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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/CTownHandler.h"
- #include "../lib/CGameState.h"
- #include "../lib/CondSh.h"
- #include "../lib/NetPacks.h"
- #include "../lib/VCMI_Lib.h"
- #include "../lib/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 <boost/assign/list_of.hpp>
- #include <fstream>
- /*
- * 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;
- class CMP_stack
- {
- public:
- inline bool operator ()(const CStack* a, const CStack* b)
- {
- return (a->Speed())>(b->Speed());
- }
- } 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::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;
- }
- }
- 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, 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]);
- 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++)
- {
- 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, boost::function<void(BattleResult*)> cb)
- {
- BattleInfo *curB = new BattleInfo;
- setupBattle(curB, tile, army1->army, army2->army, 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 &&
- !((hero1 && hero1->hasBonusOfType(HeroBonus::BLOCK_MORALE)) || (hero2 && hero2->hasBonusOfType(HeroBonus::BLOCK_MORALE))) //checking if heroes have (or don't have) morale blocking bonuses)
- )
- {
- if( rand()%24 < (-next->Morale())*2 )
- {
- //unit loses its turn - empty freeze action
- BattleAction ba;
- ba.actionType = 11;
- ba.additionalInfo = 1;
- ba.side = !next->attackerOwned;
- ba.stackNumber = next->ID;
- sendAndApply(&StartAction(ba));
- sendAndApply(&EndAction());
- checkForBattleEnd(stacks); //check if this "action" ended the battle (not likely but who knows...)
- continue;
- }
- }
- 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(!battleMadeAction.data && !battleResult.get()) //active stack hasn't made its action and battle is still going
- battleMadeAction.cond.wait(lock);
- battleMadeAction.data = false;
- }
- else
- {
- break;
- }
- //we're after action, all results applied
- checkForBattleEnd(stacks); //check if this action ended the battle
- //check for good morale
- if(!vstd::contains(next->state,HAD_MORALE) //only one extra move per turn possible
- && !vstd::contains(next->state,DEFENDING)
- && !vstd::contains(next->state,WAITING)
- && next->alive()
- && next->Morale() > 0
- && !((hero1 && hero1->hasBonusOfType(HeroBonus::BLOCK_MORALE)) || (hero2 && hero2->hasBonusOfType(HeroBonus::BLOCK_MORALE)) ) //checking if heroes have (or don't have) morale blocking bonuses
- )
- if(rand()%24 < next->Morale()) //this stack hasn't got morale this turn
- goto askInterfaceForMove; //move this stack once more
- }
- }
- BattleResultsApplied resultsApplied;
- resultsApplied.player1 = army1->tempOwner;
- resultsApplied.player2 = army2->tempOwner;
- //unblock engaged players
- if(army1->tempOwner<PLAYER_LIMIT)
- states.setFlag(army1->tempOwner,&PlayerStatus::engagedIntoBattle,false);
- if(army2 && army2->tempOwner<PLAYER_LIMIT)
- states.setFlag(army2->tempOwner,&PlayerStatus::engagedIntoBattle,false);
- //casualties among heroes armies
- SetGarrisons sg;
- sg.garrs[army1->id] = takeCasualties(army1->tempOwner,army1->army,gs->curB);
- sg.garrs[army2->id] = takeCasualties(army2->tempOwner,army2->army,gs->curB);
- sendAndApply(&sg);
- //end battle, remove all info, free memory
- giveExp(*battleResult.data);
- sendAndApply(battleResult.data);
- //if one hero has lost we will erase him
- if(battleResult.data->winner!=0 && hero1)
- {
- RemoveObject ro(hero1->id);
- sendAndApply(&ro);
- }
- if(battleResult.data->winner!=1 && hero2)
- {
- RemoveObject ro(hero2->id);
- sendAndApply(&ro);
- }
- //give exp
- if(battleResult.data->exp[0] && hero1)
- changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
- if(battleResult.data->exp[1] && hero2)
- changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
- if(cb)
- cb(battleResult.data);
- delete battleResult.data;
-
- sendAndApply(&resultsApplied);
- }
- void CGameHandler::prepareAttacked(BattleStackAttacked &bsa, 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, CStack *att, CStack *def)
- {
- bat.bsa.clear();
- bat.stackAttacking = att->ID;
- std::set<BattleStackAttacked>::iterator i = bat.bsa.insert(BattleStackAttacked()).first;
- #ifdef __GNUC__
- BattleStackAttacked *bsa = (BattleStackAttacked *)&*i;
- #else
- BattleStackAttacked *bsa = &*i;
- #endif
- bsa->stackAttacked = def->ID;
- bsa->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())
- {
- bsa->damageAmount *= 2;
- bat.flags |= 4;
- }
- prepareAttacked(*bsa,def);
- }
- void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
- {
- srand(time(NULL));
- CPack *pack = NULL;
- try
- {
- while(!end2)
- {
- {
- boost::unique_lock<boost::mutex> lock(*c.rmx);
- c >> pack; //get the package
- tlog5 << "Received client message of type " << typeid(*pack).name() << std::endl;
- }
- int packType = typeList.getTypeID(pack); //get the id of type
- CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
- if(apply)
- {
- bool result = apply->applyOnGH(this,&c,pack);
- tlog5 << "Message successfully applied (result=" << result << ")!\n";
- //send confirmation that we've applied the package
- if(pack->type != 6000) //WORKAROUND - not confirm query replies TODO: reconsider
- {
- PackageApplied applied;
- applied.result = result;
- applied.packType = packType;
- {
- boost::unique_lock<boost::mutex> lock(*c.wmx);
- c << &applied;
- }
- }
- }
- else
- {
- tlog1 << "Message cannot be applied, cannot find applier (unregistered type)!\n";
- }
- delete pack;
- pack = NULL;
- }
- }
- HANDLE_EXCEPTION(end2 = true);
- handleConEnd:
- tlog1 << "Ended handling connection\n";
- #undef SPELL_CAST_TEMPLATE_1
- #undef SPELL_CAST_TEMPLATE_2
- }
- 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;
- 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->creature->isFlying(), curStack->creature->isDoubleWide(), curStack->attackerOwned);
- if(curStack->creature->isFlying())
- {
- 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);
- }
- }
- }
- 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;
- 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)
- {
- 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 = h->manaLimit(); //restore all mana
- else
- hth.mana = std::max(si32(0), 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
- r.res[6] += 125;
- break;
- case 2: //advanced
- r.res[6] += 250;
- break;
- case 3: //expert
- r.res[6] += 500;
- break;
- }
- for(std::list<HeroBonus>::iterator i = h->bonuses.begin(); i != h->bonuses.end(); i++)
- if(i->type == HeroBonus::GENERATE_RESOURCE)
- r.res[i->subtype] += i->val;
- }
- }
- for(std::vector<CGTownInstance *>::iterator j=i->second.towns.begin();j!=i->second.towns.end();j++)//handle towns
- {
- if(gs->day && vstd::contains((**j).builtBuildings,15)) //not first day and 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).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 && 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;
- handleTimeEvents();
- //call objects
- for(size_t i = 0; i<gs->map->objects.size(); i++)
- if(gs->map->objects[i])
- gs->map->objects[i]->newTurn();
- }
- void CGameHandler::run(bool resume)
- {
- BOOST_FOREACH(CConnection *cc, conns)
- {//init conn.
