CGameHandler.cpp 74 KB

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  1. #include "../StartInfo.h"
  2. #include "../hch/CArtHandler.h"
  3. #include "../hch/CBuildingHandler.h"
  4. #include "../hch/CDefObjInfoHandler.h"
  5. #include "../hch/CHeroHandler.h"
  6. #include "../hch/CObjectHandler.h"
  7. #include "../hch/CSpellHandler.h"
  8. #include "../hch/CTownHandler.h"
  9. #include "../CGameState.h"
  10. #include "../lib/CondSh.h"
  11. #include "../lib/NetPacks.h"
  12. #include "../lib/VCMI_Lib.h"
  13. #include "../map.h"
  14. #include "CGameHandler.h"
  15. #include <boost/bind.hpp>
  16. #include <boost/date_time/posix_time/posix_time_types.hpp> //no i/o just types
  17. #include <boost/foreach.hpp>
  18. #include <boost/thread.hpp>
  19. #include <boost/thread/shared_mutex.hpp>
  20. #include <fstream>
  21. /*
  22. * CGameHandler.cpp, part of VCMI engine
  23. *
  24. * Authors: listed in file AUTHORS in main folder
  25. *
  26. * License: GNU General Public License v2.0 or later
  27. * Full text of license available in license.txt file, in main folder
  28. *
  29. */
  30. #undef DLL_EXPORT
  31. #define DLL_EXPORT
  32. #include "../lib/RegisterTypes.cpp"
  33. #ifndef _MSC_VER
  34. #include <boost/thread/xtime.hpp>
  35. #endif
  36. extern bool end2;
  37. #ifdef min
  38. #undef min
  39. #endif
  40. #ifdef max
  41. #undef max
  42. #endif
  43. #define NEW_ROUND BattleNextRound bnr;\
  44. bnr.round = gs->curB->round + 1;\
  45. sendAndApply(&bnr);
  46. CondSh<bool> battleMadeAction;
  47. CondSh<BattleResult *> battleResult(NULL);
  48. class CBaseForGHApply
  49. {
  50. public:
  51. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const =0;
  52. };
  53. template <typename T> class CApplyOnGH : public CBaseForGHApply
  54. {
  55. public:
  56. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const
  57. {
  58. T *ptr = static_cast<T*>(pack);
  59. ptr->c = c;
  60. return ptr->applyGh(gh);
  61. }
  62. };
  63. class CGHApplier
  64. {
  65. public:
  66. std::map<ui16,CBaseForGHApply*> apps;
  67. CGHApplier()
  68. {
  69. registerTypes3(*this);
  70. }
  71. template<typename T> void registerType(const T * t=NULL)
  72. {
  73. ui16 ID = typeList.registerType(t);
  74. apps[ID] = new CApplyOnGH<T>;
  75. }
  76. } *applier = NULL;
  77. class CMP_stack
  78. {
  79. public:
  80. inline bool operator ()(const CStack* a, const CStack* b)
  81. {
  82. return (a->Speed())>(b->Speed());
  83. }
  84. } cmpst ;
  85. double distance(int3 a, int3 b)
  86. {
  87. return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
  88. }
  89. void giveExp(BattleResult &r)
  90. {
  91. r.exp[0] = 0;
  92. r.exp[1] = 0;
  93. for(std::set<std::pair<ui32,si32> >::iterator i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  94. {
  95. r.exp[r.winner] += VLC->creh->creatures[i->first].hitPoints * i->second;
  96. }
  97. }
  98. PlayerStatus PlayerStatuses::operator[](ui8 player)
  99. {
  100. boost::unique_lock<boost::mutex> l(mx);
  101. if(players.find(player) != players.end())
  102. {
  103. return players[player];
  104. }
  105. else
  106. {
  107. throw std::string("No such player!");
  108. }
  109. }
  110. void PlayerStatuses::addPlayer(ui8 player)
  111. {
  112. boost::unique_lock<boost::mutex> l(mx);
  113. players[player];
  114. }
  115. bool PlayerStatuses::hasQueries(ui8 player)
  116. {
  117. boost::unique_lock<boost::mutex> l(mx);
  118. if(players.find(player) != players.end())
  119. {
  120. return players[player].queries.size();
  121. }
  122. else
  123. {
  124. throw std::string("No such player!");
  125. }
  126. }
  127. bool PlayerStatuses::checkFlag(ui8 player, bool PlayerStatus::*flag)
  128. {
  129. boost::unique_lock<boost::mutex> l(mx);
  130. if(players.find(player) != players.end())
  131. {
  132. return players[player].*flag;
  133. }
  134. else
  135. {
  136. throw std::string("No such player!");
  137. }
  138. }
  139. void PlayerStatuses::setFlag(ui8 player, bool PlayerStatus::*flag, bool val)
  140. {
  141. boost::unique_lock<boost::mutex> l(mx);
  142. if(players.find(player) != players.end())
  143. {
  144. players[player].*flag = val;
  145. }
  146. else
  147. {
  148. throw std::string("No such player!");
  149. }
  150. cv.notify_all();
  151. }
  152. void PlayerStatuses::addQuery(ui8 player, ui32 id)
  153. {
  154. boost::unique_lock<boost::mutex> l(mx);
  155. if(players.find(player) != players.end())
  156. {
  157. players[player].queries.insert(id);
  158. }
  159. else
  160. {
  161. throw std::string("No such player!");
  162. }
  163. cv.notify_all();
  164. }
  165. void PlayerStatuses::removeQuery(ui8 player, ui32 id)
  166. {
  167. boost::unique_lock<boost::mutex> l(mx);
  168. if(players.find(player) != players.end())
  169. {
  170. players[player].queries.erase(id);
  171. }
  172. else
  173. {
  174. throw std::string("No such player!");
  175. }
  176. cv.notify_all();
  177. }
  178. template <typename T>
  179. void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
  180. {
  181. fun(args[which]);
  182. }
  183. void CGameHandler::changeSecSkill( int ID, int which, int val, bool abs/*=false*/ )
  184. {
  185. SetSecSkill sss;
  186. sss.id = ID;
  187. sss.which = which;
  188. sss.val = val;
  189. sss.abs = abs;
  190. sendAndApply(&sss);
  191. }
  192. void CGameHandler::changePrimSkill(int ID, int which, int val, bool abs)
  193. {
  194. SetPrimSkill sps;
  195. sps.id = ID;
  196. sps.which = which;
  197. sps.abs = abs;
  198. sps.val = val;
  199. sendAndApply(&sps);
  200. if(which==4) //only for exp - hero may level up
  201. {
  202. CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID]);
  203. while (hero->exp >= VLC->heroh->reqExp(hero->level+1)) //new level
  204. {
  205. //give prim skill
  206. tlog5 << hero->name <<" got level "<<hero->level<<std::endl;
  207. int r = rand()%100, pom=0, x=0;
  208. int std::pair<int,int>::*g = (hero->level>9) ? (&std::pair<int,int>::second) : (&std::pair<int,int>::first);
  209. for(;x<PRIMARY_SKILLS;x++)
  210. {
  211. pom += hero->type->heroClass->primChance[x].*g;
  212. if(r<pom)
  213. break;
  214. }
  215. tlog5 << "Bohater dostaje umiejetnosc pierwszorzedna " << x << " (wynik losowania "<<r<<")"<<std::endl;
  216. SetPrimSkill sps;
  217. sps.id = ID;
  218. sps.which = x;
  219. sps.abs = false;
  220. sps.val = 1;
  221. sendAndApply(&sps);
  222. HeroLevelUp hlu;
  223. hlu.heroid = ID;
  224. hlu.primskill = x;
  225. hlu.level = hero->level+1;
  226. //picking sec. skills for choice
  227. std::set<int> basicAndAdv, expert, none;
  228. for(int i=0;i<SKILL_QUANTITY;i++) none.insert(i);
  229. for(unsigned i=0;i<hero->secSkills.size();i++)
  230. {
  231. if(hero->secSkills[i].second < 3)
  232. basicAndAdv.insert(hero->secSkills[i].first);
  233. else
  234. expert.insert(hero->secSkills[i].first);
  235. none.erase(hero->secSkills[i].first);
  236. }
  237. //first offered skill
  238. if(hero->secSkills.size() < hero->type->heroClass->skillLimit) //free skill slot
  239. {
  240. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
  241. none.erase(hlu.skills.back());
  242. }
  243. else if(basicAndAdv.size())
  244. {
  245. int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);
  246. hlu.skills.push_back(s);
  247. basicAndAdv.erase(s);
  248. }
  249. //second offered skill
  250. if(basicAndAdv.size())
  251. {
  252. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //new skill
  253. }
  254. else if(hero->secSkills.size() < hero->type->heroClass->skillLimit)
  255. {
  256. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
  257. }
  258. if(hlu.skills.size() > 1) //apply and ask for secondary skill
  259. {
  260. 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));
  261. applyAndAsk(&hlu,hero->tempOwner,callback); //call changeSecSkill with appropriate args when client responds
  262. }
  263. else if(hlu.skills.size() == 1) //apply, give only possible skill and send info
  264. {
  265. sendAndApply(&hlu);
  266. changeSecSkill(ID,hlu.skills.back(),1,false);
  267. }
  268. else //apply and send info
  269. {
  270. sendAndApply(&hlu);
  271. }
  272. }
  273. }
  274. }
  275. CCreatureSet takeCasualties(int color, const CCreatureSet &set, BattleInfo *bat)
  276. {
  277. CCreatureSet ret(set);
  278. for(int i=0; i<bat->stacks.size();i++)
  279. {
  280. CStack *st = bat->stacks[i];
  281. if(st->owner==color && vstd::contains(set.slots,st->slot) && st->amount < set.slots.find(st->slot)->second.second)
  282. {
  283. if(st->alive())
  284. ret.slots[st->slot].second = st->amount;
  285. else
  286. ret.slots.erase(st->slot);
  287. }
  288. }
  289. return ret;
  290. }
  291. void CGameHandler::startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb)
  292. {
  293. BattleInfo *curB = new BattleInfo;
  294. setupBattle(curB, tile, army1, army2, hero1, hero2); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  295. NEW_ROUND;
  296. //TODO: pre-tactic stuff, call scripts etc.
