Forráskód Böngészése

#41 - Implemented Castle Gates
#375, #376 - fixed recruit window
#362, #377 - fixed town window

Ivan Savenko 15 éve
szülő
commit
60c90af39c

+ 7 - 0
CCallback.cpp

@@ -46,6 +46,13 @@ template <ui16 N> bool isType(CPack *pack)
 	return pack->getType() == N;
 }
 
+bool CCallback::teleportHero(const CGHeroInstance *who, const CGTownInstance *where)
+{
+	CastleTeleportHero pack(who->id, where->id, 1);
+	sendRequest(&pack);
+	return true;
+}
+
 bool CCallback::moveHero(const CGHeroInstance *h, int3 dst)
 {
 	MoveHero pack(dst,h->id);

+ 1 - 0
CCallback.h

@@ -211,6 +211,7 @@ protected:
 public:
 //commands
 	bool moveHero(const CGHeroInstance *h, int3 dst); //dst must be free, neighbouring tile (this function can move hero only by one tile)
+	bool teleportHero(const CGHeroInstance *who, const CGTownInstance *where);
 	void selectionMade(int selection, int asker);
 	int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2);
 	int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2); //first goes to the second

+ 58 - 44
client/CCastleInterface.cpp

@@ -37,6 +37,19 @@ using namespace CSDL_Ext;
  *
  */
 
+int hordeToDwellingID(int bid)//helper, converts horde buiding ID into corresponding dwelling ID
+{
+	const CGTownInstance * t = LOCPLINT->castleInt->town;
+	switch (bid)
+	{
+		case 18: return t->town->hordeLvl[0] + 30;
+		case 19: return t->town->hordeLvl[0] + 37;
+		case 24: return t->town->hordeLvl[1] + 30;
+		case 25: return t->town->hordeLvl[1] + 37;
+		default: return bid;
+	}
+}
+
 CBuildingRect::CBuildingRect(Structure *Str)
 	:moi(false), offset(0), str(Str)
 {
@@ -154,7 +167,9 @@ void CBuildingRect::clickRight(tribool down, bool previousState)
 		return;
 	if( !CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image
 	{
-		CBuilding *bld = CGI->buildh->buildings[str->townID][str->ID];
+		int bid = hordeToDwellingID(str->ID);
+		
+		CBuilding *bld = CGI->buildh->buildings[str->townID][bid];
 		assert(bld);
 
 		CInfoPopup *vinya = new CInfoPopup();
@@ -162,13 +177,28 @@ void CBuildingRect::clickRight(tribool down, bool previousState)
 		vinya->bitmap = CMessage::drawBoxTextBitmapSub
 			(LOCPLINT->playerID,
 			bld->Description(),
-			LOCPLINT->castleInt->bicons->ourImages[str->ID].bitmap,
+			LOCPLINT->castleInt->bicons->ourImages[bid].bitmap,
 			bld->Name());
 		vinya->pos.x = screen->w/2 - vinya->bitmap->w/2;
 		vinya->pos.y = screen->h/2 - vinya->bitmap->h/2;
 		GH.pushInt(vinya);
 	}
 }
+
+std::string getBuildingSubtitle(int tid, int bid)//hover text for building
+{
+	const CGTownInstance * t = LOCPLINT->castleInt->town;
+	bid = hordeToDwellingID(bid);
+	
+	if (bid<30)//non-dwellings - only buiding name
+		return CGI->buildh->buildings[tid][bid]->Name();
+	else//dwellings - recruit %creature%
+	{
+		int creaID = t->creatures[(bid-30)%CREATURES_PER_TOWN].second.back();//taking last of available creatures
+		return CGI->generaltexth->allTexts[16] + " " + CGI->creh->creatures[creaID]->namePl;
+	}
+}
+
 void CBuildingRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
 {
 	if(area && isItIn(&pos,sEvent.x, sEvent.y))
@@ -188,19 +218,13 @@ void CBuildingRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
 				if((*LOCPLINT->castleInt->hBuild)<(*this)) //set if we are on top
 				{
 					LOCPLINT->castleInt->hBuild = this;
-					if(CGI->buildh->buildings[str->townID][str->ID] && CGI->buildh->buildings[str->townID][str->ID]->Name().length())
-						GH.statusbar->print(CGI->buildh->buildings[str->townID][str->ID]->Name());
-					else
-						GH.statusbar->print(str->name);
+					GH.statusbar->print(getBuildingSubtitle(str->townID, str->ID));
 				}
 			}
 			else //no building hovered
 			{
 				LOCPLINT->castleInt->hBuild = this;
-				if(CGI->buildh->buildings[str->townID][str->ID] && CGI->buildh->buildings[str->townID][str->ID]->Name().length())
-					GH.statusbar->print(CGI->buildh->buildings[str->townID][str->ID]->Name());
-				else
-					GH.statusbar->print(str->name);
+				GH.statusbar->print(getBuildingSubtitle(str->townID, str->ID));
 			}
 		}
 	}
@@ -549,14 +573,7 @@ void CCastleInterface::splitF()
 void CCastleInterface::buildingClicked(int building)
 {
 	tlog5<<"You've clicked on "<<building<<std::endl;
-	if(building==19 || building==18)
-	{
-		building = town->town->hordeLvl[0] + 30;
-	}
-	else if(building==24 || building==25)
-	{
-		building = town->town->hordeLvl[1] + 30;
-	}
+	building = hordeToDwellingID(building);
 
