts.begin(), sha.artifacts.end(), artid)) != sha.artifacts.end()) //it is in backpack
- sha.artifacts.erase(it);
- else //worn
- {
- for (std::map<ui16,ui32>::iterator itr = sha.artifWorn.begin(); itr != sha.artifWorn.end(); ++itr)
- {
- if (itr->second == artid)
- {
- VLC->arth->unequipArtifact(sha.artifWorn, itr->first);
- break;
- }
- }
- }
- sendAndApply(&sha);
- }
- void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town) //use hero=NULL for no hero
- {
- engageIntoBattle(army1->tempOwner);
- engageIntoBattle(army2->tempOwner);
- //block engaged players
- if(army2->tempOwner < PLAYER_LIMIT)
- states.setFlag(army2->tempOwner,&PlayerStatus::engagedIntoBattle,true);
- boost::thread(boost::bind(&CGameHandler::startBattle, this, army1, army2, tile, hero1, hero2, creatureBank, cb, town));
- }
- void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb, bool creatureBank )
- {
- startBattleI(army1, army2, tile,
- army1->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(army1) : NULL,
- army2->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(army2) : NULL,
- creatureBank, cb);
- }
- void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb, bool creatureBank)
- {
- startBattleI(army1, army2, army2->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::useScholarSkill(si32 fromHero, si32 toHero)
- {
- const CGHeroInstance * h1 = getHero(fromHero);
- const CGHeroInstance * h2 = getHero(toHero);
- if ( h1->getSecSkillLevel(18) < h2->getSecSkillLevel(18) )
- {
- std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
- std::swap(fromHero, toHero);
- }
- int ScholarLevel = h1->getSecSkillLevel(18);//heroes can trade up to this level
- if (!ScholarLevel || !vstd::contains(h1->artifWorn,17) || !vstd::contains(h2->artifWorn,17) )
- return;//no scholar skill or no spellbook
- int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(7)+2),
- h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(7)+2);//heroes can receive this levels
- ChangeSpells cs1;
- cs1.learn = true;
- cs1.hid = toHero;//giving spells to first hero
- for(std::set<ui32>::const_iterator it=h1->spells.begin(); it!=h1->spells.end();it++)
- if ( h2Lvl >= VLC->spellh->spells[*it].level && !vstd::contains(h2->spells, *it))//hero can learn it and don't have it yet
- cs1.spells.insert(*it);//spell to learn
- ChangeSpells cs2;
- cs2.learn = true;
- cs2.hid = fromHero;
- for(std::set<ui32>::const_iterator it=h2->spells.begin(); it!=h2->spells.end();it++)
- if ( h1Lvl >= VLC->spellh->spells[*it].level && !vstd::contains(h1->spells, *it))
- cs2.spells.insert(*it);
-
- if (cs1.spells.size() || cs2.spells.size())//create a message
- {
- InfoWindow iw;
- iw.player = h1->tempOwner;
- iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
- iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
- iw.text.addReplacement(h1->name);
-
- if (cs2.spells.size())//if found new spell - apply
- {
- iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
- int size = cs2.spells.size();
- for(std::set<ui32>::const_iterator it=cs2.spells.begin(); it!=cs2.spells.end();it++)
- {
- iw.components.push_back(Component(Component::SPELL, (*it), 1, 0));
- iw.text.addTxt(MetaString::SPELL_NAME, (*it));
- switch (size--)
- {
- case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
- case 1: break;
- default: iw.text << ", ";
- }
- }
- iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
- iw.text.addReplacement(h2->name);
- sendAndApply(&cs2);
- }
- if (cs1.spells.size() && cs2.spells.size() )
- {
- iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
- }
- if (cs1.spells.size())
- {
- iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
- int size = cs1.spells.size();
- for(std::set<ui32>::const_iterator it=cs1.spells.begin(); it!=cs1.spells.end();it++)
- {
- iw.components.push_back(Component(Component::SPELL, (*it), 1, 0));
- iw.text.addTxt(MetaString::SPELL_NAME, (*it));
- switch (size--)
- {
- case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
- case 1: break;
- default: iw.text << ", ";
- } }
- iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
- iw.text.addReplacement(h2->name);
- sendAndApply(&cs1);
- }
- sendAndApply(&iw);
- }
- }
- void CGameHandler::heroExchange(si32 hero1, si32 hero2)
- {
- ui8 player1 = getHero(hero1)->tempOwner;
- ui8 player2 = getHero(hero2)->tempOwner;
- if(player1 == player2)//TODO: allies
- {
- OpenWindow hex;
- hex.window = OpenWindow::EXCHANGE_WINDOW;
- hex.id1 = hero1;
- hex.id2 = hero2;
- sendAndApply(&hex);
- useScholarSkill(hero1,hero2);
- }
- }
- void CGameHandler::applyAndAsk( Query * sel, ui8 player, boost::function<void(ui32)> &callback )
- {
- boost::unique_lock<boost::recursive_mutex> lock(gsm);
- sel->id = QID;
- callbacks[QID] = callback;
- states.addQuery(player,QID);
- QID++;
- sendAndApply(sel);
- }
- void CGameHandler::ask( Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback )
- {
- boost::unique_lock<boost::recursive_mutex> lock(gsm);
- sel->id = QID;
- callbacks[QID] = callback;
- states.addQuery(player,QID);
- sendToAllClients(sel);
- QID++;
- }
- void CGameHandler::sendToAllClients( CPackForClient * info )
- {
- tlog5 << "Sending to all clients a package of type " << typeid(*info).name() << std::endl;
- for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
- {
- (*i)->wmx->lock();
- **i << info;
- (*i)->wmx->unlock();
- }
- }
- void CGameHandler::sendAndApply( CPackForClient * info )
- {
- gs->apply(info);
- sendToAllClients(info);