  297. //tactic round
  298. {
  299. NEW_ROUND;
  300. if( (hero1 && hero1->getSecSkillLevel(19)>0) ||
  301. ( hero2 && hero2->getSecSkillLevel(19)>0) )//someone has tactics
  302. {
  303. //TODO: tactic round (round -1)
  304. }
  305. }
  306. //main loop
  307. while(!battleResult.get()) //till the end of the battle ;]
  308. {
  309. NEW_ROUND;
  310. std::vector<CStack*> & stacks = (gs->curB->stacks);
  311. const BattleInfo & curB = *gs->curB;
  312. //stack loop
  313. CStack *next;
  314. while(!battleResult.get() && (next=gs->curB->getNextStack()))
  315. {
  316. next->state -= WAITING; //if stack was waiting it'll now make move, so it won't be "waiting" anymore
  317. //check for bad morale => freeze
  318. if(next->Morale() < 0 &&
  319. !((hero1 && hero1->hasBonusOfType(HeroBonus::BLOCK_MORALE)) || (hero2 && hero2->hasBonusOfType(HeroBonus::BLOCK_MORALE))) //checking if heroes have (or don't have) morale blocking bonuses)
  320. )
  321. {
  322. if( rand()%24 < (-next->Morale())*2 )
  323. {
  324. //unit loses its turn - empty freeze action
  325. BattleAction ba;
  326. ba.actionType = 11;
  327. ba.additionalInfo = 1;
  328. ba.side = !next->attackerOwned;
  329. ba.stackNumber = next->ID;
  330. sendAndApply(&StartAction(ba));
  331. sendAndApply(&EndAction());
  332. checkForBattleEnd(stacks); //check if this "action" ended the battle (not likely but who knows...)
  333. continue;
  334. }
  335. }
  336. askInterfaceForMove:
  337. //ask interface and wait for answer
  338. if(!battleResult.get())
  339. {
  340. BattleSetActiveStack sas;
  341. sas.stack = next->ID;
  342. sendAndApply(&sas);
  343. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  344. while(!battleMadeAction.data && !battleResult.get()) //active stack hasn't made its action and battle is still going
  345. battleMadeAction.cond.wait(lock);
  346. battleMadeAction.data = false;
  347. }
  348. else
  349. {
  350. break;
  351. }
  352. //we're after action, all results applied
  353. checkForBattleEnd(stacks); //check if this action ended the battle
  354. //check for good morale
  355. if(!vstd::contains(next->state,HAD_MORALE) //only one extra move per turn possible
  356. && !vstd::contains(next->state,DEFENDING)
  357. && !vstd::contains(next->state,WAITING)
  358. && next->alive()
  359. && next->Morale() > 0
  360. && !((hero1 && hero1->hasBonusOfType(HeroBonus::BLOCK_MORALE)) || (hero2 && hero2->hasBonusOfType(HeroBonus::BLOCK_MORALE)) ) //checking if heroes have (or don't have) morale blocking bonuses
  361. )
  362. if(rand()%24 < next->Morale()) //this stack hasn't got morale this turn
  363. goto askInterfaceForMove; //move this stack once more
  364. }
  365. }
  366. //unblock engaged players
  367. if(hero1->tempOwner<PLAYER_LIMIT)
  368. states.setFlag(hero1->tempOwner,&PlayerStatus::engagedIntoBattle,false);
  369. if(hero2 && hero2->tempOwner<PLAYER_LIMIT)
  370. states.setFlag(hero2->tempOwner,&PlayerStatus::engagedIntoBattle,false);
  371. //casualties among heroes armies
  372. SetGarrisons sg;
  373. if(hero1)
  374. sg.garrs[hero1->id] = takeCasualties(hero1->tempOwner,hero1->army,gs->curB);
  375. if(hero2)
  376. sg.garrs[hero2->id] = takeCasualties(hero2->tempOwner,hero2->army,gs->curB);
  377. sendAndApply(&sg);
  378. //end battle, remove all info, free memory
  379. giveExp(*battleResult.data);
  380. sendAndApply(battleResult.data);
  381. //if one hero has lost we will erase him
  382. if(battleResult.data->winner!=0 && hero1)
  383. {
  384. RemoveObject ro(hero1->id);
  385. sendAndApply(&ro);
  386. }
  387. if(battleResult.data->winner!=1 && hero2)
  388. {
  389. RemoveObject ro(hero2->id);
  390. sendAndApply(&ro);
  391. }
  392. //give exp
  393. if(battleResult.data->exp[0] && hero1)
  394. changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
  395. if(battleResult.data->exp[1] && hero2)
  396. changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
  397. if(cb)
  398. cb(battleResult.data);
  399. delete battleResult.data;
  400. }
  401. void CGameHandler::prepareAttacked(BattleStackAttacked &bsa, CStack *def)
  402. {
  403. bsa.killedAmount = bsa.damageAmount / def->creature->hitPoints;
  404. unsigned damageFirst = bsa.damageAmount % def->creature->hitPoints;
  405. if( def->firstHPleft <= damageFirst )
  406. {
  407. bsa.killedAmount++;
  408. bsa.newHP = def->firstHPleft + def->creature->hitPoints - damageFirst;
  409. }
  410. else
  411. {
  412. bsa.newHP = def->firstHPleft - damageFirst;
  413. }
  414. if(def->amount <= bsa.killedAmount) //stack killed
  415. {
  416. bsa.newAmount = 0;
  417. bsa.flags |= 1;
  418. bsa.killedAmount = def->amount; //we cannot kill more creatures than we have
  419. }
  420. else
  421. {
  422. bsa.newAmount = def->amount - bsa.killedAmount;
  423. }
  424. }
  425. void CGameHandler::prepareAttack(BattleAttack &bat, CStack *att, CStack *def)
  426. {
  427. bat.bsa.clear();
  428. bat.stackAttacking = att->ID;
  429. std::set<BattleStackAttacked>::iterator i = bat.bsa.insert(BattleStackAttacked()).first;
  430. #ifdef __GNUC__
  431. BattleStackAttacked *bsa = (BattleStackAttacked *)&*i;
  432. #else
  433. BattleStackAttacked *bsa = &*i;
  434. #endif
  435. bsa->stackAttacked = def->ID;
  436. bsa->damageAmount = BattleInfo::calculateDmg(att, def, gs->getHero(att->attackerOwned ? gs->curB->hero1 : gs->curB->hero2), gs->getHero(def->attackerOwned ? gs->curB->hero1 : gs->curB->hero2), bat.shot());//counting dealt damage
  437. if(att->Luck() > 0 && rand()%24 < att->Luck())
  438. {
  439. bsa->damageAmount *= 2;
  440. bsa->flags |= 4;
  441. }
  442. prepareAttacked(*bsa,def);
  443. }
  444. void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
  445. {
  446. srand(time(NULL));
  447. CPack *pack = NULL;
  448. try
  449. {
  450. while(!end2)
  451. {
  452. {
  453. boost::unique_lock<boost::mutex> lock(*c.rmx);
  454. c >> pack; //get the package
  455. tlog5 << "Received client message of type " << typeid(*pack).name() << std::endl;
  456. }
  457. int packType = typeList.getTypeID(pack); //get the id of type
  458. CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
  459. if(apply)
  460. {
  461. bool result = apply->applyOnGH(this,&c,pack);
  462. tlog5 << "Message successfully applied (result=" << result << ")!\n";
  463. //send confirmation that we've applied the package
  464. PackageApplied applied;
  465. applied.result = result;
  466. applied.packType = packType;
  467. {
  468. boost::unique_lock<boost::mutex> lock(*c.wmx);
  469. c << &applied;
  470. }
  471. }
  472. else
  473. {
  474. tlog1 << "Message cannot be applied, cannot find applier (unregistered type)!\n";