 	const CBuilding *b = CGI->buildh->buildings[town->subID][building];
 
@@ -708,7 +725,7 @@ void CCastleInterface::buildingClicked(int building)
 							{
 								const CGTownInstance *t = Towns[i];
 								if (t->id != this->town->id && t->visitingHero == NULL && //another town, empty and this is
-									t->subID == 3 && vstd::contains(t->builtBuildings, 26))//inferno with castle gate
+									t->subID == 3 && vstd::contains(t->builtBuildings, 22))//inferno with castle gate
 								{
 									availableTowns.push_back(t->id);//add to the list
 								}
@@ -718,8 +735,7 @@ void CCastleInterface::buildingClicked(int building)
 								LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[126], std::vector<SComponent*>(), soundBase::sound_todo);
 								break;//only visiting hero can use castle gates
 							}
-							tlog4<<"Warning: implementation is unfinished\n";
-							CPicture *titlePic = new CPicture (bicons->ourImages[building].bitmap, 0,0, false);
+							CPicture *titlePic = new CPicture (bicons->ourImages[building].bitmap, 0,0, false);//will be deleted by selection window
 							GH.pushInt (new CObjectListWindow(availableTowns, titlePic, CGI->generaltexth->jktexts[40],
 							    CGI->generaltexth->jktexts[41], boost::bind (&CCastleInterface::castleTeleport, this, _1)));
 							break;
@@ -752,9 +768,9 @@ void CCastleInterface::buildingClicked(int building)
 
 void CCastleInterface::castleTeleport(int where)
 {
-	//TODO: send message to move hero,
-	//find a way to do this without new message type
-	//and update interface
+	const CGTownInstance * dest = dynamic_cast<const CGTownInstance *>(CGI->state->map->objects[where]);
+	LOCPLINT->cb->teleportHero(town->visitingHero, dest);
+	close();//close this window, interface with new town will be called by town::onVisit
 }
 
 void CCastleInterface::defaultBuildingClicked(int building)
@@ -1017,7 +1033,7 @@ void CCastleInterface::recreateBuildings()
 	if(vstd::contains(town->builtBuildings,6))
 	{
 		std::vector <const CGObjectInstance *> vobjs = LOCPLINT->cb->getVisitableObjs(town->bestLocation());
-		if(vobjs.size() && (vobjs.front()->ID == 8 || vobjs.front()->ID == HEROI_TYPE)) //there is visitable obj at shipyard output tile and it's a boat or hero (on boat)
+		if(!vobjs.empty() && (vobjs.front()->ID == 8 || vobjs.front()->ID == HEROI_TYPE)) //there is visitable obj at shipyard output tile and it's a boat or hero (on boat)
 		{
 			Structure * st = CGI->townh->structures[town->subID][20];
 			buildings.push_back(new CBuildingRect(st));
@@ -1237,19 +1253,20 @@ void CCastleInterface::CCreaInfo::clickRight(tribool down, bool previousState)
 		GH.pushInt(mess);
 	}
 }
+
 void CCastleInterface::CCreaInfo::show(SDL_Surface * to)
 {
 	blitAt(graphics->smallImgs[crid],pos.x+8,pos.y,to);
 	std::ostringstream oss;
 	oss << '+' << LOCPLINT->castleInt->town->creatureGrowth((bid-30)%CREATURES_PER_TOWN);
-	CSDL_Ext::printAtMiddle(oss.str(),pos.x+24,pos.y+37,FONT_TINY,zwykly,to);
+	CSDL_Ext::printAtMiddle(oss.str(),pos.x+24,pos.y+40,FONT_SMALL,zwykly,to);
 }
 
