CGameHandler.cpp 156 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. if (winnerHero)
  381. {
  382. CStackBasicDescriptor raisedStack = winnerHero->calculateNecromancy(*battleResult.data);
  383. // Give raised units to winner and show dialog, if any were raised.
  384. if (raisedStack.type)
  385. {
  386. TSlot slot = winnerHero->getSlotFor(raisedStack.type);
  387. if (slot != -1)
  388. {
  389. winnerHero->showNecromancyDialog(raisedStack);
  390. addToSlot(StackLocation(winnerHero, slot), raisedStack.type, raisedStack.count);
  391. }
  392. }
  393. }
  394. if(!duel)
  395. {
  396. cab1.takeFromArmy(this); cab2.takeFromArmy(this); //take casualties after battle is deleted
  397. //if one hero has lost we will erase him
  398. if(battleResult.data->winner!=0 && hero1)
  399. {
  400. RemoveObject ro(hero1->id);
  401. sendAndApply(&ro);
  402. }
  403. if(battleResult.data->winner!=1 && hero2)
  404. {
  405. RemoveObject ro(hero2->id);
  406. sendAndApply(&ro);
  407. }
  408. //give exp
  409. if (battleResult.data->exp[0] && hero1)
  410. changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
  411. else if (battleResult.data->exp[1] && hero2)
  412. changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
  413. else
  414. afterBattleCallback();
  415. }
  416. sendAndApply(&resultsApplied);
  417. if(duel)
  418. {
  419. CSaveFile resultFile("result.vdrst");
  420. resultFile << *battleResult.data;
  421. return;
  422. }
  423. if(visitObjectAfterVictory && winnerHero == hero1)
  424. {
  425. visitObjectOnTile(*getTile(winnerHero->getPosition()), winnerHero);
  426. }
  427. visitObjectAfterVictory = false;
  428. winLoseHandle(1<<sides[0] | 1<<sides[1]); //handle victory/loss of engaged players
  429. int result = battleResult.get()->result;
  430. if(result == 1 || result == 2) //loser has escaped or surrendered
  431. {
  432. SetAvailableHeroes sah;
  433. sah.player = loser;
  434. sah.hid[0] = loserHero->subID;
  435. if(result == 1) //retreat
  436. {
  437. sah.army[0].clear();
  438. sah.army[0].setCreature(0, VLC->creh->nameToID[loserHero->type->refTypeStack[0]],1);
  439. }
  440. if(const CGHeroInstance *another = getPlayer(loser)->availableHeroes[1])
  441. sah.hid[1] = another->subID;
  442. else
  443. sah.hid[1] = -1;
  444. sendAndApply(&sah);
  445. }
  446. }
  447. void CGameHandler::afterBattleCallback() //object interaction after leveling up is done
  448. {
  449. if(battleEndCallback && *battleEndCallback)
  450. {
  451. (*battleEndCallback)(battleResult.data);
  452. delete battleEndCallback;
  453. battleEndCallback = 0;
  454. }
  455. }
  456. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  457. {
  458. bat.bsa.clear();
  459. bat.stackAttacking = att->ID;
  460. int attackerLuck = att->LuckVal();
  461. const CGHeroInstance * h0 = gs->curB->heroes[0],
  462. * h1 = gs->curB->heroes[1];
  463. bool noLuck = false;
  464. if((h0 && NBonus::hasOfType(h0, Bonus::BLOCK_LUCK)) ||
  465. (h1 && NBonus::hasOfType(h1, Bonus::BLOCK_LUCK)))
  466. {
  467. noLuck = true;
  468. }
  469. if(!noLuck && attackerLuck > 0 && rand()%24 < attackerLuck) //TODO?: negative luck option?
  470. {
  471. bat.flags |= BattleAttack::LUCKY;
  472. }
  473. if (rand()%100 < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  474. {
  475. bat.flags |= BattleAttack::DEATH_BLOW;
  476. }
  477. if(att->getCreature()->idNumber == 146)
  478. {
  479. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  480. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  481. int chance = artilleryLvlToChance[owner->getSecSkillLevel(CGHeroInstance::ARTILLERY)];
  482. if(chance > rand() % 100)
  483. {
  484. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  485. }
  486. }
  487. // only primary target
  488. applyBattleEffects(bat, att, def, distance, false);
  489. if (!bat.shot()) //multiple-hex attack - only in meele
  490. {
  491. std::set<CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex);
  492. //TODO: get exact attacked hex for defender
  493. BOOST_FOREACH(CStack * stack, attackedCreatures)
  494. {
  495. if (stack != def) //do not hit same stack twice
  496. {
  497. applyBattleEffects(bat, att, stack, distance, true);
  498. }
  499. }
  500. }
  501. const Bonus * bonus = att->getBonus(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  502. if (bonus && (bat.shot())) //TODO: make it work in meele?
  503. {
  504. bat.bsa.front().flags |= BattleStackAttacked::EFFECT;
  505. bat.bsa.front().effect = VLC->spellh->spells[bonus->subtype]->mainEffectAnim; //hopefully it does not interfere with any other effect?
  506. std::set<CStack*> attackedCreatures = gs->curB->getAttackedCreatures(VLC->spellh->spells[bonus->subtype], bonus->val, att->owner, targetHex);
  507. //TODO: get exact attacked hex for defender
  508. BOOST_FOREACH(CStack * stack, attackedCreatures)
  509. {
  510. if (stack != def) //do not hit same stack twice
  511. {
  512. applyBattleEffects(bat, att, stack, distance, true);
  513. }
  514. }
  515. }
  516. }
  517. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  518. {
  519. BattleStackAttacked bsa;
  520. if (secondary)
  521. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  522. bsa.attackerID = att->ID;
  523. bsa.stackAttacked = def->ID;
  524. bsa.damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def), bat.shot(), distance, bat.lucky(), bat.deathBlow(), bat.ballistaDoubleDmg());
  525. def->prepareAttacked(bsa); //calculate casualties
  526. bat.bsa.push_back(bsa); //add this stack to the list of victims
  527. //life drain handling
  528. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  529. {
  530. StacksHealedOrResurrected shi;
  531. shi.lifeDrain = (ui8)true;
  532. shi.tentHealing = (ui8)false;
  533. shi.drainedFrom = def->ID;
  534. StacksHealedOrResurrected::HealInfo hi;
  535. hi.stackID = att->ID;
  536. hi.healedHP = std::min<int>(bsa.damageAmount, att->MaxHealth() - att->firstHPleft + att->MaxHealth() * (att->baseAmount - att->count) );
  537. hi.lowLevelResurrection = false;
  538. shi.healedStacks.push_back(hi);
  539. if (hi.healedHP > 0)
  540. {
  541. bsa.healedStacks.push_back(shi);
  542. }
  543. }
  544. //fire shield handling
  545. if (!bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY) && !bsa.killed() )
  546. {
  547. BattleStackAttacked bsa;
  548. bsa.stackAttacked = att->ID; //invert
  549. bsa.attackerID = def->ID;
  550. bsa.flags |= BattleStackAttacked::EFFECT;
  551. bsa.effect = 11;
  552. bsa.damageAmount = (bsa.damageAmount * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  553. att->prepareAttacked(bsa);
  554. bat.bsa.push_back(bsa);
  555. }
  556. }
  557. void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
  558. {
  559. setThreadName(-1, "CGameHandler::handleConnection");
  560. srand(time(NULL));
  561. CPack *pack = NULL;
  562. try
  563. {
  564. while(1)//server should never shut connection first //was: while(!end2)
  565. {
  566. {
  567. boost::unique_lock<boost::mutex> lock(*c.rmx);
  568. c >> pack; //get the package
  569. tlog5 << "Received client message of type " << typeid(*pack).name() << std::endl;
  570. }
  571. int packType = typeList.getTypeID(pack); //get the id of type
  572. CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
  573. if(apply)
  574. {
  575. bool result = apply->applyOnGH(this,&c,pack);
  576. tlog5 << "Message successfully applied (result=" << result << ")!\n";
  577. //send confirmation that we've applied the package
  578. PackageApplied applied;
  579. applied.result = result;
  580. applied.packType = packType;
  581. {
  582. boost::unique_lock<boost::mutex> lock(*c.wmx);
  583. c << &applied;
  584. }
  585. }
  586. else
  587. {
  588. tlog1 << "Message cannot be applied, cannot find applier (unregistered type)!\n";
  589. }
  590. delete pack;
  591. pack = NULL;
  592. }
  593. }
  594. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  595. {
  596. assert(!c.connected); //make sure that connection has been marked as broken
  597. tlog1 << e.what() << std::endl;
  598. end2 = true;
  599. }
  600. HANDLE_EXCEPTION(end2 = true);
  601. tlog1 << "Ended handling connection\n";
  602. }
  603. int CGameHandler::moveStack(int stack, THex dest)
  604. {
  605. int ret = 0;
  606. CStack *curStack = gs->curB->getStack(stack),
  607. *stackAtEnd = gs->curB->getStackT(dest);
  608. assert(curStack);
  609. assert(dest < BFIELD_SIZE);
  610. if (gs->curB->tacticDistance)
  611. {
  612. assert(gs->curB->isInTacticRange(dest));
  613. }
  614. //initing necessary tables
  615. bool accessibility[BFIELD_SIZE];
  616. std::vector<THex> accessible = gs->curB->getAccessibility(curStack, false);
  617. for(int b=0; b<BFIELD_SIZE; ++b)
  618. {
  619. accessibility[b] = false;
  620. }
  621. for(int g=0; g<accessible.size(); ++g)
  622. {
  623. accessibility[accessible[g]] = true;
  624. }
  625. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  626. if(!stackAtEnd && curStack->doubleWide() && !accessibility[dest])
  627. {
  628. if(curStack->attackerOwned)
  629. {
  630. if(accessibility[dest+1])
  631. dest += THex::RIGHT;
  632. }
  633. else
  634. {
  635. if(accessibility[dest-1])
  636. dest += THex::LEFT;
  637. }
  638. }
  639. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility[dest])
  640. return 0;
  641. bool accessibilityWithOccupyable[BFIELD_SIZE];
  642. std::vector<THex> accOc = gs->curB->getAccessibility(curStack, true);
  643. for(int b=0; b<BFIELD_SIZE; ++b)
  644. {
  645. accessibilityWithOccupyable[b] = false;
  646. }
  647. for(int g=0; g<accOc.size(); ++g)
  648. {
  649. accessibilityWithOccupyable[accOc[g]] = true;
  650. }
  651. //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
  652. // return false;
  653. std::pair< std::vector<THex>, int > path = gs->curB->getPath(curStack->position, dest, accessibilityWithOccupyable, curStack->hasBonusOfType(Bonus::FLYING), curStack->doubleWide(), curStack->attackerOwned);
  654. ret = path.second;
  655. int creSpeed = gs->curB->tacticDistance ? BFIELD_SIZE : curStack->Speed();
  656. if(curStack->hasBonusOfType(Bonus::FLYING))
  657. {
  658. if(path.second <= creSpeed && path.first.size() > 0)
  659. {
  660. //inform clients about move
  661. BattleStackMoved sm;
  662. sm.stack = curStack->ID;
  663. sm.tile = path.first[0];
  664. sm.distance = path.second;
  665. sm.ending = true;
  666. sm.teleporting = false;
  667. sendAndApply(&sm);
  668. }
  669. }
  670. else //for non-flying creatures
  671. {
  672. int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  673. for(int v=path.first.size()-1; v>=tilesToMove; --v)
  674. {
  675. //inform clients about move
  676. BattleStackMoved sm;
  677. sm.stack = curStack->ID;
  678. sm.tile = path.first[v];
  679. sm.distance = path.second;
  680. sm.ending = v==tilesToMove;
  681. sm.teleporting = false;
  682. sendAndApply(&sm);
  683. }
  684. }
  685. return ret;
  686. }
  687. CGameHandler::CGameHandler(void)
  688. {
  689. QID = 1;
  690. //gs = NULL;
  691. IObjectInterface::cb = this;
  692. applier = new CApplier<CBaseForGHApply>;
  693. registerTypes3(*applier);
  694. visitObjectAfterVictory = false;
  695. battleEndCallback = NULL;
  696. }
  697. CGameHandler::~CGameHandler(void)
  698. {
  699. delete applier;
  700. applier = NULL;
  701. delete gs;
  702. }
  703. void CGameHandler::init(StartInfo *si, int Seed)
  704. {
  705. gs = new CGameState();
  706. tlog0 << "Gamestate created!" << std::endl;
  707. gs->init(si, 0, Seed);
  708. tlog0 << "Gamestate initialized!" << std::endl;
  709. for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)
  710. states.addPlayer(i->first);
  711. }
  712. static bool evntCmp(const CMapEvent *a, const CMapEvent *b)
  713. {
  714. return *a < *b;
  715. }
  716. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  717. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  718. const PlayerState *p = gs->getPlayer(town->tempOwner);
  719. if(!p)
  720. {
  721. tlog3 << "There is no player owner of town " << town->name << " at " << town->pos << std::endl;
  722. return;
  723. }
  724. if (forced || town->creatures[CREATURES_PER_TOWN].second.empty())//we need to change creature
  725. {
  726. SetAvailableCreatures ssi;
  727. ssi.tid = town->id;
  728. ssi.creatures = town->creatures;
  729. ssi.creatures[CREATURES_PER_TOWN].second.clear();//remove old one
  730. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  731. if (dwellings.empty())//no dwellings - just remove
  732. {
  733. sendAndApply(&ssi);
  734. return;
  735. }
  736. ui32 dwellpos = rand()%dwellings.size();//take random dwelling
  737. ui32 creapos = rand()%dwellings[dwellpos]->creatures.size();//for multi-creature dwellings like Golem Factory
  738. ui32 creature = dwellings[dwellpos]->creatures[creapos].second[0];
  739. if (clear)
  740. ssi.creatures[CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures[creature]->growth)/2);
  741. else
  742. ssi.creatures[CREATURES_PER_TOWN].first = VLC->creh->creatures[creature]->growth;
  743. ssi.creatures[CREATURES_PER_TOWN].second.push_back(creature);
  744. sendAndApply(&ssi);
  745. }
  746. }
  747. void CGameHandler::newTurn()
  748. {
  749. tlog5 << "Turn " << gs->day+1 << std::endl;
  750. NewTurn n;
  751. n.creatureid = -1;
  752. n.day = gs->day + 1;
  753. n.resetBuilded = true;
  754. bool newmonth = false;
  755. std::map<ui8, si32> hadGold;//starting gold - for buildings like dwarven treasury
  756. srand(time(NULL));
  757. if (getDate(1) == 7 && getDate(0)>1) //new week (day numbers are confusing, as day was not yet switched)
  758. {
  759. int monthType = rand()%100;
  760. if(getDate(4) == 28) //new month
  761. {
  762. newmonth = true;
  763. if (monthType < 40) //double growth
  764. {
  765. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  766. if (ALLCREATURESGETDOUBLEMONTHS)
  767. {
  768. std::pair<int,int> newMonster(54, VLC->creh->pickRandomMonster(boost::ref(rand)));
  769. n.creatureid = newMonster.second;
  770. }
  771. else
  772. {
  773. std::set<TCreature>::const_iterator it = VLC->creh->doubledCreatures.begin();
  774. std::advance (it, rand() % VLC->creh->doubledCreatures.size()); //picking random elelemnt of set is tiring
  775. n.creatureid = *it;
  776. }
  777. }
  778. else if (monthType < 90)
  779. n.specialWeek = NewTurn::NORMAL;
  780. else
  781. n.specialWeek = NewTurn::PLAGUE;
  782. }
  783. else //it's a week, but not full month
  784. {
  785. newmonth = false;
  786. if (monthType < 25)
  787. {
  788. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  789. std::pair<int,int> newMonster (54, VLC->creh->pickRandomMonster(boost::ref(rand)));
  790. n.creatureid = newMonster.second;
  791. }
  792. else
  793. n.specialWeek = NewTurn::NORMAL;
  794. }
  795. }
  796. else
  797. n.specialWeek = NewTurn::NO_ACTION; //don't remove bonuses
  798. bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  799. for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  800. {
  801. if(i->first == 255)
  802. continue;
  803. else if(i->first >= PLAYER_LIMIT)
  804. assert(0); //illegal player number!
  805. std::pair<ui8,si32> playerGold(i->first,i->second.resources[Res::GOLD]);
  806. hadGold.insert(playerGold);
  807. if(gs->getDate(1)==7) //first day of week - new heroes in tavern
  808. {
  809. SetAvailableHeroes sah;
  810. sah.player = i->first;
  811. //pick heroes and their armies
  812. CHeroClass *banned = NULL;
  813. for (int j = 0; j < AVAILABLE_HEROES_PER_PLAYER; j++)
  814. {
  815. 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
  816. {
  817. sah.hid[j] = h->subID;
  818. h->initArmy(&sah.army[j]);
  819. banned = h->type->heroClass;
  820. }
  821. else
  822. sah.hid[j] = -1;
  823. }
  824. sendAndApply(&sah);
  825. }
  826. n.res[i->first] = i->second.resources;
  827. BOOST_FOREACH(CGHeroInstance *h, (*i).second.heroes)
  828. {
  829. if(h->visitedTown)
  830. giveSpells(h->visitedTown, h);
  831. NewTurn::Hero hth;
  832. hth.id = h->id;
  833. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).tertype != TerrainTile::water);
  834. if(h->visitedTown && vstd::contains(h->visitedTown->builtBuildings,0)) //if hero starts turn in town with mage guild
  835. hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
  836. else
  837. hth.mana = std::max(si32(0), std::max(h->mana, std::min(h->mana + h->manaRegain(), h->manaLimit())) );
  838. n.heroes.insert(hth);
  839. if(gs->day) //not first day
  840. {
  841. n.res[i->first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::ESTATES)); //estates
  842. for (int k = 0; k < RESOURCE_QUANTITY; k++)
  843. {
  844. n.res[i->first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  845. }
  846. }
  847. }
  848. }
  849. // townID, creatureID, amount
  850. std::map<si32, std::map<si32, si32> > newCreas;//creatures that needs to be added by town events
  851. for(std::vector<ConstTransitivePtr<CGTownInstance> >::iterator j = gs->map->towns.begin(); j!=gs->map->towns.end(); j++)//handle towns
  852. {
  853. ui8 player = (*j)->tempOwner;
  854. if(gs->getDate(1)==7) //first day of week
  855. {
  856. if ((*j)->subID == 5 && vstd::contains((*j)->builtBuildings, 22))
  857. setPortalDwelling(*j, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  858. if ((**j).subID == 1 && gs->getDate(0) && player < PLAYER_LIMIT && vstd::contains((**j).builtBuildings, 22))//dwarven treasury
  859. n.res[player][Res::GOLD] += hadGold[player]/10; //give 10% of starting gold
  860. }
  861. if(gs->day && player < PLAYER_LIMIT)//not the first day and town not neutral
  862. {
  863. ////SetResources r;
  864. //r.player = (**j).tempOwner;
  865. if(vstd::contains((**j).builtBuildings, Buildings::RESOURCE_SILO)) //there is resource silo
  866. {
  867. if((**j).town->primaryRes == 127) //we'll give wood and ore
  868. {
  869. n.res[player][Res::WOOD] ++;
  870. n.res[player][Res::ORE] ++;
  871. }
  872. else
  873. {
  874. n.res[player][(**j).town->primaryRes] ++;;
  875. }
  876. }
  877. n.res[player][Res::GOLD] += (**j).dailyIncome();
  878. }
  879. handleTownEvents(*j, n, newCreas);
  880. if (vstd::contains((**j).builtBuildings, Buildings::GRAIL))
  881. {
  882. switch ((**j).subID)
  883. {
  884. case 2: // Skyship, probably easier to handle same as Veil of darkness
  885. { //do it every new day after veils apply
  886. FoWChange fw;
  887. fw.mode = 1;
  888. fw.player = player;
  889. getAllTiles(fw.tiles, player, -1, 0);
  890. sendAndApply (&fw);
  891. }
  892. break;
  893. case 3: //Deity of Fire
  894. {
  895. if (getDate(0) > 1)
  896. {
  897. n.specialWeek = NewTurn::DEITYOFFIRE; //spawn familiars on new month
  898. n.creatureid = 42; //familiar
  899. }
  900. }
  901. break;
  902. }
  903. }
  904. if ((**j).hasBonusOfType (Bonus::DARKNESS))
  905. {
  906. (**j).hideTiles((**j).getOwner(), (**j).getBonus(Selector::type(Bonus::DARKNESS))->val);
  907. }
  908. //unhiding what shouldn't be hidden? //that's handled in netpacks client
  909. }
  910. if(getDate(2) == 1) //first week
  911. {
  912. SetAvailableArtifacts saa;
  913. saa.id = -1;
  914. pickAllowedArtsSet(saa.arts);
  915. sendAndApply(&saa);
  916. }
  917. sendAndApply(&n);
  918. if (gs->getDate(1)==1) //first day of week, day has already been changed
  919. {
  920. if (getDate(4) == 1 && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  921. { //spawn wandering monsters
  922. std::vector<int3>::iterator tile;
  923. std::vector<int3> tiles;
  924. getFreeTiles(tiles);
  925. ui32 amount = (tiles.size()) >> 6;
  926. std::random_shuffle(tiles.begin(), tiles.end(), p_myrandom);
  927. for (int i = 0; i < amount; ++i)
  928. {
  929. tile = tiles.begin();
  930. putNewMonster(n.creatureid, VLC->creh->creatures[n.creatureid]->getRandomAmount(std::rand), *tile);
  931. tiles.erase(tile); //not use it again
  932. }
  933. }
  934. NewTurn n2; //just to handle creature growths after bonuses are applied
  935. n2.specialWeek = NewTurn::NO_ACTION;
  936. n2.day = gs->day;
  937. n2.resetBuilded = true;
  938. for(std::vector<ConstTransitivePtr<CGTownInstance> >::iterator j = gs->map->towns.begin(); j!=gs->map->towns.end(); j++)//handle towns
  939. {
  940. SetAvailableCreatures sac;
  941. sac.tid = (**j).id;
  942. sac.creatures = (**j).creatures;
  943. for (int k=0; k < CREATURES_PER_TOWN; k++) //creature growths
  944. {
  945. if((**j).creatureDwelling(k))//there is dwelling (k-level)
  946. {
  947. if (n.specialWeek == NewTurn::PLAGUE)
  948. sac.creatures[k].first = (**j).creatures[k].first / 2; //halve their number, no growth
  949. else
  950. {
  951. sac.creatures[k].first += (**j).creatureGrowth(k);
  952. if(gs->getDate(0) == 1) //first day of game: use only basic growths
  953. amin(sac.creatures[k].first, VLC->creh->creatures[(*j)->town->basicCreatures[k]]->growth);
  954. }
  955. }
  956. }
  957. //creatures from town events
  958. if (vstd::contains(newCreas, (**j).id))
  959. for(std::map<si32, si32>::iterator i=newCreas[(**j).id].begin() ; i!=newCreas[(**j).id].end(); i++)
  960. sac.creatures[i->first].first += i->second;
  961. n2.cres.push_back(sac);
  962. }
  963. if (gs->getDate(0) > 1)
  964. {
  965. InfoWindow iw; //new week info
  966. switch (n.specialWeek)
  967. {
  968. case NewTurn::DOUBLE_GROWTH:
  969. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  970. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  971. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  972. break;
  973. case NewTurn::PLAGUE:
  974. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  975. break;
  976. case NewTurn::BONUS_GROWTH:
  977. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  978. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  979. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  980. break;
  981. case NewTurn::DEITYOFFIRE:
  982. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  983. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  984. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  985. iw.text.addReplacement2(15); //%+d 15
  986. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  987. iw.text.addReplacement2(15); //%+d 15
  988. break;
  989. default:
  990. iw.text.addTxt(MetaString::ARRAY_TXT, (newmonth ? 130 : 133));
  991. iw.text.addReplacement(MetaString::ARRAY_TXT, 43 + rand()%15);
  992. }
  993. for (std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end(); i++)
  994. {
  995. iw.player = i->first;
  996. sendAndApply(&iw);
  997. }
  998. }
  999. sendAndApply(&n2);
  1000. }
  1001. tlog5 << "Info about turn " << n.day << "has been sent!" << std::endl;
  1002. handleTimeEvents();
  1003. //call objects
  1004. for(size_t i = 0; i<gs->map->objects.size(); i++)
  1005. {
  1006. if(gs->map->objects[i])
  1007. gs->map->objects[i]->newTurn();
  1008. }
  1009. winLoseHandle(0xff);
  1010. //warn players without town
  1011. if(gs->day)
  1012. {
  1013. for (std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  1014. {
  1015. if(i->second.status || i->second.towns.size() || i->second.color >= PLAYER_LIMIT)
  1016. continue;
  1017. InfoWindow iw;
  1018. iw.player = i->first;
  1019. iw.components.push_back(Component(Component::FLAG,i->first,0,0));
  1020. if(!i->second.daysWithoutCastle)
  1021. {
  1022. 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.
