CGameHandler.cpp 134 KB

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  1. #include "../hch/CCampaignHandler.h"
  2. #include "../StartInfo.h"
  3. #include "../hch/CArtHandler.h"
  4. #include "../hch/CBuildingHandler.h"
  5. #include "../hch/CDefObjInfoHandler.h"
  6. #include "../hch/CHeroHandler.h"
  7. #include "../hch/CObjectHandler.h"
  8. #include "../hch/CSpellHandler.h"
  9. #include "../hch/CGeneralTextHandler.h"
  10. #include "../hch/CTownHandler.h"
  11. #include "../lib/CGameState.h"
  12. #include "../lib/CondSh.h"
  13. #include "../lib/NetPacks.h"
  14. #include "../lib/VCMI_Lib.h"
  15. #include "../lib/map.h"
  16. #include "../lib/VCMIDirs.h"
  17. #include "CGameHandler.h"
  18. #include <boost/bind.hpp>
  19. #include <boost/date_time/posix_time/posix_time_types.hpp> //no i/o just types
  20. #include <boost/foreach.hpp>
  21. #include <boost/thread.hpp>
  22. #include <boost/thread/shared_mutex.hpp>
  23. #include <boost/assign/list_of.hpp>
  24. #include <fstream>
  25. #include <boost/system/system_error.hpp>
  26. /*
  27. * CGameHandler.cpp, part of VCMI engine
  28. *
  29. * Authors: listed in file AUTHORS in main folder
  30. *
  31. * License: GNU General Public License v2.0 or later
  32. * Full text of license available in license.txt file, in main folder
  33. *
  34. */
  35. #undef DLL_EXPORT
  36. #define DLL_EXPORT
  37. #include "../lib/RegisterTypes.cpp"
  38. #ifndef _MSC_VER
  39. #include <boost/thread/xtime.hpp>
  40. #endif
  41. extern bool end2;
  42. #ifdef min
  43. #undef min
  44. #endif
  45. #ifdef max
  46. #undef max
  47. #endif
  48. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  49. #define NEW_ROUND BattleNextRound bnr;\
  50. bnr.round = gs->curB->round + 1;\
  51. sendAndApply(&bnr);
  52. CondSh<bool> battleMadeAction;
  53. CondSh<BattleResult *> battleResult(NULL);
  54. class CBaseForGHApply
  55. {
  56. public:
  57. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const =0;
  58. };
  59. template <typename T> class CApplyOnGH : public CBaseForGHApply
  60. {
  61. public:
  62. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const
  63. {
  64. T *ptr = static_cast<T*>(pack);
  65. ptr->c = c;
  66. return ptr->applyGh(gh);
  67. }
  68. };
  69. class CGHApplier
  70. {
  71. public:
  72. std::map<ui16,CBaseForGHApply*> apps;
  73. CGHApplier()
  74. {
  75. registerTypes3(*this);
  76. }
  77. template<typename T> void registerType(const T * t=NULL)
  78. {
  79. ui16 ID = typeList.registerType(t);
  80. apps[ID] = new CApplyOnGH<T>;
  81. }
  82. } *applier = NULL;
  83. CMP_stack cmpst ;
  84. static inline double distance(int3 a, int3 b)
  85. {
  86. return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
  87. }
  88. static void giveExp(BattleResult &r)
  89. {
  90. r.exp[0] = 0;
  91. r.exp[1] = 0;
  92. for(std::map<ui32,si32>::iterator i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  93. {
  94. r.exp[r.winner] += VLC->creh->creatures[i->first]->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  95. }
  96. }
  97. PlayerStatus PlayerStatuses::operator[](ui8 player)
  98. {
  99. boost::unique_lock<boost::mutex> l(mx);
  100. if(players.find(player) != players.end())
  101. {
  102. return players[player];
  103. }
  104. else
  105. {
  106. throw std::string("No such player!");
  107. }
  108. }
  109. void PlayerStatuses::addPlayer(ui8 player)
  110. {
  111. boost::unique_lock<boost::mutex> l(mx);
  112. players[player];
  113. }
  114. bool PlayerStatuses::hasQueries(ui8 player)
  115. {
  116. boost::unique_lock<boost::mutex> l(mx);
  117. if(players.find(player) != players.end())
  118. {
  119. return players[player].queries.size();
  120. }
  121. else
  122. {
  123. throw std::string("No such player!");
  124. }
  125. }
  126. bool PlayerStatuses::checkFlag(ui8 player, bool PlayerStatus::*flag)
  127. {
  128. boost::unique_lock<boost::mutex> l(mx);
  129. if(players.find(player) != players.end())
  130. {
  131. return players[player].*flag;
  132. }
  133. else
  134. {
  135. throw std::string("No such player!");
  136. }
  137. }
  138. void PlayerStatuses::setFlag(ui8 player, bool PlayerStatus::*flag, bool val)
  139. {
  140. boost::unique_lock<boost::mutex> l(mx);
  141. if(players.find(player) != players.end())
  142. {
  143. players[player].*flag = val;
  144. }
  145. else
  146. {
  147. throw std::string("No such player!");
  148. }
  149. cv.notify_all();
  150. }
  151. void PlayerStatuses::addQuery(ui8 player, ui32 id)
  152. {
  153. boost::unique_lock<boost::mutex> l(mx);
  154. if(players.find(player) != players.end())
  155. {
  156. players[player].queries.insert(id);
  157. }
  158. else
  159. {
  160. throw std::string("No such player!");
  161. }
  162. cv.notify_all();
  163. }
  164. void PlayerStatuses::removeQuery(ui8 player, ui32 id)
  165. {
  166. boost::unique_lock<boost::mutex> l(mx);
  167. if(players.find(player) != players.end())
  168. {
  169. players[player].queries.erase(id);
  170. }
  171. else
  172. {
  173. throw std::string("No such player!");
  174. }
  175. cv.notify_all();
  176. }
  177. template <typename T>
  178. void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
  179. {
  180. fun(args[which]);
  181. }
  182. void CGameHandler::changeSecSkill( int ID, int which, int val, bool abs/*=false*/ )
  183. {
  184. SetSecSkill sss;
  185. sss.id = ID;
  186. sss.which = which;
  187. sss.val = val;
  188. sss.abs = abs;
  189. sendAndApply(&sss);
  190. if(which == 7) //Wisdom
  191. {
  192. const CGHeroInstance *h = getHero(ID);
  193. if(h && h->visitedTown)
  194. giveSpells(h->visitedTown, h);
  195. }
  196. }
  197. void CGameHandler::changePrimSkill(int ID, int which, si64 val, bool abs)
  198. {
  199. SetPrimSkill sps;
  200. sps.id = ID;
  201. sps.which = which;
  202. sps.abs = abs;
  203. sps.val = val;
  204. sendAndApply(&sps);
  205. if(which==4) //only for exp - hero may level up
  206. {
  207. CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID]);
  208. while (hero->exp >= VLC->heroh->reqExp(hero->level+1)) //new level
  209. {
  210. //give prim skill
  211. tlog5 << hero->name <<" got level "<<hero->level<<std::endl;
  212. int r = rand()%100, pom=0, x=0;
  213. int std::pair<int,int>::*g = (hero->level>9) ? (&std::pair<int,int>::second) : (&std::pair<int,int>::first);
  214. for(;x<PRIMARY_SKILLS;x++)
  215. {
  216. pom += hero->type->heroClass->primChance[x].*g;
  217. if(r<pom)
  218. break;
  219. }
  220. tlog5 << "Bohater dostaje umiejetnosc pierwszorzedna " << x << " (wynik losowania "<<r<<")"<<std::endl;
  221. SetPrimSkill sps;
  222. sps.id = ID;
  223. sps.which = x;
  224. sps.abs = false;
  225. sps.val = 1;
  226. sendAndApply(&sps);
  227. HeroLevelUp hlu;
  228. hlu.heroid = ID;
  229. hlu.primskill = x;
  230. hlu.level = hero->level+1;
  231. //picking sec. skills for choice
  232. std::set<int> basicAndAdv, expert, none;
  233. for(int i=0;i<SKILL_QUANTITY;i++) none.insert(i);
  234. for(unsigned i=0;i<hero->secSkills.size();i++)
  235. {
  236. if(hero->secSkills[i].second < 3)
  237. basicAndAdv.insert(hero->secSkills[i].first);
  238. else
  239. expert.insert(hero->secSkills[i].first);
  240. none.erase(hero->secSkills[i].first);
  241. }
  242. //first offered skill
  243. if(hero->secSkills.size() < hero->type->heroClass->skillLimit) //free skill slot
  244. {
  245. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
  246. none.erase(hlu.skills.back());
  247. }
  248. else if(basicAndAdv.size())
  249. {
  250. int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);
  251. hlu.skills.push_back(s);
  252. basicAndAdv.erase(s);
  253. }
  254. //second offered skill
  255. if(basicAndAdv.size())
  256. {
  257. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //new skill
  258. }
  259. else if(hero->secSkills.size() < hero->type->heroClass->skillLimit)
  260. {
  261. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
  262. }
  263. if(hlu.skills.size() > 1) //apply and ask for secondary skill
  264. {
  265. boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(callWith<ui16>,hlu.skills,boost::function<void(ui16)>(boost::bind(&CGameHandler::changeSecSkill,this,ID,_1,1,0)),_1));
  266. applyAndAsk(&hlu,hero->tempOwner,callback); //call changeSecSkill with appropriate args when client responds
  267. }
  268. else if(hlu.skills.size() == 1) //apply, give only possible skill and send info
  269. {
  270. sendAndApply(&hlu);
  271. changeSecSkill(ID,hlu.skills.back(),1,false);
  272. }
  273. else //apply and send info
  274. {
  275. sendAndApply(&hlu);
  276. }
  277. }
  278. }
  279. }
  280. static CCreatureSet takeCasualties(int color, const CCreatureSet &set, BattleInfo *bat)
  281. {
  282. if(color == 254)
  283. color = 255;
  284. CCreatureSet ret(set);
  285. for(int i=0; i<bat->stacks.size();i++)
  286. {
  287. CStack *st = bat->stacks[i];
  288. if(vstd::contains(st->state, SUMMONED)) //don't take into account sumoned stacks
  289. continue;
  290. if(st->owner==color && !set.slotEmpty(st->slot) && st->count < set.getAmount(st->slot))
  291. {
  292. if(st->alive())
  293. ret.setStackCount(st->slot, st->count);
  294. else
  295. ret.eraseStack(st->slot);
  296. }
  297. }
  298. return ret;
  299. }
  300. void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town)
  301. {
  302. battleEndCallback = new boost::function<void(BattleResult*)>(cb);
  303. bEndArmy1 = army1;
  304. bEndArmy2 = army2;
  305. {
  306. BattleInfo *curB = new BattleInfo;
  307. curB->side1 = army1->tempOwner;
  308. curB->side2 = army2->tempOwner;
  309. if(curB->side2 == 254)
  310. curB->side2 = 255;
  311. setupBattle(curB, tile, army1, army2, hero1, hero2, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  312. }
  313. NEW_ROUND;
  314. //TODO: pre-tactic stuff, call scripts etc.
  315. //tactic round
  316. {
  317. NEW_ROUND;
  318. if( (hero1 && hero1->getSecSkillLevel(19)>0) ||
  319. ( hero2 && hero2->getSecSkillLevel(19)>0) )//someone has tactics
  320. {
  321. //TODO: tactic round (round -1)
  322. }
  323. }
  324. //spells opening battle
  325. if (hero1 && hero1->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  326. {
  327. BonusList bl;
  328. hero1->getBonuses(bl, Selector::type(Bonus::OPENING_BATTLE_SPELL));
  329. BOOST_FOREACH (Bonus b, bl)
  330. {
  331. handleSpellCasting(b.subtype, 3, -1, 0, hero1->tempOwner, NULL, hero2, b.val);
  332. }
  333. }
  334. if (hero2 && hero2->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  335. {
  336. BonusList bl;
  337. hero2->getBonuses(bl, Selector::type(Bonus::OPENING_BATTLE_SPELL));
  338. BOOST_FOREACH (Bonus b, bl)
  339. {
  340. handleSpellCasting(b.subtype, 3, -1, 1, hero2->tempOwner, NULL, hero1, b.val);
  341. }
  342. }
  343. //main loop
  344. while(!battleResult.get()) //till the end of the battle ;]
  345. {
  346. NEW_ROUND;
  347. std::vector<CStack*> & stacks = (gs->curB->stacks);
  348. const BattleInfo & curB = *gs->curB;
  349. //stack loop
  350. const CStack *next;
  351. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  352. {
  353. //check for bad morale => freeze
  354. int nextStackMorale = next->MoraleVal();
  355. if( nextStackMorale < 0 &&
  356. !(NBonus::hasOfType(hero1, Bonus::BLOCK_MORALE) || NBonus::hasOfType(hero2, Bonus::BLOCK_MORALE)) //checking if heroes have (or don't have) morale blocking bonuses)
  357. )
  358. {
  359. if( rand()%24 < -2 * nextStackMorale)
  360. {
  361. //unit loses its turn - empty freeze action
  362. BattleAction ba;
  363. ba.actionType = 11;
  364. ba.additionalInfo = 1;
  365. ba.side = !next->attackerOwned;
  366. ba.stackNumber = next->ID;
  367. sendAndApply(&StartAction(ba));
  368. sendAndApply(&EndAction());
  369. checkForBattleEnd(stacks); //check if this "action" ended the battle (not likely but who knows...)
  370. continue;
  371. }
  372. }
  373. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  374. {
  375. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  376. if(attackInfo.first != NULL)
  377. {
  378. BattleAction attack;
  379. attack.actionType = 6;
  380. attack.side = !next->attackerOwned;
  381. attack.stackNumber = next->ID;
  382. attack.additionalInfo = attackInfo.first->position;
  383. attack.destinationTile = attackInfo.second;
  384. makeBattleAction(attack);
  385. checkForBattleEnd(stacks);
  386. }
  387. continue;
  388. }
  389. const CGHeroInstance * curOwner = gs->battleGetOwner(next->ID);
  390. if( (next->position < 0 && (!curOwner || curOwner->getSecSkillLevel(10) == 0)) //arrow turret, hero has no ballistics
  391. || (next->type->idNumber == 146 && curOwner->getSecSkillLevel(20) == 0)) //ballista, hero has no artillery
  392. {
  393. BattleAction attack;
  394. attack.actionType = 7;
  395. attack.side = !next->attackerOwned;
  396. attack.stackNumber = next->ID;
  397. for(int g=0; g<gs->curB->stacks.size(); ++g)
  398. {
  399. if(gs->curB->stacks[g]->owner != curOwner->tempOwner && gs->curB->stacks[g]->alive())
  400. {
  401. attack.destinationTile = gs->curB->stacks[g]->position;
  402. break;
  403. }
  404. }
  405. makeBattleAction(attack);
  406. checkForBattleEnd(stacks);
  407. continue;
  408. }
  409. if(next->type->idNumber == 145 && (!curOwner || curOwner->getSecSkillLevel(10) == 0)) //catapult, hero has no ballistics
  410. {
  411. BattleAction attack;
  412. static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
  413. attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ];
  414. attack.actionType = 9;
  415. attack.additionalInfo = 0;
  416. attack.side = !next->attackerOwned;
  417. attack.stackNumber = next->ID;
  418. makeBattleAction(attack);
  419. continue;
  420. }
  421. if(next->type->idNumber == 147 && (!curOwner || curOwner->getSecSkillLevel(27) == 0)) //first aid tent, hero has no first aid
  422. {
  423. BattleAction heal;
  424. std::vector< const CStack * > possibleStacks;
  425. for (int v=0; v<gs->curB->stacks.size(); ++v)
  426. {
  427. const CStack * cstack = gs->curB->stacks[v];
  428. if (cstack->owner == next->owner && cstack->firstHPleft < cstack->MaxHealth() && cstack->alive()) //it's friendly and not fully healthy
  429. {
  430. possibleStacks.push_back(cstack);
  431. }
  432. }
  433. if(possibleStacks.size() == 0)
  434. {
  435. //nothing to heal
  436. BattleAction doNothing;
  437. doNothing.actionType = 0;
  438. doNothing.additionalInfo = 0;
  439. doNothing.destinationTile = -1;
  440. doNothing.side = !next->attackerOwned;
  441. doNothing.stackNumber = next->ID;
  442. sendAndApply(&StartAction(doNothing));
  443. sendAndApply(&EndAction());
  444. continue;
  445. }
  446. else
  447. {
  448. //heal random creature
  449. const CStack * toBeHealed = possibleStacks[ rand()%possibleStacks.size() ];
  450. heal.actionType = 12;
  451. heal.additionalInfo = 0;
  452. heal.destinationTile = toBeHealed->position;
  453. heal.side = !next->attackerOwned;
  454. heal.stackNumber = next->ID;
  455. makeBattleAction(heal);
  456. }
  457. continue;
  458. }
  459. askInterfaceForMove:
  460. //ask interface and wait for answer
  461. if(!battleResult.get())
  462. {
  463. BattleSetActiveStack sas;
  464. sas.stack = next->ID;
  465. sendAndApply(&sas);
  466. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  467. while(next->alive() && (!battleMadeAction.data && !battleResult.get())) //active stack hasn't made its action and battle is still going
  468. battleMadeAction.cond.wait(lock);
  469. battleMadeAction.data = false;
  470. }
  471. else
  472. {
  473. break;
  474. }
  475. //we're after action, all results applied
  476. checkForBattleEnd(stacks); //check if this action ended the battle
  477. //check for good morale
  478. nextStackMorale = next->MoraleVal();
  479. if(!vstd::contains(next->state,HAD_MORALE) //only one extra move per turn possible
  480. && !vstd::contains(next->state,DEFENDING)
  481. && !vstd::contains(next->state,WAITING)
  482. && next->alive()
  483. && nextStackMorale > 0
  484. && !(NBonus::hasOfType(hero1, Bonus::BLOCK_MORALE) || NBonus::hasOfType(hero2, Bonus::BLOCK_MORALE)) //checking if heroes have (or don't have) morale blocking bonuses
  485. )
  486. if(rand()%24 < nextStackMorale) //this stack hasn't got morale this turn
  487. goto askInterfaceForMove; //move this stack once more
  488. }
  489. }
  490. endBattle(tile, hero1, hero2);
  491. }
  492. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  493. {
  494. BattleResultsApplied resultsApplied;
  495. resultsApplied.player1 = bEndArmy1->tempOwner;
  496. resultsApplied.player2 = bEndArmy2->tempOwner;
  497. //unblock engaged players
  498. if(bEndArmy1->tempOwner<PLAYER_LIMIT)
  499. states.setFlag(bEndArmy1->tempOwner, &PlayerStatus::engagedIntoBattle, false);
  500. if(bEndArmy2 && bEndArmy2->tempOwner<PLAYER_LIMIT)
  501. states.setFlag(bEndArmy2->tempOwner, &PlayerStatus::engagedIntoBattle, false);
  502. //casualties among heroes armies
  503. SetGarrisons sg;
  504. sg.garrs[bEndArmy1->id] = takeCasualties(bEndArmy1->tempOwner, *bEndArmy1, gs->curB);
  505. sg.garrs[bEndArmy2->id] = takeCasualties(bEndArmy2->tempOwner, *bEndArmy2, gs->curB);
  506. sendAndApply(&sg);
  507. ui8 sides[2];
  508. sides[0] = gs->curB->side1;
  509. sides[1] = gs->curB->side2;
  510. //end battle, remove all info, free memory
  511. giveExp(*battleResult.data);
  512. sendAndApply(battleResult.data);
  513. //if one hero has lost we will erase him
  514. if(battleResult.data->winner!=0 && hero1)
  515. {
  516. RemoveObject ro(hero1->id);
  517. sendAndApply(&ro);
  518. }
  519. if(battleResult.data->winner!=1 && hero2)
  520. {
  521. RemoveObject ro(hero2->id);
  522. sendAndApply(&ro);
  523. }
  524. //give exp
  525. if(battleResult.data->exp[0] && hero1)
  526. changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
  527. if(battleResult.data->exp[1] && hero2)
  528. changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
  529. if(battleEndCallback && *battleEndCallback)
  530. {
  531. (*battleEndCallback)(battleResult.data);
  532. delete battleEndCallback;
  533. battleEndCallback = 0;
  534. }
  535. sendAndApply(&resultsApplied);
  536. // Necromancy if applicable.
  537. const CGHeroInstance *winnerHero = battleResult.data->winner != 0 ? hero2 : hero1;
  538. if (winnerHero)
  539. {
  540. CStackInstance raisedStack = winnerHero->calculateNecromancy(*battleResult.data);
  541. // Give raised units to winner and show dialog, if any were raised.
  542. if (raisedStack.type)
  543. {
  544. int slot = winnerHero->getSlotFor(raisedStack.type->idNumber);
  545. if (slot != -1)
  546. {
  547. SetGarrisons sg;
  548. sg.garrs[winnerHero->id] = winnerHero->getArmy();
  549. sg.garrs[winnerHero->id].addToSlot(slot, raisedStack);
  550. // if (vstd::contains(winnerHero->slots, slot)) // Add to existing stack.