  475. }
  476. delete pack;
  477. pack = NULL;
  478. }
  479. }
  480. HANDLE_EXCEPTION(end2 = true);
  481. handleConEnd:
  482. tlog1 << "Ended handling connection\n";
  483. #undef SPELL_CAST_TEMPLATE_1
  484. #undef SPELL_CAST_TEMPLATE_2
  485. }
  486. void CGameHandler::moveStack(int stack, int dest)
  487. {
  488. CStack *curStack = gs->curB->getStack(stack),
  489. *stackAtEnd = gs->curB->getStackT(dest);
  490. //initing necessary tables
  491. bool accessibility[BFIELD_SIZE];
  492. std::vector<int> accessible = gs->curB->getAccessibility(curStack->ID, false);
  493. for(int b=0; b<BFIELD_SIZE; ++b)
  494. {
  495. accessibility[b] = false;
  496. }
  497. for(int g=0; g<accessible.size(); ++g)
  498. {
  499. accessibility[accessible[g]] = true;
  500. }
  501. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  502. if(!stackAtEnd && curStack->creature->isDoubleWide() && !accessibility[dest])
  503. {
  504. if(curStack->attackerOwned)
  505. {
  506. if(accessibility[dest+1])
  507. dest+=1;
  508. }
  509. else
  510. {
  511. if(accessibility[dest-1])
  512. dest-=1;
  513. }
  514. }
  515. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility[dest])
  516. return;
  517. //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
  518. // return false;
  519. std::pair< std::vector<int>, int > path = gs->curB->getPath(curStack->position, dest, accessibility, curStack->creature->isFlying());
  520. if(curStack->creature->isFlying())
  521. {
  522. if(path.second <= curStack->Speed() && path.first.size() > 0)
  523. {
  524. //inform clients about move
  525. BattleStackMoved sm;
  526. sm.stack = curStack->ID;
  527. sm.tile = path.first[0];
  528. sm.distance = path.second;
  529. sm.ending = true;
  530. sendAndApply(&sm);
  531. }
  532. }
  533. else //for non-flying creatures
  534. {
  535. int tilesToMove = std::max((int)(path.first.size() - curStack->Speed()), 0);
  536. for(int v=path.first.size()-1; v>=tilesToMove; --v)
  537. {
  538. //inform clients about move
  539. BattleStackMoved sm;
  540. sm.stack = curStack->ID;
  541. sm.tile = path.first[v];
  542. sm.distance = path.second;
  543. sm.ending = v==tilesToMove;
  544. sendAndApply(&sm);
  545. }
  546. }
  547. }
  548. CGameHandler::CGameHandler(void)
  549. {
  550. QID = 1;
  551. gs = NULL;
  552. IObjectInterface::cb = this;
  553. applier = new CGHApplier;
  554. }
  555. CGameHandler::~CGameHandler(void)
  556. {
  557. delete applier;
  558. applier = NULL;
  559. delete gs;
  560. }
  561. void CGameHandler::init(StartInfo *si, int Seed)
  562. {
  563. Mapa *map = new Mapa(si->mapname);
  564. tlog0 << "Map loaded!" << std::endl;
  565. gs = new CGameState();
  566. tlog0 << "Gamestate created!" << std::endl;
  567. gs->init(si,map,Seed);
  568. tlog0 << "Gamestate initialized!" << std::endl;
  569. for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)
  570. states.addPlayer(i->first);
  571. }
  572. bool evntCmp(const CMapEvent *a, const CMapEvent *b)
  573. {
  574. return *a < *b;
  575. }
  576. void CGameHandler::newTurn()
  577. {
  578. tlog5 << "Turn " << gs->day+1 << std::endl;
  579. NewTurn n;
  580. n.day = gs->day + 1;
  581. n.resetBuilded = true;
  582. for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  583. {
  584. if(i->first == 255) continue;
  585. if(gs->getDate(1)==7) //first day of week - new heroes in tavern
  586. {
  587. SetAvailableHeroes sah;
  588. sah.player = i->first;
  589. CGHeroInstance *h = gs->hpool.pickHeroFor(true,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle]);
  590. if(h)
  591. sah.hid1 = h->subID;
  592. else
  593. sah.hid1 = -1;
  594. h = gs->hpool.pickHeroFor(false,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle],sah.hid1);
  595. if(h)
  596. sah.hid2 = h->subID;
  597. else
  598. sah.hid2 = -1;
  599. sendAndApply(&sah);
  600. }
  601. if(i->first>=PLAYER_LIMIT) continue;
  602. SetResources r;
  603. r.player = i->first;
  604. for(int j=0;j<RESOURCE_QUANTITY;j++)
  605. r.res[j] = i->second.resources[j];
  606. BOOST_FOREACH(CGHeroInstance *h, (*i).second.heroes)
  607. {
  608. NewTurn::Hero hth;
  609. hth.id = h->id;
  610. hth.move = h->maxMovePoints(true); //TODO: check if hero is really on the land
  611. if(h->visitedTown && vstd::contains(h->visitedTown->builtBuildings,0)) //if hero starts turn in town with mage guild
  612. hth.mana = h->manaLimit(); //restore all mana
  613. else
  614. hth.mana = std::max(si32(0), std::min(h->mana + h->manaRegain(), h->manaLimit()) );
  615. n.heroes.insert(hth);
  616. switch(h->getSecSkillLevel(13)) //handle estates - give gold
  617. {
  618. case 1: //basic
  619. r.res[6] += 125;
  620. break;
  621. case 2: //advanced
  622. r.res[6] += 250;
  623. break;
  624. case 3: //expert
  625. r.res[6] += 500;
  626. break;
  627. }
  628. for(std::list<HeroBonus>::iterator i = h->bonuses.begin(); i != h->bonuses.end(); i++)
  629. if(i->type == HeroBonus::GENERATE_RESOURCE)
  630. r.res[i->subtype] += i->val;
  631. }
  632. for(std::vector<CGTownInstance *>::iterator j=i->second.towns.begin();j!=i->second.towns.end();j++)//handle towns
  633. {
  634. if(vstd::contains((**j).builtBuildings,15)) //there is resource silo
  635. {
  636. if((**j).town->primaryRes == 127) //we'll give wood and ore
  637. {
  638. r.res[0] += 1;
  639. r.res[2] += 1;
  640. }
  641. else
  642. {
  643. r.res[(**j).town->primaryRes] += 1;
  644. }
  645. }
  646. if(gs->getDate(1)==7) //first day of week
  647. {
  648. SetAvailableCreatures sac;
  649. sac.tid = (**j).id;
  650. sac.creatures = (**j).strInfo.creatures;
  651. for(int k=0;k<CREATURES_PER_TOWN;k++) //creature growths
  652. {
  653. if((**j).creatureDwelling(k))//there is dwelling (k-level)
  654. {
  655. sac.creatures[k] += (**j).creatureGrowth(k);
  656. if(!gs->getDate(0)) //first day of game: use only basic growths
  657. amin(sac.creatures[k], VLC->creh->creatures[(*j)->town->basicCreatures[k]].growth);
  658. }
  659. }
  660. n.cres.push_back(sac);
  661. }
  662. if((gs->day) && i->first<PLAYER_LIMIT)//not the first day and town not neutral
  663. r.res[6] += (**j).dailyIncome();
  664. }
  665. n.res.push_back(r);
  666. }
  667. sendAndApply(&n);
  668. tlog5 << "Info about turn " << n.day << "has been sent!" << std::endl;
  669. handleTimeEvents();
  670. //call objects
  671. for(size_t i = 0; i<gs->map->objects.size(); i++)
  672. if(gs->map->objects[i])
  673. gs->map->objects[i]->newTurn();
  674. }
  675. void CGameHandler::run(bool resume)
  676. {
  677. BOOST_FOREACH(CConnection *cc, conns)
  678. {//init conn.
