CGameHandler.cpp 135 KB

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  1. #include "../hch/CCampaignHandler.h"
  2. #include "../StartInfo.h"
  3. #include "../hch/CArtHandler.h"
  4. #include "../hch/CBuildingHandler.h"
  5. #include "../hch/CDefObjInfoHandler.h"
  6. #include "../hch/CHeroHandler.h"
  7. #include "../hch/CObjectHandler.h"
  8. #include "../hch/CSpellHandler.h"
  9. #include "../hch/CGeneralTextHandler.h"
  10. #include "../hch/CTownHandler.h"
  11. #include "../lib/CGameState.h"
  12. #include "../lib/CondSh.h"
  13. #include "../lib/NetPacks.h"
  14. #include "../lib/VCMI_Lib.h"
  15. #include "../lib/map.h"
  16. #include "../lib/VCMIDirs.h"
  17. #include "CGameHandler.h"
  18. #include <boost/bind.hpp>
  19. #include <boost/date_time/posix_time/posix_time_types.hpp> //no i/o just types
  20. #include <boost/foreach.hpp>
  21. #include <boost/thread.hpp>
  22. #include <boost/thread/shared_mutex.hpp>
  23. #include <boost/assign/list_of.hpp>
  24. #include <fstream>
  25. #include <boost/system/system_error.hpp>
  26. /*
  27. * CGameHandler.cpp, part of VCMI engine
  28. *
  29. * Authors: listed in file AUTHORS in main folder
  30. *
  31. * License: GNU General Public License v2.0 or later
  32. * Full text of license available in license.txt file, in main folder
  33. *
  34. */
  35. #undef DLL_EXPORT
  36. #define DLL_EXPORT
  37. #include "../lib/RegisterTypes.cpp"
  38. #ifndef _MSC_VER
  39. #include <boost/thread/xtime.hpp>
  40. #endif
  41. extern bool end2;
  42. #ifdef min
  43. #undef min
  44. #endif
  45. #ifdef max
  46. #undef max
  47. #endif
  48. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  49. #define NEW_ROUND BattleNextRound bnr;\
  50. bnr.round = gs->curB->round + 1;\
  51. sendAndApply(&bnr);
  52. CondSh<bool> battleMadeAction;
  53. CondSh<BattleResult *> battleResult(NULL);
  54. class CBaseForGHApply
  55. {
  56. public:
  57. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const =0;
  58. };
  59. template <typename T> class CApplyOnGH : public CBaseForGHApply
  60. {
  61. public:
  62. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const
  63. {
  64. T *ptr = static_cast<T*>(pack);
  65. ptr->c = c;
  66. return ptr->applyGh(gh);
  67. }
  68. };
  69. class CGHApplier
  70. {
  71. public:
  72. std::map<ui16,CBaseForGHApply*> apps;
  73. CGHApplier()
  74. {
  75. registerTypes3(*this);
  76. }
  77. template<typename T> void registerType(const T * t=NULL)
  78. {
  79. ui16 ID = typeList.registerType(t);
  80. apps[ID] = new CApplyOnGH<T>;
  81. }
  82. } *applier = NULL;
  83. CMP_stack cmpst ;
  84. static inline double distance(int3 a, int3 b)
  85. {
  86. return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
  87. }
  88. static void giveExp(BattleResult &r)
  89. {
  90. r.exp[0] = 0;
  91. r.exp[1] = 0;
  92. for(std::map<ui32,si32>::iterator i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  93. {
  94. r.exp[r.winner] += VLC->creh->creatures[i->first]->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  95. }
  96. }
  97. PlayerStatus PlayerStatuses::operator[](ui8 player)
  98. {
  99. boost::unique_lock<boost::mutex> l(mx);
  100. if(players.find(player) != players.end())
  101. {
  102. return players[player];
  103. }
  104. else
  105. {
  106. throw std::string("No such player!");
  107. }
  108. }
  109. void PlayerStatuses::addPlayer(ui8 player)
  110. {
  111. boost::unique_lock<boost::mutex> l(mx);
  112. players[player];
  113. }
  114. bool PlayerStatuses::hasQueries(ui8 player)
  115. {
  116. boost::unique_lock<boost::mutex> l(mx);
  117. if(players.find(player) != players.end())
  118. {
  119. return players[player].queries.size();
  120. }
  121. else
  122. {
  123. throw std::string("No such player!");
  124. }
  125. }
  126. bool PlayerStatuses::checkFlag(ui8 player, bool PlayerStatus::*flag)
  127. {
  128. boost::unique_lock<boost::mutex> l(mx);
  129. if(players.find(player) != players.end())
  130. {
  131. return players[player].*flag;
  132. }
  133. else
  134. {
  135. throw std::string("No such player!");
  136. }
  137. }
  138. void PlayerStatuses::setFlag(ui8 player, bool PlayerStatus::*flag, bool val)
  139. {
  140. boost::unique_lock<boost::mutex> l(mx);
  141. if(players.find(player) != players.end())
  142. {
  143. players[player].*flag = val;
  144. }
  145. else
  146. {
  147. throw std::string("No such player!");
  148. }
  149. cv.notify_all();
  150. }
  151. void PlayerStatuses::addQuery(ui8 player, ui32 id)
  152. {
  153. boost::unique_lock<boost::mutex> l(mx);
  154. if(players.find(player) != players.end())
  155. {
  156. players[player].queries.insert(id);
  157. }
  158. else
  159. {
  160. throw std::string("No such player!");
  161. }
  162. cv.notify_all();
  163. }
  164. void PlayerStatuses::removeQuery(ui8 player, ui32 id)
  165. {
  166. boost::unique_lock<boost::mutex> l(mx);
  167. if(players.find(player) != players.end())
  168. {
  169. players[player].queries.erase(id);
  170. }
  171. else
  172. {
  173. throw std::string("No such player!");
  174. }
  175. cv.notify_all();
  176. }
  177. template <typename T>
  178. void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
  179. {
  180. fun(args[which]);
  181. }
  182. void CGameHandler::changeSecSkill( int ID, int which, int val, bool abs/*=false*/ )
  183. {
  184. SetSecSkill sss;
  185. sss.id = ID;
  186. sss.which = which;
  187. sss.val = val;
  188. sss.abs = abs;
  189. sendAndApply(&sss);
  190. if(which == 7) //Wisdom
  191. {
  192. const CGHeroInstance *h = getHero(ID);
  193. if(h && h->visitedTown)
  194. giveSpells(h->visitedTown, h);
  195. }
  196. }
  197. void CGameHandler::changePrimSkill(int ID, int which, si64 val, bool abs)
  198. {
  199. SetPrimSkill sps;
  200. sps.id = ID;
  201. sps.which = which;
  202. sps.abs = abs;
  203. sps.val = val;
  204. sendAndApply(&sps);
  205. if(which==4) //only for exp - hero may level up
  206. {
  207. CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID]);
  208. while (hero->exp >= VLC->heroh->reqExp(hero->level+1)) //new level
  209. {
  210. //give prim skill
  211. tlog5 << hero->name <<" got level "<<hero->level<<std::endl;
  212. int r = rand()%100, pom=0, x=0;
  213. int std::pair<int,int>::*g = (hero->level>9) ? (&std::pair<int,int>::second) : (&std::pair<int,int>::first);
  214. for(;x<PRIMARY_SKILLS;x++)
  215. {
  216. pom += hero->type->heroClass->primChance[x].*g;
  217. if(r<pom)
  218. break;
  219. }
  220. tlog5 << "Bohater dostaje umiejetnosc pierwszorzedna " << x << " (wynik losowania "<<r<<")"<<std::endl;
  221. SetPrimSkill sps;
  222. sps.id = ID;
  223. sps.which = x;
  224. sps.abs = false;
  225. sps.val = 1;
  226. sendAndApply(&sps);
  227. HeroLevelUp hlu;
  228. hlu.heroid = ID;
  229. hlu.primskill = x;
  230. hlu.level = hero->level+1;
  231. //picking sec. skills for choice
  232. std::set<int> basicAndAdv, expert, none;
  233. for(int i=0;i<SKILL_QUANTITY;i++) none.insert(i);
  234. for(unsigned i=0;i<hero->secSkills.size();i++)
  235. {
  236. if(hero->secSkills[i].second < 3)
  237. basicAndAdv.insert(hero->secSkills[i].first);
  238. else
  239. expert.insert(hero->secSkills[i].first);
  240. none.erase(hero->secSkills[i].first);
  241. }
  242. //first offered skill
  243. if(hero->secSkills.size() < hero->type->heroClass->skillLimit) //free skill slot
  244. {
  245. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
  246. none.erase(hlu.skills.back());
  247. }
  248. else if(basicAndAdv.size())
  249. {
  250. int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);
  251. hlu.skills.push_back(s);
  252. basicAndAdv.erase(s);
  253. }
  254. //second offered skill
  255. if(basicAndAdv.size())
  256. {
  257. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //new skill
  258. }
  259. else if(hero->secSkills.size() < hero->type->heroClass->skillLimit)
  260. {
  261. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
  262. }
  263. if(hlu.skills.size() > 1) //apply and ask for secondary skill
  264. {
  265. 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));
  266. applyAndAsk(&hlu,hero->tempOwner,callback); //call changeSecSkill with appropriate args when client responds
  267. }
  268. else if(hlu.skills.size() == 1) //apply, give only possible skill and send info
  269. {
  270. sendAndApply(&hlu);
  271. changeSecSkill(ID,hlu.skills.back(),1,false);
  272. }
  273. else //apply and send info
  274. {
  275. sendAndApply(&hlu);
  276. }
  277. }
  278. }
  279. }
  280. static CCreatureSet takeCasualties(int color, const CCreatureSet &set, BattleInfo *bat)
  281. {
  282. if(color == 254)
  283. color = 255;
  284. CCreatureSet ret(set);
  285. for(int i=0; i<bat->stacks.size();i++)
  286. {
  287. CStack *st = bat->stacks[i];
  288. if(vstd::contains(st->state, SUMMONED)) //don't take into account sumoned stacks
  289. continue;
  290. if(st->owner==color && !set.slotEmpty(st->slot) && st->count < set.getAmount(st->slot))
  291. {
  292. if(st->alive())
  293. ret.setStackCount(st->slot, st->count);
  294. else
  295. ret.eraseStack(st->slot);
  296. }
  297. }
  298. return ret;
  299. }
  300. void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town)
  301. {
  302. battleEndCallback = new boost::function<void(BattleResult*)>(cb);
  303. bEndArmy1 = army1;
  304. bEndArmy2 = army2;
  305. {
  306. BattleInfo *curB = new BattleInfo;
  307. curB->side1 = army1->tempOwner;
  308. curB->side2 = army2->tempOwner;
  309. if(curB->side2 == 254)
  310. curB->side2 = 255;
  311. setupBattle(curB, tile, army1, army2, hero1, hero2, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  312. }
  313. NEW_ROUND;
  314. //TODO: pre-tactic stuff, call scripts etc.
  315. //tactic round
  316. {
  317. NEW_ROUND;
  318. if( (hero1 && hero1->getSecSkillLevel(19)>0) ||
  319. ( hero2 && hero2->getSecSkillLevel(19)>0) )//someone has tactics
  320. {
  321. //TODO: tactic round (round -1)
  322. }
  323. }
  324. //spells opening battle
  325. if (hero1 && hero1->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  326. {
  327. BonusList bl;
  328. hero1->getBonuses(bl, Selector::type(Bonus::OPENING_BATTLE_SPELL));
  329. BOOST_FOREACH (Bonus b, bl)
  330. {
  331. handleSpellCasting(b.subtype, 3, -1, 0, hero1->tempOwner, NULL, hero2, b.val);
  332. }
  333. }
  334. if (hero2 && hero2->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  335. {
  336. BonusList bl;
  337. hero2->getBonuses(bl, Selector::type(Bonus::OPENING_BATTLE_SPELL));
  338. BOOST_FOREACH (Bonus b, bl)
  339. {
  340. handleSpellCasting(b.subtype, 3, -1, 1, hero2->tempOwner, NULL, hero1, b.val);
  341. }
  342. }
  343. //main loop
  344. while(!battleResult.get()) //till the end of the battle ;]
  345. {
  346. NEW_ROUND;
  347. std::vector<CStack*> & stacks = (gs->curB->stacks);
  348. const BattleInfo & curB = *gs->curB;
  349. //stack loop
  350. const CStack *next;
  351. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  352. {
  353. //check for bad morale => freeze
  354. int nextStackMorale = next->MoraleVal();
  355. if( nextStackMorale < 0 &&
  356. !(NBonus::hasOfType(hero1, Bonus::BLOCK_MORALE) || NBonus::hasOfType(hero2, Bonus::BLOCK_MORALE)) //checking if heroes have (or don't have) morale blocking bonuses)
  357. )
  358. {
  359. if( rand()%24 < -2 * nextStackMorale)
  360. {
  361. //unit loses its turn - empty freeze action
  362. BattleAction ba;
  363. ba.actionType = 11;
  364. ba.additionalInfo = 1;
  365. ba.side = !next->attackerOwned;
  366. ba.stackNumber = next->ID;
  367. sendAndApply(&StartAction(ba));
  368. sendAndApply(&EndAction());
  369. checkForBattleEnd(stacks); //check if this "action" ended the battle (not likely but who knows...)
  370. continue;
  371. }
  372. }
  373. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  374. {
  375. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  376. if(attackInfo.first != NULL)
  377. {
  378. BattleAction attack;
  379. attack.actionType = 6;
  380. attack.side = !next->attackerOwned;
  381. attack.stackNumber = next->ID;
  382. attack.additionalInfo = attackInfo.first->position;
  383. attack.destinationTile = attackInfo.second;
  384. makeBattleAction(attack);
  385. checkForBattleEnd(stacks);
  386. }
  387. continue;
  388. }
  389. const CGHeroInstance * curOwner = gs->battleGetOwner(next->ID);
  390. if( (next->position < 0 && (!curOwner || curOwner->getSecSkillLevel(10) == 0)) //arrow turret, hero has no ballistics
  391. || (next->type->idNumber == 146 && (!curOwner || curOwner->getSecSkillLevel(20) == 0))) //ballista, hero has no artillery
  392. {
  393. BattleAction attack;
  394. attack.actionType = 7;
  395. attack.side = !next->attackerOwned;
  396. attack.stackNumber = next->ID;
  397. for(int g=0; g<gs->curB->stacks.size(); ++g)
  398. {
  399. if(gs->curB->stacks[g]->owner != next->owner && gs->curB->stacks[g]->alive())
  400. {
  401. attack.destinationTile = gs->curB->stacks[g]->position;
  402. break;
  403. }
  404. }
  405. makeBattleAction(attack);
  406. checkForBattleEnd(stacks);
  407. continue;
  408. }
  409. if(next->type->idNumber == 145 && (!curOwner || curOwner->getSecSkillLevel(10) == 0)) //catapult, hero has no ballistics
  410. {
  411. BattleAction attack;
  412. static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
  413. attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ];
  414. attack.actionType = 9;
  415. attack.additionalInfo = 0;
  416. attack.side = !next->attackerOwned;
  417. attack.stackNumber = next->ID;
  418. makeBattleAction(attack);
  419. continue;
  420. }
  421. if(next->type->idNumber == 147 && (!curOwner || curOwner->getSecSkillLevel(27) == 0)) //first aid tent, hero has no first aid
  422. {
  423. BattleAction heal;
  424. std::vector< const CStack * > possibleStacks;
  425. for (int v=0; v<gs->curB->stacks.size(); ++v)
  426. {
  427. const CStack * cstack = gs->curB->stacks[v];
  428. if (cstack->owner == next->owner && cstack->firstHPleft < cstack->MaxHealth() && cstack->alive()) //it's friendly and not fully healthy
  429. {
  430. possibleStacks.push_back(cstack);
  431. }
  432. }
  433. if(possibleStacks.size() == 0)
  434. {
  435. //nothing to heal
  436. BattleAction doNothing;
  437. doNothing.actionType = 0;
  438. doNothing.additionalInfo = 0;
  439. doNothing.destinationTile = -1;
  440. doNothing.side = !next->attackerOwned;
  441. doNothing.stackNumber = next->ID;
  442. sendAndApply(&StartAction(doNothing));
  443. sendAndApply(&EndAction());
  444. continue;
  445. }
  446. else
  447. {
  448. //heal random creature
  449. const CStack * toBeHealed = possibleStacks[ rand()%possibleStacks.size() ];
  450. heal.actionType = 12;
  451. heal.additionalInfo = 0;
  452. heal.destinationTile = toBeHealed->position;
  453. heal.side = !next->attackerOwned;
  454. heal.stackNumber = next->ID;
  455. makeBattleAction(heal);
  456. }
  457. continue;
  458. }
  459. askInterfaceForMove:
  460. //ask interface and wait for answer
  461. if(!battleResult.get())
  462. {
  463. BattleSetActiveStack sas;
  464. sas.stack = next->ID;
  465. sendAndApply(&sas);
  466. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  467. while(next->alive() && (!battleMadeAction.data && !battleResult.get())) //active stack hasn't made its action and battle is still going
  468. battleMadeAction.cond.wait(lock);
  469. battleMadeAction.data = false;
  470. }
  471. else
  472. {
  473. break;
  474. }
  475. //we're after action, all results applied
  476. checkForBattleEnd(stacks); //check if this action ended the battle
  477. //check for good morale
  478. nextStackMorale = next->MoraleVal();
  479. if(!vstd::contains(next->state,HAD_MORALE) //only one extra move per turn possible
  480. && !vstd::contains(next->state,DEFENDING)
  481. && !vstd::contains(next->state,WAITING)
  482. && next->alive()
  483. && nextStackMorale > 0
  484. && !(NBonus::hasOfType(hero1, Bonus::BLOCK_MORALE) || NBonus::hasOfType(hero2, Bonus::BLOCK_MORALE)) //checking if heroes have (or don't have) morale blocking bonuses
  485. )
  486. if(rand()%24 < nextStackMorale) //this stack hasn't got morale this turn
  487. goto askInterfaceForMove; //move this stack once more
  488. }
  489. }
  490. endBattle(tile, hero1, hero2);
  491. }
  492. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  493. {
  494. BattleResultsApplied resultsApplied;
  495. resultsApplied.player1 = bEndArmy1->tempOwner;
  496. resultsApplied.player2 = bEndArmy2->tempOwner;
  497. //unblock engaged players
  498. if(bEndArmy1->tempOwner<PLAYER_LIMIT)
  499. states.setFlag(bEndArmy1->tempOwner, &PlayerStatus::engagedIntoBattle, false);
  500. if(bEndArmy2 && bEndArmy2->tempOwner<PLAYER_LIMIT)
  501. states.setFlag(bEndArmy2->tempOwner, &PlayerStatus::engagedIntoBattle, false);
  502. //casualties among heroes armies
  503. SetGarrisons sg;
  504. sg.garrs[bEndArmy1->id] = takeCasualties(bEndArmy1->tempOwner, *bEndArmy1, gs->curB);
  505. sg.garrs[bEndArmy2->id] = takeCasualties(bEndArmy2->tempOwner, *bEndArmy2, gs->curB);
  506. sendAndApply(&sg);
  507. ui8 sides[2];
  508. sides[0] = gs->curB->side1;
  509. sides[1] = gs->curB->side2;
  510. //end battle, remove all info, free memory
  511. giveExp(*battleResult.data);
  512. sendAndApply(battleResult.data);
  513. //if one hero has lost we will erase him
  514. if(battleResult.data->winner!=0 && hero1)
  515. {
  516. RemoveObject ro(hero1->id);
  517. sendAndApply(&ro);
  518. }
  519. if(battleResult.data->winner!=1 && hero2)
  520. {
  521. RemoveObject ro(hero2->id);
  522. sendAndApply(&ro);
  523. }
  524. //give exp
  525. if(battleResult.data->exp[0] && hero1)
  526. changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
  527. if(battleResult.data->exp[1] && hero2)
  528. changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
  529. if(battleEndCallback && *battleEndCallback)
  530. {
  531. (*battleEndCallback)(battleResult.data);
  532. delete battleEndCallback;
  533. battleEndCallback = 0;
  534. }
  535. sendAndApply(&resultsApplied);
  536. // Necromancy if applicable.
  537. const CGHeroInstance *winnerHero = battleResult.data->winner != 0 ? hero2 : hero1;
  538. if (winnerHero)
  539. {
  540. CStackInstance raisedStack = winnerHero->calculateNecromancy(*battleResult.data);
  541. // Give raised units to winner and show dialog, if any were raised.
  542. if (raisedStack.type)
  543. {
  544. int slot = winnerHero->getSlotFor(raisedStack.type->idNumber);
  545. if (slot != -1)
  546. {
  547. SetGarrisons sg;
  548. sg.garrs[winnerHero->id] = winnerHero->getArmy();
  549. sg.garrs[winnerHero->id].addToSlot(slot, raisedStack);
  550. // if (vstd::contains(winnerHero->slots, slot)) // Add to existing stack.
  551. // sg.garrs[winnerHero->id].slots[slot].count += raisedStack.count;
  552. // else // Create a new stack.
