CGameHandler.cpp 158 KB

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  1. #include "stdafx.h"
  2. #include "../int3.h"
  3. #include "../lib/CCampaignHandler.h"
  4. #include "../StartInfo.h"
  5. #include "../lib/CArtHandler.h"
  6. #include "../lib/CBuildingHandler.h"
  7. #include "../lib/CDefObjInfoHandler.h"
  8. #include "../lib/CHeroHandler.h"
  9. #include "../lib/CObjectHandler.h"
  10. #include "../lib/CSpellHandler.h"
  11. #include "../lib/CGeneralTextHandler.h"
  12. #include "../lib/CTownHandler.h"
  13. #include "../lib/CCreatureHandler.h"
  14. #include "../lib/CGameState.h"
  15. #include "../lib/BattleState.h"
  16. #include "../lib/CondSh.h"
  17. #include "../lib/NetPacks.h"
  18. #include "../lib/VCMI_Lib.h"
  19. #include "../lib/map.h"
  20. #include "../lib/VCMIDirs.h"
  21. #include "../client/CSoundBase.h"
  22. #include "CGameHandler.h"
  23. #include <boost/random/mersenne_twister.hpp>
  24. #include <boost/random/variate_generator.hpp>
  25. #include <boost/random/poisson_distribution.hpp>
  26. #include "../lib/CCreatureSet.h"
  27. /*
  28. * CGameHandler.cpp, part of VCMI engine
  29. *
  30. * Authors: listed in file AUTHORS in main folder
  31. *
  32. * License: GNU General Public License v2.0 or later
  33. * Full text of license available in license.txt file, in main folder
  34. *
  35. */
  36. #undef DLL_EXPORT
  37. #define DLL_EXPORT
  38. #include "../lib/RegisterTypes.cpp"
  39. #ifndef _MSC_VER
  40. #include <boost/thread/xtime.hpp>
  41. #endif
  42. extern bool end2;
  43. #ifdef min
  44. #undef min
  45. #endif
  46. #ifdef max
  47. #undef max
  48. #endif
  49. #define COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
  50. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  51. #define NEW_ROUND BattleNextRound bnr;\
  52. bnr.round = gs->curB->round + 1;\
  53. sendAndApply(&bnr);
  54. CondSh<bool> battleMadeAction;
  55. CondSh<BattleResult *> battleResult(NULL);
  56. std::ptrdiff_t randomizer (ptrdiff_t i) {return rand();}
  57. std::ptrdiff_t (*p_myrandom)(std::ptrdiff_t) = randomizer;
  58. template <typename T> class CApplyOnGH;
  59. class CBaseForGHApply
  60. {
  61. public:
  62. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const =0;
  63. virtual ~CBaseForGHApply(){}
  64. template<typename U> static CBaseForGHApply *getApplier(const U * t=NULL)
  65. {
  66. return new CApplyOnGH<U>;
  67. }
  68. };
  69. template <typename T> class CApplyOnGH : public CBaseForGHApply
  70. {
  71. public:
  72. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const
  73. {
  74. T *ptr = static_cast<T*>(pack);
  75. ptr->c = c;
  76. return ptr->applyGh(gh);
  77. }
  78. };
  79. static CApplier<CBaseForGHApply> *applier = NULL;
  80. CMP_stack cmpst ;
  81. static inline double distance(int3 a, int3 b)
  82. {
  83. return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
  84. }
  85. static void giveExp(BattleResult &r)
  86. {
  87. r.exp[0] = 0;
  88. r.exp[1] = 0;
  89. for(std::map<ui32,si32>::iterator i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  90. {
  91. r.exp[r.winner] += VLC->creh->creatures[i->first]->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  92. }
  93. }
  94. PlayerStatus PlayerStatuses::operator[](ui8 player)
  95. {
  96. boost::unique_lock<boost::mutex> l(mx);
  97. if(players.find(player) != players.end())
  98. {
  99. return players[player];
  100. }
  101. else
  102. {
  103. throw std::string("No such player!");
  104. }
  105. }
  106. void PlayerStatuses::addPlayer(ui8 player)
  107. {
  108. boost::unique_lock<boost::mutex> l(mx);
  109. players[player];
  110. }
  111. bool PlayerStatuses::hasQueries(ui8 player)
  112. {
  113. boost::unique_lock<boost::mutex> l(mx);
  114. if(players.find(player) != players.end())
  115. {
  116. return players[player].queries.size();
  117. }
  118. else
  119. {
  120. throw std::string("No such player!");
  121. }
  122. }
  123. bool PlayerStatuses::checkFlag(ui8 player, bool PlayerStatus::*flag)
  124. {
  125. boost::unique_lock<boost::mutex> l(mx);
  126. if(players.find(player) != players.end())
  127. {
  128. return players[player].*flag;
  129. }
  130. else
  131. {
  132. throw std::string("No such player!");
  133. }
  134. }
  135. void PlayerStatuses::setFlag(ui8 player, bool PlayerStatus::*flag, bool val)
  136. {
  137. boost::unique_lock<boost::mutex> l(mx);
  138. if(players.find(player) != players.end())
  139. {
  140. players[player].*flag = val;
  141. }
  142. else
  143. {
  144. throw std::string("No such player!");
  145. }
  146. cv.notify_all();
  147. }
  148. void PlayerStatuses::addQuery(ui8 player, ui32 id)
  149. {
  150. boost::unique_lock<boost::mutex> l(mx);
  151. if(players.find(player) != players.end())
  152. {
  153. players[player].queries.insert(id);
  154. }
  155. else
  156. {
  157. throw std::string("No such player!");
  158. }
  159. cv.notify_all();
  160. }
  161. void PlayerStatuses::removeQuery(ui8 player, ui32 id)
  162. {
  163. boost::unique_lock<boost::mutex> l(mx);
  164. if(players.find(player) != players.end())
  165. {
  166. players[player].queries.erase(id);
  167. }
  168. else
  169. {
  170. throw std::string("No such player!");
  171. }
  172. cv.notify_all();
  173. }
  174. template <typename T>
  175. void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
  176. {
  177. fun(args[which]);
  178. }
  179. void CGameHandler::levelUpHero(int ID, int skill)
  180. {
  181. changeSecSkill(ID, skill, 1, 0);
  182. levelUpHero(ID);
  183. }
  184. void CGameHandler::levelUpHero(int ID)
  185. {
  186. CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID].get());
  187. // required exp for at least 1 lvl-up hasn't been reached
  188. if (hero->exp < VLC->heroh->reqExp(hero->level+1))
  189. {
  190. afterBattleCallback();
  191. return;
  192. }
  193. //give prim skill
  194. tlog5 << hero->name <<" got level "<<hero->level<<std::endl;
  195. int r = rand()%100, pom=0, x=0;
  196. int std::pair<int,int>::*g = (hero->level>9) ? (&std::pair<int,int>::second) : (&std::pair<int,int>::first);
  197. for(;x<PRIMARY_SKILLS;x++)
  198. {
  199. pom += hero->type->heroClass->primChance[x].*g;
  200. if(r<pom)
  201. break;
  202. }
  203. tlog5 << "The hero gets the primary skill with the no. " << x << " with a probability of " << r << "%." << std::endl;
  204. SetPrimSkill sps;
  205. sps.id = ID;
  206. sps.which = x;
  207. sps.abs = false;
  208. sps.val = 1;
  209. sendAndApply(&sps);
  210. HeroLevelUp hlu;
  211. hlu.heroid = ID;
  212. hlu.primskill = x;
  213. hlu.level = hero->level+1;
  214. //picking sec. skills for choice
  215. std::set<int> basicAndAdv, expert, none;
  216. for(int i=0;i<SKILL_QUANTITY;i++)
  217. if (isAllowed(2,i))
  218. none.insert(i);
  219. for(unsigned i=0;i<hero->secSkills.size();i++)
  220. {
  221. if(hero->secSkills[i].second < 3)
  222. basicAndAdv.insert(hero->secSkills[i].first);
  223. else
  224. expert.insert(hero->secSkills[i].first);
  225. none.erase(hero->secSkills[i].first);
  226. }
  227. //first offered skill
  228. if(basicAndAdv.size())
  229. {
  230. int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);//upgrade existing
  231. hlu.skills.push_back(s);
  232. basicAndAdv.erase(s);
  233. }
  234. else if(none.size() && hero->secSkills.size() < hero->type->heroClass->skillLimit)
  235. {
  236. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //give new skill
  237. none.erase(hlu.skills.back());
  238. }
  239. //second offered skill
  240. if(none.size() && hero->secSkills.size() < hero->type->heroClass->skillLimit) //hero have free skill slot
  241. {
  242. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
  243. }
  244. else if(basicAndAdv.size())
  245. {
  246. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //upgrade existing
  247. }
  248. if(hlu.skills.size() > 1) //apply and ask for secondary skill
  249. {
  250. boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(callWith<ui16>,hlu.skills,boost::function<void(ui16)>(boost::bind(&CGameHandler::levelUpHero,this,ID,_1)),_1));
  251. applyAndAsk(&hlu,hero->tempOwner,callback); //call levelUpHero when client responds
  252. }
  253. else if(hlu.skills.size() == 1) //apply, give only possible skill and send info
  254. {
  255. sendAndApply(&hlu);
  256. levelUpHero(ID, hlu.skills.back());
  257. }
  258. else //apply and send info
  259. {
  260. sendAndApply(&hlu);
  261. levelUpHero(ID);
  262. }
  263. }
  264. void CGameHandler::changePrimSkill(int ID, int which, si64 val, bool abs)
  265. {
  266. SetPrimSkill sps;
  267. sps.id = ID;
  268. sps.which = which;
  269. sps.abs = abs;
  270. sps.val = val;
  271. sendAndApply(&sps);
  272. //only for exp - hero may level up
  273. if(which==4)
  274. {
  275. levelUpHero(ID);
  276. //TODO: Commander
  277. //TODO: Stack Experience only after battle
  278. }
  279. }
  280. void CGameHandler::changeSecSkill( int ID, int which, int val, bool abs/*=false*/ )
  281. {
  282. SetSecSkill sss;
  283. sss.id = ID;
  284. sss.which = which;
  285. sss.val = val;
  286. sss.abs = abs;
  287. sendAndApply(&sss);
  288. if(which == 7) //Wisdom
  289. {
  290. const CGHeroInstance *h = getHero(ID);
  291. if(h && h->visitedTown)
  292. giveSpells(h->visitedTown, h);
  293. }
  294. }
  295. void CGameHandler::startBattle( const CArmedInstance *armies[2], int3 tile, const CGHeroInstance *heroes[2], bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town /*= NULL*/ )
  296. {
  297. battleEndCallback = new boost::function<void(BattleResult*)>(cb);
  298. {
  299. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  300. }
  301. runBattle();
  302. }
  303. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  304. {
  305. bool duel = gs->initialOpts->mode == StartInfo::DUEL;
  306. BattleResultsApplied resultsApplied;
  307. const CArmedInstance *bEndArmy1 = gs->curB->belligerents[0];
  308. const CArmedInstance *bEndArmy2 = gs->curB->belligerents[1];
  309. resultsApplied.player1 = bEndArmy1->tempOwner;
  310. resultsApplied.player2 = bEndArmy2->tempOwner;
  311. const CGHeroInstance *victoriousHero = gs->curB->heroes[battleResult.data->winner];
  312. if(!duel)
  313. {
  314. //unblock engaged players
  315. if(bEndArmy1->tempOwner<PLAYER_LIMIT)
  316. states.setFlag(bEndArmy1->tempOwner, &PlayerStatus::engagedIntoBattle, false);
  317. if(bEndArmy2 && bEndArmy2->tempOwner<PLAYER_LIMIT)
  318. states.setFlag(bEndArmy2->tempOwner, &PlayerStatus::engagedIntoBattle, false);
  319. }
  320. //end battle, remove all info, free memory
  321. giveExp(*battleResult.data);
  322. if (hero1)
  323. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  324. if (hero2)
  325. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  326. ui8 sides[2];
  327. for(int i=0; i<2; ++i)
  328. {
  329. sides[i] = gs->curB->sides[i];
  330. }
  331. ui8 loser = sides[!battleResult.data->winner];
  332. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  333. ChangeSpells cs; //for Eagle Eye
  334. if(victoriousHero)
  335. {
  336. if(int eagleEyeLevel = victoriousHero->getSecSkillLevel(CGHeroInstance::EAGLE_EYE))
  337. {
  338. int maxLevel = eagleEyeLevel + 1;
  339. double eagleEyeChance = victoriousHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::EAGLE_EYE);
  340. BOOST_FOREACH(const CSpell *sp, gs->curB->usedSpellsHistory[!battleResult.data->winner])
  341. if(sp->level <= maxLevel && !vstd::contains(victoriousHero->spells, sp->id) && rand() % 100 < eagleEyeChance)
  342. cs.spells.insert(sp->id);
  343. }
  344. }
  345. sendAndApply(battleResult.data);
  346. //Eagle Eye secondary skill handling
  347. if(cs.spells.size())
  348. {
  349. cs.learn = 1;
  350. cs.hid = victoriousHero->id;
  351. InfoWindow iw;
  352. iw.player = victoriousHero->tempOwner;
  353. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  354. iw.text.addReplacement(victoriousHero->name);
  355. std::ostringstream names;
  356. for(int i = 0; i < cs.spells.size(); i++)
  357. {
  358. names << "%s";
  359. if(i < cs.spells.size() - 2)
  360. names << ", ";
  361. else if(i < cs.spells.size() - 1)
  362. names << "%s";
  363. }
  364. names << ".";
  365. iw.text.addReplacement(names.str());
  366. std::set<ui32>::iterator it = cs.spells.begin();
  367. for(int i = 0; i < cs.spells.size(); i++, it++)
  368. {
  369. iw.text.addReplacement(MetaString::SPELL_NAME, *it);
  370. if(i == cs.spells.size() - 2) //we just added pre-last name
  371. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  372. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  373. }
  374. sendAndApply(&iw);
  375. sendAndApply(&cs);
  376. }
  377. // Necromancy if applicable.
  378. const CGHeroInstance *winnerHero = battleResult.data->winner != 0 ? hero2 : hero1;
  379. const CGHeroInstance *loserHero = battleResult.data->winner != 0 ? hero1 : hero2;
  380. const CStackBasicDescriptor raisedStack = winnerHero ? winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  381. // Give raised units to winner and show dialog, if any were raised,
  382. // units will be given after casualities are taken
  383. const TSlot necroSlot = raisedStack.type ? winnerHero->getSlotFor(raisedStack.type) : -1;
  384. if(!duel)
  385. {
  386. cab1.takeFromArmy(this); cab2.takeFromArmy(this); //take casualties after battle is deleted
  387. //if one hero has lost we will erase him
  388. if(battleResult.data->winner!=0 && hero1)
  389. {
  390. RemoveObject ro(hero1->id);
  391. sendAndApply(&ro);
  392. }
  393. if(battleResult.data->winner!=1 && hero2)
  394. {
  395. RemoveObject ro(hero2->id);
  396. sendAndApply(&ro);
  397. }
  398. //give exp
  399. if (battleResult.data->exp[0] && hero1)
  400. changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
  401. else if (battleResult.data->exp[1] && hero2)
  402. changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
  403. else
  404. afterBattleCallback();
  405. }
  406. if (necroSlot != -1)
  407. {
  408. winnerHero->showNecromancyDialog(raisedStack);
  409. addToSlot(StackLocation(winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  410. }
  411. if(duel)
  412. {
  413. CSaveFile resultFile("result.vdrst");
  414. resultFile << *battleResult.data;
  415. int casualtiesPoints = 0;
  416. tlog0 << boost::format("Winner side %d\nWinner casualties:\n") % (int)battleResult.data->winner;
  417. for(std::map<ui32,si32>::const_iterator i = battleResult.data->casualties[battleResult.data->winner].begin(); i != battleResult.data->casualties[battleResult.data->winner].end(); i++)
  418. {
  419. const CCreature *c = VLC->creh->creatures[i->first];
  420. tlog0 << boost::format("\t* %d of %s\n") % i->second % c->namePl;
  421. casualtiesPoints = c->AIValue * i->second;
  422. }
  423. tlog0 << boost::format("Total casualties points: %d\n") % casualtiesPoints;
  424. }
  425. sendAndApply(&resultsApplied);
  426. if(duel)
  427. return;
  428. if(visitObjectAfterVictory && winnerHero == hero1)
  429. {
  430. visitObjectOnTile(*getTile(winnerHero->getPosition()), winnerHero);
  431. }
  432. visitObjectAfterVictory = false;
  433. winLoseHandle(1<<sides[0] | 1<<sides[1]); //handle victory/loss of engaged players
  434. int result = battleResult.get()->result;
  435. if(result == 1 || result == 2) //loser has escaped or surrendered
  436. {
  437. SetAvailableHeroes sah;
  438. sah.player = loser;
  439. sah.hid[0] = loserHero->subID;
  440. if(result == 1) //retreat
  441. {
  442. sah.army[0].clear();
  443. sah.army[0].setCreature(0, VLC->creh->nameToID[loserHero->type->refTypeStack[0]],1);
  444. }
  445. if(const CGHeroInstance *another = getPlayer(loser)->availableHeroes[1])
  446. sah.hid[1] = another->subID;
  447. else
  448. sah.hid[1] = -1;
  449. sendAndApply(&sah);
  450. }
  451. }
  452. void CGameHandler::afterBattleCallback() //object interaction after leveling up is done
  453. {
  454. if(battleEndCallback && *battleEndCallback)
  455. {
  456. boost::function<void(BattleResult*)> *backup = battleEndCallback;
  457. battleEndCallback = NULL; //we need to set it to NULL or else we have infinite recursion when after battle callback gives exp (eg Pandora Box with exp)
  458. (*backup)(battleResult.data);
  459. delete backup;
  460. }
  461. }
  462. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  463. {
  464. bat.bsa.clear();
  465. bat.stackAttacking = att->ID;
  466. int attackerLuck = att->LuckVal();
  467. const CGHeroInstance * h0 = gs->curB->heroes[0],
  468. * h1 = gs->curB->heroes[1];
  469. bool noLuck = false;
  470. if((h0 && NBonus::hasOfType(h0, Bonus::BLOCK_LUCK)) ||
  471. (h1 && NBonus::hasOfType(h1, Bonus::BLOCK_LUCK)))
  472. {
  473. noLuck = true;
  474. }
  475. if(!noLuck && attackerLuck > 0 && rand()%24 < attackerLuck) //TODO?: negative luck option?
  476. {
  477. bat.flags |= BattleAttack::LUCKY;
  478. }
  479. if (rand()%100 < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  480. {
  481. bat.flags |= BattleAttack::DEATH_BLOW;
  482. }
  483. if(att->getCreature()->idNumber == 146)
  484. {
  485. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  486. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  487. int chance = artilleryLvlToChance[owner->getSecSkillLevel(CGHeroInstance::ARTILLERY)];
  488. if(chance > rand() % 100)
  489. {
  490. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  491. }
  492. }
  493. // only primary target
  494. applyBattleEffects(bat, att, def, distance, false);
  495. if (!bat.shot()) //multiple-hex attack - only in meele
  496. {
  497. std::set<CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex);
  498. //TODO: get exact attacked hex for defender
  499. BOOST_FOREACH(CStack * stack, attackedCreatures)
  500. {
  501. if (stack != def) //do not hit same stack twice
  502. {
  503. applyBattleEffects(bat, att, stack, distance, true);
  504. }
  505. }
  506. }
  507. const Bonus * bonus = att->getBonus(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  508. if (bonus && (bat.shot())) //TODO: make it work in meele?
  509. {
  510. bat.bsa.front().flags |= BattleStackAttacked::EFFECT;
  511. bat.bsa.front().effect = VLC->spellh->spells[bonus->subtype]->mainEffectAnim; //hopefully it does not interfere with any other effect?