  1023. iw.text.addReplacement(MetaString::COLOR, i->first);
  1024. }
  1025. else if(i->second.daysWithoutCastle == 6)
  1026. {
  1027. 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.
  1028. iw.text.addReplacement(MetaString::COLOR, i->first);
  1029. }
  1030. else
  1031. {
  1032. 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.
  1033. iw.text.addReplacement(MetaString::COLOR, i->first);
  1034. iw.text.addReplacement(7 - i->second.daysWithoutCastle);
  1035. }
  1036. sendAndApply(&iw);
  1037. }
  1038. }
  1039. }
  1040. void CGameHandler::run(bool resume)
  1041. {
  1042. using namespace boost::posix_time;
  1043. BOOST_FOREACH(CConnection *cc, conns)
  1044. {//init conn.
  1045. ui32 quantity;
  1046. ui8 pom;
  1047. //ui32 seed;
  1048. if(!resume)
  1049. {
  1050. ui32 sum = gs->map ? gs->map->checksum : 612;
  1051. (*cc) << gs->initialOpts << sum << gs->seed; // gs->scenarioOps
  1052. }
  1053. (*cc) >> quantity; //how many players will be handled at that client
  1054. tlog0 << "Connection " << cc->connectionID << " will handle " << quantity << " player: ";
  1055. for(int i=0;i<quantity;i++)
  1056. {
  1057. (*cc) >> pom; //read player color
  1058. tlog0 << (int)pom << " ";
  1059. {
  1060. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1061. connections[pom] = cc;
  1062. }
  1063. }
  1064. tlog0 << std::endl;
  1065. }
  1066. for(std::set<CConnection*>::iterator i = conns.begin(); i!=conns.end();i++)
  1067. {
  1068. std::set<int> pom;
  1069. for(std::map<int,CConnection*>::iterator j = connections.begin(); j!=connections.end();j++)
  1070. if(j->second == *i)
  1071. pom.insert(j->first);
  1072. boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(**i)));
  1073. }
  1074. if(gs->scenarioOps->mode == StartInfo::DUEL)
  1075. {
  1076. runBattle();
  1077. return;
  1078. }
  1079. while (!end2)
  1080. {
  1081. if(!resume)
  1082. newTurn();
  1083. std::map<ui8,PlayerState>::iterator i;
  1084. if(!resume)
  1085. i = gs->players.begin();
  1086. else
  1087. i = gs->players.find(gs->currentPlayer);
  1088. resume = false;
  1089. for(; i != gs->players.end(); i++)
  1090. {
  1091. if((i->second.towns.size()==0 && i->second.heroes.size()==0)
  1092. || i->second.color<0
  1093. || i->first>=PLAYER_LIMIT
  1094. || i->second.status)
  1095. {
  1096. continue;
  1097. }
  1098. states.setFlag(i->first,&PlayerStatus::makingTurn,true);
  1099. {
  1100. YourTurn yt;
  1101. yt.player = i->first;
  1102. sendAndApply(&yt);
  1103. }
  1104. //wait till turn is done
  1105. boost::unique_lock<boost::mutex> lock(states.mx);
  1106. while(states.players[i->first].makingTurn && !end2)
  1107. {
  1108. static time_duration p = milliseconds(200);
  1109. states.cv.timed_wait(lock,p);
  1110. }
  1111. }
  1112. }
  1113. while(conns.size() && (*conns.begin())->isOpen())
  1114. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1115. }
  1116. //namespace CGH
  1117. //{
  1118. // using namespace std;
  1119. // static void readItTo(ifstream & input, vector< vector<int> > & dest) //reads 7 lines, i-th one containing i integers, and puts it to dest
  1120. // {
  1121. // for(int j=0; j<7; ++j)
  1122. // {
  1123. // std::vector<int> pom;
  1124. // for(int g=0; g<j+1; ++g)
  1125. // {
  1126. // int hlp; input>>hlp;
  1127. // pom.push_back(hlp);
  1128. // }
  1129. // dest.push_back(pom);
  1130. // }
  1131. // }
  1132. //}
  1133. void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
  1134. {
  1135. battleResult.set(NULL);
  1136. //send info about battles
  1137. BattleStart bs;
  1138. bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town);
  1139. sendAndApply(&bs);
  1140. }
  1141. void CGameHandler::checkForBattleEnd( std::vector<CStack*> &stacks )
  1142. {
  1143. //checking winning condition
  1144. bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarily
  1145. hasStack[0] = hasStack[1] = false;
  1146. for(int b = 0; b<stacks.size(); ++b)
  1147. {
  1148. if(stacks[b]->alive() && !stacks[b]->hasBonusOfType(Bonus::SIEGE_WEAPON))
  1149. {
  1150. hasStack[1-stacks[b]->attackerOwned] = true;
  1151. }
  1152. }
  1153. if(!hasStack[0] || !hasStack[1]) //somebody has won
  1154. {
  1155. setBattleResult(0, hasStack[1]);
  1156. }
  1157. }
  1158. void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
  1159. {
  1160. if(!h->hasSpellbook())
  1161. return; //hero hasn't spellbok
  1162. ChangeSpells cs;
  1163. cs.hid = h->id;
  1164. cs.learn = true;
  1165. for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(CGHeroInstance::WISDOM)+2);i++)
  1166. {
  1167. if (t->subID == 8 && vstd::contains(t->builtBuildings, Buildings::GRAIL)) //Aurora Borealis
  1168. {
  1169. std::vector<ui16> spells;
  1170. getAllowedSpells(spells, i);
  1171. for (int j = 0; j < spells.size(); ++j)
  1172. cs.spells.insert(spells[j]);
  1173. }
  1174. else
  1175. {
  1176. for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)
  1177. {
  1178. if(!vstd::contains(h->spells,t->spells[i][j]))
  1179. cs.spells.insert(t->spells[i][j]);
  1180. }
  1181. }
  1182. }
  1183. if(cs.spells.size())
  1184. sendAndApply(&cs);
  1185. }
  1186. void CGameHandler::setBlockVis(int objid, bool bv)
  1187. {
  1188. SetObjectProperty sop(objid,2,bv);
  1189. sendAndApply(&sop);
  1190. }
  1191. bool CGameHandler::removeObject( int objid )
  1192. {
  1193. if(!getObj(objid))
  1194. {
  1195. tlog1 << "Something wrong, that object already has been removed or hasn't existed!\n";
  1196. return false;
  1197. }
  1198. RemoveObject ro;
  1199. ro.id = objid;
  1200. sendAndApply(&ro);
  1201. winLoseHandle(255); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1202. return true;
  1203. }
  1204. void CGameHandler::setAmount(int objid, ui32 val)
  1205. {
  1206. SetObjectProperty sop(objid,3,val);
  1207. sendAndApply(&sop);
  1208. }
  1209. bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*/ )
  1210. {
  1211. bool blockvis = false;
  1212. const CGHeroInstance *h = getHero(hid);
  1213. 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)
  1214. )
  1215. {
  1216. tlog1 << "Illegal call to move hero!\n";
  1217. return false;
  1218. }
  1219. tlog5 << "Player " <<int(asker) << " wants to move hero "<< hid << " from "<< h->pos << " to " << dst << std::endl;
  1220. int3 hmpos = dst + int3(-1,0,0);
  1221. if(!gs->map->isInTheMap(hmpos))
  1222. {
  1223. tlog1 << "Destination tile is outside the map!\n";
  1224. return false;
  1225. }
  1226. TerrainTile t = gs->map->terrain[hmpos.x][hmpos.y][hmpos.z];
  1227. int cost = gs->getMovementCost(h, h->getPosition(false), CGHeroInstance::convertPosition(dst,false),h->movement);
  1228. int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1229. //result structure for start - movement failed, no move points used
  1230. TryMoveHero tmh;
  1231. tmh.id = hid;
  1232. tmh.start = h->pos;
  1233. tmh.end = dst;
  1234. tmh.result = TryMoveHero::FAILED;
  1235. tmh.movePoints = h->movement;
  1236. //check if destination tile is available
  1237. //it's a rock or blocked and not visitable tile
  1238. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1239. if(((t.tertype == TerrainTile::rock || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
  1240. && complain("Cannot move hero, destination tile is blocked!"))
  1241. || ((!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)
  1242. && complain("Cannot move hero, destination tile is on water!"))
  1243. || ((h->boat && t.tertype != TerrainTile::water && t.blocked)
  1244. && complain("Cannot disembark hero, tile is blocked!"))
  1245. || ((h->movement < cost && dst != h->pos && !instant)
  1246. && complain("Hero doesn't have any movement points left!"))
  1247. || (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1248. && complain("Cannot move hero during the battle")))
  1249. {
  1250. //send info about movement failure
  1251. sendAndApply(&tmh);
  1252. return false;
  1253. }
  1254. //hero enters the boat
  1255. if(!h->boat && t.visitableObjects.size() && t.visitableObjects.back()->ID == 8)
  1256. {
  1257. tmh.result = TryMoveHero::EMBARK;
  1258. if (h->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
  1259. {
  1260. tmh.movePoints = (h->movement - cost)*((float)(h->maxMovePoints(false)) / h->maxMovePoints(true));
  1261. }
  1262. else
  1263. tmh.movePoints = 0; //embarking takes all move points
  1264. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1265. sendAndApply(&tmh);
  1266. return true;
  1267. }
  1268. //hero leaves the boat
  1269. else if(h->boat && t.tertype != TerrainTile::water && !t.blocked)
  1270. {
  1271. tmh.result = TryMoveHero::DISEMBARK;
  1272. if (h->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
  1273. {
  1274. tmh.movePoints = (h->movement - cost)*((float)(h->maxMovePoints(true)) / h->maxMovePoints(false));
  1275. }
  1276. else
  1277. tmh.movePoints = 0; //disembarking takes all move points
  1278. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1279. sendAndApply(&tmh);
  1280. tryAttackingGuard(guardPos, h);
  1281. return true;
  1282. }
  1283. //checks for standard movement
  1284. if(!instant)
  1285. {
  1286. if( (distance(h->pos,dst) >= 1.5 && complain("Tiles are not neighboring!"))
  1287. || (h->movement < cost && h->movement < 100 && complain("Not enough move points!")))
  1288. {
  1289. sendAndApply(&tmh);
  1290. return false;
  1291. }
  1292. //check if there is blocking visitable object
  1293. blockvis = false;
  1294. tmh.movePoints = std::max(si32(0),h->movement-cost); //take move points
  1295. BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
  1296. {
  1297. if(obj != h && obj->blockVisit && !(obj->getPassableness() & 1<<h->tempOwner))
  1298. {
  1299. blockvis = true;
  1300. break;
  1301. }
  1302. }
  1303. //we start moving
  1304. if(blockvis)//interaction with blocking object (like resources)
  1305. {
  1306. tmh.result = TryMoveHero::BLOCKING_VISIT;
  1307. sendAndApply(&tmh);
  1308. //failed to move to that tile but we visit object
  1309. if(t.visitableObjects.size())
  1310. objectVisited(t.visitableObjects.back(), h);
  1311. tlog5 << "Blocking visit at " << hmpos << std::endl;
  1312. return true;
  1313. }
  1314. else //normal move
  1315. {
  1316. BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[h->pos.x-1][h->pos.y][h->pos.z].visitableObjects)
  1317. {
  1318. obj->onHeroLeave(h);
  1319. }
  1320. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1321. tmh.result = TryMoveHero::SUCCESS;
  1322. tmh.attackedFrom = guardPos;
  1323. sendAndApply(&tmh);
  1324. tlog5 << "Moved to " <<tmh.end<<std::endl;
  1325. // If a creature guards the tile, block visit.
  1326. const bool fightingGuard = tryAttackingGuard(guardPos, h);
  1327. if(!fightingGuard && t.visitableObjects.size()) //call objects if they are visited
  1328. {
  1329. visitObjectOnTile(t, h);
  1330. }
  1331. tlog5 << "Movement end!\n";
  1332. return true;
  1333. }
  1334. }
  1335. else //instant move - teleportation
  1336. {
  1337. BOOST_FOREACH(CGObjectInstance* obj, t.blockingObjects)
  1338. {
  1339. if(obj->ID==HEROI_TYPE)
  1340. {
  1341. CGHeroInstance *dh = static_cast<CGHeroInstance *>(obj);
  1342. if( gameState()->getPlayerRelations(dh->tempOwner, h->tempOwner))
  1343. {
  1344. heroExchange(h->id, dh->id);
  1345. return true;
  1346. }
  1347. startBattleI(h, dh);
  1348. return true;
  1349. }
  1350. }
  1351. tmh.result = TryMoveHero::TELEPORTATION;
  1352. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1353. sendAndApply(&tmh);
  1354. return true;
  1355. }
  1356. }
  1357. bool CGameHandler::teleportHero(si32 hid, si32 dstid, ui8 source, ui8 asker/* = 255*/)
  1358. {
  1359. const CGHeroInstance *h = getHero(hid);
  1360. const CGTownInstance *t = getTown(dstid);
  1361. if ( !h || !t || h->getOwner() != gs->currentPlayer )
  1362. tlog1<<"Invalid call to teleportHero!";
  1363. const CGTownInstance *from = h->visitedTown;
  1364. if(((h->getOwner() != t->getOwner())
  1365. && complain("Cannot teleport hero to another player"))
  1366. || ((!from || from->subID!=3 || !vstd::contains(from->builtBuildings, Buildings::SPECIAL_3))
  1367. && complain("Hero must be in town with Castle gate for teleporting"))
  1368. || ((t->subID!=3 || !vstd::contains(t->builtBuildings, Buildings::SPECIAL_3))
  1369. && complain("Cannot teleport hero to town without Castle gate in it")))
  1370. return false;
  1371. int3 pos = t->visitablePos();
  1372. pos += h->getVisitableOffset();
  1373. stopHeroVisitCastle(from->id, hid);
  1374. moveHero(hid,pos,1);
  1375. heroVisitCastle(dstid, hid);
  1376. return true;
  1377. }
  1378. void CGameHandler::setOwner(int objid, ui8 owner)
  1379. {
  1380. ui8 oldOwner = getOwner(objid);
  1381. SetObjectProperty sop(objid,1,owner);
  1382. sendAndApply(&sop);
  1383. winLoseHandle(1<<owner | 1<<oldOwner);
  1384. if(owner < PLAYER_LIMIT && getTown(objid)) //town captured
  1385. {
  1386. const CGTownInstance * town = getTown(objid);
  1387. if (town->subID == 5 && vstd::contains(town->builtBuildings, 22))
  1388. setPortalDwelling(town, true, false);
  1389. if (!gs->getPlayer(owner)->towns.size())//player lost last town
  1390. {
  1391. InfoWindow iw;
  1392. iw.player = oldOwner;
  1393. 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.
  1394. sendAndApply(&iw);
  1395. }
  1396. }
  1397. const CGObjectInstance * obj = getObj(objid);
  1398. const PlayerState * p = gs->getPlayer(owner);
  1399. if((obj->ID == 17 || obj->ID == 20 ) && p && p->dwellings.size()==1)//first dwelling captured
  1400. {
  1401. BOOST_FOREACH(const CGTownInstance *t, gs->getPlayer(owner)->towns)
  1402. {
  1403. if (t->subID == 5 && vstd::contains(t->builtBuildings, 22))
  1404. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1405. }
  1406. }
  1407. }
  1408. void CGameHandler::setHoverName(int objid, MetaString* name)
  1409. {
  1410. SetHoverName shn(objid, *name);
  1411. sendAndApply(&shn);
  1412. }
  1413. void CGameHandler::showBlockingDialog( BlockingDialog *iw, const CFunctionList<void(ui32)> &callback )
  1414. {
  1415. ask(iw,iw->player,callback);
  1416. }
  1417. ui32 CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1418. {
  1419. //TODO
  1420. //gsm.lock();
  1421. //int query = QID++;
  1422. //states.addQuery(player,query);
  1423. //sendToAllClients(iw);
  1424. //gsm.unlock();
  1425. //ui32 ret = getQueryResult(iw->player, query);
  1426. //gsm.lock();
  1427. //states.removeQuery(player, query);
  1428. //gsm.unlock();
  1429. return 0;
  1430. }
  1431. void CGameHandler::giveResource(int player, int which, int val)
  1432. {
  1433. if(!val) return; //don't waste time on empty call
  1434. SetResource sr;
  1435. sr.player = player;
  1436. sr.resid = which;
  1437. sr.val = gs->players.find(player)->second.resources[which] + val;
  1438. sendAndApply(&sr);
  1439. }
  1440. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1441. {
  1442. boost::function<void()> removeOrNot = 0;
  1443. if(remove)
  1444. removeOrNot = boost::bind(&CGameHandler::removeObject, this, obj->id);
  1445. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1446. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1447. COMPLAIN_RET_IF(creatures.stacksCount() > ARMY_SIZE, "Too many stacks to give!");
  1448. //first we move creatures to give to make them army of object-source
  1449. for (TSlots::const_iterator stack = creatures.Slots().begin(); stack != creatures.Slots().end(); stack++)
  1450. {
  1451. addToSlot(StackLocation(obj, obj->getSlotFor(stack->second->type)), stack->second->type, stack->second->count);
  1452. }
  1453. tryJoiningArmy(obj, h, remove, true);
  1454. }
  1455. void CGameHandler::takeCreatures(int objid, const std::vector<CStackBasicDescriptor> &creatures)
  1456. {
  1457. std::vector<CStackBasicDescriptor> cres = creatures;
  1458. if (cres.size() <= 0)
  1459. return;
  1460. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1461. BOOST_FOREACH(CStackBasicDescriptor &sbd, cres)
  1462. {
  1463. TQuantity collected = 0;
  1464. while(collected < sbd.count)
  1465. {
  1466. TSlots::const_iterator i = obj->Slots().begin();
  1467. for(; i != obj->Slots().end(); i++)
  1468. {
  1469. if(i->second->type == sbd.type)
  1470. {
  1471. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1472. changeStackCount(StackLocation(obj, i->first), take, false);
  1473. collected += take;
  1474. break;
  1475. }
  1476. }
  1477. if(i == obj->Slots().end()) //we went through the whole loop and haven't found appropriate cres
  1478. {
  1479. complain("Unexpected failure during taking creatures!");
  1480. return;
  1481. }
  1482. }
  1483. }
  1484. }
  1485. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1486. {
  1487. sendToAllClients(comp);
  1488. }
  1489. void CGameHandler::heroVisitCastle(int obj, int heroID)
  1490. {
  1491. HeroVisitCastle vc;
  1492. vc.hid = heroID;
  1493. vc.tid = obj;
  1494. vc.flags |= 1;
  1495. sendAndApply(&vc);
  1496. const CGHeroInstance *h = getHero(heroID);
  1497. vistiCastleObjects (getTown(obj), h);
  1498. giveSpells (getTown(obj), getHero(heroID));
  1499. if(gs->map->victoryCondition.condition == transportItem)
  1500. checkLossVictory(h->tempOwner); //transported artifact?