  553. // sg.garrs[winnerHero->id].slots[slot] = raisedStack;
  554. winnerHero->showNecromancyDialog(raisedStack);
  555. sendAndApply(&sg);
  556. }
  557. }
  558. }
  559. if(visitObjectAfterVictory && winnerHero == hero1)
  560. {
  561. visitObjectOnTile(*getTile(winnerHero->getPosition()), winnerHero);
  562. }
  563. visitObjectAfterVictory = false;
  564. winLoseHandle(1<<sides[0] | 1<<sides[1]); //handle victory/loss of engaged players
  565. delete battleResult.data;
  566. }
  567. void CGameHandler::prepareAttacked(BattleStackAttacked &bsa, const CStack *def)
  568. {
  569. bsa.killedAmount = bsa.damageAmount / def->MaxHealth();
  570. unsigned damageFirst = bsa.damageAmount % def->MaxHealth();
  571. if( def->firstHPleft <= damageFirst )
  572. {
  573. bsa.killedAmount++;
  574. bsa.newHP = def->firstHPleft + def->MaxHealth() - damageFirst;
  575. }
  576. else
  577. {
  578. bsa.newHP = def->firstHPleft - damageFirst;
  579. }
  580. if(def->count <= bsa.killedAmount) //stack killed
  581. {
  582. bsa.newAmount = 0;
  583. bsa.flags |= 1;
  584. bsa.killedAmount = def->count; //we cannot kill more creatures than we have
  585. }
  586. else
  587. {
  588. bsa.newAmount = def->count - bsa.killedAmount;
  589. }
  590. }
  591. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance)
  592. {
  593. bat.bsa.clear();
  594. bat.stackAttacking = att->ID;
  595. bat.bsa.push_back(BattleStackAttacked());
  596. BattleStackAttacked *bsa = &bat.bsa.back();
  597. bsa->stackAttacked = def->ID;
  598. bsa->attackerID = att->ID;
  599. int attackerLuck = att->LuckVal();
  600. const CGHeroInstance * h0 = gs->curB->heroes[0],
  601. * h1 = gs->curB->heroes[1];
  602. bool noLuck = false;
  603. if(h0 && NBonus::hasOfType(h0, Bonus::BLOCK_LUCK) ||
  604. h1 && NBonus::hasOfType(h1, Bonus::BLOCK_LUCK))
  605. {
  606. noLuck = true;
  607. }
  608. if(!noLuck && attackerLuck > 0 && rand()%24 < attackerLuck) //TODO?: negative luck option?
  609. {
  610. bsa->damageAmount *= 2;
  611. bat.flags |= 4;
  612. }
  613. bsa->damageAmount = gs->curB->calculateDmg(att, def, gs->battleGetOwner(att->ID), gs->battleGetOwner(def->ID), bat.shot(), distance, bat.lucky());//counting dealt damage
  614. int dmg = bsa->damageAmount;
  615. prepareAttacked(*bsa, def);
  616. //life drain handling
  617. if (att->hasBonusOfType(Bonus::LIFE_DRAIN))
  618. {
  619. StacksHealedOrResurrected shi;
  620. shi.lifeDrain = true;
  621. shi.drainedFrom = def->ID;
  622. StacksHealedOrResurrected::HealInfo hi;
  623. hi.stackID = att->ID;
  624. hi.healedHP = std::min<int>(dmg, att->MaxHealth() - att->firstHPleft + att->MaxHealth() * (att->baseAmount - att->count) );
  625. hi.lowLevelResurrection = false;
  626. shi.healedStacks.push_back(hi);
  627. if (hi.healedHP > 0)
  628. {
  629. bsa->healedStacks.push_back(shi);
  630. }
  631. }
  632. else
  633. {
  634. }
  635. //fire shield handling
  636. if ( !bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !bsa->killed() )
  637. {
  638. bat.bsa.push_back(BattleStackAttacked());
  639. BattleStackAttacked *bsa = &bat.bsa.back();
  640. bsa->stackAttacked = att->ID;
  641. bsa->attackerID = def->ID;
  642. bsa->flags |= 2;
  643. bsa->effect = 11;
  644. bsa->damageAmount = (dmg * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  645. prepareAttacked(*bsa, att);
  646. }
  647. }
  648. void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
  649. {
  650. srand(time(NULL));
  651. CPack *pack = NULL;
  652. try
  653. {
  654. while(1)//server should never shut connection first //was: while(!end2)
  655. {
  656. {
  657. boost::unique_lock<boost::mutex> lock(*c.rmx);
  658. c >> pack; //get the package
  659. tlog5 << "Received client message of type " << typeid(*pack).name() << std::endl;
  660. }
  661. int packType = typeList.getTypeID(pack); //get the id of type
  662. CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
  663. if(apply)
  664. {
  665. bool result = apply->applyOnGH(this,&c,pack);
  666. tlog5 << "Message successfully applied (result=" << result << ")!\n";
  667. //send confirmation that we've applied the package
  668. if(pack->type != 6000) //WORKAROUND - not confirm query replies TODO: reconsider
  669. {
  670. PackageApplied applied;
  671. applied.result = result;
  672. applied.packType = packType;
  673. {
  674. boost::unique_lock<boost::mutex> lock(*c.wmx);
  675. c << &applied;
  676. }
  677. }
  678. }
  679. else
  680. {
  681. tlog1 << "Message cannot be applied, cannot find applier (unregistered type)!\n";
  682. }
  683. delete pack;
  684. pack = NULL;
  685. }
  686. }
  687. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  688. {
  689. assert(!c.connected); //make sure that connection has been marked as broken
  690. tlog1 << e.what() << std::endl;
  691. end2 = true;
  692. }
  693. HANDLE_EXCEPTION(end2 = true);
  694. tlog1 << "Ended handling connection\n";
  695. }
  696. int CGameHandler::moveStack(int stack, int dest)
  697. {
  698. int ret = 0;
  699. CStack *curStack = gs->curB->getStack(stack),
  700. *stackAtEnd = gs->curB->getStackT(dest);
  701. assert(curStack);
  702. assert(dest < BFIELD_SIZE);
  703. //initing necessary tables
  704. bool accessibility[BFIELD_SIZE];
  705. std::vector<int> accessible = gs->curB->getAccessibility(curStack->ID, false);
  706. for(int b=0; b<BFIELD_SIZE; ++b)
  707. {
  708. accessibility[b] = false;
  709. }
  710. for(int g=0; g<accessible.size(); ++g)
  711. {
  712. accessibility[accessible[g]] = true;
  713. }
  714. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  715. if(!stackAtEnd && curStack->doubleWide() && !accessibility[dest])
  716. {
  717. if(curStack->attackerOwned)
  718. {
  719. if(accessibility[dest+1])
  720. dest+=1;
  721. }
  722. else
  723. {
  724. if(accessibility[dest-1])
  725. dest-=1;
  726. }
  727. }
  728. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility[dest])
  729. return 0;
  730. bool accessibilityWithOccupyable[BFIELD_SIZE];
  731. std::vector<int> accOc = gs->curB->getAccessibility(curStack->ID, true);
  732. for(int b=0; b<BFIELD_SIZE; ++b)
  733. {
  734. accessibilityWithOccupyable[b] = false;
  735. }
  736. for(int g=0; g<accOc.size(); ++g)
  737. {
  738. accessibilityWithOccupyable[accOc[g]] = true;
  739. }
  740. //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
  741. // return false;
  742. std::pair< std::vector<int>, int > path = gs->curB->getPath(curStack->position, dest, accessibilityWithOccupyable, curStack->hasBonusOfType(Bonus::FLYING), curStack->doubleWide(), curStack->attackerOwned);
  743. ret = path.second;
  744. if(curStack->hasBonusOfType(Bonus::FLYING))
  745. {
  746. if(path.second <= curStack->Speed() && path.first.size() > 0)
  747. {
  748. //inform clients about move
  749. BattleStackMoved sm;
  750. sm.stack = curStack->ID;
  751. sm.tile = path.first[0];
  752. sm.distance = path.second;
  753. sm.ending = true;
  754. sm.teleporting = false;
  755. sendAndApply(&sm);
  756. }
  757. }
  758. else //for non-flying creatures
  759. {
  760. int tilesToMove = std::max((int)(path.first.size() - curStack->Speed()), 0);
  761. for(int v=path.first.size()-1; v>=tilesToMove; --v)
  762. {
  763. //inform clients about move
  764. BattleStackMoved sm;
  765. sm.stack = curStack->ID;
  766. sm.tile = path.first[v];
  767. sm.distance = path.second;
  768. sm.ending = v==tilesToMove;
  769. sm.teleporting = false;
  770. sendAndApply(&sm);
  771. }
  772. }
  773. return ret;
  774. }
  775. CGameHandler::CGameHandler(void)
  776. {
  777. QID = 1;
  778. gs = NULL;
  779. IObjectInterface::cb = this;
  780. applier = new CGHApplier;
  781. visitObjectAfterVictory = false;
  782. }
  783. CGameHandler::~CGameHandler(void)
  784. {
  785. delete applier;
  786. applier = NULL;
  787. delete gs;
  788. }
  789. void CGameHandler::init(StartInfo *si, int Seed)
  790. {
  791. gs = new CGameState();
  792. tlog0 << "Gamestate created!" << std::endl;
  793. gs->init(si, 0, Seed);
  794. tlog0 << "Gamestate initialized!" << std::endl;
  795. for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)
  796. states.addPlayer(i->first);
  797. }
  798. static bool evntCmp(const CMapEvent *a, const CMapEvent *b)
  799. {
  800. return *a < *b;
  801. }
  802. void CGameHandler::newTurn()
  803. {
  804. tlog5 << "Turn " << gs->day+1 << std::endl;
  805. NewTurn n;
  806. n.day = gs->day + 1;
  807. n.resetBuilded = true;
  808. std::map<ui8, si32> hadGold;//starting gold - for buildings like dwarven treasury
  809. srand(time(NULL));
  810. std::map<ui32,CGHeroInstance *> pool = gs->hpool.heroesPool;
  811. for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  812. {
  813. if(i->first == 255) continue;
  814. else if(i->first > PLAYER_LIMIT) assert(0); //illegal player number!
  815. std::pair<ui8,si32> playerGold(i->first,i->second.resources[6]);
  816. hadGold.insert(playerGold);
  817. if(gs->getDate(1)==7) //first day of week - new heroes in tavern
  818. {
  819. SetAvailableHeroes sah;
  820. sah.player = i->first;
  821. CGHeroInstance *h = gs->hpool.pickHeroFor(true,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle], pool);
  822. if(h)
  823. sah.hid1 = h->subID;
  824. else
  825. sah.hid1 = -1;
  826. h = gs->hpool.pickHeroFor(false,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle], pool);
  827. if(h)
  828. sah.hid2 = h->subID;
  829. else
  830. sah.hid2 = -1;
  831. sendAndApply(&sah);
  832. }
  833. if(i->first>=PLAYER_LIMIT) continue;
  834. n.res[i->first] = i->second.resources;
  835. // SetResources r;
  836. // r.player = i->first;
  837. // for(int j=0;j<RESOURCE_QUANTITY;j++)
  838. // r.res[j] = i->second.resources[j];
  839. BOOST_FOREACH(CGHeroInstance *h, (*i).second.heroes)
  840. {
  841. if(h->visitedTown)
  842. giveSpells(h->visitedTown, h);
  843. NewTurn::Hero hth;
  844. hth.id = h->id;
  845. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).tertype != TerrainTile::water);
  846. if(h->visitedTown && vstd::contains(h->visitedTown->builtBuildings,0)) //if hero starts turn in town with mage guild
  847. hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
  848. else
  849. hth.mana = std::max(si32(0), std::max(h->mana, std::min(h->mana + h->manaRegain(), h->manaLimit())) );
  850. n.heroes.insert(hth);
  851. if(gs->day) //not first day
  852. {
  853. switch(h->getSecSkillLevel(13)) //handle estates - give gold
  854. {
  855. case 1: //basic
  856. n.res[i->first][6] += 125;
  857. break;
  858. case 2: //advanced
  859. n.res[i->first][6] += 250;
  860. break;
  861. case 3: //expert
  862. n.res[i->first][6] += 500;
  863. break;
  864. }
  865. for(std::list<Bonus>::iterator j = h->bonuses.begin(); j != h->bonuses.end(); j++)
  866. if(j->type == Bonus::GENERATE_RESOURCE)
  867. n.res[i->first][j->subtype] += j->val;
  868. //TODO player bonuses
  869. }
  870. }
  871. //n.res.push_back(r);
  872. }
  873. for(std::vector<CGTownInstance *>::iterator j = gs->map->towns.begin(); j!=gs->map->towns.end(); j++)//handle towns
  874. {
  875. ui8 player = (*j)->tempOwner;
  876. if(gs->getDate(1)==7) //first day of week
  877. {
  878. if ( (**j).subID == 1 && gs->getDate(0) && player < PLAYER_LIMIT
  879. && vstd::contains((**j).builtBuildings,22) )//dwarven treasury
  880. n.res[player][6] += hadGold[player]/10; //give 10% of starting gold
  881. SetAvailableCreatures sac;
  882. sac.tid = (**j).id;
  883. sac.creatures = (**j).creatures;
  884. for(int k=0;k<CREATURES_PER_TOWN;k++) //creature growths
  885. {
  886. if((**j).creatureDwelling(k))//there is dwelling (k-level)
  887. {
  888. sac.creatures[k].first += (**j).creatureGrowth(k);
  889. if(!gs->getDate(0)) //first day of game: use only basic growths
  890. amin(sac.creatures[k].first, VLC->creh->creatures[(*j)->town->basicCreatures[k]]->growth);
  891. }
  892. }
  893. n.cres.push_back(sac);
  894. }
  895. if(gs->day && player < PLAYER_LIMIT)//not the first day and town not neutral
  896. {
  897. ////SetResources r;
  898. //r.player = (**j).tempOwner;
  899. if(vstd::contains((**j).builtBuildings,15)) //there is resource silo
  900. {
  901. if((**j).town->primaryRes == 127) //we'll give wood and ore
  902. {
  903. n.res[player][0] += 1;
  904. n.res[player][2] += 1;
  905. }
  906. else
  907. {
  908. n.res[player][(**j).town->primaryRes] += 1;
  909. }
  910. }
  911. n.res[player][6] += (**j).dailyIncome();
  912. }
  913. if ((**j).subID == 2 && vstd::contains((**j).builtBuildings, 26)) // Skyship, probably easier to handle same as Veil of darkness
  914. { //do it every new day after veils apply
  915. FoWChange fw;
  916. fw.mode = 1;
  917. fw.player = player;
  918. getAllTiles(fw.tiles, player, -1, 0);
  919. sendAndApply (&fw);
  920. }
  921. if ((**j).hasBonusOfType (Bonus::DARKNESS))
  922. {
  923. (**j).hideTiles((**j).getOwner(), (**j).getBonus(Selector::type(Bonus::DARKNESS))->val);
  924. }
  925. //unhiding what shouldn't be hidden? //that's handled in netpacks client
  926. }
  927. sendAndApply(&n);
  928. tlog5 << "Info about turn " << n.day << "has been sent!" << std::endl;
  929. handleTimeEvents();
  930. //call objects
  931. for(size_t i = 0; i<gs->map->objects.size(); i++)
  932. if(gs->map->objects[i])
  933. gs->map->objects[i]->newTurn();
  934. winLoseHandle(0xff);
  935. //warn players without town
  936. if(gs->day)
  937. {
  938. for (std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  939. {
  940. if(i->second.status || i->second.towns.size() || i->second.color >= PLAYER_LIMIT)
  941. continue;
  942. InfoWindow iw;
  943. iw.player = i->first;
  944. iw.components.push_back(Component(Component::FLAG,i->first,0,0));
  945. if(!i->second.daysWithoutCastle)
  946. {
  947. iw.text.addTxt(MetaString::GENERAL_TXT,6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
  948. iw.text.addReplacement(MetaString::COLOR, i->first);
  949. }
  950. else if(i->second.daysWithoutCastle == 6)
  951. {
  952. iw.text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  953. iw.text.addReplacement(MetaString::COLOR, i->first);
  954. }
  955. else
  956. {
  957. iw.text.addTxt(MetaString::ARRAY_TXT,128); //%s, you only have %d days left to capture a town or you will be banished from this land.
  958. iw.text.addReplacement(MetaString::COLOR, i->first);
  959. iw.text.addReplacement(7 - i->second.daysWithoutCastle);
  960. }
  961. sendAndApply(&iw);
  962. }
  963. }
  964. }
  965. void CGameHandler::run(bool resume, const StartInfo *si /*= NULL*/)
  966. {
  967. using namespace boost::posix_time;
  968. BOOST_FOREACH(CConnection *cc, conns)
  969. {//init conn.