  512. std::set<CStack*> attackedCreatures = gs->curB->getAttackedCreatures(VLC->spellh->spells[bonus->subtype], bonus->val, att->owner, targetHex);
  513. //TODO: get exact attacked hex for defender
  514. BOOST_FOREACH(CStack * stack, attackedCreatures)
  515. {
  516. if (stack != def) //do not hit same stack twice
  517. {
  518. applyBattleEffects(bat, att, stack, distance, true);
  519. }
  520. }
  521. }
  522. }
  523. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  524. {
  525. BattleStackAttacked bsa;
  526. if (secondary)
  527. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  528. bsa.attackerID = att->ID;
  529. bsa.stackAttacked = def->ID;
  530. bsa.damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def), bat.shot(), distance, bat.lucky(), bat.deathBlow(), bat.ballistaDoubleDmg());
  531. def->prepareAttacked(bsa); //calculate casualties
  532. //life drain handling
  533. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  534. {
  535. StacksHealedOrResurrected shi;
  536. shi.lifeDrain = (ui8)true;
  537. shi.tentHealing = (ui8)false;
  538. shi.drainedFrom = def->ID;
  539. StacksHealedOrResurrected::HealInfo hi;
  540. hi.stackID = att->ID;
  541. hi.healedHP = std::min<int>(bsa.damageAmount, att->MaxHealth() - att->firstHPleft + att->MaxHealth() * (att->baseAmount - att->count) );
  542. hi.lowLevelResurrection = false;
  543. shi.healedStacks.push_back(hi);
  544. if (hi.healedHP > 0)
  545. {
  546. bsa.healedStacks.push_back(shi);
  547. }
  548. }
  549. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  550. //fire shield handling
  551. if (!bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY) && !bsa.killed() )
  552. {
  553. BattleStackAttacked bsa;
  554. bsa.stackAttacked = att->ID; //invert
  555. bsa.attackerID = def->ID;
  556. bsa.flags |= BattleStackAttacked::EFFECT;
  557. bsa.effect = 11;
  558. bsa.damageAmount = (bsa.damageAmount * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  559. att->prepareAttacked(bsa);
  560. bat.bsa.push_back(bsa);
  561. }
  562. }
  563. void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
  564. {
  565. setThreadName(-1, "CGameHandler::handleConnection");
  566. srand(time(NULL));
  567. CPack *pack = NULL;
  568. try
  569. {
  570. while(1)//server should never shut connection first //was: while(!end2)
  571. {
  572. pack = c.retreivePack();
  573. int packType = typeList.getTypeID(pack); //get the id of type
  574. if(packType == typeList.getTypeID<CloseServer>())
  575. {
  576. tlog0 << "Ending listening thread for side " << *players.begin() << std::endl;
  577. break;
  578. }
  579. CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
  580. if(packType != typeList.getTypeID<QueryReply>()
  581. &&(packType != typeList.getTypeID<ArrangeStacks>() || !isAllowedArrangePack((ArrangeStacks*)pack)) // for dialogs like garrison
  582. && vstd::contains(states.players, getCurrentPlayer()) && states[getCurrentPlayer()].queries.size())
  583. {
  584. complain("Answer the query before attempting any further actions!");
  585. PackageApplied applied;
  586. applied.result = false;
  587. applied.packType = packType;
  588. {
  589. boost::unique_lock<boost::mutex> lock(*c.wmx);
  590. c << &applied;
  591. }
  592. }
  593. else if(apply)
  594. {
  595. bool result = apply->applyOnGH(this,&c,pack);
  596. tlog5 << "Message successfully applied (result=" << result << ")!\n";
  597. //send confirmation that we've applied the package
  598. PackageApplied applied;
  599. applied.result = result;
  600. applied.packType = packType;
  601. {
  602. boost::unique_lock<boost::mutex> lock(*c.wmx);
  603. c << &applied;
  604. }
  605. }
  606. else
  607. {
  608. tlog1 << "Message cannot be applied, cannot find applier (unregistered type)!\n";
  609. }
  610. delete pack;
  611. pack = NULL;
  612. }
  613. }
  614. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  615. {
  616. assert(!c.connected); //make sure that connection has been marked as broken
  617. tlog1 << e.what() << std::endl;
  618. end2 = true;
  619. }
  620. HANDLE_EXCEPTION(end2 = true);
  621. tlog1 << "Ended handling connection\n";
  622. }
  623. int CGameHandler::moveStack(int stack, THex dest)
  624. {
  625. int ret = 0;
  626. CStack *curStack = gs->curB->getStack(stack),
  627. *stackAtEnd = gs->curB->getStackT(dest);
  628. assert(curStack);
  629. assert(dest < BFIELD_SIZE);
  630. if (gs->curB->tacticDistance)
  631. {
  632. assert(gs->curB->isInTacticRange(dest));
  633. }
  634. //initing necessary tables
  635. bool accessibility[BFIELD_SIZE];
  636. std::vector<THex> accessible = gs->curB->getAccessibility(curStack, false);
  637. for(int b=0; b<BFIELD_SIZE; ++b)
  638. {
  639. accessibility[b] = false;
  640. }
  641. for(int g=0; g<accessible.size(); ++g)
  642. {
  643. accessibility[accessible[g]] = true;
  644. }
  645. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  646. if(!stackAtEnd && curStack->doubleWide() && !accessibility[dest])
  647. {
  648. if(curStack->attackerOwned)
  649. {
  650. if(accessibility[dest+1])
  651. dest += THex::RIGHT;
  652. }
  653. else
  654. {
  655. if(accessibility[dest-1])
  656. dest += THex::LEFT;
  657. }
  658. }
  659. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility[dest])
  660. return 0;
  661. bool accessibilityWithOccupyable[BFIELD_SIZE];
  662. std::vector<THex> accOc = gs->curB->getAccessibility(curStack, true);
  663. for(int b=0; b<BFIELD_SIZE; ++b)
  664. {
  665. accessibilityWithOccupyable[b] = false;
  666. }
  667. for(int g=0; g<accOc.size(); ++g)
  668. {
  669. accessibilityWithOccupyable[accOc[g]] = true;
  670. }
  671. //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
  672. // return false;
  673. std::pair< std::vector<THex>, int > path = gs->curB->getPath(curStack->position, dest, accessibilityWithOccupyable, curStack->hasBonusOfType(Bonus::FLYING), curStack->doubleWide(), curStack->attackerOwned);
  674. ret = path.second;
  675. int creSpeed = gs->curB->tacticDistance ? BFIELD_SIZE : curStack->Speed();
  676. if(curStack->hasBonusOfType(Bonus::FLYING))
  677. {
  678. if(path.second <= creSpeed && path.first.size() > 0)
  679. {
  680. //inform clients about move
  681. BattleStackMoved sm;
  682. sm.stack = curStack->ID;
  683. std::vector<THex> tiles;
  684. tiles.push_back(path.first[0]);
  685. sm.tilesToMove = tiles;
  686. sm.distance = path.second;
  687. sm.teleporting = false;
  688. sendAndApply(&sm);
  689. }
  690. }
  691. else //for non-flying creatures
  692. {
  693. // send one package with the creature path information
  694. std::vector<THex> tiles;
  695. int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  696. for(int v=path.first.size()-1; v>=tilesToMove; --v)
  697. {
  698. tiles.push_back(path.first[v]);
  699. }
  700. if (tiles.size() > 0)
  701. {
  702. BattleStackMoved sm;
  703. sm.stack = curStack->ID;
  704. sm.distance = path.second;
  705. sm.teleporting = false;
  706. sm.tilesToMove = tiles;
  707. sendAndApply(&sm);
  708. }
  709. }
  710. return ret;
  711. }
  712. CGameHandler::CGameHandler(void)
  713. {
  714. QID = 1;
  715. //gs = NULL;
  716. IObjectInterface::cb = this;
  717. applier = new CApplier<CBaseForGHApply>;
  718. registerTypes3(*applier);
  719. visitObjectAfterVictory = false;
  720. battleEndCallback = NULL;
  721. }
  722. CGameHandler::~CGameHandler(void)
  723. {
  724. delete applier;
  725. applier = NULL;
  726. delete gs;
  727. }
  728. void CGameHandler::init(StartInfo *si, int Seed)
  729. {
  730. gs = new CGameState();
  731. tlog0 << "Gamestate created!" << std::endl;
  732. gs->init(si, 0, Seed);
  733. tlog0 << "Gamestate initialized!" << std::endl;
  734. for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)
  735. states.addPlayer(i->first);
  736. }
  737. static bool evntCmp(const CMapEvent *a, const CMapEvent *b)
  738. {
  739. return *a < *b;
  740. }
  741. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  742. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  743. const PlayerState *p = gs->getPlayer(town->tempOwner);
  744. if(!p)
  745. {
  746. tlog3 << "There is no player owner of town " << town->name << " at " << town->pos << std::endl;
  747. return;
  748. }
  749. if (forced || town->creatures[CREATURES_PER_TOWN].second.empty())//we need to change creature
  750. {
  751. SetAvailableCreatures ssi;
  752. ssi.tid = town->id;
  753. ssi.creatures = town->creatures;
  754. ssi.creatures[CREATURES_PER_TOWN].second.clear();//remove old one
  755. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  756. if (dwellings.empty())//no dwellings - just remove
  757. {
  758. sendAndApply(&ssi);
  759. return;
  760. }
  761. ui32 dwellpos = rand()%dwellings.size();//take random dwelling
  762. ui32 creapos = rand()%dwellings[dwellpos]->creatures.size();//for multi-creature dwellings like Golem Factory
  763. ui32 creature = dwellings[dwellpos]->creatures[creapos].second[0];
  764. if (clear)
  765. ssi.creatures[CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures[creature]->growth)/2);
  766. else
  767. ssi.creatures[CREATURES_PER_TOWN].first = VLC->creh->creatures[creature]->growth;
  768. ssi.creatures[CREATURES_PER_TOWN].second.push_back(creature);
  769. sendAndApply(&ssi);
  770. }
  771. }
  772. void CGameHandler::newTurn()
  773. {
  774. tlog5 << "Turn " << gs->day+1 << std::endl;
  775. NewTurn n;
  776. n.specialWeek = NewTurn::NO_ACTION;
  777. n.creatureid = -1;
  778. n.day = gs->day + 1;
  779. bool firstTurn = !getDate(0);
  780. bool newWeek = getDate(1) == 7; //day numbers are confusing, as day was not yet switched
  781. bool newMonth = getDate(4) == 28;
  782. std::map<ui8, si32> hadGold;//starting gold - for buildings like dwarven treasury
  783. srand(time(NULL));
  784. if (newWeek && !firstTurn)
  785. {
  786. n.specialWeek = NewTurn::NORMAL;
  787. bool deityOfFireBuilt = false;
  788. BOOST_FOREACH(const CGTownInstance *t, gs->map->towns)
  789. {
  790. if(t->subID == 3 && vstd::contains(t->builtBuildings, Buildings::GRAIL))
  791. {
  792. deityOfFireBuilt = true;
  793. break;
  794. }
  795. }
  796. if(deityOfFireBuilt)
  797. {
  798. n.specialWeek = NewTurn::DEITYOFFIRE;
  799. n.creatureid = 42;
  800. }
  801. else
  802. {
  803. int monthType = rand()%100;
  804. if(newMonth) //new month
  805. {
  806. if (monthType < 40) //double growth
  807. {
  808. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  809. if (ALLCREATURESGETDOUBLEMONTHS)
  810. {
  811. std::pair<int,int> newMonster(54, VLC->creh->pickRandomMonster(boost::ref(rand)));
  812. n.creatureid = newMonster.second;
  813. }
  814. else
  815. {
  816. std::set<TCreature>::const_iterator it = VLC->creh->doubledCreatures.begin();
  817. std::advance (it, rand() % VLC->creh->doubledCreatures.size()); //picking random element of set is tiring
  818. n.creatureid = *it;
  819. }
  820. }
  821. else if (monthType < 50)
  822. n.specialWeek = NewTurn::PLAGUE;
  823. }
  824. else //it's a week, but not full month
  825. {
  826. if (monthType < 25)
  827. {
  828. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  829. std::pair<int,int> newMonster (54, VLC->creh->pickRandomMonster(boost::ref(rand)));
  830. //TODO do not pick neutrals
  831. n.creatureid = newMonster.second;
  832. }
  833. }
  834. }
  835. }
  836. bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  837. for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  838. {
  839. if(i->first == 255)
  840. continue;
  841. else if(i->first >= PLAYER_LIMIT)
  842. assert(0); //illegal player number!
  843. std::pair<ui8,si32> playerGold(i->first,i->second.resources[Res::GOLD]);
  844. hadGold.insert(playerGold);
  845. if(newWeek) //new heroes in tavern
  846. {
  847. SetAvailableHeroes sah;
  848. sah.player = i->first;
  849. //pick heroes and their armies
  850. CHeroClass *banned = NULL;
  851. for (int j = 0; j < AVAILABLE_HEROES_PER_PLAYER; j++)
  852. {
  853. if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, i->first, getNativeTown(i->first), pool, banned)) //first hero - native if possible, second hero -> any other class
  854. {
  855. sah.hid[j] = h->subID;
  856. h->initArmy(&sah.army[j]);
  857. banned = h->type->heroClass;
  858. }
  859. else
  860. sah.hid[j] = -1;
  861. }
  862. sendAndApply(&sah);
  863. }
  864. n.res[i->first] = i->second.resources;
  865. BOOST_FOREACH(CGHeroInstance *h, (*i).second.heroes)
  866. {
  867. if(h->visitedTown)
  868. giveSpells(h->visitedTown, h);
  869. NewTurn::Hero hth;
  870. hth.id = h->id;
  871. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).tertype != TerrainTile::water);
  872. if(h->visitedTown && vstd::contains(h->visitedTown->builtBuildings,0)) //if hero starts turn in town with mage guild
  873. hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
  874. else
  875. hth.mana = std::max(si32(0), std::max(h->mana, std::min(h->mana + h->manaRegain(), h->manaLimit())) );
  876. n.heroes.insert(hth);
  877. if(!firstTurn) //not first day
  878. {
  879. n.res[i->first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::ESTATES)); //estates
  880. for (int k = 0; k < RESOURCE_QUANTITY; k++)
  881. {
  882. n.res[i->first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  883. }
  884. }
  885. }
  886. }
  887. // townID, creatureID, amount
  888. std::map<si32, std::map<si32, si32> > newCreas;//creatures that needs to be added by town events
  889. BOOST_FOREACH(CGTownInstance *t, gs->map->towns)
  890. {
  891. ui8 player = t->tempOwner;
  892. handleTownEvents(t, n, newCreas);
  893. if(newWeek) //first day of week
  894. {
  895. if(t->subID == 5 && vstd::contains(t->builtBuildings, Buildings::SPECIAL_3))
  896. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  897. if(!firstTurn)
  898. if (t->subID == 1 && player < PLAYER_LIMIT && vstd::contains(t->builtBuildings, Buildings::SPECIAL_3))//dwarven treasury
  899. n.res[player][Res::GOLD] += hadGold[player]/10; //give 10% of starting gold
  900. SetAvailableCreatures sac;
  901. sac.tid = t->id;
  902. sac.creatures = t->creatures;
  903. for (int k=0; k < CREATURES_PER_TOWN; k++) //creature growths
  904. {
  905. if(t->creatureDwelling(k))//there is dwelling (k-level)
  906. {
  907. ui32 &availableCount = sac.creatures[k].first;
  908. const CCreature *cre = VLC->creh->creatures[t->creatureDwelling(k, true) ? t->town->upgradedCreatures[k] : t->town->basicCreatures[k]];
  909. if (n.specialWeek == NewTurn::PLAGUE)
  910. availableCount = t->creatures[k].first / 2; //halve their number, no growth
  911. else
  912. {
  913. if(firstTurn) //first day of game: use only basic growths
  914. availableCount = cre->growth;
  915. else
  916. availableCount += t->creatureGrowth(k);
  917. if(n.creatureid == cre->idNumber
  918. || (n.specialWeek == NewTurn::DEITYOFFIRE && (cre->idNumber == 42 || cre->idNumber == 43)))
  919. {
  920. if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
  921. availableCount *= 2;
  922. else if(n.specialWeek == NewTurn::BONUS_GROWTH)
  923. availableCount += 5;
  924. else if(n.specialWeek == NewTurn::DEITYOFFIRE)
  925. availableCount += 15;
  926. }
  927. }
  928. }
  929. }
  930. //add creatures from town events
  931. if (vstd::contains(newCreas, t->id))
  932. for(std::map<si32, si32>::iterator i=newCreas[t->id].begin() ; i!=newCreas[t->id].end(); i++)
  933. sac.creatures[i->first].first += i->second;
  934. n.cres.push_back(sac);
  935. }
  936. if(!firstTurn && player < PLAYER_LIMIT)//not the first day and town not neutral
  937. {
  938. if(vstd::contains(t->builtBuildings, Buildings::RESOURCE_SILO)) //there is resource silo
  939. {
  940. if(t->town->primaryRes == 127) //we'll give wood and ore
  941. {
  942. n.res[player][Res::WOOD] ++;
  943. n.res[player][Res::ORE] ++;
  944. }
  945. else
  946. {
  947. n.res[player][t->town->primaryRes] ++;
  948. }
  949. }
  950. n.res[player][Res::GOLD] += t->dailyIncome();
  951. }
  952. if(vstd::contains(t->builtBuildings, Buildings::GRAIL) && t->subID == 2)
  953. {
  954. // Skyship, probably easier to handle same as Veil of darkness
  955. //do it every new day after veils apply
  956. FoWChange fw;
  957. fw.mode = 1;
  958. fw.player = player;
  959. getAllTiles(fw.tiles, player, -1, 0);
  960. sendAndApply (&fw);
  961. }
  962. if (t->hasBonusOfType (Bonus::DARKNESS))
  963. {
  964. t->hideTiles(t->getOwner(), t->getBonus(Selector::type(Bonus::DARKNESS))->val);
  965. }
  966. //unhiding what shouldn't be hidden? //that's handled in netpacks client
  967. }
  968. if(newMonth)
  969. {
  970. SetAvailableArtifacts saa;
  971. saa.id = -1;
  972. pickAllowedArtsSet(saa.arts);
  973. sendAndApply(&saa);
  974. }
  975. sendAndApply(&n);
  976. if(newWeek)
  977. {
  978. //spawn wandering monsters
  979. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  980. {
  981. spawnWanderingMonsters(n.creatureid);
  982. }
  983. //new week info popup
  984. if(!firstTurn)
  985. {
  986. InfoWindow iw;
  987. switch (n.specialWeek)
  988. {
  989. case NewTurn::DOUBLE_GROWTH:
  990. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  991. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  992. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  993. break;
  994. case NewTurn::PLAGUE:
  995. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  996. break;
  997. case NewTurn::BONUS_GROWTH:
  998. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  999. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1000. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1001. break;
  1002. case NewTurn::DEITYOFFIRE:
  1003. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1004. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1005. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1006. iw.text.addReplacement2(15); //%+d 15
  1007. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1008. iw.text.addReplacement2(15); //%+d 15
  1009. break;
  1010. default:
  1011. iw.text.addTxt(MetaString::ARRAY_TXT, (newMonth ? 130 : 133));
  1012. iw.text.addReplacement(MetaString::ARRAY_TXT, 43 + rand()%15);
  1013. }
  1014. for (std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end(); i++)
  1015. {
  1016. iw.player = i->first;
  1017. sendAndApply(&iw);
  1018. }
  1019. }
  1020. }
  1021. tlog5 << "Info about turn " << n.day << "has been sent!" << std::endl;
  1022. handleTimeEvents();
  1023. //call objects
  1024. for(size_t i = 0; i<gs->map->objects.size(); i++)
  1025. {
  1026. if(gs->map->objects[i])
  1027. gs->map->objects[i]->newTurn();
  1028. }
  1029. winLoseHandle(0xff);
  1030. //warn players without town
  1031. if(gs->day)
  1032. {
  1033. for (std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  1034. {
  1035. if(i->second.status || i->second.towns.size() || i->second.color >= PLAYER_LIMIT)
  1036. continue;
  1037. InfoWindow iw;
  1038. iw.player = i->first;
  1039. iw.components.push_back(Component(Component::FLAG,i->first,0,0));
  1040. if(!i->second.daysWithoutCastle)
  1041. {
  1042. 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.
  1043. iw.text.addReplacement(MetaString::COLOR, i->first);
  1044. }
  1045. else if(i->second.daysWithoutCastle == 6)
  1046. {
  1047. 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.
  1048. iw.text.addReplacement(MetaString::COLOR, i->first);
  1049. }
  1050. else
  1051. {
  1052. 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.
  1053. iw.text.addReplacement(MetaString::COLOR, i->first);
  1054. iw.text.addReplacement(7 - i->second.daysWithoutCastle);
  1055. }
  1056. sendAndApply(&iw);
  1057. }
  1058. }
  1059. }
  1060. void CGameHandler::run(bool resume)
  1061. {
  1062. using namespace boost::posix_time;
  1063. BOOST_FOREACH(CConnection *cc, conns)
  1064. {//init conn.
  1065. ui32 quantity;
  1066. ui8 pom;
  1067. //ui32 seed;
  1068. if(!resume)
  1069. {
  1070. ui32 sum = gs->map ? gs->map->checksum : 612;
  1071. (*cc) << gs->initialOpts << sum << gs->seed; // gs->scenarioOps
  1072. }
  1073. (*cc) >> quantity; //how many players will be handled at that client
  1074. tlog0 << "Connection " << cc->connectionID << " will handle " << quantity << " player: ";
  1075. for(int i=0;i<quantity;i++)
  1076. {
  1077. (*cc) >> pom; //read player color
  1078. tlog0 << (int)pom << " ";
  1079. {
  1080. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1081. connections[pom] = cc;
  1082. }
  1083. }
  1084. tlog0 << std::endl;
  1085. }
  1086. for(std::set<CConnection*>::iterator i = conns.begin(); i!=conns.end();i++)
  1087. {
  1088. std::set<int> pom;
  1089. for(std::map<int,CConnection*>::iterator j = connections.begin(); j!=connections.end();j++)
  1090. if(j->second == *i)
  1091. pom.insert(j->first);
  1092. boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(**i)));
  1093. }
  1094. while (!end2)
  1095. {
  1096. if(!resume)
  1097. newTurn();
  1098. std::map<ui8,PlayerState>::iterator i;
  1099. if(!resume)
  1100. i = gs->players.begin();
  1101. else
  1102. i = gs->players.find(gs->currentPlayer);
  1103. resume = false;
  1104. for(; i != gs->players.end(); i++)
  1105. {
  1106. if((i->second.towns.size()==0 && i->second.heroes.size()==0)
  1107. || i->second.color<0
  1108. || i->first>=PLAYER_LIMIT
  1109. || i->second.status)
  1110. {
  1111. continue;
  1112. }
  1113. states.setFlag(i->first,&PlayerStatus::makingTurn,true);
  1114. {
  1115. YourTurn yt;
  1116. yt.player = i->first;
  1117. applyAndSend(&yt);
  1118. }
  1119. //wait till turn is done
  1120. boost::unique_lock<boost::mutex> lock(states.mx);
  1121. while(states.players[i->first].makingTurn && !end2)
  1122. {
  1123. static time_duration p = milliseconds(200);
  1124. states.cv.timed_wait(lock,p);
  1125. }
  1126. }
  1127. }
  1128. while(conns.size() && (*conns.begin())->isOpen())
  1129. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1130. }
  1131. //namespace CGH
  1132. //{
  1133. // using namespace std;
  1134. // static void readItTo(ifstream & input, vector< vector<int> > & dest) //reads 7 lines, i-th one containing i integers, and puts it to dest
  1135. // {
  1136. // for(int j=0; j<7; ++j)
  1137. // {
  1138. // std::vector<int> pom;
  1139. // for(int g=0; g<j+1; ++g)
  1140. // {
  1141. // int hlp; input>>hlp;
  1142. // pom.push_back(hlp);
  1143. // }
  1144. // dest.push_back(pom);
  1145. // }
  1146. // }
  1147. //}
  1148. void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
  1149. {
  1150. battleResult.set(NULL);
  1151. //send info about battles
  1152. BattleStart bs;
  1153. bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town);
  1154. sendAndApply(&bs);
  1155. }
  1156. void CGameHandler::checkForBattleEnd( std::vector<CStack*> &stacks )
  1157. {
  1158. //checking winning condition
  1159. bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarly
  1160. hasStack[0] = hasStack[1] = false;
  1161. for(int b = 0; b<stacks.size(); ++b)
  1162. {
  1163. if(stacks[b]->alive() && !stacks[b]->hasBonusOfType(Bonus::SIEGE_WEAPON))
  1164. {
  1165. hasStack[1-stacks[b]->attackerOwned] = true;
  1166. }
  1167. }
  1168. if(!hasStack[0] || !hasStack[1]) //somebody has won
  1169. {
  1170. setBattleResult(0, hasStack[1]);
  1171. }
  1172. }
  1173. void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
  1174. {
  1175. if(!h->hasSpellbook())
  1176. return; //hero hasn't spellbok
  1177. ChangeSpells cs;
  1178. cs.hid = h->id;
  1179. cs.learn = true;
  1180. for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(CGHeroInstance::WISDOM)+2);i++)
  1181. {
  1182. if (t->subID == 8 && vstd::contains(t->builtBuildings, Buildings::GRAIL)) //Aurora Borealis
  1183. {
  1184. std::vector<ui16> spells;
  1185. getAllowedSpells(spells, i);
  1186. for (int j = 0; j < spells.size(); ++j)
  1187. cs.spells.insert(spells[j]);
  1188. }
  1189. else
  1190. {
  1191. for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)
  1192. {
  1193. if(!vstd::contains(h->spells,t->spells[i][j]))
  1194. cs.spells.insert(t->spells[i][j]);
  1195. }
  1196. }
  1197. }
  1198. if(cs.spells.size())
  1199. sendAndApply(&cs);
  1200. }
  1201. void CGameHandler::setBlockVis(int objid, bool bv)
  1202. {
  1203. SetObjectProperty sop(objid,2,bv);
  1204. sendAndApply(&sop);
  1205. }
  1206. bool CGameHandler::removeObject( int objid )
  1207. {
  1208. if(!getObj(objid))
  1209. {
  1210. tlog1 << "Something wrong, that object already has been removed or hasn't existed!\n";
  1211. return false;
  1212. }
  1213. RemoveObject ro;
  1214. ro.id = objid;
  1215. sendAndApply(&ro);
  1216. winLoseHandle(255); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1217. return true;
  1218. }
  1219. void CGameHandler::setAmount(int objid, ui32 val)
  1220. {
  1221. SetObjectProperty sop(objid,3,val);
  1222. sendAndApply(&sop);
  1223. }
  1224. bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*/ )
  1225. {
  1226. bool blockvis = false;
  1227. const CGHeroInstance *h = getHero(hid);
  1228. 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)
  1229. )
  1230. {
  1231. tlog1 << "Illegal call to move hero!\n";
  1232. return false;
  1233. }
  1234. tlog5 << "Player " <<int(asker) << " wants to move hero "<< hid << " from "<< h->pos << " to " << dst << std::endl;
  1235. int3 hmpos = dst + int3(-1,0,0);
  1236. if(!gs->map->isInTheMap(hmpos))
  1237. {
  1238. tlog1 << "Destination tile is outside the map!\n";
  1239. return false;
  1240. }
  1241. TerrainTile t = gs->map->terrain[hmpos.x][hmpos.y][hmpos.z];
  1242. int cost = gs->getMovementCost(h, h->getPosition(false), CGHeroInstance::convertPosition(dst,false),h->movement);
  1243. int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1244. //result structure for start - movement failed, no move points used
  1245. TryMoveHero tmh;
  1246. tmh.id = hid;
  1247. tmh.start = h->pos;
  1248. tmh.end = dst;
  1249. tmh.result = TryMoveHero::FAILED;
  1250. tmh.movePoints = h->movement;
  1251. //check if destination tile is available
  1252. //it's a rock or blocked and not visitable tile
  1253. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1254. if(((t.tertype == TerrainTile::rock || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
  1255. && complain("Cannot move hero, destination tile is blocked!"))