- }
- void CGameHandler::sendAndApply( SetGarrisons * info )
- {
- sendAndApply((CPackForClient*)info);
- if(gs->map->victoryCondition.condition == gatherTroop)
- for(std::map<ui32,CCreatureSet>::const_iterator i = info->garrs.begin(); i != info->garrs.end(); i++)
- checkLossVictory(getObj(i->first)->tempOwner);
- }
- void CGameHandler::sendAndApply( SetResource * info )
- {
- sendAndApply((CPackForClient*)info);
- if(gs->map->victoryCondition.condition == gatherResource)
- checkLossVictory(info->player);
- }
- void CGameHandler::sendAndApply( SetResources * info )
- {
- sendAndApply((CPackForClient*)info);
- if(gs->map->victoryCondition.condition == gatherResource)
- checkLossVictory(info->player);
- }
- void CGameHandler::sendAndApply( NewStructures * info )
- {
- sendAndApply((CPackForClient*)info);
- if(gs->map->victoryCondition.condition == buildCity)
- checkLossVictory(getTown(info->tid)->tempOwner);
- }
- void CGameHandler::save( const std::string &fname )
- {
- {
- tlog0 << "Ordering clients to serialize...\n";
- SaveGame sg(fname);
- sendToAllClients(&sg);
- }
- {
- tlog0 << "Serializing game info...\n";
- CSaveFile save(GVCMIDirs.UserPath + "/Games/" + fname + ".vlgm1");
- char hlp[8] = "VCMISVG";
- save << hlp << static_cast<CMapHeader&>(*gs->map) << gs->scenarioOps << *VLC << gs;
- }
- {
- tlog0 << "Serializing server info...\n";
- CSaveFile save(GVCMIDirs.UserPath + "/Games/" + fname + ".vsgm1");
- save << *this;
- }
- tlog0 << "Game has been successfully saved!\n";
- }
- void CGameHandler::close()
- {
- tlog0 << "We have been requested to close.\n";
- //BOOST_FOREACH(CConnection *cc, conns)
- // if(cc && cc->socket && cc->socket->is_open())
- // cc->socket->close();
- //exit(0);
- }
- bool CGameHandler::arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val )
- {
- CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id1]),
- *s2 = static_cast<CArmedInstance*>(gs->map->objects[id2]);
- CCreatureSet temp1 = s1->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 build that building!");
- return false;
- }
-
- if(bid == 26) //grail
- {
- if(!t->visitingHero || !t->visitingHero->hasArt(2))
- {
- complain("Cannot build grail - hero doesn't have it");
- return false;
- }
- removeArtifact(2, t->visitingHero->id);
- }
- NewStructures ns;
- ns.tid = tid;
- if ( (bid == 18) && (vstd::contains(t->builtBuildings,(t->town->hordeLvl[0]+37))) )
- ns.bid.insert(19);//we have upgr. dwelling, upgr. horde will be builded as well
- else if ( (bid == 24) && (vstd::contains(t->builtBuildings,(t->town->hordeLvl[1]+37))) )
- ns.bid.insert(25);
- else if(bid>36) //upg dwelling
- {
- if ( (bid-37 == t->town->hordeLvl[0]) && (vstd::contains(t->builtBuildings,18)) )
- ns.bid.insert(19);//we have horde, will be upgraded as well as dwelling
- if ( (bid-37 == t->town->hordeLvl[1]) && (vstd::contains(t->builtBuildings,24)) )
- ns.bid.insert(25);
- SetAvailableCreatures ssi;
- ssi.tid = tid;
- ssi.creatures = t->creatures;
- ssi.creatures[bid-37].second.push_back(t->town->upgradedCreatures[bid-37]);
- sendAndApply(&ssi);
- }
- else if(bid >= 30) //bas. dwelling
- {
- int crid = t->town->basicCreatures[bid-30];
- SetAvailableCreatures ssi;
- ssi.tid = tid;
- ssi.creatures = t->creatures;
- ssi.creatures[bid-30].first = VLC->creh->creatures[crid].growth;
- ssi.creatures[bid-30].second.push_back(crid);
- sendAndApply(&ssi);
- }
- else if(bid == 11)
- ns.bid.insert(27);
- else if(bid == 12)
- ns.bid.insert(28);
- else if(bid == 13)
- ns.bid.insert(29);
- 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;
- }
- }
- // With the amount of changes done to the function, it's more like transferArtifacts.
- bool CGameHandler::swapArtifacts(si32 srcHeroID, si32 destHeroID, ui16 srcSlot, ui16 destSlot)
- {
- CGHeroInstance *srcHero = gs->getHero(srcHeroID);
- CGHeroInstance *destHero = gs->getHero(destHeroID);
- // Make sure exchange is even possible between the two heroes.
- if ((distance(srcHero->pos,destHero->pos) > 1.5 )|| (srcHero->tempOwner != destHero->tempOwner))
- return false;
- const CArtifact *srcArtifact = srcHero->getArt(srcSlot);
- const CArtifact *destArtifact = destHero->getArt(destSlot);
- if (srcArtifact == NULL) {
- complain("No artifact to swap!");
- return false;
- }
- SetHeroArtifacts sha;
- sha.hid = srcHeroID;
- sha.artifacts = srcHero->artifacts;
- sha.artifWorn = srcHero->artifWorn;
- // Combinational artifacts needs to be removed first so they don't get denied movement because of their own locks.
- if (srcHeroID == destHeroID && srcSlot < 19 && destSlot < 19) {
- sha.setArtAtPos(srcSlot, -1);
- if (!vstd::contains(sha.artifWorn, destSlot))
- destArtifact = NULL;
- }
- // Check if src/dest slots are appropriate for the artifacts exchanged.
- // Moving to the backpack is always allowed.
- if ((!srcArtifact || destSlot < 19)
- && (srcArtifact && !srcArtifact->fitsAt(srcHeroID == destHeroID ? sha.artifWorn : destHero->artifWorn, destSlot)))
- {
- complain("Cannot swap artifacts!");
- return false;
- }
- if ((srcArtifact && srcArtifact->id == 145) || (destArtifact && destArtifact->id == 145)) {
- complain("Cannot move artifact locks.");
- return false;
- }
- if (destSlot >= 19 && srcArtifact->isBig()) {
- complain("Cannot put big artifacts in backpack!");
- return false;
- }
- if (srcSlot == 16 || destSlot == 16) {
- complain("Cannot move catapult!");
- return false;
- }
- // If dest does not fit in src, put it in dest's backpack instead.