  679. ui8 quantity, pom;
  680. //ui32 seed;
  681. if(!resume)
  682. (*cc) << gs->scenarioOps->mapname << gs->map->checksum << gs->seed;
  683. (*cc) >> quantity; //how many players will be handled at that client
  684. for(int i=0;i<quantity;i++)
  685. {
  686. (*cc) >> pom; //read player color
  687. {
  688. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  689. connections[pom] = cc;
  690. }
  691. }
  692. }
  693. for(std::set<CConnection*>::iterator i = conns.begin(); i!=conns.end();i++)
  694. {
  695. std::set<int> pom;
  696. for(std::map<int,CConnection*>::iterator j = connections.begin(); j!=connections.end();j++)
  697. if(j->second == *i)
  698. pom.insert(j->first);
  699. boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(**i)));
  700. }
  701. while (!end2)
  702. {
  703. if(!resume)
  704. newTurn();
  705. else
  706. resume = false;
  707. std::map<ui8,PlayerState>::iterator i;
  708. if(!resume)
  709. i = gs->players.begin();
  710. else
  711. i = gs->players.find(gs->currentPlayer);
  712. for(; i != gs->players.end(); i++)
  713. {
  714. if((i->second.towns.size()==0 && i->second.heroes.size()==0) || i->second.color<0 || i->first>=PLAYER_LIMIT ) continue; //players has not towns/castle - loser
  715. states.setFlag(i->first,&PlayerStatus::makingTurn,true);
  716. gs->currentPlayer = i->first;
  717. {
  718. YourTurn yt;
  719. yt.player = i->first;
  720. boost::unique_lock<boost::mutex> lock(*connections[i->first]->wmx);
  721. *connections[i->first] << &yt;
  722. }
  723. //wait till turn is done
  724. boost::unique_lock<boost::mutex> lock(states.mx);
  725. while(states.players[i->first].makingTurn && !end2)
  726. {
  727. boost::posix_time::time_duration p;
  728. p = boost::posix_time::milliseconds(200);
  729. states.cv.timed_wait(lock,p);
  730. }
  731. }
  732. }
  733. }
  734. namespace CGH
  735. {
  736. using namespace std;
  737. void readItTo(ifstream & input, vector< vector<int> > & dest)
  738. {
  739. for(int j=0; j<7; ++j)
  740. {
  741. std::vector<int> pom;
  742. for(int g=0; g<j+1; ++g)
  743. {
  744. int hlp; input>>hlp;
  745. pom.push_back(hlp);
  746. }
  747. dest.push_back(pom);
  748. }
  749. }
  750. }
  751. void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, CCreatureSet &army1, CCreatureSet &army2, CGHeroInstance * hero1, CGHeroInstance * hero2 )
  752. {
  753. battleResult.set(NULL);
  754. std::vector<CStack*> & stacks = (curB->stacks);
  755. curB->tile = tile;
  756. curB->siege = 0; //TODO: add sieges
  757. curB->army1=army1;
  758. curB->army2=army2;
  759. curB->hero1=(hero1)?(hero1->id):(-1);
  760. curB->hero2=(hero2)?(hero2->id):(-1);
  761. curB->side1=(hero1)?(hero1->tempOwner):(-1);
  762. curB->side2=(hero2)?(hero2->tempOwner):(-1);
  763. curB->round = -2;
  764. curB->activeStack = -1;
  765. for(std::map<si32,std::pair<ui32,si32> >::iterator i = army1.slots.begin(); i!=army1.slots.end(); i++)
  766. {
  767. stacks.push_back(new CStack(&VLC->creh->creatures[i->second.first],i->second.second,hero1->tempOwner, stacks.size(), true,i->first));
  768. if(hero1)
  769. {
  770. stacks.back()->features.push_back(makeFeature(StackFeature::SPEED_BONUS, StackFeature::WHOLE_BATTLE, 0, hero1->valOfBonuses(HeroBonus::STACKS_SPEED), StackFeature::BONUS_FROM_HERO));
  771. //base luck/morale calculations
  772. //TODO: check if terrain is native, add bonuses for neutral stacks, bonuses from town
  773. stacks.back()->morale = hero1->getCurrentMorale(i->first,false);
  774. stacks.back()->luck = hero1->getCurrentLuck(i->first,false);
  775. stacks.back()->features.push_back(makeFeature(StackFeature::ATTACK_BONUS, StackFeature::WHOLE_BATTLE, 0, hero1->getPrimSkillLevel(0), StackFeature::BONUS_FROM_HERO));
  776. stacks.back()->features.push_back(makeFeature(StackFeature::DEFENCE_BONUS, StackFeature::WHOLE_BATTLE, 0, hero1->getPrimSkillLevel(1), StackFeature::BONUS_FROM_HERO));
  777. }
  778. else
  779. {
  780. stacks.back()->morale = 0;
  781. stacks.back()->luck = 0;
  782. }
  783. stacks[stacks.size()-1]->ID = stacks.size()-1;
  784. }
  785. //initialization of positions
  786. std::ifstream positions;
  787. positions.open("config" PATHSEPARATOR "battleStartpos.txt", std::ios_base::in|std::ios_base::binary);
  788. if(!positions.is_open())
  789. {
  790. tlog1<<"Unable to open battleStartpos.txt!"<<std::endl;
  791. }
  792. std::string dump;
  793. positions>>dump; positions>>dump;
  794. std::vector< std::vector<int> > attackerLoose, defenderLoose, attackerTight, defenderTight;
  795. CGH::readItTo(positions, attackerLoose);
  796. positions>>dump;
  797. CGH::readItTo(positions, defenderLoose);
  798. positions>>dump;
  799. positions>>dump;
  800. CGH::readItTo(positions, attackerTight);
  801. positions>>dump;
  802. CGH::readItTo(positions, defenderTight);
  803. positions.close();
  804. if(army1.formation)
  805. for(int b=0; b<army1.slots.size(); ++b) //tight
  806. {
  807. stacks[b]->position = attackerTight[army1.slots.size()-1][b];
  808. }
  809. else
  810. for(int b=0; b<army1.slots.size(); ++b) //loose
  811. {
  812. stacks[b]->position = attackerLoose[army1.slots.size()-1][b];
  813. }
  814. for(std::map<si32,std::pair<ui32,si32> >::iterator i = army2.slots.begin(); i!=army2.slots.end(); i++)
  815. {
  816. stacks.push_back(new CStack(&VLC->creh->creatures[i->second.first],i->second.second,hero2 ? hero2->tempOwner : 255, stacks.size(), false, i->first));
  817. //base luck/morale calculations
  818. //TODO: check if terrain is native, add bonuses for neutral stacks, bonuses from town
  819. if(hero2)
  820. {
  821. stacks.back()->features.push_back(makeFeature(StackFeature::SPEED_BONUS, StackFeature::WHOLE_BATTLE, 0, hero2->valOfBonuses(HeroBonus::STACKS_SPEED), StackFeature::BONUS_FROM_HERO));
  822. stacks.back()->morale = hero2->getCurrentMorale(i->first,false);
  823. stacks.back()->luck = hero2->getCurrentLuck(i->first,false);
  824. stacks.back()->features.push_back(makeFeature(StackFeature::ATTACK_BONUS, StackFeature::WHOLE_BATTLE, 0, hero2->getPrimSkillLevel(0), StackFeature::BONUS_FROM_HERO));
  825. stacks.back()->features.push_back(makeFeature(StackFeature::DEFENCE_BONUS, StackFeature::WHOLE_BATTLE, 0, hero2->getPrimSkillLevel(1), StackFeature::BONUS_FROM_HERO));
  826. }
  827. else
  828. {
  829. stacks.back()->morale = 0;
  830. stacks.back()->luck = 0;
  831. }
  832. }
  833. if(army2.formation)
  834. for(int b=0; b<army2.slots.size(); ++b) //tight
  835. {
  836. stacks[b+army1.slots.size()]->position = defenderTight[army2.slots.size()-1][b];
  837. }
  838. else
  839. for(int b=0; b<army2.slots.size(); ++b) //loose
  840. {
  841. stacks[b+army1.slots.size()]->position = defenderLoose[army2.slots.size()-1][b];
  842. }
  843. for(unsigned g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
  844. {
  845. if((stacks[g]->position%17)==1 && stacks[g]->creature->isDoubleWide())
  846. {
  847. stacks[g]->position += 1;
  848. }
  849. else if((stacks[g]->position%17)==15 && stacks[g]->creature->isDoubleWide())
  850. {
  851. stacks[g]->position -= 1;
  852. }
  853. }
  854. //adding war machines
  855. if(hero1)
  856. {
  857. if(hero1->getArt(13)) //ballista
  858. {
  859. stacks.push_back(new CStack(&VLC->creh->creatures[146], 1, hero1->tempOwner, stacks.size(), true, 255));
  860. stacks[stacks.size()-1]->position = 52;
  861. stacks.back()->morale = hero1->getCurrentMorale(stacks.back()->ID,false);
  862. stacks.back()->luck = hero1->getCurrentLuck(stacks.back()->ID,false);
  863. }
  864. if(hero1->getArt(14)) //ammo cart
  865. {
  866. stacks.push_back(new CStack(&VLC->creh->creatures[148], 1, hero1->tempOwner, stacks.size(), true, 255));
  867. stacks[stacks.size()-1]->position = 18;
  868. stacks.back()->morale = hero1->getCurrentMorale(stacks.back()->ID,false);
  869. stacks.back()->luck = hero1->getCurrentLuck(stacks.back()->ID,false);
  870. }
  871. if(hero1->getArt(15)) //first aid tent
  872. {
  873. stacks.push_back(new CStack(&VLC->creh->creatures[147], 1, hero1->tempOwner, stacks.size(), true, 255));
  874. stacks[stacks.size()-1]->position = 154;
  875. stacks.back()->morale = hero1->getCurrentMorale(stacks.back()->ID,false);
  876. stacks.back()->luck = hero1->getCurrentLuck(stacks.back()->ID,false);
  877. }
  878. }
  879. if(hero2)
  880. {
  881. if(hero2->getArt(13)) //ballista
  882. {
  883. stacks.push_back(new CStack(&VLC->creh->creatures[146], 1, hero2->tempOwner, stacks.size(), false, 255));
  884. stacks[stacks.size()-1]->position = 66;
  885. stacks.back()->morale = hero2->getCurrentMorale(stacks.back()->ID,false);
  886. stacks.back()->luck = hero2->getCurrentLuck(stacks.back()->ID,false);
  887. }