  1256. || ((!h->boat && !h->canWalkOnSea() && t.tertype == TerrainTile::water && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != 8 && t.visitableObjects.back()->ID != HEROI_TYPE))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
  1257. && complain("Cannot move hero, destination tile is on water!"))
  1258. || ((h->boat && t.tertype != TerrainTile::water && t.blocked)
  1259. && complain("Cannot disembark hero, tile is blocked!"))
  1260. || ((h->movement < cost && dst != h->pos && !instant)
  1261. && complain("Hero doesn't have any movement points left!"))
  1262. || (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1263. && complain("Cannot move hero during the battle")))
  1264. {
  1265. //send info about movement failure
  1266. sendAndApply(&tmh);
  1267. return false;
  1268. }
  1269. //hero enters the boat
  1270. if(!h->boat && t.visitableObjects.size() && t.visitableObjects.back()->ID == 8)
  1271. {
  1272. tmh.result = TryMoveHero::EMBARK;
  1273. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false);
  1274. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1275. sendAndApply(&tmh);
  1276. return true;
  1277. }
  1278. //hero leaves the boat
  1279. else if(h->boat && t.tertype != TerrainTile::water && !t.blocked)
  1280. {
  1281. //TODO? code similarity with the block above
  1282. tmh.result = TryMoveHero::DISEMBARK;
  1283. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true);
  1284. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1285. sendAndApply(&tmh);
  1286. tryAttackingGuard(guardPos, h);
  1287. return true;
  1288. }
  1289. //checks for standard movement
  1290. if(!instant)
  1291. {
  1292. if( (distance(h->pos,dst) >= 1.5 && complain("Tiles are not neighboring!"))
  1293. || (h->movement < cost && h->movement < 100 && complain("Not enough move points!")))
  1294. {
  1295. sendAndApply(&tmh);
  1296. return false;
  1297. }
  1298. //check if there is blocking visitable object
  1299. blockvis = false;
  1300. tmh.movePoints = std::max(si32(0),h->movement-cost); //take move points
  1301. BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
  1302. {
  1303. if(obj != h && obj->blockVisit && !(obj->getPassableness() & 1<<h->tempOwner))
  1304. {
  1305. blockvis = true;
  1306. break;
  1307. }
  1308. }
  1309. //we start moving
  1310. if(blockvis)//interaction with blocking object (like resources)
  1311. {
  1312. tmh.result = TryMoveHero::BLOCKING_VISIT;
  1313. sendAndApply(&tmh);
  1314. //failed to move to that tile but we visit object
  1315. if(t.visitableObjects.size())
  1316. objectVisited(t.visitableObjects.back(), h);
  1317. tlog5 << "Blocking visit at " << hmpos << std::endl;
  1318. return true;
  1319. }
  1320. else //normal move
  1321. {
  1322. BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[h->pos.x-1][h->pos.y][h->pos.z].visitableObjects)
  1323. {
  1324. obj->onHeroLeave(h);
  1325. }
  1326. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1327. tmh.result = TryMoveHero::SUCCESS;
  1328. tmh.attackedFrom = guardPos;
  1329. sendAndApply(&tmh);
  1330. tlog5 << "Moved to " <<tmh.end<<std::endl;
  1331. // If a creature guards the tile, block visit.
  1332. const bool fightingGuard = tryAttackingGuard(guardPos, h);
  1333. if(!fightingGuard && t.visitableObjects.size()) //call objects if they are visited
  1334. {
  1335. visitObjectOnTile(t, h);
  1336. }
  1337. tlog5 << "Movement end!\n";
  1338. return true;
  1339. }
  1340. }
  1341. else //instant move - teleportation
  1342. {
  1343. BOOST_FOREACH(CGObjectInstance* obj, t.blockingObjects)
  1344. {
  1345. if(obj->ID==HEROI_TYPE)
  1346. {
  1347. CGHeroInstance *dh = static_cast<CGHeroInstance *>(obj);
  1348. if( gameState()->getPlayerRelations(dh->tempOwner, h->tempOwner))
  1349. {
  1350. heroExchange(h->id, dh->id);
  1351. return true;
  1352. }
  1353. startBattleI(h, dh);
  1354. return true;
  1355. }
  1356. }
  1357. tmh.result = TryMoveHero::TELEPORTATION;
  1358. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1359. sendAndApply(&tmh);
  1360. return true;
  1361. }
  1362. }
  1363. bool CGameHandler::teleportHero(si32 hid, si32 dstid, ui8 source, ui8 asker/* = 255*/)
  1364. {
  1365. const CGHeroInstance *h = getHero(hid);
  1366. const CGTownInstance *t = getTown(dstid);
  1367. if ( !h || !t || h->getOwner() != gs->currentPlayer )
  1368. tlog1<<"Invalid call to teleportHero!";
  1369. const CGTownInstance *from = h->visitedTown;
  1370. if(((h->getOwner() != t->getOwner())
  1371. && complain("Cannot teleport hero to another player"))
  1372. || ((!from || from->subID!=3 || !vstd::contains(from->builtBuildings, Buildings::SPECIAL_3))
  1373. && complain("Hero must be in town with Castle gate for teleporting"))
  1374. || ((t->subID!=3 || !vstd::contains(t->builtBuildings, Buildings::SPECIAL_3))
  1375. && complain("Cannot teleport hero to town without Castle gate in it")))
  1376. return false;
  1377. int3 pos = t->visitablePos();
  1378. pos += h->getVisitableOffset();
  1379. stopHeroVisitCastle(from->id, hid);
  1380. moveHero(hid,pos,1);
  1381. heroVisitCastle(dstid, hid);
  1382. return true;
  1383. }
  1384. void CGameHandler::setOwner(int objid, ui8 owner)
  1385. {
  1386. ui8 oldOwner = getOwner(objid);
  1387. SetObjectProperty sop(objid,1,owner);
  1388. sendAndApply(&sop);
  1389. winLoseHandle(1<<owner | 1<<oldOwner);
  1390. if(owner < PLAYER_LIMIT && getTown(objid)) //town captured
  1391. {
  1392. const CGTownInstance * town = getTown(objid);
  1393. if (town->subID == 5 && vstd::contains(town->builtBuildings, 22))
  1394. setPortalDwelling(town, true, false);
  1395. if (!gs->getPlayer(owner)->towns.size())//player lost last town
  1396. {
  1397. InfoWindow iw;
  1398. iw.player = oldOwner;
  1399. 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.
  1400. sendAndApply(&iw);
  1401. }
  1402. }
  1403. const CGObjectInstance * obj = getObj(objid);
  1404. const PlayerState * p = gs->getPlayer(owner);
  1405. if((obj->ID == 17 || obj->ID == 20 ) && p && p->dwellings.size()==1)//first dwelling captured
  1406. {
  1407. BOOST_FOREACH(const CGTownInstance *t, gs->getPlayer(owner)->towns)
  1408. {
  1409. if (t->subID == 5 && vstd::contains(t->builtBuildings, 22))
  1410. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1411. }
  1412. }
  1413. }
  1414. void CGameHandler::setHoverName(int objid, MetaString* name)
  1415. {
  1416. SetHoverName shn(objid, *name);
  1417. sendAndApply(&shn);
  1418. }
  1419. void CGameHandler::showBlockingDialog( BlockingDialog *iw, const CFunctionList<void(ui32)> &callback )
  1420. {
  1421. ask(iw,iw->player,callback);
  1422. }
  1423. ui32 CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1424. {
  1425. //TODO
  1426. //gsm.lock();
  1427. //int query = QID++;
  1428. //states.addQuery(player,query);
  1429. //sendToAllClients(iw);
  1430. //gsm.unlock();
  1431. //ui32 ret = getQueryResult(iw->player, query);
  1432. //gsm.lock();
  1433. //states.removeQuery(player, query);
  1434. //gsm.unlock();
  1435. return 0;
  1436. }
  1437. void CGameHandler::giveResource(int player, int which, int val)
  1438. {
  1439. if(!val) return; //don't waste time on empty call
  1440. SetResource sr;
  1441. sr.player = player;
  1442. sr.resid = which;
  1443. sr.val = gs->players.find(player)->second.resources[which] + val;
  1444. sendAndApply(&sr);
  1445. }
  1446. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1447. {
  1448. boost::function<void()> removeOrNot = 0;
  1449. if(remove)
  1450. removeOrNot = boost::bind(&CGameHandler::removeObject, this, obj->id);
  1451. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1452. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1453. COMPLAIN_RET_IF(creatures.stacksCount() > ARMY_SIZE, "Too many stacks to give!");
  1454. //first we move creatures to give to make them army of object-source
  1455. for (TSlots::const_iterator stack = creatures.Slots().begin(); stack != creatures.Slots().end(); stack++)
  1456. {
  1457. addToSlot(StackLocation(obj, obj->getSlotFor(stack->second->type)), stack->second->type, stack->second->count);
  1458. }
  1459. tryJoiningArmy(obj, h, remove, true);
  1460. }
  1461. void CGameHandler::takeCreatures(int objid, const std::vector<CStackBasicDescriptor> &creatures)
  1462. {
  1463. std::vector<CStackBasicDescriptor> cres = creatures;
  1464. if (cres.size() <= 0)
  1465. return;
  1466. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1467. BOOST_FOREACH(CStackBasicDescriptor &sbd, cres)
  1468. {
  1469. TQuantity collected = 0;
  1470. while(collected < sbd.count)
  1471. {
  1472. TSlots::const_iterator i = obj->Slots().begin();
  1473. for(; i != obj->Slots().end(); i++)
  1474. {
  1475. if(i->second->type == sbd.type)
  1476. {
  1477. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1478. changeStackCount(StackLocation(obj, i->first), -take, false);
  1479. collected += take;
  1480. break;
  1481. }
  1482. }
  1483. if(i == obj->Slots().end()) //we went through the whole loop and haven't found appropriate cres
  1484. {
  1485. complain("Unexpected failure during taking creatures!");
  1486. return;
  1487. }
  1488. }
  1489. }
  1490. }
  1491. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1492. {
  1493. sendToAllClients(comp);
  1494. }
  1495. void CGameHandler::heroVisitCastle(int obj, int heroID)
  1496. {
  1497. HeroVisitCastle vc;
  1498. vc.hid = heroID;
  1499. vc.tid = obj;
  1500. vc.flags |= 1;
  1501. sendAndApply(&vc);
  1502. const CGHeroInstance *h = getHero(heroID);
  1503. vistiCastleObjects (getTown(obj), h);
  1504. giveSpells (getTown(obj), getHero(heroID));
  1505. if(gs->map->victoryCondition.condition == transportItem)
  1506. checkLossVictory(h->tempOwner); //transported artifact?
  1507. }
  1508. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  1509. {
  1510. std::vector<CGTownBuilding*>::const_iterator i;
  1511. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  1512. (*i)->onHeroVisit (h);
  1513. }
  1514. void CGameHandler::stopHeroVisitCastle(int obj, int heroID)
  1515. {
  1516. HeroVisitCastle vc;
  1517. vc.hid = heroID;
  1518. vc.tid = obj;
  1519. sendAndApply(&vc);
  1520. }
  1521. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1522. {
  1523. assert(al.getArt());
  1524. EraseArtifact ea;
  1525. ea.al = al;
  1526. sendAndApply(&ea);
  1527. }
  1528. 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
  1529. {
  1530. engageIntoBattle(army1->tempOwner);
  1531. engageIntoBattle(army2->tempOwner);
  1532. //block engaged players
  1533. if(army2->tempOwner < PLAYER_LIMIT)
  1534. states.setFlag(army2->tempOwner,&PlayerStatus::engagedIntoBattle,true);
  1535. static const CArmedInstance *armies[2];
  1536. armies[0] = army1;
  1537. armies[1] = army2;
  1538. static const CGHeroInstance*heroes[2];
  1539. heroes[0] = hero1;
  1540. heroes[1] = hero2;
  1541. boost::thread(boost::bind(&CGameHandler::startBattle, this, armies, tile, heroes, creatureBank, cb, town));
  1542. }
  1543. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb, bool creatureBank )
  1544. {
  1545. startBattleI(army1, army2, tile,
  1546. army1->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(army1) : NULL,
  1547. army2->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(army2) : NULL,
  1548. creatureBank, cb);
  1549. }
  1550. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb, bool creatureBank)
  1551. {
  1552. startBattleI(army1, army2, army2->visitablePos(), cb, creatureBank);
  1553. }
  1554. void CGameHandler::changeSpells( int hid, bool give, const std::set<ui32> &spells )
  1555. {
  1556. ChangeSpells cs;
  1557. cs.hid = hid;
  1558. cs.spells = spells;
  1559. cs.learn = give;
  1560. sendAndApply(&cs);
  1561. }
  1562. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  1563. {
  1564. SystemMessage sm;
  1565. sm.text = message;
  1566. boost::unique_lock<boost::mutex> lock(*c.wmx);
  1567. c << &sm;
  1568. }
  1569. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  1570. {
  1571. sendAndApply(bonus);
  1572. }
  1573. void CGameHandler::setMovePoints( SetMovePoints * smp )
  1574. {
  1575. sendAndApply(smp);
  1576. }
  1577. void CGameHandler::setManaPoints( int hid, int val )
  1578. {
  1579. SetMana sm;
  1580. sm.hid = hid;
  1581. sm.val = val;
  1582. sendAndApply(&sm);
  1583. }
  1584. void CGameHandler::giveHero( int id, int player )
  1585. {
  1586. GiveHero gh;
  1587. gh.id = id;
  1588. gh.player = player;
  1589. sendAndApply(&gh);
  1590. }
  1591. void CGameHandler::changeObjPos( int objid, int3 newPos, ui8 flags )
  1592. {
  1593. ChangeObjPos cop;
  1594. cop.objid = objid;
  1595. cop.nPos = newPos;
  1596. cop.flags = flags;
  1597. sendAndApply(&cop);
  1598. }
  1599. void CGameHandler::useScholarSkill(si32 fromHero, si32 toHero)
  1600. {
  1601. const CGHeroInstance * h1 = getHero(fromHero);
  1602. const CGHeroInstance * h2 = getHero(toHero);
  1603. if ( h1->getSecSkillLevel(CGHeroInstance::SCHOLAR) < h2->getSecSkillLevel(CGHeroInstance::SCHOLAR) )
  1604. {
  1605. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1606. std::swap(fromHero, toHero);
  1607. }
  1608. int ScholarLevel = h1->getSecSkillLevel(CGHeroInstance::SCHOLAR);//heroes can trade up to this level
  1609. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
  1610. return;//no scholar skill or no spellbook
  1611. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(CGHeroInstance::WISDOM)+2),
  1612. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(CGHeroInstance::WISDOM)+2);//heroes can receive this levels
  1613. ChangeSpells cs1;
  1614. cs1.learn = true;
  1615. cs1.hid = toHero;//giving spells to first hero
  1616. for(std::set<ui32>::const_iterator it=h1->spells.begin(); it!=h1->spells.end();it++)
  1617. if ( h2Lvl >= VLC->spellh->spells[*it]->level && !vstd::contains(h2->spells, *it))//hero can learn it and don't have it yet
  1618. cs1.spells.insert(*it);//spell to learn
  1619. ChangeSpells cs2;
  1620. cs2.learn = true;
  1621. cs2.hid = fromHero;
  1622. for(std::set<ui32>::const_iterator it=h2->spells.begin(); it!=h2->spells.end();it++)
  1623. if ( h1Lvl >= VLC->spellh->spells[*it]->level && !vstd::contains(h1->spells, *it))
  1624. cs2.spells.insert(*it);
  1625. if (cs1.spells.size() || cs2.spells.size())//create a message
  1626. {
  1627. InfoWindow iw;
  1628. iw.player = h1->tempOwner;
  1629. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  1630. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1631. iw.text.addReplacement(h1->name);
  1632. if (cs2.spells.size())//if found new spell - apply
  1633. {
  1634. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  1635. int size = cs2.spells.size();
  1636. for(std::set<ui32>::const_iterator it=cs2.spells.begin(); it!=cs2.spells.end();it++)
  1637. {
  1638. iw.components.push_back(Component(Component::SPELL, (*it), 1, 0));
  1639. iw.text.addTxt(MetaString::SPELL_NAME, (*it));
  1640. switch (size--)
  1641. {
  1642. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1643. case 1: break;
  1644. default: iw.text << ", ";
  1645. }
  1646. }
  1647. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  1648. iw.text.addReplacement(h2->name);
  1649. sendAndApply(&cs2);
  1650. }
  1651. if (cs1.spells.size() && cs2.spells.size() )
  1652. {
  1653. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  1654. }
  1655. if (cs1.spells.size())
  1656. {
  1657. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  1658. int size = cs1.spells.size();
  1659. for(std::set<ui32>::const_iterator it=cs1.spells.begin(); it!=cs1.spells.end();it++)
  1660. {
  1661. iw.components.push_back(Component(Component::SPELL, (*it), 1, 0));
  1662. iw.text.addTxt(MetaString::SPELL_NAME, (*it));
  1663. switch (size--)
  1664. {
  1665. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1666. case 1: break;
  1667. default: iw.text << ", ";
  1668. } }
  1669. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  1670. iw.text.addReplacement(h2->name);
  1671. sendAndApply(&cs1);
  1672. }
  1673. sendAndApply(&iw);
  1674. }
  1675. }
  1676. void CGameHandler::heroExchange(si32 hero1, si32 hero2)
  1677. {
  1678. ui8 player1 = getHero(hero1)->tempOwner;
  1679. ui8 player2 = getHero(hero2)->tempOwner;
  1680. if( gameState()->getPlayerRelations( player1, player2))
  1681. {
  1682. OpenWindow hex;
  1683. hex.window = OpenWindow::EXCHANGE_WINDOW;
  1684. hex.id1 = hero1;
  1685. hex.id2 = hero2;
  1686. sendAndApply(&hex);
  1687. useScholarSkill(hero1,hero2);
  1688. }
  1689. }
  1690. void CGameHandler::applyAndAsk( Query * sel, ui8 player, boost::function<void(ui32)> &callback )
  1691. {
  1692. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1693. sel->id = QID;
  1694. callbacks[QID] = callback;
  1695. states.addQuery(player,QID);
  1696. QID++;
  1697. sendAndApply(sel);
  1698. }
  1699. void CGameHandler::ask( Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback )
  1700. {
  1701. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1702. sel->id = QID;
  1703. callbacks[QID] = callback;
  1704. states.addQuery(player,QID);
  1705. sendToAllClients(sel);
  1706. QID++;
  1707. }
  1708. void CGameHandler::sendToAllClients( CPackForClient * info )
  1709. {
  1710. tlog5 << "Sending to all clients a package of type " << typeid(*info).name() << std::endl;
  1711. for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
  1712. {
  1713. boost::unique_lock<boost::mutex> lock(*(*i)->wmx);
  1714. **i << info;
  1715. }
  1716. }
  1717. void CGameHandler::sendAndApply(CPackForClient * info)
  1718. {
  1719. sendToAllClients(info);
  1720. gs->apply(info);
  1721. }
  1722. void CGameHandler::applyAndSend(CPackForClient * info)
  1723. {
  1724. gs->apply(info);
  1725. sendToAllClients(info);
  1726. }
  1727. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  1728. {
  1729. sendAndApply((CPackForClient*)info);
  1730. if(gs->map->victoryCondition.condition == gatherTroop)
  1731. winLoseHandle();
  1732. }
  1733. // void CGameHandler::sendAndApply( SetGarrisons * info )
  1734. // {
  1735. // sendAndApply((CPackForClient*)info);
  1736. // if(gs->map->victoryCondition.condition == gatherTroop)
  1737. // for(std::map<ui32,CCreatureSet>::const_iterator i = info->garrs.begin(); i != info->garrs.end(); i++)
  1738. // checkLossVictory(getObj(i->first)->tempOwner);
  1739. // }
  1740. void CGameHandler::sendAndApply( SetResource * info )
  1741. {
  1742. sendAndApply((CPackForClient*)info);
  1743. if(gs->map->victoryCondition.condition == gatherResource)
  1744. checkLossVictory(info->player);
  1745. }
  1746. void CGameHandler::sendAndApply( SetResources * info )
  1747. {
  1748. sendAndApply((CPackForClient*)info);
  1749. if(gs->map->victoryCondition.condition == gatherResource)
  1750. checkLossVictory(info->player);
  1751. }
  1752. void CGameHandler::sendAndApply( NewStructures * info )
  1753. {
  1754. sendAndApply((CPackForClient*)info);
  1755. if(gs->map->victoryCondition.condition == buildCity)
  1756. checkLossVictory(getTown(info->tid)->tempOwner);
  1757. }
  1758. void CGameHandler::save( const std::string &fname )
  1759. {
  1760. {
  1761. tlog0 << "Ordering clients to serialize...\n";
  1762. SaveGame sg(fname);
  1763. sendToAllClients(&sg);
  1764. }
  1765. {
  1766. tlog0 << "Serializing game info...\n";
  1767. CSaveFile save(GVCMIDirs.UserPath + "/Games/" + fname + ".vlgm1");
  1768. char hlp[8] = "VCMISVG";
  1769. save << hlp << static_cast<CMapHeader&>(*gs->map) << gs->scenarioOps << *VLC << gs;
  1770. }
  1771. {
  1772. tlog0 << "Serializing server info...\n";
  1773. CSaveFile save(GVCMIDirs.UserPath + "/Games/" + fname + ".vsgm1");
  1774. save << *this;
  1775. }
  1776. tlog0 << "Game has been successfully saved!\n";
  1777. }
  1778. void CGameHandler::close()
  1779. {
  1780. tlog0 << "We have been requested to close.\n";
  1781. //BOOST_FOREACH(CConnection *cc, conns)
  1782. // if(cc && cc->socket && cc->socket->is_open())
  1783. // cc->socket->close();
  1784. //exit(0);
  1785. }
  1786. bool CGameHandler::arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val, ui8 player )
  1787. {
  1788. const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id1].get()),
  1789. *s2 = static_cast<CArmedInstance*>(gs->map->objects[id2].get());
  1790. const CCreatureSet &S1 = *s1, &S2 = *s2;
  1791. StackLocation sl1(s1, p1), sl2(s2, p2);
  1792. if(!isAllowedExchange(id1,id2))
  1793. {
  1794. complain("Cannot exchange stacks between these two objects!\n");
  1795. return false;
  1796. }
  1797. if(what==1) //swap
  1798. {
  1799. if ( ((s1->tempOwner != player && s1->tempOwner != 254) && s1->getStackCount(p1)) //why 254??