  970. ui8 quantity, pom;
  971. //ui32 seed;
  972. if(!resume)
  973. (*cc) << si << gs->map->checksum << gs->seed; // gs->scenarioOps
  974. (*cc) >> quantity; //how many players will be handled at that client
  975. for(int i=0;i<quantity;i++)
  976. {
  977. (*cc) >> pom; //read player color
  978. {
  979. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  980. connections[pom] = cc;
  981. }
  982. }
  983. }
  984. for(std::set<CConnection*>::iterator i = conns.begin(); i!=conns.end();i++)
  985. {
  986. std::set<int> pom;
  987. for(std::map<int,CConnection*>::iterator j = connections.begin(); j!=connections.end();j++)
  988. if(j->second == *i)
  989. pom.insert(j->first);
  990. boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(**i)));
  991. }
  992. while (!end2)
  993. {
  994. if(!resume)
  995. newTurn();
  996. std::map<ui8,PlayerState>::iterator i;
  997. if(!resume)
  998. i = gs->players.begin();
  999. else
  1000. i = gs->players.find(gs->currentPlayer);
  1001. resume = false;
  1002. for(; i != gs->players.end(); i++)
  1003. {
  1004. if(i->second.towns.size()==0 && i->second.heroes.size()==0
  1005. || i->second.color<0
  1006. || i->first>=PLAYER_LIMIT
  1007. || i->second.status)
  1008. {
  1009. continue;
  1010. }
  1011. states.setFlag(i->first,&PlayerStatus::makingTurn,true);
  1012. {
  1013. YourTurn yt;
  1014. yt.player = i->first;
  1015. sendAndApply(&yt);
  1016. }
  1017. //wait till turn is done
  1018. boost::unique_lock<boost::mutex> lock(states.mx);
  1019. while(states.players[i->first].makingTurn && !end2)
  1020. {
  1021. static time_duration p = milliseconds(200);
  1022. states.cv.timed_wait(lock,p);
  1023. }
  1024. }
  1025. }
  1026. while(conns.size() && (*conns.begin())->isOpen())
  1027. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1028. }
  1029. namespace CGH
  1030. {
  1031. using namespace std;
  1032. static void readItTo(ifstream & input, vector< vector<int> > & dest) //reads 7 lines, i-th one containing i integers, and puts it to dest
  1033. {
  1034. for(int j=0; j<7; ++j)
  1035. {
  1036. std::vector<int> pom;
  1037. for(int g=0; g<j+1; ++g)
  1038. {
  1039. int hlp; input>>hlp;
  1040. pom.push_back(hlp);
  1041. }
  1042. dest.push_back(pom);
  1043. }
  1044. }
  1045. }
  1046. void CGameHandler::setupBattle(BattleInfo * curB, int3 tile, const CArmedInstance *army1, const CArmedInstance *army2, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool creatureBank, const CGTownInstance *town)
  1047. {
  1048. battleResult.set(NULL);
  1049. std::vector<CStack*> & stacks = (curB->stacks);
  1050. curB->tile = tile;
  1051. curB->belligerents[0] = const_cast<CArmedInstance*>(army1);
  1052. curB->belligerents[1] = const_cast<CArmedInstance*>(army2);
  1053. curB->heroes[0] = const_cast<CGHeroInstance*>(hero1);
  1054. curB->heroes[1] = const_cast<CGHeroInstance*>(hero2);
  1055. curB->round = -2;
  1056. curB->activeStack = -1;
  1057. if(town)
  1058. {
  1059. curB->tid = town->id;
  1060. curB->siege = town->fortLevel();
  1061. }
  1062. else
  1063. {
  1064. curB->tid = -1;
  1065. curB->siege = 0;
  1066. }
  1067. //reading battleStartpos
  1068. std::ifstream positions;
  1069. positions.open(DATA_DIR "/config/battleStartpos.txt", std::ios_base::in|std::ios_base::binary);
  1070. if(!positions.is_open())
  1071. {
  1072. tlog1<<"Unable to open battleStartpos.txt!"<<std::endl;
  1073. }
  1074. std::string dump;
  1075. positions>>dump; positions>>dump;
  1076. std::vector< std::vector<int> > attackerLoose, defenderLoose, attackerTight, defenderTight, attackerCreBank, defenderCreBank;
  1077. CGH::readItTo(positions, attackerLoose);
  1078. positions>>dump;
  1079. CGH::readItTo(positions, defenderLoose);
  1080. positions>>dump;
  1081. positions>>dump;
  1082. CGH::readItTo(positions, attackerTight);
  1083. positions>>dump;
  1084. CGH::readItTo(positions, defenderTight);
  1085. positions>>dump;
  1086. positions>>dump;
  1087. CGH::readItTo(positions, attackerCreBank);
  1088. positions>>dump;
  1089. CGH::readItTo(positions, defenderCreBank);
  1090. positions.close();
  1091. //battleStartpos read
  1092. int k = 0; //stack serial
  1093. for(TSlots::const_iterator i = army1->Slots().begin(); i!=army1->Slots().end(); i++, k++)
  1094. {
  1095. int pos;
  1096. if(creatureBank)
  1097. pos = attackerCreBank[army1->stacksCount()-1][k];
  1098. else if(army1->formation)
  1099. pos = attackerTight[army1->stacksCount()-1][k];
  1100. else
  1101. pos = attackerLoose[army1->stacksCount()-1][k];
  1102. CStack * stack = curB->generateNewStack(i->second, stacks.size(), true, i->first, gs->map->terrain[tile.x][tile.y][tile.z].tertype, pos);
  1103. stacks.push_back(stack);
  1104. }
  1105. k = 0;
  1106. for(TSlots::const_iterator i = army2->Slots().begin(); i!=army2->Slots().end(); i++, k++)
  1107. {
  1108. int pos;
  1109. if(creatureBank)
  1110. pos = defenderCreBank[army2->stacksCount()-1][k];
  1111. else if(army2->formation)
  1112. pos = defenderTight[army2->stacksCount()-1][k];
  1113. else
  1114. pos = defenderLoose[army2->stacksCount()-1][k];
  1115. CStack * stack = curB->generateNewStack(i->second, stacks.size(), false, i->first, gs->map->terrain[tile.x][tile.y][tile.z].tertype, pos);
  1116. stacks.push_back(stack);
  1117. }
  1118. for(unsigned g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
  1119. {
  1120. if((stacks[g]->position%17)==1 && stacks[g]->doubleWide() && stacks[g]->attackerOwned)
  1121. {
  1122. stacks[g]->position += 1;
  1123. }
  1124. else if((stacks[g]->position%17)==15 && stacks[g]->doubleWide() && !stacks[g]->attackerOwned)
  1125. {
  1126. stacks[g]->position -= 1;
  1127. }
  1128. }
  1129. //adding war machines
  1130. if(hero1)
  1131. {
  1132. if(hero1->getArt(13)) //ballista
  1133. {
  1134. CStack * stack = curB->generateNewStack(CStackInstance(146, 1, hero1), stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 52);
  1135. stacks.push_back(stack);
  1136. }
  1137. if(hero1->getArt(14)) //ammo cart
  1138. {
  1139. CStack * stack = curB->generateNewStack(CStackInstance(148, 1, hero1), stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 18);
  1140. stacks.push_back(stack);
  1141. }
  1142. if(hero1->getArt(15)) //first aid tent
  1143. {
  1144. CStack * stack = curB->generateNewStack(CStackInstance(147, 1, hero1), stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 154);
  1145. stacks.push_back(stack);
  1146. }
  1147. }
  1148. if(hero2)
  1149. {
  1150. if(hero2->getArt(13)) //ballista
  1151. {
  1152. CStack * stack = curB->generateNewStack(CStackInstance(146, 1, hero2), stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 66);
  1153. stacks.push_back(stack);
  1154. }
  1155. if(hero2->getArt(14)) //ammo cart
  1156. {
  1157. CStack * stack = curB->generateNewStack(CStackInstance(148, 1, hero1), stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 32);
  1158. stacks.push_back(stack);
  1159. }
  1160. if(hero2->getArt(15)) //first aid tent
  1161. {
  1162. CStack * stack = curB->generateNewStack(CStackInstance(147, 1, hero2), stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 168);
  1163. stacks.push_back(stack);
  1164. }
  1165. }
  1166. if(town && hero1 && town->hasFort()) //catapult
  1167. {
  1168. CStack * stack = curB->generateNewStack(CStackInstance(145, 1, hero1), stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 120);
  1169. stacks.push_back(stack);
  1170. }
  1171. //war machines added
  1172. switch(curB->siege) //adding towers
  1173. {
  1174. case 3: //castle
  1175. {//lower tower / upper tower
  1176. CStack * stack = curB->generateNewStack(CStackInstance(149, 1, hero2), stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, -4);
  1177. stacks.push_back(stack);
  1178. stack = curB->generateNewStack(CStackInstance(149, 1, hero2), stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, -3);
  1179. stacks.push_back(stack);
  1180. }
  1181. case 2: //citadel
  1182. {//main tower
  1183. CStack * stack = curB->generateNewStack(CStackInstance(149, 1, hero2), stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, -2);
  1184. stacks.push_back(stack);
  1185. }
  1186. }
  1187. std::stable_sort(stacks.begin(),stacks.end(),cmpst);
  1188. //seting up siege
  1189. if(town && town->hasFort())
  1190. {
  1191. for(int b=0; b<ARRAY_COUNT(curB->si.wallState); ++b)
  1192. {
  1193. curB->si.wallState[b] = 1;
  1194. }
  1195. }
  1196. int terType = gs->battleGetBattlefieldType(tile);
  1197. //randomize obstacles
  1198. if(town == NULL && !creatureBank) //do it only when it's not siege and not creature bank
  1199. {
  1200. bool obAv[BFIELD_SIZE]; //availability of hexes for obstacles;
  1201. std::vector<int> possibleObstacles;
  1202. for(int i=0; i<BFIELD_SIZE; ++i)
  1203. {
  1204. if(i%17 < 4 || i%17 > 12)
  1205. {
  1206. obAv[i] = false;
  1207. }
  1208. else
  1209. {
  1210. obAv[i] = true;
  1211. }
  1212. }
  1213. for(std::map<int, CObstacleInfo>::const_iterator g=VLC->heroh->obstacles.begin(); g!=VLC->heroh->obstacles.end(); ++g)
  1214. {
  1215. 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
  1216. {
  1217. possibleObstacles.push_back(g->first);
  1218. }
  1219. }
  1220. srand(time(NULL));
  1221. if(possibleObstacles.size() > 0) //we cannot place any obstacles when we don't have them
  1222. {
  1223. int toBlock = rand()%6 + 6; //how many hexes should be blocked by obstacles
  1224. while(toBlock>0)
  1225. {
  1226. CObstacleInstance coi;
  1227. coi.uniqueID = curB->obstacles.size();
  1228. coi.ID = possibleObstacles[rand()%possibleObstacles.size()];
  1229. coi.pos = rand()%BFIELD_SIZE;
  1230. std::vector<int> block = VLC->heroh->obstacles[coi.ID].getBlocked(coi.pos);
  1231. bool badObstacle = false;
  1232. for(int b=0; b<block.size(); ++b)
  1233. {
  1234. if(block[b] < 0 || block[b] >= BFIELD_SIZE || !obAv[block[b]])
  1235. {
  1236. badObstacle = true;
  1237. break;
  1238. }
  1239. }
  1240. if(badObstacle) continue;
  1241. //obstacle can be placed
  1242. curB->obstacles.push_back(coi);
  1243. for(int b=0; b<block.size(); ++b)
  1244. {
  1245. if(block[b] >= 0 && block[b] < BFIELD_SIZE)
  1246. obAv[block[b]] = false;
  1247. }
  1248. toBlock -= block.size();
  1249. }
  1250. }
  1251. }
  1252. //giving building bonuses, if siege and we have harrisoned hero
  1253. if (town)
  1254. {
  1255. if (hero2)
  1256. {
  1257. for (int i=0; i<4; i++)
  1258. {
  1259. int val = town->defenceBonus(i);
  1260. if (val)
  1261. {
  1262. GiveBonus gs;
  1263. gs.bonus = Bonus(Bonus::ONE_BATTLE, Bonus::PRIMARY_SKILL, Bonus::OBJECT, val, -1, "", i);
  1264. gs.id = hero2->id;
  1265. sendAndApply(&gs);
  1266. }
  1267. }
  1268. }
  1269. else//if we don't have hero - apply separately, if hero present - will be taken from hero bonuses
  1270. {
  1271. if(town->subID == 0 && vstd::contains(town->builtBuildings,22)) //castle, brotherhood of sword built
  1272. for(int g=0; g<stacks.size(); ++g)
  1273. stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 2, Bonus::TOWN_STRUCTURE));
  1274. else if(vstd::contains(town->builtBuildings,5)) //tavern is built
  1275. for(int g=0; g<stacks.size(); ++g)
  1276. stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 1, Bonus::TOWN_STRUCTURE));
  1277. if(town->subID == 1 && vstd::contains(town->builtBuildings,21)) //rampart, fountain of fortune is present
  1278. for(int g=0; g<stacks.size(); ++g)
  1279. stacks[g]->bonuses.push_back(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, 2, Bonus::TOWN_STRUCTURE));
  1280. }
  1281. }
  1282. //giving terrain premies for heroes & stacks
  1283. int bonusSubtype = -1;
  1284. switch(terType)
  1285. {
  1286. case 9: //magic plains
  1287. {
  1288. bonusSubtype = 0;
  1289. }
  1290. case 14: //fiery fields
  1291. {
  1292. if(bonusSubtype == -1) bonusSubtype = 1;
  1293. }
  1294. case 15: //rock lands
  1295. {
  1296. if(bonusSubtype == -1) bonusSubtype = 8;
  1297. }
  1298. case 16: //magic clouds
  1299. {
  1300. if(bonusSubtype == -1) bonusSubtype = 2;
  1301. }
  1302. case 17: //lucid pools
  1303. {
  1304. if(bonusSubtype == -1) bonusSubtype = 4;
  1305. }
  1306. { //common part for cases 9, 14, 15, 16, 17
  1307. const CGHeroInstance * cHero = NULL;
  1308. for(int i=0; i<2; ++i)
  1309. {
  1310. if(i == 0) cHero = hero1;
  1311. else cHero = hero2;
  1312. if(cHero == NULL) continue;
  1313. GiveBonus gs;
  1314. gs.bonus = Bonus(Bonus::ONE_BATTLE, Bonus::MAGIC_SCHOOL_SKILL, Bonus::OBJECT, 3, -1, "", bonusSubtype);
  1315. gs.id = cHero->id;
  1316. sendAndApply(&gs);
  1317. }
  1318. break;
  1319. }
  1320. case 18: //holy ground
  1321. {
  1322. for(int g=0; g<stacks.size(); ++g) //+1 morale bonus for good creatures, -1 morale bonus for evil creatures
  1323. {
  1324. if (stacks[g]->type->isGood())
  1325. stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_OVERLAY));
  1326. else if (stacks[g]->type->isEvil())
  1327. stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY));
  1328. }
  1329. break;
  1330. }
  1331. case 19: //clover field
  1332. {
  1333. for(int g=0; g<stacks.size(); ++g)
  1334. {
  1335. if(stacks[g]->type->faction == -1) //+2 luck bonus for neutral creatures
  1336. {
  1337. stacks[g]->bonuses.push_back(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, 2, Bonus::TERRAIN_OVERLAY));
  1338. }
  1339. }
  1340. break;
  1341. }
  1342. case 20: //evil fog
  1343. {
  1344. for(int g=0; g<stacks.size(); ++g) //-1 morale bonus for good creatures, +1 morale bonus for evil creatures
  1345. {
  1346. if (stacks[g]->type->isGood())
  1347. stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY));
  1348. else if (stacks[g]->type->isEvil())
  1349. stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_OVERLAY));
  1350. }
  1351. break;
  1352. }
  1353. case 22: //cursed ground
  1354. {
  1355. for(int g=0; g<stacks.size(); ++g) //no luck nor morale
  1356. {
  1357. stacks[g]->bonuses.push_back(makeFeature(Bonus::NO_MORALE, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
  1358. stacks[g]->bonuses.push_back(makeFeature(Bonus::NO_LUCK, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
  1359. }
  1360. const CGHeroInstance * cHero = NULL;
  1361. for(int i=0; i<2; ++i) //blocking spells above level 1
  1362. {
  1363. if(i == 0) cHero = hero1;
  1364. else cHero = hero2;
  1365. if(cHero == NULL) continue;
  1366. GiveBonus gs;
  1367. gs.bonus = Bonus(Bonus::ONE_BATTLE, Bonus::BLOCK_SPELLS_ABOVE_LEVEL, Bonus::OBJECT, 1, -1, "", bonusSubtype);
  1368. gs.id = cHero->id;
  1369. sendAndApply(&gs);
  1370. }
  1371. break;
  1372. }
  1373. }
  1374. //premies given
  1375. //send info about battles
  1376. BattleStart bs;
  1377. bs.info = curB;
  1378. sendAndApply(&bs);
  1379. }
  1380. void CGameHandler::checkForBattleEnd( std::vector<CStack*> &stacks )
  1381. {
  1382. //checking winning condition
  1383. bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarily
  1384. hasStack[0] = hasStack[1] = false;
  1385. for(int b = 0; b<stacks.size(); ++b)
  1386. {
  1387. if(stacks[b]->alive() && !stacks[b]->hasBonusOfType(Bonus::SIEGE_WEAPON))
  1388. {
  1389. hasStack[1-stacks[b]->attackerOwned] = true;
  1390. }
  1391. }
  1392. if(!hasStack[0] || !hasStack[1]) //somebody has won
  1393. {
  1394. BattleResult *br = new BattleResult; //will be deleted at the end of startBattle(...)
  1395. br->result = 0;
  1396. br->winner = hasStack[1]; //fleeing side loses
  1397. gs->curB->calculateCasualties(br->casualties);
  1398. battleResult.set(br);
  1399. }
  1400. }
  1401. void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
  1402. {
  1403. if(!vstd::contains(h->artifWorn,17))
  1404. return; //hero hasn't spellbok
  1405. ChangeSpells cs;
  1406. cs.hid = h->id;
  1407. cs.learn = true;
  1408. for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(7)+2);i++)
  1409. {
  1410. if (t->subID == 8 && vstd::contains(t->builtBuildings, 26)) //Aurora Borealis
  1411. {
  1412. std::vector<ui16> spells;
  1413. getAllowedSpells(spells, i);
  1414. for (int j = 0; j < spells.size(); ++j)
  1415. cs.spells.insert(spells[j]);
  1416. }
  1417. else
  1418. {
  1419. for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)
  1420. {
  1421. if(!vstd::contains(h->spells,t->spells[i][j]))
  1422. cs.spells.insert(t->spells[i][j]);
  1423. }
  1424. }
  1425. }
  1426. if(cs.spells.size())
  1427. sendAndApply(&cs);
  1428. }
  1429. void CGameHandler::setBlockVis(int objid, bool bv)
  1430. {
  1431. SetObjectProperty sop(objid,2,bv);
  1432. sendAndApply(&sop);
  1433. }
  1434. bool CGameHandler::removeObject( int objid )
  1435. {
  1436. if(!getObj(objid))
  1437. {
  1438. tlog1 << "Something wrong, that object already has been removed or hasn't existed!\n";
  1439. return false;
  1440. }
  1441. RemoveObject ro;
  1442. ro.id = objid;
  1443. sendAndApply(&ro);
  1444. winLoseHandle(255); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1445. return true;
  1446. }
  1447. void CGameHandler::setAmount(int objid, ui32 val)
  1448. {
  1449. SetObjectProperty sop(objid,3,val);
  1450. sendAndApply(&sop);
  1451. }
  1452. bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*/ )
  1453. {
  1454. bool blockvis = false;
  1455. const CGHeroInstance *h = getHero(hid);
  1456. 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)
  1457. )
  1458. {
  1459. tlog1 << "Illegal call to move hero!\n";
  1460. return false;
  1461. }
  1462. tlog5 << "Player " <<int(asker) << " wants to move hero "<< hid << " from "<< h->pos << " to " << dst << std::endl;
  1463. int3 hmpos = dst + int3(-1,0,0);
  1464. if(!gs->map->isInTheMap(hmpos))
  1465. {
  1466. tlog1 << "Destination tile is outside the map!\n";
  1467. return false;
  1468. }
  1469. TerrainTile t = gs->map->terrain[hmpos.x][hmpos.y][hmpos.z];
  1470. int cost = gs->getMovementCost(h, h->getPosition(false), CGHeroInstance::convertPosition(dst,false),h->movement);
  1471. int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1472. //result structure for start - movement failed, no move points used
  1473. TryMoveHero tmh;
  1474. tmh.id = hid;
  1475. tmh.start = h->pos;
  1476. tmh.end = dst;
  1477. tmh.result = TryMoveHero::FAILED;
  1478. tmh.movePoints = h->movement;
  1479. //check if destination tile is available
  1480. //it's a rock or blocked and not visitable tile
  1481. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1482. if((t.tertype == TerrainTile::rock || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
  1483. && complain("Cannot move hero, destination tile is blocked!")
  1484. || (!h->boat && !h->canWalkOnSea() && t.tertype == TerrainTile::water && (t.visitableObjects.size() != 1 || (t.visitableObjects.front()->ID != 8 && t.visitableObjects.front()->ID != HEROI_TYPE))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land)
  1485. && complain("Cannot move hero, destination tile is on water!")
  1486. || (h->boat && t.tertype != TerrainTile::water && t.blocked)
  1487. && complain("Cannot disembark hero, tile is blocked!")
  1488. || (h->movement < cost && dst != h->pos && !instant)
  1489. && complain("Hero doesn't have any movement points left!")
  1490. || states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1491. && complain("Cannot move hero during the battle"))
  1492. {
  1493. //send info about movement failure
  1494. sendAndApply(&tmh);
  1495. return false;
  1496. }
  1497. //hero enters the boat
  1498. if(!h->boat && t.visitableObjects.size() && t.visitableObjects.front()->ID == 8)
  1499. {
  1500. tmh.result = TryMoveHero::EMBARK;
  1501. tmh.movePoints = 0; //embarking takes all move points
  1502. //TODO: check for bonus that removes that penalty
  1503. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1504. sendAndApply(&tmh);
  1505. return true;
  1506. }
  1507. //hero leaves the boat
  1508. else if(h->boat && t.tertype != TerrainTile::water && !t.blocked)
  1509. {
  1510. tmh.result = TryMoveHero::DISEMBARK;
  1511. tmh.movePoints = 0; //disembarking takes all move points
  1512. //TODO: check for bonus that removes that penalty
  1513. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1514. sendAndApply(&tmh);
  1515. tryAttackingGuard(guardPos, h);
  1516. return true;
  1517. }
  1518. //checks for standard movement
  1519. if(!instant)
  1520. {
  1521. if( distance(h->pos,dst) >= 1.5 && complain("Tiles are not neighboring!")
  1522. || h->movement < cost && h->movement < 100 && complain("Not enough move points!"))
  1523. {
  1524. sendAndApply(&tmh);
  1525. return false;
  1526. }
  1527. //check if there is blocking visitable object
  1528. blockvis = false;
  1529. tmh.movePoints = std::max(si32(0),h->movement-cost); //take move points
  1530. BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
  1531. {
  1532. if(obj != h && obj->blockVisit && !(obj->getPassableness() & 1<<h->tempOwner))
  1533. {
  1534. blockvis = true;
  1535. break;
  1536. }
  1537. }
  1538. //we start moving
  1539. if(blockvis)//interaction with blocking object (like resources)
  1540. {
  1541. tmh.result = TryMoveHero::BLOCKING_VISIT;
  1542. sendAndApply(&tmh);
  1543. //failed to move to that tile but we visit object
  1544. if(t.visitableObjects.size())
  1545. objectVisited(t.visitableObjects.back(), h);
  1546. // BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
  1547. // {
  1548. // if (obj->blockVisit)
  1549. // {
  1550. // objectVisited(obj, h);
  1551. // }
  1552. // }
  1553. tlog5 << "Blocking visit at " << hmpos << std::endl;
  1554. return true;
  1555. }
  1556. else //normal move
  1557. {
  1558. BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[h->pos.x-1][h->pos.y][h->pos.z].visitableObjects)
  1559. {
  1560. obj->onHeroLeave(h);
  1561. }
  1562. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1563. tmh.result = TryMoveHero::SUCCESS;
  1564. tmh.attackedFrom = guardPos;
  1565. sendAndApply(&tmh);
  1566. tlog5 << "Moved to " <<tmh.end<<std::endl;
  1567. // If a creature guards the tile, block visit.