- ui8 quantity, pom;
- //ui32 seed;
- if(!resume)
- (*cc) << gs->scenarioOps->mapname << gs->map->checksum << gs->seed;
- (*cc) >> quantity; //how many players will be handled at that client
- for(int i=0;i<quantity;i++)
- {
- (*cc) >> pom; //read player color
- {
- boost::unique_lock<boost::recursive_mutex> lock(gsm);
- connections[pom] = cc;
- }
- }
- }
-
- for(std::set<CConnection*>::iterator i = conns.begin(); i!=conns.end();i++)
- {
- std::set<int> pom;
- for(std::map<int,CConnection*>::iterator j = connections.begin(); j!=connections.end();j++)
- if(j->second == *i)
- pom.insert(j->first);
- boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(**i)));
- }
- while (!end2)
- {
- if(!resume)
- newTurn();
- else
- resume = false;
- std::map<ui8,PlayerState>::iterator i;
- if(!resume)
- i = gs->players.begin();
- else
- i = gs->players.find(gs->currentPlayer);
- for(; i != gs->players.end(); i++)
- {
- if((i->second.towns.size()==0 && i->second.heroes.size()==0) || i->second.color<0 || i->first>=PLAYER_LIMIT ) continue; //players has not towns/castle - loser
- states.setFlag(i->first,&PlayerStatus::makingTurn,true);
- gs->currentPlayer = i->first;
- {
- YourTurn yt;
- yt.player = i->first;
- boost::unique_lock<boost::mutex> lock(*connections[i->first]->wmx);
- *connections[i->first] << &yt;
- }
- //wait till turn is done
- boost::unique_lock<boost::mutex> lock(states.mx);
- while(states.players[i->first].makingTurn && !end2)
- {
- boost::posix_time::time_duration p;
- p = boost::posix_time::milliseconds(200);
- states.cv.timed_wait(lock,p);
- }
- }
- }
- }
- namespace CGH
- {
- using namespace std;
- static void readItTo(ifstream & input, vector< vector<int> > & dest)
- {
- 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 )
- {
- 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> >::const_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));
- if(hero1)
- {
- stacks.back()->features.push_back(makeFeature(StackFeature::SPEED_BONUS, StackFeature::WHOLE_BATTLE, 0, hero1->valOfBonuses(HeroBonus::STACKS_SPEED), StackFeature::BONUS_FROM_HERO));
- //base luck/morale calculations
- //TODO: check if terrain is native, add bonuses for neutral stacks, bonuses from town
- stacks.back()->morale = hero1->getCurrentMorale(i->first,false);
- stacks.back()->luck = hero1->getCurrentLuck(i->first,false);
- stacks.back()->features.push_back(makeFeature(StackFeature::ATTACK_BONUS, StackFeature::WHOLE_BATTLE, 0, hero1->getPrimSkillLevel(0), StackFeature::BONUS_FROM_HERO));
- stacks.back()->features.push_back(makeFeature(StackFeature::DEFENCE_BONUS, StackFeature::WHOLE_BATTLE, 0, hero1->getPrimSkillLevel(1), StackFeature::BONUS_FROM_HERO));
- stacks.back()->features.push_back(makeFeature(StackFeature::HP_BONUS, StackFeature::WHOLE_BATTLE, 0, hero1->valOfBonuses(HeroBonus::STACK_HEALTH), StackFeature::BONUS_FROM_HERO));
- stacks.back()->firstHPleft = stacks.back()->MaxHealth();
- }
- 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> >::const_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()->features.push_back(makeFeature(StackFeature::SPEED_BONUS, StackFeature::WHOLE_BATTLE, 0, hero2->valOfBonuses(HeroBonus::STACKS_SPEED), StackFeature::BONUS_FROM_HERO));
- stacks.back()->morale = hero2->getCurrentMorale(i->first,false);
- stacks.back()->luck = hero2->getCurrentLuck(i->first,false);
- stacks.back()->features.push_back(makeFeature(StackFeature::ATTACK_BONUS, StackFeature::WHOLE_BATTLE, 0, hero2->getPrimSkillLevel(0), StackFeature::BONUS_FROM_HERO));
- stacks.back()->features.push_back(makeFeature(StackFeature::DEFENCE_BONUS, StackFeature::WHOLE_BATTLE, 0, hero2->getPrimSkillLevel(1), StackFeature::BONUS_FROM_HERO));
- stacks.back()->features.push_back(makeFeature(StackFeature::HP_BONUS, StackFeature::WHOLE_BATTLE, 0, hero2->valOfBonuses(HeroBonus::STACK_HEALTH), StackFeature::BONUS_FROM_HERO));
- stacks.back()->firstHPleft = stacks.back()->MaxHealth();
- }
- 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 native terrain bonuses
- for(int g=0; g<stacks.size(); ++g)
- {
- int faction = stacks[g]->creature->faction;
- if(faction >= 0 && VLC->heroh->nativeTerrains[faction] == gs->map->terrain[tile.x][tile.y][tile.z].tertype )
- {
- stacks[g]->features.push_back(makeFeature(StackFeature::SPEED_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
- stacks[g]->features.push_back(makeFeature(StackFeature::ATTACK_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
- stacks[g]->features.push_back(makeFeature(StackFeature::DEFENCE_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
- }
- }
- //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 machines 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] == '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.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();
- }
- }
- //giving terrain premies for heroes & stacks
- int bonusSubtype = -1;