  1800. || ((s2->tempOwner != player && s2->tempOwner != 254) && s2->getStackCount(p2)))
  1801. {
  1802. complain("Can't take troops from another player!");
  1803. return false;
  1804. }
  1805. swapStacks(sl1, sl2);
  1806. }
  1807. else if(what==2)//merge
  1808. {
  1809. if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1810. || (((s1->tempOwner != player && s1->tempOwner != 254) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1811. return false;
  1812. moveStack(sl1, sl2);
  1813. }
  1814. else if(what==3) //split
  1815. {
  1816. if ( (s1->tempOwner != player && s1->getStackCount(p1) < s1->getStackCount(p1) )
  1817. || (s2->tempOwner != player && s2->getStackCount(p2) < s2->getStackCount(p2) ) )
  1818. {
  1819. complain("Can't move troops of another player!");
  1820. return false;
  1821. }
  1822. //general conditions checking
  1823. if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  1824. || (val<1 && complain("no creatures to split")) )
  1825. {
  1826. return false;
  1827. }
  1828. if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1829. {
  1830. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1831. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  1832. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  1833. )
  1834. {
  1835. return false;
  1836. }
  1837. moveStack(sl1, sl2, val - s2->getStackCount(p2));
  1838. //S2.slots[p2]->count = val;
  1839. //S1.slots[p1]->count = total - val;
  1840. }
  1841. else //split one stack to the two
  1842. {
  1843. if(s1->getStackCount(p1) < val)//not enough creatures
  1844. {
  1845. complain("Cannot split that stack, not enough creatures!");
  1846. return false;
  1847. }
  1848. moveStack(sl1, sl2, val);
  1849. }
  1850. }
  1851. return true;
  1852. }
  1853. int CGameHandler::getPlayerAt( CConnection *c ) const
  1854. {
  1855. std::set<int> all;
  1856. for(std::map<int,CConnection*>::const_iterator i=connections.begin(); i!=connections.end(); i++)
  1857. if(i->second == c)
  1858. all.insert(i->first);
  1859. switch(all.size())
  1860. {
  1861. case 0:
  1862. return 255;
  1863. case 1:
  1864. return *all.begin();
  1865. default:
  1866. {
  1867. //if we have more than one player at this connection, try to pick active one
  1868. if(vstd::contains(all,int(gs->currentPlayer)))
  1869. return gs->currentPlayer;
  1870. else
  1871. return 253; //cannot say which player is it
  1872. }
  1873. }
  1874. }
  1875. bool CGameHandler::disbandCreature( si32 id, ui8 pos )
  1876. {
  1877. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id].get());
  1878. if(!vstd::contains(s1->stacks,pos))
  1879. {
  1880. complain("Illegal call to disbandCreature - no such stack in army!");
  1881. return false;
  1882. }
  1883. eraseStack(StackLocation(s1, pos));
  1884. return true;
  1885. }
  1886. bool CGameHandler::buildStructure( si32 tid, si32 bid, bool force /*=false*/ )
  1887. {
  1888. CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid].get());
  1889. CBuilding * b = VLC->buildh->buildings[t->subID][bid];
  1890. if( !force && gs->canBuildStructure(t,bid) != 7)
  1891. {
  1892. complain("Cannot build that building!");
  1893. return false;
  1894. }
  1895. if( !force && bid == 26) //grail
  1896. {
  1897. if(!t->visitingHero || !t->visitingHero->hasArt(2))
  1898. {
  1899. complain("Cannot build grail - hero doesn't have it");
  1900. return false;
  1901. }
  1902. //remove grail
  1903. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(2, false)));
  1904. }
  1905. NewStructures ns;
  1906. ns.tid = tid;
  1907. if ( (bid == 18) && (vstd::contains(t->builtBuildings,(t->town->hordeLvl[0]+37))) )
  1908. ns.bid.insert(19);//we have upgr. dwelling, upgr. horde will be builded as well
  1909. else if ( (bid == 24) && (vstd::contains(t->builtBuildings,(t->town->hordeLvl[1]+37))) )
  1910. ns.bid.insert(25);
  1911. else if(bid>36) //upg dwelling
  1912. {
  1913. if ( (bid-37 == t->town->hordeLvl[0]) && (vstd::contains(t->builtBuildings,18)) )
  1914. ns.bid.insert(19);//we have horde, will be upgraded as well as dwelling
  1915. if ( (bid-37 == t->town->hordeLvl[1]) && (vstd::contains(t->builtBuildings,24)) )
  1916. ns.bid.insert(25);
  1917. SetAvailableCreatures ssi;
  1918. ssi.tid = tid;
  1919. ssi.creatures = t->creatures;
  1920. ssi.creatures[bid-37].second.push_back(t->town->upgradedCreatures[bid-37]);
  1921. sendAndApply(&ssi);
  1922. }
  1923. else if(bid >= 30) //bas. dwelling
  1924. {
  1925. int crid = t->town->basicCreatures[bid-30];
  1926. SetAvailableCreatures ssi;
  1927. ssi.tid = tid;
  1928. ssi.creatures = t->creatures;
  1929. ssi.creatures[bid-30].first = VLC->creh->creatures[crid]->growth;
  1930. ssi.creatures[bid-30].second.push_back(crid);
  1931. sendAndApply(&ssi);
  1932. }
  1933. else if(bid == 11)
  1934. ns.bid.insert(27);
  1935. else if(bid == 12)
  1936. ns.bid.insert(28);
  1937. else if(bid == 13)
  1938. ns.bid.insert(29);
  1939. else if (t->subID == 4 && bid == 17) //veil of darkness
  1940. {
  1941. //handled via town->reacreateBonuses in apply
  1942. // GiveBonus gb(GiveBonus::TOWN);
  1943. // gb.bonus.type = Bonus::DARKNESS;
  1944. // gb.bonus.val = 20;
  1945. // gb.id = t->id;
  1946. // gb.bonus.duration = Bonus::PERMANENT;
  1947. // gb.bonus.source = Bonus::TOWN_STRUCTURE;
  1948. // gb.bonus.id = 17;
  1949. // sendAndApply(&gb);
  1950. }
  1951. else if ( t->subID == 5 && bid == 22 )
  1952. {
  1953. setPortalDwelling(t);
  1954. }
  1955. ns.bid.insert(bid);
  1956. ns.builded = force?t->builded:(t->builded+1);
  1957. sendAndApply(&ns);
  1958. //reveal ground for lookout tower
  1959. FoWChange fw;
  1960. fw.player = t->tempOwner;
  1961. fw.mode = 1;
  1962. getTilesInRange(fw.tiles,t->pos,t->getSightRadious(),t->tempOwner,1);
  1963. sendAndApply(&fw);
  1964. if (!force)
  1965. {
  1966. SetResources sr;
  1967. sr.player = t->tempOwner;
  1968. sr.res = gs->getPlayer(t->tempOwner)->resources - b->resources;
  1969. sendAndApply(&sr);
  1970. }
  1971. if(bid<5) //it's mage guild
  1972. {
  1973. if(t->visitingHero)
  1974. giveSpells(t,t->visitingHero);
  1975. if(t->garrisonHero)
  1976. giveSpells(t,t->garrisonHero);
  1977. }
  1978. if(t->visitingHero)
  1979. vistiCastleObjects (t, t->visitingHero);
  1980. if(t->garrisonHero)
  1981. vistiCastleObjects (t, t->garrisonHero);
  1982. checkLossVictory(t->tempOwner);
  1983. return true;
  1984. }
  1985. bool CGameHandler::razeStructure (si32 tid, si32 bid)
  1986. {
  1987. ///incomplete, simply erases target building
  1988. CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid].get());
  1989. if (t->builtBuildings.find(bid) == t->builtBuildings.end())
  1990. return false;
  1991. RazeStructures rs;
  1992. rs.tid = tid;
  1993. rs.bid.insert(bid);
  1994. rs.destroyed = t->destroyed + 1;
  1995. sendAndApply(&rs);
  1996. //TODO: Remove dwellers
  1997. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  1998. // {
  1999. // RemoveBonus rb(RemoveBonus::TOWN);
  2000. // rb.whoID = t->id;
  2001. // rb.source = Bonus::TOWN_STRUCTURE;
  2002. // rb.id = 17;
  2003. // sendAndApply(&rb);
  2004. // }
  2005. return true;
  2006. }
  2007. void CGameHandler::sendMessageToAll( const std::string &message )
  2008. {
  2009. SystemMessage sm;
  2010. sm.text = message;
  2011. sendToAllClients(&sm);
  2012. }
  2013. bool CGameHandler::recruitCreatures( si32 objid, ui32 crid, ui32 cram, si32 fromLvl )
  2014. {
  2015. const CGDwelling *dw = static_cast<CGDwelling*>(gs->map->objects[objid].get());
  2016. const CArmedInstance *dst = NULL;
  2017. const CCreature *c = VLC->creh->creatures[crid];
  2018. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2019. //TODO: test for owning
  2020. if(dw->ID == TOWNI_TYPE)
  2021. dst = (static_cast<const CGTownInstance *>(dw))->getUpperArmy();
  2022. else if(dw->ID == 17 || dw->ID == 20 || dw->ID == 78) //advmap dwelling
  2023. dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
  2024. else if(dw->ID == 106)
  2025. dst = dynamic_cast<const CGHeroInstance *>(getTile(dw->visitablePos())->visitableObjects.back());
  2026. assert(dw && dst);
  2027. //verify
  2028. bool found = false;
  2029. int level = 0;
  2030. typedef std::pair<const int,int> Parka;
  2031. for(; level < dw->creatures.size(); level++) //iterate through all levels
  2032. {
  2033. if ( (fromLvl != -1) && ( level !=fromLvl ) )
  2034. continue;
  2035. const std::pair<ui32, std::vector<ui32> > &cur = dw->creatures[level]; //current level info <amount, list of cr. ids>
  2036. int i = 0;
  2037. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2038. if(cur.second[i] == crid)
  2039. break;
  2040. if(i < cur.second.size())
  2041. {
  2042. found = true;
  2043. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2044. break;
  2045. }
  2046. }
  2047. int slot = dst->getSlotFor(crid);
  2048. if( (!found && complain("Cannot recruit: no such creatures!"))
  2049. || (cram > VLC->creh->creatures[crid]->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2050. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2051. || (slot<0 && !warMachine && complain("Cannot recruit: no available slot!")))
  2052. {
  2053. return false;
  2054. }
  2055. //recruit
  2056. SetResources sr;
  2057. sr.player = dst->tempOwner;
  2058. sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
  2059. SetAvailableCreatures sac;
  2060. sac.tid = objid;
  2061. sac.creatures = dw->creatures;
  2062. sac.creatures[level].first -= cram;
  2063. sendAndApply(&sr);
  2064. sendAndApply(&sac);
  2065. if(warMachine)
  2066. {
  2067. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2068. if(!h)
  2069. COMPLAIN_RET("Only hero can buy war machines");
  2070. switch(crid)
  2071. {
  2072. case 146:
  2073. giveHeroNewArtifact(h, VLC->arth->artifacts[4], Arts::MACH1);
  2074. break;
  2075. case 147:
  2076. giveHeroNewArtifact(h, VLC->arth->artifacts[6], Arts::MACH3);
  2077. break;
  2078. case 148:
  2079. giveHeroNewArtifact(h, VLC->arth->artifacts[5], Arts::MACH2);
  2080. break;
  2081. default:
  2082. complain("This war machine cannot be recruited!");
  2083. return false;
  2084. }
  2085. }
  2086. else
  2087. {
  2088. addToSlot(StackLocation(dst, slot), c, cram);
  2089. }
  2090. return true;
  2091. }
  2092. bool CGameHandler::upgradeCreature( ui32 objid, ui8 pos, ui32 upgID )
  2093. {
  2094. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->map->objects[objid].get());
  2095. assert(obj->hasStackAtSlot(pos));
  2096. UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
  2097. int player = obj->tempOwner;
  2098. const PlayerState *p = getPlayer(player);
  2099. int crQuantity = obj->stacks[pos]->count;
  2100. int newIDpos= vstd::findPos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2101. TResources totalCost = ui.cost[newIDpos] * crQuantity;
  2102. //check if upgrade is possible
  2103. if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
  2104. {
  2105. return false;
  2106. }
  2107. //check if player has enough resources
  2108. if(!p->resources.canAfford(totalCost))
  2109. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2110. //take resources
  2111. SetResources sr;
  2112. sr.player = player;
  2113. sr.res = p->resources - totalCost;
  2114. sendAndApply(&sr);
  2115. //upgrade creature
  2116. changeStackType(StackLocation(obj, pos), VLC->creh->creatures[upgID]);
  2117. return true;
  2118. }
  2119. bool CGameHandler::changeStackType(const StackLocation &sl, CCreature *c)
  2120. {
  2121. if(!sl.army->hasStackAtSlot(sl.slot))
  2122. COMPLAIN_RET("Cannot find a stack to change type");
  2123. SetStackType sst;
  2124. sst.sl = sl;
  2125. sst.type = c;
  2126. sendAndApply(&sst);
  2127. return true;
  2128. }
  2129. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2130. {
  2131. assert(src->canBeMergedWith(*dst, allowMerging));
  2132. while(src->stacksCount())//while there are unmoved creatures
  2133. {
  2134. TSlots::const_iterator i = src->Slots().begin(); //iterator to stack to move
  2135. StackLocation sl(src, i->first); //location of stack to move
  2136. TSlot pos = dst->getSlotFor(i->second->type);
  2137. if(pos < 0)
  2138. {
  2139. //try to merge two other stacks to make place
  2140. std::pair<TSlot, TSlot> toMerge;
  2141. if(dst->mergableStacks(toMerge, i->first) && allowMerging)
  2142. {
  2143. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2144. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2145. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2146. }
  2147. else
  2148. {
  2149. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2150. return;
  2151. }
  2152. }
  2153. else
  2154. {
  2155. moveStack(sl, StackLocation(dst, pos));
  2156. }
  2157. }
  2158. }
  2159. bool CGameHandler::garrisonSwap( si32 tid )
  2160. {
  2161. CGTownInstance *town = gs->getTown(tid);
  2162. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2163. {
  2164. if(!town->visitingHero->canBeMergedWith(*town))
  2165. {
  2166. complain("Cannot make garrison swap, not enough free slots!");
  2167. return false;
  2168. }
  2169. moveArmy(town, town->visitingHero, true);
  2170. SetHeroesInTown intown;
  2171. intown.tid = tid;
  2172. intown.visiting = -1;
  2173. intown.garrison = town->visitingHero->id;
  2174. sendAndApply(&intown);
  2175. return true;
  2176. }
  2177. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2178. {
  2179. //check if moving hero out of town will break 8 wandering heroes limit
  2180. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2181. {
  2182. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2183. return false;
  2184. }
  2185. SetHeroesInTown intown;
  2186. intown.tid = tid;
  2187. intown.garrison = -1;
  2188. intown.visiting = town->garrisonHero->id;
  2189. sendAndApply(&intown);
  2190. return true;
  2191. }
  2192. else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2193. {
  2194. SetHeroesInTown intown;
  2195. intown.tid = tid;
  2196. intown.garrison = town->visitingHero->id;
  2197. intown.visiting = town->garrisonHero->id;
  2198. sendAndApply(&intown);
  2199. return true;
  2200. }
  2201. else
  2202. {
  2203. complain("Cannot swap garrison hero!");
  2204. return false;
  2205. }
  2206. }
  2207. // With the amount of changes done to the function, it's more like transferArtifacts.
  2208. // Function moves artifact from src to dst. If dst is not a backpack and is already occupied, old dst art goes to backpack and is replaced.
  2209. bool CGameHandler::moveArtifact(si32 srcHeroID, si32 destHeroID, ui16 srcSlot, ui16 destSlot)
  2210. {
  2211. const CGHeroInstance *srcHero = getHero(srcHeroID);
  2212. const CGHeroInstance *destHero = getHero(destHeroID);
  2213. ArtifactLocation src(srcHero, srcSlot), dst(destHero, destSlot);
  2214. // Make sure exchange is even possible between the two heroes.
  2215. if(!isAllowedExchange(srcHeroID, destHeroID))
  2216. COMPLAIN_RET("That heroes cannot make any exchange!");
  2217. const CArtifactInstance *srcArtifact = src.getArt();
  2218. const CArtifactInstance *destArtifact = dst.getArt();
  2219. if (srcArtifact == NULL)
  2220. COMPLAIN_RET("No artifact to move!");
  2221. if (destArtifact && srcHero->tempOwner != destHero->tempOwner)
  2222. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2223. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2224. // Moving to the backpack is always allowed.
  2225. if ((!srcArtifact || destSlot < Arts::BACKPACK_START)
  2226. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2227. COMPLAIN_RET("Cannot move artifact!");
  2228. if ((srcArtifact && srcArtifact->artType->id == Arts::ID_LOCK) || (destArtifact && destArtifact->artType->id == Arts::ID_LOCK))
  2229. COMPLAIN_RET("Cannot move artifact locks.");
  2230. if (destSlot >= Arts::BACKPACK_START && srcArtifact->artType->isBig())
  2231. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2232. if (srcSlot == Arts::MACH4 || destSlot == Arts::MACH4)
  2233. COMPLAIN_RET("Cannot move catapult!");
  2234. if(dst.slot >= Arts::BACKPACK_START)
  2235. amin(dst.slot, Arts::BACKPACK_START + dst.hero->artifactsInBackpack.size());
  2236. if (src.slot == dst.slot && src.hero == dst.hero)
  2237. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2238. //moving art to backpack is always allowed (we've ruled out exceptions)
  2239. if(destSlot >= Arts::BACKPACK_START)
  2240. {
  2241. moveArtifact(src, dst);
  2242. }
  2243. else //moving art to another slot
  2244. {
  2245. if(destArtifact) //old artifact must be removed first
  2246. {
  2247. moveArtifact(dst, ArtifactLocation(destHero, destHero->artifactsInBackpack.size() + Arts::BACKPACK_START));
  2248. }
  2249. moveArtifact(src, dst);
  2250. }
  2251. return true;
  2252. }
  2253. /**
  2254. * Assembles or disassembles a combination artifact.
  2255. * @param heroID ID of hero holding the artifact(s).
  2256. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2257. * @param assemble True for assembly operation, false for disassembly.
  2258. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2259. * artifact to assemble to. Otherwise it's not used.
  2260. */
  2261. bool CGameHandler::assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assemble, ui32 assembleTo)
  2262. {
  2263. CGHeroInstance *hero = gs->getHero(heroID);
  2264. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2265. if(!destArtifact)
  2266. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2267. if(assemble)
  2268. {
  2269. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2270. if(!combinedArt->constituents)
  2271. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2272. if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2273. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2274. AssembledArtifact aa;
  2275. aa.al = ArtifactLocation(hero, artifactSlot);
  2276. aa.builtArt = combinedArt;
  2277. sendAndApply(&aa);
  2278. }
  2279. else
  2280. {
  2281. if(!destArtifact->artType->constituents)
  2282. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2283. DisassembledArtifact da;
  2284. da.al = ArtifactLocation(hero, artifactSlot);
  2285. sendAndApply(&da);
  2286. }
  2287. return false;
  2288. }
  2289. bool CGameHandler::buyArtifact( ui32 hid, si32 aid )
  2290. {
  2291. CGHeroInstance *hero = gs->getHero(hid);
  2292. CGTownInstance *town = hero->visitedTown;
  2293. if(aid==0) //spellbook
  2294. {
  2295. if((!vstd::contains(town->builtBuildings,si32(Buildings::MAGES_GUILD_1)) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2296. || (getResource(hero->getOwner(), Res::GOLD) < SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
  2297. || (hero->getArt(Arts::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2298. )
  2299. return false;
  2300. giveResource(hero->getOwner(),Res::GOLD,-SPELLBOOK_GOLD_COST);
  2301. giveHeroNewArtifact(hero, VLC->arth->artifacts[0], Arts::SPELLBOOK);
  2302. assert(hero->getArt(Arts::SPELLBOOK));
  2303. giveSpells(town,hero);
  2304. return true;
  2305. }
  2306. else if(aid < 7 && aid > 3) //war machine
  2307. {
  2308. int price = VLC->arth->artifacts[aid]->price;
  2309. if((hero->getArt(9+aid) && complain("Hero already has this machine!"))
  2310. || (!vstd::contains(town->builtBuildings,si32(Buildings::BLACKSMITH)) && complain("No blackismith!"))
  2311. || (gs->getPlayer(hero->getOwner())->resources[Res::GOLD] < price && complain("Not enough gold!")) //no gold
  2312. || ((!(town->subID == 6 && vstd::contains(town->builtBuildings,si32(Buildings::SPECIAL_3) ) )
  2313. && town->town->warMachine!= aid ) && complain("This machine is unavailable here!")))