  1568. const bool fightingGuard = tryAttackingGuard(guardPos, h);
  1569. if(!fightingGuard && t.visitableObjects.size()) //call objects if they are visited
  1570. {
  1571. visitObjectOnTile(t, h);
  1572. }
  1573. // BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
  1574. // {
  1575. // objectVisited(obj, h);
  1576. // }
  1577. tlog5 << "Movement end!\n";
  1578. return true;
  1579. }
  1580. }
  1581. else //instant move - teleportation
  1582. {
  1583. BOOST_FOREACH(CGObjectInstance* obj, t.blockingObjects)
  1584. {
  1585. if(obj->ID==HEROI_TYPE)
  1586. {
  1587. CGHeroInstance *dh = static_cast<CGHeroInstance *>(obj);
  1588. if(obj->tempOwner==h->tempOwner)
  1589. {
  1590. heroExchange(dh->id, h->id);
  1591. return true;
  1592. }
  1593. //TODO: check for ally
  1594. startBattleI(h, dh);
  1595. return true;
  1596. }
  1597. }
  1598. tmh.result = TryMoveHero::TELEPORTATION;
  1599. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1600. sendAndApply(&tmh);
  1601. return true;
  1602. }
  1603. }
  1604. void CGameHandler::setOwner(int objid, ui8 owner)
  1605. {
  1606. ui8 oldOwner = getOwner(objid);
  1607. SetObjectProperty sop(objid,1,owner);
  1608. sendAndApply(&sop);
  1609. winLoseHandle(1<<owner | 1<<oldOwner);
  1610. if(owner < PLAYER_LIMIT && getTown(objid) && !gs->getPlayer(owner)->towns.size()) //player lost last town
  1611. {
  1612. InfoWindow iw;
  1613. iw.player = oldOwner;
  1614. iw.text.addTxt(MetaString::GENERAL_TXT, 6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
  1615. sendAndApply(&iw);
  1616. }
  1617. }
  1618. void CGameHandler::setHoverName(int objid, MetaString* name)
  1619. {
  1620. SetHoverName shn(objid, *name);
  1621. sendAndApply(&shn);
  1622. }
  1623. void CGameHandler::showInfoDialog(InfoWindow *iw)
  1624. {
  1625. sendToAllClients(iw);
  1626. }
  1627. void CGameHandler::showBlockingDialog( BlockingDialog *iw, const CFunctionList<void(ui32)> &callback )
  1628. {
  1629. ask(iw,iw->player,callback);
  1630. }
  1631. ui32 CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1632. {
  1633. //TODO
  1634. //gsm.lock();
  1635. //int query = QID++;
  1636. //states.addQuery(player,query);
  1637. //sendToAllClients(iw);
  1638. //gsm.unlock();
  1639. //ui32 ret = getQueryResult(iw->player, query);
  1640. //gsm.lock();
  1641. //states.removeQuery(player, query);
  1642. //gsm.unlock();
  1643. return 0;
  1644. }
  1645. int CGameHandler::getCurrentPlayer()
  1646. {
  1647. return gs->currentPlayer;
  1648. }
  1649. void CGameHandler::giveResource(int player, int which, int val)
  1650. {
  1651. if(!val) return; //don't waste time on empty call
  1652. SetResource sr;
  1653. sr.player = player;
  1654. sr.resid = which;
  1655. sr.val = gs->players.find(player)->second.resources[which]+val;
  1656. sendAndApply(&sr);
  1657. }
  1658. void CGameHandler::giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet creatures)
  1659. {
  1660. if (creatures.stacksCount() <= 0)
  1661. return;
  1662. CCreatureSet heroArmy = h->getArmy();
  1663. while (creatures.stacksCount() > 0)
  1664. {
  1665. int slot = heroArmy.getSlotFor(creatures.Slots().begin()->second.type->idNumber);
  1666. if (slot < 0)
  1667. break;
  1668. heroArmy.addToSlot(slot, creatures.slots.begin()->second);
  1669. creatures.slots.erase (creatures.slots.begin());
  1670. }
  1671. if (creatures.stacksCount() == 0) //all creatures can be moved to hero army - do that
  1672. {
  1673. SetGarrisons sg;
  1674. sg.garrs[h->id] = heroArmy;
  1675. sendAndApply(&sg);
  1676. }
  1677. else //show garrison window and let player pick creatures
  1678. {
  1679. SetGarrisons sg;
  1680. sg.garrs[objid] = creatures;
  1681. sendAndApply (&sg);
  1682. showGarrisonDialog (objid, h->id, true, 0);
  1683. return;
  1684. }
  1685. }
  1686. void CGameHandler::takeCreatures (int objid, TSlots creatures) //probably we could use ArmedInstance as well
  1687. {
  1688. if (creatures.size() <= 0)
  1689. return;
  1690. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1691. CCreatureSet newArmy = obj->getArmy();
  1692. while (creatures.size())
  1693. {
  1694. int slot = newArmy.getSlotFor(creatures.begin()->second.type->idNumber);
  1695. if (slot < 0)
  1696. break;
  1697. newArmy.slots[slot].type = creatures.begin()->second.type;
  1698. newArmy.slots[slot].count -= creatures.begin()->second.count;
  1699. if (newArmy.getStack(slot).count < 1)
  1700. newArmy.eraseStack(slot);
  1701. creatures.erase (creatures.begin());
  1702. }
  1703. SetGarrisons sg;
  1704. sg.garrs[objid] = newArmy;
  1705. sendAndApply(&sg);
  1706. }
  1707. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1708. {
  1709. sendToAllClients(comp);
  1710. }
  1711. void CGameHandler::heroVisitCastle(int obj, int heroID)
  1712. {
  1713. HeroVisitCastle vc;
  1714. vc.hid = heroID;
  1715. vc.tid = obj;
  1716. vc.flags |= 1;
  1717. sendAndApply(&vc);
  1718. const CGHeroInstance *h = getHero(heroID);
  1719. vistiCastleObjects (getTown(obj), h);
  1720. giveSpells (getTown(obj), getHero(heroID));
  1721. if(gs->map->victoryCondition.condition == transportItem)
  1722. checkLossVictory(h->tempOwner); //transported artifact?
  1723. }
  1724. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  1725. {
  1726. std::vector<CGTownBuilding*>::const_iterator i;
  1727. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  1728. (*i)->onHeroVisit (h);
  1729. }
  1730. void CGameHandler::stopHeroVisitCastle(int obj, int heroID)
  1731. {
  1732. HeroVisitCastle vc;
  1733. vc.hid = heroID;
  1734. vc.tid = obj;
  1735. sendAndApply(&vc);
  1736. }
  1737. void CGameHandler::giveHeroArtifact(int artid, int hid, int position) //pos==-1 - first free slot in backpack
  1738. {
  1739. const CGHeroInstance* h = getHero(hid);
  1740. const CArtifact &art = VLC->arth->artifacts[artid];
  1741. SetHeroArtifacts sha;
  1742. sha.hid = hid;
  1743. sha.artifacts = h->artifacts;
  1744. sha.artifWorn = h->artifWorn;
  1745. if(position<0)
  1746. {
  1747. if(position == -2)
  1748. {
  1749. int i;
  1750. for(i=0; i<art.possibleSlots.size(); i++) //try to put artifact into first available slot
  1751. {
  1752. if( !vstd::contains(sha.artifWorn,art.possibleSlots[i]) )
  1753. {
  1754. //we've found a free suitable slot
  1755. VLC->arth->equipArtifact(sha.artifWorn, art.possibleSlots[i], artid);
  1756. break;
  1757. }
  1758. }
  1759. if(i == art.possibleSlots.size() && !art.isBig()) //if haven't find proper slot, use backpack or discard big artifact
  1760. sha.artifacts.push_back(artid);
  1761. }
  1762. else if (!art.isBig()) //should be -1 => put artifact into backpack
  1763. {
  1764. sha.artifacts.push_back(artid);
  1765. }
  1766. }
  1767. else
  1768. {
  1769. if(!vstd::contains(sha.artifWorn,ui16(position)))
  1770. {
  1771. VLC->arth->equipArtifact(sha.artifWorn, position, artid);
  1772. }
  1773. else if (!art.isBig())
  1774. {
  1775. sha.artifacts.push_back(artid);
  1776. }
  1777. }
  1778. sendAndApply(&sha);
  1779. }
  1780. void CGameHandler::removeArtifact(int artid, int hid)
  1781. {
  1782. const CGHeroInstance* h = getHero(hid);
  1783. SetHeroArtifacts sha;
  1784. sha.hid = hid;
  1785. sha.artifacts = h->artifacts;
  1786. sha.artifWorn = h->artifWorn;
  1787. std::vector<ui32>::iterator it;
  1788. if ((it = std::find(sha.artifacts.begin(), sha.artifacts.end(), artid)) != sha.artifacts.end()) //it is in backpack
  1789. sha.artifacts.erase(it);
  1790. else //worn
  1791. {
  1792. for (std::map<ui16,ui32>::iterator itr = sha.artifWorn.begin(); itr != sha.artifWorn.end(); ++itr)
  1793. {
  1794. if (itr->second == artid)
  1795. {
  1796. VLC->arth->unequipArtifact(sha.artifWorn, itr->first);
  1797. break;
  1798. }
  1799. }
  1800. }
  1801. sendAndApply(&sha);
  1802. }
  1803. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town) //use hero=NULL for no hero
  1804. {
  1805. engageIntoBattle(army1->tempOwner);
  1806. engageIntoBattle(army2->tempOwner);
  1807. //block engaged players
  1808. if(army2->tempOwner < PLAYER_LIMIT)
  1809. states.setFlag(army2->tempOwner,&PlayerStatus::engagedIntoBattle,true);
  1810. boost::thread(boost::bind(&CGameHandler::startBattle, this, army1, army2, tile, hero1, hero2, creatureBank, cb, town));
  1811. }
  1812. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb, bool creatureBank )
  1813. {
  1814. startBattleI(army1, army2, tile,
  1815. army1->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(army1) : NULL,
  1816. army2->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(army2) : NULL,
  1817. creatureBank, cb);
  1818. }
  1819. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb, bool creatureBank)
  1820. {
  1821. startBattleI(army1, army2, army2->visitablePos(), cb, creatureBank);
  1822. }
  1823. //void CGameHandler::startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb) //for hero<=>neutral army
  1824. //{
  1825. // CGHeroInstance* h = const_cast<CGHeroInstance*>(getHero(heroID));
  1826. // startBattleI(&h->army,&army,tile,h,NULL,cb);
  1827. // //battle(&h->army,army,tile,h,NULL);
  1828. //}
  1829. void CGameHandler::changeSpells( int hid, bool give, const std::set<ui32> &spells )
  1830. {
  1831. ChangeSpells cs;
  1832. cs.hid = hid;
  1833. cs.spells = spells;
  1834. cs.learn = give;
  1835. sendAndApply(&cs);
  1836. }
  1837. int CGameHandler::getSelectedHero()
  1838. {
  1839. return IGameCallback::getSelectedHero(getCurrentPlayer())->id;
  1840. }
  1841. void CGameHandler::setObjProperty( int objid, int prop, si64 val )
  1842. {
  1843. SetObjectProperty sob;
  1844. sob.id = objid;
  1845. sob.what = prop;
  1846. sob.val = val;
  1847. sendAndApply(&sob);
  1848. }
  1849. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  1850. {
  1851. SystemMessage sm;
  1852. sm.text = message;
  1853. c << &sm;
  1854. }
  1855. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  1856. {
  1857. sendAndApply(bonus);
  1858. }
  1859. void CGameHandler::setMovePoints( SetMovePoints * smp )
  1860. {
  1861. sendAndApply(smp);
  1862. }
  1863. void CGameHandler::setManaPoints( int hid, int val )
  1864. {
  1865. SetMana sm;
  1866. sm.hid = hid;
  1867. sm.val = val;
  1868. sendAndApply(&sm);
  1869. }
  1870. void CGameHandler::giveHero( int id, int player )
  1871. {
  1872. GiveHero gh;
  1873. gh.id = id;
  1874. gh.player = player;
  1875. sendAndApply(&gh);
  1876. }
  1877. void CGameHandler::changeObjPos( int objid, int3 newPos, ui8 flags )
  1878. {
  1879. ChangeObjPos cop;
  1880. cop.objid = objid;
  1881. cop.nPos = newPos;
  1882. cop.flags = flags;
  1883. sendAndApply(&cop);
  1884. }
  1885. void CGameHandler::useScholarSkill(si32 fromHero, si32 toHero)
  1886. {
  1887. const CGHeroInstance * h1 = getHero(fromHero);
  1888. const CGHeroInstance * h2 = getHero(toHero);
  1889. if ( h1->getSecSkillLevel(18) < h2->getSecSkillLevel(18) )
  1890. {
  1891. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1892. std::swap(fromHero, toHero);
  1893. }
  1894. int ScholarLevel = h1->getSecSkillLevel(18);//heroes can trade up to this level
  1895. if (!ScholarLevel || !vstd::contains(h1->artifWorn,17) || !vstd::contains(h2->artifWorn,17) )
  1896. return;//no scholar skill or no spellbook
  1897. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(7)+2),
  1898. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(7)+2);//heroes can receive this levels
  1899. ChangeSpells cs1;
  1900. cs1.learn = true;
  1901. cs1.hid = toHero;//giving spells to first hero
  1902. for(std::set<ui32>::const_iterator it=h1->spells.begin(); it!=h1->spells.end();it++)
  1903. if ( h2Lvl >= VLC->spellh->spells[*it].level && !vstd::contains(h2->spells, *it))//hero can learn it and don't have it yet
  1904. cs1.spells.insert(*it);//spell to learn
  1905. ChangeSpells cs2;
  1906. cs2.learn = true;
  1907. cs2.hid = fromHero;
  1908. for(std::set<ui32>::const_iterator it=h2->spells.begin(); it!=h2->spells.end();it++)
  1909. if ( h1Lvl >= VLC->spellh->spells[*it].level && !vstd::contains(h1->spells, *it))
  1910. cs2.spells.insert(*it);
  1911. if (cs1.spells.size() || cs2.spells.size())//create a message
  1912. {
  1913. InfoWindow iw;
  1914. iw.player = h1->tempOwner;
  1915. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  1916. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1917. iw.text.addReplacement(h1->name);
  1918. if (cs2.spells.size())//if found new spell - apply
  1919. {
  1920. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  1921. int size = cs2.spells.size();
  1922. for(std::set<ui32>::const_iterator it=cs2.spells.begin(); it!=cs2.spells.end();it++)
  1923. {
  1924. iw.components.push_back(Component(Component::SPELL, (*it), 1, 0));
  1925. iw.text.addTxt(MetaString::SPELL_NAME, (*it));
  1926. switch (size--)
  1927. {
  1928. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1929. case 1: break;
  1930. default: iw.text << ", ";
  1931. }
  1932. }
  1933. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  1934. iw.text.addReplacement(h2->name);
  1935. sendAndApply(&cs2);
  1936. }
  1937. if (cs1.spells.size() && cs2.spells.size() )
  1938. {
  1939. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  1940. }
  1941. if (cs1.spells.size())
  1942. {
  1943. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  1944. int size = cs1.spells.size();
  1945. for(std::set<ui32>::const_iterator it=cs1.spells.begin(); it!=cs1.spells.end();it++)
  1946. {
  1947. iw.components.push_back(Component(Component::SPELL, (*it), 1, 0));
  1948. iw.text.addTxt(MetaString::SPELL_NAME, (*it));
  1949. switch (size--)
  1950. {
  1951. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1952. case 1: break;
  1953. default: iw.text << ", ";
  1954. } }
  1955. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  1956. iw.text.addReplacement(h2->name);
  1957. sendAndApply(&cs1);
  1958. }
  1959. sendAndApply(&iw);
  1960. }
  1961. }
  1962. void CGameHandler::heroExchange(si32 hero1, si32 hero2)
  1963. {
  1964. ui8 player1 = getHero(hero1)->tempOwner;
  1965. ui8 player2 = getHero(hero2)->tempOwner;
  1966. if(player1 == player2)//TODO: allies
  1967. {
  1968. OpenWindow hex;
  1969. hex.window = OpenWindow::EXCHANGE_WINDOW;
  1970. hex.id1 = hero1;
  1971. hex.id2 = hero2;
  1972. sendAndApply(&hex);
  1973. useScholarSkill(hero1,hero2);
  1974. }
  1975. }
  1976. void CGameHandler::applyAndAsk( Query * sel, ui8 player, boost::function<void(ui32)> &callback )
  1977. {
  1978. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1979. sel->id = QID;
  1980. callbacks[QID] = callback;
  1981. states.addQuery(player,QID);
  1982. QID++;
  1983. sendAndApply(sel);
  1984. }
  1985. void CGameHandler::ask( Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback )
  1986. {
  1987. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1988. sel->id = QID;
  1989. callbacks[QID] = callback;
  1990. states.addQuery(player,QID);
  1991. sendToAllClients(sel);
  1992. QID++;
  1993. }
  1994. void CGameHandler::sendToAllClients( CPackForClient * info )
  1995. {
  1996. tlog5 << "Sending to all clients a package of type " << typeid(*info).name() << std::endl;
  1997. for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
  1998. {
  1999. (*i)->wmx->lock();
  2000. **i << info;
  2001. (*i)->wmx->unlock();
  2002. }
  2003. }
  2004. void CGameHandler::sendAndApply( CPackForClient * info )
  2005. {
  2006. gs->apply(info);
  2007. sendToAllClients(info);
  2008. }
  2009. void CGameHandler::sendAndApply( SetGarrisons * info )
  2010. {
  2011. sendAndApply((CPackForClient*)info);
  2012. if(gs->map->victoryCondition.condition == gatherTroop)
  2013. for(std::map<ui32,CCreatureSet>::const_iterator i = info->garrs.begin(); i != info->garrs.end(); i++)
  2014. checkLossVictory(getObj(i->first)->tempOwner);
  2015. }
  2016. void CGameHandler::sendAndApply( SetResource * info )
  2017. {
  2018. sendAndApply((CPackForClient*)info);
  2019. if(gs->map->victoryCondition.condition == gatherResource)
  2020. checkLossVictory(info->player);
  2021. }
  2022. void CGameHandler::sendAndApply( SetResources * info )
  2023. {
  2024. sendAndApply((CPackForClient*)info);
  2025. if(gs->map->victoryCondition.condition == gatherResource)
  2026. checkLossVictory(info->player);
  2027. }
  2028. void CGameHandler::sendAndApply( NewStructures * info )
  2029. {
  2030. sendAndApply((CPackForClient*)info);
  2031. if(gs->map->victoryCondition.condition == buildCity)
  2032. checkLossVictory(getTown(info->tid)->tempOwner);
  2033. }
  2034. void CGameHandler::save( const std::string &fname )
  2035. {
  2036. {
  2037. tlog0 << "Ordering clients to serialize...\n";
  2038. SaveGame sg(fname);
  2039. sendToAllClients(&sg);
  2040. }
  2041. {
  2042. tlog0 << "Serializing game info...\n";
  2043. CSaveFile save(GVCMIDirs.UserPath + "/Games/" + fname + ".vlgm1");
  2044. char hlp[8] = "VCMISVG";
  2045. save << hlp << static_cast<CMapHeader&>(*gs->map) << gs->scenarioOps << *VLC << gs;
  2046. }
  2047. {
  2048. tlog0 << "Serializing server info...\n";
  2049. CSaveFile save(GVCMIDirs.UserPath + "/Games/" + fname + ".vsgm1");
  2050. save << *this;
  2051. }
  2052. tlog0 << "Game has been successfully saved!\n";
  2053. }
  2054. void CGameHandler::close()
  2055. {
  2056. tlog0 << "We have been requested to close.\n";
  2057. //BOOST_FOREACH(CConnection *cc, conns)
  2058. // if(cc && cc->socket && cc->socket->is_open())
  2059. // cc->socket->close();
  2060. //exit(0);
  2061. }
  2062. bool CGameHandler::arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val )
  2063. {
  2064. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id1]),
  2065. *s2 = static_cast<CArmedInstance*>(gs->map->objects[id2]);
  2066. CCreatureSet temp1 = s1->getArmy(), temp2 = s2->getArmy(),
  2067. &S1 = temp1, &S2 = (s1!=s2)?(temp2):(temp1);
  2068. if(!isAllowedExchange(id1,id2))
  2069. {
  2070. complain("Cannot exchange stacks between these two objects!\n");
  2071. return false;
  2072. }
  2073. if(what==1) //swap
  2074. {
  2075. std::swap(S1.slots[p1],S2.slots[p2]); //swap slots
  2076. //if one of them is empty, remove entry
  2077. if(!S1.slots[p1].count)
  2078. S1.slots.erase(p1);
  2079. if(!S2.slots[p2].count)
  2080. S2.slots.erase(p2);
  2081. }
  2082. else if(what==2)//merge
  2083. {
  2084. if(S1.slots[p1].type != S2.slots[p2].type) //not same creature
  2085. {
  2086. complain("Cannot merge different creatures stacks!");
  2087. return false;
  2088. }
  2089. S2.slots[p2].count += S1.slots[p1].count;
  2090. S1.slots.erase(p1);
  2091. }
  2092. else if(what==3) //split
  2093. {
  2094. //general conditions checking
  2095. if((!vstd::contains(S1.slots,p1) && complain("no creatures to split"))
  2096. || (val<1 && complain("no creatures to split")) )
  2097. {
  2098. return false;
  2099. }
  2100. if(vstd::contains(S2.slots,p2)) //dest. slot not free - it must be "rebalancing"...
  2101. {
  2102. int total = S1.slots[p1].count + S2.slots[p2].count;
  2103. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  2104. || (S2.slots[p2].type != S1.slots[p1].type && complain("Cannot rebalance different creatures stacks!"))
  2105. )
  2106. {
  2107. return false;
  2108. }
  2109. S2.slots[p2].count = val;
  2110. S1.slots[p1].count = total - val;
  2111. }
  2112. else //split one stack to the two
  2113. {
  2114. if(S1.slots[p1].count < val)//not enough creatures
  2115. {
  2116. complain("Cannot split that stack, not enough creatures!");
  2117. return false;
  2118. }
  2119. S2.slots[p2].type = S1.slots[p1].type;
  2120. S2.slots[p2].count = val;
  2121. S1.slots[p1].count -= val;
  2122. }
  2123. if(!S1.slots[p1].count) //if we've moved all creatures
  2124. S1.slots.erase(p1);
  2125. }
  2126. if((s1->needsLastStack() && !S1.stacksCount()) //it's not allowed to take last stack from hero army!