- switch(terType)
- {
- case 9: //magic plains
- {
- bonusSubtype = 0;
- }
- case 14: //fiery fields
- {
- if(bonusSubtype == -1) bonusSubtype = 1;
- }
- case 15: //rock lands
- {
- if(bonusSubtype == -1) bonusSubtype = 8;
- }
- case 16: //magic clouds
- {
- if(bonusSubtype == -1) bonusSubtype = 2;
- }
- case 17: //lucid pools
- {
- if(bonusSubtype == -1) bonusSubtype = 4;
- }
- { //common part for cases 9, 14, 15, 16, 17
- const CGHeroInstance * cHero = NULL;
- for(int i=0; i<2; ++i)
- {
- if(i == 0) cHero = hero1;
- else cHero = hero2;
- if(cHero == NULL) continue;
- GiveBonus gs;
- gs.bonus = HeroBonus(HeroBonus::ONE_BATTLE, HeroBonus::MAGIC_SCHOOL_SKILL, HeroBonus::OBJECT, 3, -1, "", bonusSubtype);
- gs.hid = cHero->id;
- sendAndApply(&gs);
- }
- break;
- }
- case 18: //holy ground
- {
- for(int g=0; g<stacks.size(); ++g) //+1 morale bonus for good creatures, -1 morale bonus for evil creatures
- {
- if(stacks[g]->creature->faction == 0
- || stacks[g]->creature->faction == 1
- || stacks[g]->creature->faction == 2)
- {
- stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
- }
- else if(stacks[g]->creature->faction == 3
- || stacks[g]->creature->faction == 4
- || stacks[g]->creature->faction == 5)
- {
- 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->faction == 0
- || stacks[g]->creature->faction == 1
- || stacks[g]->creature->faction == 2)
- {
- stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, -1, StackFeature::OTHER_SOURCE));
- }
- else if(stacks[g]->creature->faction == 3
- || stacks[g]->creature->faction == 4
- || stacks[g]->creature->faction == 5)
- {
- stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
- }
- }
- break;
- }
- case 22: //cursed ground
- {
- for(int g=0; g<stacks.size(); ++g) //no luck nor morale
- {
- stacks[g]->features.push_back(makeFeature(StackFeature::NO_MORALE, StackFeature::WHOLE_BATTLE, 0, 0, StackFeature::OTHER_SOURCE));
- stacks[g]->features.push_back(makeFeature(StackFeature::NO_LUCK, StackFeature::WHOLE_BATTLE, 0, 0, StackFeature::OTHER_SOURCE));
- }
- const CGHeroInstance * cHero = NULL;
- for(int i=0; i<2; ++i) //blocking spells above level 1
- {
- if(i == 0) cHero = hero1;
- else cHero = hero2;
- if(cHero == NULL) continue;
- GiveBonus gs;
- gs.bonus = HeroBonus(HeroBonus::ONE_BATTLE, HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL, HeroBonus::OBJECT, 1, -1, "", bonusSubtype);
- gs.hid = cHero->id;
- sendAndApply(&gs);
- }
- break;
- }
- }
- //premies given
- //send info about battles
- BattleStart bs;
- bs.info = curB;
- sendAndApply(&bs);
- }
- void CGameHandler::checkForBattleEnd( std::vector<CStack*> &stacks )
- {
- //checking winning condition
- bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarily
- hasStack[0] = hasStack[1] = false;
- for(int b = 0; b<stacks.size(); ++b)
- {
- if(stacks[b]->alive() && !stacks[b]->hasFeatureOfType(StackFeature::SIEGE_WEAPON))
- {
- hasStack[1-stacks[b]->attackerOwned] = true;
- }
- }
- if(!hasStack[0] || !hasStack[1]) //somebody has won
- {
- BattleResult *br = new BattleResult; //will be deleted at the end of startBattle(...)
- br->result = 0;
- br->winner = hasStack[1]; //fleeing side loses
- gs->curB->calculateCasualties(br->casualties);
- battleResult.set(br);
- }
- }
- void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
- {
- if(!vstd::contains(h->artifWorn,17))
- return; //hero hasn't spellbok
- ChangeSpells cs;
- cs.hid = h->id;
- cs.learn = true;
- for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(7)+2);i++)
- {
- for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)
- {
- if(!vstd::contains(h->spells,t->spells[i][j]))
- cs.spells.insert(t->spells[i][j]);
- }
- }
- if(cs.spells.size())
- sendAndApply(&cs);
- }
- void CGameHandler::setBlockVis(int objid, bool bv)
- {
- SetObjectProperty sop(objid,2,bv);
- sendAndApply(&sop);
- }
- bool CGameHandler::removeObject( int objid )
- {
- if(!getObj(objid))
- {
- tlog1 << "Something wrong, that object already has been removed or hasn't existed!\n";
- return false;
- }
- RemoveObject ro;
- ro.id = objid;
- sendAndApply(&ro);
- return true;
- }
- void CGameHandler::setAmount(int objid, ui32 val)
- {
- SetObjectProperty sop(objid,3,val);
- sendAndApply(&sop);
- }
- bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*/ )
- {
- bool blockvis = false;
- const CGHeroInstance *h = getHero(hid);
- if(!h || asker != 255 && (instant || h->getOwner() != gs->currentPlayer) //not turn of that hero or player can't simply teleport hero (at least not with this function)
- )
- {
- tlog1 << "Illegal call to move hero!\n";
- return false;
- }
- if(states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle) && complain("Cannot move hero during the battle"))
- 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))
- && 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 && dst != h->pos)
- && complain("Hero don't have any movement points left!"))