 CCastleInterface::CTownInfo::~CTownInfo()
 {
-	if (pic)
 	delete pic;
 }
+
 CCastleInterface::CTownInfo::CTownInfo(int BID)
 {
 	used = LCLICK | RCLICK | HOVER;
@@ -1289,12 +1306,14 @@ void CCastleInterface::CTownInfo::hover(bool on)
 	else
 		GH.statusbar->clear();
 }
+
 void CCastleInterface::CTownInfo::clickLeft(tribool down, bool previousState)
 {
 	if(previousState && (!down))
 		if (LOCPLINT->castleInt->town->builtBuildings.find(bid)!=LOCPLINT->castleInt->town->builtBuildings.end())
 			LOCPLINT->castleInt->buildingClicked(bid);//activate building
 }
+
 void CCastleInterface::CTownInfo::clickRight(tribool down, bool previousState)
 {
 	if(down)
@@ -1314,13 +1333,14 @@ void CCastleInterface::CTownInfo::clickRight(tribool down, bool previousState)
 		GH.pushInt(mess);
 	}
 }
+
 void CCastleInterface::CTownInfo::show(SDL_Surface * to)
 {
 	if ( bid == 14 )//marketplace/income
 	{
 		std::ostringstream oss;
 		oss << LOCPLINT->castleInt->town->dailyIncome();
-		CSDL_Ext::printAtMiddle(oss.str(),pos.x+32,pos.y+32,FONT_SMALL,zwykly,to);
+		CSDL_Ext::printAtMiddle(oss.str(),pos.x+33,pos.y+34,FONT_SMALL,zwykly,to);
 	}
 	else if ( bid == 6 )//no fort
 		blitAt(pic->ourImages[3].bitmap,pos.x,pos.y,to);
@@ -1347,7 +1367,7 @@ CRecruitmentWindow * CCastleInterface::showRecruitmentWindow( int building )
 	//	crs.push_back(std::make_pair((int)cres[i],amount));
 	//CRecruitmentWindow *rw = new CRecruitmentWindow(crs,boost::bind(&CCallback::recruitCreatures,LOCPLINT->cb,town,_1,_2));
 
-	CRecruitmentWindow *rw = new CRecruitmentWindow(town, level, town, boost::bind(&CCallback::recruitCreatures,LOCPLINT->cb,town,_1,_2));
+	CRecruitmentWindow *rw = new CRecruitmentWindow(town, level, town, boost::bind(&CCallback::recruitCreatures,LOCPLINT->cb,town,_1,_2), -87);
 	GH.pushInt(rw);
 	return rw;
 }
@@ -1519,33 +1539,27 @@ CHallInterface::CHallInterface(CCastleInterface * owner)
 		for(size_t j=0; j<boxList[i].size();j++) //for each box
 		{
 			size_t k=0;
+
 			for(;k<boxList[i][j].size();k++)//we are looking for the first not build structure
 			{
 				int bid = boxList[i][j][k];
-
-				if(!vstd::contains(owner->town->builtBuildings,bid))
+				//if building not build or this is unupgraded horde
+				if(!vstd::contains(owner->town->builtBuildings,bid) || bid==18 || bid == 24)
 				{
 					int x = 34 + 194*j,
 						y = 37 + 104*i,
 						ID = bid;
+
+					if (( bid == 18 && vstd::contains(owner->town->builtBuildings, owner->town->town->hordeLvl[0]+37))
+					 || ( bid == 24 && vstd::contains(owner->town->builtBuildings, owner->town->town->hordeLvl[1]+37)))
+						continue;//we have upgraded dwelling, horde description should be for upgraded creatures
+
 					if(boxList[i].size() == 2) //only two boxes in this row
 						x+=194;
 					else if(boxList[i].size() == 3) //only three boxes in this row
 						x+=97;
 					boxes[i].push_back(new CBuildingBox(bid,pos.x+x,pos.y+y));
-
-					//if this is horde dwelling for upgraded creatures and we already have one for basic creatures
-					if((bid == 25  &&  vstd::contains(owner->town->builtBuildings,24))
-						|| (bid == 19  &&  vstd::contains(owner->town->builtBuildings,18))
-					)
-					{
-						boxes[i].back()->state = 4; //already built
-					}
-					else
-					{
-						boxes[i].back()->state = LOCPLINT->cb->canBuildStructure(owner->town,ID);
-					}
-
+					boxes[i].back()->state = LOCPLINT->cb->canBuildStructure(owner->town,ID);
 					break;
 				}
 			}