  888. if(hero2->getArt(14)) //ammo cart
  889. {
  890. stacks.push_back(new CStack(&VLC->creh->creatures[148], 1, hero2->tempOwner, stacks.size(), false, 255));
  891. stacks[stacks.size()-1]->position = 32;
  892. stacks.back()->morale = hero2->getCurrentMorale(stacks.back()->ID,false);
  893. stacks.back()->luck = hero2->getCurrentLuck(stacks.back()->ID,false);
  894. }
  895. if(hero2->getArt(15)) //first aid tent
  896. {
  897. stacks.push_back(new CStack(&VLC->creh->creatures[147], 1, hero2->tempOwner, stacks.size(), false, 255));
  898. stacks[stacks.size()-1]->position = 168;
  899. stacks.back()->morale = hero2->getCurrentMorale(stacks.back()->ID,false);
  900. stacks.back()->luck = hero2->getCurrentLuck(stacks.back()->ID,false);
  901. }
  902. }
  903. //war machiens added
  904. std::stable_sort(stacks.begin(),stacks.end(),cmpst);
  905. //randomize obstacles
  906. bool obAv[BFIELD_SIZE]; //availability of hexes for obstacles;
  907. std::vector<int> possibleObstacles;
  908. for(int i=0; i<BFIELD_SIZE; ++i)
  909. {
  910. if(i%17 < 4 || i%17 > 12)
  911. {
  912. obAv[i] = false;
  913. }
  914. else
  915. {
  916. obAv[i] = true;
  917. }
  918. }
  919. int terType = gs->battleGetBattlefieldType(tile);
  920. for(std::map<int, CObstacleInfo>::const_iterator g=VLC->heroh->obstacles.begin(); g!=VLC->heroh->obstacles.end(); ++g)
  921. {
  922. 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
  923. {
  924. possibleObstacles.push_back(g->first);
  925. }
  926. }
  927. srand(time(NULL));
  928. if(possibleObstacles.size() > 0) //we cannot place any obstacles when we don't have them
  929. {
  930. int toBlock = rand()%6 + 6; //how many hexes should be blocked by obstacles
  931. while(toBlock>0)
  932. {
  933. CObstacleInstance coi;
  934. coi.ID = possibleObstacles[rand()%possibleObstacles.size()];
  935. coi.pos = rand()%BFIELD_SIZE;
  936. std::vector<int> block = VLC->heroh->obstacles[coi.ID].getBlocked(coi.pos);
  937. bool badObstacle = false;
  938. for(int b=0; b<block.size(); ++b)
  939. {
  940. if(!obAv[block[b]])
  941. {
  942. badObstacle = true;
  943. break;
  944. }
  945. }
  946. if(badObstacle) continue;
  947. //obstacle can be placed
  948. curB->obstacles.push_back(coi);
  949. for(int b=0; b<block.size(); ++b)
  950. {
  951. if(block[b] >= 0 && block[b] < BFIELD_SIZE)
  952. obAv[block[b]] = false;
  953. }
  954. toBlock -= block.size();
  955. }
  956. }
  957. //block engaged players
  958. if(hero1->tempOwner<PLAYER_LIMIT)
  959. states.setFlag(hero1->tempOwner,&PlayerStatus::engagedIntoBattle,true);
  960. if(hero2 && hero2->tempOwner<PLAYER_LIMIT)
  961. states.setFlag(hero2->tempOwner,&PlayerStatus::engagedIntoBattle,true);
  962. //send info about battles
  963. BattleStart bs;
  964. bs.info = curB;
  965. sendAndApply(&bs);
  966. }
  967. void CGameHandler::checkForBattleEnd( std::vector<CStack*> &stacks )
  968. {
  969. //checking winning condition
  970. bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarily
  971. hasStack[0] = hasStack[1] = false;
  972. for(int b = 0; b<stacks.size(); ++b)
  973. {
  974. if(stacks[b]->alive() && !stacks[b]->hasFeatureOfType(StackFeature::SIEGE_WEAPON))
  975. {
  976. hasStack[1-stacks[b]->attackerOwned] = true;
  977. }
  978. }
  979. if(!hasStack[0] || !hasStack[1]) //somebody has won
  980. {
  981. BattleResult *br = new BattleResult; //will be deleted at the end of startBattle(...)
  982. br->result = 0;
  983. br->winner = hasStack[1]; //fleeing side loses
  984. gs->curB->calculateCasualties(br->casualties);
  985. battleResult.set(br);
  986. }
  987. }
  988. void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
  989. {
  990. if(!vstd::contains(h->artifWorn,17))
  991. return; //hero hasn't spellbok
  992. ChangeSpells cs;
  993. cs.hid = h->id;
  994. cs.learn = true;
  995. for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(7)+2);i++)
  996. {
  997. for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)
  998. {
  999. if(!vstd::contains(h->spells,t->spells[i][j]))
  1000. cs.spells.insert(t->spells[i][j]);
  1001. }
  1002. }
  1003. if(cs.spells.size())
  1004. sendAndApply(&cs);
  1005. }
  1006. void CGameHandler::setBlockVis(int objid, bool bv)
  1007. {
  1008. SetObjectProperty sop(objid,2,bv);
  1009. sendAndApply(&sop);
  1010. }
  1011. bool CGameHandler::removeObject( int objid )
  1012. {
  1013. if(!getObj(objid))
  1014. {
  1015. tlog1 << "Something wrong, that object already has been removed or hasn't existed!\n";
  1016. return false;
  1017. }
  1018. RemoveObject ro;
  1019. ro.id = objid;
  1020. sendAndApply(&ro);
  1021. return true;
  1022. }
  1023. void CGameHandler::setAmount(int objid, ui32 val)
  1024. {
  1025. SetObjectProperty sop(objid,3,val);
  1026. sendAndApply(&sop);
  1027. }
  1028. bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*/ )
  1029. {
  1030. bool blockvis = false;
  1031. const CGHeroInstance *h = getHero(hid);
  1032. 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)
  1033. )
  1034. {
  1035. tlog1 << "Illegal call to move hero!\n";
  1036. return false;
  1037. }
  1038. tlog5 << "Player " <<int(asker) << " wants to move hero "<< hid << " from "<< h->pos << " to " << dst << std::endl;
  1039. int3 hmpos = dst + int3(-1,0,0);
  1040. TerrainTile t = gs->map->terrain[hmpos.x][hmpos.y][hmpos.z];
  1041. int cost = gs->getMovementCost(h,h->getPosition(false),CGHeroInstance::convertPosition(dst,false),h->movement);
  1042. //result structure for start - movement failed, no move points used
  1043. TryMoveHero tmh;
  1044. tmh.id = hid;
  1045. tmh.start = h->pos;
  1046. tmh.end = dst;
  1047. tmh.result = 0;
  1048. tmh.movePoints = h->movement;
  1049. //check if destination tile is available
  1050. if( t.tertype == TerrainTile::rock
  1051. || (!h->canWalkOnSea() && t.tertype == TerrainTile::water)
  1052. || (t.blocked && !t.visitable) //tile is blocked andnot visitable
  1053. )
  1054. {
  1055. tlog2 << "Cannot move hero, destination tile is blocked!\n";
  1056. sendAndApply(&tmh);
  1057. return false;
  1058. }
  1059. //checks for standard movement
  1060. if(!instant)
  1061. {
  1062. if( (distance(h->pos,dst)>=1.5) //tiles are not neighouring
  1063. || (h->movement < cost && h->movement < 100) //lack of movement points
  1064. )
  1065. {
  1066. tlog2 << "Cannot move hero, not enough move points or tiles are not neighbouring!\n";
  1067. sendAndApply(&tmh);
  1068. return false;
  1069. }
  1070. //check if there is blocking visitable object
  1071. blockvis = false;
  1072. tmh.movePoints = std::max(si32(0),h->movement-cost); //take move points
  1073. BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
  1074. {
  1075. if(obj != h && obj->blockVisit)
  1076. {
  1077. blockvis = true;
  1078. break;
  1079. }
  1080. }
  1081. //we start moving
  1082. if(blockvis)//interaction with blocking object (like resources)
  1083. {
  1084. sendAndApply(&tmh);
  1085. //failed to move to that tile but we visit object
  1086. BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
  1087. {
  1088. if (obj->blockVisit)
  1089. {
  1090. obj->onHeroVisit(h);
  1091. }
  1092. }
  1093. tlog5 << "Blocking visit at " << hmpos << std::endl;
  1094. return true;
  1095. }
  1096. else //normal move
  1097. {
  1098. tmh.result = 1;
  1099. BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[h->pos.x-1][h->pos.y][h->pos.z].visitableObjects)
  1100. {
  1101. obj->onHeroLeave(h);
  1102. }
  1103. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1104. sendAndApply(&tmh);
  1105. tlog5 << "Moved to " <<tmh.end<<std::endl;
  1106. //call objects if they are visited
  1107. BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
  1108. {
  1109. obj->onHeroVisit(h);
  1110. }
  1111. }
  1112. tlog5 << "Movement end!\n";
  1113. return true;
  1114. }
  1115. else //instant move - teleportation
  1116. {
  1117. BOOST_FOREACH(CGObjectInstance* obj, t.blockingObjects)
  1118. {
  1119. if(obj->ID==HEROI_TYPE)
  1120. {
  1121. if(obj->tempOwner==h->tempOwner)
  1122. return true;//TODO: exchange
  1123. //TODO: check for ally
  1124. CGHeroInstance *dh = static_cast<CGHeroInstance *>(obj);
  1125. startBattleI(&h->army,&dh->army,dst,h,dh,0);
  1126. return true;
  1127. }
  1128. }
  1129. tmh.result = instant+1;
  1130. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1131. sendAndApply(&tmh);
  1132. return true;
  1133. }
  1134. }
  1135. void CGameHandler::setOwner(int objid, ui8 owner)
  1136. {
  1137. SetObjectProperty sop(objid,1,owner);
  1138. sendAndApply(&sop);
  1139. }
  1140. void CGameHandler::setHoverName(int objid, MetaString* name)
  1141. {
  1142. SetHoverName shn(objid, *name);
  1143. sendAndApply(&shn);