- {
- //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)
- {
- blockvis = true;
- break;
- }
- }
- //we start moving
- if(blockvis)//interaction with blocking object (like resources)
- {
- tmh.result = TryMoveHero::BLOCKING_VISIT;
- sendAndApply(&tmh);
- //failed to move to that tile but we visit object
- BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
- {
- if (obj->blockVisit)
- {
- objectVisited(obj, h);
- }
- }
- tlog5 << "Blocking visit at " << hmpos << std::endl;
- return true;
- }
- else //normal move
- {
- tmh.result = TryMoveHero::SUCCESS;
- BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[h->pos.x-1][h->pos.y][h->pos.z].visitableObjects)
- {
- obj->onHeroLeave(h);
- }
- getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
- sendAndApply(&tmh);
- tlog5 << "Moved to " <<tmh.end<<std::endl;
- //call objects if they are visited
- BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
- {
- objectVisited(obj, h);
- }
- }
- tlog5 << "Movement end!\n";
- return true;
- }
- else //instant move - teleportation
- {
- BOOST_FOREACH(CGObjectInstance* obj, t.blockingObjects)
- {
- if(obj->ID==HEROI_TYPE)
- {
- CGHeroInstance *dh = static_cast<CGHeroInstance *>(obj);
- if(obj->tempOwner==h->tempOwner)
- {
- heroExchange(h->id, dh->id);
- return true;
- }
- //TODO: check for ally
- startBattleI(h, dh);
- return true;
- }
- }
- tmh.result = TryMoveHero::TELEPORTATION;
- getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
- sendAndApply(&tmh);
- return true;
- }
- }
- void CGameHandler::setOwner(int objid, ui8 owner)
- {
- SetObjectProperty sop(objid,1,owner);
- sendAndApply(&sop);
- }
- void CGameHandler::setHoverName(int objid, MetaString* name)
- {
- SetHoverName shn(objid, *name);
- sendAndApply(&shn);
- }
- void CGameHandler::showInfoDialog(InfoWindow *iw)
- {
- sendToAllClients(iw);
- }
- void CGameHandler::showBlockingDialog( BlockingDialog *iw, const CFunctionList<void(ui32)> &callback )
- {
- ask(iw,iw->player,callback);
- }
- ui32 CGameHandler::showBlockingDialog( BlockingDialog *iw )
- {
- //TODO
- //gsm.lock();
- //int query = QID++;
- //states.addQuery(player,query);
- //sendToAllClients(iw);
- //gsm.unlock();
- //ui32 ret = getQueryResult(iw->player, query);
- //gsm.lock();
- //states.removeQuery(player, query);
- //gsm.unlock();
- return 0;
- }
- int CGameHandler::getCurrentPlayer()
- {
- return gs->currentPlayer;
- }
- void CGameHandler::giveResource(int player, int which, int val)
- {
- if(!val) return; //don't waste time on empty call
- SetResource sr;
- sr.player = player;
- sr.resid = which;
- sr.val = gs->players.find(player)->second.resources[which]+val;
- sendAndApply(&sr);
- }
- void CGameHandler::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);
- const CArtifact &art = VLC->arth->artifacts[artid];
- SetHeroArtifacts sha;
- sha.hid = hid;
- sha.artifacts = h->artifacts;
- sha.artifWorn = h->artifWorn;
- if(position<0)
- {
- if(position == -2)
- {
- int i;
- for(i=0; i<art.possibleSlots.size(); i++) //try to put artifact into first available slot
- {
- if( !vstd::contains(sha.artifWorn,art.possibleSlots[i]) )
- {
- //we've found a free suitable slot
- sha.artifWorn[art.possibleSlots[i]] = artid;
- break;
- }
- }
- if(i == art.possibleSlots.size()) //if haven't find proper slot, use backpack
- sha.artifacts.push_back(artid);
- }
- else //should be -1 => put artifact into backpack
- {
- sha.artifacts.push_back(artid);
- }
- }
- else
- {
- if(!vstd::contains(sha.artifWorn,ui16(position)))
- {
- sha.artifWorn[position] = artid;
- }
- else
- {
- sha.artifacts.push_back(artid);
- }
- }
- sendAndApply(&sha);
- }
- void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb) //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,cb));
- }
- void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb )
- {
- startBattleI(army1, army2, tile,
- army1->ID == 34 ? static_cast<const CGHeroInstance*>(army1) : NULL,
- army2->ID == 34 ? static_cast<const CGHeroInstance*>(army2) : NULL,
- cb);
- }
- void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb)
- {
- startBattleI(army1, army2, army2->pos - army2->getVisitableOffset(), 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, const std::string &message )
- {
- SystemMessage sm;
- sm.text = message;
- c << &sm;
- }
- void CGameHandler::giveHeroBonus( GiveBonus * bonus )
- {
- sendAndApply(bonus);
- }
- void CGameHandler::setMovePoints( SetMovePoints * smp )
- {
- sendAndApply(smp);
- }
- void CGameHandler::setManaPoints( int hid, int val )
- {
- SetMana sm;
- sm.hid = hid;
- sm.val = val;
- sendAndApply(&sm);
- }
- void CGameHandler::giveHero( int id, int player )
- {
- GiveHero gh;
- gh.id = id;
- gh.player = player;
- sendAndApply(&gh);
- }
- void CGameHandler::changeObjPos( int objid, int3 newPos, ui8 flags )
- {
- ChangeObjPos cop;
