CGameHandler.cpp 55 KB

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  1. #include <boost/foreach.hpp>
  2. #include <boost/thread.hpp>
  3. #include <boost/thread/shared_mutex.hpp>
  4. #include <boost/bind.hpp>
  5. #include "CGameHandler.h"
  6. #include "CScriptCallback.h"
  7. #include "../CLua.h"
  8. #include "../CGameState.h"
  9. #include "../StartInfo.h"
  10. #include "../map.h"
  11. #include "../lib/NetPacks.h"
  12. #include "../lib/Connection.h"
  13. #include "../hch/CArtHandler.h"
  14. #include "../hch/CObjectHandler.h"
  15. #include "../hch/CSpellHandler.h"
  16. #include "../hch/CTownHandler.h"
  17. #include "../hch/CBuildingHandler.h"
  18. #include "../hch/CHeroHandler.h"
  19. #include "boost/date_time/posix_time/posix_time_types.hpp" //no i/o just types
  20. #include "../lib/VCMI_Lib.h"
  21. #include "../lib/CondSh.h"
  22. #include <fstream>
  23. #ifndef _MSC_VER
  24. #include <boost/thread/xtime.hpp>
  25. #endif
  26. extern bool end2;
  27. #include "../lib/BattleAction.h"
  28. #ifdef min
  29. #undef min
  30. #endif
  31. #ifdef max
  32. #undef max
  33. #endif
  34. #define NEW_ROUND BattleNextRound bnr;\
  35. bnr.round = gs->curB->round + 1;\
  36. sendAndApply(&bnr);
  37. boost::mutex gsm;
  38. ui32 CGameHandler::QID = 1;
  39. CondSh<bool> battleMadeAction;
  40. CondSh<BattleResult *> battleResult(NULL);
  41. std::map<ui32, CFunctionList<void(ui32)> > callbacks; //question id => callback function - for selection dialogs
  42. class CMP_stack
  43. {
  44. public:
  45. inline bool operator ()(const CStack* a, const CStack* b)
  46. {
  47. return (a->speed())>(b->speed());
  48. }
  49. } cmpst ;
  50. double distance(int3 a, int3 b)
  51. {
  52. return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
  53. }
  54. int getSchoolLevel(const CGHeroInstance *h, const CSpell *s)
  55. {
  56. int ret = 0;
  57. if(s->fire)
  58. ret = std::max(ret,h->getSecSkillLevel(14));
  59. if(s->air)
  60. ret = std::max(ret,h->getSecSkillLevel(15));
  61. if(s->water)
  62. ret = std::max(ret,h->getSecSkillLevel(16));
  63. if(s->earth)
  64. ret = std::max(ret,h->getSecSkillLevel(17));
  65. return ret;
  66. }
  67. void giveExp(BattleResult &r)
  68. {
  69. r.exp[0] = 0;
  70. r.exp[1] = 0;
  71. for(std::set<std::pair<ui32,si32> >::iterator i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  72. {
  73. r.exp[r.winner] += VLC->creh->creatures[i->first].hitPoints * i->second;
  74. }
  75. }
  76. //bool CGameState::checkFunc(int obid, std::string name)
  77. //{
  78. // if (objscr.find(obid)!=objscr.end())
  79. // {
  80. // if(objscr[obid].find(name)!=objscr[obid].end())
  81. // {
  82. // return true;
  83. // }
  84. // }
  85. // return false;
  86. //}
  87. PlayerStatus PlayerStatuses::operator[](ui8 player)
  88. {
  89. boost::unique_lock<boost::mutex> l(mx);
  90. if(players.find(player) != players.end())
  91. {
  92. return players[player];
  93. }
  94. else
  95. {
  96. throw std::string("No such player!");
  97. }
  98. }
  99. void PlayerStatuses::addPlayer(ui8 player)
  100. {
  101. boost::unique_lock<boost::mutex> l(mx);
  102. players[player];
  103. }
  104. bool PlayerStatuses::hasQueries(ui8 player)
  105. {
  106. boost::unique_lock<boost::mutex> l(mx);
  107. if(players.find(player) != players.end())
  108. {
  109. return players[player].queries.size();
  110. }
  111. else
  112. {
  113. throw std::string("No such player!");
  114. }
  115. }
  116. bool PlayerStatuses::checkFlag(ui8 player, bool PlayerStatus::*flag)
  117. {
  118. boost::unique_lock<boost::mutex> l(mx);
  119. if(players.find(player) != players.end())
  120. {
  121. return players[player].*flag;
  122. }
  123. else
  124. {
  125. throw std::string("No such player!");
  126. }
  127. }
  128. void PlayerStatuses::setFlag(ui8 player, bool PlayerStatus::*flag, bool val)
  129. {
  130. boost::unique_lock<boost::mutex> l(mx);
  131. if(players.find(player) != players.end())
  132. {
  133. players[player].*flag = val;
  134. }
  135. else
  136. {
  137. throw std::string("No such player!");
  138. }
  139. cv.notify_all();
  140. }
  141. void PlayerStatuses::addQuery(ui8 player, ui32 id)
  142. {
  143. boost::unique_lock<boost::mutex> l(mx);
  144. if(players.find(player) != players.end())
  145. {
  146. players[player].queries.insert(id);
  147. }
  148. else
  149. {
  150. throw std::string("No such player!");
  151. }
  152. cv.notify_all();
  153. }
  154. void PlayerStatuses::removeQuery(ui8 player, ui32 id)
  155. {
  156. boost::unique_lock<boost::mutex> l(mx);
  157. if(players.find(player) != players.end())
  158. {
  159. players[player].queries.erase(id);
  160. }
  161. else
  162. {
  163. throw std::string("No such player!");
  164. }
  165. cv.notify_all();
  166. }
  167. void CGameHandler::handleCPPObjS(std::map<int,CCPPObjectScript*> * mapa, CCPPObjectScript * script)
  168. {
  169. std::vector<int> tempv = script->yourObjects();
  170. for (unsigned i=0;i<tempv.size();i++)
  171. {
  172. (*mapa)[tempv[i]]=script;
  173. }
  174. cppscripts.insert(script);
  175. }
  176. template <typename T>
  177. void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
  178. {
  179. fun(args[which]);
  180. }
  181. void CGameHandler::changeSecSkill(int ID, ui16 which, int val, bool abs)
  182. {
  183. SetSecSkill sps;
  184. sps.id = ID;
  185. sps.which = which;
  186. sps.abs = abs;
  187. sps.val = val;
  188. sendAndApply(&sps);
  189. }
  190. void CGameHandler::changePrimSkill(int ID, int which, int val, bool abs)
  191. {
  192. SetPrimSkill sps;
  193. sps.id = ID;
  194. sps.which = which;
  195. sps.abs = abs;
  196. sps.val = val;
  197. sendAndApply(&sps);
  198. if(which==4) //only for exp - hero may level up
  199. {
  200. CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID]);
  201. if(hero->exp >= VLC->heroh->reqExp(hero->level+1)) //new level
  202. {
  203. //give prim skill
  204. tlog5 << hero->name <<" got level "<<hero->level<<std::endl;
  205. int r = rand()%100, pom=0, x=0;
  206. int std::pair<int,int>::*g = (hero->level>9) ? (&std::pair<int,int>::second) : (&std::pair<int,int>::first);
  207. for(;x<PRIMARY_SKILLS;x++)
  208. {
  209. pom += hero->type->heroClass->primChance[x].*g;
  210. if(r<pom)
  211. break;
  212. }
  213. tlog5 << "Bohater dostaje umiejetnosc pierwszorzedna " << x << " (wynik losowania "<<r<<")"<<std::endl;
  214. SetPrimSkill sps;
  215. sps.id = ID;
  216. sps.which = x;
  217. sps.abs = false;
  218. sps.val = 1;
  219. sendAndApply(&sps);
  220. HeroLevelUp hlu;
  221. hlu.heroid = ID;
  222. hlu.primskill = x;
  223. hlu.level = hero->level+1;
  224. //picking sec. skills for choice
  225. std::set<int> basicAndAdv, expert, none;
  226. for(int i=0;i<SKILL_QUANTITY;i++) none.insert(i);
  227. for(unsigned i=0;i<hero->secSkills.size();i++)
  228. {
  229. if(hero->secSkills[i].second < 3)
  230. basicAndAdv.insert(hero->secSkills[i].first);
  231. else
  232. expert.insert(hero->secSkills[i].first);
  233. none.erase(hero->secSkills[i].first);
  234. }
  235. if(hero->secSkills.size() < hero->type->heroClass->skillLimit) //free skill slot
  236. {
  237. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
  238. }
  239. else
  240. {
  241. int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);
  242. hlu.skills.push_back(s);
  243. basicAndAdv.erase(s);
  244. }
  245. if(basicAndAdv.size())
  246. {
  247. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //new skill
  248. }
  249. else if(hero->secSkills.size() < hero->type->heroClass->skillLimit)
  250. {
  251. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
  252. }
  253. boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(callWith<ui16>,hlu.skills,boost::function<void(ui16)>(boost::bind(&CGameHandler::changeSecSkill,this,ID,_1,1,0)),_1));
  254. applyAndAsk(&hlu,hero->tempOwner,callback); //call changeSecSkill with appropriate args when client responds
  255. }
  256. }
  257. }
  258. CCreatureSet takeCasualties(int color, const CCreatureSet &set, BattleInfo *bat)
  259. {
  260. CCreatureSet ret(set);
  261. for(int i=0; i<bat->stacks.size();i++)
  262. {
  263. CStack *st = bat->stacks[i];
  264. if(st->owner==color && vstd::contains(set.slots,st->slot) && st->amount < set.slots.find(st->slot)->second.second)
  265. {
  266. if(st->alive())
  267. ret.slots[st->slot].second = st->amount;
  268. else
  269. ret.slots.erase(st->slot);
  270. }
  271. }
  272. return ret;
  273. }
  274. void CGameHandler::startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb)
  275. {
  276. BattleInfo *curB = new BattleInfo;
  277. setupBattle(curB, tile, army1, army2, hero1, hero2); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  278. NEW_ROUND;
  279. //TODO: pre-tactic stuff, call scripts etc.