  1501. }
  1502. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  1503. {
  1504. std::vector<CGTownBuilding*>::const_iterator i;
  1505. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  1506. (*i)->onHeroVisit (h);
  1507. }
  1508. void CGameHandler::stopHeroVisitCastle(int obj, int heroID)
  1509. {
  1510. HeroVisitCastle vc;
  1511. vc.hid = heroID;
  1512. vc.tid = obj;
  1513. sendAndApply(&vc);
  1514. }
  1515. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1516. {
  1517. assert(al.getArt());
  1518. EraseArtifact ea;
  1519. ea.al = al;
  1520. sendAndApply(&ea);
  1521. }
  1522. 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
  1523. {
  1524. engageIntoBattle(army1->tempOwner);
  1525. engageIntoBattle(army2->tempOwner);
  1526. //block engaged players
  1527. if(army2->tempOwner < PLAYER_LIMIT)
  1528. states.setFlag(army2->tempOwner,&PlayerStatus::engagedIntoBattle,true);
  1529. static const CArmedInstance *armies[2];
  1530. armies[0] = army1;
  1531. armies[1] = army2;
  1532. static const CGHeroInstance*heroes[2];
  1533. heroes[0] = hero1;
  1534. heroes[1] = hero2;
  1535. boost::thread(boost::bind(&CGameHandler::startBattle, this, armies, tile, heroes, creatureBank, cb, town));
  1536. }
  1537. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb, bool creatureBank )
  1538. {
  1539. startBattleI(army1, army2, tile,
  1540. army1->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(army1) : NULL,
  1541. army2->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(army2) : NULL,
  1542. creatureBank, cb);
  1543. }
  1544. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb, bool creatureBank)
  1545. {
  1546. startBattleI(army1, army2, army2->visitablePos(), cb, creatureBank);
  1547. }
  1548. void CGameHandler::changeSpells( int hid, bool give, const std::set<ui32> &spells )
  1549. {
  1550. ChangeSpells cs;
  1551. cs.hid = hid;
  1552. cs.spells = spells;
  1553. cs.learn = give;
  1554. sendAndApply(&cs);
  1555. }
  1556. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  1557. {
  1558. SystemMessage sm;
  1559. sm.text = message;
  1560. boost::unique_lock<boost::mutex> lock(*c.wmx);
  1561. c << &sm;
  1562. }
  1563. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  1564. {
  1565. sendAndApply(bonus);
  1566. }
  1567. void CGameHandler::setMovePoints( SetMovePoints * smp )
  1568. {
  1569. sendAndApply(smp);
  1570. }
  1571. void CGameHandler::setManaPoints( int hid, int val )
  1572. {
  1573. SetMana sm;
  1574. sm.hid = hid;
  1575. sm.val = val;
  1576. sendAndApply(&sm);
  1577. }
  1578. void CGameHandler::giveHero( int id, int player )
  1579. {
  1580. GiveHero gh;
  1581. gh.id = id;
  1582. gh.player = player;
  1583. sendAndApply(&gh);
  1584. }
  1585. void CGameHandler::changeObjPos( int objid, int3 newPos, ui8 flags )
  1586. {
  1587. ChangeObjPos cop;
  1588. cop.objid = objid;
  1589. cop.nPos = newPos;
  1590. cop.flags = flags;
  1591. sendAndApply(&cop);
  1592. }
  1593. void CGameHandler::useScholarSkill(si32 fromHero, si32 toHero)
  1594. {
  1595. const CGHeroInstance * h1 = getHero(fromHero);
  1596. const CGHeroInstance * h2 = getHero(toHero);
  1597. if ( h1->getSecSkillLevel(CGHeroInstance::SCHOLAR) < h2->getSecSkillLevel(CGHeroInstance::SCHOLAR) )
  1598. {
  1599. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1600. std::swap(fromHero, toHero);
  1601. }
  1602. int ScholarLevel = h1->getSecSkillLevel(CGHeroInstance::SCHOLAR);//heroes can trade up to this level
  1603. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
  1604. return;//no scholar skill or no spellbook
  1605. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(CGHeroInstance::WISDOM)+2),
  1606. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(CGHeroInstance::WISDOM)+2);//heroes can receive this levels
  1607. ChangeSpells cs1;
  1608. cs1.learn = true;
  1609. cs1.hid = toHero;//giving spells to first hero
  1610. for(std::set<ui32>::const_iterator it=h1->spells.begin(); it!=h1->spells.end();it++)
  1611. if ( h2Lvl >= VLC->spellh->spells[*it]->level && !vstd::contains(h2->spells, *it))//hero can learn it and don't have it yet
  1612. cs1.spells.insert(*it);//spell to learn
  1613. ChangeSpells cs2;
  1614. cs2.learn = true;
  1615. cs2.hid = fromHero;
  1616. for(std::set<ui32>::const_iterator it=h2->spells.begin(); it!=h2->spells.end();it++)
  1617. if ( h1Lvl >= VLC->spellh->spells[*it]->level && !vstd::contains(h1->spells, *it))
  1618. cs2.spells.insert(*it);
  1619. if (cs1.spells.size() || cs2.spells.size())//create a message
  1620. {
  1621. InfoWindow iw;
  1622. iw.player = h1->tempOwner;
  1623. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  1624. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1625. iw.text.addReplacement(h1->name);
  1626. if (cs2.spells.size())//if found new spell - apply
  1627. {
  1628. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  1629. int size = cs2.spells.size();
  1630. for(std::set<ui32>::const_iterator it=cs2.spells.begin(); it!=cs2.spells.end();it++)
  1631. {
  1632. iw.components.push_back(Component(Component::SPELL, (*it), 1, 0));
  1633. iw.text.addTxt(MetaString::SPELL_NAME, (*it));
  1634. switch (size--)
  1635. {
  1636. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1637. case 1: break;
  1638. default: iw.text << ", ";
  1639. }
  1640. }
  1641. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  1642. iw.text.addReplacement(h2->name);
  1643. sendAndApply(&cs2);
  1644. }
  1645. if (cs1.spells.size() && cs2.spells.size() )
  1646. {
  1647. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  1648. }
  1649. if (cs1.spells.size())
  1650. {
  1651. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  1652. int size = cs1.spells.size();
  1653. for(std::set<ui32>::const_iterator it=cs1.spells.begin(); it!=cs1.spells.end();it++)
  1654. {
  1655. iw.components.push_back(Component(Component::SPELL, (*it), 1, 0));
  1656. iw.text.addTxt(MetaString::SPELL_NAME, (*it));
  1657. switch (size--)
  1658. {
  1659. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1660. case 1: break;
  1661. default: iw.text << ", ";
  1662. } }
  1663. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  1664. iw.text.addReplacement(h2->name);
  1665. sendAndApply(&cs1);
  1666. }
  1667. sendAndApply(&iw);
  1668. }
  1669. }
  1670. void CGameHandler::heroExchange(si32 hero1, si32 hero2)
  1671. {
  1672. ui8 player1 = getHero(hero1)->tempOwner;
  1673. ui8 player2 = getHero(hero2)->tempOwner;
  1674. if( gameState()->getPlayerRelations( player1, player2))
  1675. {
  1676. OpenWindow hex;
  1677. hex.window = OpenWindow::EXCHANGE_WINDOW;
  1678. hex.id1 = hero1;
  1679. hex.id2 = hero2;
  1680. sendAndApply(&hex);
  1681. useScholarSkill(hero1,hero2);
  1682. }
  1683. }
  1684. void CGameHandler::applyAndAsk( Query * sel, ui8 player, boost::function<void(ui32)> &callback )
  1685. {
  1686. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1687. sel->id = QID;
  1688. callbacks[QID] = callback;
  1689. states.addQuery(player,QID);
  1690. QID++;
  1691. sendAndApply(sel);
  1692. }
  1693. void CGameHandler::ask( Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback )
  1694. {
  1695. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1696. sel->id = QID;
  1697. callbacks[QID] = callback;
  1698. states.addQuery(player,QID);
  1699. sendToAllClients(sel);
  1700. QID++;
  1701. }
  1702. void CGameHandler::sendToAllClients( CPackForClient * info )
  1703. {
  1704. tlog5 << "Sending to all clients a package of type " << typeid(*info).name() << std::endl;
  1705. for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
  1706. {
  1707. boost::unique_lock<boost::mutex> lock(*(*i)->wmx);
  1708. **i << info;
  1709. }
  1710. }
  1711. void CGameHandler::sendAndApply( CPackForClient * info )
  1712. {
  1713. //TODO? mutex
  1714. sendToAllClients(info);
  1715. gs->apply(info);
  1716. }
  1717. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  1718. {
  1719. sendAndApply((CPackForClient*)info);
  1720. if(gs->map->victoryCondition.condition == gatherTroop)
  1721. winLoseHandle();
  1722. }
  1723. // void CGameHandler::sendAndApply( SetGarrisons * info )
  1724. // {
  1725. // sendAndApply((CPackForClient*)info);
  1726. // if(gs->map->victoryCondition.condition == gatherTroop)
  1727. // for(std::map<ui32,CCreatureSet>::const_iterator i = info->garrs.begin(); i != info->garrs.end(); i++)
  1728. // checkLossVictory(getObj(i->first)->tempOwner);
  1729. // }
  1730. void CGameHandler::sendAndApply( SetResource * info )
  1731. {
  1732. sendAndApply((CPackForClient*)info);
  1733. if(gs->map->victoryCondition.condition == gatherResource)
  1734. checkLossVictory(info->player);
  1735. }
  1736. void CGameHandler::sendAndApply( SetResources * info )
  1737. {
  1738. sendAndApply((CPackForClient*)info);
  1739. if(gs->map->victoryCondition.condition == gatherResource)
  1740. checkLossVictory(info->player);
  1741. }
  1742. void CGameHandler::sendAndApply( NewStructures * info )
  1743. {
  1744. sendAndApply((CPackForClient*)info);
  1745. if(gs->map->victoryCondition.condition == buildCity)
  1746. checkLossVictory(getTown(info->tid)->tempOwner);
  1747. }
  1748. void CGameHandler::save( const std::string &fname )
  1749. {
  1750. {
  1751. tlog0 << "Ordering clients to serialize...\n";
  1752. SaveGame sg(fname);
  1753. sendToAllClients(&sg);
  1754. }
  1755. {
  1756. tlog0 << "Serializing game info...\n";
  1757. CSaveFile save(GVCMIDirs.UserPath + "/Games/" + fname + ".vlgm1");
  1758. char hlp[8] = "VCMISVG";
  1759. save << hlp << static_cast<CMapHeader&>(*gs->map) << gs->scenarioOps << *VLC << gs;
  1760. }
  1761. {
  1762. tlog0 << "Serializing server info...\n";
  1763. CSaveFile save(GVCMIDirs.UserPath + "/Games/" + fname + ".vsgm1");
  1764. save << *this;
  1765. }
  1766. tlog0 << "Game has been successfully saved!\n";
  1767. }
  1768. void CGameHandler::close()
  1769. {
  1770. tlog0 << "We have been requested to close.\n";
  1771. if(gs->initialOpts->mode == StartInfo::DUEL)
  1772. {
  1773. exit(0);
  1774. }
  1775. //BOOST_FOREACH(CConnection *cc, conns)
  1776. // if(cc && cc->socket && cc->socket->is_open())
  1777. // cc->socket->close();
  1778. //exit(0);
  1779. }
  1780. bool CGameHandler::arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val, ui8 player )
  1781. {
  1782. const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id1].get()),
  1783. *s2 = static_cast<CArmedInstance*>(gs->map->objects[id2].get());
  1784. const CCreatureSet &S1 = *s1, &S2 = *s2;
  1785. StackLocation sl1(s1, p1), sl2(s2, p2);
  1786. if(!isAllowedExchange(id1,id2))
  1787. {
  1788. complain("Cannot exchange stacks between these two objects!\n");
  1789. return false;
  1790. }
  1791. if(what==1) //swap
  1792. {
  1793. if ( ((s1->tempOwner != player && s1->tempOwner != 254) && s1->getStackCount(p1)) //why 254??
  1794. || ((s2->tempOwner != player && s2->tempOwner != 254) && s2->getStackCount(p2)))
  1795. {
  1796. complain("Can't take troops from another player!");
  1797. return false;
  1798. }
  1799. swapStacks(sl1, sl2);
  1800. }
  1801. else if(what==2)//merge
  1802. {
  1803. if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1804. || (((s1->tempOwner != player && s1->tempOwner != 254) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1805. return false;
  1806. moveStack(sl1, sl2);
  1807. }
  1808. else if(what==3) //split
  1809. {
  1810. if ( (s1->tempOwner != player && s1->getStackCount(p1) < s1->getStackCount(p1) )
  1811. || (s2->tempOwner != player && s2->getStackCount(p2) < s2->getStackCount(p2) ) )
  1812. {
  1813. complain("Can't move troops of another player!");
  1814. return false;
  1815. }
  1816. //general conditions checking
  1817. if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  1818. || (val<1 && complain("no creatures to split")) )
  1819. {
  1820. return false;
  1821. }
  1822. if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1823. {
  1824. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1825. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  1826. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  1827. )
  1828. {
  1829. return false;
  1830. }
  1831. moveStack(sl1, sl2, val - s2->getStackCount(p2));
  1832. //S2.slots[p2]->count = val;
  1833. //S1.slots[p1]->count = total - val;
  1834. }
  1835. else //split one stack to the two
  1836. {
  1837. if(s1->getStackCount(p1) < val)//not enough creatures
  1838. {
  1839. complain("Cannot split that stack, not enough creatures!");
  1840. return false;
  1841. }
  1842. moveStack(sl1, sl2, val);
  1843. }
  1844. }
  1845. return true;
  1846. }
  1847. int CGameHandler::getPlayerAt( CConnection *c ) const
  1848. {
  1849. std::set<int> all;
  1850. for(std::map<int,CConnection*>::const_iterator i=connections.begin(); i!=connections.end(); i++)
  1851. if(i->second == c)
  1852. all.insert(i->first);
  1853. switch(all.size())
  1854. {
  1855. case 0:
  1856. return 255;
  1857. case 1:
  1858. return *all.begin();
  1859. default:
  1860. {
  1861. //if we have more than one player at this connection, try to pick active one
  1862. if(vstd::contains(all,int(gs->currentPlayer)))
  1863. return gs->currentPlayer;
  1864. else
  1865. return 253; //cannot say which player is it
  1866. }
  1867. }
  1868. }
  1869. bool CGameHandler::disbandCreature( si32 id, ui8 pos )
  1870. {
  1871. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id].get());
  1872. if(!vstd::contains(s1->stacks,pos))
  1873. {
  1874. complain("Illegal call to disbandCreature - no such stack in army!");
  1875. return false;
  1876. }
  1877. eraseStack(StackLocation(s1, pos));
  1878. return true;
  1879. }
  1880. bool CGameHandler::buildStructure( si32 tid, si32 bid, bool force /*=false*/ )
  1881. {
  1882. CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid].get());
  1883. CBuilding * b = VLC->buildh->buildings[t->subID][bid];
  1884. if( !force && gs->canBuildStructure(t,bid) != 7)
  1885. {
  1886. complain("Cannot build that building!");
  1887. return false;
  1888. }
  1889. if( !force && bid == 26) //grail
  1890. {
  1891. if(!t->visitingHero || !t->visitingHero->hasArt(2))
  1892. {
  1893. complain("Cannot build grail - hero doesn't have it");
  1894. return false;
  1895. }
  1896. //remove grail
  1897. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(2, false)));
  1898. }
  1899. NewStructures ns;
  1900. ns.tid = tid;
  1901. if ( (bid == 18) && (vstd::contains(t->builtBuildings,(t->town->hordeLvl[0]+37))) )
  1902. ns.bid.insert(19);//we have upgr. dwelling, upgr. horde will be builded as well
  1903. else if ( (bid == 24) && (vstd::contains(t->builtBuildings,(t->town->hordeLvl[1]+37))) )
  1904. ns.bid.insert(25);
  1905. else if(bid>36) //upg dwelling
  1906. {
  1907. if ( (bid-37 == t->town->hordeLvl[0]) && (vstd::contains(t->builtBuildings,18)) )
  1908. ns.bid.insert(19);//we have horde, will be upgraded as well as dwelling
  1909. if ( (bid-37 == t->town->hordeLvl[1]) && (vstd::contains(t->builtBuildings,24)) )
  1910. ns.bid.insert(25);
  1911. SetAvailableCreatures ssi;
  1912. ssi.tid = tid;
  1913. ssi.creatures = t->creatures;
  1914. ssi.creatures[bid-37].second.push_back(t->town->upgradedCreatures[bid-37]);
  1915. sendAndApply(&ssi);
  1916. }
  1917. else if(bid >= 30) //bas. dwelling
  1918. {
  1919. int crid = t->town->basicCreatures[bid-30];
  1920. SetAvailableCreatures ssi;
  1921. ssi.tid = tid;
  1922. ssi.creatures = t->creatures;
  1923. ssi.creatures[bid-30].first = VLC->creh->creatures[crid]->growth;
  1924. ssi.creatures[bid-30].second.push_back(crid);
  1925. sendAndApply(&ssi);
  1926. }
  1927. else if(bid == 11)
  1928. ns.bid.insert(27);
  1929. else if(bid == 12)
  1930. ns.bid.insert(28);
  1931. else if(bid == 13)
  1932. ns.bid.insert(29);
  1933. else if (t->subID == 4 && bid == 17) //veil of darkness
  1934. {
  1935. //handled via town->reacreateBonuses in apply
  1936. // GiveBonus gb(GiveBonus::TOWN);
  1937. // gb.bonus.type = Bonus::DARKNESS;
  1938. // gb.bonus.val = 20;
  1939. // gb.id = t->id;
  1940. // gb.bonus.duration = Bonus::PERMANENT;
  1941. // gb.bonus.source = Bonus::TOWN_STRUCTURE;
  1942. // gb.bonus.id = 17;
  1943. // sendAndApply(&gb);
  1944. }
  1945. else if ( t->subID == 5 && bid == 22 )
  1946. {
  1947. setPortalDwelling(t);
  1948. }
  1949. ns.bid.insert(bid);
  1950. ns.builded = force?t->builded:(t->builded+1);
  1951. sendAndApply(&ns);
  1952. //reveal ground for lookout tower
  1953. FoWChange fw;
  1954. fw.player = t->tempOwner;
  1955. fw.mode = 1;
  1956. getTilesInRange(fw.tiles,t->pos,t->getSightRadious(),t->tempOwner,1);
  1957. sendAndApply(&fw);
  1958. if (!force)
  1959. {
  1960. SetResources sr;
  1961. sr.player = t->tempOwner;
  1962. sr.res = gs->getPlayer(t->tempOwner)->resources - b->resources;
  1963. sendAndApply(&sr);
  1964. }
  1965. if(bid<5) //it's mage guild
  1966. {
  1967. if(t->visitingHero)
  1968. giveSpells(t,t->visitingHero);
  1969. if(t->garrisonHero)
  1970. giveSpells(t,t->garrisonHero);
  1971. }
  1972. if(t->visitingHero)
  1973. vistiCastleObjects (t, t->visitingHero);
  1974. if(t->garrisonHero)
  1975. vistiCastleObjects (t, t->garrisonHero);
  1976. checkLossVictory(t->tempOwner);
  1977. return true;
  1978. }
  1979. bool CGameHandler::razeStructure (si32 tid, si32 bid)
  1980. {
  1981. ///incomplete, simply erases target building
  1982. CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid].get());
  1983. if (t->builtBuildings.find(bid) == t->builtBuildings.end())
  1984. return false;
  1985. RazeStructures rs;
  1986. rs.tid = tid;
  1987. rs.bid.insert(bid);
  1988. rs.destroyed = t->destroyed + 1;
  1989. sendAndApply(&rs);
  1990. //TODO: Remove dwellers
  1991. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  1992. // {
  1993. // RemoveBonus rb(RemoveBonus::TOWN);
  1994. // rb.whoID = t->id;
  1995. // rb.source = Bonus::TOWN_STRUCTURE;
  1996. // rb.id = 17;
  1997. // sendAndApply(&rb);
  1998. // }
  1999. return true;
  2000. }
  2001. void CGameHandler::sendMessageToAll( const std::string &message )
  2002. {
  2003. SystemMessage sm;
  2004. sm.text = message;
  2005. sendToAllClients(&sm);
  2006. }
  2007. bool CGameHandler::recruitCreatures( si32 objid, ui32 crid, ui32 cram, si32 fromLvl )
  2008. {
  2009. const CGDwelling *dw = static_cast<CGDwelling*>(gs->map->objects[objid].get());
  2010. const CArmedInstance *dst = NULL;
  2011. const CCreature *c = VLC->creh->creatures[crid];
  2012. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2013. //TODO: test for owning
  2014. if(dw->ID == TOWNI_TYPE)
  2015. dst = (static_cast<const CGTownInstance *>(dw))->getUpperArmy();
  2016. else if(dw->ID == 17 || dw->ID == 20 || dw->ID == 78) //advmap dwelling
  2017. dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
  2018. else if(dw->ID == 106)
  2019. dst = dynamic_cast<const CGHeroInstance *>(getTile(dw->visitablePos())->visitableObjects.back());
  2020. assert(dw && dst);
  2021. //verify
  2022. bool found = false;
  2023. int level = 0;
  2024. typedef std::pair<const int,int> Parka;
  2025. for(; level < dw->creatures.size(); level++) //iterate through all levels
  2026. {
  2027. if ( (fromLvl != -1) && ( level !=fromLvl ) )
  2028. continue;
  2029. const std::pair<ui32, std::vector<ui32> > &cur = dw->creatures[level]; //current level info <amount, list of cr. ids>
  2030. int i = 0;
  2031. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2032. if(cur.second[i] == crid)
  2033. break;
  2034. if(i < cur.second.size())
  2035. {
  2036. found = true;
  2037. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2038. break;
  2039. }
  2040. }
  2041. int slot = dst->getSlotFor(crid);
  2042. if( (!found && complain("Cannot recruit: no such creatures!"))