- cop.objid = objid;
- cop.nPos = newPos;
- cop.flags = flags;
- sendAndApply(&cop);
- }
- void CGameHandler::heroExchange(si32 hero1, si32 hero2)
- {
- ui8 player1 = getHero(hero1)->tempOwner;
- ui8 player2 = getHero(hero2)->tempOwner;
- if(player1 == player2)
- {
- OpenWindow hex;
- hex.window = OpenWindow::EXCHANGE_WINDOW;
- hex.id1 = hero1;
- hex.id2 = hero2;
- sendAndApply(&hex);
- }
- }
- void CGameHandler::applyAndAsk( Query * sel, ui8 player, boost::function<void(ui32)> &callback )
- {
- boost::unique_lock<boost::recursive_mutex> lock(gsm);
- sel->id = QID;
- callbacks[QID] = callback;
- states.addQuery(player,QID);
- QID++;
- sendAndApply(sel);
- }
- void CGameHandler::ask( Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback )
- {
- boost::unique_lock<boost::recursive_mutex> lock(gsm);
- sel->id = QID;
- callbacks[QID] = callback;
- states.addQuery(player,QID);
- sendToAllClients(sel);
- QID++;
- }
- void CGameHandler::sendToAllClients( CPackForClient * info )
- {
- tlog5 << "Sending to all clients a package of type " << typeid(*info).name() << std::endl;
- for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
- {
- (*i)->wmx->lock();
- **i << info;
- (*i)->wmx->unlock();
- }
- }
- void CGameHandler::sendAndApply( CPackForClient * info )
- {
- gs->apply(info);
- sendToAllClients(info);
- }
- void CGameHandler::save( const std::string &fname )
- {
- {
- tlog0 << "Ordering clients to serialize...\n";
- SaveGame sg(fname);
- sendToAllClients(&sg);
- }
- {
- tlog0 << "Serializing game info...\n";
- CSaveFile save(std::string("Games") + PATHSEPARATOR + fname + ".vlgm1");
- char hlp[8] = "VCMISVG";
- save << hlp << static_cast<CMapHeader&>(*gs->map) << gs->scenarioOps->difficulty << *VLC << gs;
- }
- {
- tlog0 << "Serializing server info...\n";
- CSaveFile save(std::string("Games") + PATHSEPARATOR + fname + ".vsgm1");
- save << *this;
- }
- tlog0 << "Game has been succesfully 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;
- }
- 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);
- 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);
- }
- ns.bid.insert(bid);
- ns.builded = t->builded + 1;
- sendAndApply(&ns);
- SetResources sr;
- sr.player = t->tempOwner;
- sr.res = gs->getPlayer(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);
- }
- 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
- {
- 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)
- {
- complain("Cannot make garrison swap, not enough free slots!");
- return false;
- }
- if(csn.slots.find(pos)!=csn.slots.end()) //add creatures to the existing stack
- {
- csn.slots[pos].second += cso.slots.begin()->second.second;
- }
- else //move stack on the free pos
- {
- csn.slots[pos].first = cso.slots.begin()->second.first;
- csn.slots[pos].second = cso.slots.begin()->second.second;
- }
- cso.slots.erase(cso.slots.begin());
- }
- SetGarrisons sg;
- sg.garrs[town->visitingHero->id] = csn;
- sg.garrs[town->id] = csn;
- sendAndApply(&sg);
- SetHeroesInTown intown;
- intown.tid = tid;
- intown.visiting = -1;
- intown.garrison = town->visitingHero->id;
- sendAndApply(&intown);
- return true;
- }
- else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
- {
- //check if moving hero out of town will break 8 wandering heroes limit
- if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
- {
- complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
- return false;
- }
- SetHeroesInTown intown;
- intown.tid = tid;
- intown.garrison = -1;
- intown.visiting = town->garrisonHero->id;
- sendAndApply(&intown);
- //town will be empty
- SetGarrisons sg;
- sg.garrs[tid] = CCreatureSet();
- sendAndApply(&sg);
- return true;
- }
- else if (town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
- {
- SetGarrisons sg;
- sg.garrs[town->id] = town->visitingHero->army;
- sg.garrs[town->garrisonHero->id] = town->garrisonHero->army;
- SetHeroesInTown intown;
- intown.tid = tid;
- intown.garrison = town->visitingHero->id;
- intown.visiting = town->garrisonHero->id;
- sendAndApply(&intown);
- sendAndApply(&sg);
- return true;
- }
- else
- {
- complain("Cannot swap garrison hero!");
- return false;
- }
- }
- bool CGameHandler::swapArtifacts( si32 hid1, si32 hid2, ui16 slot1, ui16 slot2 )
- {
- CGHeroInstance *h1 = gs->getHero(hid1), *h2 = gs->getHero(hid2);
- if((distance(h1->pos,h2->pos) > 1.5) || (h1->tempOwner != h2->tempOwner))
- return false;
- const CArtifact *a1 = h1->getArt(slot1),
- *a2=h2->getArt(slot2);
- //check if
- // 1) slots are appropriate for that artifacts
- // 2) they are not war machine
- if((a1 && slot2<19 && !vstd::contains(a1->possibleSlots,slot2) || (a2 && slot1<19 && !vstd::contains(a2->possibleSlots,slot1))) && complain("Cannot swap artifacts!")
- || (slot1>=13 && slot1<=16 || slot2>=13 && slot2<=16) && complain("Cannot move war machine!")