- if (srcHeroID == destHeroID) // To avoid stumbling on own locks, remove artifact first.
- sha.setArtAtPos(destSlot, -1);
- const bool destFits = !destArtifact || srcSlot >= 19 || destSlot >= 19 || destArtifact->fitsAt(sha.artifWorn, srcSlot);
- if (srcHeroID == destHeroID && destArtifact)
- sha.setArtAtPos(destSlot, destArtifact->id);
- sha.setArtAtPos(srcSlot, -1);
- if (destSlot < 19 && (destArtifact || srcSlot < 19) && destFits)
- sha.setArtAtPos(srcSlot, destArtifact ? destArtifact->id : -1);
- // Internal hero artifact arrangement.
- if(srcHero == destHero) {
- // Correction for destination from removing source artifact in backpack.
- if (srcSlot >= 19 && destSlot >= 19 && srcSlot < destSlot)
- destSlot--;
- sha.setArtAtPos(destSlot, srcHero->getArtAtPos(srcSlot));
- }
- sendAndApply(&sha);
- if (srcHeroID != destHeroID) {
- // Exchange between two different heroes.
- sha.hid = destHeroID;
- sha.artifacts = destHero->artifacts;
- sha.artifWorn = destHero->artifWorn;
- sha.setArtAtPos(destSlot, srcArtifact ? srcArtifact->id : -1);
- if (!destFits)
- sha.setArtAtPos(sha.artifacts.size() + 19, destHero->getArtAtPos(destSlot));
- sendAndApply(&sha);
- }
- return true;
- }
- /**
- * Assembles or disassembles a combination artifact.
- * @param heroID ID of hero holding the artifact(s).
- * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
- * @param assemble True for assembly operation, false for disassembly.
- * @param assembleTo If assemble is true, this represents the artifact ID of the combination
- * artifact to assemble to. Otherwise it's not used.
- */
- bool CGameHandler::assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assemble, ui32 assembleTo)
- {
- if (artifactSlot < 0 || artifactSlot > 18) {
- complain("Illegal artifact slot.");
- return false;
- }
- CGHeroInstance *hero = gs->getHero(heroID);
- const CArtifact *destArtifact = hero->getArt(artifactSlot);
- SetHeroArtifacts sha;
- sha.hid = heroID;
- sha.artifacts = hero->artifacts;
- sha.artifWorn = hero->artifWorn;
- if (assemble) {
- if (VLC->arth->artifacts.size() < assembleTo) {
- complain("Illegal artifact to assemble to.");
- return false;
- }
- if (!destArtifact->canBeAssembledTo(hero->artifWorn, assembleTo)) {
- complain("Artifact cannot be assembled.");
- return false;
- }
- const CArtifact &artifact = VLC->arth->artifacts[assembleTo];
- if (artifact.constituents == NULL) {
- complain("Not a combinational artifact.");
- return false;
- }
- // Perform assembly.
- bool destConsumed = false; // Determines which constituent that will be counted for together with the artifact.
- const bool destSpecific = vstd::contains(artifact.possibleSlots, artifactSlot); // Prefer the chosen slot as the location for the assembled artifact.
- BOOST_FOREACH(ui32 constituentID, *artifact.constituents) {
- if (destSpecific && constituentID == destArtifact->id) {
- sha.artifWorn[artifactSlot] = assembleTo;
- destConsumed = true;
- continue;
- }
- bool found = false;
- for (std::map<ui16, ui32>::iterator it = sha.artifWorn.begin(); it != sha.artifWorn.end(); ++it) {
- if (it->second == constituentID) { // Found possible constituent to substitute.
- if (destSpecific && !destConsumed && it->second == destArtifact->id) {
- // Find the specified destination for assembled artifact.
- if (it->first == artifactSlot) {
- it->second = assembleTo;
- destConsumed = true;
- found = true;
- break;
- }
- } else {
- // Either put the assembled artifact in a fitting spot, or put a lock.
- if (!destSpecific && !destConsumed && vstd::contains(artifact.possibleSlots, it->first)) {
- it->second = assembleTo;
- destConsumed = true;
- } else {
- it->second = 145;
- }
- found = true;
- break;
- }
- }
- }
- if (!found) {
- complain("Constituent missing.");
- return false;
- }
- }
- } else {
- // Perform disassembly.
- bool destConsumed = false; // Determines which constituent that will be counted for together with the artifact.
- BOOST_FOREACH(ui32 constituentID, *destArtifact->constituents) {
- const CArtifact &constituent = VLC->arth->artifacts[constituentID];
- if (!destConsumed && vstd::contains(constituent.possibleSlots, artifactSlot)) {
- sha.artifWorn[artifactSlot] = constituentID;
- destConsumed = true;
- } else {
- BOOST_REVERSE_FOREACH(ui16 slotID, constituent.possibleSlots) {
- if (vstd::contains(sha.artifWorn, slotID) && sha.artifWorn[slotID] == 145) {
- sha.artifWorn[slotID] = constituentID;
- break;
- }
- }
- }
- }
- }
- sendAndApply(&sha);
- return true;
- }
- bool CGameHandler::buyArtifact( ui32 hid, si32 aid )
- {
- CGHeroInstance *hero = gs->getHero(hid);
- CGTownInstance *town = hero->visitedTown;
- if(aid==0) //spellbook
- {
- if(!vstd::contains(town->builtBuildings,si32(0)) && complain("Cannot buy a spellbook, no mage guild in the town!")
- || getResource(hero->getOwner(),6)<500 && complain("Cannot buy a spellbook, not enough gold!")
- || hero->getArt(17) && complain("Cannot buy a spellbook, hero already has a one!")
- )
- return false;
- giveResource(hero->getOwner(),6,-500);
- giveHeroArtifact(0,hid,17);
- giveSpells(town,hero);
- return true;
- }
- else if(aid < 7 && aid > 3) //war machine
- {
- int price = VLC->arth->artifacts[aid].price;
- if(vstd::contains(hero->artifWorn,ui16(9+aid)) && complain("Hero already has this machine!")
- || !vstd::contains(town->builtBuildings,si32(16)) && complain("No blackismith!")