  2043. || (cram > VLC->creh->creatures[crid]->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2044. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2045. || (slot<0 && !warMachine && complain("Cannot recruit: no available slot!")))
  2046. {
  2047. return false;
  2048. }
  2049. //recruit
  2050. SetResources sr;
  2051. sr.player = dst->tempOwner;
  2052. sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
  2053. SetAvailableCreatures sac;
  2054. sac.tid = objid;
  2055. sac.creatures = dw->creatures;
  2056. sac.creatures[level].first -= cram;
  2057. sendAndApply(&sr);
  2058. sendAndApply(&sac);
  2059. if(warMachine)
  2060. {
  2061. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2062. if(!h)
  2063. COMPLAIN_RET("Only hero can buy war machines");
  2064. switch(crid)
  2065. {
  2066. case 146:
  2067. giveHeroNewArtifact(h, VLC->arth->artifacts[4], Arts::MACH1);
  2068. break;
  2069. case 147:
  2070. giveHeroNewArtifact(h, VLC->arth->artifacts[6], Arts::MACH3);
  2071. break;
  2072. case 148:
  2073. giveHeroNewArtifact(h, VLC->arth->artifacts[5], Arts::MACH2);
  2074. break;
  2075. default:
  2076. complain("This war machine cannot be recruited!");
  2077. return false;
  2078. }
  2079. }
  2080. else
  2081. {
  2082. addToSlot(StackLocation(dst, slot), c, cram);
  2083. }
  2084. return true;
  2085. }
  2086. bool CGameHandler::upgradeCreature( ui32 objid, ui8 pos, ui32 upgID )
  2087. {
  2088. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->map->objects[objid].get());
  2089. assert(obj->hasStackAtSlot(pos));
  2090. UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
  2091. int player = obj->tempOwner;
  2092. const PlayerState *p = getPlayer(player);
  2093. int crQuantity = obj->stacks[pos]->count;
  2094. int newIDpos= vstd::findPos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2095. TResources totalCost = ui.cost[newIDpos] * crQuantity;
  2096. //check if upgrade is possible
  2097. if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
  2098. {
  2099. return false;
  2100. }
  2101. //check if player has enough resources
  2102. if(!p->resources.canAfford(totalCost))
  2103. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2104. //take resources
  2105. SetResources sr;
  2106. sr.player = player;
  2107. sr.res = p->resources - totalCost;
  2108. sendAndApply(&sr);
  2109. //upgrade creature
  2110. changeStackType(StackLocation(obj, pos), VLC->creh->creatures[upgID]);
  2111. return true;
  2112. }
  2113. bool CGameHandler::changeStackType(const StackLocation &sl, CCreature *c)
  2114. {
  2115. if(!sl.army->hasStackAtSlot(sl.slot))
  2116. COMPLAIN_RET("Cannot find a stack to change type");
  2117. SetStackType sst;
  2118. sst.sl = sl;
  2119. sst.type = c;
  2120. sendAndApply(&sst);
  2121. return true;
  2122. }
  2123. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2124. {
  2125. assert(src->canBeMergedWith(*dst, allowMerging));
  2126. while(src->stacksCount())//while there are unmoved creatures
  2127. {
  2128. TSlots::const_iterator i = src->Slots().begin(); //iterator to stack to move
  2129. StackLocation sl(src, i->first); //location of stack to move
  2130. TSlot pos = dst->getSlotFor(i->second->type);
  2131. if(pos < 0)
  2132. {
  2133. //try to merge two other stacks to make place
  2134. std::pair<TSlot, TSlot> toMerge;
  2135. if(dst->mergableStacks(toMerge, i->first) && allowMerging)
  2136. {
  2137. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2138. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2139. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2140. }
  2141. else
  2142. {
  2143. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2144. return;
  2145. }
  2146. }
  2147. else
  2148. {
  2149. moveStack(sl, StackLocation(dst, pos));
  2150. }
  2151. }
  2152. }
  2153. bool CGameHandler::garrisonSwap( si32 tid )
  2154. {
  2155. CGTownInstance *town = gs->getTown(tid);
  2156. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2157. {
  2158. if(!town->visitingHero->canBeMergedWith(*town))
  2159. {
  2160. complain("Cannot make garrison swap, not enough free slots!");
  2161. return false;
  2162. }
  2163. moveArmy(town, town->visitingHero, true);
  2164. SetHeroesInTown intown;
  2165. intown.tid = tid;
  2166. intown.visiting = -1;
  2167. intown.garrison = town->visitingHero->id;
  2168. sendAndApply(&intown);
  2169. return true;
  2170. }
  2171. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2172. {
  2173. //check if moving hero out of town will break 8 wandering heroes limit
  2174. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2175. {
  2176. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2177. return false;
  2178. }
  2179. SetHeroesInTown intown;
  2180. intown.tid = tid;
  2181. intown.garrison = -1;
  2182. intown.visiting = town->garrisonHero->id;
  2183. sendAndApply(&intown);
  2184. return true;
  2185. }
  2186. else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2187. {
  2188. SetHeroesInTown intown;
  2189. intown.tid = tid;
  2190. intown.garrison = town->visitingHero->id;
  2191. intown.visiting = town->garrisonHero->id;
  2192. sendAndApply(&intown);
  2193. return true;
  2194. }
  2195. else
  2196. {
  2197. complain("Cannot swap garrison hero!");
  2198. return false;
  2199. }
  2200. }
  2201. // With the amount of changes done to the function, it's more like transferArtifacts.
  2202. // 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.
  2203. bool CGameHandler::moveArtifact(si32 srcHeroID, si32 destHeroID, ui16 srcSlot, ui16 destSlot)
  2204. {
  2205. const CGHeroInstance *srcHero = getHero(srcHeroID);
  2206. const CGHeroInstance *destHero = getHero(destHeroID);
  2207. ArtifactLocation src(srcHero, srcSlot), dst(destHero, destSlot);
  2208. // Make sure exchange is even possible between the two heroes.
  2209. if(!isAllowedExchange(srcHeroID, destHeroID))
  2210. COMPLAIN_RET("That heroes cannot make any exchange!");
  2211. const CArtifactInstance *srcArtifact = src.getArt();
  2212. const CArtifactInstance *destArtifact = dst.getArt();
  2213. if (srcArtifact == NULL)
  2214. COMPLAIN_RET("No artifact to move!");
  2215. if (destArtifact && srcHero->tempOwner != destHero->tempOwner)
  2216. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2217. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2218. // Moving to the backpack is always allowed.
  2219. if ((!srcArtifact || destSlot < Arts::BACKPACK_START)
  2220. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2221. COMPLAIN_RET("Cannot move artifact!");
  2222. if ((srcArtifact && srcArtifact->artType->id == Arts::ID_LOCK) || (destArtifact && destArtifact->artType->id == Arts::ID_LOCK))
  2223. COMPLAIN_RET("Cannot move artifact locks.");
  2224. if (destSlot >= Arts::BACKPACK_START && srcArtifact->artType->isBig())
  2225. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2226. if (srcSlot == Arts::MACH4 || destSlot == Arts::MACH4)
  2227. COMPLAIN_RET("Cannot move catapult!");
  2228. if(dst.slot >= Arts::BACKPACK_START)
  2229. amin(dst.slot, Arts::BACKPACK_START + dst.hero->artifactsInBackpack.size());
  2230. if (src.slot == dst.slot && src.hero == dst.hero)
  2231. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2232. //moving art to backpack is always allowed (we've ruled out exceptions)
  2233. if(destSlot >= Arts::BACKPACK_START)
  2234. {
  2235. moveArtifact(src, dst);
  2236. }
  2237. else //moving art to another slot
  2238. {
  2239. if(destArtifact) //old artifact must be removed first
  2240. {
  2241. moveArtifact(dst, ArtifactLocation(destHero, destHero->artifactsInBackpack.size() + Arts::BACKPACK_START));
  2242. }
  2243. moveArtifact(src, dst);
  2244. }
  2245. return true;
  2246. }
  2247. /**
  2248. * Assembles or disassembles a combination artifact.
  2249. * @param heroID ID of hero holding the artifact(s).
  2250. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2251. * @param assemble True for assembly operation, false for disassembly.
  2252. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2253. * artifact to assemble to. Otherwise it's not used.
  2254. */
  2255. bool CGameHandler::assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assemble, ui32 assembleTo)
  2256. {
  2257. CGHeroInstance *hero = gs->getHero(heroID);
  2258. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2259. if(!destArtifact)
  2260. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2261. if(assemble)
  2262. {
  2263. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2264. if(!combinedArt->constituents)
  2265. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2266. if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2267. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2268. AssembledArtifact aa;
  2269. aa.al = ArtifactLocation(hero, artifactSlot);
  2270. aa.builtArt = combinedArt;
  2271. sendAndApply(&aa);
  2272. }
  2273. else
  2274. {
  2275. if(!destArtifact->artType->constituents)
  2276. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2277. DisassembledArtifact da;
  2278. da.al = ArtifactLocation(hero, artifactSlot);
  2279. sendAndApply(&da);
  2280. }
  2281. return false;
  2282. }
  2283. bool CGameHandler::buyArtifact( ui32 hid, si32 aid )
  2284. {
  2285. CGHeroInstance *hero = gs->getHero(hid);
  2286. CGTownInstance *town = hero->visitedTown;
  2287. if(aid==0) //spellbook
  2288. {
  2289. if((!vstd::contains(town->builtBuildings,si32(Buildings::MAGES_GUILD_1)) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2290. || (getResource(hero->getOwner(), Res::GOLD) < SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
  2291. || (hero->getArt(Arts::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2292. )
  2293. return false;
  2294. giveResource(hero->getOwner(),Res::GOLD,-SPELLBOOK_GOLD_COST);
  2295. giveHeroNewArtifact(hero, VLC->arth->artifacts[0], Arts::SPELLBOOK);
  2296. assert(hero->getArt(Arts::SPELLBOOK));
  2297. giveSpells(town,hero);
  2298. return true;
  2299. }
  2300. else if(aid < 7 && aid > 3) //war machine
  2301. {
  2302. int price = VLC->arth->artifacts[aid]->price;
  2303. if((hero->getArt(9+aid) && complain("Hero already has this machine!"))
  2304. || (!vstd::contains(town->builtBuildings,si32(Buildings::BLACKSMITH)) && complain("No blackismith!"))
  2305. || (gs->getPlayer(hero->getOwner())->resources[Res::GOLD] < price && complain("Not enough gold!")) //no gold
  2306. || ((!(town->subID == 6 && vstd::contains(town->builtBuildings,si32(Buildings::SPECIAL_3) ) )
  2307. && town->town->warMachine!= aid ) && complain("This machine is unavailable here!")))
  2308. {
  2309. return false;
  2310. }
  2311. giveResource(hero->getOwner(),Res::GOLD,-price);
  2312. giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], 9+aid);
  2313. return true;
  2314. }
  2315. return false;
  2316. }
  2317. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, int rid, int aid)
  2318. {
  2319. if(!vstd::contains(m->availableItemsIds(RESOURCE_ARTIFACT), aid))
  2320. COMPLAIN_RET("That artifact is unavailable!");
  2321. int b1, b2;
  2322. m->getOffer(rid, aid, b1, b2, RESOURCE_ARTIFACT);
  2323. if(getResource(h->tempOwner, rid) < b1)
  2324. COMPLAIN_RET("You can't afford to buy this artifact!");
  2325. SetResource sr;
  2326. sr.player = h->tempOwner;
  2327. sr.resid = rid;
  2328. sr.val = getResource(h->tempOwner, rid) - b1;
  2329. sendAndApply(&sr);
  2330. SetAvailableArtifacts saa;
  2331. if(m->o->ID == TOWNI_TYPE)
  2332. {
  2333. saa.id = -1;
  2334. saa.arts = CGTownInstance::merchantArtifacts;
  2335. }
  2336. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2337. {
  2338. saa.id = bm->id;
  2339. saa.arts = bm->artifacts;
  2340. }
  2341. else
  2342. COMPLAIN_RET("Wrong marktet...");
  2343. bool found = false;
  2344. BOOST_FOREACH(const CArtifact *&art, saa.arts)
  2345. {
  2346. if(art && art->id == aid)
  2347. {
  2348. art = NULL;
  2349. found = true;
  2350. break;
  2351. }
  2352. }
  2353. if(!found)
  2354. COMPLAIN_RET("Cannot find selected artifact on the list");
  2355. sendAndApply(&saa);
  2356. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], -2);
  2357. return true;
  2358. }
  2359. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, int aid, int rid)
  2360. {
  2361. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2362. if(!art)
  2363. COMPLAIN_RET("There is no artifact to sell!");
  2364. if(art->artType->id < 7)
  2365. COMPLAIN_RET("Cannot sell a war machine or spellbook!");
  2366. int resVal = 0, dump = 1;
  2367. m->getOffer(art->artType->id, rid, dump, resVal, ARTIFACT_RESOURCE);
  2368. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2369. giveResource(h->tempOwner, rid, resVal);
  2370. return true;
  2371. }
  2372. bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, int skill)
  2373. {
  2374. if (!h)
  2375. COMPLAIN_RET("You need hero to buy a skill!");
  2376. if (h->getSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(skill)))
  2377. COMPLAIN_RET("Hero already know this skill");
  2378. if (h->secSkills.size() >= SKILL_PER_HERO)//can't learn more skills
  2379. COMPLAIN_RET("Hero can't learn any more skills");
  2380. if (h->type->heroClass->proSec[skill]==0)//can't learn this skill (like necromancy for most of non-necros)
  2381. COMPLAIN_RET("The hero can't learn this skill!");
  2382. if(!vstd::contains(m->availableItemsIds(RESOURCE_SKILL), skill))
  2383. COMPLAIN_RET("That skill is unavailable!");
  2384. if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
  2385. COMPLAIN_RET("You can't afford to buy this skill");
  2386. SetResource sr;
  2387. sr.player = h->tempOwner;
  2388. sr.resid = Res::GOLD;
  2389. sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
  2390. sendAndApply(&sr);
  2391. changeSecSkill(h->id, skill, 1, true);
  2392. return true;
  2393. }
  2394. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, ui8 player, ui32 id1, ui32 id2)
  2395. {
  2396. int r1 = gs->getPlayer(player)->resources[id1],
  2397. r2 = gs->getPlayer(player)->resources[id2];
  2398. amin(val, r1); //can't trade more resources than have
  2399. int b1, b2; //base quantities for trade
  2400. market->getOffer(id1, id2, b1, b2, RESOURCE_RESOURCE);
  2401. int units = val / b1; //how many base quantities we trade
  2402. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2403. {
  2404. //TODO: complain?
  2405. assert(0);
  2406. }
  2407. SetResource sr;
  2408. sr.player = player;
  2409. sr.resid = id1;
  2410. sr.val = r1 - b1 * units;
  2411. sendAndApply(&sr);
  2412. sr.resid = id2;
  2413. sr.val = r2 + b2 * units;
  2414. sendAndApply(&sr);
  2415. return true;
  2416. }
  2417. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, ui32 slot, ui32 resourceID)
  2418. {
  2419. if(!vstd::contains(hero->Slots(), slot))
  2420. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2421. const CStackInstance &s = hero->getStack(slot);
  2422. if( s.count < count //can't sell more creatures than have
  2423. || (hero->Slots().size() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2424. {
  2425. COMPLAIN_RET("Not enough creatures in army!");
  2426. }
  2427. int b1, b2; //base quantities for trade
  2428. market->getOffer(s.type->idNumber, resourceID, b1, b2, CREATURE_RESOURCE);
  2429. int units = count / b1; //how many base quantities we trade
  2430. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2431. {
  2432. //TODO: complain?
  2433. assert(0);
  2434. }
  2435. changeStackCount(StackLocation(hero, slot), -count);
  2436. SetResource sr;
  2437. sr.player = hero->tempOwner;
  2438. sr.resid = resourceID;
  2439. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  2440. sendAndApply(&sr);
  2441. return true;
  2442. }
  2443. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, ui32 slot)
  2444. {
  2445. const CArmedInstance *army = NULL;
  2446. if (hero)
  2447. army = hero;
  2448. else
  2449. army = dynamic_cast<const CGTownInstance *>(market->o);
  2450. if (!army)
  2451. COMPLAIN_RET("Incorrect call to transform in undead!");
  2452. if(!army->hasStackAtSlot(slot))
  2453. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2454. const CStackInstance &s = army->getStack(slot);
  2455. int resCreature;//resulting creature - bone dragons or skeletons
  2456. if (s.hasBonusOfType(Bonus::DRAGON_NATURE))
  2457. resCreature = 68;
  2458. else
  2459. resCreature = 56;
  2460. changeStackType(StackLocation(army, slot), VLC->creh->creatures[resCreature]);
  2461. return true;
  2462. }
  2463. bool CGameHandler::sendResources(ui32 val, ui8 player, ui32 r1, ui32 r2)
  2464. {
  2465. const PlayerState *p2 = gs->getPlayer(r2, false);
  2466. if(!p2 || p2->status != PlayerState::INGAME)
  2467. {
  2468. complain("Dest player must be in game!");
  2469. return false;
  2470. }
  2471. si32 curRes1 = gs->getPlayer(player)->resources[r1], curRes2 = gs->getPlayer(r2)->resources[r1];
  2472. val = std::min(si32(val),curRes1);
  2473. SetResource sr;
  2474. sr.player = player;
  2475. sr.resid = r1;
  2476. sr.val = curRes1 - val;
  2477. sendAndApply(&sr);
  2478. sr.player = r2;
  2479. sr.val = curRes2 + val;
  2480. sendAndApply(&sr);
  2481. return true;
  2482. }
  2483. bool CGameHandler::setFormation( si32 hid, ui8 formation )
  2484. {
  2485. gs->getHero(hid)-> formation = formation;
  2486. return true;
  2487. }
  2488. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, ui8 player)
  2489. {
  2490. const PlayerState *p = gs->getPlayer(player);
  2491. const CGTownInstance *t = gs->getTown(obj->id);
  2492. //common preconditions
  2493. if( (p->resources[Res::GOLD]<2500 && complain("Not enough gold for buying hero!"))
  2494. || (getHeroCount(player, false) >= 8 && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  2495. return false;
  2496. if(t) //tavern in town
  2497. {
  2498. if( (!vstd::contains(t->builtBuildings,Buildings::TAVERN) && complain("No tavern!"))
  2499. || (t->visitingHero && complain("There is visiting hero - no place!")))