  2314. {
  2315. return false;
  2316. }
  2317. giveResource(hero->getOwner(),Res::GOLD,-price);
  2318. giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], 9+aid);
  2319. return true;
  2320. }
  2321. return false;
  2322. }
  2323. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, int rid, int aid)
  2324. {
  2325. if(!vstd::contains(m->availableItemsIds(RESOURCE_ARTIFACT), aid))
  2326. COMPLAIN_RET("That artifact is unavailable!");
  2327. int b1, b2;
  2328. m->getOffer(rid, aid, b1, b2, RESOURCE_ARTIFACT);
  2329. if(getResource(h->tempOwner, rid) < b1)
  2330. COMPLAIN_RET("You can't afford to buy this artifact!");
  2331. SetResource sr;
  2332. sr.player = h->tempOwner;
  2333. sr.resid = rid;
  2334. sr.val = getResource(h->tempOwner, rid) - b1;
  2335. sendAndApply(&sr);
  2336. SetAvailableArtifacts saa;
  2337. if(m->o->ID == TOWNI_TYPE)
  2338. {
  2339. saa.id = -1;
  2340. saa.arts = CGTownInstance::merchantArtifacts;
  2341. }
  2342. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2343. {
  2344. saa.id = bm->id;
  2345. saa.arts = bm->artifacts;
  2346. }
  2347. else
  2348. COMPLAIN_RET("Wrong marktet...");
  2349. bool found = false;
  2350. BOOST_FOREACH(const CArtifact *&art, saa.arts)
  2351. {
  2352. if(art && art->id == aid)
  2353. {
  2354. art = NULL;
  2355. found = true;
  2356. break;
  2357. }
  2358. }
  2359. if(!found)
  2360. COMPLAIN_RET("Cannot find selected artifact on the list");
  2361. sendAndApply(&saa);
  2362. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], -2);
  2363. return true;
  2364. }
  2365. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, int aid, int rid)
  2366. {
  2367. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2368. if(!art)
  2369. COMPLAIN_RET("There is no artifact to sell!");
  2370. if(art->artType->id < 7)
  2371. COMPLAIN_RET("Cannot sell a war machine or spellbook!");
  2372. int resVal = 0, dump = 1;
  2373. m->getOffer(art->artType->id, rid, dump, resVal, ARTIFACT_RESOURCE);
  2374. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2375. giveResource(h->tempOwner, rid, resVal);
  2376. return true;
  2377. }
  2378. bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, int skill)
  2379. {
  2380. if (!h)
  2381. COMPLAIN_RET("You need hero to buy a skill!");
  2382. if (h->getSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(skill)))
  2383. COMPLAIN_RET("Hero already know this skill");
  2384. if (h->secSkills.size() >= SKILL_PER_HERO)//can't learn more skills
  2385. COMPLAIN_RET("Hero can't learn any more skills");
  2386. if (h->type->heroClass->proSec[skill]==0)//can't learn this skill (like necromancy for most of non-necros)
  2387. COMPLAIN_RET("The hero can't learn this skill!");
  2388. if(!vstd::contains(m->availableItemsIds(RESOURCE_SKILL), skill))
  2389. COMPLAIN_RET("That skill is unavailable!");
  2390. if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
  2391. COMPLAIN_RET("You can't afford to buy this skill");
  2392. SetResource sr;
  2393. sr.player = h->tempOwner;
  2394. sr.resid = Res::GOLD;
  2395. sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
  2396. sendAndApply(&sr);
  2397. changeSecSkill(h->id, skill, 1, true);
  2398. return true;
  2399. }
  2400. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, ui8 player, ui32 id1, ui32 id2)
  2401. {
  2402. int r1 = gs->getPlayer(player)->resources[id1],
  2403. r2 = gs->getPlayer(player)->resources[id2];
  2404. amin(val, r1); //can't trade more resources than have
  2405. int b1, b2; //base quantities for trade
  2406. market->getOffer(id1, id2, b1, b2, RESOURCE_RESOURCE);
  2407. int units = val / b1; //how many base quantities we trade
  2408. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2409. {
  2410. //TODO: complain?
  2411. assert(0);
  2412. }
  2413. SetResource sr;
  2414. sr.player = player;
  2415. sr.resid = id1;
  2416. sr.val = r1 - b1 * units;
  2417. sendAndApply(&sr);
  2418. sr.resid = id2;
  2419. sr.val = r2 + b2 * units;
  2420. sendAndApply(&sr);
  2421. return true;
  2422. }
  2423. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, ui32 slot, ui32 resourceID)
  2424. {
  2425. if(!vstd::contains(hero->Slots(), slot))
  2426. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2427. const CStackInstance &s = hero->getStack(slot);
  2428. if( s.count < count //can't sell more creatures than have
  2429. || (hero->Slots().size() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2430. {
  2431. COMPLAIN_RET("Not enough creatures in army!");
  2432. }
  2433. int b1, b2; //base quantities for trade
  2434. market->getOffer(s.type->idNumber, resourceID, b1, b2, CREATURE_RESOURCE);
  2435. int units = count / b1; //how many base quantities we trade
  2436. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2437. {
  2438. //TODO: complain?
  2439. assert(0);
  2440. }
  2441. changeStackCount(StackLocation(hero, slot), -count);
  2442. SetResource sr;
  2443. sr.player = hero->tempOwner;
  2444. sr.resid = resourceID;
  2445. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  2446. sendAndApply(&sr);
  2447. return true;
  2448. }
  2449. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, ui32 slot)
  2450. {
  2451. const CArmedInstance *army = NULL;
  2452. if (hero)
  2453. army = hero;
  2454. else
  2455. army = dynamic_cast<const CGTownInstance *>(market->o);
  2456. if (!army)
  2457. COMPLAIN_RET("Incorrect call to transform in undead!");
  2458. if(!army->hasStackAtSlot(slot))
  2459. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2460. const CStackInstance &s = army->getStack(slot);
  2461. int resCreature;//resulting creature - bone dragons or skeletons
  2462. if (s.hasBonusOfType(Bonus::DRAGON_NATURE))
  2463. resCreature = 68;
  2464. else
  2465. resCreature = 56;
  2466. changeStackType(StackLocation(army, slot), VLC->creh->creatures[resCreature]);
  2467. return true;
  2468. }
  2469. bool CGameHandler::sendResources(ui32 val, ui8 player, ui32 r1, ui32 r2)
  2470. {
  2471. const PlayerState *p2 = gs->getPlayer(r2, false);
  2472. if(!p2 || p2->status != PlayerState::INGAME)
  2473. {
  2474. complain("Dest player must be in game!");
  2475. return false;
  2476. }
  2477. si32 curRes1 = gs->getPlayer(player)->resources[r1], curRes2 = gs->getPlayer(r2)->resources[r1];
  2478. val = std::min(si32(val),curRes1);
  2479. SetResource sr;
  2480. sr.player = player;
  2481. sr.resid = r1;
  2482. sr.val = curRes1 - val;
  2483. sendAndApply(&sr);
  2484. sr.player = r2;
  2485. sr.val = curRes2 + val;
  2486. sendAndApply(&sr);
  2487. return true;
  2488. }
  2489. bool CGameHandler::setFormation( si32 hid, ui8 formation )
  2490. {
  2491. gs->getHero(hid)-> formation = formation;
  2492. return true;
  2493. }
  2494. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, ui8 player)
  2495. {
  2496. const PlayerState *p = gs->getPlayer(player);
  2497. const CGTownInstance *t = gs->getTown(obj->id);
  2498. //common preconditions
  2499. if( (p->resources[Res::GOLD]<2500 && complain("Not enough gold for buying hero!"))
  2500. || (getHeroCount(player, false) >= 8 && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  2501. return false;
  2502. if(t) //tavern in town
  2503. {
  2504. if( (!vstd::contains(t->builtBuildings,Buildings::TAVERN) && complain("No tavern!"))
  2505. || (t->visitingHero && complain("There is visiting hero - no place!")))
  2506. return false;
  2507. }
  2508. else if(obj->ID == 95) //Tavern on adv map
  2509. {
  2510. if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  2511. return false;
  2512. }
  2513. const CGHeroInstance *nh = p->availableHeroes[hid];
  2514. assert(nh);
  2515. HeroRecruited hr;
  2516. hr.tid = obj->id;
  2517. hr.hid = nh->subID;
  2518. hr.player = player;
  2519. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  2520. sendAndApply(&hr);
  2521. bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  2522. const CGHeroInstance *theOtherHero = p->availableHeroes[!hid];
  2523. const CGHeroInstance *newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, theOtherHero->type->heroClass);
  2524. SetAvailableHeroes sah;
  2525. sah.player = player;
  2526. if(newHero)
  2527. {
  2528. sah.hid[hid] = newHero->subID;
  2529. sah.army[hid].clear();
  2530. sah.army[hid].setCreature(0, VLC->creh->nameToID[newHero->type->refTypeStack[0]],1);
  2531. }
  2532. else
  2533. sah.hid[hid] = -1;
  2534. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  2535. sendAndApply(&sah);
  2536. SetResource sr;
  2537. sr.player = player;
  2538. sr.resid = Res::GOLD;
  2539. sr.val = p->resources[Res::GOLD] - 2500;
  2540. sendAndApply(&sr);
  2541. if(t)
  2542. {
  2543. vistiCastleObjects (t, nh);
  2544. giveSpells (t,nh);
  2545. }
  2546. return true;
  2547. }
  2548. bool CGameHandler::queryReply(ui32 qid, ui32 answer, ui8 player)
  2549. {
  2550. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2551. states.removeQuery(player, qid);
  2552. if(vstd::contains(callbacks,qid))
  2553. {
  2554. CFunctionList<void(ui32)> callb = callbacks[qid];
  2555. callbacks.erase(qid);
  2556. if(callb)
  2557. callb(answer);
  2558. }
  2559. else if(vstd::contains(garrisonCallbacks,qid))
  2560. {
  2561. if(garrisonCallbacks[qid])
  2562. garrisonCallbacks[qid]();
  2563. garrisonCallbacks.erase(qid);
  2564. allowedExchanges.erase(qid);
  2565. }
  2566. else
  2567. {
  2568. tlog1 << "Unknown query reply...\n";
  2569. return false;
  2570. }
  2571. return true;
  2572. }
  2573. static EndAction end_action;
  2574. bool CGameHandler::makeBattleAction( BattleAction &ba )
  2575. {
  2576. tlog1 << "\tMaking action of type " << ba.actionType << std::endl;
  2577. bool ok = true;
  2578. switch(ba.actionType)
  2579. {
  2580. case BattleAction::END_TACTIC_PHASE: //wait
  2581. {
  2582. StartAction start_action(ba);
  2583. sendAndApply(&start_action);
  2584. sendAndApply(&end_action);
  2585. break;
  2586. }
  2587. case BattleAction::WALK: //walk
  2588. {
  2589. StartAction start_action(ba);
  2590. sendAndApply(&start_action); //start movement
  2591. moveStack(ba.stackNumber,ba.destinationTile); //move
  2592. sendAndApply(&end_action);
  2593. break;
  2594. }
  2595. case BattleAction::DEFEND: //defend
  2596. {
  2597. //defensive stance //TODO: remove this bonus when stack becomes active
  2598. SetStackEffect sse;
  2599. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
  2600. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->stacks[ba.stackNumber]->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  2601. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  2602. sse.stacks.push_back(ba.stackNumber);
  2603. sendAndApply(&sse);
  2604. //don't break - we share code with next case
  2605. }
  2606. case BattleAction::WAIT: //wait
  2607. {
  2608. StartAction start_action(ba);
  2609. sendAndApply(&start_action);
  2610. sendAndApply(&end_action);
  2611. break;
  2612. }
  2613. case BattleAction::RETREAT: //retreat/flee
  2614. {
  2615. if(!gs->curB->battleCanFlee(gs->curB->sides[ba.side]))
  2616. complain("Cannot retreat!");
  2617. else
  2618. setBattleResult(1, !ba.side); //surrendering side loses
  2619. break;
  2620. }
  2621. case BattleAction::SURRENDER:
  2622. {
  2623. int player = gs->curB->sides[ba.side];
  2624. int cost = gs->curB->getSurrenderingCost(player);
  2625. if(cost < 0)
  2626. complain("Cannot surrender!");
  2627. else if(getResource(player, Res::GOLD) < cost)
  2628. complain("Not enough gold to surrender!");
  2629. else
  2630. {
  2631. giveResource(player, Res::GOLD, -cost);
  2632. setBattleResult(2, !ba.side); //surrendering side loses
  2633. }
  2634. break;
  2635. }
  2636. break;
  2637. case BattleAction::WALK_AND_ATTACK: //walk or attack
  2638. {
  2639. StartAction start_action(ba);
  2640. sendAndApply(&start_action); //start movement and attack
  2641. int startingPos = gs->curB->getStack(ba.stackNumber)->position;
  2642. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  2643. CStack *curStack = gs->curB->getStack(ba.stackNumber),
  2644. *stackAtEnd = gs->curB->getStackT(ba.additionalInfo);
  2645. if(curStack->position != ba.destinationTile //we wasn't able to reach destination tile
  2646. && !(curStack->doubleWide()
  2647. && ( curStack->position == ba.destinationTile + (curStack->attackerOwned ? +1 : -1 ) )
  2648. ) //nor occupy specified hex
  2649. )
  2650. {
  2651. std::string problem = "We cannot move this stack to its destination " + curStack->getCreature()->namePl;
  2652. tlog3 << problem << std::endl;
  2653. complain(problem);
  2654. ok = false;
  2655. sendAndApply(&end_action);
  2656. break;
  2657. }
  2658. if(stackAtEnd && curStack->ID == stackAtEnd->ID) //we should just move, it will be handled by following check
  2659. {
  2660. stackAtEnd = NULL;
  2661. }
  2662. if(!stackAtEnd)
  2663. {
  2664. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  2665. ok = false;
  2666. sendAndApply(&end_action);
  2667. break;
  2668. }
  2669. if( !CStack::isMeleeAttackPossible(curStack, stackAtEnd) )
  2670. {
  2671. complain("Attack cannot be performed!");
  2672. sendAndApply(&end_action);
  2673. ok = false;
  2674. break;
  2675. }
  2676. //attack
  2677. {
  2678. BattleAttack bat;
  2679. prepareAttack(bat, curStack, stackAtEnd, distance, ba.additionalInfo);
  2680. handleAttackBeforeCasting(bat); //only before first attack
  2681. sendAndApply(&bat);
  2682. handleAfterAttackCasting(bat);
  2683. }
  2684. //counterattack
  2685. if(!curStack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  2686. && stackAtEnd->ableToRetaliate())
  2687. {
  2688. BattleAttack bat;
  2689. prepareAttack(bat, stackAtEnd, curStack, 0, curStack->position);
  2690. bat.flags |= BattleAttack::COUNTER;
  2691. sendAndApply(&bat);
  2692. handleAfterAttackCasting(bat);
  2693. }
  2694. //second attack
  2695. if(curStack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0
  2696. && !curStack->hasBonusOfType(Bonus::SHOOTER)
  2697. && curStack->alive()
  2698. && stackAtEnd->alive() )
  2699. {
  2700. BattleAttack bat;
  2701. prepareAttack(bat, curStack, stackAtEnd, 0, ba.additionalInfo);
  2702. sendAndApply(&bat);
  2703. handleAfterAttackCasting(bat);
  2704. }
  2705. //return
  2706. if(curStack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != curStack->position && curStack->alive())
  2707. {
  2708. moveStack(ba.stackNumber, startingPos);
  2709. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  2710. }
  2711. sendAndApply(&end_action);
  2712. break;
  2713. }
  2714. case BattleAction::SHOOT: //shoot
  2715. {
  2716. CStack *curStack = gs->curB->getStack(ba.stackNumber),
  2717. *destStack= gs->curB->getStackT(ba.destinationTile);
  2718. if( !gs->curB->battleCanShoot(curStack, ba.destinationTile) )
  2719. break;
  2720. StartAction start_action(ba);
  2721. sendAndApply(&start_action); //start shooting
  2722. {
  2723. BattleAttack bat;
  2724. bat.flags |= BattleAttack::SHOT;
  2725. prepareAttack(bat, curStack, destStack, 0, ba.destinationTile);
  2726. handleAttackBeforeCasting(bat);
  2727. sendAndApply(&bat);
  2728. handleAfterAttackCasting(bat);
  2729. }
  2730. //ballista & artillery handling
  2731. if(destStack->alive() && curStack->getCreature()->idNumber == 146)
  2732. {
  2733. BattleAttack bat2;
  2734. bat2.flags |= BattleAttack::SHOT;
  2735. prepareAttack(bat2, curStack, destStack, 0, ba.destinationTile);
  2736. sendAndApply(&bat2);
  2737. }
  2738. //TODO: allow more than one additional attack
  2739. if(curStack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0 //if unit shots twice let's make another shot
  2740. && curStack->alive()
  2741. && destStack->alive()
  2742. && curStack->shots
  2743. )
  2744. {
  2745. BattleAttack bat;
  2746. bat.flags |= BattleAttack::SHOT;
  2747. prepareAttack(bat, curStack, destStack, 0, ba.destinationTile);
  2748. sendAndApply(&bat);
  2749. handleAfterAttackCasting(bat);
  2750. }
  2751. sendAndApply(&end_action);
  2752. break;
  2753. }
  2754. case BattleAction::CATAPULT: //catapult
  2755. {
  2756. StartAction start_action(ba);
  2757. sendAndApply(&start_action);
  2758. const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
  2759. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(CGHeroInstance::BALLISTICS)];
  2760. int attackedPart = gs->curB->hexToWallPart(ba.destinationTile);
  2761. if(attackedPart == -1)
  2762. {
  2763. complain("catapult tried to attack non-catapultable hex!");
  2764. break;
  2765. }
  2766. int wallInitHP = gs->curB->si.wallState[attackedPart];
  2767. int dmgAlreadyDealt = 0; //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  2768. for(int g=0; g<sbi.shots; ++g)
  2769. {
  2770. if(wallInitHP + dmgAlreadyDealt == 3) //it's not destroyed
  2771. continue;
  2772. CatapultAttack ca; //package for clients
  2773. std::pair< std::pair< ui8, si16 >, ui8> attack; //<< attackedPart , destination tile >, damageDealt >
  2774. attack.first.first = attackedPart;
  2775. attack.first.second = ba.destinationTile;
  2776. attack.second = 0;
  2777. int chanceForHit = 0;
  2778. int dmgChance[3] = {sbi.noDmg, sbi.oneDmg, sbi.twoDmg}; //dmgChance[i] - chance for doing i dmg when hit is successful
  2779. switch(attackedPart)
  2780. {
  2781. case 0: //keep
  2782. chanceForHit = sbi.keep;
  2783. break;
  2784. case 1: //bottom tower
  2785. case 6: //upper tower
  2786. chanceForHit = sbi.tower;
  2787. break;
  2788. case 2: //bottom wall
  2789. case 3: //below gate
  2790. case 4: //over gate
  2791. case 5: //upper wall
  2792. chanceForHit = sbi.wall;
  2793. break;
  2794. case 7: //gate
  2795. chanceForHit = sbi.gate;
  2796. break;
  2797. }
  2798. if(rand()%100 <= chanceForHit) //hit is successful
  2799. {
  2800. int dmgRand = rand()%100;
  2801. //accumulating dmgChance
  2802. dmgChance[1] += dmgChance[0];
  2803. dmgChance[2] += dmgChance[1];
  2804. //calculating dealt damage
  2805. for(int v = 0; v < ARRAY_COUNT(dmgChance); ++v)
  2806. {
  2807. if(dmgRand <= dmgChance[v])
  2808. {
  2809. attack.second = std::min(3 - dmgAlreadyDealt - wallInitHP, v);
  2810. dmgAlreadyDealt += attack.second;
  2811. break;
  2812. }
  2813. }
  2814. //removing creatures in turrets / keep if one is destroyed
  2815. if(attack.second > 0 && (attackedPart == 0 || attackedPart == 1 || attackedPart == 6))
  2816. {
  2817. int posRemove = -1;
  2818. switch(attackedPart)
  2819. {
  2820. case 0: //keep
  2821. posRemove = -2;
  2822. break;
  2823. case 1: //bottom tower
  2824. posRemove = -3;
  2825. break;
  2826. case 6: //upper tower
  2827. posRemove = -4;
  2828. break;
  2829. }
  2830. BattleStacksRemoved bsr;
  2831. for(int g=0; g<gs->curB->stacks.size(); ++g)
  2832. {
  2833. if(gs->curB->stacks[g]->position == posRemove)
  2834. {
  2835. bsr.stackIDs.insert( gs->curB->stacks[g]->ID );
  2836. break;
  2837. }
  2838. }
  2839. sendAndApply(&bsr);
  2840. }
  2841. }
  2842. ca.attacker = ba.stackNumber;
  2843. ca.attackedParts.insert(attack);
  2844. sendAndApply(&ca);
  2845. }
  2846. sendAndApply(&end_action);
  2847. break;
  2848. }
  2849. case BattleAction::STACK_HEAL: //healing with First Aid Tent
  2850. {
  2851. StartAction start_action(ba);
  2852. sendAndApply(&start_action);
  2853. const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
  2854. CStack *healer = gs->curB->getStack(ba.stackNumber),
  2855. *destStack = gs->curB->getStackT(ba.destinationTile);
  2856. if(healer == NULL || destStack == NULL || !healer->hasBonusOfType(Bonus::HEALER))
  2857. {
  2858. complain("There is either no healer, no destination, or healer cannot heal :P");
  2859. }
  2860. int maxHealable = destStack->MaxHealth() - destStack->firstHPleft;
  2861. int maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 27));
  2862. int healed = std::min(maxHealable, maxiumHeal);
  2863. if(healed == 0)
  2864. {
  2865. //nothing to heal.. should we complain?