- || gs->getPlayer(hero->getOwner())->resources[6] < price && complain("Not enough gold!") //no gold
- || (!(town->subID == 6 && vstd::contains(town->builtBuildings,si32(22) ) )
- && town->town->warMachine!= aid ) && complain("This machine is unavailable here!") )
- {
- return false;
- }
- giveResource(hero->getOwner(),6,-price);
- giveHeroArtifact(aid,hid,9+aid);
- return true;
- }
- return false;
- }
- bool CGameHandler::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);
- handleAfterAttackCasting(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);
- handleAfterAttackCasting(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);
- handleAfterAttackCasting(bat);
- }
- //return
- if(curStack->hasFeatureOfType(StackFeature::RETURN_AFTER_STRIKE) && startingPos != curStack->position && curStack->alive())
- {
- moveStack(ba.stackNumber, startingPos);
- //NOTE: curStack->ID == ba.stackNumber (rev 1431)
- }
- sendAndApply(&EndAction());
- break;
- }
- case 7: //shoot
- {
- CStack *curStack = gs->curB->getStack(ba.stackNumber),
- *destStack= gs->curB->getStackT(ba.destinationTile);
- if( !gs->battleCanShoot(ba.stackNumber, ba.destinationTile) )
- break;
- sendAndApply(&StartAction(ba)); //start shooting
- BattleAttack bat;
- 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);
- handleAfterAttackCasting(bat);
- }
- sendAndApply(&EndAction());
- break;
- }
- case 9: //catapult
- {
- sendAndApply(&StartAction(ba));
- const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
- CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(20)]; //artillery
-
- int attackedPart = gs->curB->hexToWallPart(ba.destinationTile);
- if(attackedPart == -1)
- {
- complain("catapult tried to attack non-catapultable hex!");
- break;
- }
- int wallInitHP = gs->curB->si.wallState[attackedPart];
- int dmgAlreadyDealt = 0; //in successive iterations damage is dealt but not yet substracted from wall's HPs
- for(int g=0; g<sbi.shots; ++g)
- {
- if(wallInitHP + dmgAlreadyDealt == 3) //it's not destroyed
- continue;
-
- CatapultAttack ca; //package for clients
- std::pair< std::pair< ui8, si16 >, ui8> attack; //<< attackedPart , destination tile >, damageDealt >
- attack.first.first = attackedPart;
- attack.first.second = ba.destinationTile;
- attack.second = 0;
- int chanceForHit = 0;
- int dmgChance[3] = {sbi.noDmg, sbi.oneDmg, sbi.twoDmg}; //dmgChance[i] - chance for doing i dmg when hit is successful
- switch(attackedPart)
- {
- case 0: //keep
- chanceForHit = sbi.keep;
- break;
- case 1: //bottom tower
- case 6: //upper tower
- chanceForHit = sbi.tower;
- break;
- case 2: //bottom wall
- case 3: //below gate
- case 4: //over gate
- case 5: //upper wall
- chanceForHit = sbi.wall;
- break;
- case 7: //gate
- chanceForHit = sbi.gate;
- break;
- }
- if(rand()%100 <= chanceForHit) //hit is successful
- {
- int dmgRand = rand()%100;
- //accumulating dmgChance
- dmgChance[1] += dmgChance[0];
- dmgChance[2] += dmgChance[1];
- //calculating dealt damage
- for(int v = 0; v < ARRAY_COUNT(dmgChance); ++v)
- {
- if(dmgRand <= dmgChance[v])
- {
- attack.second = std::min(3 - dmgAlreadyDealt - wallInitHP, v);
- dmgAlreadyDealt += attack.second;
- break;
- }
- }
- //removing creatures in turrets / keep if one is destroyed
- if(attack.second > 0 && (attackedPart == 0 || attackedPart == 1 || attackedPart == 6))
- {
- int posRemove = -1;
- switch(attackedPart)
- {
- case 0: //keep
- posRemove = -2;
- break;
- case 1: //bottom tower
- posRemove = -3;
- break;
- case 6: //upper tower
- posRemove = -4;
- break;
- }
- BattleStacksRemoved bsr;
- for(int g=0; g<gs->curB->stacks.size(); ++g)
- {
- if(gs->curB->stacks[g]->position == posRemove)
- {
- bsr.stackIDs.insert( gs->curB->stacks[g]->ID );
- break;
- }
- }
- sendAndApply(&bsr);
- }
- }
- ca.attacker = ba.stackNumber;
- ca.attackedParts.insert(attack);
- sendAndApply(&ca);
- }
- sendAndApply(&EndAction());
- break;
- }
- case 12: //healing
- {
- static const int healingPerLevel[] = {50, 50, 75, 100};
- sendAndApply(&StartAction(ba));
- const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
- CStack *healer = gs->curB->getStack(ba.stackNumber),
- *destStack = gs->curB->getStackT(ba.destinationTile);
- if(healer == NULL || destStack == NULL || !healer->hasFeatureOfType(StackFeature::HEALER))
- {
- complain("There is either no healer, no destination, or healer cannot heal :P");
- }
- int maxHealable = destStack->MaxHealth() - destStack->firstHPleft;
- int maxiumHeal = healingPerLevel[ attackingHero->getSecSkillLevel(27) ];
- int healed = std::min(maxHealable, maxiumHeal);
- if(healed == 0)
- {
- //nothing to heal.. should we complain?