  551. // sg.garrs[winnerHero->id].slots[slot].count += raisedStack.count;
  552. // else // Create a new stack.
  553. // sg.garrs[winnerHero->id].slots[slot] = raisedStack;
  554. winnerHero->showNecromancyDialog(raisedStack);
  555. sendAndApply(&sg);
  556. }
  557. }
  558. }
  559. if(visitObjectAfterVictory && winnerHero == hero1)
  560. {
  561. visitObjectOnTile(*getTile(winnerHero->getPosition()), winnerHero);
  562. }
  563. visitObjectAfterVictory = false;
  564. winLoseHandle(1<<sides[0] | 1<<sides[1]); //handle victory/loss of engaged players
  565. delete battleResult.data;
  566. }
  567. void CGameHandler::prepareAttacked(BattleStackAttacked &bsa, const CStack *def)
  568. {
  569. bsa.killedAmount = bsa.damageAmount / def->MaxHealth();
  570. unsigned damageFirst = bsa.damageAmount % def->MaxHealth();
  571. if( def->firstHPleft <= damageFirst )
  572. {
  573. bsa.killedAmount++;
  574. bsa.newHP = def->firstHPleft + def->MaxHealth() - damageFirst;
  575. }
  576. else
  577. {
  578. bsa.newHP = def->firstHPleft - damageFirst;
  579. }
  580. if(def->count <= bsa.killedAmount) //stack killed
  581. {
  582. bsa.newAmount = 0;
  583. bsa.flags |= 1;
  584. bsa.killedAmount = def->count; //we cannot kill more creatures than we have
  585. }
  586. else
  587. {
  588. bsa.newAmount = def->count - bsa.killedAmount;
  589. }
  590. }
  591. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance)
  592. {
  593. bat.bsa.clear();
  594. bat.stackAttacking = att->ID;
  595. bat.bsa.push_back(BattleStackAttacked());
  596. BattleStackAttacked *bsa = &bat.bsa.back();
  597. bsa->stackAttacked = def->ID;
  598. bsa->attackerID = att->ID;
  599. int attackerLuck = att->LuckVal();
  600. const CGHeroInstance * h0 = gs->curB->heroes[0],
  601. * h1 = gs->curB->heroes[1];
  602. bool noLuck = false;
  603. if(h0 && NBonus::hasOfType(h0, Bonus::BLOCK_LUCK) ||
  604. h1 && NBonus::hasOfType(h1, Bonus::BLOCK_LUCK))
  605. {
  606. noLuck = true;
  607. }
  608. if(!noLuck && attackerLuck > 0 && rand()%24 < attackerLuck) //TODO?: negative luck option?
  609. {
  610. bsa->damageAmount *= 2;
  611. bat.flags |= 4;
  612. }
  613. bsa->damageAmount = gs->curB->calculateDmg(att, def, gs->battleGetOwner(att->ID), gs->battleGetOwner(def->ID), bat.shot(), distance, bat.lucky());//counting dealt damage
  614. int dmg = bsa->damageAmount;
  615. prepareAttacked(*bsa, def);
  616. //life drain handling
  617. if (att->hasBonusOfType(Bonus::LIFE_DRAIN))
  618. {
  619. StacksHealedOrResurrected shi;
  620. shi.lifeDrain = true;
  621. shi.drainedFrom = def->ID;
  622. StacksHealedOrResurrected::HealInfo hi;
  623. hi.stackID = att->ID;
  624. hi.healedHP = std::min<int>(dmg, att->MaxHealth() - att->firstHPleft + att->MaxHealth() * (att->baseAmount - att->count) );
  625. hi.lowLevelResurrection = false;
  626. shi.healedStacks.push_back(hi);
  627. if (hi.healedHP > 0)
  628. {
  629. bsa->healedStacks.push_back(shi);
  630. }
  631. }
  632. else
  633. {
  634. }
  635. //fire shield handling
  636. if ( !bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !bsa->killed() )
  637. {
  638. bat.bsa.push_back(BattleStackAttacked());
  639. BattleStackAttacked *bsa = &bat.bsa.back();
  640. bsa->stackAttacked = att->ID;
  641. bsa->attackerID = def->ID;
  642. bsa->flags |= 2;
  643. bsa->effect = 11;
  644. bsa->damageAmount = (dmg * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  645. prepareAttacked(*bsa, att);
  646. }
  647. }
  648. void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
  649. {
  650. srand(time(NULL));
  651. CPack *pack = NULL;
  652. try
  653. {
  654. while(1)//server should never shut connection first //was: while(!end2)
  655. {
  656. {
  657. boost::unique_lock<boost::mutex> lock(*c.rmx);
  658. c >> pack; //get the package
  659. tlog5 << "Received client message of type " << typeid(*pack).name() << std::endl;
  660. }
  661. int packType = typeList.getTypeID(pack); //get the id of type
  662. CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
  663. if(apply)
  664. {
  665. bool result = apply->applyOnGH(this,&c,pack);
  666. tlog5 << "Message successfully applied (result=" << result << ")!\n";
  667. //send confirmation that we've applied the package
  668. if(pack->type != 6000) //WORKAROUND - not confirm query replies TODO: reconsider
  669. {
  670. PackageApplied applied;
  671. applied.result = result;
  672. applied.packType = packType;
  673. {
  674. boost::unique_lock<boost::mutex> lock(*c.wmx);
  675. c << &applied;
  676. }
  677. }
  678. }
  679. else
  680. {
  681. tlog1 << "Message cannot be applied, cannot find applier (unregistered type)!\n";
  682. }
  683. delete pack;
  684. pack = NULL;
  685. }
  686. }
  687. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  688. {
  689. assert(!c.connected); //make sure that connection has been marked as broken
  690. tlog1 << e.what() << std::endl;
  691. end2 = true;
  692. }
  693. HANDLE_EXCEPTION(end2 = true);
  694. tlog1 << "Ended handling connection\n";
  695. }
  696. int CGameHandler::moveStack(int stack, int dest)
  697. {
  698. int ret = 0;
  699. CStack *curStack = gs->curB->getStack(stack),
  700. *stackAtEnd = gs->curB->getStackT(dest);
  701. assert(curStack);
  702. assert(dest < BFIELD_SIZE);
  703. //initing necessary tables
  704. bool accessibility[BFIELD_SIZE];
  705. std::vector<int> accessible = gs->curB->getAccessibility(curStack->ID, false);
  706. for(int b=0; b<BFIELD_SIZE; ++b)
  707. {
  708. accessibility[b] = false;
  709. }
  710. for(int g=0; g<accessible.size(); ++g)
  711. {
  712. accessibility[accessible[g]] = true;
  713. }
  714. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  715. if(!stackAtEnd && curStack->doubleWide() && !accessibility[dest])
  716. {
  717. if(curStack->attackerOwned)
  718. {
  719. if(accessibility[dest+1])
  720. dest+=1;
  721. }
  722. else
  723. {
  724. if(accessibility[dest-1])
  725. dest-=1;
  726. }
  727. }
  728. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility[dest])
  729. return 0;
  730. bool accessibilityWithOccupyable[BFIELD_SIZE];
  731. std::vector<int> accOc = gs->curB->getAccessibility(curStack->ID, true);
  732. for(int b=0; b<BFIELD_SIZE; ++b)
  733. {
  734. accessibilityWithOccupyable[b] = false;
  735. }
  736. for(int g=0; g<accOc.size(); ++g)
  737. {
  738. accessibilityWithOccupyable[accOc[g]] = true;
  739. }
  740. //if(dists[dest] > curStack->creature->speed && !(stackAtEnd && dists[dest] == curStack->creature->speed+1)) //we can attack a stack if we can go to adjacent hex
  741. // return false;
  742. std::pair< std::vector<int>, int > path = gs->curB->getPath(curStack->position, dest, accessibilityWithOccupyable, curStack->hasBonusOfType(Bonus::FLYING), curStack->doubleWide(), curStack->attackerOwned);
  743. ret = path.second;
  744. if(curStack->hasBonusOfType(Bonus::FLYING))
  745. {
  746. if(path.second <= curStack->Speed() && path.first.size() > 0)
  747. {
  748. //inform clients about move
  749. BattleStackMoved sm;
  750. sm.stack = curStack->ID;
  751. sm.tile = path.first[0];
  752. sm.distance = path.second;
  753. sm.ending = true;
  754. sm.teleporting = false;
  755. sendAndApply(&sm);
  756. }
  757. }
  758. else //for non-flying creatures
  759. {
  760. int tilesToMove = std::max((int)(path.first.size() - curStack->Speed()), 0);
  761. for(int v=path.first.size()-1; v>=tilesToMove; --v)
  762. {
  763. //inform clients about move
  764. BattleStackMoved sm;
  765. sm.stack = curStack->ID;
  766. sm.tile = path.first[v];
  767. sm.distance = path.second;
  768. sm.ending = v==tilesToMove;
  769. sm.teleporting = false;
  770. sendAndApply(&sm);
  771. }
  772. }
  773. return ret;
  774. }
  775. CGameHandler::CGameHandler(void)
  776. {
  777. QID = 1;
  778. gs = NULL;
  779. IObjectInterface::cb = this;
  780. applier = new CGHApplier;
  781. visitObjectAfterVictory = false;
  782. }
  783. CGameHandler::~CGameHandler(void)
  784. {
  785. delete applier;
  786. applier = NULL;
  787. delete gs;
  788. }
  789. void CGameHandler::init(StartInfo *si, int Seed)
  790. {
  791. gs = new CGameState();
  792. tlog0 << "Gamestate created!" << std::endl;
  793. gs->init(si, 0, Seed);
  794. tlog0 << "Gamestate initialized!" << std::endl;
  795. for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)
  796. states.addPlayer(i->first);
  797. }
  798. static bool evntCmp(const CMapEvent *a, const CMapEvent *b)
  799. {
  800. return *a < *b;
  801. }
  802. void CGameHandler::newTurn()
  803. {
  804. tlog5 << "Turn " << gs->day+1 << std::endl;
  805. NewTurn n;
  806. n.day = gs->day + 1;
  807. n.resetBuilded = true;
  808. std::map<ui8, si32> hadGold;//starting gold - for buildings like dwarven treasury
  809. srand(time(NULL));
  810. std::map<ui32,CGHeroInstance *> pool = gs->hpool.heroesPool;
  811. for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  812. {
  813. if(i->first == 255) continue;
  814. else if(i->first > PLAYER_LIMIT) assert(0); //illegal player number!
  815. std::pair<ui8,si32> playerGold(i->first,i->second.resources[6]);
  816. hadGold.insert(playerGold);
  817. if(gs->getDate(1)==7) //first day of week - new heroes in tavern
  818. {
  819. SetAvailableHeroes sah;
  820. sah.player = i->first;
  821. CGHeroInstance *h = gs->hpool.pickHeroFor(true,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle], pool);
  822. if(h)
  823. sah.hid1 = h->subID;
  824. else
  825. sah.hid1 = -1;
  826. h = gs->hpool.pickHeroFor(false,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle], pool);
  827. if(h)
  828. sah.hid2 = h->subID;
  829. else
  830. sah.hid2 = -1;
  831. sendAndApply(&sah);
  832. }
  833. if(i->first>=PLAYER_LIMIT) continue;
  834. n.res[i->first] = i->second.resources;
  835. // SetResources r;
  836. // r.player = i->first;
  837. // for(int j=0;j<RESOURCE_QUANTITY;j++)
  838. // r.res[j] = i->second.resources[j];
  839. BOOST_FOREACH(CGHeroInstance *h, (*i).second.heroes)
  840. {
  841. if(h->visitedTown)
  842. giveSpells(h->visitedTown, h);
  843. NewTurn::Hero hth;
  844. hth.id = h->id;
  845. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).tertype != TerrainTile::water);
  846. if(h->visitedTown && vstd::contains(h->visitedTown->builtBuildings,0)) //if hero starts turn in town with mage guild
  847. hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
  848. else
  849. hth.mana = std::max(si32(0), std::max(h->mana, std::min(h->mana + h->manaRegain(), h->manaLimit())) );
  850. n.heroes.insert(hth);
  851. if(gs->day) //not first day
  852. {
  853. switch(h->getSecSkillLevel(13)) //handle estates - give gold
  854. {
  855. case 1: //basic
  856. n.res[i->first][6] += 125;
  857. break;
  858. case 2: //advanced
  859. n.res[i->first][6] += 250;
  860. break;
  861. case 3: //expert
  862. n.res[i->first][6] += 500;
  863. break;
  864. }
  865. for(std::list<Bonus>::iterator j = h->bonuses.begin(); j != h->bonuses.end(); j++)
  866. if(j->type == Bonus::GENERATE_RESOURCE)
  867. n.res[i->first][j->subtype] += j->val;
  868. //TODO player bonuses
  869. }
  870. }
  871. //n.res.push_back(r);
  872. }
  873. for(std::vector<CGTownInstance *>::iterator j = gs->map->towns.begin(); j!=gs->map->towns.end(); j++)//handle towns
  874. {
  875. ui8 player = (*j)->tempOwner;
  876. if(gs->getDate(1)==7) //first day of week
  877. {
  878. if ( (**j).subID == 1 && gs->getDate(0) && player < PLAYER_LIMIT
  879. && vstd::contains((**j).builtBuildings,22) )//dwarven treasury
  880. n.res[player][6] += hadGold[player]/10; //give 10% of starting gold
  881. SetAvailableCreatures sac;
  882. sac.tid = (**j).id;
  883. sac.creatures = (**j).creatures;
  884. for(int k=0;k<CREATURES_PER_TOWN;k++) //creature growths
  885. {
  886. if((**j).creatureDwelling(k))//there is dwelling (k-level)
  887. {
  888. sac.creatures[k].first += (**j).creatureGrowth(k);
  889. if(!gs->getDate(0)) //first day of game: use only basic growths
  890. amin(sac.creatures[k].first, VLC->creh->creatures[(*j)->town->basicCreatures[k]]->growth);
  891. }
  892. }
  893. n.cres.push_back(sac);
  894. }
  895. if(gs->day && player < PLAYER_LIMIT)//not the first day and town not neutral
  896. {
  897. ////SetResources r;
  898. //r.player = (**j).tempOwner;
  899. if(vstd::contains((**j).builtBuildings,15)) //there is resource silo
  900. {
  901. if((**j).town->primaryRes == 127) //we'll give wood and ore
  902. {
  903. n.res[player][0] += 1;
  904. n.res[player][2] += 1;
  905. }
  906. else
  907. {
  908. n.res[player][(**j).town->primaryRes] += 1;
  909. }
  910. }
  911. n.res[player][6] += (**j).dailyIncome();
  912. }
  913. }
  914. sendAndApply(&n);
  915. tlog5 << "Info about turn " << n.day << "has been sent!" << std::endl;
  916. handleTimeEvents();
  917. //call objects
  918. for(size_t i = 0; i<gs->map->objects.size(); i++)
  919. if(gs->map->objects[i])
  920. gs->map->objects[i]->newTurn();
  921. winLoseHandle(0xff);
  922. //warn players without town
  923. if(gs->day)
  924. {
  925. for (std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  926. {
  927. if(i->second.status || i->second.towns.size() || i->second.color >= PLAYER_LIMIT)
  928. continue;
  929. InfoWindow iw;
  930. iw.player = i->first;
  931. iw.components.push_back(Component(Component::FLAG,i->first,0,0));
  932. if(!i->second.daysWithoutCastle)
  933. {
  934. 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.
  935. iw.text.addReplacement(MetaString::COLOR, i->first);
  936. }
  937. else if(i->second.daysWithoutCastle == 6)
  938. {
  939. 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.
  940. iw.text.addReplacement(MetaString::COLOR, i->first);
  941. }
  942. else
  943. {
  944. 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.
  945. iw.text.addReplacement(MetaString::COLOR, i->first);
  946. iw.text.addReplacement(7 - i->second.daysWithoutCastle);
  947. }
  948. sendAndApply(&iw);
  949. }
  950. }
  951. }
  952. void CGameHandler::run(bool resume, const StartInfo *si /*= NULL*/)
  953. {
  954. using namespace boost::posix_time;
  955. BOOST_FOREACH(CConnection *cc, conns)
  956. {//init conn.