- )
- {
- return false;
- }
- SetHeroArtifacts sha;
- sha.hid = hid1;
- sha.artifacts = h1->artifacts;
- sha.artifWorn = h1->artifWorn;
- sha.setArtAtPos(slot1,h2->getArtAtPos(slot2));
- if(h1 == h2) sha.setArtAtPos(slot2,h1->getArtAtPos(slot1));
- sendAndApply(&sha);
- if(hid1 != hid2)
- {
- sha.hid = hid2;
- sha.artifacts = h2->artifacts;
- sha.artifWorn = h2->artifWorn;
- sha.setArtAtPos(slot2, a1 ? a1->id : -1);
- sendAndApply(&sha);
- }
- return true;
- }
- bool CGameHandler::buyArtifact( ui32 hid, si32 aid )
- {
- CGHeroInstance *hero = gs->getHero(hid);
- CGTownInstance *town = hero->visitedTown;
- if(aid==0) //spellbook
- {
- if(!vstd::contains(town->builtBuildings,si32(0)) && complain("Cannot buy a spellbook, no mage guild in the town!")
- || getResource(hero->getOwner(),6)<500 && complain("Cannot buy a spellbook, not enough gold!")
- || hero->getArt(17) && complain("Cannot buy a spellbook, hero already has a one!")
- )
- return false;
- giveResource(hero->getOwner(),6,-500);
- giveHeroArtifact(0,hid,17);
- giveSpells(town,hero);
- return true;
- }
- else if(aid < 7 && aid > 3) //war machine
- {
- int price = VLC->arth->artifacts[aid].price;
- if(vstd::contains(hero->artifWorn,ui16(9+aid)) && complain("Hero already has this machine!")
- || !vstd::contains(town->builtBuildings,si32(16)) && complain("No blackismith!")
- || gs->getPlayer(hero->getOwner())->resources[6] < price && complain("Not enough gold!") //no gold
- || town->town->warMachine!= aid && complain("This machine is unavailale here!") ) //TODO: ballista yard in Stronghold
- {
- return false;
- }
- giveResource(hero->getOwner(),6,-price);
- giveHeroArtifact(aid,hid,9+aid);
- return true;
- }
- return false;
- }
- bool CGameHandler::tradeResources( ui32 val, ui8 player, ui32 id1, ui32 id2 )
- {
- val = std::min(si32(val),gs->getPlayer(player)->resources[id1]);
- double yield = (double)gs->resVals[id1] * val * gs->getMarketEfficiency(player);
- yield /= gs->resVals[id2];
- SetResource sr;
- sr.player = player;
- sr.resid = id1;
- sr.val = gs->getPlayer(player)->resources[id1] - val;
- sendAndApply(&sr);
- sr.resid = id2;
- sr.val = gs->getPlayer(player)->resources[id2] + (int)yield;
- sendAndApply(&sr);
- return true;
- }
- bool CGameHandler::setFormation( si32 hid, ui8 formation )
- {
- gs->getHero(hid)->army.formation = formation;
- return true;
- }
- bool CGameHandler::hireHero( ui32 tid, ui8 hid )
- {
- CGTownInstance *t = gs->getTown(tid);
- if(!vstd::contains(t->builtBuildings,5) && complain("No tavern!")
- || gs->getPlayer(t->tempOwner)->resources[6]<2500 && complain("Not enough gold for buying hero!")
- || t->visitingHero && complain("There is visiting hero - no place!")
- || getHeroCount(t->tempOwner,false) >= 8 && complain("Cannot hire hero, only 8 wandering heroes are allowed!")
- )
- return false;
- CGHeroInstance *nh = gs->getPlayer(t->tempOwner)->availableHeroes[hid];
- 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->getPlayer(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->getPlayer(t->tempOwner)->resources[6] - 2500;
- sendAndApply(&sr);
- 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 )
- {
- 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
- {
- //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
- {
- 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->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!";
- sendAndApply(&EndAction());
- ok = false;
- }
- //attack
- BattleAttack bat;
- prepareAttack(bat,curStack,stackAtEnd);
- sendAndApply(&bat);
- //counterattack
- if(!curStack->hasFeatureOfType(StackFeature::BLOCKS_RETALIATION)
- && stackAtEnd->alive()
- && stackAtEnd->counterAttacks
- && !stackAtEnd->hasFeatureOfType(StackFeature::SIEGE_WEAPON)) //TODO: support for multiple retaliatons per turn
- {
- prepareAttack(bat,stackAtEnd,curStack);
- bat.flags |= 2;
- sendAndApply(&bat);
- }
- //second attack
- if(curStack->valOfFeatures(StackFeature::ADDITIONAL_ATTACK) > 0
- && curStack->alive()
- && stackAtEnd->alive() )
- {
- bat.flags = 0;
- prepareAttack(bat,curStack,stackAtEnd);
- sendAndApply(&bat);
- }
- sendAndApply(&EndAction());
- 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
- || !curStack->hasFeatureOfType(StackFeature::SHOOTER) //our stack is shooting unit
- )
- break;
- //for(int g=0; g<curStack->effects.size(); ++g)
- //{
- // if(61 == curStack->effects[g].id) //forgetfulness
- // break;
- //}
- if(curStack->hasFeatureOfType(StackFeature::FORGETFULL)) //forgetfulness
- break;
- sendAndApply(&StartAction(ba)); //start shooting
- BattleAttack bat;
- prepareAttack(bat,curStack,destStack);
- 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);
- sendAndApply(&bat);
- }
- sendAndApply(&EndAction());
- break;
- }
- }
- battleMadeAction.setn(true);
- return ok;
- }
- void CGameHandler::playerMessage( ui8 player, const std::string &message )
- {
- bool cheated=true;
- sendAndApply(&PlayerMessage(player,message));
- if(message == "vcmiistari") //give all spells and 999 mana
- {
- SetMana sm;
- ChangeSpells cs;
- SetHeroArtifacts sha;
- CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
- if(!h && complain("Cannot realize cheat, no hero selected!")) return;
- sm.hid = cs.hid = h->id;
- //give all spells
- cs.learn = 1;
- for(int i=0;i<VLC->spellh->spells.size();i++)
- {
- if(!VLC->spellh->spells[i].creatureAbility)
- cs.spells.insert(i);
- }
- //give mana
- sm.val = 999;
- if(!h->getArt(17)) //hero doesn't have spellbook