  2127. || (s2->needsLastStack() && !S2.stacksCount())
  2128. )
  2129. {
  2130. complain("Cannot take the last stack!");
  2131. return false; //leave without applying changes to garrison
  2132. }
  2133. //apply changes
  2134. SetGarrisons sg;
  2135. sg.garrs[id1] = S1;
  2136. if(s1 != s2)
  2137. sg.garrs[id2] = S2;
  2138. sendAndApply(&sg);
  2139. return true;
  2140. }
  2141. int CGameHandler::getPlayerAt( CConnection *c ) const
  2142. {
  2143. std::set<int> all;
  2144. for(std::map<int,CConnection*>::const_iterator i=connections.begin(); i!=connections.end(); i++)
  2145. if(i->second == c)
  2146. all.insert(i->first);
  2147. switch(all.size())
  2148. {
  2149. case 0:
  2150. return 255;
  2151. case 1:
  2152. return *all.begin();
  2153. default:
  2154. {
  2155. //if we have more than one player at this connection, try to pick active one
  2156. if(vstd::contains(all,int(gs->currentPlayer)))
  2157. return gs->currentPlayer;
  2158. else
  2159. return 253; //cannot say which player is it
  2160. }
  2161. }
  2162. }
  2163. bool CGameHandler::disbandCreature( si32 id, ui8 pos )
  2164. {
  2165. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id]);
  2166. if(!vstd::contains(s1->slots,pos))
  2167. {
  2168. complain("Illegal call to disbandCreature - no such stack in army!");
  2169. return false;
  2170. }
  2171. s1->slots.erase(pos);
  2172. SetGarrisons sg;
  2173. sg.garrs[id] = s1->getArmy();
  2174. sendAndApply(&sg);
  2175. return true;
  2176. }
  2177. bool CGameHandler::buildStructure( si32 tid, si32 bid )
  2178. {
  2179. CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid]);
  2180. CBuilding * b = VLC->buildh->buildings[t->subID][bid];
  2181. if(gs->canBuildStructure(t,bid) != 7)
  2182. {
  2183. complain("Cannot build that building!");
  2184. return false;
  2185. }
  2186. if(bid == 26) //grail
  2187. {
  2188. if(!t->visitingHero || !t->visitingHero->hasArt(2))
  2189. {
  2190. complain("Cannot build grail - hero doesn't have it");
  2191. return false;
  2192. }
  2193. removeArtifact(2, t->visitingHero->id);
  2194. }
  2195. NewStructures ns;
  2196. ns.tid = tid;
  2197. if ( (bid == 18) && (vstd::contains(t->builtBuildings,(t->town->hordeLvl[0]+37))) )
  2198. ns.bid.insert(19);//we have upgr. dwelling, upgr. horde will be builded as well
  2199. else if ( (bid == 24) && (vstd::contains(t->builtBuildings,(t->town->hordeLvl[1]+37))) )
  2200. ns.bid.insert(25);
  2201. else if(bid>36) //upg dwelling
  2202. {
  2203. if ( (bid-37 == t->town->hordeLvl[0]) && (vstd::contains(t->builtBuildings,18)) )
  2204. ns.bid.insert(19);//we have horde, will be upgraded as well as dwelling
  2205. if ( (bid-37 == t->town->hordeLvl[1]) && (vstd::contains(t->builtBuildings,24)) )
  2206. ns.bid.insert(25);
  2207. SetAvailableCreatures ssi;
  2208. ssi.tid = tid;
  2209. ssi.creatures = t->creatures;
  2210. ssi.creatures[bid-37].second.push_back(t->town->upgradedCreatures[bid-37]);
  2211. sendAndApply(&ssi);
  2212. }
  2213. else if(bid >= 30) //bas. dwelling
  2214. {
  2215. int crid = t->town->basicCreatures[bid-30];
  2216. SetAvailableCreatures ssi;
  2217. ssi.tid = tid;
  2218. ssi.creatures = t->creatures;
  2219. ssi.creatures[bid-30].first = VLC->creh->creatures[crid]->growth;
  2220. ssi.creatures[bid-30].second.push_back(crid);
  2221. sendAndApply(&ssi);
  2222. }
  2223. else if(bid == 11)
  2224. ns.bid.insert(27);
  2225. else if(bid == 12)
  2226. ns.bid.insert(28);
  2227. else if(bid == 13)
  2228. ns.bid.insert(29);
  2229. else if (t->subID == 4 && bid == 17) //veil of darkness
  2230. {
  2231. GiveBonus gb(GiveBonus::TOWN);
  2232. gb.bonus.type = Bonus::DARKNESS;
  2233. gb.bonus.val = 20;
  2234. gb.id = t->id;
  2235. gb.bonus.duration = Bonus::PERMANENT;
  2236. gb.bonus.source = Bonus::TOWN_STRUCTURE;
  2237. gb.bonus.id = 17;
  2238. sendAndApply(&gb);
  2239. }
  2240. ns.bid.insert(bid);
  2241. ns.builded = t->builded + 1;
  2242. sendAndApply(&ns);
  2243. //reveal ground for lookout tower
  2244. FoWChange fw;
  2245. fw.player = t->tempOwner;
  2246. fw.mode = 1;
  2247. getTilesInRange(fw.tiles,t->pos,t->getSightRadious(),t->tempOwner,1);
  2248. sendAndApply(&fw);
  2249. SetResources sr;
  2250. sr.player = t->tempOwner;
  2251. sr.res = gs->getPlayer(t->tempOwner)->resources;
  2252. for(int i=0;i<b->resources.size();i++)
  2253. sr.res[i]-=b->resources[i];
  2254. sendAndApply(&sr);
  2255. if(bid<5) //it's mage guild
  2256. {
  2257. if(t->visitingHero)
  2258. giveSpells(t,t->visitingHero);
  2259. if(t->garrisonHero)
  2260. giveSpells(t,t->garrisonHero);
  2261. }
  2262. if(t->visitingHero)
  2263. vistiCastleObjects (t, t->visitingHero);
  2264. if(t->garrisonHero)
  2265. vistiCastleObjects (t, t->garrisonHero);
  2266. checkLossVictory(t->tempOwner);
  2267. return true;
  2268. }
  2269. bool CGameHandler::razeStructure (si32 tid, si32 bid)
  2270. {
  2271. ///incomplete, simply erases target building
  2272. CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid]);
  2273. if (t->builtBuildings.find(bid) == t->builtBuildings.end())
  2274. return false;
  2275. RazeStructures rs;
  2276. rs.tid = tid;
  2277. rs.bid.insert(bid);
  2278. rs.destroyed = t->destroyed + 1;
  2279. sendAndApply(&rs);
  2280. //TODO: Remove dwellers
  2281. if (t->subID == 4 && bid == 17) //Veil of Darkness
  2282. {
  2283. RemoveBonus rb(RemoveBonus::TOWN);
  2284. rb.whoID = t->id;
  2285. rb.source = Bonus::TOWN_STRUCTURE;
  2286. rb.id = 17;
  2287. sendAndApply(&rb);
  2288. }
  2289. return true;
  2290. }
  2291. void CGameHandler::sendMessageToAll( const std::string &message )
  2292. {
  2293. SystemMessage sm;
  2294. sm.text = message;
  2295. sendToAllClients(&sm);
  2296. }
  2297. bool CGameHandler::recruitCreatures( si32 objid, ui32 crid, ui32 cram )
  2298. {
  2299. const CGDwelling *dw = static_cast<CGDwelling*>(gs->map->objects[objid]);
  2300. const CArmedInstance *dst = NULL;
  2301. const CCreature *c = VLC->creh->creatures[crid];
  2302. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2303. //TODO: test for owning
  2304. if(dw->ID == TOWNI_TYPE)
  2305. dst = dw;
  2306. else if(dw->ID == 17 || dw->ID == 20) //advmap dwelling
  2307. dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
  2308. else if(dw->ID == 106)
  2309. dst = dynamic_cast<const CGHeroInstance *>(getTile(dw->visitablePos())->visitableObjects.back());
  2310. assert(dw && dst);
  2311. //verify
  2312. bool found = false;
  2313. int level = -1;
  2314. typedef std::pair<const int,int> Parka;
  2315. for(level = 0; level < dw->creatures.size(); level++) //iterate through all levels
  2316. {
  2317. const std::pair<ui32, std::vector<ui32> > &cur = dw->creatures[level]; //current level info <amount, list of cr. ids>
  2318. int i = 0;
  2319. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2320. if(cur.second[i] == crid)
  2321. break;
  2322. if(i < cur.second.size())
  2323. {
  2324. found = true;
  2325. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2326. break;
  2327. }
  2328. }
  2329. int slot = dst->getSlotFor(crid);
  2330. if(!found && complain("Cannot recruit: no such creatures!")
  2331. || cram > VLC->creh->creatures[crid]->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!")
  2332. || cram<=0 && complain("Cannot recruit: cram <= 0!")
  2333. || slot<0 && !warMachine && complain("Cannot recruit: no available slot!"))
  2334. {
  2335. return false;
  2336. }
  2337. //recruit
  2338. SetResources sr;
  2339. sr.player = dst->tempOwner;
  2340. for(int i=0;i<RESOURCE_QUANTITY;i++)
  2341. sr.res[i] = gs->getPlayer(dst->tempOwner)->resources[i] - (c->cost[i] * cram);
  2342. SetAvailableCreatures sac;
  2343. sac.tid = objid;
  2344. sac.creatures = dw->creatures;
  2345. sac.creatures[level].first -= cram;
  2346. sendAndApply(&sr);
  2347. sendAndApply(&sac);
  2348. if(warMachine)
  2349. {
  2350. switch(crid)
  2351. {
  2352. case 146:
  2353. giveHeroArtifact(4, dst->id, 13);
  2354. break;
  2355. case 147:
  2356. giveHeroArtifact(6, dst->id, 15);
  2357. break;
  2358. case 148:
  2359. giveHeroArtifact(5, dst->id, 14);
  2360. break;
  2361. default:
  2362. complain("This war machine cannot be recruited!");
  2363. return false;
  2364. }
  2365. }
  2366. else
  2367. {
  2368. SetGarrisons sg;
  2369. sg.garrs[dst->id] = dst->getArmy();
  2370. sg.garrs[dst->id] .addToSlot(slot, crid, cram);
  2371. sendAndApply(&sg);
  2372. }
  2373. return true;
  2374. }
  2375. bool CGameHandler::upgradeCreature( ui32 objid, ui8 pos, ui32 upgID )
  2376. {
  2377. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->map->objects[objid]);
  2378. UpgradeInfo ui = gs->getUpgradeInfo(obj,pos);
  2379. int player = obj->tempOwner;
  2380. int crQuantity = obj->slots[pos].count;
  2381. //check if upgrade is possible
  2382. if((ui.oldID<0 || !vstd::contains(ui.newID,upgID)) && complain("That upgrade is not possible!"))
  2383. {
  2384. return false;
  2385. }
  2386. //check if player has enough resources
  2387. for(int i=0;i<ui.cost.size();i++)
  2388. {
  2389. for (std::set<std::pair<int,int> >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++)
  2390. {
  2391. if(gs->getPlayer(player)->resources[j->first] < j->second*crQuantity)
  2392. {
  2393. complain("Cannot upgrade, not enough resources!");
  2394. return false;
  2395. }
  2396. }
  2397. }
  2398. //take resources
  2399. for(int i=0;i<ui.cost.size();i++)
  2400. {
  2401. for (std::set<std::pair<int,int> >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++)
  2402. {
  2403. SetResource sr;
  2404. sr.player = player;
  2405. sr.resid = j->first;
  2406. sr.val = gs->getPlayer(player)->resources[j->first] - j->second*crQuantity;
  2407. sendAndApply(&sr);
  2408. }
  2409. }
  2410. //upgrade creature
  2411. SetGarrisons sg;
  2412. sg.garrs[objid] = obj->getArmy();
  2413. sg.garrs[objid].slots[pos].setType(upgID);
  2414. sendAndApply(&sg);
  2415. return true;
  2416. }
  2417. bool CGameHandler::garrisonSwap( si32 tid )
  2418. {
  2419. CGTownInstance *town = gs->getTown(tid);
  2420. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2421. {
  2422. CCreatureSet csn = town->visitingHero->getArmy(), cso = town->getArmy();
  2423. while(!cso.slots.empty())//while there are unmoved creatures
  2424. {
  2425. int pos = csn.getSlotFor(cso.slots.begin()->second.type->idNumber);
  2426. if(pos<0)
  2427. {
  2428. //try to merge two other stacks to make place
  2429. std::pair<TSlot, TSlot> toMerge;
  2430. if(csn.mergableStacks(toMerge, cso.slots.begin()->first))
  2431. {
  2432. //merge
  2433. csn.slots[toMerge.second].count += csn.slots[toMerge.first].count;
  2434. csn.slots[toMerge.first] = cso.slots.begin()->second;
  2435. }
  2436. else
  2437. {
  2438. complain("Cannot make garrison swap, not enough free slots!");
  2439. return false;
  2440. }
  2441. }
  2442. else if(csn.slots.find(pos) != csn.slots.end()) //add creatures to the existing stack
  2443. {
  2444. csn.slots[pos].count += cso.slots.begin()->second.count;
  2445. }
  2446. else //move stack on the free pos
  2447. {
  2448. csn.slots[pos].type = cso.slots.begin()->second.type;
  2449. csn.slots[pos].count = cso.slots.begin()->second.count;
  2450. }
  2451. cso.slots.erase(cso.slots.begin());
  2452. }
  2453. SetGarrisons sg;
  2454. sg.garrs[town->visitingHero->id] = csn;
  2455. sg.garrs[town->id] = csn;
  2456. sendAndApply(&sg);
  2457. SetHeroesInTown intown;
  2458. intown.tid = tid;
  2459. intown.visiting = -1;
  2460. intown.garrison = town->visitingHero->id;
  2461. sendAndApply(&intown);
  2462. return true;
  2463. }
  2464. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2465. {
  2466. //check if moving hero out of town will break 8 wandering heroes limit
  2467. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2468. {
  2469. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2470. return false;
  2471. }
  2472. SetHeroesInTown intown;
  2473. intown.tid = tid;
  2474. intown.garrison = -1;
  2475. intown.visiting = town->garrisonHero->id;
  2476. sendAndApply(&intown);
  2477. //town will be empty
  2478. SetGarrisons sg;
  2479. sg.garrs[tid] = CCreatureSet();
  2480. sendAndApply(&sg);
  2481. return true;
  2482. }
  2483. else if (town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2484. {
  2485. SetGarrisons sg;
  2486. sg.garrs[town->id] = town->visitingHero->getArmy();;
  2487. sg.garrs[town->garrisonHero->id] = town->garrisonHero->getArmy();
  2488. SetHeroesInTown intown;
  2489. intown.tid = tid;
  2490. intown.garrison = town->visitingHero->id;
  2491. intown.visiting = town->garrisonHero->id;
  2492. sendAndApply(&intown);
  2493. sendAndApply(&sg);
  2494. return true;
  2495. }
  2496. else
  2497. {
  2498. complain("Cannot swap garrison hero!");
  2499. return false;
  2500. }
  2501. }
  2502. // With the amount of changes done to the function, it's more like transferArtifacts.
  2503. bool CGameHandler::swapArtifacts(si32 srcHeroID, si32 destHeroID, ui16 srcSlot, ui16 destSlot)
  2504. {
  2505. CGHeroInstance *srcHero = gs->getHero(srcHeroID);
  2506. CGHeroInstance *destHero = gs->getHero(destHeroID);
  2507. // Make sure exchange is even possible between the two heroes.
  2508. if ((distance(srcHero->pos,destHero->pos) > 1.5 )|| (srcHero->tempOwner != destHero->tempOwner))
  2509. return false;
  2510. const CArtifact *srcArtifact = srcHero->getArt(srcSlot);
  2511. const CArtifact *destArtifact = destHero->getArt(destSlot);
  2512. if (srcArtifact == NULL) {
  2513. complain("No artifact to swap!");
  2514. return false;
  2515. }
  2516. SetHeroArtifacts sha;
  2517. sha.hid = srcHeroID;
  2518. sha.artifacts = srcHero->artifacts;
  2519. sha.artifWorn = srcHero->artifWorn;
  2520. // Combinational artifacts needs to be removed first so they don't get denied movement because of their own locks.
  2521. if (srcHeroID == destHeroID && srcSlot < 19 && destSlot < 19) {
  2522. sha.setArtAtPos(srcSlot, -1);
  2523. if (!vstd::contains(sha.artifWorn, destSlot))
  2524. destArtifact = NULL;
  2525. }
  2526. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2527. // Moving to the backpack is always allowed.
  2528. if ((!srcArtifact || destSlot < 19)
  2529. && (srcArtifact && !srcArtifact->fitsAt(srcHeroID == destHeroID ? sha.artifWorn : destHero->artifWorn, destSlot)))
  2530. {
  2531. complain("Cannot swap artifacts!");
  2532. return false;
  2533. }
  2534. if ((srcArtifact && srcArtifact->id == 145) || (destArtifact && destArtifact->id == 145)) {
  2535. complain("Cannot move artifact locks.");
  2536. return false;
  2537. }
  2538. if (destSlot >= 19 && srcArtifact->isBig()) {
  2539. complain("Cannot put big artifacts in backpack!");
  2540. return false;
  2541. }
  2542. if (srcSlot == 16 || destSlot == 16) {
  2543. complain("Cannot move catapult!");
  2544. return false;
  2545. }
  2546. // If dest does not fit in src, put it in dest's backpack instead.
  2547. if (srcHeroID == destHeroID) // To avoid stumbling on own locks, remove artifact first.
  2548. sha.setArtAtPos(destSlot, -1);
  2549. const bool destFits = !destArtifact || srcSlot >= 19 || destSlot >= 19 || destArtifact->fitsAt(sha.artifWorn, srcSlot);
  2550. if (srcHeroID == destHeroID && destArtifact)
  2551. sha.setArtAtPos(destSlot, destArtifact->id);
  2552. sha.setArtAtPos(srcSlot, -1);
  2553. if (destSlot < 19 && (destArtifact || srcSlot < 19) && destFits)
  2554. sha.setArtAtPos(srcSlot, destArtifact ? destArtifact->id : -1);
  2555. // Internal hero artifact arrangement.
  2556. if(srcHero == destHero) {
  2557. // Correction for destination from removing source artifact in backpack.
  2558. if (srcSlot >= 19 && destSlot >= 19 && srcSlot < destSlot)
  2559. destSlot--;
  2560. sha.setArtAtPos(destSlot, srcHero->getArtAtPos(srcSlot));
  2561. }
  2562. sendAndApply(&sha);
  2563. if (srcHeroID != destHeroID) {
  2564. // Exchange between two different heroes.
  2565. sha.hid = destHeroID;
  2566. sha.artifacts = destHero->artifacts;
  2567. sha.artifWorn = destHero->artifWorn;
  2568. sha.setArtAtPos(destSlot, srcArtifact ? srcArtifact->id : -1);
  2569. if (!destFits)
  2570. sha.setArtAtPos(sha.artifacts.size() + 19, destHero->getArtAtPos(destSlot));
  2571. sendAndApply(&sha);
  2572. }
  2573. return true;
  2574. }
  2575. /**
  2576. * Assembles or disassembles a combination artifact.
  2577. * @param heroID ID of hero holding the artifact(s).
  2578. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2579. * @param assemble True for assembly operation, false for disassembly.
  2580. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2581. * artifact to assemble to. Otherwise it's not used.
  2582. */
  2583. bool CGameHandler::assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assemble, ui32 assembleTo)
  2584. {
  2585. if (artifactSlot < 0 || artifactSlot > 18) {
  2586. complain("Illegal artifact slot.");
  2587. return false;
  2588. }
  2589. CGHeroInstance *hero = gs->getHero(heroID);
  2590. const CArtifact *destArtifact = hero->getArt(artifactSlot);
  2591. SetHeroArtifacts sha;
  2592. sha.hid = heroID;
  2593. sha.artifacts = hero->artifacts;
  2594. sha.artifWorn = hero->artifWorn;
  2595. if (assemble) {
  2596. if (VLC->arth->artifacts.size() < assembleTo) {
  2597. complain("Illegal artifact to assemble to.");
  2598. return false;
  2599. }
  2600. if (!destArtifact->canBeAssembledTo(hero->artifWorn, assembleTo)) {
  2601. complain("Artifact cannot be assembled.");
  2602. return false;
  2603. }
  2604. const CArtifact &artifact = VLC->arth->artifacts[assembleTo];
  2605. if (artifact.constituents == NULL) {
  2606. complain("Not a combinational artifact.");
  2607. return false;
  2608. }
  2609. // Perform assembly.
  2610. bool destConsumed = false; // Determines which constituent that will be counted for together with the artifact.
  2611. const bool destSpecific = vstd::contains(artifact.possibleSlots, artifactSlot); // Prefer the chosen slot as the location for the assembled artifact.
  2612. BOOST_FOREACH(ui32 constituentID, *artifact.constituents) {
  2613. if (destSpecific && constituentID == destArtifact->id) {
  2614. sha.artifWorn[artifactSlot] = assembleTo;
  2615. destConsumed = true;
  2616. continue;
  2617. }
  2618. bool found = false;
  2619. for (std::map<ui16, ui32>::iterator it = sha.artifWorn.begin(); it != sha.artifWorn.end(); ++it) {
  2620. if (it->second == constituentID) { // Found possible constituent to substitute.
  2621. if (destSpecific && !destConsumed && it->second == destArtifact->id) {
  2622. // Find the specified destination for assembled artifact.
  2623. if (it->first == artifactSlot) {
  2624. it->second = assembleTo;
  2625. destConsumed = true;
  2626. found = true;
  2627. break;
  2628. }
  2629. } else {
  2630. // Either put the assembled artifact in a fitting spot, or put a lock.