  280. //tactic round
  281. {
  282. NEW_ROUND;
  283. if( (hero1 && hero1->getSecSkillLevel(19)>0) ||
  284. ( hero2 && hero2->getSecSkillLevel(19)>0) )//someone has tactics
  285. {
  286. //TODO: tactic round (round -1)
  287. }
  288. }
  289. //main loop
  290. while(!battleResult.get()) //till the end of the battle ;]
  291. {
  292. NEW_ROUND;
  293. std::vector<CStack*> & stacks = (gs->curB->stacks);
  294. const BattleInfo & curB = *gs->curB;
  295. //stack loop
  296. CStack *next;
  297. while(!battleResult.get() && (next=gs->curB->getNextStack()))
  298. {
  299. BattleSetActiveStack sas;
  300. sas.stack = next->ID;
  301. sendAndApply(&sas);
  302. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  303. while(!battleMadeAction.data && !battleResult.get()) //active stack hasn't made its action and battle is still going
  304. battleMadeAction.cond.wait(lock);
  305. battleMadeAction.data = false;
  306. checkForBattleEnd(stacks); //check if this action ended the battle
  307. }
  308. }
  309. //unblock engaged players
  310. if(hero1->tempOwner<PLAYER_LIMIT)
  311. states.setFlag(hero1->tempOwner,&PlayerStatus::engagedIntoBattle,false);
  312. if(hero2 && hero2->tempOwner<PLAYER_LIMIT)
  313. states.setFlag(hero2->tempOwner,&PlayerStatus::engagedIntoBattle,false);
  314. //casualties among heroes armies
  315. SetGarrisons sg;
  316. if(hero1)
  317. sg.garrs[hero1->id] = takeCasualties(hero1->tempOwner,hero1->army,gs->curB);
  318. if(hero2)
  319. sg.garrs[hero2->id] = takeCasualties(hero2->tempOwner,hero2->army,gs->curB);
  320. sendAndApply(&sg);
  321. //end battle, remove all info, free memory
  322. giveExp(*battleResult.data);
  323. sendAndApply(battleResult.data);
  324. if(cb)
  325. cb(battleResult.data);
  326. //if one hero has lost we will erase him
  327. if(battleResult.data->winner!=0 && hero1)
  328. {
  329. RemoveObject ro(hero1->id);
  330. sendAndApply(&ro);
  331. }
  332. if(battleResult.data->winner!=1 && hero2)
  333. {
  334. RemoveObject ro(hero2->id);
  335. sendAndApply(&ro);
  336. }
  337. //give exp
  338. if(battleResult.data->exp[0] && hero1)
  339. changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
  340. if(battleResult.data->exp[1] && hero2)
  341. changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
  342. delete battleResult.data;
  343. }
  344. void CGameHandler::prepareAttacked(BattleStackAttacked &bsa, CStack *def)
  345. {
  346. bsa.killedAmount = bsa.damageAmount / def->creature->hitPoints;
  347. unsigned damageFirst = bsa.damageAmount % def->creature->hitPoints;
  348. if( def->firstHPleft <= damageFirst )
  349. {
  350. bsa.killedAmount++;
  351. bsa.newHP = def->firstHPleft + def->creature->hitPoints - damageFirst;
  352. }
  353. else
  354. {
  355. bsa.newHP = def->firstHPleft - damageFirst;
  356. }
  357. if(def->amount <= bsa.killedAmount) //stack killed
  358. {
  359. bsa.newAmount = 0;
  360. bsa.flags |= 1;
  361. bsa.killedAmount = def->amount; //we cannot kill more creatures than we have
  362. }
  363. else
  364. {
  365. bsa.newAmount = def->amount - bsa.killedAmount;
  366. }
  367. }
  368. void CGameHandler::prepareAttack(BattleAttack &bat, CStack *att, CStack *def)
  369. {
  370. bat.stackAttacking = att->ID;
  371. bat.bsa.stackAttacked = def->ID;
  372. bat.bsa.damageAmount = BattleInfo::calculateDmg(att, def, gs->getHero(att->attackerOwned ? gs->curB->hero1 : gs->curB->hero2), gs->getHero(def->attackerOwned ? gs->curB->hero1 : gs->curB->hero2), bat.shot());//counting dealt damage
  373. prepareAttacked(bat.bsa,def);
  374. }
  375. void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
  376. {
  377. try
  378. {
  379. ui16 pom;
  380. while(!end2)
  381. {
  382. c >> pom;
  383. bool blockvis = false;
  384. switch(pom)
  385. {
  386. case 98:
  387. {
  388. std::string fname;
  389. c >> fname;
  390. CSaveFile save(fname);
  391. save << this;
  392. //save << this;
  393. break;
  394. }
  395. case 99: //end!
  396. {
  397. tlog0 << "We have been requested to close.\n";
  398. exit(0);
  399. }
  400. case 100: //my interface ended its turn
  401. {
  402. states.setFlag(gs->currentPlayer,&PlayerStatus::makingTurn,false);
  403. break;
  404. }
  405. case 500: //dismiss hero
  406. {
  407. si32 id;
  408. c >> id;
  409. RemoveObject rh(id);
  410. sendAndApply(&rh);
  411. break;
  412. }
  413. case 501://interface wants to move hero
  414. {
  415. int3 start, end;
  416. si32 id;
  417. c >> id >> start >> end;
  418. tlog5 << "Interface wants to move hero "<<id << " from "<<start << " to " << end << std::endl;
  419. int3 hmpos = end + int3(-1,0,0);
  420. TerrainTile t = gs->map->terrain[hmpos.x][hmpos.y][hmpos.z];
  421. CGHeroInstance *h = static_cast<CGHeroInstance *>(gs->map->objects[id]);
  422. int cost = (int)((double)h->getTileCost(t.tertype,t.malle,t.nuine) * distance(start,end));
  423. TryMoveHero tmh;
  424. tmh.id = id;
  425. tmh.start = start;
  426. tmh.end = end;
  427. tmh.result = 0;
  428. tmh.movePoints = h->movement;
  429. if((h->getOwner() != gs->currentPlayer) //not turn of that hero
  430. || (distance(start,end)>=1.5) //tiles are not neighouring
  431. || (h->movement < cost) //lack of movement points
  432. || (t.tertype == rock) //rock
  433. || (!h->canWalkOnSea() && t.tertype == water)
  434. || (t.blocked && !t.visitable) //tile is blocked andnot visitable
  435. )
  436. goto fail;
  437. //check if there is blocking visitable object
  438. blockvis = false;
  439. tmh.movePoints = h->movement = (h->movement-cost); //take move points
  440. BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
  441. {
  442. if(obj->blockVisit)
  443. {
  444. blockvis = true;
  445. break;
  446. }
  447. }
  448. //we start moving
  449. if(blockvis)//interaction with blocking object (like resources)
  450. {
  451. sendAndApply(&tmh); //failed to move to that tile but we visit object
  452. BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
  453. {
  454. if (obj->blockVisit)
  455. {
  456. //if(gs->checkFunc(obj->ID,"heroVisit")) //script function
  457. // gs->objscr[obj->ID]["heroVisit"]->onHeroVisit(obj,h->subID);
  458. if(obj->state) //hard-coded function
  459. obj->state->onHeroVisit(obj->id,h->id);
  460. }
  461. }
  462. tlog5 << "Blocing visit at " << hmpos << std::endl;
  463. break;
  464. }
  465. else //normal move
  466. {
  467. tmh.result = 1;
  468. BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[start.x-1][start.y][start.z].visitableObjects)
  469. {
  470. //TODO: allow to handle this in script-languages
  471. if(obj->state) //hard-coded function
  472. obj->state->onHeroLeave(obj->id,h->id);
  473. }
  474. tmh.fowRevealed = gs->tilesToReveal(h->getPosition(false),h->getSightDistance(),h->tempOwner);