- {
- //give spellbook
- sha.artifacts = h->artifacts;
- sha.artifWorn = h->artifWorn;
- sha.artifWorn[17] = 0;
- sendAndApply(&sha);
- }
- sendAndApply(&cs);
- sendAndApply(&sm);
- }
- else if(message == "vcmiainur") //gives 5 archangels into each slot
- {
- SetGarrisons sg;
- CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
- if(!hero) return;
- sg.garrs[hero->id] = hero->army;
- for(int i=0;i<7;i++)
- if(!vstd::contains(sg.garrs[hero->id].slots,i))
- sg.garrs[hero->id].slots[i] = std::pair<ui32,si32>(13,5);
- sendAndApply(&sg);
- }
- else if(message == "vcmiangband") //gives 10 black knight into each slot
- {
- SetGarrisons sg;
- CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
- if(!hero) return;
- sg.garrs[hero->id] = hero->army;
- for(int i=0;i<7;i++)
- if(!vstd::contains(sg.garrs[hero->id].slots,i))
- sg.garrs[hero->id].slots[i] = std::pair<ui32,si32>(66,10);
- sendAndApply(&sg);
- }
- else if(message == "vcminoldor") //all war machines
- {
- CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
- if(!hero) return;
- SetHeroArtifacts sha;
- sha.hid = hero->id;
- sha.artifacts = hero->artifacts;
- sha.artifWorn = hero->artifWorn;
- sha.artifWorn[13] = 4;
- sha.artifWorn[14] = 5;
- sha.artifWorn[15] = 6;
- sendAndApply(&sha);
- }
- else if(message == "vcminahar") //1000000 movement points
- {
- CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
- if(!hero) return;
- SetMovePoints smp;
- smp.hid = hero->id;
- smp.val = 1000000;
- sendAndApply(&smp);
- }
- else if(message == "vcmiformenos") //give resources
- {
- SetResources sr;
- sr.player = player;
- sr.res = gs->getPlayer(player)->resources;
- for(int i=0;i<7;i++)
- sr.res[i] += 100;
- sr.res[6] += 19900;
- sendAndApply(&sr);
- }
- else if(message == "vcmieagles") //reveal FoW
- {
- FoWChange fc;
- fc.mode = 1;
- fc.player = player;
- for(int i=0;i<gs->map->width;i++)
- for(int j=0;j<gs->map->height;j++)
- for(int k=0;k<gs->map->twoLevel+1;k++)
- if(!gs->getPlayer(fc.player)->fogOfWarMap[i][j][k])
- fc.tiles.insert(int3(i,j,k));
- sendAndApply(&fc);
- }
- else if(message == "vcmiglorfindel")
- {
- CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
- changePrimSkill(hero->id,4,VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
- }
- else
- cheated = false;
- if(cheated)
- {
- sendAndApply(&SystemMessage("CHEATER!!!"));
- }
- }
- static ui32 calculateSpellDmg(const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature)
- {
- ui32 ret = 0; //value to return
- //15 - magic arrows, 16 - ice bolt, 17 - lightning bolt, 18 - implosion, 20 - frost ring, 21 - fireball, 22 - inferno, 23 - meteor shower,
- //24 - death ripple, 25 - destroy undead, 26 - armageddon
- std::map <int, int> dmgMultipliers = boost::assign::map_list_of(15, 10)(16, 20)(17, 25)(18, 75)(20, 10)(21, 10)(22, 10)(23, 10)(24, 5)(25, 10)(26, 50);
- ret = caster->getPrimSkillLevel(2) * dmgMultipliers[sp->id] + sp->powers[caster->getSpellSchoolLevel(sp)];
-
- //applying sorcerery secondary skill
- switch(caster->getSecSkillLevel(25))
- {
- case 1: //basic
- ret *= 1.05f;
- break;
- case 2: //advanced
- ret *= 1.1f;
- break;
- case 3: //expert
- ret *= 1.15f;
- break;
- }
- //applying hero bonuses
- if(sp->air && caster->valOfBonuses(HeroBonus::AIR_SPELL_DMG_PREMY) != 0)
- {
- ret *= (100.0f + caster->valOfBonuses(HeroBonus::AIR_SPELL_DMG_PREMY) / 100.0f);
- }
- else if(sp->fire && caster->valOfBonuses(HeroBonus::FIRE_SPELL_DMG_PREMY) != 0)
- {
- ret *= (100.0f + caster->valOfBonuses(HeroBonus::FIRE_SPELL_DMG_PREMY) / 100.0f);
- }
- else if(sp->water && caster->valOfBonuses(HeroBonus::WATER_SPELL_DMG_PREMY) != 0)
- {
- ret *= (100.0f + caster->valOfBonuses(HeroBonus::WATER_SPELL_DMG_PREMY) / 100.0f);
- }
- else if(sp->earth && caster->valOfBonuses(HeroBonus::EARTH_SPELL_DMG_PREMY) != 0)
- {
- ret *= (100.0f + caster->valOfBonuses(HeroBonus::EARTH_SPELL_DMG_PREMY) / 100.0f);
- }
- //applying protections - when spell has more then one elements, only one protection should be applied (I think)
- if(sp->air && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 0)) //air spell & protection from air
- {
- ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 0);
- ret /= 100;
- }
- else if(sp->fire && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 1)) //fire spell & protection from fire
- {
- ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 1);
- ret /= 100;
- }
- else if(sp->water && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 2)) //water spell & protection from water
- {
- ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 2);
- ret /= 100;
- }
- else if (sp->earth && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 3)) //earth spell & protection from earth
- {
- ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 3);
- ret /= 100;
- }
- //general spell dmg reduction
- if(sp->air && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, -1)) //air spell & protection from air
- {
- ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, -1);
- ret /= 100;
- }
- return ret;
- }
- 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)
- {
- //non-negative spells on friendly stacks should always succeed
- if(sp->positiveness >= 0 && (*it)->owner == caster->tempOwner)
- continue;
- const CGHeroInstance * bonusHero; //hero we should take bonuses from
- if((*it)->owner == caster->tempOwner)
- bonusHero = caster;
- else
- bonusHero = hero2;