  2500. return false;
  2501. }
  2502. else if(obj->ID == 95) //Tavern on adv map
  2503. {
  2504. if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  2505. return false;
  2506. }
  2507. const CGHeroInstance *nh = p->availableHeroes[hid];
  2508. assert(nh);
  2509. HeroRecruited hr;
  2510. hr.tid = obj->id;
  2511. hr.hid = nh->subID;
  2512. hr.player = player;
  2513. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  2514. sendAndApply(&hr);
  2515. bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  2516. const CGHeroInstance *theOtherHero = p->availableHeroes[!hid];
  2517. const CGHeroInstance *newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, theOtherHero->type->heroClass);
  2518. SetAvailableHeroes sah;
  2519. sah.player = player;
  2520. if(newHero)
  2521. {
  2522. sah.hid[hid] = newHero->subID;
  2523. sah.army[hid].clear();
  2524. sah.army[hid].setCreature(0, VLC->creh->nameToID[newHero->type->refTypeStack[0]],1);
  2525. }
  2526. else
  2527. sah.hid[hid] = -1;
  2528. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  2529. sendAndApply(&sah);
  2530. SetResource sr;
  2531. sr.player = player;
  2532. sr.resid = Res::GOLD;
  2533. sr.val = p->resources[Res::GOLD] - 2500;
  2534. sendAndApply(&sr);
  2535. if(t)
  2536. {
  2537. vistiCastleObjects (t, nh);
  2538. giveSpells (t,nh);
  2539. }
  2540. return true;
  2541. }
  2542. bool CGameHandler::queryReply( ui32 qid, ui32 answer )
  2543. {
  2544. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2545. if(vstd::contains(callbacks,qid))
  2546. {
  2547. CFunctionList<void(ui32)> callb = callbacks[qid];
  2548. callbacks.erase(qid);
  2549. if(callb)
  2550. callb(answer);
  2551. }
  2552. else if(vstd::contains(garrisonCallbacks,qid))
  2553. {
  2554. if(garrisonCallbacks[qid])
  2555. garrisonCallbacks[qid]();
  2556. garrisonCallbacks.erase(qid);
  2557. allowedExchanges.erase(qid);
  2558. }
  2559. else
  2560. {
  2561. tlog1 << "Unknown query reply...\n";
  2562. return false;
  2563. }
  2564. return true;
  2565. }
  2566. static EndAction end_action;
  2567. bool CGameHandler::makeBattleAction( BattleAction &ba )
  2568. {
  2569. tlog1 << "\tMaking action of type " << ba.actionType << std::endl;
  2570. bool ok = true;
  2571. switch(ba.actionType)
  2572. {
  2573. case BattleAction::END_TACTIC_PHASE: //wait
  2574. {
  2575. StartAction start_action(ba);
  2576. sendAndApply(&start_action);
  2577. sendAndApply(&end_action);
  2578. break;
  2579. }
  2580. case BattleAction::WALK: //walk
  2581. {
  2582. StartAction start_action(ba);
  2583. sendAndApply(&start_action); //start movement
  2584. moveStack(ba.stackNumber,ba.destinationTile); //move
  2585. sendAndApply(&end_action);
  2586. break;
  2587. }
  2588. case BattleAction::DEFEND: //defend
  2589. {
  2590. //defensive stance //TODO: remove this bonus when stack becomes active
  2591. SetStackEffect sse;
  2592. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
  2593. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->stacks[ba.stackNumber]->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  2594. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  2595. sse.stacks.push_back(ba.stackNumber);
  2596. sendAndApply(&sse);
  2597. //don't break - we share code with next case
  2598. }
  2599. case BattleAction::WAIT: //wait
  2600. {
  2601. StartAction start_action(ba);
  2602. sendAndApply(&start_action);
  2603. sendAndApply(&end_action);
  2604. break;
  2605. }
  2606. case BattleAction::RETREAT: //retreat/flee
  2607. {
  2608. if(!gs->curB->battleCanFlee(gs->curB->sides[ba.side]))
  2609. complain("Cannot retreat!");
  2610. else
  2611. setBattleResult(1, !ba.side); //surrendering side loses
  2612. break;
  2613. }
  2614. case BattleAction::SURRENDER:
  2615. {
  2616. int player = gs->curB->sides[ba.side];
  2617. int cost = gs->curB->getSurrenderingCost(player);
  2618. if(cost < 0)
  2619. complain("Cannot surrender!");
  2620. else if(getResource(player, Res::GOLD) < cost)
  2621. complain("Not enough gold to surrender!");
  2622. else
  2623. {
  2624. giveResource(player, Res::GOLD, -cost);
  2625. setBattleResult(2, !ba.side); //surrendering side loses
  2626. }
  2627. break;
  2628. }
  2629. break;
  2630. case BattleAction::WALK_AND_ATTACK: //walk or attack
  2631. {
  2632. StartAction start_action(ba);
  2633. sendAndApply(&start_action); //start movement and attack
  2634. int startingPos = gs->curB->getStack(ba.stackNumber)->position;
  2635. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  2636. CStack *curStack = gs->curB->getStack(ba.stackNumber),
  2637. *stackAtEnd = gs->curB->getStackT(ba.additionalInfo);
  2638. if(curStack->position != ba.destinationTile //we wasn't able to reach destination tile
  2639. && !(curStack->doubleWide()
  2640. && ( curStack->position == ba.destinationTile + (curStack->attackerOwned ? +1 : -1 ) )
  2641. ) //nor occupy specified hex
  2642. )
  2643. {
  2644. std::string problem = "We cannot move this stack to its destination " + curStack->getCreature()->namePl;
  2645. tlog3 << problem << std::endl;
  2646. complain(problem);
  2647. ok = false;
  2648. sendAndApply(&end_action);
  2649. break;
  2650. }
  2651. if(stackAtEnd && curStack->ID == stackAtEnd->ID) //we should just move, it will be handled by following check
  2652. {
  2653. stackAtEnd = NULL;
  2654. }
  2655. if(!stackAtEnd)
  2656. {
  2657. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  2658. ok = false;
  2659. sendAndApply(&end_action);
  2660. break;
  2661. }
  2662. if( !CStack::isMeleeAttackPossible(curStack, stackAtEnd) )
  2663. {
  2664. complain("Attack cannot be performed!");
  2665. sendAndApply(&end_action);
  2666. ok = false;
  2667. break;
  2668. }
  2669. //attack
  2670. BattleAttack bat;
  2671. prepareAttack(bat, curStack, stackAtEnd, distance, ba.additionalInfo);
  2672. handleAttackBeforeCasting(bat); //only before first attack
  2673. sendAndApply(&bat);
  2674. handleAfterAttackCasting(bat);
  2675. //counterattack
  2676. if(!curStack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  2677. && stackAtEnd->alive()
  2678. && ( stackAtEnd->counterAttacks > 0 || stackAtEnd->hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS) )
  2679. && !stackAtEnd->hasBonusOfType(Bonus::SIEGE_WEAPON)
  2680. && !stackAtEnd->hasBonusOfType(Bonus::HYPNOTIZED))
  2681. {
  2682. prepareAttack(bat, stackAtEnd, curStack, 0, curStack->position);
  2683. bat.flags |= BattleAttack::COUNTER;
  2684. sendAndApply(&bat);
  2685. handleAfterAttackCasting(bat);
  2686. }
  2687. //second attack
  2688. if(curStack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0
  2689. && !curStack->hasBonusOfType(Bonus::SHOOTER)
  2690. && curStack->alive()
  2691. && stackAtEnd->alive() )
  2692. {
  2693. bat.flags = 0;
  2694. prepareAttack(bat, curStack, stackAtEnd, 0, ba.additionalInfo);
  2695. sendAndApply(&bat);
  2696. handleAfterAttackCasting(bat);
  2697. }
  2698. //return
  2699. if(curStack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != curStack->position && curStack->alive())
  2700. {
  2701. moveStack(ba.stackNumber, startingPos);
  2702. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  2703. }
  2704. sendAndApply(&end_action);
  2705. break;
  2706. }
  2707. case BattleAction::SHOOT: //shoot
  2708. {
  2709. CStack *curStack = gs->curB->getStack(ba.stackNumber),
  2710. *destStack= gs->curB->getStackT(ba.destinationTile);
  2711. if( !gs->curB->battleCanShoot(curStack, ba.destinationTile) )
  2712. break;
  2713. StartAction start_action(ba);
  2714. sendAndApply(&start_action); //start shooting
  2715. BattleAttack bat;
  2716. bat.flags |= BattleAttack::SHOT;
  2717. prepareAttack(bat, curStack, destStack, 0, ba.destinationTile);
  2718. handleAttackBeforeCasting(bat);
  2719. sendAndApply(&bat);
  2720. handleAfterAttackCasting(bat);
  2721. //ballista & artillery handling
  2722. if(destStack->alive() && curStack->getCreature()->idNumber == 146)
  2723. {
  2724. BattleAttack bat2;
  2725. bat2.flags |= BattleAttack::SHOT;
  2726. prepareAttack(bat2, curStack, destStack, 0, ba.destinationTile);
  2727. sendAndApply(&bat2);
  2728. }
  2729. //TODO: allow more than one additional attack
  2730. if(curStack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0 //if unit shots twice let's make another shot
  2731. && curStack->alive()
  2732. && destStack->alive()
  2733. && curStack->shots
  2734. )
  2735. {
  2736. prepareAttack(bat, curStack, destStack, 0, ba.destinationTile);
  2737. sendAndApply(&bat);
  2738. handleAfterAttackCasting(bat);
  2739. }
  2740. sendAndApply(&end_action);
  2741. break;
  2742. }
  2743. case BattleAction::CATAPULT: //catapult
  2744. {
  2745. StartAction start_action(ba);
  2746. sendAndApply(&start_action);
  2747. const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
  2748. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(CGHeroInstance::BALLISTICS)];
  2749. int attackedPart = gs->curB->hexToWallPart(ba.destinationTile);
  2750. if(attackedPart == -1)
  2751. {
  2752. complain("catapult tried to attack non-catapultable hex!");
  2753. break;
  2754. }
  2755. int wallInitHP = gs->curB->si.wallState[attackedPart];
  2756. int dmgAlreadyDealt = 0; //in successive iterations damage is dealt but not yet substracted from wall's HPs
  2757. for(int g=0; g<sbi.shots; ++g)
  2758. {
  2759. if(wallInitHP + dmgAlreadyDealt == 3) //it's not destroyed
  2760. continue;
  2761. CatapultAttack ca; //package for clients
  2762. std::pair< std::pair< ui8, si16 >, ui8> attack; //<< attackedPart , destination tile >, damageDealt >
  2763. attack.first.first = attackedPart;
  2764. attack.first.second = ba.destinationTile;
  2765. attack.second = 0;
  2766. int chanceForHit = 0;
  2767. int dmgChance[3] = {sbi.noDmg, sbi.oneDmg, sbi.twoDmg}; //dmgChance[i] - chance for doing i dmg when hit is successful
  2768. switch(attackedPart)
  2769. {
  2770. case 0: //keep
  2771. chanceForHit = sbi.keep;
  2772. break;
  2773. case 1: //bottom tower
  2774. case 6: //upper tower
  2775. chanceForHit = sbi.tower;
  2776. break;
  2777. case 2: //bottom wall
  2778. case 3: //below gate
  2779. case 4: //over gate
  2780. case 5: //upper wall
  2781. chanceForHit = sbi.wall;
  2782. break;
  2783. case 7: //gate
  2784. chanceForHit = sbi.gate;
  2785. break;
  2786. }
  2787. if(rand()%100 <= chanceForHit) //hit is successful
  2788. {
  2789. int dmgRand = rand()%100;
  2790. //accumulating dmgChance
  2791. dmgChance[1] += dmgChance[0];
  2792. dmgChance[2] += dmgChance[1];
  2793. //calculating dealt damage
  2794. for(int v = 0; v < ARRAY_COUNT(dmgChance); ++v)
  2795. {
  2796. if(dmgRand <= dmgChance[v])
  2797. {
  2798. attack.second = std::min(3 - dmgAlreadyDealt - wallInitHP, v);
  2799. dmgAlreadyDealt += attack.second;
  2800. break;
  2801. }
  2802. }
  2803. //removing creatures in turrets / keep if one is destroyed
  2804. if(attack.second > 0 && (attackedPart == 0 || attackedPart == 1 || attackedPart == 6))
  2805. {
  2806. int posRemove = -1;
  2807. switch(attackedPart)
  2808. {
  2809. case 0: //keep
  2810. posRemove = -2;
  2811. break;
  2812. case 1: //bottom tower
  2813. posRemove = -3;
  2814. break;
  2815. case 6: //upper tower
  2816. posRemove = -4;
  2817. break;
  2818. }
  2819. BattleStacksRemoved bsr;
  2820. for(int g=0; g<gs->curB->stacks.size(); ++g)
  2821. {
  2822. if(gs->curB->stacks[g]->position == posRemove)
  2823. {
  2824. bsr.stackIDs.insert( gs->curB->stacks[g]->ID );
  2825. break;
  2826. }
  2827. }
  2828. sendAndApply(&bsr);
  2829. }
  2830. }
  2831. ca.attacker = ba.stackNumber;
  2832. ca.attackedParts.insert(attack);
  2833. sendAndApply(&ca);
  2834. }
  2835. sendAndApply(&end_action);
  2836. break;
  2837. }
  2838. case BattleAction::STACK_HEAL: //healing with First Aid Tent
  2839. {
  2840. StartAction start_action(ba);
  2841. sendAndApply(&start_action);
  2842. const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
  2843. CStack *healer = gs->curB->getStack(ba.stackNumber),
  2844. *destStack = gs->curB->getStackT(ba.destinationTile);
  2845. if(healer == NULL || destStack == NULL || !healer->hasBonusOfType(Bonus::HEALER))
  2846. {
  2847. complain("There is either no healer, no destination, or healer cannot heal :P");
  2848. }
  2849. int maxHealable = destStack->MaxHealth() - destStack->firstHPleft;
  2850. int maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 27));
  2851. int healed = std::min(maxHealable, maxiumHeal);
  2852. if(healed == 0)
  2853. {
  2854. //nothing to heal.. should we complain?
  2855. }
  2856. else
  2857. {
  2858. StacksHealedOrResurrected shr;
  2859. shr.lifeDrain = (ui8)false;
  2860. shr.tentHealing = (ui8)true;
  2861. shr.drainedFrom = ba.stackNumber;
  2862. StacksHealedOrResurrected::HealInfo hi;
  2863. hi.healedHP = healed;
  2864. hi.lowLevelResurrection = 0;
  2865. hi.stackID = destStack->ID;
  2866. shr.healedStacks.push_back(hi);
  2867. sendAndApply(&shr);
  2868. }
  2869. sendAndApply(&end_action);
  2870. break;
  2871. }
  2872. }
  2873. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  2874. battleMadeAction.setn(true);
  2875. return ok;
  2876. }
  2877. void CGameHandler::playerMessage( ui8 player, const std::string &message )
  2878. {
  2879. bool cheated=true;
  2880. PlayerMessage temp_message(player,message);
  2881. sendAndApply(&temp_message);
  2882. if(message == "vcmiistari") //give all spells and 999 mana
  2883. {
  2884. SetMana sm;
  2885. ChangeSpells cs;
  2886. CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
  2887. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  2888. sm.hid = cs.hid = h->id;
  2889. //give all spells
  2890. cs.learn = 1;
  2891. for(int i=0;i<VLC->spellh->spells.size();i++)
  2892. {
  2893. if(!VLC->spellh->spells[i]->creatureAbility)
  2894. cs.spells.insert(i);
  2895. }
  2896. //give mana
  2897. sm.val = 999;
  2898. if(!h->hasSpellbook()) //hero doesn't have spellbook
  2899. giveHeroNewArtifact(h, VLC->arth->artifacts[0], Arts::SPELLBOOK); //give spellbook
  2900. sendAndApply(&cs);
  2901. sendAndApply(&sm);
  2902. }
  2903. else if(message == "vcmiainur") //gives 5 archangels into each slot
  2904. {
  2905. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  2906. const CCreature *archangel = VLC->creh->creatures[13];
  2907. if(!hero) return;
  2908. for(int i = 0; i < ARMY_SIZE; i++)
  2909. if(!hero->hasStackAtSlot(i))
  2910. insertNewStack(StackLocation(hero, i), archangel, 5);
  2911. }
  2912. else if(message == "vcmiangband") //gives 10 black knight into each slot
  2913. {
  2914. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  2915. const CCreature *blackKnight = VLC->creh->creatures[66];
  2916. if(!hero) return;
  2917. for(int i = 0; i < ARMY_SIZE; i++)
  2918. if(!hero->hasStackAtSlot(i))
  2919. insertNewStack(StackLocation(hero, i), blackKnight, 10);
  2920. }
  2921. else if(message == "vcminoldor") //all war machines
  2922. {
  2923. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  2924. if(!hero) return;
  2925. if(!hero->getArt(Arts::MACH1))
  2926. giveHeroNewArtifact(hero, VLC->arth->artifacts[4], Arts::MACH1);
  2927. if(!hero->getArt(Arts::MACH2))
  2928. giveHeroNewArtifact(hero, VLC->arth->artifacts[5], Arts::MACH2);
  2929. if(!hero->getArt(Arts::MACH3))
  2930. giveHeroNewArtifact(hero, VLC->arth->artifacts[6], Arts::MACH3);
  2931. }
  2932. else if(message == "vcminahar") //1000000 movement points
  2933. {
  2934. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  2935. if(!hero) return;
  2936. SetMovePoints smp;
  2937. smp.hid = hero->id;
  2938. smp.val = 1000000;
  2939. sendAndApply(&smp);
  2940. }
  2941. else if(message == "vcmiformenos") //give resources
  2942. {
  2943. SetResources sr;
  2944. sr.player = player;
  2945. sr.res = gs->getPlayer(player)->resources;
  2946. for(int i=0;i<7;i++)
  2947. sr.res[i] += 100;
  2948. sr.res[6] += 19900;
  2949. sendAndApply(&sr);
  2950. }
  2951. else if(message == "vcmieagles") //reveal FoW
  2952. {
  2953. FoWChange fc;
  2954. fc.mode = 1;
  2955. fc.player = player;
  2956. int3 * hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel + 1)];
  2957. int lastUnc = 0;
  2958. for(int i=0;i<gs->map->width;i++)
  2959. for(int j=0;j<gs->map->height;j++)
  2960. for(int k=0;k<gs->map->twoLevel+1;k++)
  2961. if(!gs->getPlayerTeam(fc.player)->fogOfWarMap[i][j][k])
  2962. hlp_tab[lastUnc++] = int3(i,j,k);
  2963. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  2964. delete [] hlp_tab;
  2965. sendAndApply(&fc);
  2966. }
  2967. else if(message == "vcmiglorfindel") //selected hero gains a new level
  2968. {
  2969. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  2970. changePrimSkill(hero->id,4,VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  2971. }
  2972. else if(message == "vcmisilmaril") //player wins
  2973. {
  2974. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  2975. checkLossVictory(player);
  2976. }
  2977. else if(message == "vcmimelkor") //player looses
  2978. {
  2979. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  2980. checkLossVictory(player);
  2981. }
  2982. else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
  2983. {
  2984. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  2985. if(!hero) return;
  2986. for (int g=7; g<=140; ++g)
  2987. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], -1);
  2988. }
  2989. else
  2990. cheated = false;
  2991. if(cheated)
  2992. {
  2993. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  2994. sendAndApply(&temp_message);
  2995. }
  2996. }
  2997. 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)
  2998. {
  2999. const CSpell *spell = VLC->spellh->spells[spellID];
  3000. BattleSpellCast sc;
  3001. sc.side = casterSide;
  3002. sc.id = spellID;
  3003. sc.skill = spellLvl;
  3004. sc.tile = destination;
  3005. sc.dmgToDisplay = 0;
  3006. sc.castedByHero = (bool)caster;
  3007. sc.attackerType = (stack ? stack->type->idNumber : -1);
  3008. //calculating affected creatures for all spells
  3009. std::set<CStack*> attackedCres = gs->curB->getAttackedCreatures(spell, spellLvl, casterColor, destination);
  3010. for(std::set<CStack*>::const_iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3011. {
  3012. sc.affectedCres.insert((*it)->ID);
  3013. }
  3014. //checking if creatures resist
  3015. sc.resisted = gs->curB->calculateResistedStacks(spell, caster, secHero, attackedCres, casterColor, mode);
  3016. //calculating dmg to display
  3017. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3018. {
  3019. if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
  3020. continue;
  3021. sc.dmgToDisplay += gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower);
  3022. }
  3023. if (spellID == 79 || spellID == 81) // Death stare or Acid Breath
  3024. {
  3025. sc.dmgToDisplay = usedSpellPower;
  3026. if (spellID == 79)
  3027. amin(sc.dmgToDisplay, (*attackedCres.begin())->count); //stack is already reduced after attack
  3028. }
  3029. //applying effects
  3030. switch(spellID)
  3031. {
  3032. case 15: //magic arrow
  3033. case 16: //ice bolt
  3034. case 17: //lightning bolt
  3035. case 18: //implosion
  3036. case 20: //frost ring
  3037. case 21: //fireball
  3038. case 22: //inferno
  3039. case 23: //meteor shower
  3040. case 24: //death ripple
  3041. case 25: //destroy undead
  3042. case 26: //armageddon
  3043. case 57: //Titan's Lightning bolt
  3044. case 77: //Thunderbolt (thunderbirds)
  3045. {
  3046. int spellDamage = 0;
  3047. if (stack && mode != SpellCasting::MAGIC_MIRROR)
  3048. {
  3049. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID);
  3050. if (unitSpellPower)
  3051. sc.dmgToDisplay = spellDamage = stack->count * unitSpellPower; //TODO: handle immunities
  3052. else //Faerie Dragon
  3053. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3054. }
  3055. StacksInjured si;
  3056. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3057. {
  3058. if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
  3059. continue;
  3060. BattleStackAttacked bsa;
  3061. if (destination > -1 && (*it)->coversPos(destination) || spell->range[spellLvl] == "X") //display effect only upon primary target of area spell
  3062. {
  3063. bsa.flags |= BattleStackAttacked::EFFECT;
  3064. bsa.effect = spell->mainEffectAnim;
  3065. }
  3066. if (spellDamage)
  3067. bsa.damageAmount = spellDamage;
  3068. else
  3069. bsa.damageAmount = gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower);
  3070. bsa.stackAttacked = (*it)->ID;
  3071. bsa.attackerID = -1;
  3072. (*it)->prepareAttacked(bsa);
  3073. si.stacks.push_back(bsa);
  3074. }