  957. ui8 quantity, pom;
  958. //ui32 seed;
  959. if(!resume)
  960. (*cc) << si << gs->map->checksum << gs->seed; // gs->scenarioOps
  961. (*cc) >> quantity; //how many players will be handled at that client
  962. for(int i=0;i<quantity;i++)
  963. {
  964. (*cc) >> pom; //read player color
  965. {
  966. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  967. connections[pom] = cc;
  968. }
  969. }
  970. }
  971. for(std::set<CConnection*>::iterator i = conns.begin(); i!=conns.end();i++)
  972. {
  973. std::set<int> pom;
  974. for(std::map<int,CConnection*>::iterator j = connections.begin(); j!=connections.end();j++)
  975. if(j->second == *i)
  976. pom.insert(j->first);
  977. boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(**i)));
  978. }
  979. while (!end2)
  980. {
  981. if(!resume)
  982. newTurn();
  983. std::map<ui8,PlayerState>::iterator i;
  984. if(!resume)
  985. i = gs->players.begin();
  986. else
  987. i = gs->players.find(gs->currentPlayer);
  988. resume = false;
  989. for(; i != gs->players.end(); i++)
  990. {
  991. if(i->second.towns.size()==0 && i->second.heroes.size()==0
  992. || i->second.color<0
  993. || i->first>=PLAYER_LIMIT
  994. || i->second.status)
  995. {
  996. continue;
  997. }
  998. states.setFlag(i->first,&PlayerStatus::makingTurn,true);
  999. {
  1000. YourTurn yt;
  1001. yt.player = i->first;
  1002. sendAndApply(&yt);
  1003. }
  1004. //wait till turn is done
  1005. boost::unique_lock<boost::mutex> lock(states.mx);
  1006. while(states.players[i->first].makingTurn && !end2)
  1007. {
  1008. static time_duration p = milliseconds(200);
  1009. states.cv.timed_wait(lock,p);
  1010. }
  1011. }
  1012. }
  1013. while(conns.size() && (*conns.begin())->isOpen())
  1014. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1015. }
  1016. namespace CGH
  1017. {
  1018. using namespace std;
  1019. static void readItTo(ifstream & input, vector< vector<int> > & dest) //reads 7 lines, i-th one containing i integers, and puts it to dest
  1020. {
  1021. for(int j=0; j<7; ++j)
  1022. {
  1023. std::vector<int> pom;
  1024. for(int g=0; g<j+1; ++g)
  1025. {
  1026. int hlp; input>>hlp;
  1027. pom.push_back(hlp);
  1028. }
  1029. dest.push_back(pom);
  1030. }
  1031. }
  1032. }
  1033. void CGameHandler::setupBattle(BattleInfo * curB, int3 tile, const CArmedInstance *army1, const CArmedInstance *army2, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool creatureBank, const CGTownInstance *town)
  1034. {
  1035. battleResult.set(NULL);
  1036. std::vector<CStack*> & stacks = (curB->stacks);
  1037. curB->tile = tile;
  1038. curB->belligerents[0] = const_cast<CArmedInstance*>(army1);
  1039. curB->belligerents[1] = const_cast<CArmedInstance*>(army2);
  1040. curB->heroes[0] = const_cast<CGHeroInstance*>(hero1);
  1041. curB->heroes[1] = const_cast<CGHeroInstance*>(hero2);
  1042. curB->round = -2;
  1043. curB->activeStack = -1;
  1044. if(town)
  1045. {
  1046. curB->tid = town->id;
  1047. curB->siege = town->fortLevel();
  1048. }
  1049. else
  1050. {
  1051. curB->tid = -1;
  1052. curB->siege = 0;
  1053. }
  1054. //reading battleStartpos
  1055. std::ifstream positions;
  1056. positions.open(DATA_DIR "/config/battleStartpos.txt", std::ios_base::in|std::ios_base::binary);
  1057. if(!positions.is_open())
  1058. {
  1059. tlog1<<"Unable to open battleStartpos.txt!"<<std::endl;
  1060. }
  1061. std::string dump;
  1062. positions>>dump; positions>>dump;
  1063. std::vector< std::vector<int> > attackerLoose, defenderLoose, attackerTight, defenderTight, attackerCreBank, defenderCreBank;
  1064. CGH::readItTo(positions, attackerLoose);
  1065. positions>>dump;
  1066. CGH::readItTo(positions, defenderLoose);
  1067. positions>>dump;
  1068. positions>>dump;
  1069. CGH::readItTo(positions, attackerTight);
  1070. positions>>dump;
  1071. CGH::readItTo(positions, defenderTight);
  1072. positions>>dump;
  1073. positions>>dump;
  1074. CGH::readItTo(positions, attackerCreBank);
  1075. positions>>dump;
  1076. CGH::readItTo(positions, defenderCreBank);
  1077. positions.close();
  1078. //battleStartpos read
  1079. int k = 0; //stack serial
  1080. for(TSlots::const_iterator i = army1->Slots().begin(); i!=army1->Slots().end(); i++, k++)
  1081. {
  1082. int pos;
  1083. if(creatureBank)
  1084. pos = attackerCreBank[army1->stacksCount()-1][k];
  1085. else if(army1->formation)
  1086. pos = attackerTight[army1->stacksCount()-1][k];
  1087. else
  1088. pos = attackerLoose[army1->stacksCount()-1][k];
  1089. CStack * stack = curB->generateNewStack(i->second, stacks.size(), true, i->first, gs->map->terrain[tile.x][tile.y][tile.z].tertype, pos);
  1090. stacks.push_back(stack);
  1091. }
  1092. k = 0;
  1093. for(TSlots::const_iterator i = army2->Slots().begin(); i!=army2->Slots().end(); i++, k++)
  1094. {
  1095. int pos;
  1096. if(creatureBank)
  1097. pos = defenderCreBank[army2->stacksCount()-1][k];
  1098. else if(army2->formation)
  1099. pos = defenderTight[army2->stacksCount()-1][k];
  1100. else
  1101. pos = defenderLoose[army2->stacksCount()-1][k];
  1102. CStack * stack = curB->generateNewStack(i->second, stacks.size(), false, i->first, gs->map->terrain[tile.x][tile.y][tile.z].tertype, pos);
  1103. stacks.push_back(stack);
  1104. }
  1105. for(unsigned g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
  1106. {
  1107. if((stacks[g]->position%17)==1 && stacks[g]->doubleWide() && stacks[g]->attackerOwned)
  1108. {
  1109. stacks[g]->position += 1;
  1110. }
  1111. else if((stacks[g]->position%17)==15 && stacks[g]->doubleWide() && !stacks[g]->attackerOwned)
  1112. {
  1113. stacks[g]->position -= 1;
  1114. }
  1115. }
  1116. //adding war machines
  1117. if(hero1)
  1118. {
  1119. if(hero1->getArt(13)) //ballista
  1120. {
  1121. CStack * stack = curB->generateNewStack(CStackInstance(146, 1, hero1), stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 52);
  1122. stacks.push_back(stack);
  1123. }
  1124. if(hero1->getArt(14)) //ammo cart
  1125. {
  1126. CStack * stack = curB->generateNewStack(CStackInstance(148, 1, hero1), stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 18);
  1127. stacks.push_back(stack);
  1128. }
  1129. if(hero1->getArt(15)) //first aid tent
  1130. {
  1131. CStack * stack = curB->generateNewStack(CStackInstance(147, 1, hero1), stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 154);
  1132. stacks.push_back(stack);
  1133. }
  1134. }
  1135. if(hero2)
  1136. {
  1137. if(hero2->getArt(13)) //ballista
  1138. {
  1139. CStack * stack = curB->generateNewStack(CStackInstance(146, 1, hero2), stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 66);
  1140. stacks.push_back(stack);
  1141. }
  1142. if(hero2->getArt(14)) //ammo cart
  1143. {
  1144. CStack * stack = curB->generateNewStack(CStackInstance(148, 1, hero1), stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 32);
  1145. stacks.push_back(stack);
  1146. }
  1147. if(hero2->getArt(15)) //first aid tent
  1148. {
  1149. CStack * stack = curB->generateNewStack(CStackInstance(147, 1, hero2), stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 168);
  1150. stacks.push_back(stack);
  1151. }
  1152. }
  1153. if(town && hero1 && town->hasFort()) //catapult
  1154. {
  1155. CStack * stack = curB->generateNewStack(CStackInstance(145, 1, hero1), stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 120);
  1156. stacks.push_back(stack);
  1157. }
  1158. //war machines added
  1159. switch(curB->siege) //adding towers
  1160. {
  1161. case 3: //castle
  1162. {//lower tower / upper tower
  1163. CStack * stack = curB->generateNewStack(CStackInstance(149, 1, hero2), stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, -4);
  1164. stacks.push_back(stack);
  1165. stack = curB->generateNewStack(CStackInstance(149, 1, hero2), stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, -3);
  1166. stacks.push_back(stack);
  1167. }
  1168. case 2: //citadel
  1169. {//main tower
  1170. CStack * stack = curB->generateNewStack(CStackInstance(149, 1, hero2), stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, -2);
  1171. stacks.push_back(stack);
  1172. }
  1173. }
  1174. std::stable_sort(stacks.begin(),stacks.end(),cmpst);
  1175. //seting up siege
  1176. if(town && town->hasFort())
  1177. {
  1178. for(int b=0; b<ARRAY_COUNT(curB->si.wallState); ++b)
  1179. {
  1180. curB->si.wallState[b] = 1;
  1181. }
  1182. }
  1183. int terType = gs->battleGetBattlefieldType(tile);
  1184. //randomize obstacles
  1185. if(town == NULL && !creatureBank) //do it only when it's not siege and not creature bank
  1186. {
  1187. bool obAv[BFIELD_SIZE]; //availability of hexes for obstacles;
  1188. std::vector<int> possibleObstacles;
  1189. for(int i=0; i<BFIELD_SIZE; ++i)
  1190. {
  1191. if(i%17 < 4 || i%17 > 12)
  1192. {
  1193. obAv[i] = false;
  1194. }
  1195. else
  1196. {
  1197. obAv[i] = true;
  1198. }
  1199. }
  1200. for(std::map<int, CObstacleInfo>::const_iterator g=VLC->heroh->obstacles.begin(); g!=VLC->heroh->obstacles.end(); ++g)
  1201. {
  1202. if(g->second.allowedTerrains[terType-1] == '1') //we need to take terType with -1 because terrain ids start from 1 and allowedTerrains array is indexed from 0
  1203. {
  1204. possibleObstacles.push_back(g->first);
  1205. }
  1206. }
  1207. srand(time(NULL));
  1208. if(possibleObstacles.size() > 0) //we cannot place any obstacles when we don't have them
  1209. {
  1210. int toBlock = rand()%6 + 6; //how many hexes should be blocked by obstacles
  1211. while(toBlock>0)
  1212. {
  1213. CObstacleInstance coi;
  1214. coi.uniqueID = curB->obstacles.size();
  1215. coi.ID = possibleObstacles[rand()%possibleObstacles.size()];
  1216. coi.pos = rand()%BFIELD_SIZE;
  1217. std::vector<int> block = VLC->heroh->obstacles[coi.ID].getBlocked(coi.pos);
  1218. bool badObstacle = false;
  1219. for(int b=0; b<block.size(); ++b)
  1220. {
  1221. if(block[b] < 0 || block[b] >= BFIELD_SIZE || !obAv[block[b]])
  1222. {
  1223. badObstacle = true;
  1224. break;
  1225. }
  1226. }
  1227. if(badObstacle) continue;
  1228. //obstacle can be placed
  1229. curB->obstacles.push_back(coi);
  1230. for(int b=0; b<block.size(); ++b)
  1231. {
  1232. if(block[b] >= 0 && block[b] < BFIELD_SIZE)
  1233. obAv[block[b]] = false;
  1234. }
  1235. toBlock -= block.size();
  1236. }
  1237. }
  1238. }
  1239. //giving building bonuses, if siege and we have harrisoned hero
  1240. if (town)
  1241. {
  1242. if (hero2)
  1243. {
  1244. for (int i=0; i<4; i++)
  1245. {
  1246. int val = town->defenceBonus(i);
  1247. if (val)
  1248. {
  1249. GiveBonus gs;
  1250. gs.bonus = Bonus(Bonus::ONE_BATTLE, Bonus::PRIMARY_SKILL, Bonus::OBJECT, val, -1, "", i);
  1251. gs.id = hero2->id;
  1252. sendAndApply(&gs);
  1253. }
  1254. }
  1255. }
  1256. else//if we don't have hero - apply separately, if hero present - will be taken from hero bonuses
  1257. {
  1258. if(town->subID == 0 && vstd::contains(town->builtBuildings,22)) //castle, brotherhood of sword built
  1259. for(int g=0; g<stacks.size(); ++g)
  1260. stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 2, Bonus::TOWN_STRUCTURE));
  1261. else if(vstd::contains(town->builtBuildings,5)) //tavern is built
  1262. for(int g=0; g<stacks.size(); ++g)
  1263. stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 1, Bonus::TOWN_STRUCTURE));
  1264. if(town->subID == 1 && vstd::contains(town->builtBuildings,21)) //rampart, fountain of fortune is present
  1265. for(int g=0; g<stacks.size(); ++g)
  1266. stacks[g]->bonuses.push_back(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, 2, Bonus::TOWN_STRUCTURE));
  1267. }
  1268. }
  1269. //giving terrain premies for heroes & stacks
  1270. int bonusSubtype = -1;
  1271. switch(terType)
  1272. {
  1273. case 9: //magic plains
  1274. {
  1275. bonusSubtype = 0;
  1276. }
  1277. case 14: //fiery fields
  1278. {
  1279. if(bonusSubtype == -1) bonusSubtype = 1;
  1280. }
  1281. case 15: //rock lands
  1282. {
  1283. if(bonusSubtype == -1) bonusSubtype = 8;
  1284. }
  1285. case 16: //magic clouds
  1286. {
  1287. if(bonusSubtype == -1) bonusSubtype = 2;
  1288. }
  1289. case 17: //lucid pools
  1290. {
  1291. if(bonusSubtype == -1) bonusSubtype = 4;
  1292. }
  1293. { //common part for cases 9, 14, 15, 16, 17
  1294. const CGHeroInstance * cHero = NULL;
  1295. for(int i=0; i<2; ++i)
  1296. {
  1297. if(i == 0) cHero = hero1;
  1298. else cHero = hero2;
  1299. if(cHero == NULL) continue;
  1300. GiveBonus gs;
  1301. gs.bonus = Bonus(Bonus::ONE_BATTLE, Bonus::MAGIC_SCHOOL_SKILL, Bonus::OBJECT, 3, -1, "", bonusSubtype);
  1302. gs.id = cHero->id;
  1303. sendAndApply(&gs);
  1304. }
  1305. break;
  1306. }
  1307. case 18: //holy ground
  1308. {
  1309. for(int g=0; g<stacks.size(); ++g) //+1 morale bonus for good creatures, -1 morale bonus for evil creatures
  1310. {
  1311. if (stacks[g]->type->isGood())
  1312. stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_OVERLAY));
  1313. else if (stacks[g]->type->isEvil())
  1314. stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY));
  1315. }
  1316. break;
  1317. }
  1318. case 19: //clover field
  1319. {
  1320. for(int g=0; g<stacks.size(); ++g)
  1321. {
  1322. if(stacks[g]->type->faction == -1) //+2 luck bonus for neutral creatures
  1323. {
  1324. stacks[g]->bonuses.push_back(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, 2, Bonus::TERRAIN_OVERLAY));
  1325. }
  1326. }
  1327. break;
  1328. }
  1329. case 20: //evil fog
  1330. {
  1331. for(int g=0; g<stacks.size(); ++g) //-1 morale bonus for good creatures, +1 morale bonus for evil creatures
  1332. {
  1333. if (stacks[g]->type->isGood())
  1334. stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY));
  1335. else if (stacks[g]->type->isEvil())
  1336. stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_OVERLAY));
  1337. }
  1338. break;
  1339. }
  1340. case 22: //cursed ground
  1341. {
  1342. for(int g=0; g<stacks.size(); ++g) //no luck nor morale
  1343. {
  1344. stacks[g]->bonuses.push_back(makeFeature(Bonus::NO_MORALE, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
  1345. stacks[g]->bonuses.push_back(makeFeature(Bonus::NO_LUCK, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
  1346. }
  1347. const CGHeroInstance * cHero = NULL;
  1348. for(int i=0; i<2; ++i) //blocking spells above level 1
  1349. {
  1350. if(i == 0) cHero = hero1;
  1351. else cHero = hero2;
  1352. if(cHero == NULL) continue;
  1353. GiveBonus gs;
  1354. gs.bonus = Bonus(Bonus::ONE_BATTLE, Bonus::BLOCK_SPELLS_ABOVE_LEVEL, Bonus::OBJECT, 1, -1, "", bonusSubtype);
  1355. gs.id = cHero->id;
  1356. sendAndApply(&gs);
  1357. }
  1358. break;
  1359. }
  1360. }
  1361. //premies given
  1362. //send info about battles
  1363. BattleStart bs;
  1364. bs.info = curB;
  1365. sendAndApply(&bs);
  1366. }
  1367. void CGameHandler::checkForBattleEnd( std::vector<CStack*> &stacks )
  1368. {
  1369. //checking winning condition
  1370. bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarily
  1371. hasStack[0] = hasStack[1] = false;
  1372. for(int b = 0; b<stacks.size(); ++b)
  1373. {
  1374. if(stacks[b]->alive() && !stacks[b]->hasBonusOfType(Bonus::SIEGE_WEAPON))
  1375. {
  1376. hasStack[1-stacks[b]->attackerOwned] = true;
  1377. }
  1378. }
  1379. if(!hasStack[0] || !hasStack[1]) //somebody has won
  1380. {
  1381. BattleResult *br = new BattleResult; //will be deleted at the end of startBattle(...)
  1382. br->result = 0;
  1383. br->winner = hasStack[1]; //fleeing side loses
  1384. gs->curB->calculateCasualties(br->casualties);
  1385. battleResult.set(br);
  1386. }
  1387. }
  1388. void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
  1389. {
  1390. if(!vstd::contains(h->artifWorn,17))
  1391. return; //hero hasn't spellbok
  1392. ChangeSpells cs;
  1393. cs.hid = h->id;
  1394. cs.learn = true;
  1395. for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(7)+2);i++)
  1396. {
  1397. for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)
  1398. {
  1399. if(!vstd::contains(h->spells,t->spells[i][j]))
  1400. cs.spells.insert(t->spells[i][j]);
  1401. }
  1402. }
  1403. if(cs.spells.size())
  1404. sendAndApply(&cs);
  1405. }
  1406. void CGameHandler::setBlockVis(int objid, bool bv)
  1407. {
  1408. SetObjectProperty sop(objid,2,bv);
  1409. sendAndApply(&sop);
  1410. }
  1411. bool CGameHandler::removeObject( int objid )
  1412. {
  1413. if(!getObj(objid))
  1414. {
  1415. tlog1 << "Something wrong, that object already has been removed or hasn't existed!\n";
  1416. return false;
  1417. }
  1418. RemoveObject ro;
  1419. ro.id = objid;
  1420. sendAndApply(&ro);
  1421. winLoseHandle(255); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1422. return true;
  1423. }
  1424. void CGameHandler::setAmount(int objid, ui32 val)
  1425. {
  1426. SetObjectProperty sop(objid,3,val);
  1427. sendAndApply(&sop);
  1428. }
  1429. bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*/ )
  1430. {
  1431. bool blockvis = false;
  1432. const CGHeroInstance *h = getHero(hid);
  1433. 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)
  1434. )
  1435. {
  1436. tlog1 << "Illegal call to move hero!\n";
  1437. return false;
  1438. }
  1439. tlog5 << "Player " <<int(asker) << " wants to move hero "<< hid << " from "<< h->pos << " to " << dst << std::endl;
  1440. int3 hmpos = dst + int3(-1,0,0);
  1441. if(!gs->map->isInTheMap(hmpos))
  1442. {
  1443. tlog1 << "Destination tile is outside the map!\n";
  1444. return false;
  1445. }
  1446. TerrainTile t = gs->map->terrain[hmpos.x][hmpos.y][hmpos.z];
  1447. int cost = gs->getMovementCost(h, h->getPosition(false), CGHeroInstance::convertPosition(dst,false),h->movement);
  1448. //result structure for start - movement failed, no move points used
  1449. TryMoveHero tmh;
  1450. tmh.id = hid;
  1451. tmh.start = h->pos;
  1452. tmh.end = dst;
  1453. tmh.result = TryMoveHero::FAILED;
  1454. tmh.movePoints = h->movement;
  1455. //check if destination tile is available
  1456. //it's a rock or blocked and not visitable tile
  1457. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1458. if((t.tertype == TerrainTile::rock || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
  1459. && complain("Cannot move hero, destination tile is blocked!")
  1460. || (!h->boat && !h->canWalkOnSea() && t.tertype == TerrainTile::water && (t.visitableObjects.size() != 1 || (t.visitableObjects.front()->ID != 8 && t.visitableObjects.front()->ID != HEROI_TYPE))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land)
  1461. && complain("Cannot move hero, destination tile is on water!")
  1462. || (h->boat && t.tertype != TerrainTile::water && t.blocked)
  1463. && complain("Cannot disembark hero, tile is blocked!")
  1464. || (h->movement < cost && dst != h->pos && !instant)
  1465. && complain("Hero doesn't have any movement points left!")
  1466. || states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1467. && complain("Cannot move hero during the battle"))
  1468. {
  1469. //send info about movement failure
  1470. sendAndApply(&tmh);
  1471. return false;
  1472. }
  1473. //hero enters the boat
  1474. if(!h->boat && t.visitableObjects.size() && t.visitableObjects.front()->ID == 8)
  1475. {
  1476. tmh.result = TryMoveHero::EMBARK;
  1477. tmh.movePoints = 0; //embarking takes all move points
  1478. //TODO: check for bonus that removes that penalty
  1479. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1480. sendAndApply(&tmh);
  1481. return true;
  1482. }
  1483. //hero leaves the boat
  1484. else if(h->boat && t.tertype != TerrainTile::water && !t.blocked)
  1485. {
  1486. tmh.result = TryMoveHero::DISEMBARK;
  1487. tmh.movePoints = 0; //disembarking takes all move points
  1488. //TODO: check for bonus that removes that penalty
  1489. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1490. sendAndApply(&tmh);
  1491. return true;
  1492. }
  1493. //checks for standard movement
  1494. if(!instant)
  1495. {
  1496. if( distance(h->pos,dst) >= 1.5 && complain("Tiles are not neighboring!")
  1497. || h->movement < cost && h->movement < 100 && complain("Not enough move points!"))
  1498. {
  1499. sendAndApply(&tmh);
  1500. return false;
  1501. }
  1502. //check if there is blocking visitable object
  1503. blockvis = false;
  1504. tmh.movePoints = std::max(si32(0),h->movement-cost); //take move points
  1505. BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
  1506. {
  1507. if(obj != h && obj->blockVisit && !(obj->getPassableness() & 1<<h->tempOwner))
  1508. {
  1509. blockvis = true;
  1510. break;
  1511. }
  1512. }
  1513. //we start moving
  1514. if(blockvis)//interaction with blocking object (like resources)
  1515. {
  1516. tmh.result = TryMoveHero::BLOCKING_VISIT;
  1517. sendAndApply(&tmh);
  1518. //failed to move to that tile but we visit object
  1519. if(t.visitableObjects.size())
  1520. objectVisited(t.visitableObjects.back(), h);
  1521. // BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
  1522. // {
  1523. // if (obj->blockVisit)
  1524. // {
  1525. // objectVisited(obj, h);
  1526. // }
  1527. // }
  1528. tlog5 << "Blocking visit at " << hmpos << std::endl;
  1529. return true;
  1530. }
  1531. else //normal move
  1532. {
  1533. BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[h->pos.x-1][h->pos.y][h->pos.z].visitableObjects)
  1534. {
  1535. obj->onHeroLeave(h);
  1536. }
  1537. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1538. int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1539. tmh.result = TryMoveHero::SUCCESS;
  1540. tmh.attackedFrom = guardPos;
  1541. sendAndApply(&tmh);
  1542. tlog5 << "Moved to " <<tmh.end<<std::endl;
  1543. // If a creature guards the tile, block visit.
  1544. if (gs->map->isInTheMap(guardPos))
  1545. {
  1546. const TerrainTile &guardTile = gs->map->terrain[guardPos.x][guardPos.y][guardPos.z];
  1547. objectVisited(guardTile.visitableObjects.back(), h);
  1548. visitObjectAfterVictory = true;
  1549. //
  1550. // // TODO: Need to wait until battle is over.
  1551. //
  1552. // // Do not visit anything else if hero died.
  1553. // if (h->getArmy().stacksCount() == 0)
  1554. // return true;
  1555. }
  1556. else if(t.visitableObjects.size()) //call objects if they are visited
  1557. {
  1558. visitObjectOnTile(t, h);
  1559. }
  1560. // BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
  1561. // {
  1562. // objectVisited(obj, h);
  1563. // }
  1564. tlog5 << "Movement end!\n";
  1565. return true;
  1566. }
  1567. }
  1568. else //instant move - teleportation
  1569. {
  1570. BOOST_FOREACH(CGObjectInstance* obj, t.blockingObjects)
  1571. {
  1572. if(obj->ID==HEROI_TYPE)
  1573. {
  1574. CGHeroInstance *dh = static_cast<CGHeroInstance *>(obj);
  1575. if(obj->tempOwner==h->tempOwner)
  1576. {
  1577. heroExchange(dh->id, h->id);
  1578. return true;
  1579. }
  1580. //TODO: check for ally
  1581. startBattleI(h, dh);
  1582. return true;
  1583. }
  1584. }
  1585. tmh.result = TryMoveHero::TELEPORTATION;
  1586. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1587. sendAndApply(&tmh);
  1588. return true;
  1589. }
  1590. }
  1591. void CGameHandler::setOwner(int objid, ui8 owner)
  1592. {
  1593. ui8 oldOwner = getOwner(objid);
  1594. SetObjectProperty sop(objid,1,owner);
  1595. sendAndApply(&sop);
  1596. winLoseHandle(1<<owner | 1<<oldOwner);
  1597. if(owner < PLAYER_LIMIT && getTown(objid) && !gs->getPlayer(owner)->towns.size()) //player lost last town
  1598. {
  1599. InfoWindow iw;
  1600. iw.player = oldOwner;
  1601. 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.