- }
- else
- {
- StacksHealedOrResurrected shr;
- StacksHealedOrResurrected::HealInfo hi;
- hi.healedHP = healed;
- hi.lowLevelResurrection = 0;
- hi.stackID = destStack->ID;
- shr.healedStacks.push_back(hi);
- sendAndApply(&shr);
- }
- sendAndApply(&EndAction());
- break;
- }
- }
- if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
- battleMadeAction.setn(true);
- return ok;
- }
- void CGameHandler::playerMessage( ui8 player, const std::string &message )
- {
- bool cheated=true;
- sendAndApply(&PlayerMessage(player,message));
- if(message == "vcmiistari") //give all spells and 999 mana
- {
- SetMana sm;
- ChangeSpells cs;
- SetHeroArtifacts sha;
- CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
- if(!h && complain("Cannot realize cheat, no hero selected!")) return;
- sm.hid = cs.hid = h->id;
- //give all spells
- cs.learn = 1;
- for(int i=0;i<VLC->spellh->spells.size();i++)
- {
- if(!VLC->spellh->spells[i].creatureAbility)
- cs.spells.insert(i);
- }
- //give mana
- sm.val = 999;
- if(!h->getArt(17)) //hero doesn't have spellbook
- {
- //give spellbook
- sha.hid = h->id;
- sha.artifacts = h->artifacts;
- sha.artifWorn = h->artifWorn;
- VLC->arth->equipArtifact(sha.artifWorn, 17, 0);
- sendAndApply(&sha);
- }
- sendAndApply(&cs);
- sendAndApply(&sm);
- }
- else if(message == "vcmiainur") //gives 5 archangels into each slot
- {
- 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;
- VLC->arth->equipArtifact(sha.artifWorn, 13, 4);
- VLC->arth->equipArtifact(sha.artifWorn, 14, 5);
- VLC->arth->equipArtifact(sha.artifWorn, 15, 6);
- sendAndApply(&sha);
- }
- else if(message == "vcminahar") //1000000 movement points
- {
- CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
- if(!hero) return;
- SetMovePoints smp;
- smp.hid = hero->id;
- smp.val = 1000000;
- sendAndApply(&smp);
- }
- else if(message == "vcmiformenos") //give resources
- {
- SetResources sr;
- sr.player = player;
- sr.res = gs->getPlayer(player)->resources;
- for(int i=0;i<7;i++)
- sr.res[i] += 100;
- sr.res[6] += 19900;
- sendAndApply(&sr);
- }
- else if(message == "vcmieagles") //reveal FoW
- {
- FoWChange fc;
- fc.mode = 1;
- fc.player = player;
- for(int i=0;i<gs->map->width;i++)
- for(int j=0;j<gs->map->height;j++)
- for(int k=0;k<gs->map->twoLevel+1;k++)
- if(!gs->getPlayer(fc.player)->fogOfWarMap[i][j][k])
- fc.tiles.insert(int3(i,j,k));
- sendAndApply(&fc);
- }
- else if(message == "vcmiglorfindel")
- {
- CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
- changePrimSkill(hero->id,4,VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
- }
- else
- cheated = false;
- if(cheated)
- {
- sendAndApply(&SystemMessage(VLC->generaltexth->allTexts[260]));
- }
- }
- static ui32 calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack)
- {
- switch(spell->id)
- {
- case 37: //cure
- {
- int healedHealth = caster->getPrimSkillLevel(2) * 5 + spell->powers[caster->getSpellSchoolLevel(spell)];
- return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft);
- break;
- }
- case 38: //resurrection
- {
- int healedHealth = caster->getPrimSkillLevel(2) * 50 + spell->powers[caster->getSpellSchoolLevel(spell)];
- return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + stack->baseAmount * stack->MaxHealth());
- break;
- }
- case 39: //animate dead
- {
- int healedHealth = caster->getPrimSkillLevel(2) * 50 + spell->powers[caster->getSpellSchoolLevel(spell)];
- return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + stack->baseAmount * stack->MaxHealth());
- break;
- }
- }
- //we shouldn't be here
- tlog1 << "calculateHealedHP called for non-healing spell: " << spell->name << std::endl;
- return 0;
- }
- static std::vector<ui32> calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::set<CStack*> affectedCreatures)
- {
- std::vector<ui32> ret;
- for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
- {
- if ((*it)->hasFeatureOfType(StackFeature::SPELL_IMMUNITY, sp->id) //100% sure spell immunity
- || ( (*it)->hasFeatureOfType(StackFeature::LEVEL_SPELL_IMMUNITY) &&
- (*it)->valOfFeatures(StackFeature::LEVEL_SPELL_IMMUNITY) >= sp->level) ) //some creature abilities have level 0
- {
- ret.push_back((*it)->ID);
- continue;
- }
- //non-negative spells on friendly stacks should always succeed, unless immune
- if(sp->positiveness >= 0 && (*it)->owner == caster->tempOwner)
- continue;
- const CGHeroInstance * bonusHero; //hero we should take bonuses from
- if(caster && (*it)->owner == caster->tempOwner)
- bonusHero = caster;
- else
- bonusHero = hero2;
- int prob = (*it)->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;
- }
- void CGameHandler::handleSpellCasting( int spellID, int spellLvl, int destination, ui8 casterSide, ui8 casterColor,
- const CGHeroInstance * caster, const CGHeroInstance * secHero, int usedSpellPower )
- {
- CSpell *spell = &VLC->spellh->spells[spellID];
- SpellCast sc;
- sc.side = casterSide;
- sc.id = spellID;
- sc.skill = spellLvl;
- sc.tile = destination;
- sc.dmgToDisplay = 0;
- sc.castedByHero = (bool)caster;
- //calculating affected creatures for all spells
