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