  1602. sendAndApply(&iw);
  1603. }
  1604. }
  1605. void CGameHandler::setHoverName(int objid, MetaString* name)
  1606. {
  1607. SetHoverName shn(objid, *name);
  1608. sendAndApply(&shn);
  1609. }
  1610. void CGameHandler::showInfoDialog(InfoWindow *iw)
  1611. {
  1612. sendToAllClients(iw);
  1613. }
  1614. void CGameHandler::showBlockingDialog( BlockingDialog *iw, const CFunctionList<void(ui32)> &callback )
  1615. {
  1616. ask(iw,iw->player,callback);
  1617. }
  1618. ui32 CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1619. {
  1620. //TODO
  1621. //gsm.lock();
  1622. //int query = QID++;
  1623. //states.addQuery(player,query);
  1624. //sendToAllClients(iw);
  1625. //gsm.unlock();
  1626. //ui32 ret = getQueryResult(iw->player, query);
  1627. //gsm.lock();
  1628. //states.removeQuery(player, query);
  1629. //gsm.unlock();
  1630. return 0;
  1631. }
  1632. int CGameHandler::getCurrentPlayer()
  1633. {
  1634. return gs->currentPlayer;
  1635. }
  1636. void CGameHandler::giveResource(int player, int which, int val)
  1637. {
  1638. if(!val) return; //don't waste time on empty call
  1639. SetResource sr;
  1640. sr.player = player;
  1641. sr.resid = which;
  1642. sr.val = gs->players.find(player)->second.resources[which]+val;
  1643. sendAndApply(&sr);
  1644. }
  1645. void CGameHandler::giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet creatures)
  1646. {
  1647. if (creatures.stacksCount() <= 0)
  1648. return;
  1649. CCreatureSet heroArmy = h->getArmy();
  1650. while (creatures.stacksCount() > 0)
  1651. {
  1652. int slot = heroArmy.getSlotFor(creatures.Slots().begin()->second.type->idNumber);
  1653. if (slot < 0)
  1654. break;
  1655. heroArmy.addToSlot(slot, creatures.slots.begin()->second);
  1656. creatures.slots.erase (creatures.slots.begin());
  1657. }
  1658. if (creatures.stacksCount() == 0) //all creatures can be moved to hero army - do that
  1659. {
  1660. SetGarrisons sg;
  1661. sg.garrs[h->id] = heroArmy;
  1662. sendAndApply(&sg);
  1663. }
  1664. else //show garrison window and let player pick creatures
  1665. {
  1666. SetGarrisons sg;
  1667. sg.garrs[objid] = creatures;
  1668. sendAndApply (&sg);
  1669. showGarrisonDialog (objid, h->id, true, 0);
  1670. return;
  1671. }
  1672. }
  1673. void CGameHandler::takeCreatures (int objid, TSlots creatures) //probably we could use ArmedInstance as well
  1674. {
  1675. if (creatures.size() <= 0)
  1676. return;
  1677. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1678. CCreatureSet newArmy = obj->getArmy();
  1679. while (creatures.size() > 0)
  1680. {
  1681. int slot = newArmy.getSlotFor(creatures.begin()->second.type->idNumber);
  1682. if (slot < 0)
  1683. break;
  1684. newArmy.slots[slot].type = creatures.begin()->second.type;
  1685. newArmy.slots[slot].count -= creatures.begin()->second.count;
  1686. creatures.erase (creatures.begin());
  1687. }
  1688. SetGarrisons sg;
  1689. sg.garrs[objid] = newArmy;
  1690. sendAndApply(&sg);
  1691. }
  1692. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1693. {
  1694. sendToAllClients(comp);
  1695. }
  1696. void CGameHandler::heroVisitCastle(int obj, int heroID)
  1697. {
  1698. HeroVisitCastle vc;
  1699. vc.hid = heroID;
  1700. vc.tid = obj;
  1701. vc.flags |= 1;
  1702. sendAndApply(&vc);
  1703. const CGHeroInstance *h = getHero(heroID);
  1704. vistiCastleObjects (getTown(obj), h);
  1705. giveSpells (getTown(obj), getHero(heroID));
  1706. if(gs->map->victoryCondition.condition == transportItem)
  1707. checkLossVictory(h->tempOwner); //transported artifact?
  1708. }
  1709. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  1710. {
  1711. std::vector<CGTownBuilding*>::const_iterator i;
  1712. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  1713. (*i)->onHeroVisit (h);
  1714. }
  1715. void CGameHandler::stopHeroVisitCastle(int obj, int heroID)
  1716. {
  1717. HeroVisitCastle vc;
  1718. vc.hid = heroID;
  1719. vc.tid = obj;
  1720. sendAndApply(&vc);
  1721. }
  1722. void CGameHandler::giveHeroArtifact(int artid, int hid, int position) //pos==-1 - first free slot in backpack
  1723. {
  1724. const CGHeroInstance* h = getHero(hid);
  1725. const CArtifact &art = VLC->arth->artifacts[artid];
  1726. SetHeroArtifacts sha;
  1727. sha.hid = hid;
  1728. sha.artifacts = h->artifacts;
  1729. sha.artifWorn = h->artifWorn;
  1730. if(position<0)
  1731. {
  1732. if(position == -2)
  1733. {
  1734. int i;
  1735. for(i=0; i<art.possibleSlots.size(); i++) //try to put artifact into first available slot
  1736. {
  1737. if( !vstd::contains(sha.artifWorn,art.possibleSlots[i]) )
  1738. {
  1739. //we've found a free suitable slot
  1740. VLC->arth->equipArtifact(sha.artifWorn, art.possibleSlots[i], artid);
  1741. break;
  1742. }
  1743. }
  1744. if(i == art.possibleSlots.size() && !art.isBig()) //if haven't find proper slot, use backpack or discard big artifact
  1745. sha.artifacts.push_back(artid);
  1746. }
  1747. else if (!art.isBig()) //should be -1 => put artifact into backpack
  1748. {
  1749. sha.artifacts.push_back(artid);
  1750. }
  1751. }
  1752. else
  1753. {
  1754. if(!vstd::contains(sha.artifWorn,ui16(position)))
  1755. {
  1756. VLC->arth->equipArtifact(sha.artifWorn, position, artid);
  1757. }
  1758. else if (!art.isBig())
  1759. {
  1760. sha.artifacts.push_back(artid);
  1761. }
  1762. }
  1763. sendAndApply(&sha);
  1764. }
  1765. void CGameHandler::removeArtifact(int artid, int hid)
  1766. {
  1767. const CGHeroInstance* h = getHero(hid);
  1768. SetHeroArtifacts sha;
  1769. sha.hid = hid;
  1770. sha.artifacts = h->artifacts;
  1771. sha.artifWorn = h->artifWorn;
  1772. std::vector<ui32>::iterator it;
  1773. if ((it = std::find(sha.artifacts.begin(), sha.artifacts.end(), artid)) != sha.artifacts.end()) //it is in backpack
  1774. sha.artifacts.erase(it);
  1775. else //worn
  1776. {
  1777. for (std::map<ui16,ui32>::iterator itr = sha.artifWorn.begin(); itr != sha.artifWorn.end(); ++itr)
  1778. {
  1779. if (itr->second == artid)
  1780. {
  1781. VLC->arth->unequipArtifact(sha.artifWorn, itr->first);
  1782. break;
  1783. }
  1784. }
  1785. }
  1786. sendAndApply(&sha);
  1787. }
  1788. 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
  1789. {
  1790. engageIntoBattle(army1->tempOwner);
  1791. engageIntoBattle(army2->tempOwner);
  1792. //block engaged players
  1793. if(army2->tempOwner < PLAYER_LIMIT)
  1794. states.setFlag(army2->tempOwner,&PlayerStatus::engagedIntoBattle,true);
  1795. boost::thread(boost::bind(&CGameHandler::startBattle, this, army1, army2, tile, hero1, hero2, creatureBank, cb, town));
  1796. }
  1797. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb, bool creatureBank )
  1798. {
  1799. startBattleI(army1, army2, tile,
  1800. army1->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(army1) : NULL,
  1801. army2->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(army2) : NULL,
  1802. creatureBank, cb);
  1803. }
  1804. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb, bool creatureBank)
  1805. {
  1806. startBattleI(army1, army2, army2->visitablePos(), cb, creatureBank);
  1807. }
  1808. //void CGameHandler::startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb) //for hero<=>neutral army
  1809. //{
  1810. // CGHeroInstance* h = const_cast<CGHeroInstance*>(getHero(heroID));
  1811. // startBattleI(&h->army,&army,tile,h,NULL,cb);
  1812. // //battle(&h->army,army,tile,h,NULL);
  1813. //}
  1814. void CGameHandler::changeSpells( int hid, bool give, const std::set<ui32> &spells )
  1815. {
  1816. ChangeSpells cs;
  1817. cs.hid = hid;
  1818. cs.spells = spells;
  1819. cs.learn = give;
  1820. sendAndApply(&cs);
  1821. }
  1822. int CGameHandler::getSelectedHero()
  1823. {
  1824. return IGameCallback::getSelectedHero(getCurrentPlayer())->id;
  1825. }
  1826. void CGameHandler::setObjProperty( int objid, int prop, si64 val )
  1827. {
  1828. SetObjectProperty sob;
  1829. sob.id = objid;
  1830. sob.what = prop;
  1831. sob.val = val;
  1832. sendAndApply(&sob);
  1833. }
  1834. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  1835. {
  1836. SystemMessage sm;
  1837. sm.text = message;
  1838. c << &sm;
  1839. }
  1840. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  1841. {
  1842. sendAndApply(bonus);
  1843. }
  1844. void CGameHandler::setMovePoints( SetMovePoints * smp )
  1845. {
  1846. sendAndApply(smp);
  1847. }
  1848. void CGameHandler::setManaPoints( int hid, int val )
  1849. {
  1850. SetMana sm;
  1851. sm.hid = hid;
  1852. sm.val = val;
  1853. sendAndApply(&sm);
  1854. }
  1855. void CGameHandler::giveHero( int id, int player )
  1856. {
  1857. GiveHero gh;
  1858. gh.id = id;
  1859. gh.player = player;
  1860. sendAndApply(&gh);
  1861. }
  1862. void CGameHandler::changeObjPos( int objid, int3 newPos, ui8 flags )
  1863. {
  1864. ChangeObjPos cop;
  1865. cop.objid = objid;
  1866. cop.nPos = newPos;
  1867. cop.flags = flags;
  1868. sendAndApply(&cop);
  1869. }
  1870. void CGameHandler::useScholarSkill(si32 fromHero, si32 toHero)
  1871. {
  1872. const CGHeroInstance * h1 = getHero(fromHero);
  1873. const CGHeroInstance * h2 = getHero(toHero);
  1874. if ( h1->getSecSkillLevel(18) < h2->getSecSkillLevel(18) )
  1875. {
  1876. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1877. std::swap(fromHero, toHero);
  1878. }
  1879. int ScholarLevel = h1->getSecSkillLevel(18);//heroes can trade up to this level
  1880. if (!ScholarLevel || !vstd::contains(h1->artifWorn,17) || !vstd::contains(h2->artifWorn,17) )
  1881. return;//no scholar skill or no spellbook
  1882. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(7)+2),
  1883. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(7)+2);//heroes can receive this levels
  1884. ChangeSpells cs1;
  1885. cs1.learn = true;
  1886. cs1.hid = toHero;//giving spells to first hero
  1887. for(std::set<ui32>::const_iterator it=h1->spells.begin(); it!=h1->spells.end();it++)
  1888. if ( h2Lvl >= VLC->spellh->spells[*it].level && !vstd::contains(h2->spells, *it))//hero can learn it and don't have it yet
  1889. cs1.spells.insert(*it);//spell to learn
  1890. ChangeSpells cs2;
  1891. cs2.learn = true;
  1892. cs2.hid = fromHero;
  1893. for(std::set<ui32>::const_iterator it=h2->spells.begin(); it!=h2->spells.end();it++)
  1894. if ( h1Lvl >= VLC->spellh->spells[*it].level && !vstd::contains(h1->spells, *it))
  1895. cs2.spells.insert(*it);
  1896. if (cs1.spells.size() || cs2.spells.size())//create a message
  1897. {
  1898. InfoWindow iw;
  1899. iw.player = h1->tempOwner;
  1900. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  1901. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1902. iw.text.addReplacement(h1->name);
  1903. if (cs2.spells.size())//if found new spell - apply
  1904. {
  1905. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  1906. int size = cs2.spells.size();
  1907. for(std::set<ui32>::const_iterator it=cs2.spells.begin(); it!=cs2.spells.end();it++)
  1908. {
  1909. iw.components.push_back(Component(Component::SPELL, (*it), 1, 0));
  1910. iw.text.addTxt(MetaString::SPELL_NAME, (*it));
  1911. switch (size--)
  1912. {
  1913. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1914. case 1: break;
  1915. default: iw.text << ", ";
  1916. }
  1917. }
  1918. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  1919. iw.text.addReplacement(h2->name);
  1920. sendAndApply(&cs2);
  1921. }
  1922. if (cs1.spells.size() && cs2.spells.size() )
  1923. {
  1924. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  1925. }
  1926. if (cs1.spells.size())
  1927. {
  1928. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  1929. int size = cs1.spells.size();
  1930. for(std::set<ui32>::const_iterator it=cs1.spells.begin(); it!=cs1.spells.end();it++)
  1931. {
  1932. iw.components.push_back(Component(Component::SPELL, (*it), 1, 0));
  1933. iw.text.addTxt(MetaString::SPELL_NAME, (*it));
  1934. switch (size--)
  1935. {
  1936. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1937. case 1: break;
  1938. default: iw.text << ", ";
  1939. } }
  1940. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  1941. iw.text.addReplacement(h2->name);
  1942. sendAndApply(&cs1);
  1943. }
  1944. sendAndApply(&iw);
  1945. }
  1946. }
  1947. void CGameHandler::heroExchange(si32 hero1, si32 hero2)
  1948. {
  1949. ui8 player1 = getHero(hero1)->tempOwner;
  1950. ui8 player2 = getHero(hero2)->tempOwner;
  1951. if(player1 == player2)//TODO: allies
  1952. {
  1953. OpenWindow hex;
  1954. hex.window = OpenWindow::EXCHANGE_WINDOW;
  1955. hex.id1 = hero1;
  1956. hex.id2 = hero2;
  1957. sendAndApply(&hex);
  1958. useScholarSkill(hero1,hero2);
  1959. }
  1960. }
  1961. void CGameHandler::applyAndAsk( Query * sel, ui8 player, boost::function<void(ui32)> &callback )
  1962. {
  1963. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1964. sel->id = QID;
  1965. callbacks[QID] = callback;
  1966. states.addQuery(player,QID);
  1967. QID++;
  1968. sendAndApply(sel);
  1969. }
  1970. void CGameHandler::ask( Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback )
  1971. {
  1972. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1973. sel->id = QID;
  1974. callbacks[QID] = callback;
  1975. states.addQuery(player,QID);
  1976. sendToAllClients(sel);
  1977. QID++;
  1978. }
  1979. void CGameHandler::sendToAllClients( CPackForClient * info )
  1980. {
  1981. tlog5 << "Sending to all clients a package of type " << typeid(*info).name() << std::endl;
  1982. for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
  1983. {
  1984. (*i)->wmx->lock();
  1985. **i << info;
  1986. (*i)->wmx->unlock();
  1987. }
  1988. }
  1989. void CGameHandler::sendAndApply( CPackForClient * info )
  1990. {
  1991. gs->apply(info);
  1992. sendToAllClients(info);
  1993. }
  1994. void CGameHandler::sendAndApply( SetGarrisons * info )
  1995. {
  1996. sendAndApply((CPackForClient*)info);
  1997. if(gs->map->victoryCondition.condition == gatherTroop)
  1998. for(std::map<ui32,CCreatureSet>::const_iterator i = info->garrs.begin(); i != info->garrs.end(); i++)
  1999. checkLossVictory(getObj(i->first)->tempOwner);
  2000. }
  2001. void CGameHandler::sendAndApply( SetResource * info )
  2002. {
  2003. sendAndApply((CPackForClient*)info);
  2004. if(gs->map->victoryCondition.condition == gatherResource)
  2005. checkLossVictory(info->player);
  2006. }
  2007. void CGameHandler::sendAndApply( SetResources * info )
  2008. {
  2009. sendAndApply((CPackForClient*)info);
  2010. if(gs->map->victoryCondition.condition == gatherResource)
  2011. checkLossVictory(info->player);
  2012. }
  2013. void CGameHandler::sendAndApply( NewStructures * info )
  2014. {
  2015. sendAndApply((CPackForClient*)info);
  2016. if(gs->map->victoryCondition.condition == buildCity)
  2017. checkLossVictory(getTown(info->tid)->tempOwner);
  2018. }
  2019. void CGameHandler::save( const std::string &fname )
  2020. {
  2021. {
  2022. tlog0 << "Ordering clients to serialize...\n";
  2023. SaveGame sg(fname);
  2024. sendToAllClients(&sg);
  2025. }
  2026. {
  2027. tlog0 << "Serializing game info...\n";
  2028. CSaveFile save(GVCMIDirs.UserPath + "/Games/" + fname + ".vlgm1");
  2029. char hlp[8] = "VCMISVG";
  2030. save << hlp << static_cast<CMapHeader&>(*gs->map) << gs->scenarioOps << *VLC << gs;
  2031. }
  2032. {
  2033. tlog0 << "Serializing server info...\n";
  2034. CSaveFile save(GVCMIDirs.UserPath + "/Games/" + fname + ".vsgm1");
  2035. save << *this;
  2036. }
  2037. tlog0 << "Game has been successfully saved!\n";
  2038. }
  2039. void CGameHandler::close()
  2040. {
  2041. tlog0 << "We have been requested to close.\n";
  2042. //BOOST_FOREACH(CConnection *cc, conns)
  2043. // if(cc && cc->socket && cc->socket->is_open())
  2044. // cc->socket->close();
  2045. //exit(0);
  2046. }
  2047. bool CGameHandler::arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val )
  2048. {
  2049. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id1]),
  2050. *s2 = static_cast<CArmedInstance*>(gs->map->objects[id2]);
  2051. CCreatureSet temp1 = s1->getArmy(), temp2 = s2->getArmy(),
  2052. &S1 = temp1, &S2 = (s1!=s2)?(temp2):(temp1);
  2053. if(!isAllowedExchange(id1,id2))
  2054. {
  2055. complain("Cannot exchange stacks between these two objects!\n");
  2056. return false;
  2057. }
  2058. if(what==1) //swap
  2059. {
  2060. std::swap(S1.slots[p1],S2.slots[p2]); //swap slots
  2061. //if one of them is empty, remove entry
  2062. if(!S1.slots[p1].count)
  2063. S1.slots.erase(p1);
  2064. if(!S2.slots[p2].count)
  2065. S2.slots.erase(p2);
  2066. }
  2067. else if(what==2)//merge
  2068. {
  2069. if(S1.slots[p1].type != S2.slots[p2].type) //not same creature
  2070. {
  2071. complain("Cannot merge different creatures stacks!");
  2072. return false;
  2073. }
  2074. S2.slots[p2].count += S1.slots[p1].count;
  2075. S1.slots.erase(p1);
  2076. }
  2077. else if(what==3) //split
  2078. {
  2079. //general conditions checking
  2080. if((!vstd::contains(S1.slots,p1) && complain("no creatures to split"))
  2081. || (val<1 && complain("no creatures to split")) )
  2082. {
  2083. return false;
  2084. }
  2085. if(vstd::contains(S2.slots,p2)) //dest. slot not free - it must be "rebalancing"...
  2086. {
  2087. int total = S1.slots[p1].count + S2.slots[p2].count;
  2088. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  2089. || (S2.slots[p2].type != S1.slots[p1].type && complain("Cannot rebalance different creatures stacks!"))
  2090. )
  2091. {
  2092. return false;
  2093. }
  2094. S2.slots[p2].count = val;
  2095. S1.slots[p1].count = total - val;
  2096. }
  2097. else //split one stack to the two
  2098. {
  2099. if(S1.slots[p1].count < val)//not enough creatures
  2100. {
  2101. complain("Cannot split that stack, not enough creatures!");
  2102. return false;
  2103. }
  2104. S2.slots[p2].type = S1.slots[p1].type;
  2105. S2.slots[p2].count = val;
  2106. S1.slots[p1].count -= val;
  2107. }
  2108. if(!S1.slots[p1].count) //if we've moved all creatures
  2109. S1.slots.erase(p1);
  2110. }
  2111. if((s1->needsLastStack() && !S1.stacksCount()) //it's not allowed to take last stack from hero army!