- int prob = (*it)->valOfFeatures(StackFeature::MAGIC_RESISTANCE); //probability of resistance in %
- if(bonusHero)
- {
- //bonusHero's resistance support (secondary skils and artifacts)
- prob += bonusHero->valOfBonuses(HeroBonus::MAGIC_RESISTANCE);
- switch(bonusHero->getSecSkillLevel(26)) //resistance
- {
- case 1: //basic
- prob += 5;
- break;
- case 2: //advanced
- prob += 10;
- break;
- case 3: //expert
- prob += 20;
- break;
- }
- }
- if(prob > 100) prob = 100;
- if(rand()%100 < prob)
- ret.push_back((*it)->ID);
- }
- return ret;
- }
- bool CGameHandler::makeCustomAction( BattleAction &ba )
- {
- switch(ba.actionType)
- {
- case 1: //hero casts spell
- {
- CGHeroInstance *h = (ba.side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);
- CGHeroInstance *secondHero = (!ba.side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);
- 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 < s->costs[skill]) //not enough mana
- || (ba.additionalInfo < 10) //it's adventure spell (not combat)
- || (gs->curB->castSpells[ba.side]) //spell has been cast
- || (secondHero && secondHero->hasBonusOfType(HeroBonus::SPELL_IMMUNITY, s->id)) //non - casting hero provides immunity for this spell
- || (gs->battleMaxSpellLevel() < s->level) //non - casting hero stops caster from casting this spell
- )
- {
- tlog2 << "Spell cannot be cast!\n";
- return false;
- }
- sendAndApply(&StartAction(ba)); //start spell casting
- SpellCast sc;
- sc.side = ba.side;
- sc.id = ba.additionalInfo;
- sc.skill = skill;
- sc.tile = ba.destinationTile;
- //calculating affected creatures for all spells
- std::set<CStack*> attackedCres = gs->curB->getAttackedCreatures(s, h, ba.destinationTile);
- //checking if creatures resist
- sc.resisted = calculateResistedStacks(s, h, secondHero, attackedCres);
-
- sendAndApply(&sc);
- //applying effects
- switch(ba.additionalInfo) //spell id
- {
- case 15: //magic arrow
- case 16: //ice bolt
- case 17: //lightning bolt
- case 18: //implosion
- case 20: //frost ring
- case 21: //fireball
- case 22: //inferno
- case 23: //meteor shower
- case 24: //death ripple
- case 25: //destroy undead
- case 26: //armageddon
- {
- StacksInjured si;
- for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
- {
- if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
- continue;
- BattleStackAttacked bsa;
- bsa.flags |= 2;
- bsa.effect = VLC->spellh->spells[ba.additionalInfo].mainEffectAnim;
- bsa.damageAmount = calculateSpellDmg(&VLC->spellh->spells[ba.additionalInfo], h, *it);
- bsa.stackAttacked = (*it)->ID;
- prepareAttacked(bsa,*it);
- si.stacks.insert(bsa);
- }
- if(!si.stacks.empty())
- sendAndApply(&si);
- break;
- }
- case 27: //shield
- case 28: //air shield
- case 30: //protection from air
- case 31: //protection from fire
- case 32: //protection from water
- case 33: //protection from earth
- case 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 61: //forgetfulness
- {
- SetStackEffect sse;
- for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
- {
- if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
- continue;
- sse.stacks.insert((*it)->ID);
- }
- sse.effect.id = ba.additionalInfo;
- sse.effect.level = h->getSpellSchoolLevel(s);
- sse.effect.turnsRemain = h->getPrimSkillLevel(2) + h->valOfBonuses(HeroBonus::SPELL_DURATION);
- if(!sse.stacks.empty())
- sendAndApply(&sse);
- break;
- }
- case 56: //frenzy
- {
- SetStackEffect sse;
- for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
- {
- if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
- continue;
- sse.stacks.insert((*it)->ID);
- }
- sse.effect.id = ba.additionalInfo;
- sse.effect.level = h->getSpellSchoolLevel(s);
- sse.effect.turnsRemain = 1;
- if(!sse.stacks.empty())
- sendAndApply(&sse);
- break;
- }
- }
- sendAndApply(&EndAction());
- 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, 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++;
- sendAndApply(&gd);
- }
- }
- bool CGameHandler::isAllowedExchange( int id1, int id2 )
- {
- if(id1 == id2)
- return true;
- {
- boost::unique_lock<boost::recursive_mutex> lock(gsm);
- for(std::map<ui32, std::pair<si32,si32> >::const_iterator i = allowedExchanges.begin(); i!=allowedExchanges.end(); i++)
- if(id1 == i->second.first && id2 == i->second.second || id2 == i->second.first && id1 == i->second.second)
- return true;
- }
- const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
- if(o1->ID == TOWNI_TYPE)
- {
- const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
- if(t->visitingHero == o2 || t->garrisonHero == o2)
- return true;
- }
- if(o2->ID == TOWNI_TYPE)
- {
- const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
- if(t->visitingHero == o1 || t->garrisonHero == o1)
- return true;
- }
- if(o1->ID == HEROI_TYPE && o2->ID == HEROI_TYPE
- && distance(o1->pos, o2->pos) < 2) //hero stands on the same tile or on the neighbouring tiles
- {
- //TODO: it's workaround, we should check if first hero visited second and player hasn't closed exchange window
- //(to block moving stacks for free [without visiting] beteen heroes)
- return true;
- }
- return false;
- }
- void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
- {
- obj->onHeroVisit(h);
- }
- bool CGameHandler::buildBoat( ui32 objid )
- {
- const IShipyard *obj = IShipyard::castFrom(getObj(objid));
- 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 = 1;
- 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);
- }
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