  475. sendAndApply(&tmh);
  476. tlog5 << "Moved to " <<tmh.end<<std::endl;
  477. BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)//call objects if they are visited
  478. {
  479. //if(gs->checkFunc(obj->ID,"heroVisit")) //script function
  480. // gs->objscr[obj->ID]["heroVisit"]->onHeroVisit(obj,h->subID);
  481. if(obj->state) //hard-coded function
  482. obj->state->onHeroVisit(obj->id,h->id);
  483. }
  484. }
  485. tlog5 << "Movement end!\n";
  486. break;
  487. fail:
  488. tlog2 << "Movement failed to " << tmh.end << std::endl;
  489. sendAndApply(&tmh);
  490. break;
  491. }
  492. case 502: //swap creatures in garrison
  493. {
  494. ui8 what, p1, p2; si32 id1, id2;
  495. c >> what >> id1 >> p1 >> id2 >> p2;
  496. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id1]),
  497. *s2 = static_cast<CArmedInstance*>(gs->map->objects[id2]);
  498. CCreatureSet temp1 = s1->army, temp2 = s2->army,
  499. &S1 = temp1, &S2 = (s1!=s2)?(temp2):(temp1);
  500. if(what==1) //swap
  501. {
  502. std::swap(S1.slots[p1],S2.slots[p2]);
  503. if(!S1.slots[p1].second)
  504. S1.slots.erase(p1);
  505. if(!S2.slots[p2].second)
  506. S2.slots.erase(p2);
  507. }
  508. else if(what==2)//merge
  509. {
  510. if(S1.slots[p1].first != S2.slots[p2].first) break; //not same creature
  511. S2.slots[p2].second += S1.slots[p1].second;
  512. S1.slots.erase(p1);
  513. }
  514. else if(what==3) //split
  515. {
  516. si32 val;
  517. c >> val;
  518. if( vstd::contains(S2.slots,p2) //dest. slot not free
  519. || !vstd::contains(S1.slots,p1) //no creatures to split
  520. || S1.slots[p1].second < val //not enough creatures
  521. || val<1 //val must be positive
  522. )
  523. break;
  524. S2.slots[p2].first = S1.slots[p1].first;
  525. S2.slots[p2].second = val;
  526. S1.slots[p1].second -= val;
  527. if(!S1.slots[p1].second) //if we've moved all creatures
  528. S1.slots.erase(p1);
  529. }
  530. if((s1->needsLastStack() && !S1.slots.size()) //it's not allowed to take last stack from hero army!
  531. || (s2->needsLastStack() && !S2.slots.size())
  532. )
  533. {
  534. break; //leave without applying changes to garrison
  535. }
  536. SetGarrisons sg;
  537. sg.garrs[id1] = S1;
  538. if(s1 != s2)
  539. sg.garrs[id2] = S2;
  540. sendAndApply(&sg);
  541. break;
  542. }
  543. case 503: //disband creature
  544. {
  545. si32 id;
  546. ui8 pos;
  547. c >> id >> pos;
  548. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id]);
  549. s1->army.slots.erase(pos);
  550. SetGarrisons sg;
  551. sg.garrs[id] = s1->army;
  552. sendAndApply(&sg);
  553. break;
  554. }
  555. case 504: //build structure
  556. {
  557. si32 tid, bid;
  558. c >> tid >> bid;
  559. CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid]);
  560. CBuilding * b = VLC->buildh->buildings[t->subID][bid];
  561. for(int i=0;i<RESOURCE_QUANTITY;i++)
  562. if(b->resources[i] > gs->players[t->tempOwner].resources[i])
  563. break; //no res
  564. for( std::set<int>::iterator ri = VLC->townh->requirements[t->subID][bid].begin();
  565. ri != VLC->townh->requirements[t->subID][bid].end();
  566. ri++ )
  567. {
  568. if(!vstd::contains(t->builtBuildings,*ri))
  569. break; //lack of requirements - cannot build
  570. }
  571. if(vstd::contains(t->forbiddenBuildings,bid))
  572. break; //this building is forbidden
  573. NewStructures ns;
  574. ns.tid = tid;
  575. if(bid>36) //upg dwelling
  576. {
  577. if(t->getHordeLevel(0) == (bid-37))
  578. ns.bid.insert(19);
  579. else if(t->getHordeLevel(1) == (bid-37))
  580. ns.bid.insert(25);
  581. }
  582. else if(bid >= 30) //bas. dwelling
  583. {
  584. SetAvailableCreatures ssi;
  585. ssi.tid = tid;
  586. ssi.creatures = t->strInfo.creatures;
  587. ssi.creatures[bid-30] = VLC->creh->creatures[t->town->basicCreatures[bid-30]].growth;
  588. sendAndApply(&ssi);
  589. }
  590. ns.bid.insert(bid);
  591. ns.builded = t->builded + 1;
  592. sendAndApply(&ns);
  593. SetResources sr;
  594. sr.player = t->tempOwner;
  595. sr.res = gs->players[t->tempOwner].resources;
  596. for(int i=0;i<7;i++)
  597. sr.res[i]-=b->resources[i];
  598. sendAndApply(&sr);
  599. if(bid<5) //it's mage guild
  600. {
  601. if(t->visitingHero)
  602. giveSpells(t,t->visitingHero);
  603. if(t->garrisonHero)
  604. giveSpells(t,t->garrisonHero);
  605. }
  606. break;
  607. }
  608. case 506: //recruit creature
  609. {
  610. si32 objid, ser=-1; //ser - used dwelling level
  611. ui32 crid, cram; //recruited creature id and amount
  612. c >> objid >> crid >> cram;
  613. CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[objid]);
  614. //verify
  615. bool found = false;
  616. typedef std::pair<const int,int> Parka;
  617. for(std::map<si32,ui32>::iterator av = t->strInfo.creatures.begin(); av!=t->strInfo.creatures.end(); av++)
  618. {
  619. if( ( found = (crid == t->town->basicCreatures[av->first]) ) //creature is available among basic cretures
  620. || (found = (crid == t->town->upgradedCreatures[av->first])) )//creature is available among upgraded cretures
  621. {
  622. cram = std::min(cram,av->second); //reduce recruited amount up to available amount
  623. ser = av->first;
  624. break;
  625. }
  626. }
  627. int slot = t->army.getSlotFor(crid);
  628. if(!found || //no such creature
  629. cram > VLC->creh->creatures[crid].maxAmount(gs->players[t->tempOwner].resources) || //lack of resources
  630. cram<=0 ||
  631. slot<0 )
  632. break;
  633. //recruit
  634. SetResources sr;
  635. sr.player = t->tempOwner;
  636. for(int i=0;i<RESOURCE_QUANTITY;i++)
  637. sr.res[i] = gs->players[t->tempOwner].resources[i] - (VLC->creh->creatures[crid].cost[i] * cram);
  638. SetAvailableCreatures sac;
  639. sac.tid = objid;
  640. sac.creatures = t->strInfo.creatures;
  641. sac.creatures[ser] -= cram;
  642. SetGarrisons sg;
  643. sg.garrs[objid] = t->army;
  644. if(sg.garrs[objid].slots.find(slot) == sg.garrs[objid].slots.end()) //take a free slot
  645. {
  646. sg.garrs[objid].slots[slot] = std::make_pair(crid,cram);
  647. }
  648. else //add creatures to a already existing stack
  649. {
  650. sg.garrs[objid].slots[slot].second += cram;
  651. }
  652. sendAndApply(&sr);
  653. sendAndApply(&sac);
  654. sendAndApply(&sg);
  655. break;
  656. }
  657. case 507://upgrade creature
  658. {
  659. ui32 objid, upgID;
  660. ui8 pos;
  661. c >> objid >> pos >> upgID;
  662. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->map->objects[objid]);
  663. UpgradeInfo ui = gs->getUpgradeInfo(obj,pos);
  664. int player = obj->tempOwner;
  665. int crQuantity = obj->army.slots[pos].second;
  666. //check if upgrade is possible
  667. if(ui.oldID<0 || !vstd::contains(ui.newID,upgID))
  668. break;
  669. //check if player has enough resources