  2112. || (s2->needsLastStack() && !S2.stacksCount())
  2113. )
  2114. {
  2115. complain("Cannot take the last stack!");
  2116. return false; //leave without applying changes to garrison
  2117. }
  2118. //apply changes
  2119. SetGarrisons sg;
  2120. sg.garrs[id1] = S1;
  2121. if(s1 != s2)
  2122. sg.garrs[id2] = S2;
  2123. sendAndApply(&sg);
  2124. return true;
  2125. }
  2126. int CGameHandler::getPlayerAt( CConnection *c ) const
  2127. {
  2128. std::set<int> all;
  2129. for(std::map<int,CConnection*>::const_iterator i=connections.begin(); i!=connections.end(); i++)
  2130. if(i->second == c)
  2131. all.insert(i->first);
  2132. switch(all.size())
  2133. {
  2134. case 0:
  2135. return 255;
  2136. case 1:
  2137. return *all.begin();
  2138. default:
  2139. {
  2140. //if we have more than one player at this connection, try to pick active one
  2141. if(vstd::contains(all,int(gs->currentPlayer)))
  2142. return gs->currentPlayer;
  2143. else
  2144. return 253; //cannot say which player is it
  2145. }
  2146. }
  2147. }
  2148. bool CGameHandler::disbandCreature( si32 id, ui8 pos )
  2149. {
  2150. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id]);
  2151. if(!vstd::contains(s1->slots,pos))
  2152. {
  2153. complain("Illegal call to disbandCreature - no such stack in army!");
  2154. return false;
  2155. }
  2156. s1->slots.erase(pos);
  2157. SetGarrisons sg;
  2158. sg.garrs[id] = s1->getArmy();
  2159. sendAndApply(&sg);
  2160. return true;
  2161. }
  2162. bool CGameHandler::buildStructure( si32 tid, si32 bid )
  2163. {
  2164. CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid]);
  2165. CBuilding * b = VLC->buildh->buildings[t->subID][bid];
  2166. if(gs->canBuildStructure(t,bid) != 7)
  2167. {
  2168. complain("Cannot build that building!");
  2169. return false;
  2170. }
  2171. if(bid == 26) //grail
  2172. {
  2173. if(!t->visitingHero || !t->visitingHero->hasArt(2))
  2174. {
  2175. complain("Cannot build grail - hero doesn't have it");
  2176. return false;
  2177. }
  2178. removeArtifact(2, t->visitingHero->id);
  2179. }
  2180. NewStructures ns;
  2181. ns.tid = tid;
  2182. if ( (bid == 18) && (vstd::contains(t->builtBuildings,(t->town->hordeLvl[0]+37))) )
  2183. ns.bid.insert(19);//we have upgr. dwelling, upgr. horde will be builded as well
  2184. else if ( (bid == 24) && (vstd::contains(t->builtBuildings,(t->town->hordeLvl[1]+37))) )
  2185. ns.bid.insert(25);
  2186. else if(bid>36) //upg dwelling
  2187. {
  2188. if ( (bid-37 == t->town->hordeLvl[0]) && (vstd::contains(t->builtBuildings,18)) )
  2189. ns.bid.insert(19);//we have horde, will be upgraded as well as dwelling
  2190. if ( (bid-37 == t->town->hordeLvl[1]) && (vstd::contains(t->builtBuildings,24)) )
  2191. ns.bid.insert(25);
  2192. SetAvailableCreatures ssi;
  2193. ssi.tid = tid;
  2194. ssi.creatures = t->creatures;
  2195. ssi.creatures[bid-37].second.push_back(t->town->upgradedCreatures[bid-37]);
  2196. sendAndApply(&ssi);
  2197. }
  2198. else if(bid >= 30) //bas. dwelling
  2199. {
  2200. int crid = t->town->basicCreatures[bid-30];
  2201. SetAvailableCreatures ssi;
  2202. ssi.tid = tid;
  2203. ssi.creatures = t->creatures;
  2204. ssi.creatures[bid-30].first = VLC->creh->creatures[crid]->growth;
  2205. ssi.creatures[bid-30].second.push_back(crid);
  2206. sendAndApply(&ssi);
  2207. }
  2208. else if(bid == 11)
  2209. ns.bid.insert(27);
  2210. else if(bid == 12)
  2211. ns.bid.insert(28);
  2212. else if(bid == 13)
  2213. ns.bid.insert(29);
  2214. ns.bid.insert(bid);
  2215. ns.builded = t->builded + 1;
  2216. sendAndApply(&ns);
  2217. //reveal ground for lookout tower
  2218. FoWChange fw;
  2219. fw.player = t->tempOwner;
  2220. fw.mode = 1;
  2221. getTilesInRange(fw.tiles,t->pos,t->getSightRadious(),t->tempOwner,1);
  2222. sendAndApply(&fw);
  2223. SetResources sr;
  2224. sr.player = t->tempOwner;
  2225. sr.res = gs->getPlayer(t->tempOwner)->resources;
  2226. for(int i=0;i<b->resources.size();i++)
  2227. sr.res[i]-=b->resources[i];
  2228. sendAndApply(&sr);
  2229. if(bid<5) //it's mage guild
  2230. {
  2231. if(t->visitingHero)
  2232. giveSpells(t,t->visitingHero);
  2233. if(t->garrisonHero)
  2234. giveSpells(t,t->garrisonHero);
  2235. }
  2236. if(t->visitingHero)
  2237. vistiCastleObjects (t, t->visitingHero);
  2238. if(t->garrisonHero)
  2239. vistiCastleObjects (t, t->garrisonHero);
  2240. checkLossVictory(t->tempOwner);
  2241. return true;
  2242. }
  2243. bool CGameHandler::razeStructure (si32 tid, si32 bid)
  2244. {
  2245. ///incomplete, simply erases target building
  2246. CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid]);
  2247. if (t->builtBuildings.find(bid) == t->builtBuildings.end())
  2248. return false;
  2249. RazeStructures rs;
  2250. rs.tid = tid;
  2251. rs.bid.insert(bid);
  2252. rs.destroyed = t->destroyed + 1;
  2253. sendAndApply(&rs);
  2254. return true;
  2255. }
  2256. void CGameHandler::sendMessageToAll( const std::string &message )
  2257. {
  2258. SystemMessage sm;
  2259. sm.text = message;
  2260. sendToAllClients(&sm);
  2261. }
  2262. bool CGameHandler::recruitCreatures( si32 objid, ui32 crid, ui32 cram )
  2263. {
  2264. const CGDwelling *dw = static_cast<CGDwelling*>(gs->map->objects[objid]);
  2265. const CArmedInstance *dst = NULL;
  2266. const CCreature *c = VLC->creh->creatures[crid];
  2267. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2268. //TODO: test for owning
  2269. if(dw->ID == TOWNI_TYPE)
  2270. dst = dw;
  2271. else if(dw->ID == 17 || dw->ID == 20) //advmap dwelling
  2272. dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
  2273. else if(dw->ID == 106)
  2274. dst = dynamic_cast<const CGHeroInstance *>(getTile(dw->visitablePos())->visitableObjects.back());
  2275. assert(dw && dst);
  2276. //verify
  2277. bool found = false;
  2278. int level = -1;
  2279. typedef std::pair<const int,int> Parka;
  2280. for(level = 0; level < dw->creatures.size(); level++) //iterate through all levels
  2281. {
  2282. const std::pair<ui32, std::vector<ui32> > &cur = dw->creatures[level]; //current level info <amount, list of cr. ids>
  2283. int i = 0;
  2284. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2285. if(cur.second[i] == crid)
  2286. break;
  2287. if(i < cur.second.size())
  2288. {
  2289. found = true;
  2290. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2291. break;
  2292. }
  2293. }
  2294. int slot = dst->getSlotFor(crid);
  2295. if(!found && complain("Cannot recruit: no such creatures!")
  2296. || cram > VLC->creh->creatures[crid]->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!")
  2297. || cram<=0 && complain("Cannot recruit: cram <= 0!")
  2298. || slot<0 && !warMachine && complain("Cannot recruit: no available slot!"))
  2299. {
  2300. return false;
  2301. }
  2302. //recruit
  2303. SetResources sr;
  2304. sr.player = dst->tempOwner;
  2305. for(int i=0;i<RESOURCE_QUANTITY;i++)
  2306. sr.res[i] = gs->getPlayer(dst->tempOwner)->resources[i] - (c->cost[i] * cram);
  2307. SetAvailableCreatures sac;
  2308. sac.tid = objid;
  2309. sac.creatures = dw->creatures;
  2310. sac.creatures[level].first -= cram;
  2311. sendAndApply(&sr);
  2312. sendAndApply(&sac);
  2313. if(warMachine)
  2314. {
  2315. switch(crid)
  2316. {
  2317. case 146:
  2318. giveHeroArtifact(4, dst->id, 13);
  2319. break;
  2320. case 147:
  2321. giveHeroArtifact(6, dst->id, 15);
  2322. break;
  2323. case 148:
  2324. giveHeroArtifact(5, dst->id, 14);
  2325. break;
  2326. default:
  2327. complain("This war machine cannot be recruited!");
  2328. return false;
  2329. }
  2330. }
  2331. else
  2332. {
  2333. SetGarrisons sg;
  2334. sg.garrs[dst->id] = dst->getArmy();
  2335. sg.garrs[dst->id] .addToSlot(slot, crid, cram);
  2336. sendAndApply(&sg);
  2337. }
  2338. return true;
  2339. }
  2340. bool CGameHandler::upgradeCreature( ui32 objid, ui8 pos, ui32 upgID )
  2341. {
  2342. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->map->objects[objid]);
  2343. UpgradeInfo ui = gs->getUpgradeInfo(obj,pos);
  2344. int player = obj->tempOwner;
  2345. int crQuantity = obj->slots[pos].count;
  2346. //check if upgrade is possible
  2347. if((ui.oldID<0 || !vstd::contains(ui.newID,upgID)) && complain("That upgrade is not possible!"))
  2348. {
  2349. return false;
  2350. }
  2351. //check if player has enough resources
  2352. for(int i=0;i<ui.cost.size();i++)
  2353. {
  2354. for (std::set<std::pair<int,int> >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++)
  2355. {
  2356. if(gs->getPlayer(player)->resources[j->first] < j->second*crQuantity)
  2357. {
  2358. complain("Cannot upgrade, not enough resources!");
  2359. return false;
  2360. }
  2361. }
  2362. }
  2363. //take resources
  2364. for(int i=0;i<ui.cost.size();i++)
  2365. {
  2366. for (std::set<std::pair<int,int> >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++)
  2367. {
  2368. SetResource sr;
  2369. sr.player = player;
  2370. sr.resid = j->first;
  2371. sr.val = gs->getPlayer(player)->resources[j->first] - j->second*crQuantity;
  2372. sendAndApply(&sr);
  2373. }
  2374. }
  2375. //upgrade creature
  2376. SetGarrisons sg;
  2377. sg.garrs[objid] = obj->getArmy();
  2378. sg.garrs[objid].slots[pos].setType(upgID);
  2379. sendAndApply(&sg);
  2380. return true;
  2381. }
  2382. bool CGameHandler::garrisonSwap( si32 tid )
  2383. {
  2384. CGTownInstance *town = gs->getTown(tid);
  2385. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2386. {
  2387. CCreatureSet csn = town->visitingHero->getArmy(), cso = town->getArmy();
  2388. while(!cso.slots.empty())//while there are unmoved creatures
  2389. {
  2390. int pos = csn.getSlotFor(cso.slots.begin()->second.type->idNumber);
  2391. if(pos<0)
  2392. {
  2393. //try to merge two other stacks to make place
  2394. std::pair<TSlot, TSlot> toMerge;
  2395. if(csn.mergableStacks(toMerge, cso.slots.begin()->first))
  2396. {
  2397. //merge
  2398. csn.slots[toMerge.second].count += csn.slots[toMerge.first].count;
  2399. csn.slots[toMerge.first] = cso.slots.begin()->second;
  2400. }
  2401. else
  2402. {
  2403. complain("Cannot make garrison swap, not enough free slots!");
  2404. return false;
  2405. }
  2406. }
  2407. else if(csn.slots.find(pos) != csn.slots.end()) //add creatures to the existing stack
  2408. {
  2409. csn.slots[pos].count += cso.slots.begin()->second.count;
  2410. }
  2411. else //move stack on the free pos
  2412. {
  2413. csn.slots[pos].type = cso.slots.begin()->second.type;
  2414. csn.slots[pos].count = cso.slots.begin()->second.count;
  2415. }
  2416. cso.slots.erase(cso.slots.begin());
  2417. }
  2418. SetGarrisons sg;
  2419. sg.garrs[town->visitingHero->id] = csn;
  2420. sg.garrs[town->id] = csn;
  2421. sendAndApply(&sg);
  2422. SetHeroesInTown intown;
  2423. intown.tid = tid;
  2424. intown.visiting = -1;
  2425. intown.garrison = town->visitingHero->id;
  2426. sendAndApply(&intown);
  2427. return true;
  2428. }
  2429. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2430. {
  2431. //check if moving hero out of town will break 8 wandering heroes limit
  2432. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2433. {
  2434. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2435. return false;
  2436. }
  2437. SetHeroesInTown intown;
  2438. intown.tid = tid;
  2439. intown.garrison = -1;
  2440. intown.visiting = town->garrisonHero->id;
  2441. sendAndApply(&intown);
  2442. //town will be empty
  2443. SetGarrisons sg;
  2444. sg.garrs[tid] = CCreatureSet();
  2445. sendAndApply(&sg);
  2446. return true;
  2447. }
  2448. else if (town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2449. {
  2450. SetGarrisons sg;
  2451. sg.garrs[town->id] = town->visitingHero->getArmy();;
  2452. sg.garrs[town->garrisonHero->id] = town->garrisonHero->getArmy();
  2453. SetHeroesInTown intown;
  2454. intown.tid = tid;
  2455. intown.garrison = town->visitingHero->id;
  2456. intown.visiting = town->garrisonHero->id;
  2457. sendAndApply(&intown);
  2458. sendAndApply(&sg);
  2459. return true;
  2460. }
  2461. else
  2462. {
  2463. complain("Cannot swap garrison hero!");
  2464. return false;
  2465. }
  2466. }
  2467. // With the amount of changes done to the function, it's more like transferArtifacts.
  2468. bool CGameHandler::swapArtifacts(si32 srcHeroID, si32 destHeroID, ui16 srcSlot, ui16 destSlot)
  2469. {
  2470. CGHeroInstance *srcHero = gs->getHero(srcHeroID);
  2471. CGHeroInstance *destHero = gs->getHero(destHeroID);
  2472. // Make sure exchange is even possible between the two heroes.
  2473. if ((distance(srcHero->pos,destHero->pos) > 1.5 )|| (srcHero->tempOwner != destHero->tempOwner))
  2474. return false;
  2475. const CArtifact *srcArtifact = srcHero->getArt(srcSlot);
  2476. const CArtifact *destArtifact = destHero->getArt(destSlot);
  2477. if (srcArtifact == NULL) {
  2478. complain("No artifact to swap!");
  2479. return false;
  2480. }
  2481. SetHeroArtifacts sha;
  2482. sha.hid = srcHeroID;
  2483. sha.artifacts = srcHero->artifacts;
  2484. sha.artifWorn = srcHero->artifWorn;
  2485. // Combinational artifacts needs to be removed first so they don't get denied movement because of their own locks.
  2486. if (srcHeroID == destHeroID && srcSlot < 19 && destSlot < 19) {
  2487. sha.setArtAtPos(srcSlot, -1);
  2488. if (!vstd::contains(sha.artifWorn, destSlot))
  2489. destArtifact = NULL;
  2490. }
  2491. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2492. // Moving to the backpack is always allowed.
  2493. if ((!srcArtifact || destSlot < 19)
  2494. && (srcArtifact && !srcArtifact->fitsAt(srcHeroID == destHeroID ? sha.artifWorn : destHero->artifWorn, destSlot)))
  2495. {
  2496. complain("Cannot swap artifacts!");
  2497. return false;
  2498. }
  2499. if ((srcArtifact && srcArtifact->id == 145) || (destArtifact && destArtifact->id == 145)) {
  2500. complain("Cannot move artifact locks.");
  2501. return false;
  2502. }
  2503. if (destSlot >= 19 && srcArtifact->isBig()) {
  2504. complain("Cannot put big artifacts in backpack!");
  2505. return false;
  2506. }
  2507. if (srcSlot == 16 || destSlot == 16) {
  2508. complain("Cannot move catapult!");
  2509. return false;
  2510. }
  2511. // If dest does not fit in src, put it in dest's backpack instead.
  2512. if (srcHeroID == destHeroID) // To avoid stumbling on own locks, remove artifact first.
  2513. sha.setArtAtPos(destSlot, -1);
  2514. const bool destFits = !destArtifact || srcSlot >= 19 || destSlot >= 19 || destArtifact->fitsAt(sha.artifWorn, srcSlot);
  2515. if (srcHeroID == destHeroID && destArtifact)
  2516. sha.setArtAtPos(destSlot, destArtifact->id);
  2517. sha.setArtAtPos(srcSlot, -1);
  2518. if (destSlot < 19 && (destArtifact || srcSlot < 19) && destFits)
  2519. sha.setArtAtPos(srcSlot, destArtifact ? destArtifact->id : -1);
  2520. // Internal hero artifact arrangement.
  2521. if(srcHero == destHero) {
  2522. // Correction for destination from removing source artifact in backpack.
  2523. if (srcSlot >= 19 && destSlot >= 19 && srcSlot < destSlot)
  2524. destSlot--;
  2525. sha.setArtAtPos(destSlot, srcHero->getArtAtPos(srcSlot));
  2526. }
  2527. sendAndApply(&sha);
  2528. if (srcHeroID != destHeroID) {
  2529. // Exchange between two different heroes.
  2530. sha.hid = destHeroID;
  2531. sha.artifacts = destHero->artifacts;
  2532. sha.artifWorn = destHero->artifWorn;
  2533. sha.setArtAtPos(destSlot, srcArtifact ? srcArtifact->id : -1);
  2534. if (!destFits)
  2535. sha.setArtAtPos(sha.artifacts.size() + 19, destHero->getArtAtPos(destSlot));
  2536. sendAndApply(&sha);
  2537. }
  2538. return true;
  2539. }
  2540. /**
  2541. * Assembles or disassembles a combination artifact.
  2542. * @param heroID ID of hero holding the artifact(s).
  2543. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2544. * @param assemble True for assembly operation, false for disassembly.
  2545. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2546. * artifact to assemble to. Otherwise it's not used.
  2547. */
  2548. bool CGameHandler::assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assemble, ui32 assembleTo)
  2549. {
  2550. if (artifactSlot < 0 || artifactSlot > 18) {
  2551. complain("Illegal artifact slot.");
  2552. return false;
  2553. }
  2554. CGHeroInstance *hero = gs->getHero(heroID);
  2555. const CArtifact *destArtifact = hero->getArt(artifactSlot);
  2556. SetHeroArtifacts sha;
  2557. sha.hid = heroID;
  2558. sha.artifacts = hero->artifacts;
  2559. sha.artifWorn = hero->artifWorn;
  2560. if (assemble) {
  2561. if (VLC->arth->artifacts.size() < assembleTo) {
  2562. complain("Illegal artifact to assemble to.");
  2563. return false;
  2564. }
  2565. if (!destArtifact->canBeAssembledTo(hero->artifWorn, assembleTo)) {
  2566. complain("Artifact cannot be assembled.");
  2567. return false;
  2568. }
  2569. const CArtifact &artifact = VLC->arth->artifacts[assembleTo];
  2570. if (artifact.constituents == NULL) {
  2571. complain("Not a combinational artifact.");
  2572. return false;
  2573. }
  2574. // Perform assembly.
  2575. bool destConsumed = false; // Determines which constituent that will be counted for together with the artifact.
  2576. const bool destSpecific = vstd::contains(artifact.possibleSlots, artifactSlot); // Prefer the chosen slot as the location for the assembled artifact.
  2577. BOOST_FOREACH(ui32 constituentID, *artifact.constituents) {
  2578. if (destSpecific && constituentID == destArtifact->id) {
  2579. sha.artifWorn[artifactSlot] = assembleTo;
  2580. destConsumed = true;
  2581. continue;
  2582. }
  2583. bool found = false;
  2584. for (std::map<ui16, ui32>::iterator it = sha.artifWorn.begin(); it != sha.artifWorn.end(); ++it) {
  2585. if (it->second == constituentID) { // Found possible constituent to substitute.
  2586. if (destSpecific && !destConsumed && it->second == destArtifact->id) {
  2587. // Find the specified destination for assembled artifact.