  2866. }
  2867. else
  2868. {
  2869. StacksHealedOrResurrected shr;
  2870. shr.lifeDrain = (ui8)false;
  2871. shr.tentHealing = (ui8)true;
  2872. shr.drainedFrom = ba.stackNumber;
  2873. StacksHealedOrResurrected::HealInfo hi;
  2874. hi.healedHP = healed;
  2875. hi.lowLevelResurrection = 0;
  2876. hi.stackID = destStack->ID;
  2877. shr.healedStacks.push_back(hi);
  2878. sendAndApply(&shr);
  2879. }
  2880. sendAndApply(&end_action);
  2881. break;
  2882. }
  2883. }
  2884. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  2885. battleMadeAction.setn(true);
  2886. return ok;
  2887. }
  2888. void CGameHandler::playerMessage( ui8 player, const std::string &message )
  2889. {
  2890. bool cheated=true;
  2891. PlayerMessage temp_message(player,message);
  2892. sendAndApply(&temp_message);
  2893. if(message == "vcmiistari") //give all spells and 999 mana
  2894. {
  2895. SetMana sm;
  2896. ChangeSpells cs;
  2897. CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
  2898. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  2899. sm.hid = cs.hid = h->id;
  2900. //give all spells
  2901. cs.learn = 1;
  2902. for(int i=0;i<VLC->spellh->spells.size();i++)
  2903. {
  2904. if(!VLC->spellh->spells[i]->creatureAbility)
  2905. cs.spells.insert(i);
  2906. }
  2907. //give mana
  2908. sm.val = 999;
  2909. if(!h->hasSpellbook()) //hero doesn't have spellbook
  2910. giveHeroNewArtifact(h, VLC->arth->artifacts[0], Arts::SPELLBOOK); //give spellbook
  2911. sendAndApply(&cs);
  2912. sendAndApply(&sm);
  2913. }
  2914. else if(message == "vcmiainur") //gives 5 archangels into each slot
  2915. {
  2916. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  2917. const CCreature *archangel = VLC->creh->creatures[13];
  2918. if(!hero) return;
  2919. for(int i = 0; i < ARMY_SIZE; i++)
  2920. if(!hero->hasStackAtSlot(i))
  2921. insertNewStack(StackLocation(hero, i), archangel, 5);
  2922. }
  2923. else if(message == "vcmiangband") //gives 10 black knight into each slot
  2924. {
  2925. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  2926. const CCreature *blackKnight = VLC->creh->creatures[66];
  2927. if(!hero) return;
  2928. for(int i = 0; i < ARMY_SIZE; i++)
  2929. if(!hero->hasStackAtSlot(i))
  2930. insertNewStack(StackLocation(hero, i), blackKnight, 10);
  2931. }
  2932. else if(message == "vcminoldor") //all war machines
  2933. {
  2934. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  2935. if(!hero) return;
  2936. if(!hero->getArt(Arts::MACH1))
  2937. giveHeroNewArtifact(hero, VLC->arth->artifacts[4], Arts::MACH1);
  2938. if(!hero->getArt(Arts::MACH2))
  2939. giveHeroNewArtifact(hero, VLC->arth->artifacts[5], Arts::MACH2);
  2940. if(!hero->getArt(Arts::MACH3))
  2941. giveHeroNewArtifact(hero, VLC->arth->artifacts[6], Arts::MACH3);
  2942. }
  2943. else if(message == "vcminahar") //1000000 movement points
  2944. {
  2945. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  2946. if(!hero) return;
  2947. SetMovePoints smp;
  2948. smp.hid = hero->id;
  2949. smp.val = 1000000;
  2950. sendAndApply(&smp);
  2951. }
  2952. else if(message == "vcmiformenos") //give resources
  2953. {
  2954. SetResources sr;
  2955. sr.player = player;
  2956. sr.res = gs->getPlayer(player)->resources;
  2957. for(int i=0;i<7;i++)
  2958. sr.res[i] += 100;
  2959. sr.res[6] += 19900;
  2960. sendAndApply(&sr);
  2961. }
  2962. else if(message == "vcmieagles") //reveal FoW
  2963. {
  2964. FoWChange fc;
  2965. fc.mode = 1;
  2966. fc.player = player;
  2967. int3 * hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel + 1)];
  2968. int lastUnc = 0;
  2969. for(int i=0;i<gs->map->width;i++)
  2970. for(int j=0;j<gs->map->height;j++)
  2971. for(int k=0;k<gs->map->twoLevel+1;k++)
  2972. if(!gs->getPlayerTeam(fc.player)->fogOfWarMap[i][j][k])
  2973. hlp_tab[lastUnc++] = int3(i,j,k);
  2974. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  2975. delete [] hlp_tab;
  2976. sendAndApply(&fc);
  2977. }
  2978. else if(message == "vcmiglorfindel") //selected hero gains a new level
  2979. {
  2980. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  2981. changePrimSkill(hero->id,4,VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  2982. }
  2983. else if(message == "vcmisilmaril") //player wins
  2984. {
  2985. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  2986. checkLossVictory(player);
  2987. }
  2988. else if(message == "vcmimelkor") //player looses
  2989. {
  2990. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  2991. checkLossVictory(player);
  2992. }
  2993. else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
  2994. {
  2995. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  2996. if(!hero) return;
  2997. for (int g=7; g<=140; ++g)
  2998. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], -1);
  2999. }
  3000. else
  3001. cheated = false;
  3002. if(cheated)
  3003. {
  3004. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  3005. sendAndApply(&temp_message);
  3006. }
  3007. }
  3008. void CGameHandler::handleSpellCasting( int spellID, int spellLvl, THex destination, ui8 casterSide, ui8 casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero, int usedSpellPower, SpellCasting::ECastingMode mode, const CStack * stack)
  3009. {
  3010. const CSpell *spell = VLC->spellh->spells[spellID];
  3011. BattleSpellCast sc;
  3012. sc.side = casterSide;
  3013. sc.id = spellID;
  3014. sc.skill = spellLvl;
  3015. sc.tile = destination;
  3016. sc.dmgToDisplay = 0;
  3017. sc.castedByHero = (bool)caster;
  3018. sc.attackerType = (stack ? stack->type->idNumber : -1);
  3019. //calculating affected creatures for all spells
  3020. std::set<CStack*> attackedCres = gs->curB->getAttackedCreatures(spell, spellLvl, casterColor, destination);
  3021. for(std::set<CStack*>::const_iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3022. {
  3023. sc.affectedCres.insert((*it)->ID);
  3024. }
  3025. //checking if creatures resist
  3026. sc.resisted = gs->curB->calculateResistedStacks(spell, caster, secHero, attackedCres, casterColor, mode);
  3027. //calculating dmg to display
  3028. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3029. {
  3030. if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
  3031. continue;
  3032. sc.dmgToDisplay += gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower);
  3033. }
  3034. if (spellID == 79 || spellID == 81) // Death stare or Acid Breath
  3035. {
  3036. sc.dmgToDisplay = usedSpellPower;
  3037. if (spellID == 79)
  3038. amin(sc.dmgToDisplay, (*attackedCres.begin())->count); //stack is already reduced after attack
  3039. }
  3040. StacksInjured si;
  3041. //applying effects
  3042. switch(spellID)
  3043. {
  3044. case 15: //magic arrow
  3045. case 16: //ice bolt
  3046. case 17: //lightning bolt
  3047. case 18: //implosion
  3048. case 20: //frost ring
  3049. case 21: //fireball
  3050. case 22: //inferno
  3051. case 23: //meteor shower
  3052. case 24: //death ripple
  3053. case 25: //destroy undead
  3054. case 26: //armageddon
  3055. case 57: //Titan's Lightning bolt
  3056. case 77: //Thunderbolt (thunderbirds)
  3057. {
  3058. int spellDamage = 0;
  3059. if (stack && mode != SpellCasting::MAGIC_MIRROR)
  3060. {
  3061. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID);
  3062. if (unitSpellPower)
  3063. sc.dmgToDisplay = spellDamage = stack->count * unitSpellPower; //TODO: handle immunities
  3064. else //Faerie Dragon
  3065. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3066. }
  3067. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3068. {
  3069. if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
  3070. continue;
  3071. BattleStackAttacked bsa;
  3072. if ((destination > -1 && (*it)->coversPos(destination)) || spell->range[spellLvl] == "X") //display effect only upon primary target of area spell
  3073. {
  3074. bsa.flags |= BattleStackAttacked::EFFECT;
  3075. bsa.effect = spell->mainEffectAnim;
  3076. }
  3077. if (spellDamage)
  3078. bsa.damageAmount = spellDamage;
  3079. else
  3080. bsa.damageAmount = gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower);
  3081. bsa.stackAttacked = (*it)->ID;
  3082. bsa.attackerID = -1;
  3083. (*it)->prepareAttacked(bsa);
  3084. si.stacks.push_back(bsa);
  3085. }
  3086. break;
  3087. }
  3088. // permanent effects
  3089. case 27: //shield
  3090. case 28: //air shield
  3091. case 29: //fire shield
  3092. case 30: //protection from air
  3093. case 31: //protection from fire
  3094. case 32: //protection from water
  3095. case 33: //protection from earth
  3096. case 34: //anti-magic
  3097. case 36: //magic mirror
  3098. case 41: //bless
  3099. case 42: //curse
  3100. case 43: //bloodlust
  3101. case 44: //precision
  3102. case 45: //weakness
  3103. case 46: //stone skin
  3104. case 47: //disrupting ray
  3105. case 48: //prayer
  3106. case 49: //mirth
  3107. case 50: //sorrow
  3108. case 51: //fortune
  3109. case 52: //misfortune
  3110. case 53: //haste
  3111. case 54: //slow
  3112. case 55: //slayer
  3113. case 56: //frenzy
  3114. case 58: //counterstrike
  3115. case 59: //berserk
  3116. case 60: //hypnotize
  3117. case 61: //forgetfulness
  3118. case 62: //blind
  3119. case 70: //Stone Gaze
  3120. case 71: //Poison
  3121. case 72: //Bind
  3122. case 73: //Disease
  3123. case 74: //Paralyze
  3124. case 75: //Aging
  3125. case 80: //Acid Breath defense reduction
  3126. {
  3127. int stackSpellPower = 0;
  3128. if (stack && mode != SpellCasting::MAGIC_MIRROR)
  3129. {
  3130. stackSpellPower = stack->valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
  3131. }
  3132. SetStackEffect sse;
  3133. Bonus pseudoBonus;
  3134. pseudoBonus.sid = spellID;
  3135. pseudoBonus.val = spellLvl;
  3136. pseudoBonus.turnsRemain = gs->curB->calculateSpellDuration(spell, caster, stackSpellPower ? stackSpellPower : usedSpellPower);
  3137. CStack::stackEffectToFeature(sse.effect, pseudoBonus);
  3138. const Bonus * bonus = NULL;
  3139. if (caster)
  3140. bonus = caster->getBonus(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, spellID));
  3141. si32 power = 0;
  3142. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3143. {
  3144. if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
  3145. continue;
  3146. sse.stacks.push_back((*it)->ID);
  3147. //Apply hero specials - peculiar enchants
  3148. if ((*it)->base) // no war machines - TODO: make it work
  3149. {
  3150. ui8 tier = (*it)->base->type->level;
  3151. if (bonus)
  3152. {
  3153. switch(bonus->additionalInfo)
  3154. {
  3155. case 0: //normal
  3156. {
  3157. switch(tier)
  3158. {
  3159. case 1: case 2:
  3160. power = 3;
  3161. break;
  3162. case 3: case 4:
  3163. power = 2;
  3164. break;
  3165. case 5: case 6:
  3166. power = 1;
  3167. break;
  3168. }
  3169. Bonus specialBonus(sse.effect.back());
  3170. specialBonus.val = power; //it doesn't necessarily make sense for some spells, use it wisely
  3171. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> ((*it)->ID, specialBonus)); //additional premy to given effect
  3172. }
  3173. break;
  3174. case 1: //only Coronius as yet
  3175. {
  3176. power = std::max(5 - tier, 0);
  3177. Bonus specialBonus = CStack::featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, pseudoBonus.turnsRemain);
  3178. specialBonus.sid = spellID;
  3179. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> ((*it)->ID, specialBonus)); //additional attack to Slayer effect
  3180. }
  3181. break;
  3182. }
  3183. }
  3184. if (caster && caster->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, spellID)) //TODO: better handling of bonus percentages
  3185. {
  3186. int damagePercent = caster->level * caster->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, spellID) / tier;
  3187. Bonus specialBonus = CStack::featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, pseudoBonus.turnsRemain);
  3188. specialBonus.valType = Bonus::PERCENT_TO_ALL;
  3189. specialBonus.sid = spellID;
  3190. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> ((*it)->ID, specialBonus));
  3191. }
  3192. }
  3193. }
  3194. if(!sse.stacks.empty())
  3195. sendAndApply(&sse);
  3196. break;
  3197. }
  3198. case 63: //teleport
  3199. {
  3200. BattleStackMoved bsm;
  3201. bsm.distance = -1;
  3202. bsm.stack = gs->curB->activeStack;
  3203. std::vector<THex> tiles;
  3204. tiles.push_back(destination);
  3205. bsm.tilesToMove = tiles;
  3206. bsm.teleporting = true;
  3207. sendAndApply(&bsm);
  3208. break;
  3209. }
  3210. case 37: //cure
  3211. case 38: //resurrection
  3212. case 39: //animate dead
  3213. {
  3214. int hpGained = 0;
  3215. if (stack)
  3216. {
  3217. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID);
  3218. if (unitSpellPower)
  3219. hpGained = stack->count * unitSpellPower; //Archangel
  3220. else //Faerie Dragon-like effect - unused fo far
  3221. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3222. }
  3223. StacksHealedOrResurrected shr;
  3224. shr.lifeDrain = (ui8)false;
  3225. shr.tentHealing = (ui8)false;
  3226. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3227. {
  3228. if(vstd::contains(sc.resisted, (*it)->ID) //this creature resisted the spell
  3229. || (spellID == 39 && !(*it)->hasBonusOfType(Bonus::UNDEAD)) //we try to cast animate dead on living stack
  3230. )
  3231. continue;
  3232. StacksHealedOrResurrected::HealInfo hi;
  3233. hi.stackID = (*it)->ID;
  3234. if (stack)
  3235. {
  3236. if (hpGained)
  3237. {
  3238. hi.healedHP = gs->curB->calculateHealedHP(hpGained, spell, *it);
  3239. }
  3240. else
  3241. hi.healedHP = gs->curB->calculateHealedHP(spell, usedSpellPower, stack->getBonus(Selector::typeSubtype(Bonus::SPELLCASTER, spell->id))->additionalInfo, *it);
  3242. }
  3243. else
  3244. hi.healedHP = gs->curB->calculateHealedHP(caster, spell, *it);
  3245. hi.lowLevelResurrection = spellLvl <= 1;
  3246. shr.healedStacks.push_back(hi);
  3247. }
  3248. if(!shr.healedStacks.empty())
  3249. sendAndApply(&shr);
  3250. break;
  3251. }
  3252. case 64: //remove obstacle
  3253. {
  3254. ObstaclesRemoved obr;
  3255. for(int g=0; g<gs->curB->obstacles.size(); ++g)
  3256. {
  3257. std::vector<THex> blockedHexes = VLC->heroh->obstacles[gs->curB->obstacles[g].ID].getBlocked(gs->curB->obstacles[g].pos);
  3258. if(vstd::contains(blockedHexes, destination)) //this obstacle covers given hex
  3259. {
  3260. obr.obstacles.insert(gs->curB->obstacles[g].uniqueID);
  3261. }
  3262. }
  3263. if(!obr.obstacles.empty())
  3264. sendAndApply(&obr);
  3265. break;
  3266. }
  3267. break;
  3268. case 79: //Death stare - handled in a bit different way
  3269. {
  3270. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3271. {
  3272. if((*it)->hasBonusOfType(Bonus::UNDEAD) || (*it)->hasBonusOfType(Bonus::NON_LIVING)) //this creature is immune
  3273. {
  3274. sc.dmgToDisplay = 0; //TODO: handle Death Stare for multiple targets (?)
  3275. continue;
  3276. }
  3277. BattleStackAttacked bsa;
  3278. bsa.flags |= BattleStackAttacked::EFFECT;
  3279. bsa.effect = spell->mainEffectAnim; //from config\spell-Info.txt
  3280. bsa.damageAmount = usedSpellPower * (*it)->valOfBonuses(Bonus::STACK_HEALTH);
  3281. bsa.stackAttacked = (*it)->ID;
  3282. bsa.attackerID = -1;
  3283. (*it)->prepareAttacked(bsa);
  3284. si.stacks.push_back(bsa);
  3285. }
  3286. }
  3287. break;
  3288. case 81: //Acid breath damage - new effect, separate from acid breath defense reduction
  3289. {
  3290. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it) //no immunities
  3291. {
  3292. BattleStackAttacked bsa;
  3293. bsa.flags |= BattleStackAttacked::EFFECT;
  3294. bsa.effect = VLC->spellh->spells[80]->mainEffectAnim; //use acid breath
  3295. bsa.damageAmount = usedSpellPower; //damage times the number of attackers
  3296. bsa.stackAttacked = (*it)->ID;
  3297. bsa.attackerID = -1;
  3298. (*it)->prepareAttacked(bsa);
  3299. si.stacks.push_back(bsa);
  3300. }
  3301. }
  3302. break;
  3303. }
  3304. sendAndApply(&sc);
  3305. if(!si.stacks.empty()) //after spellcast info shows
  3306. sendAndApply(&si);
  3307. //Magic Mirror effect
  3308. if (spell->positiveness < 0 && mode != SpellCasting::MAGIC_MIRROR && spell->level && spell->range[0] == "0") //it is actual spell and can be reflected to single target, no recurrence
  3309. {
  3310. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3311. {
  3312. int mirrorChance = (*it)->valOfBonuses(Bonus::MAGIC_MIRROR);
  3313. if(mirrorChance > rand()%100)
  3314. {
  3315. std::vector<CStack *> mirrorTargets;
  3316. std::vector<CStack *> & battleStacks = gs->curB->stacks;
  3317. for (size_t j = 0; j < battleStacks.size(); ++j)
  3318. {
  3319. if(battleStacks[j]->owner == casterSide) //get enemy stacks which can be affected by this spell
  3320. {
  3321. if (!gs->curB->battleIsImmune(NULL, spell, SpellCasting::MAGIC_MIRROR, battleStacks[j]->position))
  3322. mirrorTargets.push_back(battleStacks[j]);
  3323. }
  3324. }
  3325. if (mirrorTargets.size())
  3326. {
  3327. int targetHex = mirrorTargets[rand() % mirrorTargets.size()]->position;
  3328. handleSpellCasting(spellID, 0, targetHex, 1 - casterSide, (*it)->owner, NULL, (caster ? caster : NULL), usedSpellPower, SpellCasting::MAGIC_MIRROR, (*it));
  3329. }
  3330. }
  3331. }
  3332. }
  3333. }
  3334. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3335. {
  3336. switch(ba.actionType)
  3337. {
  3338. case BattleAction::HERO_SPELL: //hero casts spell
  3339. {
  3340. const CGHeroInstance *h = gs->curB->heroes[ba.side];
  3341. const CGHeroInstance *secondHero = gs->curB->heroes[!ba.side];
  3342. if(!h)
  3343. {
  3344. tlog2 << "Wrong caster!\n";
  3345. return false;
  3346. }
  3347. if(ba.additionalInfo >= VLC->spellh->spells.size())
  3348. {
  3349. tlog2 << "Wrong spell id (" << ba.additionalInfo << ")!\n";
  3350. return false;
  3351. }
  3352. const CSpell *s = VLC->spellh->spells[ba.additionalInfo];
  3353. if (s->mainEffectAnim > -1) //TODO: special effects, like Clone
  3354. {
  3355. ui8 skill = h->getSpellSchoolLevel(s); //skill level
  3356. SpellCasting::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h->tempOwner, s, SpellCasting::HERO_CASTING);
  3357. if(escp != SpellCasting::OK)
  3358. {
  3359. tlog2 << "Spell cannot be cast!\n";
  3360. tlog2 << "Problem : " << escp << std::endl;
  3361. return false;
  3362. }
  3363. StartAction start_action(ba);
  3364. sendAndApply(&start_action); //start spell casting
  3365. handleSpellCasting (ba.additionalInfo, skill, ba.destinationTile, ba.side, h->tempOwner, h, secondHero, h->getPrimSkillLevel(2), SpellCasting::HERO_CASTING, NULL);
  3366. sendAndApply(&end_action);
  3367. if( !gs->curB->getStack(gs->curB->activeStack, false)->alive() )
  3368. {
  3369. battleMadeAction.setn(true);
  3370. }
  3371. checkForBattleEnd(gs->curB->stacks);
  3372. if(battleResult.get())
  3373. {
  3374. battleMadeAction.setn(true);
  3375. //battle will be ended by startBattle function
  3376. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3377. }
  3378. return true;
  3379. }
  3380. else
  3381. {
  3382. tlog2 << "Spell " << s->name << " is not yet supported!\n";
  3383. return false;
  3384. }
  3385. }
  3386. }
  3387. return false;
  3388. }
  3389. void CGameHandler::handleTimeEvents()
  3390. {
  3391. gs->map->events.sort(evntCmp);
  3392. while(gs->map->events.size() && gs->map->events.front()->firstOccurence+1 == gs->day)
  3393. {
  3394. CMapEvent *ev = gs->map->events.front();
  3395. for(int player = 0; player < PLAYER_LIMIT; player++)
  3396. {
  3397. PlayerState *pinfo = gs->getPlayer(player);
  3398. if( pinfo //player exists
  3399. && (ev->players & 1<<player) //event is enabled to this player
  3400. && ((ev->computerAffected && !pinfo->human)
  3401. || (ev->humanAffected && pinfo->human)
  3402. )
  3403. )
  3404. {
  3405. //give resources
  3406. SetResources sr;
  3407. sr.player = player;
  3408. sr.res = pinfo->resources + ev->resources;
  3409. //prepare dialog
  3410. InfoWindow iw;
  3411. iw.player = player;
  3412. iw.text << ev->message;
  3413. for (int i=0; i<ev->resources.size(); i++)
  3414. {
  3415. if(ev->resources[i]) //if resource is changed, we add it to the dialog
  3416. iw.components.push_back(Component(Component::RESOURCE,i,ev->resources[i],0));
  3417. }
  3418. if (iw.components.size())
  3419. {
  3420. sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
  3421. sendAndApply(&sr); //update player resources if changed
  3422. }
  3423. sendAndApply(&iw); //show dialog
  3424. }
  3425. } //PLAYERS LOOP
  3426. if(ev->nextOccurence)
  3427. {
  3428. gs->map->events.pop_front();
  3429. ev->firstOccurence += ev->nextOccurence;
  3430. std::list<ConstTransitivePtr<CMapEvent> >::iterator it = gs->map->events.begin();
  3431. while ( it !=gs->map->events.end() && **it <= *ev )
  3432. it++;
  3433. gs->map->events.insert(it, ev);
  3434. }
  3435. else
  3436. {
  3437. delete ev;
  3438. gs->map->events.pop_front();
  3439. }
  3440. }
  3441. }
  3442. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n, std::map<si32, std::map<si32, si32> > &newCreas)
  3443. {
  3444. //TODO event removing desync!!!