  670. for(int i=0;i<ui.cost.size();i++)
  671. {
  672. for (std::set<std::pair<int,int> >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++)
  673. {
  674. if(gs->players[player].resources[j->first] < j->second*crQuantity)
  675. goto upgend;
  676. }
  677. }
  678. //take resources
  679. for(int i=0;i<ui.cost.size();i++)
  680. {
  681. for (std::set<std::pair<int,int> >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++)
  682. {
  683. SetResource sr;
  684. sr.player = player;
  685. sr.resid = j->first;
  686. sr.val = gs->players[player].resources[j->first] - j->second*crQuantity;
  687. sendAndApply(&sr);
  688. }
  689. }
  690. {
  691. //upgrade creature
  692. SetGarrisons sg;
  693. sg.garrs[objid] = obj->army;
  694. sg.garrs[objid].slots[pos].first = upgID;
  695. sendAndApply(&sg);
  696. }
  697. upgend:
  698. break;
  699. }
  700. case 508: //garrison swap
  701. {
  702. si32 tid;
  703. c >> tid;
  704. CGTownInstance *town = gs->getTown(tid);
  705. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies
  706. {
  707. CCreatureSet csn = town->visitingHero->army, cso = town->army;
  708. while(!cso.slots.empty())//while there are unmoved creatures
  709. {
  710. int pos = csn.getSlotFor(cso.slots.begin()->second.first);
  711. if(pos<0)
  712. goto handleConEnd;
  713. if(csn.slots.find(pos)!=csn.slots.end()) //add creatures to the existing stack
  714. {
  715. csn.slots[pos].second += cso.slots.begin()->second.second;
  716. }
  717. else //move stack on the free pos
  718. {
  719. csn.slots[pos].first = cso.slots.begin()->second.first;
  720. csn.slots[pos].second = cso.slots.begin()->second.second;
  721. }
  722. cso.slots.erase(cso.slots.begin());
  723. }
  724. SetGarrisons sg;
  725. sg.garrs[town->visitingHero->id] = csn;
  726. sg.garrs[town->id] = csn;
  727. sendAndApply(&sg);
  728. SetHeroesInTown intown;
  729. intown.tid = tid;
  730. intown.visiting = -1;
  731. intown.garrison = town->visitingHero->id;
  732. sendAndApply(&intown);
  733. }
  734. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  735. {
  736. SetHeroesInTown intown;
  737. intown.tid = tid;
  738. intown.garrison = -1;
  739. intown.visiting = town->garrisonHero->id;
  740. sendAndApply(&intown);
  741. //town will be empty
  742. SetGarrisons sg;
  743. sg.garrs[tid] = CCreatureSet();
  744. sendAndApply(&sg);
  745. }
  746. else if (town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  747. {
  748. SetGarrisons sg;
  749. sg.garrs[town->id] = town->visitingHero->army;
  750. sg.garrs[town->garrisonHero->id] = town->garrisonHero->army;
  751. //sg.garrs[town->visitingHero->id] = town->visitingHero->army;
  752. SetHeroesInTown intown;
  753. intown.tid = tid;
  754. intown.garrison = town->visitingHero->id;
  755. intown.visiting = town->garrisonHero->id;
  756. sendAndApply(&intown);
  757. sendAndApply(&sg);
  758. }
  759. else
  760. {
  761. tlog3 << "Warning, wrong garrison swap command for " << tid << std::endl;
  762. }
  763. break;
  764. }
  765. case 509: //swap artifacts
  766. {
  767. si32 hid1, hid2;
  768. ui16 slot1, slot2;
  769. c >> hid1 >> slot1 >> hid2 >> slot2;
  770. CGHeroInstance *h1 = gs->getHero(hid1), *h2 = gs->getHero(hid2);
  771. if((distance(h1->pos,h2->pos) > 1.0) || (h1->tempOwner != h2->tempOwner))
  772. break;
  773. int a1=h1->getArtAtPos(slot1), a2=h2->getArtAtPos(slot2);
  774. h2->setArtAtPos(slot2,a1);
  775. h1->setArtAtPos(slot1,a2);
  776. SetHeroArtifacts sha;
  777. sha.hid = hid1;
  778. sha.artifacts = h1->artifacts;
  779. sha.artifWorn = h1->artifWorn;
  780. sendAndApply(&sha);
  781. if(hid1 != hid2)
  782. {
  783. sha.hid = hid2;
  784. sha.artifacts = h2->artifacts;
  785. sha.artifWorn = h2->artifWorn;
  786. sendAndApply(&sha);
  787. }
  788. break;
  789. }
  790. case 510: //buy artifact
  791. {
  792. ui32 hid;
  793. si32 aid, bid;
  794. c >> hid >> aid;
  795. CGHeroInstance *hero = gs->getHero(hid);
  796. CGTownInstance *town = hero->visitedTown;
  797. if(aid==0) //spellbok
  798. {
  799. if(!vstd::contains(town->builtBuildings,si32(0)))
  800. break;
  801. SetResource sr;
  802. sr.player = hero->tempOwner;
  803. sr.resid = 6;
  804. sr.val = gs->players[hero->tempOwner].resources[6] - 500;
  805. sendAndApply(&sr);
  806. SetHeroArtifacts sha;
  807. sha.hid = hid;
  808. sha.artifacts = hero->artifacts;
  809. sha.artifWorn = hero->artifWorn;
  810. sha.artifWorn[17] = 0;
  811. sendAndApply(&sha);
  812. giveSpells(town,hero);
  813. }
  814. else if(aid < 7 && aid > 3) //war machine
  815. {
  816. int price = VLC->arth->artifacts[aid].price;
  817. if(vstd::contains(hero->artifWorn,ui16(9+aid)) //hero already has this machine
  818. || !vstd::contains(town->builtBuildings,si32(16)) //no blackismith
  819. || gs->players[hero->tempOwner].resources[6] < price //no gold
  820. || town->town->warMachine!= aid ) //this machine is not available here (//TODO: support ballista yard in stronghold)
  821. {
  822. break;
  823. }
  824. SetResource sr;
  825. sr.player = hero->tempOwner;
  826. sr.resid = 6;
  827. sr.val = gs->players[hero->tempOwner].resources[6] - price;
  828. sendAndApply(&sr);
  829. SetHeroArtifacts sha;
  830. sha.hid = hid;
  831. sha.artifacts = hero->artifacts;
  832. sha.artifWorn = hero->artifWorn;
  833. sha.artifWorn[9+aid] = aid;
  834. sendAndApply(&sha);
  835. }
  836. break;
  837. }
  838. case 511: //trade at marketplace
  839. {
  840. ui8 player;
  841. ui32 mode, id1, id2, val;
  842. c >> player >> mode >> id1 >> id2 >> val;
  843. val = std::min(si32(val),gs->players[player].resources[id1]);
  844. double uzysk = (double)gs->resVals[id1] * val * gs->getMarketEfficiency(player);
  845. uzysk /= gs->resVals[id2];
  846. SetResource sr;
  847. sr.player = player;
  848. sr.resid = id1;
  849. sr.val = gs->players[player].resources[id1] - val;
  850. sendAndApply(&sr);
  851. sr.resid = id2;
  852. sr.val = gs->players[player].resources[id2] + (int)uzysk;
  853. sendAndApply(&sr);
  854. break;
  855. }
  856. case 512:
  857. {
  858. si32 hid;
  859. ui8 formation;
  860. c >> hid >> formation;
  861. gs->getHero(hid)->army.formation = formation;
  862. break;
  863. }
  864. case 513:
  865. {
  866. std::string message;
  867. c >> message;
  868. bool cheated=true;
  869. sendDataToClients(ui16(513));
  870. sendDataToClients(ui8(*players.begin()));
  871. sendDataToClients(message);
  872. if(message == "vcmiistari") //give all spells and 999 mana
  873. {
  874. SetMana sm;
  875. ChangeSpells cs;
  876. cs.learn = 1;
  877. for(int i=0;i<VLC->spellh->spells.size();i++)
  878. cs.spells.insert(i);
  879. sm.hid = cs.hid = gs->players[*players.begin()].currentSelection;
  880. sm.val = 999;
  881. if(gs->getHero(cs.hid))
  882. {
  883. sendAndApply(&cs);