  2588. if (it->first == artifactSlot) {
  2589. it->second = assembleTo;
  2590. destConsumed = true;
  2591. found = true;
  2592. break;
  2593. }
  2594. } else {
  2595. // Either put the assembled artifact in a fitting spot, or put a lock.
  2596. if (!destSpecific && !destConsumed && vstd::contains(artifact.possibleSlots, it->first)) {
  2597. it->second = assembleTo;
  2598. destConsumed = true;
  2599. } else {
  2600. it->second = 145;
  2601. }
  2602. found = true;
  2603. break;
  2604. }
  2605. }
  2606. }
  2607. if (!found) {
  2608. complain("Constituent missing.");
  2609. return false;
  2610. }
  2611. }
  2612. } else {
  2613. // Perform disassembly.
  2614. bool destConsumed = false; // Determines which constituent that will be counted for together with the artifact.
  2615. BOOST_FOREACH(ui32 constituentID, *destArtifact->constituents) {
  2616. const CArtifact &constituent = VLC->arth->artifacts[constituentID];
  2617. if (!destConsumed && vstd::contains(constituent.possibleSlots, artifactSlot)) {
  2618. sha.artifWorn[artifactSlot] = constituentID;
  2619. destConsumed = true;
  2620. } else {
  2621. BOOST_REVERSE_FOREACH(ui16 slotID, constituent.possibleSlots) {
  2622. if (vstd::contains(sha.artifWorn, slotID) && sha.artifWorn[slotID] == 145) {
  2623. sha.artifWorn[slotID] = constituentID;
  2624. break;
  2625. }
  2626. }
  2627. }
  2628. }
  2629. }
  2630. sendAndApply(&sha);
  2631. return true;
  2632. }
  2633. bool CGameHandler::buyArtifact( ui32 hid, si32 aid )
  2634. {
  2635. CGHeroInstance *hero = gs->getHero(hid);
  2636. CGTownInstance *town = hero->visitedTown;
  2637. if(aid==0) //spellbook
  2638. {
  2639. if(!vstd::contains(town->builtBuildings,si32(0)) && complain("Cannot buy a spellbook, no mage guild in the town!")
  2640. || getResource(hero->getOwner(),6)<500 && complain("Cannot buy a spellbook, not enough gold!")
  2641. || hero->getArt(17) && complain("Cannot buy a spellbook, hero already has a one!")
  2642. )
  2643. return false;
  2644. giveResource(hero->getOwner(),6,-500);
  2645. giveHeroArtifact(0,hid,17);
  2646. giveSpells(town,hero);
  2647. return true;
  2648. }
  2649. else if(aid < 7 && aid > 3) //war machine
  2650. {
  2651. int price = VLC->arth->artifacts[aid].price;
  2652. if(vstd::contains(hero->artifWorn,ui16(9+aid)) && complain("Hero already has this machine!")
  2653. || !vstd::contains(town->builtBuildings,si32(16)) && complain("No blackismith!")
  2654. || gs->getPlayer(hero->getOwner())->resources[6] < price && complain("Not enough gold!") //no gold
  2655. || (!(town->subID == 6 && vstd::contains(town->builtBuildings,si32(22) ) )
  2656. && town->town->warMachine!= aid ) && complain("This machine is unavailable here!") )
  2657. {
  2658. return false;
  2659. }
  2660. giveResource(hero->getOwner(),6,-price);
  2661. giveHeroArtifact(aid,hid,9+aid);
  2662. return true;
  2663. }
  2664. return false;
  2665. }
  2666. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, ui8 player, ui32 id1, ui32 id2)
  2667. {
  2668. int r1 = gs->getPlayer(player)->resources[id1],
  2669. r2 = gs->getPlayer(player)->resources[id2];
  2670. amin(val, r1); //can't trade more resources than have
  2671. int b1, b2; //base quantities for trade
  2672. market->getOffer(id1, id2, b1, b2, RESOURCE_RESOURCE);
  2673. int units = val / b1; //how many base quantities we trade
  2674. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2675. {
  2676. //TODO: complain?
  2677. assert(0);
  2678. }
  2679. SetResource sr;
  2680. sr.player = player;
  2681. sr.resid = id1;
  2682. sr.val = r1 - b1 * units;
  2683. sendAndApply(&sr);
  2684. sr.resid = id2;
  2685. sr.val = r2 + b2 * units;
  2686. sendAndApply(&sr);
  2687. return true;
  2688. }
  2689. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, ui32 slot, ui32 resourceID)
  2690. {
  2691. if(!vstd::contains(hero->Slots(), slot))
  2692. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2693. const CStackInstance &s = hero->getStack(slot);
  2694. if(s.count < count //can't sell more creatures than have
  2695. || hero->Slots().size() == 1 && hero->needsLastStack() && s.count == count) //can't sell last stack
  2696. {
  2697. COMPLAIN_RET("Not enough creatures in army!");
  2698. }
  2699. int b1, b2; //base quantities for trade
  2700. market->getOffer(s.type->idNumber, resourceID, b1, b2, CREATURE_RESOURCE);
  2701. int units = count / b1; //how many base quantities we trade
  2702. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2703. {
  2704. //TODO: complain?
  2705. assert(0);
  2706. }
  2707. SetGarrisons sg;
  2708. sg.garrs[hero->id] = hero->getArmy();
  2709. if(s.count > count)
  2710. sg.garrs[hero->id].setStackCount(slot, s.count - count);
  2711. else
  2712. sg.garrs[hero->id].eraseStack(slot);
  2713. sendAndApply(&sg);
  2714. SetResource sr;
  2715. sr.player = hero->tempOwner;
  2716. sr.resid = resourceID;
  2717. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  2718. sendAndApply(&sr);
  2719. return true;
  2720. }
  2721. bool CGameHandler::sendResources(ui32 val, ui8 player, ui32 r1, ui32 r2)
  2722. {
  2723. const PlayerState *p2 = gs->getPlayer(r2, false);
  2724. if(!p2 || p2->status != PlayerState::INGAME)
  2725. {
  2726. complain("Dest player must be in game!");
  2727. return false;
  2728. }
  2729. si32 curRes1 = gs->getPlayer(player)->resources[r1], curRes2 = gs->getPlayer(r2)->resources[r1];
  2730. val = std::min(si32(val),curRes1);
  2731. SetResource sr;
  2732. sr.player = player;
  2733. sr.resid = r1;
  2734. sr.val = curRes1 - val;
  2735. sendAndApply(&sr);
  2736. sr.player = r2;
  2737. sr.val = curRes2 + val;
  2738. sendAndApply(&sr);
  2739. return true;
  2740. }
  2741. bool CGameHandler::setFormation( si32 hid, ui8 formation )
  2742. {
  2743. gs->getHero(hid)-> formation = formation;
  2744. return true;
  2745. }
  2746. bool CGameHandler::hireHero( ui32 tid, ui8 hid )
  2747. {
  2748. CGTownInstance *t = gs->getTown(tid);
  2749. if(!vstd::contains(t->builtBuildings,5) && complain("No tavern!")
  2750. || gs->getPlayer(t->tempOwner)->resources[6]<2500 && complain("Not enough gold for buying hero!")
  2751. || t->visitingHero && complain("There is visiting hero - no place!")
  2752. || getHeroCount(t->tempOwner,false) >= 8 && complain("Cannot hire hero, only 8 wandering heroes are allowed!")
  2753. )
  2754. return false;
  2755. CGHeroInstance *nh = gs->getPlayer(t->tempOwner)->availableHeroes[hid];
  2756. assert(nh);
  2757. HeroRecruited hr;
  2758. hr.tid = tid;
  2759. hr.hid = nh->subID;
  2760. hr.player = t->tempOwner;
  2761. hr.tile = t->pos - int3(1,0,0);
  2762. sendAndApply(&hr);
  2763. std::map<ui32,CGHeroInstance *> pool = gs->hpool.heroesPool;
  2764. for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  2765. for(std::vector<CGHeroInstance *>::iterator j = i->second.availableHeroes.begin(); j != i->second.availableHeroes.end(); j++)
  2766. if(*j)
  2767. pool.erase((**j).subID);
  2768. SetAvailableHeroes sah;
  2769. CGHeroInstance *h1 = gs->hpool.pickHeroFor(false,t->tempOwner,t->town, pool),
  2770. *h2 = gs->getPlayer(t->tempOwner)->availableHeroes[!hid];
  2771. (hid ? sah.hid2 : sah.hid1) = h1 ? h1->subID : -1;
  2772. (hid ? sah.hid1 : sah.hid2) = h2 ? h2->subID : -1;
  2773. sah.player = t->tempOwner;
  2774. sah.flags = hid+1;
  2775. sendAndApply(&sah);
  2776. SetResource sr;
  2777. sr.player = t->tempOwner;
  2778. sr.resid = 6;
  2779. sr.val = gs->getPlayer(t->tempOwner)->resources[6] - 2500;
  2780. sendAndApply(&sr);
  2781. vistiCastleObjects (t, nh);
  2782. giveSpells (t,nh);
  2783. return true;
  2784. }
  2785. bool CGameHandler::queryReply( ui32 qid, ui32 answer )
  2786. {
  2787. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2788. if(vstd::contains(callbacks,qid))
  2789. {
  2790. CFunctionList<void(ui32)> callb = callbacks[qid];
  2791. callbacks.erase(qid);
  2792. if(callb)
  2793. callb(answer);
  2794. }
  2795. else if(vstd::contains(garrisonCallbacks,qid))
  2796. {
  2797. if(garrisonCallbacks[qid])
  2798. garrisonCallbacks[qid]();
  2799. garrisonCallbacks.erase(qid);
  2800. allowedExchanges.erase(qid);
  2801. }
  2802. else
  2803. {
  2804. tlog1 << "Unknown query reply...\n";
  2805. return false;
  2806. }
  2807. return true;
  2808. }
  2809. bool CGameHandler::makeBattleAction( BattleAction &ba )
  2810. {
  2811. tlog1 << "\tMaking action of type " << ba.actionType << std::endl;
  2812. bool ok = true;
  2813. switch(ba.actionType)
  2814. {
  2815. case 2: //walk
  2816. {
  2817. sendAndApply(&StartAction(ba)); //start movement
  2818. moveStack(ba.stackNumber,ba.destinationTile); //move
  2819. sendAndApply(&EndAction());
  2820. break;
  2821. }
  2822. case 3: //defend
  2823. case 8: //wait
  2824. {
  2825. sendAndApply(&StartAction(ba));
  2826. sendAndApply(&EndAction());
  2827. break;
  2828. }
  2829. case 4: //retreat/flee
  2830. {
  2831. if( !gs->battleCanFlee(ba.side ? gs->curB->side2 : gs->curB->side1) )
  2832. break;
  2833. //TODO: remove retreating hero from map and place it in recruitment list
  2834. BattleResult *br = new BattleResult;
  2835. br->result = 1;
  2836. br->winner = !ba.side; //fleeing side loses
  2837. gs->curB->calculateCasualties(br->casualties);
  2838. giveExp(*br);
  2839. battleResult.set(br);
  2840. break;
  2841. }
  2842. case 6: //walk or attack
  2843. {
  2844. sendAndApply(&StartAction(ba)); //start movement and attack
  2845. int startingPos = gs->curB->getStack(ba.stackNumber)->position;
  2846. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  2847. CStack *curStack = gs->curB->getStack(ba.stackNumber),
  2848. *stackAtEnd = gs->curB->getStackT(ba.additionalInfo);
  2849. if(curStack->position != ba.destinationTile //we wasn't able to reach destination tile
  2850. && !(curStack->doubleWide()
  2851. && ( curStack->position == ba.destinationTile + (curStack->attackerOwned ? +1 : -1 ) )
  2852. ) //nor occupy specified hex
  2853. )
  2854. {
  2855. std::string problem = "We cannot move this stack to its destination " + curStack->type->namePl;
  2856. tlog3 << problem << std::endl;
  2857. complain(problem);
  2858. ok = false;
  2859. sendAndApply(&EndAction());
  2860. break;
  2861. }
  2862. if(curStack->ID == stackAtEnd->ID) //we should just move, it will be handled by following check
  2863. {
  2864. stackAtEnd = NULL;
  2865. }
  2866. if(!stackAtEnd)
  2867. {
  2868. std::ostringstream problem;
  2869. problem << "There is no stack on " << ba.additionalInfo << " tile (no attack)!";
  2870. std::string probl = problem.str();
  2871. tlog3 << probl << std::endl;
  2872. complain(probl);
  2873. ok = false;
  2874. sendAndApply(&EndAction());
  2875. break;
  2876. }
  2877. ui16 curpos = curStack->position,
  2878. enemypos = stackAtEnd->position;
  2879. if( !(
  2880. (BattleInfo::mutualPosition(curpos, enemypos) >= 0) //front <=> front
  2881. || (curStack->doubleWide() //back <=> front
  2882. && BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos) >= 0)
  2883. || (stackAtEnd->doubleWide() //front <=> back
  2884. && BattleInfo::mutualPosition(curpos, enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0)
  2885. || (stackAtEnd->doubleWide() && curStack->doubleWide()//back <=> back
  2886. && BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0)
  2887. )
  2888. )
  2889. {
  2890. tlog3 << "Attack cannot be performed!";
  2891. sendAndApply(&EndAction());
  2892. ok = false;
  2893. }
  2894. //attack
  2895. BattleAttack bat;
  2896. prepareAttack(bat, curStack, stackAtEnd, distance);
  2897. sendAndApply(&bat);
  2898. handleAfterAttackCasting(bat);
  2899. //counterattack
  2900. if(!curStack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  2901. && stackAtEnd->alive()
  2902. && ( stackAtEnd->counterAttacks > 0 || stackAtEnd->hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS) )
  2903. && !stackAtEnd->hasBonusOfType(Bonus::SIEGE_WEAPON)
  2904. && !stackAtEnd->hasBonusOfType(Bonus::HYPNOTIZED))
  2905. {
  2906. prepareAttack(bat, stackAtEnd, curStack, 0);
  2907. bat.flags |= 2;
  2908. sendAndApply(&bat);
  2909. handleAfterAttackCasting(bat);
  2910. }
  2911. //second attack
  2912. if(curStack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0
  2913. && !curStack->hasBonusOfType(Bonus::SHOOTER)
  2914. && curStack->alive()
  2915. && stackAtEnd->alive() )
  2916. {
  2917. bat.flags = 0;
  2918. prepareAttack(bat, curStack, stackAtEnd, 0);
  2919. sendAndApply(&bat);
  2920. handleAfterAttackCasting(bat);
  2921. }
  2922. //return
  2923. if(curStack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != curStack->position && curStack->alive())
  2924. {
  2925. moveStack(ba.stackNumber, startingPos);
  2926. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  2927. }
  2928. sendAndApply(&EndAction());
  2929. break;
  2930. }
  2931. case 7: //shoot
  2932. {
  2933. CStack *curStack = gs->curB->getStack(ba.stackNumber),
  2934. *destStack= gs->curB->getStackT(ba.destinationTile);
  2935. if( !gs->battleCanShoot(ba.stackNumber, ba.destinationTile) )
  2936. break;
  2937. sendAndApply(&StartAction(ba)); //start shooting
  2938. BattleAttack bat;
  2939. bat.flags |= 1;
  2940. prepareAttack(bat, curStack, destStack, 0);
  2941. sendAndApply(&bat);
  2942. if(curStack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0 //if unit shots twice let's make another shot
  2943. && curStack->alive()
  2944. && destStack->alive()
  2945. && curStack->shots
  2946. )
  2947. {
  2948. prepareAttack(bat, curStack, destStack, 0);
  2949. sendAndApply(&bat);
  2950. handleAfterAttackCasting(bat);
  2951. }
  2952. sendAndApply(&EndAction());
  2953. break;
  2954. }
  2955. case 9: //catapult
  2956. {
  2957. sendAndApply(&StartAction(ba));
  2958. const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
  2959. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(20)]; //artillery
  2960. int attackedPart = gs->curB->hexToWallPart(ba.destinationTile);
  2961. if(attackedPart == -1)
  2962. {
  2963. complain("catapult tried to attack non-catapultable hex!");
  2964. break;
  2965. }
  2966. int wallInitHP = gs->curB->si.wallState[attackedPart];
  2967. int dmgAlreadyDealt = 0; //in successive iterations damage is dealt but not yet substracted from wall's HPs
  2968. for(int g=0; g<sbi.shots; ++g)
  2969. {
  2970. if(wallInitHP + dmgAlreadyDealt == 3) //it's not destroyed
  2971. continue;
  2972. CatapultAttack ca; //package for clients
  2973. std::pair< std::pair< ui8, si16 >, ui8> attack; //<< attackedPart , destination tile >, damageDealt >
  2974. attack.first.first = attackedPart;
  2975. attack.first.second = ba.destinationTile;
  2976. attack.second = 0;
  2977. int chanceForHit = 0;
  2978. int dmgChance[3] = {sbi.noDmg, sbi.oneDmg, sbi.twoDmg}; //dmgChance[i] - chance for doing i dmg when hit is successful
  2979. switch(attackedPart)
  2980. {
  2981. case 0: //keep
  2982. chanceForHit = sbi.keep;
  2983. break;
  2984. case 1: //bottom tower
  2985. case 6: //upper tower
  2986. chanceForHit = sbi.tower;
  2987. break;
  2988. case 2: //bottom wall
  2989. case 3: //below gate
  2990. case 4: //over gate
  2991. case 5: //upper wall
  2992. chanceForHit = sbi.wall;
  2993. break;
  2994. case 7: //gate
  2995. chanceForHit = sbi.gate;
  2996. break;
  2997. }
  2998. if(rand()%100 <= chanceForHit) //hit is successful
  2999. {
  3000. int dmgRand = rand()%100;
  3001. //accumulating dmgChance
  3002. dmgChance[1] += dmgChance[0];
  3003. dmgChance[2] += dmgChance[1];
  3004. //calculating dealt damage
  3005. for(int v = 0; v < ARRAY_COUNT(dmgChance); ++v)
  3006. {
  3007. if(dmgRand <= dmgChance[v])
  3008. {
  3009. attack.second = std::min(3 - dmgAlreadyDealt - wallInitHP, v);
  3010. dmgAlreadyDealt += attack.second;
  3011. break;
  3012. }
  3013. }
  3014. //removing creatures in turrets / keep if one is destroyed
  3015. if(attack.second > 0 && (attackedPart == 0 || attackedPart == 1 || attackedPart == 6))
  3016. {
  3017. int posRemove = -1;
  3018. switch(attackedPart)
  3019. {
  3020. case 0: //keep
  3021. posRemove = -2;
  3022. break;
  3023. case 1: //bottom tower
  3024. posRemove = -3;
  3025. break;
  3026. case 6: //upper tower
  3027. posRemove = -4;
  3028. break;
  3029. }
  3030. BattleStacksRemoved bsr;
  3031. for(int g=0; g<gs->curB->stacks.size(); ++g)
  3032. {
  3033. if(gs->curB->stacks[g]->position == posRemove)
  3034. {
  3035. bsr.stackIDs.insert( gs->curB->stacks[g]->ID );
  3036. break;
  3037. }
  3038. }
  3039. sendAndApply(&bsr);
  3040. }
  3041. }
  3042. ca.attacker = ba.stackNumber;
  3043. ca.attackedParts.insert(attack);
  3044. sendAndApply(&ca);
  3045. }
  3046. sendAndApply(&EndAction());
  3047. break;
  3048. }
  3049. case 12: //healing
  3050. {
  3051. static const int healingPerLevel[] = {50, 50, 75, 100};
  3052. sendAndApply(&StartAction(ba));
  3053. const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
  3054. CStack *healer = gs->curB->getStack(ba.stackNumber),
  3055. *destStack = gs->curB->getStackT(ba.destinationTile);
  3056. if(healer == NULL || destStack == NULL || !healer->hasBonusOfType(Bonus::HEALER))
  3057. {
  3058. complain("There is either no healer, no destination, or healer cannot heal :P");
  3059. }
  3060. int maxHealable = destStack->MaxHealth() - destStack->firstHPleft;
  3061. int maxiumHeal = healingPerLevel[ attackingHero->getSecSkillLevel(27) ];
  3062. int healed = std::min(maxHealable, maxiumHeal);
  3063. if(healed == 0)
  3064. {
  3065. //nothing to heal.. should we complain?