- std::set<CStack*> attackedCres = gs->curB->getAttackedCreatures(spell, spellLvl, casterColor, destination);
- for(std::set<CStack*>::const_iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
- {
- sc.affectedCres.insert((*it)->ID);
- }
- //checking if creatures resist
- sc.resisted = calculateResistedStacks(spell, caster, secHero, attackedCres);
- //calculating dmg to display
- for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
- {
- if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
- continue;
- sc.dmgToDisplay += gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower);
- }
- sendAndApply(&sc);
- //applying effects
- switch(spellID)
- {
- case 15: //magic arrow
- case 16: //ice bolt
- case 17: //lightning bolt
- case 18: //implosion
- case 20: //frost ring
- case 21: //fireball
- case 22: //inferno
- case 23: //meteor shower
- case 24: //death ripple
- case 25: //destroy undead
- case 26: //armageddon
- case 77: //Thunderbolt (thunderbirds)
- {
- StacksInjured si;
- for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
- {
- if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
- continue;
- BattleStackAttacked bsa;
- bsa.flags |= 2;
- bsa.effect = spell->mainEffectAnim;
- bsa.damageAmount = gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower);
- bsa.stackAttacked = (*it)->ID;
- bsa.attackerID = -1;
- prepareAttacked(bsa,*it);
- si.stacks.push_back(bsa);
- }
- if(!si.stacks.empty())
- sendAndApply(&si);
- break;
- }
- case 27: //shield
- case 28: //air shield
- case 29: //fire shield
- case 30: //protection from air
- case 31: //protection from fire
- case 32: //protection from water
- case 33: //protection from earth
- case 34: //anti-magic
- case 41: //bless
- case 42: //curse
- case 43: //bloodlust
- case 44: //precision
- case 45: //weakness
- case 46: //stone skin
- case 47: //disrupting ray
- case 48: //prayer
- case 49: //mirth
- case 50: //sorrow
- case 51: //fortune
- case 52: //misfortune
- case 53: //haste
- case 54: //slow
- case 55: //slayer
- case 56: //frenzy
- case 58: //counterstrike
- case 59: //berserk
- case 60: //hypnotize
- case 61: //forgetfulness
- case 62: //blind
- {
- SetStackEffect sse;
- for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
- {
- if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
- continue;
- sse.stacks.push_back((*it)->ID);
- }
- sse.effect.id = spellID;
- sse.effect.level = spellLvl;
- sse.effect.turnsRemain = BattleInfo::calculateSpellDuration(spell, caster);
- 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
- || (spellID == 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(caster, spell, *it);
- hi.lowLevelResurrection = spellLvl <= 1;
- shr.healedStacks.push_back(hi);
- }
- if(!shr.healedStacks.empty())
- sendAndApply(&shr);
- break;
- }
- case 64: //remove obstacle
- {
- ObstaclesRemoved obr;
- for(int g=0; g<gs->curB->obstacles.size(); ++g)
- {
- std::vector<int> blockedHexes = VLC->heroh->obstacles[gs->curB->obstacles[g].ID].getBlocked(gs->curB->obstacles[g].pos);
- if(vstd::contains(blockedHexes, destination)) //this obstacle covers given hex
- {
- obr.obstacles.insert(gs->curB->obstacles[g].uniqueID);
- }
- }
- if(!obr.obstacles.empty())
- sendAndApply(&obr);
- break;
- }
- }
- }
- bool CGameHandler::makeCustomAction( BattleAction &ba )
- {
- switch(ba.actionType)
- {
- case 1: //hero casts spell
- {
- const CGHeroInstance *h = gs->curB->heroes[ba.side];
- const CGHeroInstance *secondHero = gs->curB->heroes[!ba.side];
- if(!h)
- {
- tlog2 << "Wrong caster!\n";
- return false;
- }
- if(ba.additionalInfo >= VLC->spellh->spells.size())
- {
- tlog2 << "Wrong spell id (" << ba.additionalInfo << ")!\n";
- return false;
- }
- 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
- handleSpellCasting(ba.additionalInfo, skill, ba.destinationTile, ba.side, h->tempOwner, h, secondHero, h->getPrimSkillLevel(2));
- sendAndApply(&EndAction());
- if( !gs->curB->getStack(gs->curB->activeStack, false)->alive() )
- {
- battleMadeAction.setn(true);
- }
- checkForBattleEnd(gs->curB->stacks);
- if(battleResult.get())
- {
- endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
- }
- return true;
- }
- }
- return false;
- }
- void CGameHandler::handleTimeEvents()
- {
- gs->map->events.sort(evntCmp);
- while(gs->map->events.size() && gs->map->events.front()->firstOccurence+1 == gs->day)
- {
- CMapEvent *ev = gs->map->events.front();
- for(int player = 0; player < PLAYER_LIMIT; player++)
- {
- PlayerState *pinfo = gs->getPlayer(player);
- if( pinfo //player exists
- && (ev->players & 1<<player) //event is enabled to this player
- && ((ev->computerAffected && !pinfo->human)
- || (ev->humanAffected && pinfo->human)
- )
- )
- {
- //give resources
- SetResources sr;
- sr.player = player;
- sr.res = pinfo->resources;
- //prepare dialog
- InfoWindow iw;
- iw.player = player;
- iw.text << ev->message;
- for (int i=0; i<ev->resources.size(); i++)
- {
- if(ev->resources[i]) //if resource is changed, we add it to the dialog
- {
- // If removing too much resources, adjust the
- // amount so the total doesn't become negative.