  3075. if(!si.stacks.empty())
  3076. sendAndApply(&si);
  3077. break;
  3078. }
  3079. // permanent effects
  3080. case 27: //shield
  3081. case 28: //air shield
  3082. case 29: //fire shield
  3083. case 30: //protection from air
  3084. case 31: //protection from fire
  3085. case 32: //protection from water
  3086. case 33: //protection from earth
  3087. case 34: //anti-magic
  3088. case 36: //magic mirror
  3089. case 41: //bless
  3090. case 42: //curse
  3091. case 43: //bloodlust
  3092. case 44: //precision
  3093. case 45: //weakness
  3094. case 46: //stone skin
  3095. case 47: //disrupting ray
  3096. case 48: //prayer
  3097. case 49: //mirth
  3098. case 50: //sorrow
  3099. case 51: //fortune
  3100. case 52: //misfortune
  3101. case 53: //haste
  3102. case 54: //slow
  3103. case 55: //slayer
  3104. case 56: //frenzy
  3105. case 58: //counterstrike
  3106. case 59: //berserk
  3107. case 60: //hypnotize
  3108. case 61: //forgetfulness
  3109. case 62: //blind
  3110. case 70: //Stone Gaze
  3111. case 71: //Poison
  3112. case 72: //Bind
  3113. case 73: //Disease
  3114. case 74: //Paralyze
  3115. case 75: //Aging
  3116. case 80: //Acid Breath defense reduction
  3117. {
  3118. int stackSpellPower = 0;
  3119. if (stack && mode != SpellCasting::MAGIC_MIRROR)
  3120. {
  3121. stackSpellPower = stack->valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
  3122. }
  3123. SetStackEffect sse;
  3124. Bonus pseudoBonus;
  3125. pseudoBonus.sid = spellID;
  3126. pseudoBonus.val = spellLvl;
  3127. pseudoBonus.turnsRemain = gs->curB->calculateSpellDuration(spell, caster, stackSpellPower ? stackSpellPower : usedSpellPower);
  3128. CStack::stackEffectToFeature(sse.effect, pseudoBonus);
  3129. const Bonus * bonus = NULL;
  3130. if (caster)
  3131. bonus = caster->getBonus(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, spellID));
  3132. si32 power = 0;
  3133. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3134. {
  3135. if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
  3136. continue;
  3137. sse.stacks.push_back((*it)->ID);
  3138. //Apply hero specials - peculiar enchants
  3139. if ((*it)->base) // no war machines - TODO: make it work
  3140. {
  3141. ui8 tier = (*it)->base->type->level;
  3142. if (bonus)
  3143. {
  3144. switch(bonus->additionalInfo)
  3145. {
  3146. case 0: //normal
  3147. {
  3148. switch(tier)
  3149. {
  3150. case 1: case 2:
  3151. power = 3;
  3152. break;
  3153. case 3: case 4:
  3154. power = 2;
  3155. break;
  3156. case 5: case 6:
  3157. power = 1;
  3158. break;
  3159. }
  3160. Bonus specialBonus(sse.effect.back());
  3161. specialBonus.val = power; //it doesn't necessarily make sense for some spells, use it wisely
  3162. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> ((*it)->ID, specialBonus)); //additional premy to given effect
  3163. }
  3164. break;
  3165. case 1: //only Coronius as yet
  3166. {
  3167. power = std::max(5 - tier, 0);
  3168. Bonus specialBonus = CStack::featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, pseudoBonus.turnsRemain);
  3169. specialBonus.sid = spellID;
  3170. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> ((*it)->ID, specialBonus)); //additional attack to Slayer effect
  3171. }
  3172. break;
  3173. }
  3174. }
  3175. if (caster && caster->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, spellID)) //TODO: better handling of bonus percentages
  3176. {
  3177. int damagePercent = caster->level * caster->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, spellID) / tier;
  3178. Bonus specialBonus = CStack::featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, pseudoBonus.turnsRemain);
  3179. specialBonus.valType = Bonus::PERCENT_TO_ALL;
  3180. specialBonus.sid = spellID;
  3181. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> ((*it)->ID, specialBonus));
  3182. }
  3183. }
  3184. }
  3185. if(!sse.stacks.empty())
  3186. sendAndApply(&sse);
  3187. break;
  3188. }
  3189. case 63: //teleport
  3190. {
  3191. BattleStackMoved bsm;
  3192. bsm.distance = -1;
  3193. bsm.stack = gs->curB->activeStack;
  3194. bsm.ending = true;
  3195. bsm.tile = destination;
  3196. bsm.teleporting = true;
  3197. sendAndApply(&bsm);
  3198. break;
  3199. }
  3200. case 37: //cure
  3201. case 38: //resurrection
  3202. case 39: //animate dead
  3203. {
  3204. int hpGained = 0;
  3205. if (stack)
  3206. {
  3207. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID);
  3208. if (unitSpellPower)
  3209. hpGained = stack->count * unitSpellPower; //Archangel
  3210. else //Faerie Dragon-like effect - unused fo far
  3211. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3212. }
  3213. StacksHealedOrResurrected shr;
  3214. shr.lifeDrain = (ui8)false;
  3215. shr.tentHealing = (ui8)false;
  3216. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3217. {
  3218. if(vstd::contains(sc.resisted, (*it)->ID) //this creature resisted the spell
  3219. || (spellID == 39 && !(*it)->hasBonusOfType(Bonus::UNDEAD)) //we try to cast animate dead on living stack
  3220. )
  3221. continue;
  3222. StacksHealedOrResurrected::HealInfo hi;
  3223. hi.stackID = (*it)->ID;
  3224. if (stack)
  3225. {
  3226. if (hpGained)
  3227. {
  3228. hi.healedHP = gs->curB->calculateHealedHP(hpGained, spell, *it);
  3229. }
  3230. else
  3231. hi.healedHP = gs->curB->calculateHealedHP(spell, usedSpellPower, stack->getBonus(Selector::typeSubtype(Bonus::SPELLCASTER, spell->id))->additionalInfo, *it);
  3232. }
  3233. else
  3234. hi.healedHP = gs->curB->calculateHealedHP(caster, spell, *it);
  3235. hi.lowLevelResurrection = spellLvl <= 1;
  3236. shr.healedStacks.push_back(hi);
  3237. }
  3238. if(!shr.healedStacks.empty())
  3239. sendAndApply(&shr);
  3240. break;
  3241. }
  3242. case 64: //remove obstacle
  3243. {
  3244. ObstaclesRemoved obr;
  3245. for(int g=0; g<gs->curB->obstacles.size(); ++g)
  3246. {
  3247. std::vector<THex> blockedHexes = VLC->heroh->obstacles[gs->curB->obstacles[g].ID].getBlocked(gs->curB->obstacles[g].pos);
  3248. if(vstd::contains(blockedHexes, destination)) //this obstacle covers given hex
  3249. {
  3250. obr.obstacles.insert(gs->curB->obstacles[g].uniqueID);
  3251. }
  3252. }
  3253. if(!obr.obstacles.empty())
  3254. sendAndApply(&obr);
  3255. break;
  3256. }
  3257. break;
  3258. case 79: //Death stare - handled in a bit different way
  3259. {
  3260. StacksInjured si;
  3261. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3262. {
  3263. if((*it)->hasBonusOfType(Bonus::UNDEAD) || (*it)->hasBonusOfType(Bonus::NON_LIVING)) //this creature is immune
  3264. {
  3265. sc.dmgToDisplay = 0; //TODO: handle Death Stare for multiple targets (?)
  3266. continue;
  3267. }
  3268. BattleStackAttacked bsa;
  3269. bsa.flags |= BattleStackAttacked::EFFECT;
  3270. bsa.effect = spell->mainEffectAnim; //from config\spell-Info.txt
  3271. bsa.damageAmount = usedSpellPower * (*it)->valOfBonuses(Bonus::STACK_HEALTH);
  3272. bsa.stackAttacked = (*it)->ID;
  3273. bsa.attackerID = -1;
  3274. (*it)->prepareAttacked(bsa);
  3275. si.stacks.push_back(bsa);
  3276. }
  3277. if(!si.stacks.empty())
  3278. sendAndApply(&si);
  3279. }
  3280. break;
  3281. case 81: //Acid breath damage - new effect, separate from acid breath defense reduction
  3282. {
  3283. StacksInjured si;
  3284. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it) //no immunities
  3285. {
  3286. BattleStackAttacked bsa;
  3287. bsa.flags |= BattleStackAttacked::EFFECT;
  3288. bsa.effect = VLC->spellh->spells[80]->mainEffectAnim; //use acid breath
  3289. bsa.damageAmount = usedSpellPower; //damage times the number of attackers
  3290. bsa.stackAttacked = (*it)->ID;
  3291. bsa.attackerID = -1;
  3292. (*it)->prepareAttacked(bsa);
  3293. si.stacks.push_back(bsa);
  3294. }
  3295. if(!si.stacks.empty())
  3296. sendAndApply(&si);
  3297. }
  3298. break;
  3299. }
  3300. sendAndApply(&sc);
  3301. //Magic Mirror effect
  3302. 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
  3303. {
  3304. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3305. {
  3306. int mirrorChance = (*it)->valOfBonuses(Bonus::MAGIC_MIRROR);
  3307. if(mirrorChance > rand()%100)
  3308. {
  3309. std::vector<CStack *> mirrorTargets;
  3310. std::vector<CStack *> & battleStacks = gs->curB->stacks;
  3311. for (size_t j = 0; j < battleStacks.size(); ++j)
  3312. {
  3313. if(battleStacks[j]->owner == casterSide) //get enemy stacks which can be affected by this spell
  3314. {
  3315. if (!gs->curB->battleIsImmune(NULL, spell, SpellCasting::MAGIC_MIRROR, battleStacks[j]->position))
  3316. mirrorTargets.push_back(battleStacks[j]);
  3317. }
  3318. }
  3319. if (mirrorTargets.size())
  3320. {
  3321. int targetHex = mirrorTargets[rand() % mirrorTargets.size()]->position;
  3322. handleSpellCasting(spellID, 0, targetHex, 1 - casterSide, (*it)->owner, NULL, (caster ? caster : NULL), usedSpellPower, SpellCasting::MAGIC_MIRROR, (*it));
  3323. }
  3324. }
  3325. }
  3326. }
  3327. }
  3328. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3329. {
  3330. switch(ba.actionType)
  3331. {
  3332. case BattleAction::HERO_SPELL: //hero casts spell
  3333. {
  3334. const CGHeroInstance *h = gs->curB->heroes[ba.side];
  3335. const CGHeroInstance *secondHero = gs->curB->heroes[!ba.side];
  3336. if(!h)
  3337. {
  3338. tlog2 << "Wrong caster!\n";
  3339. return false;
  3340. }
  3341. if(ba.additionalInfo >= VLC->spellh->spells.size())
  3342. {
  3343. tlog2 << "Wrong spell id (" << ba.additionalInfo << ")!\n";
  3344. return false;
  3345. }
  3346. const CSpell *s = VLC->spellh->spells[ba.additionalInfo];
  3347. if (s->mainEffectAnim > -1) //TODO: special effects, like Clone
  3348. {
  3349. ui8 skill = h->getSpellSchoolLevel(s); //skill level
  3350. SpellCasting::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h->tempOwner, s, SpellCasting::HERO_CASTING);
  3351. if(escp != SpellCasting::OK)
  3352. {
  3353. tlog2 << "Spell cannot be cast!\n";
  3354. tlog2 << "Problem : " << escp << std::endl;
  3355. return false;
  3356. }
  3357. StartAction start_action(ba);
  3358. sendAndApply(&start_action); //start spell casting
  3359. handleSpellCasting (ba.additionalInfo, skill, ba.destinationTile, ba.side, h->tempOwner, h, secondHero, h->getPrimSkillLevel(2), SpellCasting::HERO_CASTING, NULL);
  3360. sendAndApply(&end_action);
  3361. if( !gs->curB->getStack(gs->curB->activeStack, false)->alive() )
  3362. {
  3363. battleMadeAction.setn(true);
  3364. }
  3365. checkForBattleEnd(gs->curB->stacks);
  3366. if(battleResult.get())
  3367. {
  3368. battleMadeAction.setn(true);
  3369. //battle will be ended by startBattle function
  3370. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3371. }
  3372. return true;
  3373. }
  3374. else
  3375. {
  3376. tlog2 << "Spell " << s->name << " is not yet supported!\n";
  3377. return false;
  3378. }
  3379. }
  3380. }
  3381. return false;
  3382. }
  3383. void CGameHandler::handleTimeEvents()
  3384. {
  3385. gs->map->events.sort(evntCmp);
  3386. while(gs->map->events.size() && gs->map->events.front()->firstOccurence+1 == gs->day)
  3387. {
  3388. CMapEvent *ev = gs->map->events.front();
  3389. for(int player = 0; player < PLAYER_LIMIT; player++)
  3390. {
  3391. PlayerState *pinfo = gs->getPlayer(player);
  3392. if( pinfo //player exists
  3393. && (ev->players & 1<<player) //event is enabled to this player
  3394. && ((ev->computerAffected && !pinfo->human)
  3395. || (ev->humanAffected && pinfo->human)
  3396. )
  3397. )
  3398. {
  3399. //give resources
  3400. SetResources sr;
  3401. sr.player = player;
  3402. sr.res = pinfo->resources + ev->resources;
  3403. //prepare dialog
  3404. InfoWindow iw;
  3405. iw.player = player;
  3406. iw.text << ev->message;
  3407. for (int i=0; i<ev->resources.size(); i++)
  3408. {
  3409. if(ev->resources[i]) //if resource is changed, we add it to the dialog
  3410. iw.components.push_back(Component(Component::RESOURCE,i,ev->resources[i],0));
  3411. }
  3412. if (iw.components.size())
  3413. {
  3414. sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
  3415. sendAndApply(&sr); //update player resources if changed
  3416. }
  3417. sendAndApply(&iw); //show dialog
  3418. }
  3419. } //PLAYERS LOOP
  3420. if(ev->nextOccurence)
  3421. {
  3422. gs->map->events.pop_front();
  3423. ev->firstOccurence += ev->nextOccurence;
  3424. std::list<ConstTransitivePtr<CMapEvent> >::iterator it = gs->map->events.begin();
  3425. while ( it !=gs->map->events.end() && **it <= *ev )
  3426. it++;
  3427. gs->map->events.insert(it, ev);
  3428. }
  3429. else
  3430. {
  3431. delete ev;
  3432. gs->map->events.pop_front();
  3433. }
  3434. }
  3435. }
  3436. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n, std::map<si32, std::map<si32, si32> > &newCreas)
  3437. {
  3438. town->events.sort(evntCmp);
  3439. while(town->events.size() && town->events.front()->firstOccurence == gs->day)
  3440. {
  3441. ui8 player = town->tempOwner;
  3442. CCastleEvent *ev = town->events.front();
  3443. PlayerState *pinfo = gs->getPlayer(player);
  3444. if( pinfo //player exists
  3445. && (ev->players & 1<<player) //event is enabled to this player
  3446. && ((ev->computerAffected && !pinfo->human)
  3447. || (ev->humanAffected && pinfo->human) ) )
  3448. {
  3449. // dialog
  3450. InfoWindow iw;
  3451. iw.player = player;
  3452. iw.text << ev->message;
  3453. if(ev->resources.nonZero())
  3454. {
  3455. TResources was = n.res[player];
  3456. n.res[player] += ev->resources;
  3457. n.res[player].amax(0);
  3458. for (int i=0; i<ev->resources.size(); i++)
  3459. if(ev->resources[i] && pinfo->resources[i] != n.res[player][i]) //if resource had changed, we add it to the dialog
  3460. iw.components.push_back(Component(Component::RESOURCE,i,n.res[player][i]-was[i],0));
  3461. }
  3462. for(std::set<si32>::iterator i = ev->buildings.begin(); i!=ev->buildings.end();i++)
  3463. if ( !vstd::contains(town->builtBuildings, *i))
  3464. {
  3465. buildStructure(town->id, *i, true);
  3466. iw.components.push_back(Component(Component::BUILDING, town->subID, *i, 0));
  3467. }
  3468. for(si32 i=0;i<ev->creatures.size();i++) //creature growths
  3469. {
  3470. if(town->creatureDwelling(i) && ev->creatures[i])//there is dwelling
  3471. {
  3472. newCreas[town->id][i] += ev->creatures[i];
  3473. iw.components.push_back(Component(Component::CREATURE,
  3474. town->creatures[i].second.back(), ev->creatures[i], 0));
  3475. }
  3476. }
  3477. sendAndApply(&iw); //show dialog
  3478. }
  3479. if(ev->nextOccurence)
  3480. {
  3481. town->events.pop_front();
  3482. ev->firstOccurence += ev->nextOccurence;
  3483. std::list<CCastleEvent*>::iterator it = town->events.begin();
  3484. while ( it !=town->events.end() && **it <= *ev )
  3485. it++;
  3486. town->events.insert(it, ev);
  3487. }
  3488. else
  3489. {
  3490. delete ev;
  3491. town->events.pop_front();
  3492. }
  3493. }
  3494. }
  3495. bool CGameHandler::complain( const std::string &problem )
  3496. {
  3497. sendMessageToAll("Server encountered a problem: " + problem);
  3498. tlog1 << problem << std::endl;
  3499. return true;
  3500. }
  3501. ui32 CGameHandler::getQueryResult( ui8 player, int queryID )
  3502. {
  3503. //TODO: write
  3504. return 0;
  3505. }
  3506. void CGameHandler::showGarrisonDialog( int upobj, int hid, bool removableUnits, const boost::function<void()> &cb )
  3507. {
  3508. ui8 player = getOwner(hid);
  3509. GarrisonDialog gd;
  3510. gd.hid = hid;
  3511. gd.objid = upobj;
  3512. {
  3513. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3514. gd.id = QID;
  3515. garrisonCallbacks[QID] = cb;
  3516. allowedExchanges[QID] = std::pair<si32,si32>(upobj,hid);
  3517. states.addQuery(player,QID);
  3518. QID++;
  3519. gd.removableUnits = removableUnits;
  3520. sendAndApply(&gd);
  3521. }
  3522. }
  3523. void CGameHandler::showThievesGuildWindow(int requestingObjId)
  3524. {
  3525. OpenWindow ow;
  3526. ow.window = OpenWindow::THIEVES_GUILD;
  3527. ow.id1 = requestingObjId;
  3528. sendAndApply(&ow);
  3529. }
  3530. bool CGameHandler::isAllowedExchange( int id1, int id2 )
  3531. {
  3532. if(id1 == id2)
  3533. return true;
  3534. {
  3535. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3536. for(std::map<ui32, std::pair<si32,si32> >::const_iterator i = allowedExchanges.begin(); i!=allowedExchanges.end(); i++)
  3537. if((id1 == i->second.first && id2 == i->second.second) ||
  3538. (id2 == i->second.first && id1 == i->second.second))
  3539. return true;
  3540. }
  3541. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  3542. if(o1->ID == TOWNI_TYPE)
  3543. {
  3544. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  3545. if(t->visitingHero == o2 || t->garrisonHero == o2)
  3546. return true;
  3547. }
  3548. if(o2->ID == TOWNI_TYPE)
  3549. {
  3550. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  3551. if(t->visitingHero == o1 || t->garrisonHero == o1)
  3552. return true;
  3553. }
  3554. if(o1->ID == HEROI_TYPE && o2->ID == HEROI_TYPE
  3555. && distance(o1->pos, o2->pos) < 2) //hero stands on the same tile or on the neighbouring tiles
  3556. {
  3557. //TODO: it's workaround, we should check if first hero visited second and player hasn't closed exchange window
  3558. //(to block moving stacks for free [without visiting] between heroes)
  3559. return true;
  3560. }
  3561. return false;
  3562. }
  3563. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  3564. {
  3565. HeroVisit hv;
  3566. hv.obj = obj;
  3567. hv.hero = h;
  3568. hv.starting = true;
  3569. sendAndApply(&hv);
  3570. obj->onHeroVisit(h);
  3571. hv.obj = NULL; //not necessary, moreover may have been deleted in the meantime
  3572. hv.starting = false;
  3573. sendAndApply(&hv);
  3574. }
  3575. bool CGameHandler::buildBoat( ui32 objid )
  3576. {
  3577. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  3578. if(obj->state())
  3579. {
  3580. complain("Cannot build boat in this shipyard!");
  3581. return false;
  3582. }
  3583. else if(obj->o->ID == TOWNI_TYPE
  3584. && !vstd::contains((static_cast<const CGTownInstance*>(obj))->builtBuildings,6))
  3585. {
  3586. complain("Cannot build boat in the town - no shipyard!");
  3587. return false;
  3588. }
  3589. //TODO use "real" cost via obj->getBoatCost
  3590. if(getResource(obj->o->tempOwner, 6) < 1000 || getResource(obj->o->tempOwner, 0) < 10)
  3591. {
  3592. complain("Not enough resources to build a boat!");
  3593. return false;
  3594. }
  3595. int3 tile = obj->bestLocation();
  3596. if(!gs->map->isInTheMap(tile))
  3597. {
  3598. complain("Cannot find appropriate tile for a boat!");
  3599. return false;
  3600. }
  3601. //take boat cost
  3602. SetResources sr;
  3603. sr.player = obj->o->tempOwner;
  3604. sr.res = gs->getPlayer(obj->o->tempOwner)->resources;
  3605. sr.res[Res::WOOD] -= 10;
  3606. sr.res[Res::GOLD] -= 1000;
  3607. sendAndApply(&sr);
  3608. //create boat
  3609. NewObject no;
  3610. no.ID = 8;
  3611. no.subID = obj->getBoatType();
  3612. no.pos = tile + int3(1,0,0);
  3613. sendAndApply(&no);
  3614. return true;
  3615. }
  3616. void CGameHandler::engageIntoBattle( ui8 player )
  3617. {
  3618. if(vstd::contains(states.players, player))
  3619. states.setFlag(player,&PlayerStatus::engagedIntoBattle,true);
  3620. //notify interfaces
  3621. PlayerBlocked pb;
  3622. pb.player = player;
  3623. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  3624. sendAndApply(&pb);
  3625. }
  3626. void CGameHandler::winLoseHandle(ui8 players )
  3627. {
  3628. for(size_t i = 0; i < PLAYER_LIMIT; i++)
  3629. {
  3630. if(players & 1<<i && gs->getPlayer(i))
  3631. {
  3632. checkLossVictory(i);
  3633. }
  3634. }
  3635. }
  3636. void CGameHandler::checkLossVictory( ui8 player )
  3637. {
  3638. const PlayerState *p = gs->getPlayer(player);
  3639. if(p->status) //player already won / lost
  3640. return;
  3641. int loss = gs->lossCheck(player);
  3642. int vic = gs->victoryCheck(player);
  3643. if(!loss && !vic)
  3644. return;
  3645. InfoWindow iw;
  3646. getLossVicMessage(player, vic ? vic : loss , vic, iw);
  3647. sendAndApply(&iw);
  3648. PlayerEndsGame peg;
  3649. peg.player = player;
  3650. peg.victory = vic;
  3651. sendAndApply(&peg);
  3652. if(vic > 0) //one player won -> all enemies lost
  3653. {
  3654. iw.text.localStrings.front().second++; //message about losing because enemy won first is just after victory message
  3655. for (bmap<ui8,PlayerState>::const_iterator i = gs->players.begin(); i!=gs->players.end(); i++)
  3656. {
  3657. if(i->first < PLAYER_LIMIT && i->first != player)//FIXME: skip already eliminated players?