  2631. if (!destSpecific && !destConsumed && vstd::contains(artifact.possibleSlots, it->first)) {
  2632. it->second = assembleTo;
  2633. destConsumed = true;
  2634. } else {
  2635. it->second = 145;
  2636. }
  2637. found = true;
  2638. break;
  2639. }
  2640. }
  2641. }
  2642. if (!found) {
  2643. complain("Constituent missing.");
  2644. return false;
  2645. }
  2646. }
  2647. } else {
  2648. // Perform disassembly.
  2649. bool destConsumed = false; // Determines which constituent that will be counted for together with the artifact.
  2650. BOOST_FOREACH(ui32 constituentID, *destArtifact->constituents) {
  2651. const CArtifact &constituent = VLC->arth->artifacts[constituentID];
  2652. if (!destConsumed && vstd::contains(constituent.possibleSlots, artifactSlot)) {
  2653. sha.artifWorn[artifactSlot] = constituentID;
  2654. destConsumed = true;
  2655. } else {
  2656. BOOST_REVERSE_FOREACH(ui16 slotID, constituent.possibleSlots) {
  2657. if (vstd::contains(sha.artifWorn, slotID) && sha.artifWorn[slotID] == 145) {
  2658. sha.artifWorn[slotID] = constituentID;
  2659. break;
  2660. }
  2661. }
  2662. }
  2663. }
  2664. }
  2665. sendAndApply(&sha);
  2666. return true;
  2667. }
  2668. bool CGameHandler::buyArtifact( ui32 hid, si32 aid )
  2669. {
  2670. CGHeroInstance *hero = gs->getHero(hid);
  2671. CGTownInstance *town = hero->visitedTown;
  2672. if(aid==0) //spellbook
  2673. {
  2674. if(!vstd::contains(town->builtBuildings,si32(0)) && complain("Cannot buy a spellbook, no mage guild in the town!")
  2675. || getResource(hero->getOwner(),6)<500 && complain("Cannot buy a spellbook, not enough gold!")
  2676. || hero->getArt(17) && complain("Cannot buy a spellbook, hero already has a one!")
  2677. )
  2678. return false;
  2679. giveResource(hero->getOwner(),6,-500);
  2680. giveHeroArtifact(0,hid,17);
  2681. giveSpells(town,hero);
  2682. return true;
  2683. }
  2684. else if(aid < 7 && aid > 3) //war machine
  2685. {
  2686. int price = VLC->arth->artifacts[aid].price;
  2687. if(vstd::contains(hero->artifWorn,ui16(9+aid)) && complain("Hero already has this machine!")
  2688. || !vstd::contains(town->builtBuildings,si32(16)) && complain("No blackismith!")
  2689. || gs->getPlayer(hero->getOwner())->resources[6] < price && complain("Not enough gold!") //no gold
  2690. || (!(town->subID == 6 && vstd::contains(town->builtBuildings,si32(22) ) )
  2691. && town->town->warMachine!= aid ) && complain("This machine is unavailable here!") )
  2692. {
  2693. return false;
  2694. }
  2695. giveResource(hero->getOwner(),6,-price);
  2696. giveHeroArtifact(aid,hid,9+aid);
  2697. return true;
  2698. }
  2699. return false;
  2700. }
  2701. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, ui8 player, ui32 id1, ui32 id2)
  2702. {
  2703. int r1 = gs->getPlayer(player)->resources[id1],
  2704. r2 = gs->getPlayer(player)->resources[id2];
  2705. amin(val, r1); //can't trade more resources than have
  2706. int b1, b2; //base quantities for trade
  2707. market->getOffer(id1, id2, b1, b2, RESOURCE_RESOURCE);
  2708. int units = val / b1; //how many base quantities we trade
  2709. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2710. {
  2711. //TODO: complain?
  2712. assert(0);
  2713. }
  2714. SetResource sr;
  2715. sr.player = player;
  2716. sr.resid = id1;
  2717. sr.val = r1 - b1 * units;
  2718. sendAndApply(&sr);
  2719. sr.resid = id2;
  2720. sr.val = r2 + b2 * units;
  2721. sendAndApply(&sr);
  2722. return true;
  2723. }
  2724. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, ui32 slot, ui32 resourceID)
  2725. {
  2726. if(!vstd::contains(hero->Slots(), slot))
  2727. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2728. const CStackInstance &s = hero->getStack(slot);
  2729. if(s.count < count //can't sell more creatures than have
  2730. || hero->Slots().size() == 1 && hero->needsLastStack() && s.count == count) //can't sell last stack
  2731. {
  2732. COMPLAIN_RET("Not enough creatures in army!");
  2733. }
  2734. int b1, b2; //base quantities for trade
  2735. market->getOffer(s.type->idNumber, resourceID, b1, b2, CREATURE_RESOURCE);
  2736. int units = count / b1; //how many base quantities we trade
  2737. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2738. {
  2739. //TODO: complain?
  2740. assert(0);
  2741. }
  2742. SetGarrisons sg;
  2743. sg.garrs[hero->id] = hero->getArmy();
  2744. if(s.count > count)
  2745. sg.garrs[hero->id].setStackCount(slot, s.count - count);
  2746. else
  2747. sg.garrs[hero->id].eraseStack(slot);
  2748. sendAndApply(&sg);
  2749. SetResource sr;
  2750. sr.player = hero->tempOwner;
  2751. sr.resid = resourceID;
  2752. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  2753. sendAndApply(&sr);
  2754. return true;
  2755. }
  2756. bool CGameHandler::sendResources(ui32 val, ui8 player, ui32 r1, ui32 r2)
  2757. {
  2758. const PlayerState *p2 = gs->getPlayer(r2, false);
  2759. if(!p2 || p2->status != PlayerState::INGAME)
  2760. {
  2761. complain("Dest player must be in game!");
  2762. return false;
  2763. }
  2764. si32 curRes1 = gs->getPlayer(player)->resources[r1], curRes2 = gs->getPlayer(r2)->resources[r1];
  2765. val = std::min(si32(val),curRes1);
  2766. SetResource sr;
  2767. sr.player = player;
  2768. sr.resid = r1;
  2769. sr.val = curRes1 - val;
  2770. sendAndApply(&sr);
  2771. sr.player = r2;
  2772. sr.val = curRes2 + val;
  2773. sendAndApply(&sr);
  2774. return true;
  2775. }
  2776. bool CGameHandler::setFormation( si32 hid, ui8 formation )
  2777. {
  2778. gs->getHero(hid)-> formation = formation;
  2779. return true;
  2780. }
  2781. bool CGameHandler::hireHero( ui32 tid, ui8 hid )
  2782. {
  2783. CGTownInstance *t = gs->getTown(tid);
  2784. if(!vstd::contains(t->builtBuildings,5) && complain("No tavern!")
  2785. || gs->getPlayer(t->tempOwner)->resources[6]<2500 && complain("Not enough gold for buying hero!")
  2786. || t->visitingHero && complain("There is visiting hero - no place!")
  2787. || getHeroCount(t->tempOwner,false) >= 8 && complain("Cannot hire hero, only 8 wandering heroes are allowed!")
  2788. )
  2789. return false;
  2790. CGHeroInstance *nh = gs->getPlayer(t->tempOwner)->availableHeroes[hid];
  2791. assert(nh);
  2792. HeroRecruited hr;
  2793. hr.tid = tid;
  2794. hr.hid = nh->subID;
  2795. hr.player = t->tempOwner;
  2796. hr.tile = t->pos - int3(1,0,0);
  2797. sendAndApply(&hr);
  2798. std::map<ui32,CGHeroInstance *> pool = gs->hpool.heroesPool;
  2799. for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  2800. for(std::vector<CGHeroInstance *>::iterator j = i->second.availableHeroes.begin(); j != i->second.availableHeroes.end(); j++)
  2801. if(*j)
  2802. pool.erase((**j).subID);
  2803. SetAvailableHeroes sah;
  2804. CGHeroInstance *h1 = gs->hpool.pickHeroFor(false,t->tempOwner,t->town, pool),
  2805. *h2 = gs->getPlayer(t->tempOwner)->availableHeroes[!hid];
  2806. (hid ? sah.hid2 : sah.hid1) = h1 ? h1->subID : -1;
  2807. (hid ? sah.hid1 : sah.hid2) = h2 ? h2->subID : -1;
  2808. sah.player = t->tempOwner;
  2809. sah.flags = hid+1;
  2810. sendAndApply(&sah);
  2811. SetResource sr;
  2812. sr.player = t->tempOwner;
  2813. sr.resid = 6;
  2814. sr.val = gs->getPlayer(t->tempOwner)->resources[6] - 2500;
  2815. sendAndApply(&sr);
  2816. vistiCastleObjects (t, nh);
  2817. giveSpells (t,nh);
  2818. return true;
  2819. }
  2820. bool CGameHandler::queryReply( ui32 qid, ui32 answer )
  2821. {
  2822. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2823. if(vstd::contains(callbacks,qid))
  2824. {
  2825. CFunctionList<void(ui32)> callb = callbacks[qid];
  2826. callbacks.erase(qid);
  2827. if(callb)
  2828. callb(answer);
  2829. }
  2830. else if(vstd::contains(garrisonCallbacks,qid))
  2831. {
  2832. if(garrisonCallbacks[qid])
  2833. garrisonCallbacks[qid]();
  2834. garrisonCallbacks.erase(qid);
  2835. allowedExchanges.erase(qid);
  2836. }
  2837. else
  2838. {
  2839. tlog1 << "Unknown query reply...\n";
  2840. return false;
  2841. }
  2842. return true;
  2843. }
  2844. bool CGameHandler::makeBattleAction( BattleAction &ba )
  2845. {
  2846. tlog1 << "\tMaking action of type " << ba.actionType << std::endl;
  2847. bool ok = true;
  2848. switch(ba.actionType)
  2849. {
  2850. case 2: //walk
  2851. {
  2852. sendAndApply(&StartAction(ba)); //start movement
  2853. moveStack(ba.stackNumber,ba.destinationTile); //move
  2854. sendAndApply(&EndAction());
  2855. break;
  2856. }
  2857. case 3: //defend
  2858. case 8: //wait
  2859. {
  2860. sendAndApply(&StartAction(ba));
  2861. sendAndApply(&EndAction());
  2862. break;
  2863. }
  2864. case 4: //retreat/flee
  2865. {
  2866. if( !gs->battleCanFlee(ba.side ? gs->curB->side2 : gs->curB->side1) )
  2867. break;
  2868. //TODO: remove retreating hero from map and place it in recruitment list
  2869. BattleResult *br = new BattleResult;
  2870. br->result = 1;
  2871. br->winner = !ba.side; //fleeing side loses
  2872. gs->curB->calculateCasualties(br->casualties);
  2873. giveExp(*br);
  2874. battleResult.set(br);
  2875. break;
  2876. }
  2877. case 6: //walk or attack
  2878. {
  2879. sendAndApply(&StartAction(ba)); //start movement and attack
  2880. int startingPos = gs->curB->getStack(ba.stackNumber)->position;
  2881. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  2882. CStack *curStack = gs->curB->getStack(ba.stackNumber),
  2883. *stackAtEnd = gs->curB->getStackT(ba.additionalInfo);
  2884. if(curStack->position != ba.destinationTile //we wasn't able to reach destination tile
  2885. && !(curStack->doubleWide()
  2886. && ( curStack->position == ba.destinationTile + (curStack->attackerOwned ? +1 : -1 ) )
  2887. ) //nor occupy specified hex
  2888. )
  2889. {
  2890. std::string problem = "We cannot move this stack to its destination " + curStack->type->namePl;
  2891. tlog3 << problem << std::endl;
  2892. complain(problem);
  2893. ok = false;
  2894. sendAndApply(&EndAction());
  2895. break;
  2896. }
  2897. if(curStack->ID == stackAtEnd->ID) //we should just move, it will be handled by following check
  2898. {
  2899. stackAtEnd = NULL;
  2900. }
  2901. if(!stackAtEnd)
  2902. {
  2903. std::ostringstream problem;
  2904. problem << "There is no stack on " << ba.additionalInfo << " tile (no attack)!";
  2905. std::string probl = problem.str();
  2906. tlog3 << probl << std::endl;
  2907. complain(probl);
  2908. ok = false;
  2909. sendAndApply(&EndAction());
  2910. break;
  2911. }
  2912. ui16 curpos = curStack->position,
  2913. enemypos = stackAtEnd->position;
  2914. if( !(
  2915. (BattleInfo::mutualPosition(curpos, enemypos) >= 0) //front <=> front
  2916. || (curStack->doubleWide() //back <=> front
  2917. && BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos) >= 0)
  2918. || (stackAtEnd->doubleWide() //front <=> back
  2919. && BattleInfo::mutualPosition(curpos, enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0)
  2920. || (stackAtEnd->doubleWide() && curStack->doubleWide()//back <=> back
  2921. && BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0)
  2922. )
  2923. )
  2924. {
  2925. tlog3 << "Attack cannot be performed!";
  2926. sendAndApply(&EndAction());
  2927. ok = false;
  2928. }
  2929. //attack
  2930. BattleAttack bat;
  2931. prepareAttack(bat, curStack, stackAtEnd, distance);
  2932. sendAndApply(&bat);
  2933. handleAfterAttackCasting(bat);
  2934. //counterattack
  2935. if(!curStack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  2936. && stackAtEnd->alive()
  2937. && ( stackAtEnd->counterAttacks > 0 || stackAtEnd->hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS) )
  2938. && !stackAtEnd->hasBonusOfType(Bonus::SIEGE_WEAPON)
  2939. && !stackAtEnd->hasBonusOfType(Bonus::HYPNOTIZED))
  2940. {
  2941. prepareAttack(bat, stackAtEnd, curStack, 0);
  2942. bat.flags |= 2;
  2943. sendAndApply(&bat);
  2944. handleAfterAttackCasting(bat);
  2945. }
  2946. //second attack
  2947. if(curStack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0
  2948. && !curStack->hasBonusOfType(Bonus::SHOOTER)
  2949. && curStack->alive()
  2950. && stackAtEnd->alive() )
  2951. {
  2952. bat.flags = 0;
  2953. prepareAttack(bat, curStack, stackAtEnd, 0);
  2954. sendAndApply(&bat);
  2955. handleAfterAttackCasting(bat);
  2956. }
  2957. //return
  2958. if(curStack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != curStack->position && curStack->alive())
  2959. {
  2960. moveStack(ba.stackNumber, startingPos);
  2961. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  2962. }
  2963. sendAndApply(&EndAction());
  2964. break;
  2965. }
  2966. case 7: //shoot
  2967. {
  2968. CStack *curStack = gs->curB->getStack(ba.stackNumber),
  2969. *destStack= gs->curB->getStackT(ba.destinationTile);
  2970. if( !gs->battleCanShoot(ba.stackNumber, ba.destinationTile) )
  2971. break;
  2972. sendAndApply(&StartAction(ba)); //start shooting
  2973. BattleAttack bat;
  2974. bat.flags |= 1;
  2975. prepareAttack(bat, curStack, destStack, 0);
  2976. sendAndApply(&bat);
  2977. if(curStack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0 //if unit shots twice let's make another shot
  2978. && curStack->alive()
  2979. && destStack->alive()
  2980. && curStack->shots
  2981. )
  2982. {
  2983. prepareAttack(bat, curStack, destStack, 0);
  2984. sendAndApply(&bat);
  2985. handleAfterAttackCasting(bat);
  2986. }
  2987. sendAndApply(&EndAction());
  2988. break;
  2989. }
  2990. case 9: //catapult
  2991. {
  2992. sendAndApply(&StartAction(ba));
  2993. const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
  2994. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(20)]; //artillery
  2995. int attackedPart = gs->curB->hexToWallPart(ba.destinationTile);
  2996. if(attackedPart == -1)
  2997. {
  2998. complain("catapult tried to attack non-catapultable hex!");
  2999. break;
  3000. }
  3001. int wallInitHP = gs->curB->si.wallState[attackedPart];
  3002. int dmgAlreadyDealt = 0; //in successive iterations damage is dealt but not yet substracted from wall's HPs
  3003. for(int g=0; g<sbi.shots; ++g)
  3004. {
  3005. if(wallInitHP + dmgAlreadyDealt == 3) //it's not destroyed
  3006. continue;
  3007. CatapultAttack ca; //package for clients
  3008. std::pair< std::pair< ui8, si16 >, ui8> attack; //<< attackedPart , destination tile >, damageDealt >
  3009. attack.first.first = attackedPart;
  3010. attack.first.second = ba.destinationTile;
  3011. attack.second = 0;
  3012. int chanceForHit = 0;
  3013. int dmgChance[3] = {sbi.noDmg, sbi.oneDmg, sbi.twoDmg}; //dmgChance[i] - chance for doing i dmg when hit is successful
  3014. switch(attackedPart)
  3015. {
  3016. case 0: //keep
  3017. chanceForHit = sbi.keep;
  3018. break;
  3019. case 1: //bottom tower
  3020. case 6: //upper tower
  3021. chanceForHit = sbi.tower;
  3022. break;
  3023. case 2: //bottom wall
  3024. case 3: //below gate
  3025. case 4: //over gate
  3026. case 5: //upper wall
  3027. chanceForHit = sbi.wall;
  3028. break;
  3029. case 7: //gate
  3030. chanceForHit = sbi.gate;
  3031. break;
  3032. }
  3033. if(rand()%100 <= chanceForHit) //hit is successful
  3034. {
  3035. int dmgRand = rand()%100;
  3036. //accumulating dmgChance
  3037. dmgChance[1] += dmgChance[0];
  3038. dmgChance[2] += dmgChance[1];
  3039. //calculating dealt damage
  3040. for(int v = 0; v < ARRAY_COUNT(dmgChance); ++v)
  3041. {
  3042. if(dmgRand <= dmgChance[v])
  3043. {
  3044. attack.second = std::min(3 - dmgAlreadyDealt - wallInitHP, v);
  3045. dmgAlreadyDealt += attack.second;
  3046. break;
  3047. }
  3048. }
  3049. //removing creatures in turrets / keep if one is destroyed
  3050. if(attack.second > 0 && (attackedPart == 0 || attackedPart == 1 || attackedPart == 6))
  3051. {
  3052. int posRemove = -1;
  3053. switch(attackedPart)
  3054. {
  3055. case 0: //keep
  3056. posRemove = -2;
  3057. break;
  3058. case 1: //bottom tower
  3059. posRemove = -3;
  3060. break;
  3061. case 6: //upper tower
  3062. posRemove = -4;
  3063. break;
  3064. }
  3065. BattleStacksRemoved bsr;
  3066. for(int g=0; g<gs->curB->stacks.size(); ++g)
  3067. {
  3068. if(gs->curB->stacks[g]->position == posRemove)
  3069. {
  3070. bsr.stackIDs.insert( gs->curB->stacks[g]->ID );
  3071. break;
  3072. }
  3073. }
  3074. sendAndApply(&bsr);
  3075. }
  3076. }
  3077. ca.attacker = ba.stackNumber;
  3078. ca.attackedParts.insert(attack);
  3079. sendAndApply(&ca);
  3080. }
  3081. sendAndApply(&EndAction());
  3082. break;
  3083. }
  3084. case 12: //healing
  3085. {
  3086. static const int healingPerLevel[] = {50, 50, 75, 100};
  3087. sendAndApply(&StartAction(ba));
  3088. const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
  3089. CStack *healer = gs->curB->getStack(ba.stackNumber),
  3090. *destStack = gs->curB->getStackT(ba.destinationTile);
  3091. if(healer == NULL || destStack == NULL || !healer->hasBonusOfType(Bonus::HEALER))
  3092. {
  3093. complain("There is either no healer, no destination, or healer cannot heal :P");
  3094. }
  3095. int maxHealable = destStack->MaxHealth() - destStack->firstHPleft;
  3096. int maxiumHeal = healingPerLevel[ attackingHero->getSecSkillLevel(27) ];
  3097. int healed = std::min(maxHealable, maxiumHeal);
  3098. if(healed == 0)
  3099. {
  3100. //nothing to heal.. should we complain?