+ 18 - 14
client/GUIClasses.cpp

@@ -1931,21 +1931,21 @@ void CRecruitmentWindow::show(SDL_Surface * to)
 
 	char pom[15];
 	SDL_itoa(creatures[which].amount-slider->value,pom,10); //available
-	printAtMiddle(pom,pos.x+205,pos.y+254,FONT_SMALL,zwykly,to);
+	printAtMiddle(pom,pos.x+205,pos.y+253,FONT_SMALL,zwykly,to);
 	SDL_itoa(slider->value,pom,10); //recruit
-	printAtMiddle(pom,pos.x+279,pos.y+254,FONT_SMALL,zwykly,to);
+	printAtMiddle(pom,pos.x+279,pos.y+253,FONT_SMALL,zwykly,to);
 	printAtMiddle(CGI->generaltexth->allTexts[16] + " " + CGI->creh->creatures[creatures[which].ID]->namePl,pos.x+243,pos.y+32,FONT_BIG,tytulowy,to); //eg "Recruit Dragon flies"
 
-	int curx = pos.x+115-creatures[which].res.size()*16;
-	for(int i=0;i<creatures[which].res.size();i++)
+	int curx = pos.x+122-creatures[which].res.size()*24;
+	for(int i=creatures[which].res.size()-1; i>=0; i--)// decrement used to make gold displayed as first res
 	{
 		blitAt(graphics->resources32->ourImages[creatures[which].res[i].first].bitmap,curx,pos.y+243,to);
 		blitAt(graphics->resources32->ourImages[creatures[which].res[i].first].bitmap,curx+258,pos.y+243,to);
 		SDL_itoa(creatures[which].res[i].second,pom,10);
-		printAtMiddle(pom,curx+14,pos.y+288,FONT_SMALL,zwykly,to);
+		printAtMiddle(pom,curx+15,pos.y+287,FONT_SMALL,zwykly,to);
 		SDL_itoa(creatures[which].res[i].second * slider->value,pom,10);
-		printAtMiddle(pom,curx+12+258,pos.y+286,FONT_SMALL,zwykly,to);
-		curx+=32;
+		printAtMiddle(pom,curx+15+258,pos.y+287,FONT_SMALL,zwykly,to);
+		curx+=32+16;//size of bitmap + distance between them
 	}
 
 	curx = pos.x + 192 + CREATURE_WIDTH - (CREATURE_WIDTH*creatures.size()/2) - (SPACE_BETWEEN*(creatures.size()-1)/2);
@@ -1959,7 +1959,7 @@ void CRecruitmentWindow::show(SDL_Surface * to)
 	bar->show(to);
 }
 