- if (sr.res[i] + ev->resources[i] < 0)
- ev->resources[i] = -sr.res[i];
- if(ev->resources[i]) //if non-zero res change
- {
- iw.components.push_back(Component(Component::RESOURCE,i,ev->resources[i],0));
- sr.res[i] += ev->resources[i];
- }
- }
- }
- if (iw.components.size())
- {
- sendAndApply(&sr); //update player resources if changed
- }
- sendAndApply(&iw); //show dialog
- }
- } //PLAYERS LOOP
- if(ev->nextOccurence)
- {
- ev->firstOccurence += ev->nextOccurence;
- gs->map->events.sort(evntCmp);
- }
- else
- {
- delete ev;
- gs->map->events.pop_front();
- }
- }
- }
- bool CGameHandler::complain( const std::string &problem )
- {
- sendMessageToAll("Server encountered a problem: " + problem);
- tlog1 << problem << std::endl;
- return true;
- }
- ui32 CGameHandler::getQueryResult( ui8 player, int queryID )
- {
- //TODO: write
- return 0;
- }
- void CGameHandler::showGarrisonDialog( int upobj, int hid, bool removableUnits, const boost::function<void()> &cb )
- {
- ui8 player = getOwner(hid);
- GarrisonDialog gd;
- gd.hid = hid;
- gd.objid = upobj;
- {
- boost::unique_lock<boost::recursive_mutex> lock(gsm);
- gd.id = QID;
- garrisonCallbacks[QID] = cb;
- allowedExchanges[QID] = std::pair<si32,si32>(upobj,hid);
- states.addQuery(player,QID);
- QID++;
- gd.removableUnits = removableUnits;
- sendAndApply(&gd);
- }
- }
- void CGameHandler::showThievesGuildWindow(int requestingObjId)
- {
- OpenWindow ow;
- ow.window = OpenWindow::THIEVES_GUILD;
- ow.id1 = requestingObjId;
- sendAndApply(&ow);
- }
- bool CGameHandler::isAllowedExchange( int id1, int id2 )
- {
- if(id1 == id2)
- return true;
- {
- boost::unique_lock<boost::recursive_mutex> lock(gsm);
- for(std::map<ui32, std::pair<si32,si32> >::const_iterator i = allowedExchanges.begin(); i!=allowedExchanges.end(); i++)
- if(id1 == i->second.first && id2 == i->second.second || id2 == i->second.first && id1 == i->second.second)
- return true;
- }
- const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
- if(o1->ID == TOWNI_TYPE)
- {
- const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
- if(t->visitingHero == o2 || t->garrisonHero == o2)
- return true;
- }
- if(o2->ID == TOWNI_TYPE)
- {
- const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
- if(t->visitingHero == o1 || t->garrisonHero == o1)
- return true;
- }
- if(o1->ID == HEROI_TYPE && o2->ID == HEROI_TYPE
- && distance(o1->pos, o2->pos) < 2) //hero stands on the same tile or on the neighbouring tiles
- {
- //TODO: it's workaround, we should check if first hero visited second and player hasn't closed exchange window
- //(to block moving stacks for free [without visiting] beteen heroes)
- return true;
- }
- return false;
- }
- void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
- {
- obj->onHeroVisit(h);
- }
- bool CGameHandler::buildBoat( ui32 objid )
- {
- const IShipyard *obj = IShipyard::castFrom(getObj(objid));
- int boatType = 1;
- if(obj->state())
- {
- complain("Cannot build boat in this shipyard!");
- return false;
- }
- else if(obj->o->ID == TOWNI_TYPE
- && !vstd::contains((static_cast<const CGTownInstance*>(obj))->builtBuildings,6))
- {
- complain("Cannot build boat in the town - no shipyard!");
- return false;
- }
- //TODO use "real" cost via obj->getBoatCost
- if(getResource(obj->o->tempOwner, 6) < 1000 || getResource(obj->o->tempOwner, 0) < 10)
- {
- complain("Not enough resources to build a boat!");
- return false;
- }
- int3 tile = obj->bestLocation();
- if(!gs->map->isInTheMap(tile))
- {
- complain("Cannot find appropriate tile for a boat!");
- return false;
- }
- //take boat cost
- SetResources sr;
- sr.player = obj->o->tempOwner;
- sr.res = gs->getPlayer(obj->o->tempOwner)->resources;
- sr.res[0] -= 10;
- sr.res[6] -= 1000;
- sendAndApply(&sr);
- //create boat
- NewObject no;
- no.ID = 8;
- no.subID = obj->getBoatType();
- no.pos = tile + int3(1,0,0);
- sendAndApply(&no);
- return true;
- }
- void CGameHandler::engageIntoBattle( ui8 player )
- {
- if(vstd::contains(states.players, player))
- states.setFlag(player,&PlayerStatus::engagedIntoBattle,true);
- //notify interfaces
- PlayerBlocked pb;
- pb.player = player;
- pb.reason = PlayerBlocked::UPCOMING_BATTLE;
- sendAndApply(&pb);
- }
- void CGameHandler::winLoseHandle(ui8 players )
- {
- for(size_t i = 0; i < PLAYER_LIMIT; i++)
- {
- if(players & 1<<i && gs->getPlayer(i))
- {
- checkLossVictory(i);
- }
- }
- }
- void CGameHandler::checkLossVictory( ui8 player )
- {
- const PlayerState *p = gs->getPlayer(player);
- if(p->status) //player already won / lost
- return;
- int loss = gs->lossCheck(player);
- int vic = gs->victoryCheck(player);
- if(!loss && !vic)
- return;
- InfoWindow iw;
- getLossVicMessage(player, vic ? vic : loss , vic, iw);
- sendAndApply(&iw);
- PlayerEndsGame peg;
- peg.player = player;
- peg.victory = vic;
- sendAndApply(&peg);
- if(vic > 0) //one player won -> all enemies lost //TODO: allies
- {
- iw.text.localStrings.front().second++; //message about losing because enemy won first is just after victory message
- for (std::map<ui8,PlayerState>::const_iterator i = gs->players.begin(); i!=gs->players.end(); i++)
- {
- if(i->first < PLAYER_LIMIT && i->first != player)
- {
- iw.player = i->first;
- sendAndApply(&iw);
- peg.player = i->first;
- peg.victory = false;
- sendAndApply(&peg);
- }
- }
- }
- else //player lost -> all his objects become unflagged (neutral)
- {
- std::vector<CGHeroInstance*> hlp = p->heroes;
- for (std::vector<CGHeroInstance*>::const_iterator i = hlp.begin(); i != hlp.end(); i++) //eliminate heroes
- removeObject((*i)->id);
- for (std::vector<CGObjectInstance*>::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++) //unflag objs
- {
- if(*i && (*i)->tempOwner == player)
- setOwner((**i).id,NEUTRAL_PLAYER);
- }
- //eliminating one player may cause victory of another:
- winLoseHandle(ALL_PLAYERS & ~(1<<player));
- }
- if(vic)
- end2 = true;
- }
- void CGameHandler::getLossVicMessage( ui8 player, ui8 standard, bool victory, InfoWindow &out ) const
- {
- const PlayerState *p = gs->getPlayer(player);
- // if(!p->human)
- // return; //AI doesn't need text info of loss
- out.player = player;
- if(victory)
- {
- if(standard < 0) //not std loss
- {
- switch(gs->map->victoryCondition.condition)
- {
- case artifact:
- out.text.addTxt(MetaString::GENERAL_TXT, 280); //Congratulations! You have found the %s, and can claim victory!
- out.text.addReplacement(MetaString::ART_NAMES,gs->map->victoryCondition.ID); //artifact name
- break;
- case gatherTroop:
- out.text.addTxt(MetaString::GENERAL_TXT, 276); //Congratulations! You have over %d %s in your armies. Your enemies have no choice but to bow down before your power!