  884. sendAndApply(&sm);
  885. }
  886. }
  887. else if(message == "vcmiainur") //gives 5 archangels into each slot
  888. {
  889. SetGarrisons sg;
  890. CGHeroInstance *hero = gs->getHero(gs->players[*players.begin()].currentSelection);
  891. if(!hero) break;
  892. sg.garrs[hero->id] = hero->army;
  893. for(int i=0;i<7;i++)
  894. if(!vstd::contains(sg.garrs[hero->id].slots,i))
  895. sg.garrs[hero->id].slots[i] = std::pair<ui32,si32>(13,5);
  896. sendAndApply(&sg);
  897. }
  898. else if(message == "vcmiangband") //gives 10 black knightinto each slot
  899. {
  900. SetGarrisons sg;
  901. CGHeroInstance *hero = gs->getHero(gs->players[*players.begin()].currentSelection);
  902. if(!hero) break;
  903. sg.garrs[hero->id] = hero->army;
  904. for(int i=0;i<7;i++)
  905. if(!vstd::contains(sg.garrs[hero->id].slots,i))
  906. sg.garrs[hero->id].slots[i] = std::pair<ui32,si32>(66,10);
  907. sendAndApply(&sg);
  908. }
  909. else if(message == "vcminoldor") //all war machines
  910. {
  911. CGHeroInstance *hero = gs->getHero(gs->players[*players.begin()].currentSelection);
  912. if(!hero) break;
  913. SetHeroArtifacts sha;
  914. sha.hid = hero->id;
  915. sha.artifacts = hero->artifacts;
  916. sha.artifWorn = hero->artifWorn;
  917. sha.artifWorn[13] = 4;
  918. sha.artifWorn[14] = 5;
  919. sha.artifWorn[15] = 6;
  920. sendAndApply(&sha);
  921. }
  922. else if(message == "vcminahar") //1000000 movement points
  923. {
  924. CGHeroInstance *hero = gs->getHero(gs->players[*players.begin()].currentSelection);
  925. if(!hero) break;
  926. SetMovePoints smp;
  927. smp.hid = hero->id;
  928. smp.val = 1000000;
  929. sendAndApply(&smp);
  930. }
  931. else if(message == "vcmiformenos") //give resources
  932. {
  933. SetResources sr;
  934. sr.player = *players.begin();
  935. sr.res = gs->players[sr.player].resources;
  936. for(int i=0;i<7;i++)
  937. sr.res[i] += 100;
  938. sr.res[6] += 19900;
  939. sendAndApply(&sr);
  940. }
  941. else if(message == "vcmieagles") //reveal FoW
  942. {
  943. FoWChange fc;
  944. fc.player = *players.begin();
  945. for(int i=0;i<gs->map->width;i++)
  946. for(int j=0;j<gs->map->height;j++)
  947. for(int k=0;k<gs->map->twoLevel+1;k++)
  948. if(!gs->players[fc.player].fogOfWarMap[i][j][k])
  949. fc.tiles.insert(int3(i,j,k));
  950. sendAndApply(&fc);
  951. }
  952. else if(message == "vcmiglorfindel")
  953. {
  954. CGHeroInstance *hero = gs->getHero(gs->players[*players.begin()].currentSelection);
  955. changePrimSkill(hero->id,4,VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  956. }
  957. else
  958. cheated = false;
  959. if(cheated)
  960. {
  961. message = "CHEATER!!!";
  962. sendDataToClients(ui16(513));
  963. sendDataToClients(ui8(*players.begin()));
  964. sendDataToClients(message);
  965. }
  966. break;
  967. }
  968. case 514:
  969. {
  970. ui32 id;
  971. c >> id;
  972. gs->players[*players.begin()].currentSelection = id;
  973. break;
  974. }
  975. case 515:
  976. {
  977. ui32 tid;
  978. ui8 hid;
  979. c >> tid >> hid;
  980. CGTownInstance *t = gs->getTown(tid);
  981. if(!vstd::contains(players,t->tempOwner) //not our town
  982. || !vstd::contains(t->builtBuildings,5) //no tavern in the town
  983. || gs->players[t->tempOwner].resources[6]<2500 //not enough gold
  984. || t->visitingHero //there is visiting hero - no place
  985. || gs->players[t->tempOwner].heroes.size()>7 //8 hero limit
  986. )
  987. break;
  988. CGHeroInstance *nh = gs->players[t->tempOwner].availableHeroes[hid];
  989. HeroRecruited hr;
  990. hr.tid = tid;
  991. hr.hid = nh->subID;
  992. hr.player = t->tempOwner;
  993. hr.tile = t->pos - int3(1,0,0);
  994. sendAndApply(&hr);
  995. SetAvailableHeroes sah;
  996. (hid ? sah.hid2 : sah.hid1) = gs->hpool.pickHeroFor(false,t->tempOwner,t->town)->subID;
  997. (hid ? sah.hid1 : sah.hid2) = gs->players[t->tempOwner].availableHeroes[!hid]->subID;
  998. sah.player = t->tempOwner;
  999. sah.flags = hid+1;
  1000. sendAndApply(&sah);
  1001. SetResource sr;
  1002. sr.player = t->tempOwner;
  1003. sr.resid = 6;
  1004. sr.val = gs->players[t->tempOwner].resources[6] - 2500;
  1005. sendAndApply(&sr);
  1006. break;
  1007. }
  1008. case 2001:
  1009. {
  1010. ui32 qid, answer;
  1011. c >> qid >> answer;
  1012. gsm.lock();
  1013. CFunctionList<void(ui32)> callb = callbacks[qid];
  1014. callbacks.erase(qid);
  1015. gsm.unlock();
  1016. callb(answer);
  1017. break;
  1018. }
  1019. case 3002:
  1020. {
  1021. BattleAction ba;
  1022. c >> ba;
  1023. switch(ba.actionType)
  1024. {
  1025. case 2: //walk
  1026. {
  1027. sendAndApply(&StartAction(ba)); //start movement
  1028. moveStack(ba.stackNumber,ba.destinationTile); //move
  1029. sendDataToClients(ui16(3008)); //end movement
  1030. break;
  1031. }
  1032. case 3: //defend
  1033. case 8: //wait
  1034. {
  1035. sendAndApply(&StartAction(ba));
  1036. sendDataToClients(ui16(3008));
  1037. break;
  1038. }
  1039. case 4: //retreat/flee
  1040. {
  1041. //TODO: check if fleeing is possible (e.g. enemy may have Shackles of War)
  1042. //TODO: calculate casualties
  1043. //TODO: remove retreating hero from map and place it in recruitment list
  1044. BattleResult *br = new BattleResult;
  1045. br->result = 1;
  1046. br->winner = !ba.side; //fleeing side loses
  1047. gs->curB->calculateCasualties(br->casualties);
  1048. giveExp(*br);
  1049. battleResult.set(br);
  1050. break;
  1051. }
  1052. case 6: //walk or attack
  1053. {
  1054. sendAndApply(&StartAction(ba)); //start movement and attack
  1055. moveStack(ba.stackNumber,ba.destinationTile);
  1056. CStack *curStack = gs->curB->getStack(ba.stackNumber),
  1057. *stackAtEnd = gs->curB->getStackT(ba.additionalInfo);
  1058. if( curStack->position != ba.destinationTile //we wasn't able to reach destination tile
  1059. || BattleInfo::mutualPosition(ba.destinationTile,ba.additionalInfo) < 0 //destination tile is not neighbouring with enemy stack
  1060. )
  1061. {
  1062. sendDataToClients(ui16(3008)); //end movement and attack
  1063. break;
  1064. }
  1065. BattleAttack bat;
  1066. prepareAttack(bat,curStack,stackAtEnd);
  1067. sendAndApply(&bat);
  1068. //counterattack
  1069. if(!vstd::contains(curStack->abilities,NO_ENEMY_RETALIATION)
  1070. && stackAtEnd->alive()
  1071. && stackAtEnd->counterAttacks ) //TODO: support for multiple retaliatons per turn
  1072. {
  1073. prepareAttack(bat,stackAtEnd,curStack);
  1074. bat.flags |= 2;
  1075. sendAndApply(&bat);
  1076. }
  1077. if(vstd::contains(curStack->abilities,TWICE_ATTACK)
  1078. && curStack->alive()
  1079. && stackAtEnd->alive() )
  1080. {
  1081. bat.flags = 0;
  1082. prepareAttack(bat,curStack,stackAtEnd);
  1083. sendAndApply(&bat);
  1084. }