  3445. town->events.sort(evntCmp);
  3446. while(town->events.size() && town->events.front()->firstOccurence == gs->day)
  3447. {
  3448. ui8 player = town->tempOwner;
  3449. CCastleEvent *ev = town->events.front();
  3450. PlayerState *pinfo = gs->getPlayer(player);
  3451. if( pinfo //player exists
  3452. && (ev->players & 1<<player) //event is enabled to this player
  3453. && ((ev->computerAffected && !pinfo->human)
  3454. || (ev->humanAffected && pinfo->human) ) )
  3455. {
  3456. // dialog
  3457. InfoWindow iw;
  3458. iw.player = player;
  3459. iw.text << ev->message;
  3460. if(ev->resources.nonZero())
  3461. {
  3462. TResources was = n.res[player];
  3463. n.res[player] += ev->resources;
  3464. n.res[player].amax(0);
  3465. for (int i=0; i<ev->resources.size(); i++)
  3466. if(ev->resources[i] && pinfo->resources[i] != n.res[player][i]) //if resource had changed, we add it to the dialog
  3467. iw.components.push_back(Component(Component::RESOURCE,i,n.res[player][i]-was[i],0));
  3468. }
  3469. for(std::set<si32>::iterator i = ev->buildings.begin(); i!=ev->buildings.end();i++)
  3470. if ( !vstd::contains(town->builtBuildings, *i))
  3471. {
  3472. buildStructure(town->id, *i, true);
  3473. iw.components.push_back(Component(Component::BUILDING, town->subID, *i, 0));
  3474. }
  3475. for(si32 i=0;i<ev->creatures.size();i++) //creature growths
  3476. {
  3477. if(town->creatureDwelling(i) && ev->creatures[i])//there is dwelling
  3478. {
  3479. newCreas[town->id][i] += ev->creatures[i];
  3480. iw.components.push_back(Component(Component::CREATURE,
  3481. town->creatures[i].second.back(), ev->creatures[i], 0));
  3482. }
  3483. }
  3484. sendAndApply(&iw); //show dialog
  3485. }
  3486. if(ev->nextOccurence)
  3487. {
  3488. town->events.pop_front();
  3489. ev->firstOccurence += ev->nextOccurence;
  3490. std::list<CCastleEvent*>::iterator it = town->events.begin();
  3491. while ( it !=town->events.end() && **it <= *ev )
  3492. it++;
  3493. town->events.insert(it, ev);
  3494. }
  3495. else
  3496. {
  3497. delete ev;
  3498. town->events.pop_front();
  3499. }
  3500. }
  3501. }
  3502. bool CGameHandler::complain( const std::string &problem )
  3503. {
  3504. sendMessageToAll("Server encountered a problem: " + problem);
  3505. tlog1 << problem << std::endl;
  3506. return true;
  3507. }
  3508. ui32 CGameHandler::getQueryResult( ui8 player, int queryID )
  3509. {
  3510. //TODO: write
  3511. return 0;
  3512. }
  3513. void CGameHandler::showGarrisonDialog( int upobj, int hid, bool removableUnits, const boost::function<void()> &cb )
  3514. {
  3515. ui8 player = getOwner(hid);
  3516. GarrisonDialog gd;
  3517. gd.hid = hid;
  3518. gd.objid = upobj;
  3519. {
  3520. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3521. gd.id = QID;
  3522. garrisonCallbacks[QID] = cb;
  3523. allowedExchanges[QID] = std::pair<si32,si32>(upobj,hid);
  3524. states.addQuery(player,QID);
  3525. QID++;
  3526. gd.removableUnits = removableUnits;
  3527. sendAndApply(&gd);
  3528. }
  3529. }
  3530. void CGameHandler::showThievesGuildWindow(int requestingObjId)
  3531. {
  3532. OpenWindow ow;
  3533. ow.window = OpenWindow::THIEVES_GUILD;
  3534. ow.id1 = requestingObjId;
  3535. sendAndApply(&ow);
  3536. }
  3537. bool CGameHandler::isAllowedArrangePack(const ArrangeStacks *pack)
  3538. {
  3539. return isAllowedExchangeForQuery(pack->id1, pack->id2);
  3540. }
  3541. bool CGameHandler::isAllowedExchangeForQuery(int id1, int id2) {
  3542. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3543. for(std::map<ui32, std::pair<si32,si32> >::const_iterator i = allowedExchanges.begin(); i!=allowedExchanges.end(); i++)
  3544. if((id1 == i->second.first && id2 == i->second.second) ||
  3545. (id2 == i->second.first && id1 == i->second.second))
  3546. return true;
  3547. return false;
  3548. }
  3549. bool CGameHandler::isAllowedExchange( int id1, int id2 )
  3550. {
  3551. if(id1 == id2)
  3552. return true;
  3553. if (isAllowedExchangeForQuery(id1, id2))
  3554. return true;
  3555. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  3556. if(o1->ID == TOWNI_TYPE)
  3557. {
  3558. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  3559. if(t->visitingHero == o2 || t->garrisonHero == o2)
  3560. return true;
  3561. }
  3562. if(o2->ID == TOWNI_TYPE)
  3563. {
  3564. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  3565. if(t->visitingHero == o1 || t->garrisonHero == o1)
  3566. return true;
  3567. }
  3568. if(o1->ID == HEROI_TYPE && o2->ID == HEROI_TYPE
  3569. && distance(o1->pos, o2->pos) < 2) //hero stands on the same tile or on the neighbouring tiles
  3570. {
  3571. //TODO: it's workaround, we should check if first hero visited second and player hasn't closed exchange window
  3572. //(to block moving stacks for free [without visiting] between heroes)
  3573. return true;
  3574. }
  3575. return false;
  3576. }
  3577. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  3578. {
  3579. HeroVisit hv;
  3580. hv.obj = obj;
  3581. hv.hero = h;
  3582. hv.starting = true;
  3583. sendAndApply(&hv);
  3584. obj->onHeroVisit(h);
  3585. hv.obj = NULL; //not necessary, moreover may have been deleted in the meantime
  3586. hv.starting = false;
  3587. sendAndApply(&hv);
  3588. }
  3589. bool CGameHandler::buildBoat( ui32 objid )
  3590. {
  3591. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  3592. if(obj->state())
  3593. {
  3594. complain("Cannot build boat in this shipyard!");
  3595. return false;
  3596. }
  3597. else if(obj->o->ID == TOWNI_TYPE
  3598. && !vstd::contains((static_cast<const CGTownInstance*>(obj))->builtBuildings,6))
  3599. {
  3600. complain("Cannot build boat in the town - no shipyard!");
  3601. return false;
  3602. }
  3603. //TODO use "real" cost via obj->getBoatCost
  3604. if(getResource(obj->o->tempOwner, 6) < 1000 || getResource(obj->o->tempOwner, 0) < 10)
  3605. {
  3606. complain("Not enough resources to build a boat!");
  3607. return false;
  3608. }
  3609. int3 tile = obj->bestLocation();
  3610. if(!gs->map->isInTheMap(tile))
  3611. {
  3612. complain("Cannot find appropriate tile for a boat!");
  3613. return false;
  3614. }
  3615. //take boat cost
  3616. SetResources sr;
  3617. sr.player = obj->o->tempOwner;
  3618. sr.res = gs->getPlayer(obj->o->tempOwner)->resources;
  3619. sr.res[Res::WOOD] -= 10;
  3620. sr.res[Res::GOLD] -= 1000;
  3621. sendAndApply(&sr);
  3622. //create boat
  3623. NewObject no;
  3624. no.ID = 8;
  3625. no.subID = obj->getBoatType();
  3626. no.pos = tile + int3(1,0,0);
  3627. sendAndApply(&no);
  3628. return true;
  3629. }
  3630. void CGameHandler::engageIntoBattle( ui8 player )
  3631. {
  3632. if(vstd::contains(states.players, player))
  3633. states.setFlag(player,&PlayerStatus::engagedIntoBattle,true);
  3634. //notify interfaces
  3635. PlayerBlocked pb;
  3636. pb.player = player;
  3637. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  3638. sendAndApply(&pb);
  3639. }
  3640. void CGameHandler::winLoseHandle(ui8 players )
  3641. {
  3642. for(size_t i = 0; i < PLAYER_LIMIT; i++)
  3643. {
  3644. if(players & 1<<i && gs->getPlayer(i))
  3645. {
  3646. checkLossVictory(i);
  3647. }
  3648. }
  3649. }
  3650. void CGameHandler::checkLossVictory( ui8 player )
  3651. {
  3652. const PlayerState *p = gs->getPlayer(player);
  3653. if(p->status) //player already won / lost
  3654. return;
  3655. int loss = gs->lossCheck(player);
  3656. int vic = gs->victoryCheck(player);
  3657. if(!loss && !vic)
  3658. return;
  3659. InfoWindow iw;
  3660. getLossVicMessage(player, vic ? vic : loss , vic, iw);
  3661. sendAndApply(&iw);
  3662. PlayerEndsGame peg;
  3663. peg.player = player;
  3664. peg.victory = vic;
  3665. sendAndApply(&peg);
  3666. if(vic > 0) //one player won -> all enemies lost
  3667. {
  3668. iw.text.localStrings.front().second++; //message about losing because enemy won first is just after victory message
  3669. for (bmap<ui8,PlayerState>::const_iterator i = gs->players.begin(); i!=gs->players.end(); i++)
  3670. {
  3671. if(i->first < PLAYER_LIMIT && i->first != player)//FIXME: skip already eliminated players?
  3672. {
  3673. iw.player = i->first;
  3674. sendAndApply(&iw);
  3675. peg.player = i->first;
  3676. peg.victory = gameState()->getPlayerRelations(player, i->first) == 1; // ally of winner
  3677. sendAndApply(&peg);
  3678. }
  3679. }
  3680. }
  3681. else //player lost -> all his objects become unflagged (neutral)
  3682. {
  3683. std::vector<ConstTransitivePtr<CGHeroInstance> > hlp = p->heroes;
  3684. for (std::vector<ConstTransitivePtr<CGHeroInstance> >::const_iterator i = hlp.begin(); i != hlp.end(); i++) //eliminate heroes
  3685. removeObject((*i)->id);
  3686. for (std::vector<ConstTransitivePtr<CGObjectInstance> >::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++) //unflag objs
  3687. {
  3688. if(*i && (*i)->tempOwner == player)
  3689. setOwner((**i).id,NEUTRAL_PLAYER);
  3690. }
  3691. //eliminating one player may cause victory of another:
  3692. winLoseHandle(ALL_PLAYERS & ~(1<<player));
  3693. }
  3694. if(vic)
  3695. {
  3696. end2 = true;
  3697. if(gs->campaign)
  3698. {
  3699. std::vector<CGHeroInstance *> hes;
  3700. BOOST_FOREACH(CGHeroInstance * ghi, gs->map->heroes)
  3701. {
  3702. if (ghi->tempOwner == 0 /*TODO: insert human player's color*/)
  3703. {
  3704. hes.push_back(ghi);
  3705. }
  3706. }
  3707. gs->campaign->mapConquered(hes);
  3708. UpdateCampaignState ucs;
  3709. ucs.camp = gs->campaign;
  3710. sendAndApply(&ucs);
  3711. }
  3712. }
  3713. }
  3714. void CGameHandler::getLossVicMessage( ui8 player, ui8 standard, bool victory, InfoWindow &out ) const
  3715. {
  3716. // const PlayerState *p = gs->getPlayer(player);
  3717. // if(!p->human)
  3718. // return; //AI doesn't need text info of loss
  3719. out.player = player;
  3720. if(victory)
  3721. {
  3722. if(standard < 0) //not std loss
  3723. {
  3724. switch(gs->map->victoryCondition.condition)
  3725. {
  3726. case artifact:
  3727. out.text.addTxt(MetaString::GENERAL_TXT, 280); //Congratulations! You have found the %s, and can claim victory!
  3728. out.text.addReplacement(MetaString::ART_NAMES,gs->map->victoryCondition.ID); //artifact name
  3729. break;
  3730. case gatherTroop:
  3731. 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!
  3732. out.text.addReplacement(gs->map->victoryCondition.count);
  3733. out.text.addReplacement(MetaString::CRE_PL_NAMES, gs->map->victoryCondition.ID);
  3734. break;
  3735. case gatherResource:
  3736. out.text.addTxt(MetaString::GENERAL_TXT, 278); //Congratulations! You have collected over %d %s in your treasury. Victory is yours!
  3737. out.text.addReplacement(gs->map->victoryCondition.count);
  3738. out.text.addReplacement(MetaString::RES_NAMES, gs->map->victoryCondition.ID);
  3739. break;
  3740. case buildCity:
  3741. out.text.addTxt(MetaString::GENERAL_TXT, 282); //Congratulations! You have successfully upgraded your town, and can claim victory!
  3742. break;
  3743. case buildGrail:
  3744. out.text.addTxt(MetaString::GENERAL_TXT, 284); //Congratulations! You have constructed a permanent home for the Grail, and can claim victory!
  3745. break;
  3746. case beatHero:
  3747. {
  3748. out.text.addTxt(MetaString::GENERAL_TXT, 252); //Congratulations! You have completed your quest to defeat the enemy hero %s. Victory is yours!
  3749. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->victoryCondition.obj);
  3750. assert(h);
  3751. out.text.addReplacement(h->name);
  3752. }
  3753. break;
  3754. case captureCity:
  3755. {
  3756. out.text.addTxt(MetaString::GENERAL_TXT, 249); //Congratulations! You captured %s, and are victorious!
  3757. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->victoryCondition.obj);
  3758. assert(t);
  3759. out.text.addReplacement(t->name);
  3760. }
  3761. break;
  3762. case beatMonster:
  3763. out.text.addTxt(MetaString::GENERAL_TXT, 286); //Congratulations! You have completed your quest to kill the fearsome beast, and can claim victory!
  3764. break;
  3765. case takeDwellings:
  3766. out.text.addTxt(MetaString::GENERAL_TXT, 288); //Congratulations! Your flag flies on the dwelling of every creature. Victory is yours!
  3767. break;
  3768. case takeMines:
  3769. out.text.addTxt(MetaString::GENERAL_TXT, 290); //Congratulations! Your flag flies on every mine. Victory is yours!
  3770. break;
  3771. case transportItem:
  3772. out.text.addTxt(MetaString::GENERAL_TXT, 292); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  3773. break;
  3774. }
  3775. }
  3776. else
  3777. {
  3778. out.text.addTxt(MetaString::GENERAL_TXT, 659); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  3779. }
  3780. }
  3781. else
  3782. {
  3783. if(standard < 0) //not std loss
  3784. {
  3785. switch(gs->map->lossCondition.typeOfLossCon)
  3786. {
  3787. case lossCastle:
  3788. {
  3789. out.text.addTxt(MetaString::GENERAL_TXT, 251); //The town of %s has fallen - all is lost!
  3790. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->lossCondition.obj);
  3791. assert(t);
  3792. out.text.addReplacement(t->name);
  3793. }
  3794. break;
  3795. case lossHero:
  3796. {
  3797. out.text.addTxt(MetaString::GENERAL_TXT, 253); //The hero, %s, has suffered defeat - your quest is over!
  3798. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->lossCondition.obj);
  3799. assert(h);
  3800. out.text.addReplacement(h->name);
  3801. }
  3802. break;
  3803. case timeExpires:
  3804. out.text.addTxt(MetaString::GENERAL_TXT, 254); //Alas, time has run out on your quest. All is lost.
  3805. break;
  3806. }
  3807. }
  3808. else if(standard == 2)
  3809. {
  3810. out.text.addTxt(MetaString::GENERAL_TXT, 7);//%s, your heroes abandon you, and you are banished from this land.
  3811. out.text.addReplacement(MetaString::COLOR, player);
  3812. out.components.push_back(Component(Component::FLAG,player,0,0));
  3813. }
  3814. else //lost all towns and heroes
  3815. {
  3816. out.text.addTxt(MetaString::GENERAL_TXT, 660); //All your forces have been defeated, and you are banished from this land!
  3817. }
  3818. }
  3819. }
  3820. bool CGameHandler::dig( const CGHeroInstance *h )
  3821. {
  3822. for (std::vector<ConstTransitivePtr<CGObjectInstance> >::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++) //unflag objs
  3823. {
  3824. if(*i && (*i)->ID == 124 && (*i)->pos == h->getPosition())
  3825. {
  3826. complain("Cannot dig - there is already a hole under the hero!");
  3827. return false;
  3828. }
  3829. }
  3830. NewObject no;
  3831. no.ID = 124;
  3832. no.pos = h->getPosition();
  3833. no.subID = getTile(no.pos)->tertype;
  3834. if(no.subID >= 8) //no digging on water / rock
  3835. {
  3836. complain("Cannot dig - wrong terrain type!");
  3837. return false;
  3838. }
  3839. sendAndApply(&no);
  3840. SetMovePoints smp;
  3841. smp.hid = h->id;
  3842. smp.val = 0;
  3843. sendAndApply(&smp);
  3844. InfoWindow iw;
  3845. iw.player = h->tempOwner;
  3846. if(gs->map->grailPos == h->getPosition())
  3847. {
  3848. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  3849. iw.text.addTxt(MetaString::ART_NAMES, 2);
  3850. iw.soundID = soundBase::ULTIMATEARTIFACT;
  3851. giveHeroNewArtifact(h, VLC->arth->artifacts[2], -1); //give grail
  3852. sendAndApply(&iw);
  3853. iw.text.clear();
  3854. iw.text.addTxt(MetaString::ART_DESCR, 2);
  3855. sendAndApply(&iw);
  3856. }
  3857. else
  3858. {
  3859. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  3860. iw.soundID = soundBase::Dig;
  3861. sendAndApply(&iw);
  3862. }
  3863. return true;
  3864. }
  3865. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  3866. {
  3867. if(attacker->hasBonusOfType(attackMode))
  3868. {
  3869. std::set<ui32> spellsToCast;
  3870. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  3871. BOOST_FOREACH(const Bonus *sf, *spells)
  3872. {
  3873. spellsToCast.insert (sf->subtype);
  3874. }
  3875. BOOST_FOREACH(ui32 spellID, spellsToCast)
  3876. {
  3877. const CStack * oneOfAttacked = NULL;
  3878. for (int g=0; g<bat.bsa.size(); ++g)
  3879. {
  3880. if (bat.bsa[g].newAmount > 0 && !bat.bsa[g].isSecondary()) //apply effects only to first target stack if it's alive
  3881. {
  3882. oneOfAttacked = gs->curB->getStack(bat.bsa[g].stackAttacked);
  3883. break;
  3884. }
  3885. }
  3886. bool castMe = false;
  3887. int meleeRanged;
  3888. if(oneOfAttacked == NULL) //all attacked creatures have been killed
  3889. return;
  3890. int spellLevel = 0;
  3891. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  3892. BOOST_FOREACH(const Bonus *sf, *spellsByType)
  3893. {
  3894. amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  3895. meleeRanged = sf->additionalInfo / 1000;
  3896. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  3897. castMe = true;
  3898. }
  3899. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  3900. amin (chance, 100);
  3901. int destination = oneOfAttacked->position;
  3902. const CSpell * spell = VLC->spellh->spells[spellID];
  3903. if(gs->curB->battleCanCastThisSpellHere(attacker->owner, spell, SpellCasting::AFTER_ATTACK_CASTING, oneOfAttacked->position) != SpellCasting::OK)
  3904. continue;
  3905. //check if spell should be casted (probability handling)
  3906. if(rand()%100 >= chance)
  3907. continue;
  3908. //casting //TODO: check if spell can be blocked or target is immune
  3909. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  3910. handleSpellCasting(spellID, spellLevel, destination, !attacker->attackerOwned, attacker->owner, NULL, NULL, 0, SpellCasting::AFTER_ATTACK_CASTING, attacker);
  3911. }
  3912. }
  3913. }
  3914. void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
  3915. {
  3916. const CStack * attacker = gs->curB->getStack(bat.stackAttacking);
  3917. attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no detah stare / acid bretah needed?
  3918. }
  3919. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  3920. {
  3921. const CStack * attacker = gs->curB->getStack(bat.stackAttacking);
  3922. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  3923. if (attacker->hasBonusOfType(Bonus::DEATH_STARE)) // spell id 79
  3924. {
  3925. int staredCreatures = 0;
  3926. double mean = attacker->count * attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100;
  3927. if (mean >= 1)
  3928. {
  3929. boost::poisson_distribution<int, double> p((int)mean);
  3930. boost::mt19937 rng;
  3931. boost::variate_generator<boost::mt19937&, boost::poisson_distribution<int, double> > dice (rng, p);
  3932. staredCreatures += dice();
  3933. }
  3934. if (((int)(mean * 100)) < rand() % 100) //fractional chance for one last kill
  3935. ++staredCreatures;
  3936. staredCreatures += attacker->type->level * attacker->valOfBonuses(Bonus::DEATH_STARE, 1);
  3937. if (staredCreatures)
  3938. {
  3939. if (bat.bsa.size() && bat.bsa[0].newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  3940. handleSpellCasting(79, 0, gs->curB->getStack(bat.bsa[0].stackAttacked)->position,
  3941. !attacker->attackerOwned, attacker->owner, NULL, NULL, staredCreatures, SpellCasting::AFTER_ATTACK_CASTING, attacker);
  3942. }
  3943. }
  3944. int acidDamage = 0;
  3945. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  3946. BOOST_FOREACH(const Bonus *b, *acidBreath)
  3947. {
  3948. if (b->additionalInfo > rand()%100)
  3949. acidDamage += b->val;
  3950. }
  3951. if (acidDamage)
  3952. {
  3953. handleSpellCasting(81, 0, gs->curB->getStack(bat.bsa[0].stackAttacked)->position,
  3954. !attacker->attackerOwned, attacker->owner, NULL, NULL,
  3955. acidDamage * attacker->count, SpellCasting::AFTER_ATTACK_CASTING, attacker);
  3956. }
  3957. }
  3958. bool CGameHandler::castSpell(const CGHeroInstance *h, int spellID, const int3 &pos)
  3959. {
  3960. const CSpell *s = VLC->spellh->spells[spellID];
  3961. int cost = h->getSpellCost(s);
  3962. int schoolLevel = h->getSpellSchoolLevel(s);
  3963. if(!h->canCastThisSpell(s))
  3964. COMPLAIN_RET("Hero cannot cast this spell!");
  3965. if(h->mana < cost)
  3966. COMPLAIN_RET("Hero doesn't have enough spell points to cast this spell!");
  3967. if(s->combatSpell)
  3968. COMPLAIN_RET("This function can be used only for adventure map spells!");
  3969. AdvmapSpellCast asc;
  3970. asc.caster = h;
  3971. asc.spellID = spellID;
  3972. sendAndApply(&asc);
  3973. using namespace Spells;
  3974. switch(spellID)
  3975. {
  3976. case SUMMON_BOAT: //Summon Boat
  3977. {
  3978. //check if spell works at all
  3979. if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
  3980. {
  3981. InfoWindow iw;
  3982. iw.player = h->tempOwner;
  3983. iw.text.addTxt(MetaString::GENERAL_TXT, 336); //%s tried to summon a boat, but failed.
  3984. iw.text.addReplacement(h->name);
  3985. sendAndApply(&iw);
  3986. return true; //TODO? or should it be false? request was correct and realized, but spell failed...
  3987. }
  3988. //try to find unoccupied boat to summon
  3989. const CGBoat *nearest = NULL;
  3990. double dist = 0;
  3991. int3 summonPos = h->bestLocation();
  3992. if(summonPos.x < 0)
  3993. COMPLAIN_RET("There is no water tile available!");
  3994. BOOST_FOREACH(const CGObjectInstance *obj, gs->map->objects)
  3995. {
  3996. if(obj && obj->ID == 8)
  3997. {
  3998. const CGBoat *b = static_cast<const CGBoat*>(obj);
  3999. if(b->hero) continue; //we're looking for unoccupied boat
  4000. double nDist = distance(b->pos, h->getPosition());
  4001. if(!nearest || nDist < dist) //it's first boat or closer than previous
  4002. {
  4003. nearest = b;
  4004. dist = nDist;
  4005. }
  4006. }
  4007. }
  4008. if(nearest) //we found boat to summon
  4009. {
  4010. ChangeObjPos cop;
  4011. cop.objid = nearest->id;
  4012. cop.nPos = summonPos + int3(1,0,0);;
  4013. cop.flags = 1;
  4014. sendAndApply(&cop);
  4015. }
  4016. else if(schoolLevel < 2) //none or basic level -> cannot create boat :(
  4017. {
  4018. InfoWindow iw;
  4019. iw.player = h->tempOwner;
  4020. iw.text.addTxt(MetaString::GENERAL_TXT, 335); //There are no boats to summon.
  4021. sendAndApply(&iw);
  4022. }
  4023. else //create boat
  4024. {
  4025. NewObject no;
  4026. no.ID = 8;
  4027. no.subID = h->getBoatType();
  4028. no.pos = summonPos + int3(1,0,0);;
  4029. sendAndApply(&no);
  4030. }
  4031. break;
  4032. }
  4033. case SCUTTLE_BOAT: //Scuttle Boat
  4034. {
  4035. //check if spell works at all
  4036. if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
  4037. {
  4038. InfoWindow iw;
  4039. iw.player = h->tempOwner;
  4040. iw.text.addTxt(MetaString::GENERAL_TXT, 337); //%s tried to scuttle the boat, but failed
  4041. iw.text.addReplacement(h->name);
  4042. sendAndApply(&iw);
  4043. return true; //TODO? or should it be false? request was correct and realized, but spell failed...