-CRecruitmentWindow::CRecruitmentWindow(const CGDwelling *Dwelling, int Level, const CArmedInstance *Dst, const boost::function<void(int,int)> &Recruit)
+CRecruitmentWindow::CRecruitmentWindow(const CGDwelling *Dwelling, int Level, const CArmedInstance *Dst, const boost::function<void(int,int)> &Recruit, int y_offset)
 :recruit(Recruit), dwelling(Dwelling), dst(Dst), level(Level)
 {
 	which = 0;
@@ -1969,7 +1969,7 @@ CRecruitmentWindow::CRecruitmentWindow(const CGDwelling *Dwelling, int Level, co
 	SDL_SetColorKey(bitmap,SDL_SRCCOLORKEY,SDL_MapRGB(bitmap->format,0,255,255));
 	SDL_FreeSurface(hhlp);
 	pos.x = screen->w/2 - bitmap->w/2;
-	pos.y = screen->h/2 - bitmap->h/2;
+	pos.y = screen->h/2 - bitmap->h/2+y_offset;
 	pos.w = bitmap->w;
 	pos.h = bitmap->h;
 	bar = new CStatusBar(pos.x+8, pos.y+370, "APHLFTRT.bmp", 471);
@@ -1980,10 +1980,10 @@ CRecruitmentWindow::CRecruitmentWindow(const CGDwelling *Dwelling, int Level, co
 
 	initCres();
 
-	printAtMiddle(CGI->generaltexth->allTexts[346],113,233,FONT_SMALL,zwykly,bitmap); //cost per troop t
+	printAtMiddle(CGI->generaltexth->allTexts[346],113,232,FONT_SMALL,zwykly,bitmap); //cost per troop t
 	printAtMiddle(CGI->generaltexth->allTexts[465],205,233,FONT_SMALL,zwykly,bitmap); //available t
 	printAtMiddle(CGI->generaltexth->allTexts[16],279,233,FONT_SMALL,zwykly,bitmap); //recruit t
-	printAtMiddle(CGI->generaltexth->allTexts[466],373,233,FONT_SMALL,zwykly,bitmap); //total cost t
+	printAtMiddle(CGI->generaltexth->allTexts[466],371,232,FONT_SMALL,zwykly,bitmap); //total cost t
 	drawBorder(bitmap,172,222,67,42,int3(239,215,123));
 	drawBorder(bitmap,246,222,67,42,int3(239,215,123));
 	drawBorder(bitmap,64,222,99,76,int3(239,215,123));
@@ -2618,8 +2618,10 @@ CObjectListWindow::~CObjectListWindow()
 
 void CObjectListWindow::elementSelected()
 {
-	onSelect(items[slider->value]);
-	GH.popIntTotally(this);
+	boost::function<void(int)> toCall = onSelect;//save
+	int where = items[slider->value];      //required variables
+	GH.popIntTotally(this);//then destroy window
+	toCall(where);//and send selected object
 }
 
 void CObjectListWindow::moveList(int which)
@@ -2671,9 +2673,11 @@ void CObjectListWindow::keyPressed (const SDL_KeyboardEvent & key)
 	default:
 		return;
 	}
+	if (sel<-1)//nothing was selected & list was moved up
+		return;
 	if (sel<0)//start of list reached
 		sel = 0;
-	else if ( sel >= slider->amount )//end of list reached
+	if ( sel >= slider->amount )//end of list reached
 		sel = slider->amount-1;
 	if ( sel >= items.size() )
 		sel = items.size()-1;

+ 2 - 2
client/GUIClasses.h

@@ -424,7 +424,7 @@ public:
 class CRecruitmentWindow : public CIntObject
 {
 public:
-	static const int SPACE_BETWEEN = 8;
+	static const int SPACE_BETWEEN = 18;
 	static const int CREATURE_WIDTH = 102;
 	static const int TOTAL_CREATURE_WIDTH = SPACE_BETWEEN + CREATURE_WIDTH;
 
@@ -461,7 +461,7 @@ public:
 	void showAll(SDL_Surface * to){show(to);};
 	void cleanCres();
 	void initCres();
-	CRecruitmentWindow(const CGDwelling *Dwelling, int Level, const CArmedInstance *Dst, const boost::function<void(int,int)> & Recruit); //creatures - pairs<creature_ID,amount> //c-tor
+	CRecruitmentWindow(const CGDwelling *Dwelling, int Level, const CArmedInstance *Dst, const boost::function<void(int,int)> & Recruit, int y_offset = 0); //creatures - pairs<creature_ID,amount> //c-tor
 	~CRecruitmentWindow(); //d-tor
 };
 