  1085. sendDataToClients(ui16(3008)); //end movement and attack
  1086. break;
  1087. }
  1088. case 7: //shoot
  1089. {
  1090. CStack *curStack = gs->curB->getStack(ba.stackNumber),
  1091. *destStack= gs->curB->getStackT(ba.destinationTile);
  1092. if(!curStack //our stack exists
  1093. || !destStack //there is a stack at destination tile
  1094. || !curStack->shots //stack has shots
  1095. || gs->curB->isStackBlocked(curStack->ID) //we are not blocked
  1096. || !vstd::contains(curStack->abilities,SHOOTER) //our stack is shooting unit
  1097. )
  1098. break;
  1099. for(int g=0; g<curStack->effects.size(); ++g)
  1100. {
  1101. if(61 == curStack->effects[g].id) //forgetfulness
  1102. break;
  1103. }
  1104. sendAndApply(&StartAction(ba)); //start shooting
  1105. BattleAttack bat;
  1106. prepareAttack(bat,curStack,destStack);
  1107. bat.flags |= 1;
  1108. sendAndApply(&bat);
  1109. if(vstd::contains(curStack->abilities,TWICE_ATTACK) //if unit shots twice let's make another shot
  1110. && curStack->alive()
  1111. && destStack->alive()
  1112. && curStack->shots
  1113. )
  1114. {
  1115. prepareAttack(bat,curStack,destStack);
  1116. sendAndApply(&bat);
  1117. }
  1118. sendDataToClients(ui16(3008)); //end shooting
  1119. break;
  1120. }
  1121. }
  1122. battleMadeAction.setn(true);
  1123. break;
  1124. }
  1125. case 3003: //custom action (probably spell)
  1126. {
  1127. BattleAction ba;
  1128. c >> ba;
  1129. switch(ba.actionType)
  1130. {
  1131. case 1: //hero casts spell
  1132. {
  1133. CGHeroInstance *h = (ba.side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);
  1134. if(!h)
  1135. {
  1136. tlog2 << "Wrong caster!\n";
  1137. goto customactionend;
  1138. }
  1139. if(ba.additionalInfo >= VLC->spellh->spells.size())
  1140. {
  1141. tlog2 << "Wrong spell id (" << ba.additionalInfo << ")!\n";
  1142. goto customactionend;
  1143. }
  1144. CSpell *s = &VLC->spellh->spells[ba.additionalInfo];
  1145. int skill = 0; //skill level
  1146. if(s->fire)
  1147. skill = std::max(skill,h->getSecSkillLevel(14));
  1148. if(s->air)
  1149. skill = std::max(skill,h->getSecSkillLevel(15));
  1150. if(s->water)
  1151. skill = std::max(skill,h->getSecSkillLevel(16));
  1152. if(s->earth)
  1153. skill = std::max(skill,h->getSecSkillLevel(17));
  1154. //TODO: skill level may be different on special terrain
  1155. if( // !vstd::contains(h->spells,ba.additionalInfo) //hero doesn't know this spell
  1156. /*||*/ (h->mana < s->costs[skill]) //not enough mana
  1157. || (ba.additionalInfo < 10) //it's adventure spell (not combat)
  1158. || 0 )//TODO: hero has already casted a spell in this round
  1159. {
  1160. tlog2 << "Spell cannot be casted!\n";
  1161. goto customactionend;
  1162. }
  1163. sendAndApply(&StartAction(ba)); //start spell casting
  1164. //TODO: check resistances
  1165. SpellCasted sc;
  1166. sc.side = ba.side;
  1167. sc.id = ba.additionalInfo;
  1168. sc.skill = skill;
  1169. sc.tile = ba.destinationTile;
  1170. sendAndApply(&sc);
  1171. switch(ba.additionalInfo) //spell id
  1172. {
  1173. case 15: //magic arrow
  1174. {
  1175. CStack * attacked = gs->curB->getStackT(ba.destinationTile);
  1176. if(!attacked) break;
  1177. BattleStackAttacked bsa;
  1178. bsa.flags |= 2;
  1179. bsa.effect = 64;
  1180. bsa.damageAmount = h->getPrimSkillLevel(2) * 10 + s->powers[getSchoolLevel(h,s)];
  1181. bsa.stackAttacked = attacked->ID;
  1182. prepareAttacked(bsa,attacked);
  1183. sendAndApply(&bsa);
  1184. break;
  1185. }
  1186. case 16: //ice bolt
  1187. {
  1188. CStack * attacked = gs->curB->getStackT(ba.destinationTile);
  1189. if(!attacked) break;
  1190. BattleStackAttacked bsa;
  1191. bsa.flags |= 2;
  1192. bsa.effect = 46;
  1193. bsa.damageAmount = h->getPrimSkillLevel(2) * 20 + s->powers[getSchoolLevel(h,s)];
  1194. bsa.stackAttacked = attacked->ID;
  1195. prepareAttacked(bsa,attacked);
  1196. sendAndApply(&bsa);
  1197. break;
  1198. }
  1199. case 17: //lightning bolt
  1200. {
  1201. CStack * attacked = gs->curB->getStackT(ba.destinationTile);
  1202. if(!attacked) break;
  1203. BattleStackAttacked bsa;
  1204. bsa.flags |= 2;
  1205. bsa.effect = 38;
  1206. bsa.damageAmount = h->getPrimSkillLevel(2) * 25 + s->powers[getSchoolLevel(h,s)];
  1207. bsa.stackAttacked = attacked->ID;
  1208. prepareAttacked(bsa,attacked);
  1209. sendAndApply(&bsa);
  1210. break;
  1211. }
  1212. case 18: //implosion
  1213. {
  1214. CStack * attacked = gs->curB->getStackT(ba.destinationTile);
  1215. if(!attacked) break;
  1216. BattleStackAttacked bsa;
  1217. bsa.flags |= 2;
  1218. bsa.effect = 10;
  1219. bsa.damageAmount = h->getPrimSkillLevel(2) * 75 + s->powers[getSchoolLevel(h,s)];
  1220. bsa.stackAttacked = attacked->ID;
  1221. prepareAttacked(bsa,attacked);
  1222. sendAndApply(&bsa);
  1223. break;
  1224. }
  1225. case 53: //haste
  1226. {
  1227. SetStackEffect sse;
  1228. sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
  1229. sse.effect.id = 53;
  1230. sse.effect.level = getSchoolLevel(h,s);
  1231. sse.effect.turnsRemain = h->getPrimSkillLevel(2);
  1232. sendAndApply(&sse);
  1233. break;
  1234. }
  1235. case 54: //slow
  1236. {
  1237. SetStackEffect sse;
  1238. sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
  1239. sse.effect.id = 54;
  1240. sse.effect.level = getSchoolLevel(h,s);
  1241. sse.effect.turnsRemain = h->getPrimSkillLevel(2);
  1242. sendAndApply(&sse);
  1243. break;
  1244. }
  1245. case 61: //forgetfulness
  1246. {
  1247. SetStackEffect sse;
  1248. sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
  1249. sse.effect.id = 61;
  1250. sse.effect.level = getSchoolLevel(h,s);
  1251. sse.effect.turnsRemain = h->getPrimSkillLevel(2);
  1252. sendAndApply(&sse);
  1253. break;
  1254. }
  1255. }
  1256. //TODO: spells to support possibly soon (list by Zamolxis):
  1257. /*- Magic Arrow
  1258. - Haste
  1259. - Bless
  1260. - Bloodlust
  1261. - Curse
  1262. - Dispel
  1263. - Shield
  1264. - Slow
  1265. - Stone Skin
  1266. - Lightning Bolt
  1267. - Ice Bolt
  1268. - Precision
  1269. - Blind
  1270. - Fire Wall
  1271. - Weakness
  1272. - Death Ripple */
  1273. sendDataToClients(ui16(3008)); //end casting
  1274. break;
  1275. }
  1276. }
  1277. customactionend:
  1278. break;
  1279. }
  1280. default:
  1281. throw std::string("Not supported client message!");
  1282. }
  1283. }
  1284. }
  1285. catch (const std::exception& e)
  1286. {
  1287. tlog1 << "Exception during handling connection: " << e.what() << std::endl;
  1288. end2 = true;
  1289. }
  1290. catch (const std::exception * e)
  1291. {
  1292. tlog1 << "Exception during handling connection: " << e->what()<< std::endl;
  1293. end2 = true;
  1294. delete e;
  1295. }
  1296. catch(...)