  3066. }
  3067. else
  3068. {
  3069. StacksHealedOrResurrected shr;
  3070. shr.lifeDrain = false;
  3071. StacksHealedOrResurrected::HealInfo hi;
  3072. hi.healedHP = healed;
  3073. hi.lowLevelResurrection = 0;
  3074. hi.stackID = destStack->ID;
  3075. shr.healedStacks.push_back(hi);
  3076. sendAndApply(&shr);
  3077. }
  3078. sendAndApply(&EndAction());
  3079. break;
  3080. }
  3081. }
  3082. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3083. battleMadeAction.setn(true);
  3084. return ok;
  3085. }
  3086. void CGameHandler::playerMessage( ui8 player, const std::string &message )
  3087. {
  3088. bool cheated=true;
  3089. sendAndApply(&PlayerMessage(player,message));
  3090. if(message == "vcmiistari") //give all spells and 999 mana
  3091. {
  3092. SetMana sm;
  3093. ChangeSpells cs;
  3094. SetHeroArtifacts sha;
  3095. CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
  3096. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  3097. sm.hid = cs.hid = h->id;
  3098. //give all spells
  3099. cs.learn = 1;
  3100. for(int i=0;i<VLC->spellh->spells.size();i++)
  3101. {
  3102. if(!VLC->spellh->spells[i].creatureAbility)
  3103. cs.spells.insert(i);
  3104. }
  3105. //give mana
  3106. sm.val = 999;
  3107. if(!h->getArt(17)) //hero doesn't have spellbook
  3108. {
  3109. //give spellbook
  3110. sha.hid = h->id;
  3111. sha.artifacts = h->artifacts;
  3112. sha.artifWorn = h->artifWorn;
  3113. VLC->arth->equipArtifact(sha.artifWorn, 17, 0);
  3114. sendAndApply(&sha);
  3115. }
  3116. sendAndApply(&cs);
  3117. sendAndApply(&sm);
  3118. }
  3119. else if(message == "vcmiainur") //gives 5 archangels into each slot
  3120. {
  3121. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3122. if(!hero) return;
  3123. SetGarrisons sg;
  3124. CCreatureSet &newArmy = sg.garrs[hero->id];
  3125. newArmy = hero->getArmy();
  3126. for(int i=0; i<ARMY_SIZE; i++)
  3127. if(newArmy.slotEmpty(i))
  3128. newArmy.addToSlot(i, CStackInstance(13,5));
  3129. sendAndApply(&sg);
  3130. }
  3131. else if(message == "vcmiangband") //gives 10 black knight into each slot
  3132. {
  3133. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3134. if(!hero) return;
  3135. SetGarrisons sg;
  3136. CCreatureSet &newArmy = sg.garrs[hero->id];
  3137. newArmy = hero->getArmy();
  3138. for(int i=0; i<ARMY_SIZE; i++)
  3139. if(newArmy.slotEmpty(i))
  3140. newArmy.addToSlot(i, CStackInstance(66,10));
  3141. sendAndApply(&sg);
  3142. }
  3143. else if(message == "vcminoldor") //all war machines
  3144. {
  3145. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3146. if(!hero) return;
  3147. SetHeroArtifacts sha;
  3148. sha.hid = hero->id;
  3149. sha.artifacts = hero->artifacts;
  3150. sha.artifWorn = hero->artifWorn;
  3151. VLC->arth->equipArtifact(sha.artifWorn, 13, 4);
  3152. VLC->arth->equipArtifact(sha.artifWorn, 14, 5);
  3153. VLC->arth->equipArtifact(sha.artifWorn, 15, 6);
  3154. sendAndApply(&sha);
  3155. }
  3156. else if(message == "vcminahar") //1000000 movement points
  3157. {
  3158. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3159. if(!hero) return;
  3160. SetMovePoints smp;
  3161. smp.hid = hero->id;
  3162. smp.val = 1000000;
  3163. sendAndApply(&smp);
  3164. }
  3165. else if(message == "vcmiformenos") //give resources
  3166. {
  3167. SetResources sr;
  3168. sr.player = player;
  3169. sr.res = gs->getPlayer(player)->resources;
  3170. for(int i=0;i<7;i++)
  3171. sr.res[i] += 100;
  3172. sr.res[6] += 19900;
  3173. sendAndApply(&sr);
  3174. }
  3175. else if(message == "vcmieagles") //reveal FoW
  3176. {
  3177. FoWChange fc;
  3178. fc.mode = 1;
  3179. fc.player = player;
  3180. for(int i=0;i<gs->map->width;i++)
  3181. for(int j=0;j<gs->map->height;j++)
  3182. for(int k=0;k<gs->map->twoLevel+1;k++)
  3183. if(!gs->getPlayer(fc.player)->fogOfWarMap[i][j][k])
  3184. fc.tiles.insert(int3(i,j,k));
  3185. sendAndApply(&fc);
  3186. }
  3187. else if(message == "vcmiglorfindel")
  3188. {
  3189. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3190. changePrimSkill(hero->id,4,VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  3191. }
  3192. else
  3193. cheated = false;
  3194. if(cheated)
  3195. {
  3196. sendAndApply(&SystemMessage(VLC->generaltexth->allTexts[260]));
  3197. }
  3198. }
  3199. static ui32 calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack)
  3200. {
  3201. switch(spell->id)
  3202. {
  3203. case 37: //cure
  3204. {
  3205. int healedHealth = caster->getPrimSkillLevel(2) * 5 + spell->powers[caster->getSpellSchoolLevel(spell)];
  3206. return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft);
  3207. break;
  3208. }
  3209. case 38: //resurrection
  3210. {
  3211. int healedHealth = caster->getPrimSkillLevel(2) * 50 + spell->powers[caster->getSpellSchoolLevel(spell)];
  3212. return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + stack->baseAmount * stack->MaxHealth());
  3213. break;
  3214. }
  3215. case 39: //animate dead
  3216. {
  3217. int healedHealth = caster->getPrimSkillLevel(2) * 50 + spell->powers[caster->getSpellSchoolLevel(spell)];
  3218. return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + stack->baseAmount * stack->MaxHealth());
  3219. break;
  3220. }
  3221. }
  3222. //we shouldn't be here
  3223. tlog1 << "calculateHealedHP called for non-healing spell: " << spell->name << std::endl;
  3224. return 0;
  3225. }
  3226. static std::vector<ui32> calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::set<CStack*> affectedCreatures)
  3227. {
  3228. std::vector<ui32> ret;
  3229. for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
  3230. {
  3231. if (caster->hasBonusOfType(Bonus::NEGATE_ALL_NATURAL_IMMUNITIES) ||
  3232. hero2->hasBonusOfType(Bonus::NEGATE_ALL_NATURAL_IMMUNITIES))
  3233. {
  3234. //don't use natural immunities when one of heroes has this bonus
  3235. BonusList bl = (*it)->getBonuses(Selector::type(Bonus::SPELL_IMMUNITY)),
  3236. b2 = (*it)->getBonuses(Selector::type(Bonus::LEVEL_SPELL_IMMUNITY));
  3237. bl.insert(bl.end(), b2.begin(), b2.end());
  3238. BOOST_FOREACH(Bonus bb, bl)
  3239. {
  3240. if( (bb.type == Bonus::SPELL_IMMUNITY && bb.subtype == sp->id || //100% sure spell immunity
  3241. bb.type == Bonus::LEVEL_SPELL_IMMUNITY && bb.val >= sp->level) //some creature abilities have level 0
  3242. && bb.source != Bonus::CREATURE_ABILITY)
  3243. {
  3244. ret.push_back((*it)->ID);
  3245. continue;
  3246. }
  3247. }
  3248. }
  3249. else
  3250. {
  3251. if ((*it)->hasBonusOfType(Bonus::SPELL_IMMUNITY, sp->id) //100% sure spell immunity
  3252. || ( (*it)->hasBonusOfType(Bonus::LEVEL_SPELL_IMMUNITY) &&
  3253. (*it)->valOfBonuses(Bonus::LEVEL_SPELL_IMMUNITY) >= sp->level) ) //some creature abilities have level 0
  3254. {
  3255. ret.push_back((*it)->ID);
  3256. continue;
  3257. }
  3258. }
  3259. //non-negative spells on friendly stacks should always succeed, unless immune
  3260. if(sp->positiveness >= 0 && (*it)->owner == caster->tempOwner)
  3261. continue;
  3262. const CGHeroInstance * bonusHero; //hero we should take bonuses from
  3263. if(caster && (*it)->owner == caster->tempOwner)
  3264. bonusHero = caster;
  3265. else
  3266. bonusHero = hero2;
  3267. int prob = (*it)->valOfBonuses(Bonus::MAGIC_RESISTANCE); //probability of resistance in %
  3268. if(bonusHero)
  3269. {
  3270. //bonusHero's resistance support (secondary skils and artifacts)
  3271. prob += bonusHero->valOfBonuses(Bonus::MAGIC_RESISTANCE);
  3272. switch(bonusHero->getSecSkillLevel(26)) //resistance
  3273. {
  3274. case 1: //basic
  3275. prob += 5;
  3276. break;
  3277. case 2: //advanced
  3278. prob += 10;
  3279. break;
  3280. case 3: //expert
  3281. prob += 20;
  3282. break;
  3283. }
  3284. }
  3285. if(prob > 100) prob = 100;
  3286. if(rand()%100 < prob) //immunity from resistance
  3287. ret.push_back((*it)->ID);
  3288. }
  3289. if(sp->id == 60) //hypnotize
  3290. {
  3291. for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
  3292. {
  3293. if( (*it)->hasBonusOfType(Bonus::SPELL_IMMUNITY, sp->id) //100% sure spell immunity
  3294. || ( (*it)->count - 1 ) * (*it)->MaxHealth() + (*it)->firstHPleft
  3295. >
  3296. caster->getPrimSkillLevel(2) * 25 + sp->powers[caster->getSpellSchoolLevel(sp)]
  3297. )
  3298. {
  3299. ret.push_back((*it)->ID);
  3300. }
  3301. }
  3302. }
  3303. return ret;
  3304. }
  3305. void CGameHandler::handleSpellCasting( int spellID, int spellLvl, int destination, ui8 casterSide, ui8 casterColor,
  3306. const CGHeroInstance * caster, const CGHeroInstance * secHero, int usedSpellPower )
  3307. {
  3308. CSpell *spell = &VLC->spellh->spells[spellID];
  3309. BattleSpellCast sc;
  3310. sc.side = casterSide;
  3311. sc.id = spellID;
  3312. sc.skill = spellLvl;
  3313. sc.tile = destination;
  3314. sc.dmgToDisplay = 0;
  3315. sc.castedByHero = (bool)caster;
  3316. //calculating affected creatures for all spells
  3317. std::set<CStack*> attackedCres = gs->curB->getAttackedCreatures(spell, spellLvl, casterColor, destination);
  3318. for(std::set<CStack*>::const_iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3319. {
  3320. sc.affectedCres.insert((*it)->ID);
  3321. }
  3322. //checking if creatures resist
  3323. sc.resisted = calculateResistedStacks(spell, caster, secHero, attackedCres);
  3324. //calculating dmg to display
  3325. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3326. {
  3327. if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
  3328. continue;
  3329. sc.dmgToDisplay += gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower);
  3330. }
  3331. sendAndApply(&sc);
  3332. //applying effects
  3333. switch(spellID)
  3334. {
  3335. case 15: //magic arrow
  3336. case 16: //ice bolt
  3337. case 17: //lightning bolt
  3338. case 18: //implosion
  3339. case 20: //frost ring
  3340. case 21: //fireball
  3341. case 22: //inferno
  3342. case 23: //meteor shower
  3343. case 24: //death ripple
  3344. case 25: //destroy undead
  3345. case 26: //armageddon
  3346. case 77: //Thunderbolt (thunderbirds)
  3347. {
  3348. StacksInjured si;
  3349. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3350. {
  3351. if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
  3352. continue;
  3353. BattleStackAttacked bsa;
  3354. bsa.flags |= 2;
  3355. bsa.effect = spell->mainEffectAnim;
  3356. bsa.damageAmount = gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower);
  3357. bsa.stackAttacked = (*it)->ID;
  3358. bsa.attackerID = -1;
  3359. prepareAttacked(bsa,*it);
  3360. si.stacks.push_back(bsa);
  3361. }
  3362. if(!si.stacks.empty())
  3363. sendAndApply(&si);
  3364. break;
  3365. }
  3366. case 27: //shield
  3367. case 28: //air shield
  3368. case 29: //fire shield
  3369. case 30: //protection from air
  3370. case 31: //protection from fire
  3371. case 32: //protection from water
  3372. case 33: //protection from earth
  3373. case 34: //anti-magic
  3374. case 41: //bless
  3375. case 42: //curse
  3376. case 43: //bloodlust
  3377. case 44: //precision
  3378. case 45: //weakness
  3379. case 46: //stone skin
  3380. case 47: //disrupting ray
  3381. case 48: //prayer
  3382. case 49: //mirth
  3383. case 50: //sorrow
  3384. case 51: //fortune
  3385. case 52: //misfortune
  3386. case 53: //haste
  3387. case 54: //slow
  3388. case 55: //slayer
  3389. case 56: //frenzy
  3390. case 58: //counterstrike
  3391. case 59: //berserk
  3392. case 60: //hypnotize
  3393. case 61: //forgetfulness
  3394. case 62: //blind
  3395. {
  3396. SetStackEffect sse;
  3397. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3398. {
  3399. if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
  3400. continue;
  3401. sse.stacks.push_back((*it)->ID);
  3402. }
  3403. sse.effect.id = spellID;
  3404. sse.effect.level = spellLvl;
  3405. sse.effect.turnsRemain = BattleInfo::calculateSpellDuration(spell, caster, usedSpellPower);
  3406. if(!sse.stacks.empty())
  3407. sendAndApply(&sse);
  3408. break;
  3409. }
  3410. case 63: //teleport
  3411. {
  3412. BattleStackMoved bsm;
  3413. bsm.distance = -1;
  3414. bsm.stack = gs->curB->activeStack;
  3415. bsm.ending = true;
  3416. bsm.tile = destination;
  3417. bsm.teleporting = true;
  3418. sendAndApply(&bsm);
  3419. break;
  3420. }
  3421. case 37: //cure
  3422. case 38: //resurrection
  3423. case 39: //animate dead
  3424. {
  3425. StacksHealedOrResurrected shr;
  3426. shr.lifeDrain = false;
  3427. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3428. {
  3429. if(vstd::contains(sc.resisted, (*it)->ID) //this creature resisted the spell
  3430. || (spellID == 39 && !(*it)->hasBonusOfType(Bonus::UNDEAD)) //we try to cast animate dead on living stack
  3431. )
  3432. continue;
  3433. StacksHealedOrResurrected::HealInfo hi;
  3434. hi.stackID = (*it)->ID;
  3435. hi.healedHP = calculateHealedHP(caster, spell, *it);
  3436. hi.lowLevelResurrection = spellLvl <= 1;
  3437. shr.healedStacks.push_back(hi);
  3438. }
  3439. if(!shr.healedStacks.empty())
  3440. sendAndApply(&shr);
  3441. break;
  3442. }
  3443. case 64: //remove obstacle
  3444. {
  3445. ObstaclesRemoved obr;
  3446. for(int g=0; g<gs->curB->obstacles.size(); ++g)
  3447. {
  3448. std::vector<int> blockedHexes = VLC->heroh->obstacles[gs->curB->obstacles[g].ID].getBlocked(gs->curB->obstacles[g].pos);
  3449. if(vstd::contains(blockedHexes, destination)) //this obstacle covers given hex
  3450. {
  3451. obr.obstacles.insert(gs->curB->obstacles[g].uniqueID);
  3452. }
  3453. }
  3454. if(!obr.obstacles.empty())
  3455. sendAndApply(&obr);
  3456. break;
  3457. }
  3458. }
  3459. }
  3460. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3461. {
  3462. switch(ba.actionType)
  3463. {
  3464. case 1: //hero casts spell
  3465. {
  3466. const CGHeroInstance *h = gs->curB->heroes[ba.side];
  3467. const CGHeroInstance *secondHero = gs->curB->heroes[!ba.side];
  3468. if(!h)
  3469. {
  3470. tlog2 << "Wrong caster!\n";
  3471. return false;
  3472. }
  3473. if(ba.additionalInfo >= VLC->spellh->spells.size())
  3474. {
  3475. tlog2 << "Wrong spell id (" << ba.additionalInfo << ")!\n";
  3476. return false;
  3477. }
  3478. const CSpell *s = &VLC->spellh->spells[ba.additionalInfo];
  3479. ui8 skill = h->getSpellSchoolLevel(s); //skill level
  3480. if( !(h->canCastThisSpell(s)) //hero cannot cast this spell at all
  3481. || (h->mana < gs->curB->getSpellCost(s, h)) //not enough mana
  3482. || (ba.additionalInfo < 10) //it's adventure spell (not combat)
  3483. || (gs->curB->castSpells[ba.side]) //spell has been cast
  3484. || (NBonus::hasOfType(secondHero, Bonus::SPELL_IMMUNITY, s->id)) //non - casting hero provides immunity for this spell
  3485. || (gs->battleMaxSpellLevel() < s->level) //non - casting hero stops caster from casting this spell
  3486. )
  3487. {
  3488. tlog2 << "Spell cannot be cast!\n";
  3489. return false;
  3490. }
  3491. sendAndApply(&StartAction(ba)); //start spell casting
  3492. handleSpellCasting(ba.additionalInfo, skill, ba.destinationTile, ba.side, h->tempOwner, h, secondHero, h->getPrimSkillLevel(2));
  3493. sendAndApply(&EndAction());
  3494. if( !gs->curB->getStack(gs->curB->activeStack, false)->alive() )
  3495. {
  3496. battleMadeAction.setn(true);
  3497. }
  3498. checkForBattleEnd(gs->curB->stacks);
  3499. if(battleResult.get())
  3500. {
  3501. endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3502. }
  3503. return true;
  3504. }
  3505. }
  3506. return false;
  3507. }
  3508. void CGameHandler::handleTimeEvents()
  3509. {
  3510. gs->map->events.sort(evntCmp);
  3511. while(gs->map->events.size() && gs->map->events.front()->firstOccurence+1 == gs->day)
  3512. {
  3513. CMapEvent *ev = gs->map->events.front();
  3514. for(int player = 0; player < PLAYER_LIMIT; player++)
  3515. {
  3516. PlayerState *pinfo = gs->getPlayer(player);
  3517. if( pinfo //player exists
  3518. && (ev->players & 1<<player) //event is enabled to this player
  3519. && ((ev->computerAffected && !pinfo->human)
  3520. || (ev->humanAffected && pinfo->human)
  3521. )
  3522. )
  3523. {
  3524. //give resources
  3525. SetResources sr;
  3526. sr.player = player;
  3527. sr.res = pinfo->resources;
  3528. //prepare dialog
  3529. InfoWindow iw;
  3530. iw.player = player;
  3531. iw.text << ev->message;
  3532. for (int i=0; i<ev->resources.size(); i++)
  3533. {
  3534. if(ev->resources[i]) //if resource is changed, we add it to the dialog
  3535. {
  3536. // If removing too much resources, adjust the
  3537. // amount so the total doesn't become negative.