  3658. {
  3659. iw.player = i->first;
  3660. sendAndApply(&iw);
  3661. peg.player = i->first;
  3662. peg.victory = gameState()->getPlayerRelations(player, i->first) == 1; // ally of winner
  3663. sendAndApply(&peg);
  3664. }
  3665. }
  3666. }
  3667. else //player lost -> all his objects become unflagged (neutral)
  3668. {
  3669. std::vector<ConstTransitivePtr<CGHeroInstance> > hlp = p->heroes;
  3670. for (std::vector<ConstTransitivePtr<CGHeroInstance> >::const_iterator i = hlp.begin(); i != hlp.end(); i++) //eliminate heroes
  3671. removeObject((*i)->id);
  3672. for (std::vector<ConstTransitivePtr<CGObjectInstance> >::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++) //unflag objs
  3673. {
  3674. if(*i && (*i)->tempOwner == player)
  3675. setOwner((**i).id,NEUTRAL_PLAYER);
  3676. }
  3677. //eliminating one player may cause victory of another:
  3678. winLoseHandle(ALL_PLAYERS & ~(1<<player));
  3679. }
  3680. if(vic)
  3681. {
  3682. end2 = true;
  3683. if(gs->campaign)
  3684. {
  3685. std::vector<CGHeroInstance *> hes;
  3686. BOOST_FOREACH(CGHeroInstance * ghi, gs->map->heroes)
  3687. {
  3688. if (ghi->tempOwner == 0 /*TODO: insert human player's color*/)
  3689. {
  3690. hes.push_back(ghi);
  3691. }
  3692. }
  3693. gs->campaign->mapConquered(hes);
  3694. UpdateCampaignState ucs;
  3695. ucs.camp = gs->campaign;
  3696. sendAndApply(&ucs);
  3697. }
  3698. }
  3699. }
  3700. void CGameHandler::getLossVicMessage( ui8 player, ui8 standard, bool victory, InfoWindow &out ) const
  3701. {
  3702. // const PlayerState *p = gs->getPlayer(player);
  3703. // if(!p->human)
  3704. // return; //AI doesn't need text info of loss
  3705. out.player = player;
  3706. if(victory)
  3707. {
  3708. if(standard < 0) //not std loss
  3709. {
  3710. switch(gs->map->victoryCondition.condition)
  3711. {
  3712. case artifact:
  3713. out.text.addTxt(MetaString::GENERAL_TXT, 280); //Congratulations! You have found the %s, and can claim victory!
  3714. out.text.addReplacement(MetaString::ART_NAMES,gs->map->victoryCondition.ID); //artifact name
  3715. break;
  3716. case gatherTroop:
  3717. 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!
  3718. out.text.addReplacement(gs->map->victoryCondition.count);
  3719. out.text.addReplacement(MetaString::CRE_PL_NAMES, gs->map->victoryCondition.ID);
  3720. break;
  3721. case gatherResource:
  3722. out.text.addTxt(MetaString::GENERAL_TXT, 278); //Congratulations! You have collected over %d %s in your treasury. Victory is yours!
  3723. out.text.addReplacement(gs->map->victoryCondition.count);
  3724. out.text.addReplacement(MetaString::RES_NAMES, gs->map->victoryCondition.ID);
  3725. break;
  3726. case buildCity:
  3727. out.text.addTxt(MetaString::GENERAL_TXT, 282); //Congratulations! You have successfully upgraded your town, and can claim victory!
  3728. break;
  3729. case buildGrail:
  3730. out.text.addTxt(MetaString::GENERAL_TXT, 284); //Congratulations! You have constructed a permanent home for the Grail, and can claim victory!
  3731. break;
  3732. case beatHero:
  3733. {
  3734. out.text.addTxt(MetaString::GENERAL_TXT, 252); //Congratulations! You have completed your quest to defeat the enemy hero %s. Victory is yours!
  3735. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->victoryCondition.obj);
  3736. assert(h);
  3737. out.text.addReplacement(h->name);
  3738. }
  3739. break;
  3740. case captureCity:
  3741. {
  3742. out.text.addTxt(MetaString::GENERAL_TXT, 249); //Congratulations! You captured %s, and are victorious!
  3743. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->victoryCondition.obj);
  3744. assert(t);
  3745. out.text.addReplacement(t->name);
  3746. }
  3747. break;
  3748. case beatMonster:
  3749. out.text.addTxt(MetaString::GENERAL_TXT, 286); //Congratulations! You have completed your quest to kill the fearsome beast, and can claim victory!
  3750. break;
  3751. case takeDwellings:
  3752. out.text.addTxt(MetaString::GENERAL_TXT, 288); //Congratulations! Your flag flies on the dwelling of every creature. Victory is yours!
  3753. break;
  3754. case takeMines:
  3755. out.text.addTxt(MetaString::GENERAL_TXT, 290); //Congratulations! Your flag flies on every mine. Victory is yours!
  3756. break;
  3757. case transportItem:
  3758. out.text.addTxt(MetaString::GENERAL_TXT, 292); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  3759. break;
  3760. }
  3761. }
  3762. else
  3763. {
  3764. out.text.addTxt(MetaString::GENERAL_TXT, 659); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  3765. }
  3766. }
  3767. else
  3768. {
  3769. if(standard < 0) //not std loss
  3770. {
  3771. switch(gs->map->lossCondition.typeOfLossCon)
  3772. {
  3773. case lossCastle:
  3774. {
  3775. out.text.addTxt(MetaString::GENERAL_TXT, 251); //The town of %s has fallen - all is lost!
  3776. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->lossCondition.obj);
  3777. assert(t);
  3778. out.text.addReplacement(t->name);
  3779. }
  3780. break;
  3781. case lossHero:
  3782. {
  3783. out.text.addTxt(MetaString::GENERAL_TXT, 253); //The hero, %s, has suffered defeat - your quest is over!
  3784. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->lossCondition.obj);
  3785. assert(h);
  3786. out.text.addReplacement(h->name);
  3787. }
  3788. break;
  3789. case timeExpires:
  3790. out.text.addTxt(MetaString::GENERAL_TXT, 254); //Alas, time has run out on your quest. All is lost.
  3791. break;
  3792. }
  3793. }
  3794. else if(standard == 2)
  3795. {
  3796. out.text.addTxt(MetaString::GENERAL_TXT, 7);//%s, your heroes abandon you, and you are banished from this land.
  3797. out.text.addReplacement(MetaString::COLOR, player);
  3798. out.components.push_back(Component(Component::FLAG,player,0,0));
  3799. }
  3800. else //lost all towns and heroes
  3801. {
  3802. out.text.addTxt(MetaString::GENERAL_TXT, 660); //All your forces have been defeated, and you are banished from this land!
  3803. }
  3804. }
  3805. }
  3806. bool CGameHandler::dig( const CGHeroInstance *h )
  3807. {
  3808. for (std::vector<ConstTransitivePtr<CGObjectInstance> >::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++) //unflag objs
  3809. {
  3810. if(*i && (*i)->ID == 124 && (*i)->pos == h->getPosition())
  3811. {
  3812. complain("Cannot dig - there is already a hole under the hero!");
  3813. return false;
  3814. }
  3815. }
  3816. NewObject no;
  3817. no.ID = 124;
  3818. no.pos = h->getPosition();
  3819. no.subID = getTile(no.pos)->tertype;
  3820. if(no.subID >= 8) //no digging on water / rock
  3821. {
  3822. complain("Cannot dig - wrong terrain type!");
  3823. return false;
  3824. }
  3825. sendAndApply(&no);
  3826. SetMovePoints smp;
  3827. smp.hid = h->id;
  3828. smp.val = 0;
  3829. sendAndApply(&smp);
  3830. InfoWindow iw;
  3831. iw.player = h->tempOwner;
  3832. if(gs->map->grailPos == h->getPosition())
  3833. {
  3834. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  3835. iw.text.addTxt(MetaString::ART_NAMES, 2);
  3836. iw.soundID = soundBase::ULTIMATEARTIFACT;
  3837. giveHeroNewArtifact(h, VLC->arth->artifacts[2], -1); //give grail
  3838. sendAndApply(&iw);
  3839. iw.text.clear();
  3840. iw.text.addTxt(MetaString::ART_DESCR, 2);
  3841. sendAndApply(&iw);
  3842. }
  3843. else
  3844. {
  3845. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  3846. iw.soundID = soundBase::Dig;
  3847. sendAndApply(&iw);
  3848. }
  3849. return true;
  3850. }
  3851. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  3852. {
  3853. if(attacker->hasBonusOfType(attackMode))
  3854. {
  3855. std::set<ui32> spellsToCast;
  3856. boost::shared_ptr<BonusList> spells = attacker->getBonuses(Selector::type(attackMode));
  3857. BOOST_FOREACH(const Bonus *sf, *spells)
  3858. {
  3859. spellsToCast.insert (sf->subtype);
  3860. }
  3861. BOOST_FOREACH(ui32 spellID, spellsToCast)
  3862. {
  3863. const CStack * oneOfAttacked = NULL;
  3864. for (int g=0; g<bat.bsa.size(); ++g)
  3865. {
  3866. if (bat.bsa[g].newAmount > 0 && !bat.bsa[g].isSecondary()) //apply effects only to first target stack if it's alive
  3867. {
  3868. oneOfAttacked = gs->curB->getStack(bat.bsa[g].stackAttacked);
  3869. break;
  3870. }
  3871. }
  3872. bool castMe = false;
  3873. int meleeRanged;
  3874. if(oneOfAttacked == NULL) //all attacked creatures have been killed
  3875. return;
  3876. int spellLevel = 0;
  3877. boost::shared_ptr<BonusList> spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  3878. BOOST_FOREACH(const Bonus *sf, *spellsByType)
  3879. {
  3880. amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  3881. meleeRanged = sf->additionalInfo / 1000;
  3882. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  3883. castMe = true;
  3884. }
  3885. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  3886. amin (chance, 100);
  3887. int destination = oneOfAttacked->position;
  3888. const CSpell * spell = VLC->spellh->spells[spellID];
  3889. if(gs->curB->battleCanCastThisSpellHere(attacker->owner, spell, SpellCasting::AFTER_ATTACK_CASTING, oneOfAttacked->position) != SpellCasting::OK)
  3890. continue;
  3891. //check if spell should be casted (probability handling)
  3892. if(rand()%100 >= chance)
  3893. continue;
  3894. //casting //TODO: check if spell can be blocked or target is immune
  3895. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  3896. handleSpellCasting(spellID, spellLevel, destination, !attacker->attackerOwned, attacker->owner, NULL, NULL, 0, SpellCasting::AFTER_ATTACK_CASTING, attacker);
  3897. }
  3898. }
  3899. }
  3900. void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
  3901. {
  3902. const CStack * attacker = gs->curB->getStack(bat.stackAttacking);
  3903. attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no detah stare / acid bretah needed?
  3904. }
  3905. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  3906. {
  3907. const CStack * attacker = gs->curB->getStack(bat.stackAttacking);
  3908. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  3909. if (attacker->hasBonusOfType(Bonus::DEATH_STARE)) // spell id 79
  3910. {
  3911. int staredCreatures = 0;
  3912. double mean = attacker->count * attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100;
  3913. if (mean >= 1)
  3914. {
  3915. boost::poisson_distribution<int, double> p((int)mean);
  3916. boost::mt19937 rng;
  3917. boost::variate_generator<boost::mt19937&, boost::poisson_distribution<int, double> > dice (rng, p);
  3918. staredCreatures += dice();
  3919. }
  3920. if (((int)(mean * 100)) < rand() % 100) //fractional chance for one last kill
  3921. ++staredCreatures;
  3922. staredCreatures += attacker->type->level * attacker->valOfBonuses(Bonus::DEATH_STARE, 1);
  3923. if (staredCreatures)
  3924. {
  3925. if (bat.bsa.size() && bat.bsa[0].newAmount > 0) //TODO: death stare was not originally avaliable for multiple-hex attacks, but...
  3926. handleSpellCasting(79, 0, gs->curB->getStack(bat.bsa[0].stackAttacked)->position,
  3927. !attacker->attackerOwned, attacker->owner, NULL, NULL, staredCreatures, SpellCasting::AFTER_ATTACK_CASTING, attacker);
  3928. }
  3929. }
  3930. int acidDamage = 0;
  3931. boost::shared_ptr<BonusList> acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  3932. BOOST_FOREACH(const Bonus *b, *acidBreath)
  3933. {
  3934. if (b->additionalInfo > rand()%100)
  3935. acidDamage += b->val;
  3936. }
  3937. if (acidDamage)
  3938. {
  3939. handleSpellCasting(81, 0, gs->curB->getStack(bat.bsa[0].stackAttacked)->position,
  3940. !attacker->attackerOwned, attacker->owner, NULL, NULL,
  3941. acidDamage * attacker->count, SpellCasting::AFTER_ATTACK_CASTING, attacker);
  3942. }
  3943. }
  3944. bool CGameHandler::castSpell(const CGHeroInstance *h, int spellID, const int3 &pos)
  3945. {
  3946. const CSpell *s = VLC->spellh->spells[spellID];
  3947. int cost = h->getSpellCost(s);
  3948. int schoolLevel = h->getSpellSchoolLevel(s);
  3949. if(!h->canCastThisSpell(s))
  3950. COMPLAIN_RET("Hero cannot cast this spell!");
  3951. if(h->mana < cost)
  3952. COMPLAIN_RET("Hero doesn't have enough spell points to cast this spell!");
  3953. if(s->combatSpell)
  3954. COMPLAIN_RET("This function can be used only for adventure map spells!");
  3955. AdvmapSpellCast asc;
  3956. asc.caster = h;
  3957. asc.spellID = spellID;
  3958. sendAndApply(&asc);
  3959. using namespace Spells;
  3960. switch(spellID)
  3961. {
  3962. case SUMMON_BOAT: //Summon Boat
  3963. {
  3964. //check if spell works at all
  3965. if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
  3966. {
  3967. InfoWindow iw;
  3968. iw.player = h->tempOwner;
  3969. iw.text.addTxt(MetaString::GENERAL_TXT, 336); //%s tried to summon a boat, but failed.
  3970. iw.text.addReplacement(h->name);
  3971. sendAndApply(&iw);
  3972. return true; //TODO? or should it be false? request was correct and realized, but spell failed...
  3973. }
  3974. //try to find unoccupied boat to summon
  3975. const CGBoat *nearest = NULL;
  3976. double dist = 0;
  3977. int3 summonPos = h->bestLocation();
  3978. if(summonPos.x < 0)
  3979. COMPLAIN_RET("There is no water tile available!");
  3980. BOOST_FOREACH(const CGObjectInstance *obj, gs->map->objects)
  3981. {
  3982. if(obj && obj->ID == 8)
  3983. {
  3984. const CGBoat *b = static_cast<const CGBoat*>(obj);
  3985. if(b->hero) continue; //we're looking for unoccupied boat
  3986. double nDist = distance(b->pos, h->getPosition());
  3987. if(!nearest || nDist < dist) //it's first boat or closer than previous
  3988. {
  3989. nearest = b;
  3990. dist = nDist;
  3991. }
  3992. }
  3993. }
  3994. if(nearest) //we found boat to summon
  3995. {
  3996. ChangeObjPos cop;
  3997. cop.objid = nearest->id;
  3998. cop.nPos = summonPos + int3(1,0,0);;
  3999. cop.flags = 1;
  4000. sendAndApply(&cop);
  4001. }
  4002. else if(schoolLevel < 2) //none or basic level -> cannot create boat :(
  4003. {
  4004. InfoWindow iw;
  4005. iw.player = h->tempOwner;
  4006. iw.text.addTxt(MetaString::GENERAL_TXT, 335); //There are no boats to summon.
  4007. sendAndApply(&iw);
  4008. }
  4009. else //create boat
  4010. {
  4011. NewObject no;
  4012. no.ID = 8;
  4013. no.subID = h->getBoatType();
  4014. no.pos = summonPos + int3(1,0,0);;
  4015. sendAndApply(&no);
  4016. }
  4017. break;
  4018. }
  4019. case SCUTTLE_BOAT: //Scuttle Boat
  4020. {
  4021. //check if spell works at all
  4022. if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
  4023. {
  4024. InfoWindow iw;
  4025. iw.player = h->tempOwner;
  4026. iw.text.addTxt(MetaString::GENERAL_TXT, 337); //%s tried to scuttle the boat, but failed
  4027. iw.text.addReplacement(h->name);
  4028. sendAndApply(&iw);
  4029. return true; //TODO? or should it be false? request was correct and realized, but spell failed...
  4030. }
  4031. if(!gs->map->isInTheMap(pos))
  4032. COMPLAIN_RET("Invalid dst tile for scuttle!");
  4033. //TODO: test range, visibility
  4034. const TerrainTile *t = &gs->map->getTile(pos);
  4035. if(!t->visitableObjects.size() || t->visitableObjects.back()->ID != 8)
  4036. COMPLAIN_RET("There is no boat to scuttle!");
  4037. RemoveObject ro;
  4038. ro.id = t->visitableObjects.back()->id;
  4039. sendAndApply(&ro);
  4040. break;
  4041. }
  4042. case DIMENSION_DOOR: //Dimension Door
  4043. {
  4044. const TerrainTile *dest = getTile(pos);
  4045. const TerrainTile *curr = getTile(h->getSightCenter());
  4046. if(!dest)
  4047. COMPLAIN_RET("Destination tile doesn't exist!");
  4048. if(!h->movement)
  4049. COMPLAIN_RET("Hero needs movement points to cast Dimension Door!");
  4050. if(h->getBonusesCount(Bonus::SPELL_EFFECT, Spells::DIMENSION_DOOR) >= s->powers[schoolLevel]) //limit casts per turn
  4051. {
  4052. InfoWindow iw;
  4053. iw.player = h->tempOwner;
  4054. iw.text.addTxt(MetaString::GENERAL_TXT, 338); //%s is not skilled enough to cast this spell again today.