  1297. {
  1298. end2 = true;
  1299. }
  1300. handleConEnd:
  1301. tlog1 << "Ended handling connection\n";
  1302. }
  1303. void CGameHandler::moveStack(int stack, int dest)
  1304. {
  1305. CStack *curStack = gs->curB->getStack(stack),
  1306. *stackAtEnd = gs->curB->getStackT(dest);
  1307. //initing necessary tables
  1308. bool accessibility[BFIELD_SIZE];
  1309. if(curStack->creature->isDoubleWide())
  1310. gs->curB->getAccessibilityMapForTwoHex(accessibility,curStack->attackerOwned,curStack->ID);
  1311. else
  1312. gs->curB->getAccessibilityMap(accessibility,curStack->ID);
  1313. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility[dest])
  1314. return;
  1315. //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
  1316. // return false;
  1317. std::vector<int> path = gs->curB->getPath(curStack->position,dest,accessibility);
  1318. int tilesToMove = std::max((int)(path.size() - curStack->speed()), 0);
  1319. for(int v=path.size()-1; v>=tilesToMove; --v)
  1320. {
  1321. //inform clients about move
  1322. BattleStackMoved sm;
  1323. sm.stack = curStack->ID;
  1324. sm.tile = path[v];
  1325. sendAndApply(&sm);
  1326. }
  1327. }
  1328. CGameHandler::CGameHandler(void)
  1329. {
  1330. gs = NULL;
  1331. }
  1332. CGameHandler::~CGameHandler(void)
  1333. {
  1334. delete gs;
  1335. }
  1336. void CGameHandler::init(StartInfo *si, int Seed)
  1337. {
  1338. Mapa *map = new Mapa(si->mapname);
  1339. tlog0 << "Map loaded!" << std::endl;
  1340. gs = new CGameState();
  1341. tlog0 << "Gamestate created!" << std::endl;
  1342. gs->init(si,map,Seed);
  1343. tlog0 << "Gamestate initialized!" << std::endl;
  1344. /****************************LUA OBJECT SCRIPTS************************************************/
  1345. //std::vector<std::string> * lf = CLuaHandler::searchForScripts("scripts/lua/objects"); //files
  1346. //for (int i=0; i<lf->size(); i++)
  1347. //{
  1348. // try
  1349. // {
  1350. // std::vector<std::string> * temp = CLuaHandler::functionList((*lf)[i]);
  1351. // CLuaObjectScript * objs = new CLuaObjectScript((*lf)[i]);
  1352. // CLuaCallback::registerFuncs(objs->is);
  1353. // //objs
  1354. // for (int j=0; j<temp->size(); j++)
  1355. // {
  1356. // int obid ; //obj ID
  1357. // int dspos = (*temp)[j].find_first_of('_');
  1358. // obid = atoi((*temp)[j].substr(dspos+1,(*temp)[j].size()-dspos-1).c_str());
  1359. // std::string fname = (*temp)[j].substr(0,dspos);
  1360. // if (skrypty->find(obid)==skrypty->end())
  1361. // skrypty->insert(std::pair<int, std::map<std::string, CObjectScript*> >(obid,std::map<std::string,CObjectScript*>()));
  1362. // (*skrypty)[obid].insert(std::pair<std::string, CObjectScript*>(fname,objs));
  1363. // }
  1364. // delete temp;
  1365. // }HANDLE_EXCEPTION
  1366. //}
  1367. //delete lf;
  1368. }
  1369. void CGameHandler::newTurn()
  1370. {
  1371. tlog5 << "Turn " << gs->day+1 << std::endl;
  1372. NewTurn n;
  1373. n.day = gs->day + 1;
  1374. n.resetBuilded = true;
  1375. for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  1376. {
  1377. if(i->first == 255) continue;
  1378. if(gs->getDate(1)==7) //first day of week - new heroes in tavern
  1379. {
  1380. SetAvailableHeroes sah;
  1381. sah.player = i->first;
  1382. //TODO: - will fail when there are not enough available heroes
  1383. sah.hid1 = gs->hpool.pickHeroFor(true,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle])->subID;
  1384. sah.hid2 = gs->hpool.pickHeroFor(false,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle],sah.hid1)->subID;
  1385. sendAndApply(&sah);
  1386. }
  1387. if(i->first>=PLAYER_LIMIT) continue;
  1388. SetResources r;
  1389. r.player = i->first;
  1390. for(int j=0;j<RESOURCE_QUANTITY;j++)
  1391. r.res[j] = i->second.resources[j];
  1392. BOOST_FOREACH(CGHeroInstance *h, (*i).second.heroes)
  1393. {
  1394. NewTurn::Hero hth;
  1395. hth.id = h->id;
  1396. hth.move = h->maxMovePoints(true); //TODO: check if hero is really on the land
  1397. hth.mana = std::max(h->mana,std::min(h->mana+1+h->getSecSkillLevel(8), h->manaLimit())); //hero regains 1 mana point + mysticism lvel
  1398. n.heroes.insert(hth);
  1399. switch(h->getSecSkillLevel(13)) //handle estates - give gold
  1400. {
  1401. case 1: //basic
  1402. r.res[6] += 125;
  1403. break;
  1404. case 2: //advanced
  1405. r.res[6] += 250;
  1406. break;
  1407. case 3: //expert
  1408. r.res[6] += 500;
  1409. break;
  1410. }
  1411. }
  1412. for(std::vector<CGTownInstance *>::iterator j=i->second.towns.begin();j!=i->second.towns.end();j++)//handle towns
  1413. {
  1414. if(vstd::contains((**j).builtBuildings,15)) //there is resource silo
  1415. {
  1416. if((**j).town->primaryRes == 127) //we'll give wood and ore
  1417. {
  1418. r.res[0] += 1;
  1419. r.res[2] += 1;
  1420. }
  1421. else
  1422. {
  1423. r.res[(**j).town->primaryRes] += 1;
  1424. }
  1425. }
  1426. if(gs->getDate(1)==7) //first day of week
  1427. {
  1428. SetAvailableCreatures sac;
  1429. sac.tid = (**j).id;
  1430. sac.creatures = (**j).strInfo.creatures;
  1431. for(int k=0;k<CREATURES_PER_TOWN;k++) //creature growths
  1432. {
  1433. if((**j).creatureDwelling(k))//there is dwelling (k-level)
  1434. sac.creatures[k] += (**j).creatureGrowth(k);
  1435. }
  1436. n.cres.push_back(sac);
  1437. }
  1438. if((gs->day) && i->first<PLAYER_LIMIT)//not the first day and town not neutral
  1439. r.res[6] += (**j).dailyIncome();
  1440. }
  1441. n.res.push_back(r);
  1442. }
  1443. sendAndApply(&n);
  1444. tlog5 << "Info about turn " << n.day << "has been sent!" << std::endl;
  1445. for (std::set<CCPPObjectScript *>::iterator i=cppscripts.begin();i!=cppscripts.end();i++)
  1446. {
  1447. (*i)->newTurn();
  1448. }
  1449. }
  1450. void CGameHandler::run()
  1451. {
  1452. BOOST_FOREACH(CConnection *cc, conns)
  1453. {//init conn.
  1454. ui8 quantity, pom;
  1455. //ui32 seed;
  1456. (*cc) << gs->scenarioOps->mapname << gs->map->checksum << gs->seed;
  1457. (*cc) >> quantity; //how many players will be handled at that client
  1458. for(int i=0;i<quantity;i++)
  1459. {
  1460. (*cc) >> pom; //read player color
  1461. gsm.lock();
  1462. connections[pom] = cc;
  1463. gsm.unlock();
  1464. }
  1465. }
  1466. for(std::set<CConnection*>::iterator i = conns.begin(); i!=conns.end();i++)
  1467. {
  1468. std::set<int> pom;
  1469. for(std::map<int,CConnection*>::iterator j = connections.begin(); j!=connections.end();j++)
  1470. if(j->second == *i)
  1471. pom.insert(j->first);
  1472. boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(**i)));
  1473. }
  1474. /****************************SCRIPTS************************************************/
  1475. //std::map<int, std::map<std::string, CObjectScript*> > * skrypty = &objscr; //alias for easier access
  1476. /****************************C++ OBJECT SCRIPTS************************************************/
  1477. std::map<int,CCPPObjectScript*> scripts;
  1478. CScriptCallback * csc = new CScriptCallback();
  1479. csc->gh = this;
  1480. handleCPPObjS(&scripts,new CVisitableOPH(csc));
  1481. handleCPPObjS(&scripts,new CVisitableOPW(csc));
  1482. handleCPPObjS(&scripts,new CPickable(csc));
  1483. handleCPPObjS(&scripts,new CMines(csc));
  1484. handleCPPObjS(&scripts,new CTownScript(csc));
  1485. handleCPPObjS(&scripts,new CHeroScript(csc));
  1486. handleCPPObjS(&scripts,new CMonsterS(csc));
  1487. handleCPPObjS(&scripts,new CCreatureGen(csc));
  1488. handleCPPObjS(&scripts,new CTeleports(csc));
  1489. /****************************INITIALIZING OBJECT SCRIPTS************************************************/
  1490. //std::string temps("newObject");
  1491. for (unsigned i=0; i<gs->map->objects.size(); i++)
  1492. {
  1493. //c++ scripts
  1494. if (scripts.find(gs->map->objects[i]->ID) != scripts.end())
  1495. {
  1496. gs->map->objects[i]->state = scripts[gs->map->objects[i]->ID];
  1497. gs->map->objects[i]->state->newObject(gs->map->objects[i]->id);
  1498. }
  1499. else
  1500. {
  1501. gs->map->objects[i]->state = NULL;