  3101. }
  3102. else
  3103. {
  3104. StacksHealedOrResurrected shr;
  3105. shr.lifeDrain = false;
  3106. StacksHealedOrResurrected::HealInfo hi;
  3107. hi.healedHP = healed;
  3108. hi.lowLevelResurrection = 0;
  3109. hi.stackID = destStack->ID;
  3110. shr.healedStacks.push_back(hi);
  3111. sendAndApply(&shr);
  3112. }
  3113. sendAndApply(&EndAction());
  3114. break;
  3115. }
  3116. }
  3117. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3118. battleMadeAction.setn(true);
  3119. return ok;
  3120. }
  3121. void CGameHandler::playerMessage( ui8 player, const std::string &message )
  3122. {
  3123. bool cheated=true;
  3124. sendAndApply(&PlayerMessage(player,message));
  3125. if(message == "vcmiistari") //give all spells and 999 mana
  3126. {
  3127. SetMana sm;
  3128. ChangeSpells cs;
  3129. SetHeroArtifacts sha;
  3130. CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
  3131. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  3132. sm.hid = cs.hid = h->id;
  3133. //give all spells
  3134. cs.learn = 1;
  3135. for(int i=0;i<VLC->spellh->spells.size();i++)
  3136. {
  3137. if(!VLC->spellh->spells[i].creatureAbility)
  3138. cs.spells.insert(i);
  3139. }
  3140. //give mana
  3141. sm.val = 999;
  3142. if(!h->getArt(17)) //hero doesn't have spellbook
  3143. {
  3144. //give spellbook
  3145. sha.hid = h->id;
  3146. sha.artifacts = h->artifacts;
  3147. sha.artifWorn = h->artifWorn;
  3148. VLC->arth->equipArtifact(sha.artifWorn, 17, 0);
  3149. sendAndApply(&sha);
  3150. }
  3151. sendAndApply(&cs);
  3152. sendAndApply(&sm);
  3153. }
  3154. else if(message == "vcmiainur") //gives 5 archangels into each slot
  3155. {
  3156. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3157. if(!hero) return;
  3158. SetGarrisons sg;
  3159. CCreatureSet &newArmy = sg.garrs[hero->id];
  3160. newArmy = hero->getArmy();
  3161. for(int i=0; i<ARMY_SIZE; i++)
  3162. if(newArmy.slotEmpty(i))
  3163. newArmy.addToSlot(i, CStackInstance(13,5));
  3164. sendAndApply(&sg);
  3165. }
  3166. else if(message == "vcmiangband") //gives 10 black knight into each slot
  3167. {
  3168. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3169. if(!hero) return;
  3170. SetGarrisons sg;
  3171. CCreatureSet &newArmy = sg.garrs[hero->id];
  3172. newArmy = hero->getArmy();
  3173. for(int i=0; i<ARMY_SIZE; i++)
  3174. if(newArmy.slotEmpty(i))
  3175. newArmy.addToSlot(i, CStackInstance(66,10));
  3176. sendAndApply(&sg);
  3177. }
  3178. else if(message == "vcminoldor") //all war machines
  3179. {
  3180. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3181. if(!hero) return;
  3182. SetHeroArtifacts sha;
  3183. sha.hid = hero->id;
  3184. sha.artifacts = hero->artifacts;
  3185. sha.artifWorn = hero->artifWorn;
  3186. VLC->arth->equipArtifact(sha.artifWorn, 13, 4);
  3187. VLC->arth->equipArtifact(sha.artifWorn, 14, 5);
  3188. VLC->arth->equipArtifact(sha.artifWorn, 15, 6);
  3189. sendAndApply(&sha);
  3190. }
  3191. else if(message == "vcminahar") //1000000 movement points
  3192. {
  3193. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3194. if(!hero) return;
  3195. SetMovePoints smp;
  3196. smp.hid = hero->id;
  3197. smp.val = 1000000;
  3198. sendAndApply(&smp);
  3199. }
  3200. else if(message == "vcmiformenos") //give resources
  3201. {
  3202. SetResources sr;
  3203. sr.player = player;
  3204. sr.res = gs->getPlayer(player)->resources;
  3205. for(int i=0;i<7;i++)
  3206. sr.res[i] += 100;
  3207. sr.res[6] += 19900;
  3208. sendAndApply(&sr);
  3209. }
  3210. else if(message == "vcmieagles") //reveal FoW
  3211. {
  3212. FoWChange fc;
  3213. fc.mode = 1;
  3214. fc.player = player;
  3215. for(int i=0;i<gs->map->width;i++)
  3216. for(int j=0;j<gs->map->height;j++)
  3217. for(int k=0;k<gs->map->twoLevel+1;k++)
  3218. if(!gs->getPlayer(fc.player)->fogOfWarMap[i][j][k])
  3219. fc.tiles.insert(int3(i,j,k));
  3220. sendAndApply(&fc);
  3221. }
  3222. else if(message == "vcmiglorfindel")
  3223. {
  3224. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3225. changePrimSkill(hero->id,4,VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  3226. }
  3227. else
  3228. cheated = false;
  3229. if(cheated)
  3230. {
  3231. sendAndApply(&SystemMessage(VLC->generaltexth->allTexts[260]));
  3232. }
  3233. }
  3234. static ui32 calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack)
  3235. {
  3236. switch(spell->id)
  3237. {
  3238. case 37: //cure
  3239. {
  3240. int healedHealth = caster->getPrimSkillLevel(2) * 5 + spell->powers[caster->getSpellSchoolLevel(spell)];
  3241. return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft);
  3242. break;
  3243. }
  3244. case 38: //resurrection
  3245. {
  3246. int healedHealth = caster->getPrimSkillLevel(2) * 50 + spell->powers[caster->getSpellSchoolLevel(spell)];
  3247. return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + stack->baseAmount * stack->MaxHealth());
  3248. break;
  3249. }
  3250. case 39: //animate dead
  3251. {
  3252. int healedHealth = caster->getPrimSkillLevel(2) * 50 + spell->powers[caster->getSpellSchoolLevel(spell)];
  3253. return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + stack->baseAmount * stack->MaxHealth());
  3254. break;
  3255. }
  3256. }
  3257. //we shouldn't be here
  3258. tlog1 << "calculateHealedHP called for non-healing spell: " << spell->name << std::endl;
  3259. return 0;
  3260. }
  3261. static std::vector<ui32> calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::set<CStack*> affectedCreatures)
  3262. {
  3263. std::vector<ui32> ret;
  3264. for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
  3265. {
  3266. if (NBonus::hasOfType(caster, Bonus::NEGATE_ALL_NATURAL_IMMUNITIES) ||
  3267. NBonus::hasOfType(hero2, Bonus::NEGATE_ALL_NATURAL_IMMUNITIES))
  3268. {
  3269. //don't use natural immunities when one of heroes has this bonus
  3270. BonusList bl = (*it)->getBonuses(Selector::type(Bonus::SPELL_IMMUNITY)),
  3271. b2 = (*it)->getBonuses(Selector::type(Bonus::LEVEL_SPELL_IMMUNITY));
  3272. bl.insert(bl.end(), b2.begin(), b2.end());
  3273. BOOST_FOREACH(Bonus bb, bl)
  3274. {
  3275. if( (bb.type == Bonus::SPELL_IMMUNITY && bb.subtype == sp->id || //100% sure spell immunity
  3276. bb.type == Bonus::LEVEL_SPELL_IMMUNITY && bb.val >= sp->level) //some creature abilities have level 0
  3277. && bb.source != Bonus::CREATURE_ABILITY)
  3278. {
  3279. ret.push_back((*it)->ID);
  3280. continue;
  3281. }
  3282. }
  3283. }
  3284. else
  3285. {
  3286. if ((*it)->hasBonusOfType(Bonus::SPELL_IMMUNITY, sp->id) //100% sure spell immunity
  3287. || ( (*it)->hasBonusOfType(Bonus::LEVEL_SPELL_IMMUNITY) &&
  3288. (*it)->valOfBonuses(Bonus::LEVEL_SPELL_IMMUNITY) >= sp->level) ) //some creature abilities have level 0
  3289. {
  3290. ret.push_back((*it)->ID);
  3291. continue;
  3292. }
  3293. }
  3294. //non-negative spells on friendly stacks should always succeed, unless immune
  3295. if(sp->positiveness >= 0 && (*it)->owner == caster->tempOwner)
  3296. continue;
  3297. const CGHeroInstance * bonusHero; //hero we should take bonuses from
  3298. if(caster && (*it)->owner == caster->tempOwner)
  3299. bonusHero = caster;
  3300. else
  3301. bonusHero = hero2;
  3302. int prob = (*it)->valOfBonuses(Bonus::MAGIC_RESISTANCE); //probability of resistance in %
  3303. if(bonusHero)
  3304. {
  3305. //bonusHero's resistance support (secondary skils and artifacts)
  3306. prob += bonusHero->valOfBonuses(Bonus::MAGIC_RESISTANCE);
  3307. switch(bonusHero->getSecSkillLevel(26)) //resistance
  3308. {
  3309. case 1: //basic
  3310. prob += 5;
  3311. break;
  3312. case 2: //advanced
  3313. prob += 10;
  3314. break;
  3315. case 3: //expert
  3316. prob += 20;
  3317. break;
  3318. }
  3319. }
  3320. if(prob > 100) prob = 100;
  3321. if(rand()%100 < prob) //immunity from resistance
  3322. ret.push_back((*it)->ID);
  3323. }
  3324. if(sp->id == 60) //hypnotize
  3325. {
  3326. for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
  3327. {
  3328. if( (*it)->hasBonusOfType(Bonus::SPELL_IMMUNITY, sp->id) //100% sure spell immunity
  3329. || ( (*it)->count - 1 ) * (*it)->MaxHealth() + (*it)->firstHPleft
  3330. >
  3331. caster->getPrimSkillLevel(2) * 25 + sp->powers[caster->getSpellSchoolLevel(sp)]
  3332. )
  3333. {
  3334. ret.push_back((*it)->ID);
  3335. }
  3336. }
  3337. }
  3338. return ret;
  3339. }
  3340. void CGameHandler::handleSpellCasting( int spellID, int spellLvl, int destination, ui8 casterSide, ui8 casterColor,
  3341. const CGHeroInstance * caster, const CGHeroInstance * secHero, int usedSpellPower )
  3342. {
  3343. CSpell *spell = &VLC->spellh->spells[spellID];
  3344. BattleSpellCast sc;
  3345. sc.side = casterSide;
  3346. sc.id = spellID;
  3347. sc.skill = spellLvl;
  3348. sc.tile = destination;
  3349. sc.dmgToDisplay = 0;
  3350. sc.castedByHero = (bool)caster;
  3351. //calculating affected creatures for all spells
  3352. std::set<CStack*> attackedCres = gs->curB->getAttackedCreatures(spell, spellLvl, casterColor, destination);
  3353. for(std::set<CStack*>::const_iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3354. {
  3355. sc.affectedCres.insert((*it)->ID);
  3356. }
  3357. //checking if creatures resist
  3358. sc.resisted = calculateResistedStacks(spell, caster, secHero, attackedCres);
  3359. //calculating dmg to display
  3360. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3361. {
  3362. if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
  3363. continue;
  3364. sc.dmgToDisplay += gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower);
  3365. }
  3366. sendAndApply(&sc);
  3367. //applying effects
  3368. switch(spellID)
  3369. {
  3370. case 15: //magic arrow
  3371. case 16: //ice bolt
  3372. case 17: //lightning bolt
  3373. case 18: //implosion
  3374. case 20: //frost ring
  3375. case 21: //fireball
  3376. case 22: //inferno
  3377. case 23: //meteor shower
  3378. case 24: //death ripple
  3379. case 25: //destroy undead
  3380. case 26: //armageddon
  3381. case 77: //Thunderbolt (thunderbirds)
  3382. {
  3383. StacksInjured si;
  3384. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3385. {
  3386. if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
  3387. continue;
  3388. BattleStackAttacked bsa;
  3389. bsa.flags |= 2;
  3390. bsa.effect = spell->mainEffectAnim;
  3391. bsa.damageAmount = gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower);
  3392. bsa.stackAttacked = (*it)->ID;
  3393. bsa.attackerID = -1;
  3394. prepareAttacked(bsa,*it);
  3395. si.stacks.push_back(bsa);
  3396. }
  3397. if(!si.stacks.empty())
  3398. sendAndApply(&si);
  3399. break;
  3400. }
  3401. case 27: //shield
  3402. case 28: //air shield
  3403. case 29: //fire shield
  3404. case 30: //protection from air
  3405. case 31: //protection from fire
  3406. case 32: //protection from water
  3407. case 33: //protection from earth
  3408. case 34: //anti-magic
  3409. case 41: //bless
  3410. case 42: //curse
  3411. case 43: //bloodlust
  3412. case 44: //precision
  3413. case 45: //weakness
  3414. case 46: //stone skin
  3415. case 47: //disrupting ray
  3416. case 48: //prayer
  3417. case 49: //mirth
  3418. case 50: //sorrow
  3419. case 51: //fortune
  3420. case 52: //misfortune
  3421. case 53: //haste
  3422. case 54: //slow
  3423. case 55: //slayer
  3424. case 56: //frenzy
  3425. case 58: //counterstrike
  3426. case 59: //berserk
  3427. case 60: //hypnotize
  3428. case 61: //forgetfulness
  3429. case 62: //blind
  3430. {
  3431. SetStackEffect sse;
  3432. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3433. {
  3434. if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
  3435. continue;
  3436. sse.stacks.push_back((*it)->ID);
  3437. }
  3438. sse.effect.id = spellID;
  3439. sse.effect.level = spellLvl;
  3440. sse.effect.turnsRemain = BattleInfo::calculateSpellDuration(spell, caster, usedSpellPower);
  3441. if(!sse.stacks.empty())
  3442. sendAndApply(&sse);
  3443. break;
  3444. }
  3445. case 63: //teleport
  3446. {
  3447. BattleStackMoved bsm;
  3448. bsm.distance = -1;
  3449. bsm.stack = gs->curB->activeStack;
  3450. bsm.ending = true;
  3451. bsm.tile = destination;
  3452. bsm.teleporting = true;
  3453. sendAndApply(&bsm);
  3454. break;
  3455. }
  3456. case 37: //cure
  3457. case 38: //resurrection
  3458. case 39: //animate dead
  3459. {
  3460. StacksHealedOrResurrected shr;
  3461. shr.lifeDrain = false;
  3462. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3463. {
  3464. if(vstd::contains(sc.resisted, (*it)->ID) //this creature resisted the spell
  3465. || (spellID == 39 && !(*it)->hasBonusOfType(Bonus::UNDEAD)) //we try to cast animate dead on living stack
  3466. )
  3467. continue;
  3468. StacksHealedOrResurrected::HealInfo hi;
  3469. hi.stackID = (*it)->ID;
  3470. hi.healedHP = calculateHealedHP(caster, spell, *it);
  3471. hi.lowLevelResurrection = spellLvl <= 1;
  3472. shr.healedStacks.push_back(hi);
  3473. }
  3474. if(!shr.healedStacks.empty())
  3475. sendAndApply(&shr);
  3476. break;
  3477. }
  3478. case 64: //remove obstacle
  3479. {
  3480. ObstaclesRemoved obr;
  3481. for(int g=0; g<gs->curB->obstacles.size(); ++g)
  3482. {
  3483. std::vector<int> blockedHexes = VLC->heroh->obstacles[gs->curB->obstacles[g].ID].getBlocked(gs->curB->obstacles[g].pos);
  3484. if(vstd::contains(blockedHexes, destination)) //this obstacle covers given hex
  3485. {
  3486. obr.obstacles.insert(gs->curB->obstacles[g].uniqueID);
  3487. }
  3488. }
  3489. if(!obr.obstacles.empty())
  3490. sendAndApply(&obr);
  3491. break;
  3492. }
  3493. }
  3494. }
  3495. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3496. {
  3497. switch(ba.actionType)
  3498. {
  3499. case 1: //hero casts spell
  3500. {
  3501. const CGHeroInstance *h = gs->curB->heroes[ba.side];
  3502. const CGHeroInstance *secondHero = gs->curB->heroes[!ba.side];
  3503. if(!h)
  3504. {
  3505. tlog2 << "Wrong caster!\n";
  3506. return false;
  3507. }
  3508. if(ba.additionalInfo >= VLC->spellh->spells.size())
  3509. {
  3510. tlog2 << "Wrong spell id (" << ba.additionalInfo << ")!\n";
  3511. return false;
  3512. }
  3513. const CSpell *s = &VLC->spellh->spells[ba.additionalInfo];
  3514. ui8 skill = h->getSpellSchoolLevel(s); //skill level
  3515. if( !(h->canCastThisSpell(s)) //hero cannot cast this spell at all
  3516. || (h->mana < gs->curB->getSpellCost(s, h)) //not enough mana
  3517. || (ba.additionalInfo < 10) //it's adventure spell (not combat)
  3518. || (gs->curB->castSpells[ba.side]) //spell has been cast
  3519. || (NBonus::hasOfType(secondHero, Bonus::SPELL_IMMUNITY, s->id)) //non - casting hero provides immunity for this spell
  3520. || (gs->battleMaxSpellLevel() < s->level) //non - casting hero stops caster from casting this spell
  3521. )
  3522. {
  3523. tlog2 << "Spell cannot be cast!\n";
  3524. return false;
  3525. }
  3526. sendAndApply(&StartAction(ba)); //start spell casting
  3527. handleSpellCasting(ba.additionalInfo, skill, ba.destinationTile, ba.side, h->tempOwner, h, secondHero, h->getPrimSkillLevel(2));
  3528. sendAndApply(&EndAction());
  3529. if( !gs->curB->getStack(gs->curB->activeStack, false)->alive() )
  3530. {
  3531. battleMadeAction.setn(true);
  3532. }
  3533. checkForBattleEnd(gs->curB->stacks);
  3534. if(battleResult.get())
  3535. {
  3536. endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3537. }
  3538. return true;
  3539. }
  3540. }
  3541. return false;
  3542. }
  3543. void CGameHandler::handleTimeEvents()
  3544. {
  3545. gs->map->events.sort(evntCmp);
  3546. while(gs->map->events.size() && gs->map->events.front()->firstOccurence+1 == gs->day)
  3547. {
  3548. CMapEvent *ev = gs->map->events.front();
  3549. for(int player = 0; player < PLAYER_LIMIT; player++)
  3550. {
  3551. PlayerState *pinfo = gs->getPlayer(player);
  3552. if( pinfo //player exists
  3553. && (ev->players & 1<<player) //event is enabled to this player
  3554. && ((ev->computerAffected && !pinfo->human)
  3555. || (ev->humanAffected && pinfo->human)
  3556. )
  3557. )
  3558. {
  3559. //give resources
  3560. SetResources sr;
  3561. sr.player = player;
  3562. sr.res = pinfo->resources;
  3563. //prepare dialog
  3564. InfoWindow iw;
  3565. iw.player = player;
  3566. iw.text << ev->message;
  3567. for (int i=0; i<ev->resources.size(); i++)
  3568. {
  3569. if(ev->resources[i]) //if resource is changed, we add it to the dialog
  3570. {
  3571. // If removing too much resources, adjust the
  3572. // amount so the total doesn't become negative.