  4055. iw.text.addReplacement(h->name);
  4056. sendAndApply(&iw);
  4057. break;
  4058. }
  4059. GiveBonus gb;
  4060. gb.id = h->id;
  4061. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::SPELL_EFFECT, 0, Spells::DIMENSION_DOOR);
  4062. sendAndApply(&gb);
  4063. if(!dest->isClear(curr)) //wrong dest tile
  4064. {
  4065. InfoWindow iw;
  4066. iw.player = h->tempOwner;
  4067. iw.text.addTxt(MetaString::GENERAL_TXT, 70); //Dimension Door failed!
  4068. sendAndApply(&iw);
  4069. break;
  4070. }
  4071. //we need obtain guard pos before moving hero, otherwise we get nothing, because tile will be "unguarded" by hero
  4072. int3 guardPos = gs->guardingCreaturePosition(pos);
  4073. TryMoveHero tmh;
  4074. tmh.id = h->id;
  4075. tmh.movePoints = std::max<int>(0, h->movement - 300);
  4076. tmh.result = TryMoveHero::TELEPORTATION;
  4077. tmh.start = h->pos;
  4078. tmh.end = pos + h->getVisitableOffset();
  4079. getTilesInRange(tmh.fowRevealed, pos, h->getSightRadious(), h->tempOwner,1);
  4080. sendAndApply(&tmh);
  4081. tryAttackingGuard(guardPos, h);
  4082. }
  4083. break;
  4084. case FLY: //Fly
  4085. {
  4086. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4087. GiveBonus gb;
  4088. gb.id = h->id;
  4089. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::FLYING_MOVEMENT, Bonus::SPELL_EFFECT, 0, Spells::FLY, subtype);
  4090. sendAndApply(&gb);
  4091. }
  4092. break;
  4093. case WATER_WALK: //Water Walk
  4094. {
  4095. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4096. GiveBonus gb;
  4097. gb.id = h->id;
  4098. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::WATER_WALKING, Bonus::SPELL_EFFECT, 0, Spells::FLY, subtype);
  4099. sendAndApply(&gb);
  4100. }
  4101. break;
  4102. case TOWN_PORTAL: //Town Portal
  4103. {
  4104. if (!gs->map->isInTheMap(pos))
  4105. COMPLAIN_RET("Destination tile not present!")
  4106. TerrainTile tile = gs->map->getTile(pos);
  4107. if (tile.visitableObjects.empty() || tile.visitableObjects.back()->ID != TOWNI_TYPE )
  4108. COMPLAIN_RET("Town not found for Town Portal!");
  4109. CGTownInstance * town = static_cast<CGTownInstance*>(tile.visitableObjects.back());
  4110. if (town->tempOwner != h->tempOwner)
  4111. COMPLAIN_RET("Can't teleport to another player!");
  4112. if (town->visitingHero)
  4113. COMPLAIN_RET("Can't teleport to occupied town!");
  4114. if (h->getSpellSchoolLevel(s) < 2)
  4115. {
  4116. double dist = town->pos.dist2d(h->pos);
  4117. int nearest = town->id; //nearest town's ID
  4118. BOOST_FOREACH(const CGTownInstance * currTown, gs->getPlayer(h->tempOwner)->towns)
  4119. {
  4120. double curDist = currTown->pos.dist2d(h->pos);
  4121. if (nearest == -1 || curDist < dist)
  4122. {
  4123. nearest = town->id;
  4124. dist = curDist;
  4125. }
  4126. }
  4127. if (town->id != nearest)
  4128. COMPLAIN_RET("This hero can only teleport to nearest town!")
  4129. }
  4130. if (h->visitedTown)
  4131. stopHeroVisitCastle(h->visitedTown->id, h->id);
  4132. if (moveHero(h->id, town->visitablePos() + h->getVisitableOffset() ,1))
  4133. heroVisitCastle(town->id, h->id);
  4134. }
  4135. break;
  4136. case VISIONS: //Visions
  4137. case VIEW_EARTH: //View Earth
  4138. case DISGUISE: //Disguise
  4139. case VIEW_AIR: //View Air
  4140. default:
  4141. COMPLAIN_RET("This spell is not implemented yet!");
  4142. break;
  4143. }
  4144. SetMana sm;
  4145. sm.hid = h->id;
  4146. sm.val = h->mana - cost;
  4147. sendAndApply(&sm);
  4148. return true;
  4149. }
  4150. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4151. {
  4152. //to prevent self-visiting heroes on space press
  4153. if(t.visitableObjects.back() != h)
  4154. objectVisited(t.visitableObjects.back(), h);
  4155. else if(t.visitableObjects.size() > 1)
  4156. objectVisited(*(t.visitableObjects.end()-2),h);
  4157. }
  4158. bool CGameHandler::tryAttackingGuard(const int3 &guardPos, const CGHeroInstance * h)
  4159. {
  4160. if(!gs->map->isInTheMap(guardPos))
  4161. return false;
  4162. const TerrainTile &guardTile = gs->map->terrain[guardPos.x][guardPos.y][guardPos.z];
  4163. objectVisited(guardTile.visitableObjects.back(), h);
  4164. visitObjectAfterVictory = true;
  4165. return true;
  4166. }
  4167. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, TSlot slot, ui32 count)
  4168. {
  4169. int oldCount = hero->getStackCount(slot);
  4170. if(oldCount < count)
  4171. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4172. else if(oldCount == count && hero->Slots().size() == 1 && hero->needsLastStack())
  4173. COMPLAIN_RET("Cannot sacrifice last creature!");
  4174. int crid = hero->getStack(slot).type->idNumber;
  4175. changeStackCount(StackLocation(hero, slot), -count);
  4176. int dump, exp;
  4177. market->getOffer(crid, 0, dump, exp, CREATURE_EXP);
  4178. exp *= count;
  4179. changePrimSkill(hero->id, 4, hero->calculateXp(exp));
  4180. return true;
  4181. }
  4182. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, int slot)
  4183. {
  4184. ArtifactLocation al(hero, slot);
  4185. const CArtifactInstance *a = al.getArt();
  4186. if(!a)
  4187. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4188. int dmp, expToGive;
  4189. m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, ARTIFACT_EXP);
  4190. removeArtifact(al);
  4191. changePrimSkill(hero->id, 4, expToGive);
  4192. return true;
  4193. }
  4194. void CGameHandler::makeStackDoNothing(const CStack * next)
  4195. {
  4196. BattleAction doNothing;
  4197. doNothing.actionType = 0;
  4198. doNothing.additionalInfo = 0;
  4199. doNothing.destinationTile = -1;
  4200. doNothing.side = !next->attackerOwned;
  4201. doNothing.stackNumber = next->ID;
  4202. StartAction start_action(doNothing);
  4203. sendAndApply(&start_action);
  4204. sendAndApply(&end_action);
  4205. }
  4206. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4207. {
  4208. if(sl.army->hasStackAtSlot(sl.slot))
  4209. COMPLAIN_RET("Slot is already taken!");
  4210. InsertNewStack ins;
  4211. ins.sl = sl;
  4212. ins.stack = CStackBasicDescriptor(c, count);
  4213. sendAndApply(&ins);
  4214. return true;
  4215. }
  4216. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4217. {
  4218. if(!sl.army->hasStackAtSlot(sl.slot))
  4219. COMPLAIN_RET("Cannot find a stack to erase");
  4220. if(sl.army->Slots().size() == 1 //from the last stack
  4221. && sl.army->needsLastStack() //that must be left
  4222. && !forceRemoval) //ignore above conditions if we are forcing removal
  4223. {
  4224. COMPLAIN_RET("Cannot erase the last stack!");
  4225. }
  4226. EraseStack es;
  4227. es.sl = sl;
  4228. sendAndApply(&es);
  4229. return true;
  4230. }
  4231. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4232. {
  4233. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4234. if((absoluteValue && count < 0)
  4235. || (!absoluteValue && -count > currentCount))
  4236. {
  4237. COMPLAIN_RET("Cannot take more stacks than present!");
  4238. }
  4239. if((currentCount == -count && !absoluteValue)
  4240. || (!count && absoluteValue))
  4241. {
  4242. eraseStack(sl);
  4243. }
  4244. else
  4245. {
  4246. ChangeStackCount csc;
  4247. csc.sl = sl;
  4248. csc.count = count;
  4249. csc.absoluteValue = absoluteValue;
  4250. sendAndApply(&csc);
  4251. }
  4252. return true;
  4253. }
  4254. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4255. {
  4256. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4257. if(!slotC) //slot is empty
  4258. insertNewStack(sl, c, count);
  4259. else if(c == slotC)
  4260. changeStackCount(sl, count);
  4261. else
  4262. {
  4263. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4264. }
  4265. return true;
  4266. }
  4267. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4268. {
  4269. if(!src->canBeMergedWith(*dst, allowMerging))
  4270. {
  4271. if (allowMerging) //do that, add all matching creatures.
  4272. {
  4273. bool cont = true;
  4274. while (cont)
  4275. {
  4276. for(TSlots::const_iterator i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  4277. {
  4278. TSlot pos = dst->getSlotFor(i->second->type);
  4279. if(pos > -1)
  4280. {
  4281. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  4282. cont = true;
  4283. break; //or iterator crashes
  4284. }
  4285. cont = false;
  4286. }
  4287. }
  4288. }
  4289. boost::function<void()> removeOrNot = 0;
  4290. if(removeObjWhenFinished)
  4291. removeOrNot = boost::bind(&IGameCallback::removeObject,this,src->id);
  4292. showGarrisonDialog(src->id, dst->id, true, removeOrNot); //show garrison window and optionally remove ourselves from map when player ends
  4293. }
  4294. else //merge
  4295. {
  4296. moveArmy(src, dst, allowMerging);
  4297. if(removeObjWhenFinished)
  4298. removeObject(src->id);
  4299. }
  4300. }
  4301. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  4302. {
  4303. if(!src.army->hasStackAtSlot(src.slot))
  4304. COMPLAIN_RET("No stack to move!");
  4305. if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  4306. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  4307. if(count == -1)
  4308. {
  4309. count = src.army->getStackCount(src.slot);
  4310. }
  4311. if(src.army != dst.army //moving away
  4312. && count == src.army->getStackCount(src.slot) //all creatures
  4313. && src.army->Slots().size() == 1 //from the last stack
  4314. && src.army->needsLastStack()) //that must be left
  4315. {
  4316. COMPLAIN_RET("Cannot move away the alst creature!");
  4317. }
  4318. RebalanceStacks rs;
  4319. rs.src = src;
  4320. rs.dst = dst;
  4321. rs.count = count;
  4322. sendAndApply(&rs);
  4323. return true;
  4324. }
  4325. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  4326. {
  4327. if(!sl1.army->hasStackAtSlot(sl1.slot))
  4328. return moveStack(sl2, sl1);
  4329. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  4330. return moveStack(sl1, sl2);
  4331. else
  4332. {
  4333. SwapStacks ss;
  4334. ss.sl1 = sl1;
  4335. ss.sl2 = sl2;
  4336. sendAndApply(&ss);
  4337. return true;
  4338. }
  4339. }
  4340. void CGameHandler::runBattle()
  4341. {
  4342. assert(gs->curB);
  4343. //TODO: pre-tactic stuff, call scripts etc.
  4344. //tactic round
  4345. {
  4346. while(gs->curB->tacticDistance)
  4347. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  4348. }
  4349. //spells opening battle
  4350. for(int i=0; i<ARRAY_COUNT(gs->curB->heroes); ++i)
  4351. {
  4352. if(gs->curB->heroes[i] && gs->curB->heroes[i]->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  4353. {
  4354. boost::shared_ptr<BonusList> bl = gs->curB->heroes[i]->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  4355. BOOST_FOREACH (Bonus *b, *bl)
  4356. {
  4357. handleSpellCasting(b->subtype, 3, -1, 0, gs->curB->heroes[i]->tempOwner, NULL, gs->curB->heroes[1-i], b->val, SpellCasting::HERO_CASTING, NULL);
  4358. }
  4359. }
  4360. }
  4361. //main loop
  4362. while(!battleResult.get()) //till the end of the battle ;]
  4363. {
  4364. NEW_ROUND;
  4365. std::vector<CStack*> & stacks = (gs->curB->stacks);
  4366. const BattleInfo & curB = *gs->curB;
  4367. //stack loop
  4368. const CStack *next;
  4369. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  4370. {
  4371. //check for bad morale => freeze
  4372. int nextStackMorale = next->MoraleVal();
  4373. if( nextStackMorale < 0 &&
  4374. !(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)
  4375. )
  4376. {
  4377. if( rand()%24 < -2 * nextStackMorale)
  4378. {
  4379. //unit loses its turn - empty freeze action
  4380. BattleAction ba;
  4381. ba.actionType = BattleAction::BAD_MORALE;
  4382. ba.additionalInfo = 1;
  4383. ba.side = !next->attackerOwned;
  4384. ba.stackNumber = next->ID;
  4385. StartAction start_action(ba);
  4386. sendAndApply(&start_action);
  4387. sendAndApply(&end_action);
  4388. checkForBattleEnd(stacks); //check if this "action" ended the battle (not likely but who knows...)
  4389. continue;
  4390. }
  4391. }
  4392. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  4393. {
  4394. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  4395. if(attackInfo.first != NULL)
  4396. {
  4397. BattleAction attack;
  4398. attack.actionType = BattleAction::WALK_AND_ATTACK;
  4399. attack.side = !next->attackerOwned;
  4400. attack.stackNumber = next->ID;
  4401. attack.additionalInfo = attackInfo.first->position;
  4402. attack.destinationTile = attackInfo.second;
  4403. makeBattleAction(attack);
  4404. checkForBattleEnd(stacks);
  4405. }
  4406. else
  4407. {
  4408. makeStackDoNothing(next);
  4409. }
  4410. continue;
  4411. }
  4412. const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
  4413. if( (next->position < 0 && (!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::BALLISTICS) == 0)) //arrow turret, hero has no ballistics
  4414. || (next->getCreature()->idNumber == 146 && (!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::ARTILLERY) == 0))) //ballista, hero has no artillery
  4415. {
  4416. BattleAction attack;
  4417. attack.actionType = BattleAction::SHOOT;
  4418. attack.side = !next->attackerOwned;
  4419. attack.stackNumber = next->ID;
  4420. for(int g=0; g<gs->curB->stacks.size(); ++g)
  4421. {
  4422. if(gs->curB->stacks[g]->owner != next->owner && gs->curB->stacks[g]->alive())
  4423. {
  4424. attack.destinationTile = gs->curB->stacks[g]->position;
  4425. break;
  4426. }
  4427. }
  4428. makeBattleAction(attack);
  4429. checkForBattleEnd(stacks);
  4430. continue;
  4431. }
  4432. if(next->getCreature()->idNumber == 145 && (!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::BALLISTICS) == 0)) //catapult, hero has no ballistics
  4433. {
  4434. BattleAction attack;
  4435. static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
  4436. attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ];
  4437. attack.actionType = BattleAction::CATAPULT;
  4438. attack.additionalInfo = 0;
  4439. attack.side = !next->attackerOwned;
  4440. attack.stackNumber = next->ID;
  4441. makeBattleAction(attack);
  4442. continue;
  4443. }
  4444. if(next->getCreature()->idNumber == 147 && (!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::FIRST_AID) == 0)) //first aid tent, hero has no first aid
  4445. {
  4446. BattleAction heal;
  4447. std::vector< const CStack * > possibleStacks, secondPriority;
  4448. for (int v=0; v<gs->curB->stacks.size(); ++v)
  4449. {
  4450. const CStack * cstack = gs->curB->stacks[v];
  4451. if (cstack->owner == next->owner && cstack->firstHPleft < cstack->MaxHealth() && cstack->alive()) //it's friendly and not fully healthy
  4452. {
  4453. if (cstack->hasBonusOfType(Bonus::SIEGE_WEAPON))
  4454. secondPriority.push_back(cstack);
  4455. else
  4456. possibleStacks.push_back(cstack);
  4457. }
  4458. }
  4459. if(possibleStacks.size() == 0 && secondPriority.size() == 0)
  4460. {
  4461. //nothing to heal
  4462. makeStackDoNothing(next);
  4463. continue;
  4464. }
  4465. else
  4466. {
  4467. //heal random creature
  4468. const CStack * toBeHealed = NULL;
  4469. if (possibleStacks.size() > 0)
  4470. toBeHealed = possibleStacks[ rand()%possibleStacks.size() ];
  4471. else
  4472. toBeHealed = secondPriority[ rand()%secondPriority.size() ];
  4473. heal.actionType = BattleAction::STACK_HEAL;
  4474. heal.additionalInfo = 0;
  4475. heal.destinationTile = toBeHealed->position;
  4476. heal.side = !next->attackerOwned;
  4477. heal.stackNumber = next->ID;
  4478. makeBattleAction(heal);
  4479. }
  4480. continue;
  4481. }
  4482. int numberOfAsks = 1;
  4483. bool breakOuter = false;
  4484. do
  4485. {//ask interface and wait for answer
  4486. if(!battleResult.get())
  4487. {
  4488. BattleSetActiveStack sas;
  4489. sas.stack = next->ID;
  4490. sendAndApply(&sas);
  4491. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  4492. while(next->alive() && (!battleMadeAction.data && !battleResult.get())) //active stack hasn't made its action and battle is still going
  4493. battleMadeAction.cond.wait(lock);
  4494. battleMadeAction.data = false;
  4495. }
  4496. if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
  4497. {
  4498. breakOuter = true;
  4499. break;
  4500. }
  4501. //we're after action, all results applied
  4502. checkForBattleEnd(stacks); //check if this action ended the battle
  4503. //check for good morale
  4504. nextStackMorale = next->MoraleVal();
  4505. if(!vstd::contains(next->state,HAD_MORALE) //only one extra move per turn possible
  4506. && !vstd::contains(next->state,DEFENDING)
  4507. && !vstd::contains(next->state,WAITING)
  4508. && next->alive()
  4509. && nextStackMorale > 0
  4510. && !(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
  4511. )
  4512. {
  4513. if(rand()%24 < nextStackMorale) //this stack hasn't got morale this turn
  4514. ++numberOfAsks; //move this stack once more
  4515. }
  4516. --numberOfAsks;
  4517. } while (numberOfAsks > 0);
  4518. if (breakOuter)
  4519. {
  4520. break;
  4521. }
  4522. }
  4523. }
  4524. endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4525. }
  4526. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, int pos)
  4527. {
  4528. assert(a->artType);
  4529. ArtifactLocation al;
  4530. al.hero = h;
  4531. int slot = -1;
  4532. if(pos < 0)
  4533. {
  4534. if(pos == -2)
  4535. slot = a->firstAvailableSlot(h);
  4536. else
  4537. slot = a->firstBackpackSlot(h);
  4538. }
  4539. else
  4540. {
  4541. slot = pos;
  4542. }
  4543. al.slot = slot;
  4544. if(slot < 0 || !a->canBePutAt(al))
  4545. {
  4546. complain("Cannot put artifact in that slot!");
  4547. return;
  4548. }
  4549. putArtifact(al, a);
  4550. }
  4551. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  4552. {
  4553. PutArtifact pa;
  4554. pa.art = a;
  4555. pa.al = al;
  4556. sendAndApply(&pa);
  4557. }
  4558. void CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  4559. {
  4560. MoveArtifact ma;
  4561. ma.src = al1;
  4562. ma.dst = al2;
  4563. sendAndApply(&ma);
  4564. }
  4565. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, int pos)
  4566. {
  4567. CArtifactInstance *a = NULL;
  4568. if(!artType->constituents)
  4569. a = new CArtifactInstance();
  4570. else
  4571. a = new CCombinedArtifactInstance();
  4572. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  4573. NewArtifact na;
  4574. na.art = a;
  4575. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  4576. giveHeroArtifact(h, a, pos);
  4577. }
  4578. void CGameHandler::setBattleResult(int resultType, int victoriusSide)
  4579. {
  4580. BattleResult *br = new BattleResult;
  4581. br->result = resultType;
  4582. br->winner = victoriusSide; //surrendering side loses
  4583. gs->curB->calculateCasualties(br->casualties);
  4584. battleResult.set(br);
  4585. }
  4586. void CGameHandler::commitPackage( CPackForClient *pack )
  4587. {
  4588. sendAndApply(pack);
  4589. }
  4590. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
  4591. {
  4592. int color = army->tempOwner;
  4593. if(color == 254)
  4594. color = NEUTRAL_PLAYER;
  4595. BOOST_FOREACH(CStack *st, bat->stacks)
  4596. {
  4597. if(vstd::contains(st->state, SUMMONED)) //don't take into account summoned stacks
  4598. continue;
  4599. if(st->owner==color && !army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
  4600. {
  4601. StackLocation sl(army, st->slot);
  4602. if(st->alive())
  4603. newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
  4604. else
  4605. newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
  4606. }
  4607. }
  4608. }
  4609. void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
  4610. {
  4611. BOOST_FOREACH(TStackAndItsNewCount &ncount, newStackCounts)
  4612. {
  4613. if(ncount.second > 0)
  4614. gh->changeStackCount(ncount.first, ncount.second, true);
  4615. else
  4616. gh->eraseStack(ncount.first, true);
  4617. }
  4618. }