  1144. }
  1145. void CGameHandler::showInfoDialog(InfoWindow *iw)
  1146. {
  1147. sendToAllClients(iw);
  1148. }
  1149. void CGameHandler::showBlockingDialog( BlockingDialog *iw, const CFunctionList<void(ui32)> &callback )
  1150. {
  1151. ask(iw,iw->player,callback);
  1152. }
  1153. ui32 CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1154. {
  1155. //TODO
  1156. //gsm.lock();
  1157. //int query = QID++;
  1158. //states.addQuery(player,query);
  1159. //sendToAllClients(iw);
  1160. //gsm.unlock();
  1161. //ui32 ret = getQueryResult(iw->player, query);
  1162. //gsm.lock();
  1163. //states.removeQuery(player, query);
  1164. //gsm.unlock();
  1165. return 0;
  1166. }
  1167. int CGameHandler::getCurrentPlayer()
  1168. {
  1169. return gs->currentPlayer;
  1170. }
  1171. void CGameHandler::giveResource(int player, int which, int val)
  1172. {
  1173. SetResource sr;
  1174. sr.player = player;
  1175. sr.resid = which;
  1176. sr.val = (gs->players.find(player)->second.resources[which]+val);
  1177. sendAndApply(&sr);
  1178. }
  1179. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1180. {
  1181. sendToAllClients(comp);
  1182. }
  1183. void CGameHandler::heroVisitCastle(int obj, int heroID)
  1184. {
  1185. HeroVisitCastle vc;
  1186. vc.hid = heroID;
  1187. vc.tid = obj;
  1188. vc.flags |= 1;
  1189. sendAndApply(&vc);
  1190. giveSpells(getTown(obj),getHero(heroID));
  1191. }
  1192. void CGameHandler::stopHeroVisitCastle(int obj, int heroID)
  1193. {
  1194. HeroVisitCastle vc;
  1195. vc.hid = heroID;
  1196. vc.tid = obj;
  1197. sendAndApply(&vc);
  1198. }
  1199. void CGameHandler::giveHeroArtifact(int artid, int hid, int position) //pos==-1 - first free slot in backpack
  1200. {
  1201. const CGHeroInstance* h = getHero(hid);
  1202. const CArtifact &art = VLC->arth->artifacts[artid];
  1203. SetHeroArtifacts sha;
  1204. sha.hid = hid;
  1205. sha.artifacts = h->artifacts;
  1206. sha.artifWorn = h->artifWorn;
  1207. if(position<0)
  1208. {
  1209. if(position == -2)
  1210. {
  1211. int i;
  1212. for(i=0; i<art.possibleSlots.size(); i++) //try to put artifact into first available slot
  1213. {
  1214. if( !vstd::contains(sha.artifWorn,art.possibleSlots[i]) )
  1215. {
  1216. //we've found a free suitable slot
  1217. sha.artifWorn[art.possibleSlots[i]] = artid;
  1218. break;
  1219. }
  1220. }
  1221. if(i == art.possibleSlots.size()) //if haven't find proper slot, use backpack
  1222. sha.artifacts.push_back(artid);
  1223. }
  1224. else //should be -1 => put artifact into backpack
  1225. {
  1226. sha.artifacts.push_back(artid);
  1227. }
  1228. }
  1229. else
  1230. {
  1231. if(!vstd::contains(sha.artifWorn,ui16(position)))
  1232. {
  1233. sha.artifWorn[position] = artid;
  1234. }
  1235. else
  1236. {
  1237. sha.artifacts.push_back(artid);
  1238. }
  1239. }
  1240. sendAndApply(&sha);
  1241. }
  1242. void CGameHandler::startBattleI(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb) //use hero=NULL for no hero
  1243. {
  1244. boost::thread(boost::bind(&CGameHandler::startBattle,this,*const_cast<CCreatureSet *>(army1),*const_cast<CCreatureSet *>(army2),tile,const_cast<CGHeroInstance *>(hero1), const_cast<CGHeroInstance *>(hero2),cb));
  1245. }
  1246. void CGameHandler::startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb) //for hero<=>neutral army
  1247. {
  1248. CGHeroInstance* h = const_cast<CGHeroInstance*>(getHero(heroID));
  1249. startBattleI(&h->army,&army,tile,h,NULL,cb);
  1250. //battle(&h->army,army,tile,h,NULL);
  1251. }
  1252. void CGameHandler::changeSpells( int hid, bool give, const std::set<ui32> &spells )
  1253. {
  1254. ChangeSpells cs;
  1255. cs.hid = hid;
  1256. cs.spells = spells;
  1257. cs.learn = give;
  1258. sendAndApply(&cs);
  1259. }
  1260. int CGameHandler::getSelectedHero()
  1261. {
  1262. return IGameCallback::getSelectedHero(getCurrentPlayer())->id;
  1263. }
  1264. void CGameHandler::setObjProperty( int objid, int prop, int val )
  1265. {
  1266. SetObjectProperty sob;
  1267. sob.id = objid;
  1268. sob.what = prop;
  1269. sob.val = val;
  1270. sendAndApply(&sob);
  1271. }
  1272. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  1273. {
  1274. SystemMessage sm;
  1275. sm.text = message;
  1276. c << &sm;
  1277. }
  1278. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  1279. {
  1280. sendAndApply(bonus);
  1281. }
  1282. void CGameHandler::setMovePoints( SetMovePoints * smp )
  1283. {
  1284. sendAndApply(smp);
  1285. }
  1286. void CGameHandler::setManaPoints( int hid, int val )
  1287. {
  1288. SetMana sm;
  1289. sm.hid = hid;
  1290. sm.val = val;
  1291. sendAndApply(&sm);
  1292. }
  1293. void CGameHandler::giveHero( int id, int player )
  1294. {
  1295. GiveHero gh;
  1296. gh.id = id;
  1297. gh.player = player;
  1298. sendAndApply(&gh);
  1299. }
  1300. void CGameHandler::changeObjPos( int objid, int3 newPos, ui8 flags )
  1301. {
  1302. ChangeObjPos cop;
  1303. cop.objid = objid;
  1304. cop.nPos = newPos;
  1305. cop.flags = flags;
  1306. sendAndApply(&cop);
  1307. }
  1308. void CGameHandler::applyAndAsk( Query * sel, ui8 player, boost::function<void(ui32)> &callback )
  1309. {
  1310. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1311. sel->id = QID;
  1312. callbacks[QID] = callback;
  1313. states.addQuery(player,QID);
  1314. QID++;
  1315. sendAndApply(sel);
  1316. }
  1317. void CGameHandler::ask( Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback )
  1318. {
  1319. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1320. sel->id = QID;
  1321. callbacks[QID] = callback;
  1322. states.addQuery(player,QID);
  1323. sendToAllClients(sel);
  1324. QID++;
  1325. }
  1326. void CGameHandler::sendToAllClients( CPackForClient * info )
  1327. {
  1328. tlog5 << "Sending to all clients a package of type " << typeid(*info).name() << std::endl;
  1329. for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
  1330. {
  1331. (*i)->wmx->lock();
  1332. **i << info;
  1333. (*i)->wmx->unlock();
  1334. }
  1335. }
  1336. void CGameHandler::sendAndApply( CPackForClient * info )
  1337. {
  1338. gs->apply(info);
  1339. sendToAllClients(info);
  1340. }
  1341. void CGameHandler::save( const std::string &fname )
  1342. {
  1343. {
  1344. tlog0 << "Ordering clients to serialize...\n";
  1345. SaveGame sg(fname);
  1346. //TODO: uncomment when client saving is ready
  1347. //sendToAllClients(&sg);
  1348. }
  1349. {
  1350. tlog0 << "Serializing game info...\n";
  1351. CSaveFile save(std::string("Games") + PATHSEPARATOR + fname + ".vlgm1");
  1352. char hlp[8] = "VCMISVG";
  1353. save << hlp << version << static_cast<CMapHeader&>(*gs->map) << gs->scenarioOps->difficulty << *VLC << gs;
  1354. }
  1355. {
  1356. tlog0 << "Serializing server info...\n";
  1357. CSaveFile save(std::string("Games") + PATHSEPARATOR + fname + ".vsgm1");
  1358. save << *this;
  1359. }
  1360. tlog0 << "Game has been succesfully saved!\n";
  1361. }
  1362. void CGameHandler::close()
  1363. {
  1364. tlog0 << "We have been requested to close.\n";
  1365. //BOOST_FOREACH(CConnection *cc, conns)
  1366. // if(cc && cc->socket && cc->socket->is_open())
  1367. // cc->socket->close();
  1368. //exit(0);
  1369. }
  1370. bool CGameHandler::arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val )
  1371. {
  1372. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id1]),
  1373. *s2 = static_cast<CArmedInstance*>(gs->map->objects[id2]);
  1374. CCreatureSet temp1 = s1->army, temp2 = s2->army,
  1375. &S1 = temp1, &S2 = (s1!=s2)?(temp2):(temp1);
  1376. if(!isAllowedExchange(id1,id2))
  1377. {
  1378. complain("Cannot exchange stacks between these two objects!\n");
  1379. return false;
  1380. }
  1381. if(what==1) //swap
  1382. {
  1383. std::swap(S1.slots[p1],S2.slots[p2]); //swap slots
  1384. //if one of them is empty, remove entry
  1385. if(!S1.slots[p1].second)
  1386. S1.slots.erase(p1);
  1387. if(!S2.slots[p2].second)
  1388. S2.slots.erase(p2);
  1389. }
  1390. else if(what==2)//merge
  1391. {
  1392. if(S1.slots[p1].first != S2.slots[p2].first) //not same creature
  1393. {
  1394. complain("Cannot merge different creatures stacks!");
  1395. return false;
  1396. }
  1397. S2.slots[p2].second += S1.slots[p1].second;
  1398. S1.slots.erase(p1);
  1399. }
  1400. else if(what==3) //split
  1401. {
  1402. //general conditions checking
  1403. if((!vstd::contains(S1.slots,p1) && complain("no creatures to split"))
  1404. || (val<1 && complain("no creatures to split")) )
  1405. {
  1406. return false;
  1407. }
  1408. if(vstd::contains(S2.slots,p2)) //dest. slot not free - it must be "rebalancing"...