- out.text.addReplacement(gs->map->victoryCondition.count);
- out.text.addReplacement(MetaString::CRE_PL_NAMES, gs->map->victoryCondition.ID);
- break;
- case gatherResource:
- out.text.addTxt(MetaString::GENERAL_TXT, 278); //Congratulations! You have collected over %d %s in your treasury. Victory is yours!
- out.text.addReplacement(gs->map->victoryCondition.count);
- out.text.addReplacement(MetaString::RES_NAMES, gs->map->victoryCondition.ID);
- break;
- case buildCity:
- out.text.addTxt(MetaString::GENERAL_TXT, 282); //Congratulations! You have successfully upgraded your town, and can claim victory!
- break;
- case buildGrail:
- out.text.addTxt(MetaString::GENERAL_TXT, 284); //Congratulations! You have constructed a permanent home for the Grail, and can claim victory!
- break;
- case beatHero:
- {
- out.text.addTxt(MetaString::GENERAL_TXT, 252); //Congratulations! You have completed your quest to defeat the enemy hero %s. Victory is yours!
- const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->victoryCondition.obj);
- assert(h);
- out.text.addReplacement(h->name);
- }
- break;
- case captureCity:
- {
- out.text.addTxt(MetaString::GENERAL_TXT, 249); //Congratulations! You captured %s, and are victorious!
- const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->victoryCondition.obj);
- assert(t);
- out.text.addReplacement(t->name);
- }
- break;
- case beatMonster:
- out.text.addTxt(MetaString::GENERAL_TXT, 286); //Congratulations! You have completed your quest to kill the fearsome beast, and can claim victory!
- break;
- case takeDwellings:
- out.text.addTxt(MetaString::GENERAL_TXT, 288); //Congratulations! Your flag flies on the dwelling of every creature. Victory is yours!
- break;
- case takeMines:
- out.text.addTxt(MetaString::GENERAL_TXT, 290); //Congratulations! Your flag flies on every mine. Victory is yours!
- break;
- case transportItem:
- out.text.addTxt(MetaString::GENERAL_TXT, 292); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
- break;
- }
- }
- else
- {
- out.text.addTxt(MetaString::GENERAL_TXT, 659); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
- }
- }
- else
- {
- if(standard < 0) //not std loss
- {
- switch(gs->map->lossCondition.typeOfLossCon)
- {
- case lossCastle:
- {
- out.text.addTxt(MetaString::GENERAL_TXT, 251); //The town of %s has fallen - all is lost!
- const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->lossCondition.obj);
- assert(t);
- out.text.addReplacement(t->name);
- }
- break;
- case lossHero:
- {
- out.text.addTxt(MetaString::GENERAL_TXT, 253); //The hero, %s, has suffered defeat - your quest is over!
- const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->lossCondition.obj);
- assert(h);
- out.text.addReplacement(h->name);
- }
- break;
- case timeExpires:
- out.text.addTxt(MetaString::GENERAL_TXT, 254); //Alas, time has run out on your quest. All is lost.
- break;
- }
- }
- else if(standard == 2)
- {
- out.text.addTxt(MetaString::GENERAL_TXT, 7);//%s, your heroes abandon you, and you are banished from this land.
- out.text.addReplacement(MetaString::COLOR, player);
- out.components.push_back(Component(Component::FLAG,player,0,0));
- }
- else //lost all towns and heroes
- {
- out.text.addTxt(MetaString::GENERAL_TXT, 660); //All your forces have been defeated, and you are banished from this land!
- }
- }
- }
- bool CGameHandler::dig( const CGHeroInstance *h )
- {
- for (std::vector<CGObjectInstance*>::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++) //unflag objs
- {
- if(*i && (*i)->ID == 124 && (*i)->pos == h->getPosition())
- {
- complain("Cannot dig - there is already a hole under the hero!");
- return false;
- }
- }
- NewObject no;
- no.ID = 124;
- no.pos = h->getPosition();
- no.subID = getTile(no.pos)->tertype;
- if(no.subID >= 8) //no digging on water / rock
- {
- complain("Cannot dig - wrong terrain type!");
- return false;
- }
- sendAndApply(&no);
- SetMovePoints smp;
- smp.hid = h->id;
- smp.val = 0;
- sendAndApply(&smp);
- InfoWindow iw;
- iw.player = h->tempOwner;
- if(gs->map->grailPos == h->getPosition())
- {
- iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
- iw.text.addTxt(MetaString::ART_NAMES, 2);
- iw.soundID = soundBase::ULTIMATEARTIFACT;
- giveHeroArtifact(2, h->id, -1); //give grail
- sendAndApply(&iw);
- iw.text.clear();
- iw.text.addTxt(MetaString::ART_DESCR, 2);
- sendAndApply(&iw);
- }
- else
- {
- iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
- iw.soundID = soundBase::Dig;
- sendAndApply(&iw);
- }
- return true;
- }
- void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
- {
- const CStack * attacker = gs->curB->getStack(bat.stackAttacking);
- if( attacker->hasFeatureOfType(StackFeature::SPELL_AFTER_ATTACK) )
- {
- for (int it=0; it<attacker->features.size(); ++it)
- {
- const StackFeature & sf = attacker->features[it];
- if (sf.type == StackFeature::SPELL_AFTER_ATTACK)
- {
- const CStack * oneOfAttacked = NULL;
- for(int g=0; g<bat.bsa.size(); ++g)
- {
- if (bat.bsa[g].newAmount > 0)
- {
- oneOfAttacked = gs->curB->getStack(bat.bsa[g].stackAttacked);
- break;
- }
- }
- if(oneOfAttacked == NULL) //all attacked creatures have been killed
- return;
- int spellID = sf.subtype;
- int spellLevel = sf.value;
- int chance = sf.additionalInfo % 1000;
- int meleeRanged = sf.additionalInfo / 1000;
- int destination = oneOfAttacked->position;
- //check if spell should be casted (probability handling)
- if( rand()%100 >= chance )
- continue;
- //casting
- handleSpellCasting(spellID, spellLevel, destination, !attacker->attackerOwned, attacker->owner, NULL, NULL, attacker->amount);
- }
- }
- }
- }
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