  3538. if (sr.res[i] + ev->resources[i] < 0)
  3539. ev->resources[i] = -sr.res[i];
  3540. if(ev->resources[i]) //if non-zero res change
  3541. {
  3542. iw.components.push_back(Component(Component::RESOURCE,i,ev->resources[i],0));
  3543. sr.res[i] += ev->resources[i];
  3544. }
  3545. }
  3546. }
  3547. if (iw.components.size())
  3548. {
  3549. sendAndApply(&sr); //update player resources if changed
  3550. }
  3551. sendAndApply(&iw); //show dialog
  3552. }
  3553. } //PLAYERS LOOP
  3554. if(ev->nextOccurence)
  3555. {
  3556. ev->firstOccurence += ev->nextOccurence;
  3557. gs->map->events.sort(evntCmp);
  3558. }
  3559. else
  3560. {
  3561. delete ev;
  3562. gs->map->events.pop_front();
  3563. }
  3564. }
  3565. }
  3566. bool CGameHandler::complain( const std::string &problem )
  3567. {
  3568. sendMessageToAll("Server encountered a problem: " + problem);
  3569. tlog1 << problem << std::endl;
  3570. return true;
  3571. }
  3572. ui32 CGameHandler::getQueryResult( ui8 player, int queryID )
  3573. {
  3574. //TODO: write
  3575. return 0;
  3576. }
  3577. void CGameHandler::showGarrisonDialog( int upobj, int hid, bool removableUnits, const boost::function<void()> &cb )
  3578. {
  3579. ui8 player = getOwner(hid);
  3580. GarrisonDialog gd;
  3581. gd.hid = hid;
  3582. gd.objid = upobj;
  3583. {
  3584. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3585. gd.id = QID;
  3586. garrisonCallbacks[QID] = cb;
  3587. allowedExchanges[QID] = std::pair<si32,si32>(upobj,hid);
  3588. states.addQuery(player,QID);
  3589. QID++;
  3590. gd.removableUnits = removableUnits;
  3591. sendAndApply(&gd);
  3592. }
  3593. }
  3594. void CGameHandler::showThievesGuildWindow(int requestingObjId)
  3595. {
  3596. OpenWindow ow;
  3597. ow.window = OpenWindow::THIEVES_GUILD;
  3598. ow.id1 = requestingObjId;
  3599. sendAndApply(&ow);
  3600. }
  3601. bool CGameHandler::isAllowedExchange( int id1, int id2 )
  3602. {
  3603. if(id1 == id2)
  3604. return true;
  3605. {
  3606. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3607. for(std::map<ui32, std::pair<si32,si32> >::const_iterator i = allowedExchanges.begin(); i!=allowedExchanges.end(); i++)
  3608. if(id1 == i->second.first && id2 == i->second.second || id2 == i->second.first && id1 == i->second.second)
  3609. return true;
  3610. }
  3611. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  3612. if(o1->ID == TOWNI_TYPE)
  3613. {
  3614. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  3615. if(t->visitingHero == o2 || t->garrisonHero == o2)
  3616. return true;
  3617. }
  3618. if(o2->ID == TOWNI_TYPE)
  3619. {
  3620. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  3621. if(t->visitingHero == o1 || t->garrisonHero == o1)
  3622. return true;
  3623. }
  3624. if(o1->ID == HEROI_TYPE && o2->ID == HEROI_TYPE
  3625. && distance(o1->pos, o2->pos) < 2) //hero stands on the same tile or on the neighbouring tiles
  3626. {
  3627. //TODO: it's workaround, we should check if first hero visited second and player hasn't closed exchange window
  3628. //(to block moving stacks for free [without visiting] beteen heroes)
  3629. return true;
  3630. }
  3631. return false;
  3632. }
  3633. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  3634. {
  3635. obj->onHeroVisit(h);
  3636. }
  3637. bool CGameHandler::buildBoat( ui32 objid )
  3638. {
  3639. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  3640. int boatType = 1;
  3641. if(obj->state())
  3642. {
  3643. complain("Cannot build boat in this shipyard!");
  3644. return false;
  3645. }
  3646. else if(obj->o->ID == TOWNI_TYPE
  3647. && !vstd::contains((static_cast<const CGTownInstance*>(obj))->builtBuildings,6))
  3648. {
  3649. complain("Cannot build boat in the town - no shipyard!");
  3650. return false;
  3651. }
  3652. //TODO use "real" cost via obj->getBoatCost
  3653. if(getResource(obj->o->tempOwner, 6) < 1000 || getResource(obj->o->tempOwner, 0) < 10)
  3654. {
  3655. complain("Not enough resources to build a boat!");
  3656. return false;
  3657. }
  3658. int3 tile = obj->bestLocation();
  3659. if(!gs->map->isInTheMap(tile))
  3660. {
  3661. complain("Cannot find appropriate tile for a boat!");
  3662. return false;
  3663. }
  3664. //take boat cost
  3665. SetResources sr;
  3666. sr.player = obj->o->tempOwner;
  3667. sr.res = gs->getPlayer(obj->o->tempOwner)->resources;
  3668. sr.res[0] -= 10;
  3669. sr.res[6] -= 1000;
  3670. sendAndApply(&sr);
  3671. //create boat
  3672. NewObject no;
  3673. no.ID = 8;
  3674. no.subID = obj->getBoatType();
  3675. no.pos = tile + int3(1,0,0);
  3676. sendAndApply(&no);
  3677. return true;
  3678. }
  3679. void CGameHandler::engageIntoBattle( ui8 player )
  3680. {
  3681. if(vstd::contains(states.players, player))
  3682. states.setFlag(player,&PlayerStatus::engagedIntoBattle,true);
  3683. //notify interfaces
  3684. PlayerBlocked pb;
  3685. pb.player = player;
  3686. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  3687. sendAndApply(&pb);
  3688. }
  3689. void CGameHandler::winLoseHandle(ui8 players )
  3690. {
  3691. for(size_t i = 0; i < PLAYER_LIMIT; i++)
  3692. {
  3693. if(players & 1<<i && gs->getPlayer(i))
  3694. {
  3695. checkLossVictory(i);
  3696. }
  3697. }
  3698. }
  3699. void CGameHandler::checkLossVictory( ui8 player )
  3700. {
  3701. const PlayerState *p = gs->getPlayer(player);
  3702. if(p->status) //player already won / lost
  3703. return;
  3704. int loss = gs->lossCheck(player);
  3705. int vic = gs->victoryCheck(player);
  3706. if(!loss && !vic)
  3707. return;
  3708. InfoWindow iw;
  3709. getLossVicMessage(player, vic ? vic : loss , vic, iw);
  3710. sendAndApply(&iw);
  3711. PlayerEndsGame peg;
  3712. peg.player = player;
  3713. peg.victory = vic;
  3714. sendAndApply(&peg);
  3715. if(vic > 0) //one player won -> all enemies lost //TODO: allies
  3716. {
  3717. iw.text.localStrings.front().second++; //message about losing because enemy won first is just after victory message
  3718. for (std::map<ui8,PlayerState>::const_iterator i = gs->players.begin(); i!=gs->players.end(); i++)
  3719. {
  3720. if(i->first < PLAYER_LIMIT && i->first != player)
  3721. {
  3722. iw.player = i->first;
  3723. sendAndApply(&iw);
  3724. peg.player = i->first;
  3725. peg.victory = false;
  3726. sendAndApply(&peg);
  3727. }
  3728. }
  3729. }
  3730. else //player lost -> all his objects become unflagged (neutral)
  3731. {
  3732. std::vector<CGHeroInstance*> hlp = p->heroes;
  3733. for (std::vector<CGHeroInstance*>::const_iterator i = hlp.begin(); i != hlp.end(); i++) //eliminate heroes
  3734. removeObject((*i)->id);
  3735. for (std::vector<CGObjectInstance*>::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++) //unflag objs
  3736. {
  3737. if(*i && (*i)->tempOwner == player)
  3738. setOwner((**i).id,NEUTRAL_PLAYER);
  3739. }
  3740. //eliminating one player may cause victory of another:
  3741. winLoseHandle(ALL_PLAYERS & ~(1<<player));
  3742. }
  3743. if(vic)
  3744. end2 = true;
  3745. }
  3746. void CGameHandler::getLossVicMessage( ui8 player, ui8 standard, bool victory, InfoWindow &out ) const
  3747. {
  3748. const PlayerState *p = gs->getPlayer(player);
  3749. // if(!p->human)
  3750. // return; //AI doesn't need text info of loss
  3751. out.player = player;
  3752. if(victory)
  3753. {
  3754. if(standard < 0) //not std loss
  3755. {
  3756. switch(gs->map->victoryCondition.condition)
  3757. {
  3758. case artifact:
  3759. out.text.addTxt(MetaString::GENERAL_TXT, 280); //Congratulations! You have found the %s, and can claim victory!
  3760. out.text.addReplacement(MetaString::ART_NAMES,gs->map->victoryCondition.ID); //artifact name
  3761. break;
  3762. case gatherTroop:
  3763. 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!
  3764. out.text.addReplacement(gs->map->victoryCondition.count);
  3765. out.text.addReplacement(MetaString::CRE_PL_NAMES, gs->map->victoryCondition.ID);
  3766. break;
  3767. case gatherResource:
  3768. out.text.addTxt(MetaString::GENERAL_TXT, 278); //Congratulations! You have collected over %d %s in your treasury. Victory is yours!
  3769. out.text.addReplacement(gs->map->victoryCondition.count);
  3770. out.text.addReplacement(MetaString::RES_NAMES, gs->map->victoryCondition.ID);
  3771. break;
  3772. case buildCity:
  3773. out.text.addTxt(MetaString::GENERAL_TXT, 282); //Congratulations! You have successfully upgraded your town, and can claim victory!
  3774. break;
  3775. case buildGrail:
  3776. out.text.addTxt(MetaString::GENERAL_TXT, 284); //Congratulations! You have constructed a permanent home for the Grail, and can claim victory!
  3777. break;
  3778. case beatHero:
  3779. {
  3780. out.text.addTxt(MetaString::GENERAL_TXT, 252); //Congratulations! You have completed your quest to defeat the enemy hero %s. Victory is yours!
  3781. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->victoryCondition.obj);
  3782. assert(h);
  3783. out.text.addReplacement(h->name);
  3784. }
  3785. break;
  3786. case captureCity:
  3787. {
  3788. out.text.addTxt(MetaString::GENERAL_TXT, 249); //Congratulations! You captured %s, and are victorious!
  3789. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->victoryCondition.obj);
  3790. assert(t);
  3791. out.text.addReplacement(t->name);
  3792. }
  3793. break;
  3794. case beatMonster:
  3795. out.text.addTxt(MetaString::GENERAL_TXT, 286); //Congratulations! You have completed your quest to kill the fearsome beast, and can claim victory!
  3796. break;
  3797. case takeDwellings:
  3798. out.text.addTxt(MetaString::GENERAL_TXT, 288); //Congratulations! Your flag flies on the dwelling of every creature. Victory is yours!
  3799. break;
  3800. case takeMines:
  3801. out.text.addTxt(MetaString::GENERAL_TXT, 290); //Congratulations! Your flag flies on every mine. Victory is yours!
  3802. break;
  3803. case transportItem:
  3804. out.text.addTxt(MetaString::GENERAL_TXT, 292); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  3805. break;
  3806. }
  3807. }
  3808. else
  3809. {
  3810. out.text.addTxt(MetaString::GENERAL_TXT, 659); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  3811. }
  3812. }
  3813. else
  3814. {
  3815. if(standard < 0) //not std loss
  3816. {
  3817. switch(gs->map->lossCondition.typeOfLossCon)
  3818. {
  3819. case lossCastle:
  3820. {
  3821. out.text.addTxt(MetaString::GENERAL_TXT, 251); //The town of %s has fallen - all is lost!
  3822. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->lossCondition.obj);
  3823. assert(t);
  3824. out.text.addReplacement(t->name);
  3825. }
  3826. break;
  3827. case lossHero:
  3828. {
  3829. out.text.addTxt(MetaString::GENERAL_TXT, 253); //The hero, %s, has suffered defeat - your quest is over!
  3830. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->lossCondition.obj);
  3831. assert(h);
  3832. out.text.addReplacement(h->name);
  3833. }
  3834. break;
  3835. case timeExpires:
  3836. out.text.addTxt(MetaString::GENERAL_TXT, 254); //Alas, time has run out on your quest. All is lost.
  3837. break;
  3838. }
  3839. }
  3840. else if(standard == 2)
  3841. {
  3842. out.text.addTxt(MetaString::GENERAL_TXT, 7);//%s, your heroes abandon you, and you are banished from this land.
  3843. out.text.addReplacement(MetaString::COLOR, player);
  3844. out.components.push_back(Component(Component::FLAG,player,0,0));
  3845. }
  3846. else //lost all towns and heroes
  3847. {
  3848. out.text.addTxt(MetaString::GENERAL_TXT, 660); //All your forces have been defeated, and you are banished from this land!
  3849. }
  3850. }
  3851. }
  3852. bool CGameHandler::dig( const CGHeroInstance *h )
  3853. {
  3854. for (std::vector<CGObjectInstance*>::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++) //unflag objs
  3855. {
  3856. if(*i && (*i)->ID == 124 && (*i)->pos == h->getPosition())
  3857. {
  3858. complain("Cannot dig - there is already a hole under the hero!");
  3859. return false;
  3860. }
  3861. }
  3862. NewObject no;
  3863. no.ID = 124;
  3864. no.pos = h->getPosition();
  3865. no.subID = getTile(no.pos)->tertype;
  3866. if(no.subID >= 8) //no digging on water / rock
  3867. {
  3868. complain("Cannot dig - wrong terrain type!");
  3869. return false;
  3870. }
  3871. sendAndApply(&no);
  3872. SetMovePoints smp;
  3873. smp.hid = h->id;
  3874. smp.val = 0;
  3875. sendAndApply(&smp);
  3876. InfoWindow iw;
  3877. iw.player = h->tempOwner;
  3878. if(gs->map->grailPos == h->getPosition())
  3879. {
  3880. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  3881. iw.text.addTxt(MetaString::ART_NAMES, 2);
  3882. iw.soundID = soundBase::ULTIMATEARTIFACT;
  3883. giveHeroArtifact(2, h->id, -1); //give grail
  3884. sendAndApply(&iw);
  3885. iw.text.clear();
  3886. iw.text.addTxt(MetaString::ART_DESCR, 2);
  3887. sendAndApply(&iw);
  3888. }
  3889. else
  3890. {
  3891. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  3892. iw.soundID = soundBase::Dig;
  3893. sendAndApply(&iw);
  3894. }
  3895. return true;
  3896. }
  3897. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  3898. {
  3899. const CStack * attacker = gs->curB->getStack(bat.stackAttacking);
  3900. if( attacker->hasBonusOfType(Bonus::SPELL_AFTER_ATTACK) )
  3901. {
  3902. BOOST_FOREACH(const Bonus & sf, attacker->getBonuses(Selector::type(Bonus::SPELL_AFTER_ATTACK)))
  3903. {
  3904. if (sf.type == Bonus::SPELL_AFTER_ATTACK)
  3905. {
  3906. const CStack * oneOfAttacked = NULL;
  3907. for(int g=0; g<bat.bsa.size(); ++g)
  3908. {
  3909. if (bat.bsa[g].newAmount > 0)
  3910. {
  3911. oneOfAttacked = gs->curB->getStack(bat.bsa[g].stackAttacked);
  3912. break;
  3913. }
  3914. }
  3915. if(oneOfAttacked == NULL) //all attacked creatures have been killed
  3916. return;
  3917. int spellID = sf.subtype;
  3918. int spellLevel = sf.val;
  3919. int chance = sf.additionalInfo % 1000;
  3920. int meleeRanged = sf.additionalInfo / 1000;
  3921. int destination = oneOfAttacked->position;
  3922. //check if spell should be casted (probability handling)
  3923. if( rand()%100 >= chance )
  3924. continue;
  3925. //casting
  3926. handleSpellCasting(spellID, spellLevel, destination, !attacker->attackerOwned, attacker->owner, NULL, NULL, attacker->count);
  3927. }
  3928. }
  3929. }
  3930. }
  3931. bool CGameHandler::castSpell(const CGHeroInstance *h, int spellID, const int3 &pos)
  3932. {
  3933. const CSpell *s = &VLC->spellh->spells[spellID];
  3934. int cost = h->getSpellCost(s);
  3935. int schoolLevel = h->getSpellSchoolLevel(s);
  3936. if(!h->canCastThisSpell(s))
  3937. COMPLAIN_RET("Hero cannot cast this spell!");
  3938. if(h->mana < cost)
  3939. COMPLAIN_RET("Hero doesn't have enough spell points to cast this spell!");
  3940. if(s->combatSpell)
  3941. COMPLAIN_RET("This function can be used only for adventure map spells!");
  3942. AdvmapSpellCast asc;
  3943. asc.caster = h;
  3944. asc.spellID = spellID;
  3945. sendAndApply(&asc);
  3946. using namespace Spells;
  3947. switch(spellID)
  3948. {
  3949. case SUMMON_BOAT: //Summon Boat
  3950. {
  3951. //check if spell works at all
  3952. if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
  3953. {
  3954. InfoWindow iw;
  3955. iw.player = h->tempOwner;
  3956. iw.text.addTxt(MetaString::GENERAL_TXT, 336); //%s tried to summon a boat, but failed.
  3957. iw.text.addReplacement(h->name);
  3958. sendAndApply(&iw);
  3959. return true; //TODO? or should it be false? request was correct and realized, but spell failed...
  3960. }
  3961. //try to find unoccupied boat to summon
  3962. const CGBoat *nearest = NULL;
  3963. double dist = 0;
  3964. int3 summonPos = h->bestLocation();
  3965. if(summonPos.x < 0)
  3966. COMPLAIN_RET("There is no water tile available!");
  3967. BOOST_FOREACH(const CGObjectInstance *obj, gs->map->objects)
  3968. {
  3969. if(obj && obj->ID == 8)
  3970. {
  3971. const CGBoat *b = static_cast<const CGBoat*>(obj);
  3972. if(b->hero) continue; //we're looking for unoccupied boat
  3973. double nDist = distance(b->pos, h->getPosition());
  3974. if(!nearest || nDist < dist) //it's first boat or closer than previous
  3975. {
  3976. nearest = b;
  3977. dist = nDist;
  3978. }
  3979. }
  3980. }
  3981. if(nearest) //we found boat to summon
  3982. {
  3983. ChangeObjPos cop;
  3984. cop.objid = nearest->id;
  3985. cop.nPos = summonPos + int3(1,0,0);;
  3986. cop.flags = 1;
  3987. sendAndApply(&cop);
  3988. }
  3989. else if(schoolLevel < 2) //none or basic level -> cannot create boat :(
  3990. {
  3991. InfoWindow iw;
  3992. iw.player = h->tempOwner;
  3993. iw.text.addTxt(MetaString::GENERAL_TXT, 335); //There are no boats to summon.
  3994. sendAndApply(&iw);
  3995. }
  3996. else //create boat
  3997. {
  3998. NewObject no;
  3999. no.ID = 8;
  4000. no.subID = h->getBoatType();
  4001. no.pos = summonPos + int3(1,0,0);;
  4002. sendAndApply(&no);
  4003. }
  4004. break;
  4005. }
  4006. case SCUTTLE_BOAT: //Scuttle Boat
  4007. {
  4008. //check if spell works at all
  4009. if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
  4010. {
  4011. InfoWindow iw;
  4012. iw.player = h->tempOwner;
  4013. iw.text.addTxt(MetaString::GENERAL_TXT, 337); //%s tried to scuttle the boat, but failed
  4014. iw.text.addReplacement(h->name);
  4015. sendAndApply(&iw);
  4016. return true; //TODO? or should it be false? request was correct and realized, but spell failed...
  4017. }
  4018. //TODO: test range, visibility
  4019. const TerrainTile *t = &gs->map->getTile(pos);
  4020. if(!t->visitableObjects.size() || t->visitableObjects.back()->ID != 8)
  4021. COMPLAIN_RET("There is no boat to scuttle!");
  4022. RemoveObject ro;
  4023. ro.id = t->visitableObjects.back()->id;
  4024. sendAndApply(&ro);
  4025. break;
  4026. }
  4027. case DIMENSION_DOOR: //Dimension Door
  4028. {
  4029. const TerrainTile *dest = getTile(pos);
  4030. const TerrainTile *curr = getTile(h->getSightCenter());
  4031. if(!dest)
  4032. COMPLAIN_RET("Destination tile doesn't exist!");
  4033. if(!h->movement)
  4034. COMPLAIN_RET("Hero needs movement points to cast Dimension Door!");
  4035. if(h->getBonusesCount(Bonus::CASTED_SPELL, Spells::DIMENSION_DOOR) >= s->powers[schoolLevel]) //limit casts per turn
  4036. {
  4037. InfoWindow iw;
  4038. iw.player = h->tempOwner;
  4039. iw.text.addTxt(MetaString::GENERAL_TXT, 338); //%s is not skilled enough to cast this spell again today.
  4040. iw.text.addReplacement(h->name);
  4041. sendAndApply(&iw);
  4042. break;
  4043. }
  4044. GiveBonus gb;
  4045. gb.id = h->id;
  4046. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::CASTED_SPELL, 0, Spells::DIMENSION_DOOR);
  4047. sendAndApply(&gb);
  4048. if(!dest->isClear(curr)) //wrong dest tile
  4049. {
  4050. InfoWindow iw;
  4051. iw.player = h->tempOwner;
  4052. iw.text.addTxt(MetaString::GENERAL_TXT, 70); //Dimension Door failed!
  4053. sendAndApply(&iw);
  4054. break;
  4055. }
  4056. TryMoveHero tmh;
  4057. tmh.id = h->id;
  4058. tmh.movePoints = std::max<int>(0, h->movement - 300);
  4059. tmh.result = TryMoveHero::TELEPORTATION;
  4060. tmh.start = h->pos;
  4061. tmh.end = pos;
  4062. getTilesInRange(tmh.fowRevealed, pos, h->getSightRadious(), h->tempOwner,1);
  4063. sendAndApply(&tmh);
  4064. }
  4065. break;
  4066. case FLY: //Fly
  4067. {
  4068. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4069. GiveBonus gb;
  4070. gb.id = h->id;
  4071. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::FLYING_MOVEMENT, Bonus::CASTED_SPELL, 0, Spells::FLY, subtype);
  4072. sendAndApply(&gb);
  4073. }
  4074. break;
  4075. case WATER_WALK: //Water Walk
  4076. {
  4077. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4078. GiveBonus gb;
  4079. gb.id = h->id;
  4080. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::WATER_WALKING, Bonus::CASTED_SPELL, 0, Spells::FLY, subtype);
  4081. sendAndApply(&gb);
  4082. }
  4083. break;
  4084. case VISIONS: //Visions
  4085. case VIEW_EARTH: //View Earth
  4086. case DISGUISE: //Disguise
  4087. case VIEW_AIR: //View Air
  4088. case TOWN_PORTAL: //Town Portal
  4089. default:
  4090. COMPLAIN_RET("This spell is not implemented yet!");
  4091. }
  4092. SetMana sm;
  4093. sm.hid = h->id;
  4094. sm.val = h->mana - cost;
  4095. sendAndApply(&sm);
  4096. return true;
  4097. }
  4098. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4099. {
  4100. //to prevent self-visiting heroes on space press
  4101. if(t.visitableObjects.back() != h)
  4102. objectVisited(t.visitableObjects.back(), h);
  4103. else if(t.visitableObjects.size() > 1)
  4104. objectVisited(*(t.visitableObjects.end()-2),h);
  4105. }