  1409. {
  1410. int total = S1.slots[p1].second + S2.slots[p2].second;
  1411. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  1412. || (S2.slots[p2].first != S1.slots[p1].first && complain("Cannot rebalance different creatures stacks!"))
  1413. )
  1414. {
  1415. return false;
  1416. }
  1417. S2.slots[p2].second = val;
  1418. S1.slots[p1].second = total - val;
  1419. }
  1420. else //split one stack to the two
  1421. {
  1422. if(S1.slots[p1].second < val)//not enough creatures
  1423. {
  1424. complain("Cannot split that stack, not enough creatures!");
  1425. return false;
  1426. }
  1427. S2.slots[p2].first = S1.slots[p1].first;
  1428. S2.slots[p2].second = val;
  1429. S1.slots[p1].second -= val;
  1430. }
  1431. if(!S1.slots[p1].second) //if we've moved all creatures
  1432. S1.slots.erase(p1);
  1433. }
  1434. if((s1->needsLastStack() && !S1.slots.size()) //it's not allowed to take last stack from hero army!
  1435. || (s2->needsLastStack() && !S2.slots.size())
  1436. )
  1437. {
  1438. complain("Cannot take the last stack!");
  1439. return false; //leave without applying changes to garrison
  1440. }
  1441. //apply changes
  1442. SetGarrisons sg;
  1443. sg.garrs[id1] = S1;
  1444. if(s1 != s2)
  1445. sg.garrs[id2] = S2;
  1446. sendAndApply(&sg);
  1447. return true;
  1448. }
  1449. int CGameHandler::getPlayerAt( CConnection *c ) const
  1450. {
  1451. std::set<int> all;
  1452. for(std::map<int,CConnection*>::const_iterator i=connections.begin(); i!=connections.end(); i++)
  1453. if(i->second == c)
  1454. all.insert(i->first);
  1455. switch(all.size())
  1456. {
  1457. case 0:
  1458. return 255;
  1459. case 1:
  1460. return *all.begin();
  1461. default:
  1462. {
  1463. //if we have more than one player at this connection, try to pick active one
  1464. if(vstd::contains(all,int(gs->currentPlayer)))
  1465. return gs->currentPlayer;
  1466. else
  1467. return 253; //cannot say which player is it
  1468. }
  1469. }
  1470. }
  1471. bool CGameHandler::disbandCreature( si32 id, ui8 pos )
  1472. {
  1473. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id]);
  1474. if(!vstd::contains(s1->army.slots,pos))
  1475. {
  1476. complain("Illegal call to disbandCreature - no such stack in army!");
  1477. return false;
  1478. }
  1479. s1->army.slots.erase(pos);
  1480. SetGarrisons sg;
  1481. sg.garrs[id] = s1->army;
  1482. sendAndApply(&sg);
  1483. return true;
  1484. }
  1485. bool CGameHandler::buildStructure( si32 tid, si32 bid )
  1486. {
  1487. CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid]);
  1488. CBuilding * b = VLC->buildh->buildings[t->subID][bid];
  1489. if(gs->canBuildStructure(t,bid) != 7)
  1490. {
  1491. complain("Cannot build that building!");
  1492. return false;
  1493. }
  1494. NewStructures ns;
  1495. ns.tid = tid;
  1496. if(bid>36) //upg dwelling
  1497. {
  1498. if(t->getHordeLevel(0) == (bid-37))
  1499. ns.bid.insert(19);
  1500. else if(t->getHordeLevel(1) == (bid-37))
  1501. ns.bid.insert(25);
  1502. }
  1503. else if(bid >= 30) //bas. dwelling
  1504. {
  1505. SetAvailableCreatures ssi;
  1506. ssi.tid = tid;
  1507. ssi.creatures = t->strInfo.creatures;
  1508. ssi.creatures[bid-30] = VLC->creh->creatures[t->town->basicCreatures[bid-30]].growth;
  1509. sendAndApply(&ssi);
  1510. }
  1511. ns.bid.insert(bid);
  1512. ns.builded = t->builded + 1;
  1513. sendAndApply(&ns);
  1514. SetResources sr;
  1515. sr.player = t->tempOwner;
  1516. sr.res = gs->getPlayer(t->tempOwner)->resources;
  1517. for(int i=0;i<7;i++)
  1518. sr.res[i]-=b->resources[i];
  1519. sendAndApply(&sr);
  1520. if(bid<5) //it's mage guild
  1521. {
  1522. if(t->visitingHero)
  1523. giveSpells(t,t->visitingHero);
  1524. if(t->garrisonHero)
  1525. giveSpells(t,t->garrisonHero);
  1526. }
  1527. return true;
  1528. }
  1529. void CGameHandler::sendMessageToAll( const std::string &message )
  1530. {
  1531. SystemMessage sm;
  1532. sm.text = message;
  1533. sendToAllClients(&sm);
  1534. }
  1535. bool CGameHandler::recruitCreatures( si32 objid, ui32 crid, ui32 cram )
  1536. {
  1537. si32 ser = -1;
  1538. CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[objid]);
  1539. //verify
  1540. bool found = false;
  1541. typedef std::pair<const int,int> Parka;
  1542. for(std::map<si32,ui32>::iterator av = t->strInfo.creatures.begin(); av!=t->strInfo.creatures.end(); av++)
  1543. {
  1544. if( ( found = (crid == t->town->basicCreatures[av->first]) ) //creature is available among basic cretures
  1545. || (found = (crid == t->town->upgradedCreatures[av->first])) )//creature is available among upgraded cretures
  1546. {
  1547. cram = std::min(cram,av->second); //reduce recruited amount up to available amount
  1548. ser = av->first;
  1549. break;
  1550. }
  1551. }
  1552. int slot = t->army.getSlotFor(crid);
  1553. if(!found && complain("Cannot recruit: no such creatures!")
  1554. || cram > VLC->creh->creatures[crid].maxAmount(gs->getPlayer(t->tempOwner)->resources) && complain("Cannot recruit: lack of resources!")
  1555. || cram<=0 && complain("Cannot recruit: cram <= 0!")
  1556. || slot<0 && complain("Cannot recruit: no available slot!"))
  1557. {
  1558. return false;
  1559. }
  1560. //recruit
  1561. SetResources sr;
  1562. sr.player = t->tempOwner;
  1563. for(int i=0;i<RESOURCE_QUANTITY;i++)
  1564. sr.res[i] = gs->getPlayer(t->tempOwner)->resources[i] - (VLC->creh->creatures[crid].cost[i] * cram);
  1565. SetAvailableCreatures sac;
  1566. sac.tid = objid;
  1567. sac.creatures = t->strInfo.creatures;
  1568. sac.creatures[ser] -= cram;
  1569. SetGarrisons sg;
  1570. sg.garrs[objid] = t->army;
  1571. if(sg.garrs[objid].slots.find(slot) == sg.garrs[objid].slots.end()) //take a free slot
  1572. {
  1573. sg.garrs[objid].slots[slot] = std::make_pair(crid,cram);
  1574. }
  1575. else //add creatures to a already existing stack
  1576. {
  1577. sg.garrs[objid].slots[slot].second += cram;
  1578. }
  1579. sendAndApply(&sr);
  1580. sendAndApply(&sac);
  1581. sendAndApply(&sg);
  1582. return true;
  1583. }
  1584. bool CGameHandler::upgradeCreature( ui32 objid, ui8 pos, ui32 upgID )
  1585. {
  1586. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->map->objects[objid]);
  1587. UpgradeInfo ui = gs->getUpgradeInfo(obj,pos);
  1588. int player = obj->tempOwner;
  1589. int crQuantity = obj->army.slots[pos].second;
  1590. //check if upgrade is possible
  1591. if((ui.oldID<0 || !vstd::contains(ui.newID,upgID)) && complain("That upgrade is not possible!"))