  1502. }
  1503. //// lua scripts
  1504. //if(checkFunc(map->objects[i]->ID,temps))
  1505. // (*skrypty)[map->objects[i]->ID][temps]->newObject(map->objects[i]);
  1506. }
  1507. for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)
  1508. states.addPlayer(i->first);
  1509. while (!end2)
  1510. {
  1511. newTurn();
  1512. for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)
  1513. {
  1514. if((i->second.towns.size()==0 && i->second.heroes.size()==0) || i->second.color<0 || i->first>=PLAYER_LIMIT ) continue; //players has not towns/castle - loser
  1515. states.setFlag(i->first,&PlayerStatus::makingTurn,true);
  1516. gs->currentPlayer = i->first;
  1517. *connections[i->first] << ui16(100) << i->first;
  1518. //wait till turn is done
  1519. boost::unique_lock<boost::mutex> lock(states.mx);
  1520. while(states.players[i->first].makingTurn && !end2)
  1521. {
  1522. boost::posix_time::time_duration p;
  1523. p = boost::posix_time::milliseconds(200);
  1524. #ifdef _MSC_VER
  1525. states.cv.timed_wait(lock,p);
  1526. #else
  1527. boost::xtime time={0,0};
  1528. time.nsec = static_cast<boost::xtime::xtime_nsec_t>(p.total_nanoseconds());
  1529. states.cv.timed_wait(lock,time);
  1530. #endif
  1531. }
  1532. }
  1533. }
  1534. }
  1535. namespace CGH
  1536. {
  1537. using namespace std;
  1538. void readItTo(ifstream & input, vector< vector<int> > & dest)
  1539. {
  1540. for(int j=0; j<7; ++j)
  1541. {
  1542. std::vector<int> pom;
  1543. for(int g=0; g<j+1; ++g)
  1544. {
  1545. int hlp; input>>hlp;
  1546. pom.push_back(hlp);
  1547. }
  1548. dest.push_back(pom);
  1549. }
  1550. }
  1551. }
  1552. void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, CCreatureSet &army1, CCreatureSet &army2, CGHeroInstance * hero1, CGHeroInstance * hero2 )
  1553. {
  1554. battleResult.set(NULL);
  1555. std::vector<CStack*> & stacks = (curB->stacks);
  1556. curB->tile = tile;
  1557. curB->siege = 0; //TODO: add sieges
  1558. curB->army1=army1;
  1559. curB->army2=army2;
  1560. curB->hero1=(hero1)?(hero1->id):(-1);
  1561. curB->hero2=(hero2)?(hero2->id):(-1);
  1562. curB->side1=(hero1)?(hero1->tempOwner):(-1);
  1563. curB->side2=(hero2)?(hero2->tempOwner):(-1);
  1564. curB->round = -2;
  1565. curB->activeStack = -1;
  1566. for(std::map<si32,std::pair<ui32,si32> >::iterator i = army1.slots.begin(); i!=army1.slots.end(); i++)
  1567. {
  1568. stacks.push_back(new CStack(&VLC->creh->creatures[i->second.first],i->second.second,hero1->tempOwner, stacks.size(), true,i->first));
  1569. stacks[stacks.size()-1]->ID = stacks.size()-1;
  1570. }
  1571. //initialization of positions
  1572. std::ifstream positions;
  1573. positions.open("config" PATHSEPARATOR "battleStartpos.txt", std::ios_base::in|std::ios_base::binary);
  1574. if(!positions.is_open())
  1575. {
  1576. tlog1<<"Unable to open battleStartpos.txt!"<<std::endl;
  1577. }
  1578. std::string dump;
  1579. positions>>dump; positions>>dump;
  1580. std::vector< std::vector<int> > attackerLoose, defenderLoose, attackerTight, defenderTight;
  1581. CGH::readItTo(positions, attackerLoose);
  1582. positions>>dump;
  1583. CGH::readItTo(positions, defenderLoose);
  1584. positions>>dump;
  1585. positions>>dump;
  1586. CGH::readItTo(positions, attackerTight);
  1587. positions>>dump;
  1588. CGH::readItTo(positions, defenderTight);
  1589. positions.close();
  1590. if(army1.formation)
  1591. for(int b=0; b<army1.slots.size(); ++b) //tight
  1592. {
  1593. stacks[b]->position = attackerTight[army1.slots.size()-1][b];
  1594. }
  1595. else
  1596. for(int b=0; b<army1.slots.size(); ++b) //loose
  1597. {
  1598. stacks[b]->position = attackerLoose[army1.slots.size()-1][b];
  1599. }
  1600. for(std::map<si32,std::pair<ui32,si32> >::iterator i = army2.slots.begin(); i!=army2.slots.end(); i++)
  1601. stacks.push_back(new CStack(&VLC->creh->creatures[i->second.first],i->second.second,hero2 ? hero2->tempOwner : 255, stacks.size(), false, i->first));
  1602. if(army2.formation)
  1603. for(int b=0; b<army2.slots.size(); ++b) //tight
  1604. {
  1605. stacks[b+army1.slots.size()]->position = defenderTight[army2.slots.size()-1][b];
  1606. }
  1607. else
  1608. for(int b=0; b<army2.slots.size(); ++b) //loose
  1609. {
  1610. stacks[b+army1.slots.size()]->position = defenderLoose[army2.slots.size()-1][b];
  1611. }
  1612. for(unsigned g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
  1613. {
  1614. if((stacks[g]->position%17)==1 && stacks[g]->creature->isDoubleWide())
  1615. {
  1616. stacks[g]->position += 1;
  1617. }
  1618. else if((stacks[g]->position%17)==15 && stacks[g]->creature->isDoubleWide())
  1619. {
  1620. stacks[g]->position -= 1;
  1621. }
  1622. }
  1623. //adding war machines
  1624. if(hero1)
  1625. {
  1626. if(hero1->artifWorn[13]) //ballista
  1627. {
  1628. stacks.push_back(new CStack(&VLC->creh->creatures[146], 1, hero1->tempOwner, stacks.size(), true, 255));
  1629. stacks[stacks.size()-1]->position = 52;
  1630. }
  1631. if(hero1->artifWorn[14]) //ammo cart
  1632. {
  1633. stacks.push_back(new CStack(&VLC->creh->creatures[148], 1, hero1->tempOwner, stacks.size(), true, 255));
  1634. stacks[stacks.size()-1]->position = 18;
  1635. }
  1636. if(hero1->artifWorn[15]) //first aid tent
  1637. {
  1638. stacks.push_back(new CStack(&VLC->creh->creatures[147], 1, hero1->tempOwner, stacks.size(), true, 255));
  1639. stacks[stacks.size()-1]->position = 154;
  1640. }
  1641. }
  1642. if(hero2)
  1643. {
  1644. if(hero2->artifWorn[13]) //ballista
  1645. {
  1646. stacks.push_back(new CStack(&VLC->creh->creatures[146], 1, hero2->tempOwner, stacks.size(), false, 255));
  1647. stacks[stacks.size()-1]->position = 66;
  1648. }
  1649. if(hero2->artifWorn[14]) //ammo cart
  1650. {
  1651. stacks.push_back(new CStack(&VLC->creh->creatures[148], 1, hero2->tempOwner, stacks.size(), false, 255));
  1652. stacks[stacks.size()-1]->position = 32;
  1653. }
  1654. if(hero2->artifWorn[15]) //first aid tent
  1655. {
  1656. stacks.push_back(new CStack(&VLC->creh->creatures[147], 1, hero2->tempOwner, stacks.size(), false, 255));
  1657. stacks[stacks.size()-1]->position = 168;
  1658. }
  1659. }
  1660. //war machiens added
  1661. std::stable_sort(stacks.begin(),stacks.end(),cmpst);
  1662. //block engaged players
  1663. if(hero1->tempOwner<PLAYER_LIMIT)
  1664. states.setFlag(hero1->tempOwner,&PlayerStatus::engagedIntoBattle,true);
  1665. if(hero2 && hero2->tempOwner<PLAYER_LIMIT)
  1666. states.setFlag(hero2->tempOwner,&PlayerStatus::engagedIntoBattle,true);
  1667. //send info about battles
  1668. BattleStart bs;
  1669. bs.info = curB;
  1670. sendAndApply(&bs);
  1671. }
  1672. void CGameHandler::checkForBattleEnd( std::vector<CStack*> &stacks )
  1673. {
  1674. //checking winning condition
  1675. bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarily
  1676. hasStack[0] = hasStack[1] = false;
  1677. for(int b = 0; b<stacks.size(); ++b)
  1678. {
  1679. if(stacks[b]->alive())
  1680. {
  1681. hasStack[1-stacks[b]->attackerOwned] = true;
  1682. }
  1683. }
  1684. if(!hasStack[0] || !hasStack[1]) //somebody has won
  1685. {
  1686. BattleResult *br = new BattleResult; //will be deleted at the end of startBattle(...)
  1687. br->result = 0;
  1688. br->winner = hasStack[1]; //fleeing side loses
  1689. gs->curB->calculateCasualties(br->casualties);
  1690. battleResult.set(br);
  1691. }
  1692. }
  1693. void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
  1694. {
  1695. if(!vstd::contains(h->artifWorn,17))
  1696. return; //hero hasn't spellbok
  1697. ChangeSpells cs;
  1698. cs.hid = h->id;
  1699. cs.learn = true;
  1700. for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(7)+4);i++)
  1701. {
  1702. for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)
  1703. {
  1704. if(!vstd::contains(h->spells,t->spells[i][j]))
  1705. cs.spells.insert(t->spells[i][j]);
  1706. }
  1707. }
  1708. if(cs.spells.size())
  1709. sendAndApply(&cs);
  1710. }