  4044. }
  4045. if(!gs->map->isInTheMap(pos))
  4046. COMPLAIN_RET("Invalid dst tile for scuttle!");
  4047. //TODO: test range, visibility
  4048. const TerrainTile *t = &gs->map->getTile(pos);
  4049. if(!t->visitableObjects.size() || t->visitableObjects.back()->ID != 8)
  4050. COMPLAIN_RET("There is no boat to scuttle!");
  4051. RemoveObject ro;
  4052. ro.id = t->visitableObjects.back()->id;
  4053. sendAndApply(&ro);
  4054. break;
  4055. }
  4056. case DIMENSION_DOOR: //Dimension Door
  4057. {
  4058. const TerrainTile *dest = getTile(pos);
  4059. const TerrainTile *curr = getTile(h->getSightCenter());
  4060. if(!dest)
  4061. COMPLAIN_RET("Destination tile doesn't exist!");
  4062. if(!h->movement)
  4063. COMPLAIN_RET("Hero needs movement points to cast Dimension Door!");
  4064. if(h->getBonusesCount(Bonus::SPELL_EFFECT, Spells::DIMENSION_DOOR) >= s->powers[schoolLevel]) //limit casts per turn
  4065. {
  4066. InfoWindow iw;
  4067. iw.player = h->tempOwner;
  4068. iw.text.addTxt(MetaString::GENERAL_TXT, 338); //%s is not skilled enough to cast this spell again today.
  4069. iw.text.addReplacement(h->name);
  4070. sendAndApply(&iw);
  4071. break;
  4072. }
  4073. GiveBonus gb;
  4074. gb.id = h->id;
  4075. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::SPELL_EFFECT, 0, Spells::DIMENSION_DOOR);
  4076. sendAndApply(&gb);
  4077. if(!dest->isClear(curr)) //wrong dest tile
  4078. {
  4079. InfoWindow iw;
  4080. iw.player = h->tempOwner;
  4081. iw.text.addTxt(MetaString::GENERAL_TXT, 70); //Dimension Door failed!
  4082. sendAndApply(&iw);
  4083. break;
  4084. }
  4085. //we need obtain guard pos before moving hero, otherwise we get nothing, because tile will be "unguarded" by hero
  4086. int3 guardPos = gs->guardingCreaturePosition(pos);
  4087. TryMoveHero tmh;
  4088. tmh.id = h->id;
  4089. tmh.movePoints = std::max<int>(0, h->movement - 300);
  4090. tmh.result = TryMoveHero::TELEPORTATION;
  4091. tmh.start = h->pos;
  4092. tmh.end = pos + h->getVisitableOffset();
  4093. getTilesInRange(tmh.fowRevealed, pos, h->getSightRadious(), h->tempOwner,1);
  4094. sendAndApply(&tmh);
  4095. tryAttackingGuard(guardPos, h);
  4096. }
  4097. break;
  4098. case FLY: //Fly
  4099. {
  4100. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4101. GiveBonus gb;
  4102. gb.id = h->id;
  4103. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::FLYING_MOVEMENT, Bonus::SPELL_EFFECT, 0, Spells::FLY, subtype);
  4104. sendAndApply(&gb);
  4105. }
  4106. break;
  4107. case WATER_WALK: //Water Walk
  4108. {
  4109. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4110. GiveBonus gb;
  4111. gb.id = h->id;
  4112. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::WATER_WALKING, Bonus::SPELL_EFFECT, 0, Spells::FLY, subtype);
  4113. sendAndApply(&gb);
  4114. }
  4115. break;
  4116. case TOWN_PORTAL: //Town Portal
  4117. {
  4118. if (!gs->map->isInTheMap(pos))
  4119. COMPLAIN_RET("Destination tile not present!")
  4120. TerrainTile tile = gs->map->getTile(pos);
  4121. if (tile.visitableObjects.empty() || tile.visitableObjects.back()->ID != TOWNI_TYPE )
  4122. COMPLAIN_RET("Town not found for Town Portal!");
  4123. CGTownInstance * town = static_cast<CGTownInstance*>(tile.visitableObjects.back());
  4124. if (town->tempOwner != h->tempOwner)
  4125. COMPLAIN_RET("Can't teleport to another player!");
  4126. if (town->visitingHero)
  4127. COMPLAIN_RET("Can't teleport to occupied town!");
  4128. if (h->getSpellSchoolLevel(s) < 2)
  4129. {
  4130. double dist = town->pos.dist2d(h->pos);
  4131. int nearest = town->id; //nearest town's ID
  4132. BOOST_FOREACH(const CGTownInstance * currTown, gs->getPlayer(h->tempOwner)->towns)
  4133. {
  4134. double curDist = currTown->pos.dist2d(h->pos);
  4135. if (nearest == -1 || curDist < dist)
  4136. {
  4137. nearest = town->id;
  4138. dist = curDist;
  4139. }
  4140. }
  4141. if (town->id != nearest)
  4142. COMPLAIN_RET("This hero can only teleport to nearest town!")
  4143. }
  4144. if (h->visitedTown)
  4145. stopHeroVisitCastle(h->visitedTown->id, h->id);
  4146. if (moveHero(h->id, town->visitablePos() + h->getVisitableOffset() ,1))
  4147. heroVisitCastle(town->id, h->id);
  4148. }
  4149. break;
  4150. case VISIONS: //Visions
  4151. case VIEW_EARTH: //View Earth
  4152. case DISGUISE: //Disguise
  4153. case VIEW_AIR: //View Air
  4154. default:
  4155. COMPLAIN_RET("This spell is not implemented yet!");
  4156. break;
  4157. }
  4158. SetMana sm;
  4159. sm.hid = h->id;
  4160. sm.val = h->mana - cost;
  4161. sendAndApply(&sm);
  4162. return true;
  4163. }
  4164. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4165. {
  4166. //to prevent self-visiting heroes on space press
  4167. if(t.visitableObjects.back() != h)
  4168. objectVisited(t.visitableObjects.back(), h);
  4169. else if(t.visitableObjects.size() > 1)
  4170. objectVisited(*(t.visitableObjects.end()-2),h);
  4171. }
  4172. bool CGameHandler::tryAttackingGuard(const int3 &guardPos, const CGHeroInstance * h)
  4173. {
  4174. if(!gs->map->isInTheMap(guardPos))
  4175. return false;
  4176. const TerrainTile &guardTile = gs->map->terrain[guardPos.x][guardPos.y][guardPos.z];
  4177. objectVisited(guardTile.visitableObjects.back(), h);
  4178. visitObjectAfterVictory = true;
  4179. return true;
  4180. }
  4181. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, TSlot slot, ui32 count)
  4182. {
  4183. int oldCount = hero->getStackCount(slot);
  4184. if(oldCount < count)
  4185. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4186. else if(oldCount == count && hero->Slots().size() == 1 && hero->needsLastStack())
  4187. COMPLAIN_RET("Cannot sacrifice last creature!");
  4188. int crid = hero->getStack(slot).type->idNumber;
  4189. changeStackCount(StackLocation(hero, slot), -count);
  4190. int dump, exp;
  4191. market->getOffer(crid, 0, dump, exp, CREATURE_EXP);
  4192. exp *= count;
  4193. changePrimSkill(hero->id, 4, hero->calculateXp(exp));
  4194. return true;
  4195. }
  4196. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, int slot)
  4197. {
  4198. ArtifactLocation al(hero, slot);
  4199. const CArtifactInstance *a = al.getArt();
  4200. if(!a)
  4201. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4202. int dmp, expToGive;
  4203. m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, ARTIFACT_EXP);
  4204. removeArtifact(al);
  4205. changePrimSkill(hero->id, 4, expToGive);
  4206. return true;
  4207. }
  4208. void CGameHandler::makeStackDoNothing(const CStack * next)
  4209. {
  4210. BattleAction doNothing;
  4211. doNothing.actionType = 0;
  4212. doNothing.additionalInfo = 0;
  4213. doNothing.destinationTile = -1;
  4214. doNothing.side = !next->attackerOwned;
  4215. doNothing.stackNumber = next->ID;
  4216. StartAction start_action(doNothing);
  4217. sendAndApply(&start_action);
  4218. sendAndApply(&end_action);
  4219. }
  4220. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4221. {
  4222. if(sl.army->hasStackAtSlot(sl.slot))
  4223. COMPLAIN_RET("Slot is already taken!");
  4224. InsertNewStack ins;
  4225. ins.sl = sl;
  4226. ins.stack = CStackBasicDescriptor(c, count);
  4227. sendAndApply(&ins);
  4228. return true;
  4229. }
  4230. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4231. {
  4232. if(!sl.army->hasStackAtSlot(sl.slot))
  4233. COMPLAIN_RET("Cannot find a stack to erase");
  4234. if(sl.army->Slots().size() == 1 //from the last stack
  4235. && sl.army->needsLastStack() //that must be left
  4236. && !forceRemoval) //ignore above conditions if we are forcing removal
  4237. {
  4238. COMPLAIN_RET("Cannot erase the last stack!");
  4239. }
  4240. EraseStack es;
  4241. es.sl = sl;
  4242. sendAndApply(&es);
  4243. return true;
  4244. }
  4245. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4246. {
  4247. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4248. if((absoluteValue && count < 0)
  4249. || (!absoluteValue && -count > currentCount))
  4250. {
  4251. COMPLAIN_RET("Cannot take more stacks than present!");
  4252. }
  4253. if((currentCount == -count && !absoluteValue)
  4254. || (!count && absoluteValue))
  4255. {
  4256. eraseStack(sl);
  4257. }
  4258. else
  4259. {
  4260. ChangeStackCount csc;
  4261. csc.sl = sl;
  4262. csc.count = count;
  4263. csc.absoluteValue = absoluteValue;
  4264. sendAndApply(&csc);
  4265. }
  4266. return true;
  4267. }
  4268. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4269. {
  4270. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4271. if(!slotC) //slot is empty
  4272. insertNewStack(sl, c, count);
  4273. else if(c == slotC)
  4274. changeStackCount(sl, count);
  4275. else
  4276. {
  4277. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4278. }
  4279. return true;
  4280. }
  4281. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4282. {
  4283. if(!src->canBeMergedWith(*dst, allowMerging))
  4284. {
  4285. if (allowMerging) //do that, add all matching creatures.
  4286. {
  4287. bool cont = true;
  4288. while (cont)
  4289. {
  4290. for(TSlots::const_iterator i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  4291. {
  4292. TSlot pos = dst->getSlotFor(i->second->type);
  4293. if(pos > -1)
  4294. {
  4295. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  4296. cont = true;
  4297. break; //or iterator crashes
  4298. }
  4299. cont = false;
  4300. }
  4301. }
  4302. }
  4303. boost::function<void()> removeOrNot = 0;
  4304. if(removeObjWhenFinished)
  4305. removeOrNot = boost::bind(&IGameCallback::removeObject,this,src->id);
  4306. showGarrisonDialog(src->id, dst->id, true, removeOrNot); //show garrison window and optionally remove ourselves from map when player ends
  4307. }
  4308. else //merge
  4309. {
  4310. moveArmy(src, dst, allowMerging);
  4311. if(removeObjWhenFinished)
  4312. removeObject(src->id);
  4313. }
  4314. }
  4315. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  4316. {
  4317. if(!src.army->hasStackAtSlot(src.slot))
  4318. COMPLAIN_RET("No stack to move!");
  4319. if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  4320. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  4321. if(count == -1)
  4322. {
  4323. count = src.army->getStackCount(src.slot);
  4324. }
  4325. if(src.army != dst.army //moving away
  4326. && count == src.army->getStackCount(src.slot) //all creatures
  4327. && src.army->Slots().size() == 1 //from the last stack
  4328. && src.army->needsLastStack()) //that must be left
  4329. {
  4330. COMPLAIN_RET("Cannot move away the alst creature!");
  4331. }
  4332. RebalanceStacks rs;
  4333. rs.src = src;
  4334. rs.dst = dst;
  4335. rs.count = count;
  4336. sendAndApply(&rs);
  4337. return true;
  4338. }
  4339. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  4340. {
  4341. if(!sl1.army->hasStackAtSlot(sl1.slot))
  4342. return moveStack(sl2, sl1);
  4343. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  4344. return moveStack(sl1, sl2);
  4345. else
  4346. {
  4347. SwapStacks ss;
  4348. ss.sl1 = sl1;
  4349. ss.sl2 = sl2;
  4350. sendAndApply(&ss);
  4351. return true;
  4352. }
  4353. }
  4354. void CGameHandler::runBattle()
  4355. {
  4356. assert(gs->curB);
  4357. //TODO: pre-tactic stuff, call scripts etc.
  4358. //tactic round
  4359. {
  4360. while(gs->curB->tacticDistance && !battleResult.get())
  4361. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  4362. }
  4363. //spells opening battle
  4364. for(int i=0; i<ARRAY_COUNT(gs->curB->heroes); ++i)
  4365. {
  4366. if(gs->curB->heroes[i] && gs->curB->heroes[i]->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  4367. {
  4368. TBonusListPtr bl = gs->curB->heroes[i]->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  4369. BOOST_FOREACH (Bonus *b, *bl)
  4370. {
  4371. handleSpellCasting(b->subtype, 3, -1, 0, gs->curB->heroes[i]->tempOwner, NULL, gs->curB->heroes[1-i], b->val, SpellCasting::HERO_CASTING, NULL);
  4372. }
  4373. }
  4374. }
  4375. //main loop
  4376. while(!battleResult.get()) //till the end of the battle ;]
  4377. {
  4378. NEW_ROUND;
  4379. std::vector<CStack*> & stacks = (gs->curB->stacks);
  4380. const BattleInfo & curB = *gs->curB;
  4381. //stack loop
  4382. const CStack *next;
  4383. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  4384. {
  4385. //check for bad morale => freeze
  4386. int nextStackMorale = next->MoraleVal();
  4387. if( nextStackMorale < 0 &&
  4388. !(NBonus::hasOfType(gs->curB->heroes[0], Bonus::BLOCK_MORALE) || NBonus::hasOfType(gs->curB->heroes[1], Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  4389. )
  4390. {
  4391. if( rand()%24 < -2 * nextStackMorale)
  4392. {
  4393. //unit loses its turn - empty freeze action
  4394. BattleAction ba;
  4395. ba.actionType = BattleAction::BAD_MORALE;
  4396. ba.additionalInfo = 1;
  4397. ba.side = !next->attackerOwned;
  4398. ba.stackNumber = next->ID;
  4399. StartAction start_action(ba);
  4400. sendAndApply(&start_action);
  4401. sendAndApply(&end_action);
  4402. checkForBattleEnd(stacks); //check if this "action" ended the battle (not likely but who knows...)
  4403. continue;
  4404. }
  4405. }
  4406. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  4407. {
  4408. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  4409. if(attackInfo.first != NULL)
  4410. {
  4411. BattleAction attack;
  4412. attack.actionType = BattleAction::WALK_AND_ATTACK;
  4413. attack.side = !next->attackerOwned;
  4414. attack.stackNumber = next->ID;
  4415. attack.additionalInfo = attackInfo.first->position;
  4416. attack.destinationTile = attackInfo.second;
  4417. makeBattleAction(attack);
  4418. checkForBattleEnd(stacks);
  4419. }
  4420. else
  4421. {
  4422. makeStackDoNothing(next);
  4423. }
  4424. continue;
  4425. }
  4426. const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
  4427. if( (next->position < 0 || next->getCreature()->idNumber == 146) //arrow turret or ballista
  4428. && (!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::ARTILLERY) == 0)) //hero has no artillery
  4429. {
  4430. BattleAction attack;
  4431. attack.actionType = BattleAction::SHOOT;
  4432. attack.side = !next->attackerOwned;
  4433. attack.stackNumber = next->ID;
  4434. for(int g=0; g<gs->curB->stacks.size(); ++g)
  4435. {
  4436. if(gs->curB->stacks[g]->owner != next->owner && gs->curB->stacks[g]->alive())
  4437. {
  4438. attack.destinationTile = gs->curB->stacks[g]->position;
  4439. break;
  4440. }
  4441. }
  4442. makeBattleAction(attack);
  4443. checkForBattleEnd(stacks);
  4444. continue;
  4445. }
  4446. if(next->getCreature()->idNumber == 145 && (!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::BALLISTICS) == 0)) //catapult, hero has no ballistics
  4447. {
  4448. BattleAction attack;
  4449. static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
  4450. attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ];
  4451. attack.actionType = BattleAction::CATAPULT;
  4452. attack.additionalInfo = 0;
  4453. attack.side = !next->attackerOwned;
  4454. attack.stackNumber = next->ID;
  4455. makeBattleAction(attack);
  4456. continue;
  4457. }
  4458. if(next->getCreature()->idNumber == 147 && (!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::FIRST_AID) == 0)) //first aid tent, hero has no first aid
  4459. {
  4460. BattleAction heal;
  4461. std::vector< const CStack * > possibleStacks, secondPriority;
  4462. for (int v=0; v<gs->curB->stacks.size(); ++v)
  4463. {
  4464. const CStack * cstack = gs->curB->stacks[v];
  4465. if (cstack->owner == next->owner && cstack->firstHPleft < cstack->MaxHealth() && cstack->alive()) //it's friendly and not fully healthy
  4466. {
  4467. if (cstack->hasBonusOfType(Bonus::SIEGE_WEAPON))
  4468. secondPriority.push_back(cstack);
  4469. else
  4470. possibleStacks.push_back(cstack);
  4471. }
  4472. }
  4473. if(possibleStacks.size() == 0 && secondPriority.size() == 0)
  4474. {
  4475. //nothing to heal
  4476. makeStackDoNothing(next);
  4477. continue;
  4478. }
  4479. else
  4480. {
  4481. //heal random creature
  4482. const CStack * toBeHealed = NULL;
  4483. if (possibleStacks.size() > 0)
  4484. toBeHealed = possibleStacks[ rand()%possibleStacks.size() ];
  4485. else
  4486. toBeHealed = secondPriority[ rand()%secondPriority.size() ];
  4487. heal.actionType = BattleAction::STACK_HEAL;
  4488. heal.additionalInfo = 0;
  4489. heal.destinationTile = toBeHealed->position;
  4490. heal.side = !next->attackerOwned;
  4491. heal.stackNumber = next->ID;
  4492. makeBattleAction(heal);
  4493. }
  4494. continue;
  4495. }
  4496. int numberOfAsks = 1;
  4497. bool breakOuter = false;
  4498. do
  4499. {//ask interface and wait for answer
  4500. if(!battleResult.get())
  4501. {
  4502. BattleSetActiveStack sas;
  4503. sas.stack = next->ID;
  4504. sendAndApply(&sas);
  4505. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  4506. battleMadeAction.data = false;
  4507. while(next->alive() && (!battleMadeAction.data && !battleResult.get())) //active stack hasn't made its action and battle is still going
  4508. battleMadeAction.cond.wait(lock);
  4509. }
  4510. if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
  4511. {
  4512. breakOuter = true;
  4513. break;
  4514. }
  4515. //we're after action, all results applied
  4516. checkForBattleEnd(stacks); //check if this action ended the battle
  4517. //check for good morale
  4518. nextStackMorale = next->MoraleVal();
  4519. if(!vstd::contains(next->state,HAD_MORALE) //only one extra move per turn possible
  4520. && !vstd::contains(next->state,DEFENDING)
  4521. && !vstd::contains(next->state,WAITING)
  4522. && next->alive()
  4523. && nextStackMorale > 0
  4524. && !(NBonus::hasOfType(gs->curB->heroes[0], Bonus::BLOCK_MORALE) || NBonus::hasOfType(gs->curB->heroes[1], Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  4525. )
  4526. {
  4527. if(rand()%24 < nextStackMorale) //this stack hasn't got morale this turn
  4528. ++numberOfAsks; //move this stack once more
  4529. }
  4530. --numberOfAsks;
  4531. } while (numberOfAsks > 0);
  4532. if (breakOuter)
  4533. {
  4534. break;
  4535. }
  4536. }
  4537. }
  4538. endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4539. }
  4540. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, int pos)
  4541. {
  4542. assert(a->artType);
  4543. ArtifactLocation al;
  4544. al.hero = h;
  4545. int slot = -1;
  4546. if(pos < 0)
  4547. {
  4548. if(pos == -2)
  4549. slot = a->firstAvailableSlot(h);
  4550. else
  4551. slot = a->firstBackpackSlot(h);
  4552. }
  4553. else
  4554. {
  4555. slot = pos;
  4556. }
  4557. al.slot = slot;
  4558. if(slot < 0 || !a->canBePutAt(al))
  4559. {
  4560. complain("Cannot put artifact in that slot!");
  4561. return;
  4562. }
  4563. putArtifact(al, a);
  4564. }
  4565. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  4566. {
  4567. PutArtifact pa;
  4568. pa.art = a;
  4569. pa.al = al;
  4570. sendAndApply(&pa);
  4571. }
  4572. void CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  4573. {
  4574. MoveArtifact ma;
  4575. ma.src = al1;
  4576. ma.dst = al2;
  4577. sendAndApply(&ma);
  4578. }
  4579. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, int pos)
  4580. {
  4581. CArtifactInstance *a = NULL;
  4582. if(!artType->constituents)
  4583. a = new CArtifactInstance();
  4584. else
  4585. a = new CCombinedArtifactInstance();
  4586. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  4587. NewArtifact na;
  4588. na.art = a;
  4589. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  4590. giveHeroArtifact(h, a, pos);
  4591. }
  4592. void CGameHandler::setBattleResult(int resultType, int victoriusSide)
  4593. {
  4594. if(battleResult.get())
  4595. {
  4596. complain("There is already set result?");
  4597. return;
  4598. }
  4599. BattleResult *br = new BattleResult;
  4600. br->result = resultType;
  4601. br->winner = victoriusSide; //surrendering side loses
  4602. gs->curB->calculateCasualties(br->casualties);
  4603. battleResult.set(br);
  4604. }
  4605. void CGameHandler::commitPackage( CPackForClient *pack )
  4606. {
  4607. sendAndApply(pack);
  4608. }
  4609. void CGameHandler::spawnWanderingMonsters(int creatureID)
  4610. {
  4611. std::vector<int3>::iterator tile;
  4612. std::vector<int3> tiles;
  4613. getFreeTiles(tiles);
  4614. ui32 amount = (tiles.size()) >> 6;
  4615. std::random_shuffle(tiles.begin(), tiles.end(), p_myrandom);
  4616. tlog5 << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID << std::endl;
  4617. const CCreature *cre = VLC->creh->creatures[creatureID];
  4618. for (int i = 0; i < amount; ++i)
  4619. {
  4620. tile = tiles.begin();
  4621. tlog5 << "\tSpawning monster at " << *tile << std::endl;
  4622. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  4623. tiles.erase(tile); //not use it again
  4624. }
  4625. }
  4626. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
  4627. {
  4628. int color = army->tempOwner;
  4629. if(color == 254)
  4630. color = NEUTRAL_PLAYER;
  4631. BOOST_FOREACH(CStack *st, bat->stacks)
  4632. {
  4633. if(vstd::contains(st->state, SUMMONED)) //don't take into account summoned stacks
  4634. continue;
  4635. if(st->owner==color && !army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
  4636. {
  4637. StackLocation sl(army, st->slot);
  4638. if(st->alive())
  4639. newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
  4640. else
  4641. newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
  4642. }
  4643. }
  4644. }
  4645. void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
  4646. {
  4647. BOOST_FOREACH(TStackAndItsNewCount &ncount, newStackCounts)
  4648. {
  4649. if(ncount.second > 0)
  4650. gh->changeStackCount(ncount.first, ncount.second, true);
  4651. else
  4652. gh->eraseStack(ncount.first, true);
  4653. }
  4654. }