  3573. if (sr.res[i] + ev->resources[i] < 0)
  3574. ev->resources[i] = -sr.res[i];
  3575. if(ev->resources[i]) //if non-zero res change
  3576. {
  3577. iw.components.push_back(Component(Component::RESOURCE,i,ev->resources[i],0));
  3578. sr.res[i] += ev->resources[i];
  3579. }
  3580. }
  3581. }
  3582. if (iw.components.size())
  3583. {
  3584. sendAndApply(&sr); //update player resources if changed
  3585. }
  3586. sendAndApply(&iw); //show dialog
  3587. }
  3588. } //PLAYERS LOOP
  3589. if(ev->nextOccurence)
  3590. {
  3591. ev->firstOccurence += ev->nextOccurence;
  3592. gs->map->events.sort(evntCmp);
  3593. }
  3594. else
  3595. {
  3596. delete ev;
  3597. gs->map->events.pop_front();
  3598. }
  3599. }
  3600. }
  3601. bool CGameHandler::complain( const std::string &problem )
  3602. {
  3603. sendMessageToAll("Server encountered a problem: " + problem);
  3604. tlog1 << problem << std::endl;
  3605. return true;
  3606. }
  3607. ui32 CGameHandler::getQueryResult( ui8 player, int queryID )
  3608. {
  3609. //TODO: write
  3610. return 0;
  3611. }
  3612. void CGameHandler::showGarrisonDialog( int upobj, int hid, bool removableUnits, const boost::function<void()> &cb )
  3613. {
  3614. ui8 player = getOwner(hid);
  3615. GarrisonDialog gd;
  3616. gd.hid = hid;
  3617. gd.objid = upobj;
  3618. {
  3619. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3620. gd.id = QID;
  3621. garrisonCallbacks[QID] = cb;
  3622. allowedExchanges[QID] = std::pair<si32,si32>(upobj,hid);
  3623. states.addQuery(player,QID);
  3624. QID++;
  3625. gd.removableUnits = removableUnits;
  3626. sendAndApply(&gd);
  3627. }
  3628. }
  3629. void CGameHandler::showThievesGuildWindow(int requestingObjId)
  3630. {
  3631. OpenWindow ow;
  3632. ow.window = OpenWindow::THIEVES_GUILD;
  3633. ow.id1 = requestingObjId;
  3634. sendAndApply(&ow);
  3635. }
  3636. bool CGameHandler::isAllowedExchange( int id1, int id2 )
  3637. {
  3638. if(id1 == id2)
  3639. return true;
  3640. {
  3641. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3642. for(std::map<ui32, std::pair<si32,si32> >::const_iterator i = allowedExchanges.begin(); i!=allowedExchanges.end(); i++)
  3643. if(id1 == i->second.first && id2 == i->second.second || id2 == i->second.first && id1 == i->second.second)
  3644. return true;
  3645. }
  3646. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  3647. if(o1->ID == TOWNI_TYPE)
  3648. {
  3649. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  3650. if(t->visitingHero == o2 || t->garrisonHero == o2)
  3651. return true;
  3652. }
  3653. if(o2->ID == TOWNI_TYPE)
  3654. {
  3655. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  3656. if(t->visitingHero == o1 || t->garrisonHero == o1)
  3657. return true;
  3658. }
  3659. if(o1->ID == HEROI_TYPE && o2->ID == HEROI_TYPE
  3660. && distance(o1->pos, o2->pos) < 2) //hero stands on the same tile or on the neighbouring tiles
  3661. {
  3662. //TODO: it's workaround, we should check if first hero visited second and player hasn't closed exchange window
  3663. //(to block moving stacks for free [without visiting] beteen heroes)
  3664. return true;
  3665. }
  3666. return false;
  3667. }
  3668. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  3669. {
  3670. obj->onHeroVisit(h);
  3671. }
  3672. bool CGameHandler::buildBoat( ui32 objid )
  3673. {
  3674. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  3675. int boatType = 1;
  3676. if(obj->state())
  3677. {
  3678. complain("Cannot build boat in this shipyard!");
  3679. return false;
  3680. }
  3681. else if(obj->o->ID == TOWNI_TYPE
  3682. && !vstd::contains((static_cast<const CGTownInstance*>(obj))->builtBuildings,6))
  3683. {
  3684. complain("Cannot build boat in the town - no shipyard!");
  3685. return false;
  3686. }
  3687. //TODO use "real" cost via obj->getBoatCost
  3688. if(getResource(obj->o->tempOwner, 6) < 1000 || getResource(obj->o->tempOwner, 0) < 10)
  3689. {
  3690. complain("Not enough resources to build a boat!");
  3691. return false;
  3692. }
  3693. int3 tile = obj->bestLocation();
  3694. if(!gs->map->isInTheMap(tile))
  3695. {
  3696. complain("Cannot find appropriate tile for a boat!");
  3697. return false;
  3698. }
  3699. //take boat cost
  3700. SetResources sr;
  3701. sr.player = obj->o->tempOwner;
  3702. sr.res = gs->getPlayer(obj->o->tempOwner)->resources;
  3703. sr.res[0] -= 10;
  3704. sr.res[6] -= 1000;
  3705. sendAndApply(&sr);
  3706. //create boat
  3707. NewObject no;
  3708. no.ID = 8;
  3709. no.subID = obj->getBoatType();
  3710. no.pos = tile + int3(1,0,0);
  3711. sendAndApply(&no);
  3712. return true;
  3713. }
  3714. void CGameHandler::engageIntoBattle( ui8 player )
  3715. {
  3716. if(vstd::contains(states.players, player))
  3717. states.setFlag(player,&PlayerStatus::engagedIntoBattle,true);
  3718. //notify interfaces
  3719. PlayerBlocked pb;
  3720. pb.player = player;
  3721. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  3722. sendAndApply(&pb);
  3723. }
  3724. void CGameHandler::winLoseHandle(ui8 players )
  3725. {
  3726. for(size_t i = 0; i < PLAYER_LIMIT; i++)
  3727. {
  3728. if(players & 1<<i && gs->getPlayer(i))
  3729. {
  3730. checkLossVictory(i);
  3731. }
  3732. }
  3733. }
  3734. void CGameHandler::checkLossVictory( ui8 player )
  3735. {
  3736. const PlayerState *p = gs->getPlayer(player);
  3737. if(p->status) //player already won / lost
  3738. return;
  3739. int loss = gs->lossCheck(player);
  3740. int vic = gs->victoryCheck(player);
  3741. if(!loss && !vic)
  3742. return;
  3743. InfoWindow iw;
  3744. getLossVicMessage(player, vic ? vic : loss , vic, iw);
  3745. sendAndApply(&iw);
  3746. PlayerEndsGame peg;
  3747. peg.player = player;
  3748. peg.victory = vic;
  3749. sendAndApply(&peg);
  3750. if(vic > 0) //one player won -> all enemies lost //TODO: allies
  3751. {
  3752. iw.text.localStrings.front().second++; //message about losing because enemy won first is just after victory message
  3753. for (std::map<ui8,PlayerState>::const_iterator i = gs->players.begin(); i!=gs->players.end(); i++)
  3754. {
  3755. if(i->first < PLAYER_LIMIT && i->first != player)
  3756. {
  3757. iw.player = i->first;
  3758. sendAndApply(&iw);
  3759. peg.player = i->first;
  3760. peg.victory = false;
  3761. sendAndApply(&peg);
  3762. }
  3763. }
  3764. }
  3765. else //player lost -> all his objects become unflagged (neutral)
  3766. {
  3767. std::vector<CGHeroInstance*> hlp = p->heroes;
  3768. for (std::vector<CGHeroInstance*>::const_iterator i = hlp.begin(); i != hlp.end(); i++) //eliminate heroes
  3769. removeObject((*i)->id);
  3770. for (std::vector<CGObjectInstance*>::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++) //unflag objs
  3771. {
  3772. if(*i && (*i)->tempOwner == player)
  3773. setOwner((**i).id,NEUTRAL_PLAYER);
  3774. }
  3775. //eliminating one player may cause victory of another:
  3776. winLoseHandle(ALL_PLAYERS & ~(1<<player));
  3777. }
  3778. if(vic)
  3779. end2 = true;
  3780. }
  3781. void CGameHandler::getLossVicMessage( ui8 player, ui8 standard, bool victory, InfoWindow &out ) const
  3782. {
  3783. const PlayerState *p = gs->getPlayer(player);
  3784. // if(!p->human)
  3785. // return; //AI doesn't need text info of loss
  3786. out.player = player;
  3787. if(victory)
  3788. {
  3789. if(standard < 0) //not std loss
  3790. {
  3791. switch(gs->map->victoryCondition.condition)
  3792. {
  3793. case artifact:
  3794. out.text.addTxt(MetaString::GENERAL_TXT, 280); //Congratulations! You have found the %s, and can claim victory!
  3795. out.text.addReplacement(MetaString::ART_NAMES,gs->map->victoryCondition.ID); //artifact name
  3796. break;
  3797. case gatherTroop:
  3798. out.text.addTxt(MetaString::GENERAL_TXT, 276); //Congratulations! You have over %d %s in your armies. Your enemies have no choice but to bow down before your power!
  3799. out.text.addReplacement(gs->map->victoryCondition.count);
  3800. out.text.addReplacement(MetaString::CRE_PL_NAMES, gs->map->victoryCondition.ID);
  3801. break;
  3802. case gatherResource:
  3803. out.text.addTxt(MetaString::GENERAL_TXT, 278); //Congratulations! You have collected over %d %s in your treasury. Victory is yours!
  3804. out.text.addReplacement(gs->map->victoryCondition.count);
  3805. out.text.addReplacement(MetaString::RES_NAMES, gs->map->victoryCondition.ID);
  3806. break;
  3807. case buildCity:
  3808. out.text.addTxt(MetaString::GENERAL_TXT, 282); //Congratulations! You have successfully upgraded your town, and can claim victory!
  3809. break;
  3810. case buildGrail:
  3811. out.text.addTxt(MetaString::GENERAL_TXT, 284); //Congratulations! You have constructed a permanent home for the Grail, and can claim victory!
  3812. break;
  3813. case beatHero:
  3814. {
  3815. out.text.addTxt(MetaString::GENERAL_TXT, 252); //Congratulations! You have completed your quest to defeat the enemy hero %s. Victory is yours!
  3816. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->victoryCondition.obj);
  3817. assert(h);
  3818. out.text.addReplacement(h->name);
  3819. }
  3820. break;
  3821. case captureCity:
  3822. {
  3823. out.text.addTxt(MetaString::GENERAL_TXT, 249); //Congratulations! You captured %s, and are victorious!
  3824. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->victoryCondition.obj);
  3825. assert(t);
  3826. out.text.addReplacement(t->name);
  3827. }
  3828. break;
  3829. case beatMonster:
  3830. out.text.addTxt(MetaString::GENERAL_TXT, 286); //Congratulations! You have completed your quest to kill the fearsome beast, and can claim victory!
  3831. break;
  3832. case takeDwellings:
  3833. out.text.addTxt(MetaString::GENERAL_TXT, 288); //Congratulations! Your flag flies on the dwelling of every creature. Victory is yours!
  3834. break;
  3835. case takeMines:
  3836. out.text.addTxt(MetaString::GENERAL_TXT, 290); //Congratulations! Your flag flies on every mine. Victory is yours!
  3837. break;
  3838. case transportItem:
  3839. out.text.addTxt(MetaString::GENERAL_TXT, 292); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  3840. break;
  3841. }
  3842. }
  3843. else
  3844. {
  3845. out.text.addTxt(MetaString::GENERAL_TXT, 659); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  3846. }
  3847. }
  3848. else
  3849. {
  3850. if(standard < 0) //not std loss
  3851. {
  3852. switch(gs->map->lossCondition.typeOfLossCon)
  3853. {
  3854. case lossCastle:
  3855. {
  3856. out.text.addTxt(MetaString::GENERAL_TXT, 251); //The town of %s has fallen - all is lost!
  3857. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->lossCondition.obj);
  3858. assert(t);
  3859. out.text.addReplacement(t->name);
  3860. }
  3861. break;
  3862. case lossHero:
  3863. {
  3864. out.text.addTxt(MetaString::GENERAL_TXT, 253); //The hero, %s, has suffered defeat - your quest is over!
  3865. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->lossCondition.obj);
  3866. assert(h);
  3867. out.text.addReplacement(h->name);
  3868. }
  3869. break;
  3870. case timeExpires:
  3871. out.text.addTxt(MetaString::GENERAL_TXT, 254); //Alas, time has run out on your quest. All is lost.
  3872. break;
  3873. }
  3874. }
  3875. else if(standard == 2)
  3876. {
  3877. out.text.addTxt(MetaString::GENERAL_TXT, 7);//%s, your heroes abandon you, and you are banished from this land.
  3878. out.text.addReplacement(MetaString::COLOR, player);
  3879. out.components.push_back(Component(Component::FLAG,player,0,0));
  3880. }
  3881. else //lost all towns and heroes
  3882. {
  3883. out.text.addTxt(MetaString::GENERAL_TXT, 660); //All your forces have been defeated, and you are banished from this land!
  3884. }
  3885. }
  3886. }
  3887. bool CGameHandler::dig( const CGHeroInstance *h )
  3888. {
  3889. for (std::vector<CGObjectInstance*>::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++) //unflag objs
  3890. {
  3891. if(*i && (*i)->ID == 124 && (*i)->pos == h->getPosition())
  3892. {
  3893. complain("Cannot dig - there is already a hole under the hero!");
  3894. return false;
  3895. }
  3896. }
  3897. NewObject no;
  3898. no.ID = 124;
  3899. no.pos = h->getPosition();
  3900. no.subID = getTile(no.pos)->tertype;
  3901. if(no.subID >= 8) //no digging on water / rock
  3902. {
  3903. complain("Cannot dig - wrong terrain type!");
  3904. return false;
  3905. }
  3906. sendAndApply(&no);
  3907. SetMovePoints smp;
  3908. smp.hid = h->id;
  3909. smp.val = 0;
  3910. sendAndApply(&smp);
  3911. InfoWindow iw;
  3912. iw.player = h->tempOwner;
  3913. if(gs->map->grailPos == h->getPosition())
  3914. {
  3915. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  3916. iw.text.addTxt(MetaString::ART_NAMES, 2);
  3917. iw.soundID = soundBase::ULTIMATEARTIFACT;
  3918. giveHeroArtifact(2, h->id, -1); //give grail
  3919. sendAndApply(&iw);
  3920. iw.text.clear();
  3921. iw.text.addTxt(MetaString::ART_DESCR, 2);
  3922. sendAndApply(&iw);
  3923. }
  3924. else
  3925. {
  3926. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  3927. iw.soundID = soundBase::Dig;
  3928. sendAndApply(&iw);
  3929. }
  3930. return true;
  3931. }
  3932. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  3933. {
  3934. const CStack * attacker = gs->curB->getStack(bat.stackAttacking);
  3935. if( attacker->hasBonusOfType(Bonus::SPELL_AFTER_ATTACK) )
  3936. {
  3937. BOOST_FOREACH(const Bonus & sf, attacker->getBonuses(Selector::type(Bonus::SPELL_AFTER_ATTACK)))
  3938. {
  3939. if (sf.type == Bonus::SPELL_AFTER_ATTACK)
  3940. {
  3941. const CStack * oneOfAttacked = NULL;
  3942. for(int g=0; g<bat.bsa.size(); ++g)
  3943. {
  3944. if (bat.bsa[g].newAmount > 0)
  3945. {
  3946. oneOfAttacked = gs->curB->getStack(bat.bsa[g].stackAttacked);
  3947. break;
  3948. }
  3949. }
  3950. if(oneOfAttacked == NULL) //all attacked creatures have been killed
  3951. return;
  3952. int spellID = sf.subtype;
  3953. int spellLevel = sf.val;
  3954. int chance = sf.additionalInfo % 1000;
  3955. int meleeRanged = sf.additionalInfo / 1000;
  3956. int destination = oneOfAttacked->position;
  3957. //check if spell should be casted (probability handling)
  3958. if( rand()%100 >= chance )
  3959. continue;
  3960. //casting
  3961. handleSpellCasting(spellID, spellLevel, destination, !attacker->attackerOwned, attacker->owner, NULL, NULL, attacker->count);
  3962. }
  3963. }
  3964. }
  3965. }
  3966. bool CGameHandler::castSpell(const CGHeroInstance *h, int spellID, const int3 &pos)
  3967. {
  3968. const CSpell *s = &VLC->spellh->spells[spellID];
  3969. int cost = h->getSpellCost(s);
  3970. int schoolLevel = h->getSpellSchoolLevel(s);
  3971. if(!h->canCastThisSpell(s))
  3972. COMPLAIN_RET("Hero cannot cast this spell!");
  3973. if(h->mana < cost)
  3974. COMPLAIN_RET("Hero doesn't have enough spell points to cast this spell!");
  3975. if(s->combatSpell)
  3976. COMPLAIN_RET("This function can be used only for adventure map spells!");
  3977. AdvmapSpellCast asc;
  3978. asc.caster = h;
  3979. asc.spellID = spellID;
  3980. sendAndApply(&asc);
  3981. using namespace Spells;
  3982. switch(spellID)
  3983. {
  3984. case SUMMON_BOAT: //Summon Boat
  3985. {
  3986. //check if spell works at all
  3987. if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
  3988. {
  3989. InfoWindow iw;
  3990. iw.player = h->tempOwner;
  3991. iw.text.addTxt(MetaString::GENERAL_TXT, 336); //%s tried to summon a boat, but failed.
  3992. iw.text.addReplacement(h->name);
  3993. sendAndApply(&iw);
  3994. return true; //TODO? or should it be false? request was correct and realized, but spell failed...
  3995. }
  3996. //try to find unoccupied boat to summon
  3997. const CGBoat *nearest = NULL;
  3998. double dist = 0;
  3999. int3 summonPos = h->bestLocation();
  4000. if(summonPos.x < 0)
  4001. COMPLAIN_RET("There is no water tile available!");
  4002. BOOST_FOREACH(const CGObjectInstance *obj, gs->map->objects)
  4003. {
  4004. if(obj && obj->ID == 8)
  4005. {
  4006. const CGBoat *b = static_cast<const CGBoat*>(obj);
  4007. if(b->hero) continue; //we're looking for unoccupied boat
  4008. double nDist = distance(b->pos, h->getPosition());
  4009. if(!nearest || nDist < dist) //it's first boat or closer than previous
  4010. {
  4011. nearest = b;
  4012. dist = nDist;
  4013. }
  4014. }
  4015. }
  4016. if(nearest) //we found boat to summon
  4017. {
  4018. ChangeObjPos cop;
  4019. cop.objid = nearest->id;
  4020. cop.nPos = summonPos + int3(1,0,0);;
  4021. cop.flags = 1;
  4022. sendAndApply(&cop);
  4023. }
  4024. else if(schoolLevel < 2) //none or basic level -> cannot create boat :(
  4025. {
  4026. InfoWindow iw;
  4027. iw.player = h->tempOwner;
  4028. iw.text.addTxt(MetaString::GENERAL_TXT, 335); //There are no boats to summon.
  4029. sendAndApply(&iw);
  4030. }
  4031. else //create boat
  4032. {
  4033. NewObject no;
  4034. no.ID = 8;
  4035. no.subID = h->getBoatType();
  4036. no.pos = summonPos + int3(1,0,0);;
  4037. sendAndApply(&no);
  4038. }
  4039. break;
  4040. }
  4041. case SCUTTLE_BOAT: //Scuttle Boat
  4042. {
  4043. //check if spell works at all
  4044. if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
  4045. {
  4046. InfoWindow iw;
  4047. iw.player = h->tempOwner;
  4048. iw.text.addTxt(MetaString::GENERAL_TXT, 337); //%s tried to scuttle the boat, but failed
  4049. iw.text.addReplacement(h->name);
  4050. sendAndApply(&iw);
  4051. return true; //TODO? or should it be false? request was correct and realized, but spell failed...
  4052. }
  4053. if(!gs->map->isInTheMap(pos))
  4054. COMPLAIN_RET("Invalid dst tile for scuttle!");
  4055. //TODO: test range, visibility
  4056. const TerrainTile *t = &gs->map->getTile(pos);
  4057. if(!t->visitableObjects.size() || t->visitableObjects.back()->ID != 8)
  4058. COMPLAIN_RET("There is no boat to scuttle!");
  4059. RemoveObject ro;
  4060. ro.id = t->visitableObjects.back()->id;
  4061. sendAndApply(&ro);
  4062. break;
  4063. }
  4064. case DIMENSION_DOOR: //Dimension Door
  4065. {
  4066. const TerrainTile *dest = getTile(pos);
  4067. const TerrainTile *curr = getTile(h->getSightCenter());
  4068. if(!dest)
  4069. COMPLAIN_RET("Destination tile doesn't exist!");
  4070. if(!h->movement)
  4071. COMPLAIN_RET("Hero needs movement points to cast Dimension Door!");
  4072. if(h->getBonusesCount(Bonus::CASTED_SPELL, Spells::DIMENSION_DOOR) >= s->powers[schoolLevel]) //limit casts per turn
  4073. {
  4074. InfoWindow iw;
  4075. iw.player = h->tempOwner;
  4076. iw.text.addTxt(MetaString::GENERAL_TXT, 338); //%s is not skilled enough to cast this spell again today.
  4077. iw.text.addReplacement(h->name);
  4078. sendAndApply(&iw);
  4079. break;
  4080. }
  4081. GiveBonus gb;
  4082. gb.id = h->id;
  4083. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::CASTED_SPELL, 0, Spells::DIMENSION_DOOR);
  4084. sendAndApply(&gb);
  4085. if(!dest->isClear(curr)) //wrong dest tile
  4086. {
  4087. InfoWindow iw;
  4088. iw.player = h->tempOwner;
  4089. iw.text.addTxt(MetaString::GENERAL_TXT, 70); //Dimension Door failed!
  4090. sendAndApply(&iw);
  4091. break;
  4092. }
  4093. //we need obtain guard pos before moving hero, otherwise we get nothing, because tile will be "unguarded" by hero
  4094. int3 guardPos = gs->guardingCreaturePosition(pos);
  4095. TryMoveHero tmh;
  4096. tmh.id = h->id;
  4097. tmh.movePoints = std::max<int>(0, h->movement - 300);
  4098. tmh.result = TryMoveHero::TELEPORTATION;
  4099. tmh.start = h->pos;
  4100. tmh.end = pos + h->getVisitableOffset();
  4101. getTilesInRange(tmh.fowRevealed, pos, h->getSightRadious(), h->tempOwner,1);
  4102. sendAndApply(&tmh);
  4103. tryAttackingGuard(guardPos, h);
  4104. }
  4105. break;
  4106. case FLY: //Fly
  4107. {
  4108. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4109. GiveBonus gb;
  4110. gb.id = h->id;
  4111. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::FLYING_MOVEMENT, Bonus::CASTED_SPELL, 0, Spells::FLY, subtype);
  4112. sendAndApply(&gb);
  4113. }
  4114. break;
  4115. case WATER_WALK: //Water Walk
  4116. {
  4117. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4118. GiveBonus gb;
  4119. gb.id = h->id;
  4120. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::WATER_WALKING, Bonus::CASTED_SPELL, 0, Spells::FLY, subtype);
  4121. sendAndApply(&gb);
  4122. }
  4123. break;
  4124. case VISIONS: //Visions
  4125. case VIEW_EARTH: //View Earth
  4126. case DISGUISE: //Disguise
  4127. case VIEW_AIR: //View Air
  4128. case TOWN_PORTAL: //Town Portal
  4129. default:
  4130. COMPLAIN_RET("This spell is not implemented yet!");
  4131. }
  4132. SetMana sm;
  4133. sm.hid = h->id;
  4134. sm.val = h->mana - cost;
  4135. sendAndApply(&sm);
  4136. return true;
  4137. }
  4138. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4139. {
  4140. //to prevent self-visiting heroes on space press
  4141. if(t.visitableObjects.back() != h)
  4142. objectVisited(t.visitableObjects.back(), h);
  4143. else if(t.visitableObjects.size() > 1)
  4144. objectVisited(*(t.visitableObjects.end()-2),h);
  4145. }
  4146. bool CGameHandler::tryAttackingGuard(const int3 &guardPos, const CGHeroInstance * h)
  4147. {
  4148. if(!gs->map->isInTheMap(guardPos))
  4149. return false;
  4150. const TerrainTile &guardTile = gs->map->terrain[guardPos.x][guardPos.y][guardPos.z];
  4151. objectVisited(guardTile.visitableObjects.back(), h);
  4152. visitObjectAfterVictory = true;
  4153. return true;
  4154. }