+ 5 - 1
lib/CGameState.cpp

@@ -1483,7 +1483,11 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
 			vti->builtBuildings.insert(30);
 			if(ran()%2)
 				vti->builtBuildings.insert(31);
-		}//init hordes
+		}
+		if (vstd::contains(vti->builtBuildings,(6)) && vti->state()==3)
+			vti->builtBuildings.erase(6);//if we have harbor without water - erase it (this is H3 behaviour)
+	
+		//init hordes
 		for (int i = 0; i<CREATURES_PER_TOWN; i++)
 			if (vstd::contains(vti->builtBuildings,(-31-i))) //if we have horde for this level
 			{

+ 15 - 0
lib/NetPacks.h

@@ -1238,6 +1238,21 @@ struct MoveHero : public CPackForServer
 	}
 };
 
+struct CastleTeleportHero : public CPackForServer
+{
+	CastleTeleportHero(){};
+	CastleTeleportHero(const si32 HID, si32 Dest, ui8 Source ) : dest(Dest), hid(HID), source(Source){};
+	si32 dest;
+	si32 hid;
+	si8 source;//who give teleporting, 1=castle gate
+
+	bool applyGh(CGameHandler *gh);
+	template <typename Handler> void serialize(Handler &h, const int version)
+	{
+		h & dest & hid;
+	}
+};
+
 struct ArrangeStacks : public CPackForServer
 {
 	ArrangeStacks(){};

+ 1 - 0
lib/RegisterTypes.cpp

@@ -158,6 +158,7 @@ void registerTypes3(Serializer &s)
 	s.template registerType<MakeCustomAction>();
 	s.template registerType<DigWithHero>();
 	s.template registerType<CastAdvSpell>();
+	s.template registerType<CastleTeleportHero>();
 
 	s.template registerType<SaveGame>();
 	s.template registerType<SetSelection>();

+ 24 - 0
server/CGameHandler.cpp

@@ -1807,6 +1807,30 @@ bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*
 		return true;
 	}
 }
+
+bool CGameHandler::teleportHero(si32 hid, si32 dstid, ui8 source, ui8 asker/* = 255*/)
+{
+	const CGHeroInstance *h = getHero(hid);
+	const CGTownInstance *t = getTown(dstid);
+	
+	if ( !h || !t || h->getOwner() != gs->currentPlayer )
+		tlog1<<"Invalid call to teleportHero!";
+	
+	const CGTownInstance *from = h->visitedTown;
+	if((h->getOwner() != t->getOwner()) 
+		&& complain("Cannot teleport hero to another player") 
+	|| (!from || from->subID!=3 || !vstd::contains(from->builtBuildings, 22))
+		&& complain("Hero must be in town with Castle gate for teleporting")
+	|| (t->subID!=3 || !vstd::contains(t->builtBuildings, 22))
+		&& complain("Cannot teleport hero to town without Castle gate in it"))
+			return false;
+	int3 pos = t->visitablePos();
+	pos.x++;//FIXME: get correct visitable position
+	stopHeroVisitCastle(from->id, hid);
+	moveHero(hid,pos,1);
+	heroVisitCastle(dstid, hid);
+}
+
 void CGameHandler::setOwner(int objid, ui8 owner)
 {
 	ui8 oldOwner = getOwner(objid);

+ 1 - 0
server/CGameHandler.h

@@ -144,6 +144,7 @@ public:
 	void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false); //if any of armies is hero, hero will be used
 	void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false); //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle//void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb); //for hero<=>neutral army
 	void setAmount(int objid, ui32 val);
+	bool teleportHero(si32 hid, si32 dstid, ui8 source, ui8 asker = 255);
 	bool moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255);
 	bool tryAttackingGuard(const int3 &guardPos, const CGHeroInstance * h);
 	void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);

+ 7 - 0
server/NetPacksServer.cpp

@@ -59,6 +59,13 @@ bool MoveHero::applyGh( CGameHandler *gh )
 	return gh->moveHero(hid,dest,0,gh->getPlayerAt(c));
 }
 
+bool CastleTeleportHero::applyGh( CGameHandler *gh )
+{
+	ERROR_IF_NOT_OWNS(hid);
+	
+	return gh->teleportHero(hid,dest,source,gh->getPlayerAt(c));
+}
+
 bool ArrangeStacks::applyGh( CGameHandler *gh )
 {
 	//checks for owning in the gh func