  1592. {
  1593. return false;
  1594. }
  1595. //check if player has enough resources
  1596. for(int i=0;i<ui.cost.size();i++)
  1597. {
  1598. for (std::set<std::pair<int,int> >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++)
  1599. {
  1600. if(gs->getPlayer(player)->resources[j->first] < j->second*crQuantity)
  1601. {
  1602. complain("Cannot upgrade, not enough resources!");
  1603. return false;
  1604. }
  1605. }
  1606. }
  1607. //take resources
  1608. for(int i=0;i<ui.cost.size();i++)
  1609. {
  1610. for (std::set<std::pair<int,int> >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++)
  1611. {
  1612. SetResource sr;
  1613. sr.player = player;
  1614. sr.resid = j->first;
  1615. sr.val = gs->getPlayer(player)->resources[j->first] - j->second*crQuantity;
  1616. sendAndApply(&sr);
  1617. }
  1618. }
  1619. //upgrade creature
  1620. SetGarrisons sg;
  1621. sg.garrs[objid] = obj->army;
  1622. sg.garrs[objid].slots[pos].first = upgID;
  1623. sendAndApply(&sg);
  1624. return true;
  1625. }
  1626. bool CGameHandler::garrisonSwap( si32 tid )
  1627. {
  1628. CGTownInstance *town = gs->getTown(tid);
  1629. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies
  1630. {
  1631. CCreatureSet csn = town->visitingHero->army, cso = town->army;
  1632. while(!cso.slots.empty())//while there are unmoved creatures
  1633. {
  1634. int pos = csn.getSlotFor(cso.slots.begin()->second.first);
  1635. if(pos<0)
  1636. {
  1637. complain("Cannot make garrison swap, not enough free slots!");
  1638. return false;
  1639. }
  1640. if(csn.slots.find(pos)!=csn.slots.end()) //add creatures to the existing stack
  1641. {
  1642. csn.slots[pos].second += cso.slots.begin()->second.second;
  1643. }
  1644. else //move stack on the free pos
  1645. {
  1646. csn.slots[pos].first = cso.slots.begin()->second.first;
  1647. csn.slots[pos].second = cso.slots.begin()->second.second;
  1648. }
  1649. cso.slots.erase(cso.slots.begin());
  1650. }
  1651. SetGarrisons sg;
  1652. sg.garrs[town->visitingHero->id] = csn;
  1653. sg.garrs[town->id] = csn;
  1654. sendAndApply(&sg);
  1655. SetHeroesInTown intown;
  1656. intown.tid = tid;
  1657. intown.visiting = -1;
  1658. intown.garrison = town->visitingHero->id;
  1659. sendAndApply(&intown);
  1660. return true;
  1661. }
  1662. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  1663. {
  1664. //check if moving hero out of town will break 8 wandering heroes limit
  1665. if(getHeroCount(town->garrisonHero->tempOwner,true) >= 8)
  1666. {
  1667. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  1668. return false;
  1669. }
  1670. SetHeroesInTown intown;
  1671. intown.tid = tid;
  1672. intown.garrison = -1;
  1673. intown.visiting = town->garrisonHero->id;
  1674. sendAndApply(&intown);
  1675. //town will be empty
  1676. SetGarrisons sg;
  1677. sg.garrs[tid] = CCreatureSet();
  1678. sendAndApply(&sg);
  1679. return true;
  1680. }
  1681. else if (town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  1682. {
  1683. SetGarrisons sg;
  1684. sg.garrs[town->id] = town->visitingHero->army;
  1685. sg.garrs[town->garrisonHero->id] = town->garrisonHero->army;
  1686. SetHeroesInTown intown;
  1687. intown.tid = tid;
  1688. intown.garrison = town->visitingHero->id;
  1689. intown.visiting = town->garrisonHero->id;
  1690. sendAndApply(&intown);
  1691. sendAndApply(&sg);
  1692. return true;
  1693. }
  1694. else
  1695. {
  1696. complain("Cannot swap garrison hero!");
  1697. return false;
  1698. }
  1699. }
  1700. bool CGameHandler::swapArtifacts( si32 hid1, si32 hid2, ui16 slot1, ui16 slot2 )
  1701. {
  1702. CGHeroInstance *h1 = gs->getHero(hid1), *h2 = gs->getHero(hid2);
  1703. if((distance(h1->pos,h2->pos) > 1.0) || (h1->tempOwner != h2->tempOwner))
  1704. return false;
  1705. const CArtifact *a1 = h1->getArt(slot1),
  1706. *a2=h2->getArt(slot2);
  1707. if(a1 && slot2<19 && !vstd::contains(a1->possibleSlots,slot2)
  1708. || a2 && slot1<19 && !vstd::contains(a2->possibleSlots,slot1)
  1709. )
  1710. {
  1711. //artifact doesn't fit dst slot
  1712. complain("Cannot swap artifacts!");
  1713. return false;
  1714. }
  1715. SetHeroArtifacts sha;
  1716. sha.hid = hid1;
  1717. sha.artifacts = h1->artifacts;
  1718. sha.artifWorn = h1->artifWorn;
  1719. sha.setArtAtPos(slot1,h2->getArtAtPos(slot2));
  1720. if(h1 == h2) sha.setArtAtPos(slot2,h1->getArtAtPos(slot1));
  1721. sendAndApply(&sha);
  1722. if(hid1 != hid2)
  1723. {
  1724. sha.hid = hid2;
  1725. sha.artifacts = h2->artifacts;
  1726. sha.artifWorn = h2->artifWorn;
  1727. sha.setArtAtPos(slot2,h1->getArtAtPos(slot1));
  1728. sendAndApply(&sha);
  1729. }
  1730. return true;
  1731. }
  1732. bool CGameHandler::buyArtifact( ui32 hid, si32 aid )
  1733. {
  1734. CGHeroInstance *hero = gs->getHero(hid);
  1735. CGTownInstance *town = hero->visitedTown;
  1736. if(aid==0) //spellbook
  1737. {
  1738. if(!vstd::contains(town->builtBuildings,si32(0)) && complain("Cannot buy a spellbook, no mage guild in the town!")
  1739. || getResource(hero->getOwner(),6)<500 && complain("Cannot buy a spellbook, not enough gold!")
  1740. || hero->getArt(17) && complain("Cannot buy a spellbook, hero already has a one!")
  1741. )
  1742. return false;
  1743. giveResource(hero->getOwner(),6,-500);
  1744. giveHeroArtifact(0,hid,17);
  1745. giveSpells(town,hero);
  1746. return true;
  1747. }
  1748. else if(aid < 7 && aid > 3) //war machine
  1749. {
  1750. int price = VLC->arth->artifacts[aid].price;
  1751. if(vstd::contains(hero->artifWorn,ui16(9+aid)) && complain("Hero already has this machine!")
  1752. || !vstd::contains(town->builtBuildings,si32(16)) && complain("No blackismith!")
  1753. || gs->getPlayer(hero->getOwner())->resources[6] < price && complain("Not enough gold!") //no gold
  1754. || town->town->warMachine!= aid && complain("This machine is unavailale here!") ) //TODO: ballista yard in Stronghold
  1755. {
  1756. return false;
  1757. }
  1758. giveResource(hero->getOwner(),6,-price);
  1759. giveHeroArtifact(aid,hid,9+aid);
  1760. return true;
  1761. }
  1762. return false;
  1763. }
  1764. bool CGameHandler::tradeResources( ui32 val, ui8 player, ui32 id1, ui32 id2 )
  1765. {
  1766. val = std::min(si32(val),gs->getPlayer(player)->resources[id1]);
  1767. double yield = (double)gs->resVals[id1] * val * gs->getMarketEfficiency(player);
  1768. yield /= gs->resVals[id2];
  1769. SetResource sr;
  1770. sr.player = player;
  1771. sr.resid = id1;
  1772. sr.val = gs->getPlayer(player)->resources[id1] - val;
  1773. sendAndApply(&sr);
  1774. sr.resid = id2;
  1775. sr.val = gs->getPlayer(player)->resources[id2] + (int)yield;
  1776. sendAndApply(&sr);
  1777. return true;
  1778. }
  1779. bool CGameHandler::setFormation( si32 hid, ui8 formation )
  1780. {
  1781. gs->getHero(hid)->army.formation = formation;
  1782. return true;
  1783. }
  1784. bool CGameHandler::hireHero( ui32 tid, ui8 hid )
  1785. {
  1786. CGTownInstance *t = gs->getTown(tid);
  1787. if(!vstd::contains(t->builtBuildings,5) && complain("No tavern!")
  1788. || gs->getPlayer(t->tempOwner)->resources[6]<2500 && complain("Not enough gold for buying hero!")
  1789. || t->visitingHero && complain("There is visiting hero - no place!")
  1790. || getHeroCount(t->tempOwner,false) >= 8 && complain("Cannot hire hero, only 8 wandering heroes are allowed!")
  1791. )
  1792. return false;
  1793. CGHeroInstance *nh = gs->getPlayer(t->tempOwner)->availableHeroes[hid];
  1794. HeroRecruited hr;
  1795. hr.tid = tid;
  1796. hr.hid = nh->subID;
  1797. hr.player = t->tempOwner;
  1798. hr.tile = t->pos - int3(1,0,0);
  1799. sendAndApply(&hr);
  1800. SetAvailableHeroes sah;
  1801. (hid ? sah.hid2 : sah.hid1) = gs->hpool.pickHeroFor(false,t->tempOwner,t->town)->subID;
  1802. (hid ? sah.hid1 : sah.hid2) = gs->getPlayer(t->tempOwner)->availableHeroes[!hid]->subID;
  1803. sah.player = t->tempOwner;
  1804. sah.flags = hid+1;
  1805. sendAndApply(&sah);
  1806. SetResource sr;
  1807. sr.player = t->tempOwner;
  1808. sr.resid = 6;
  1809. sr.val = gs->getPlayer(t->tempOwner)->resources[6] - 2500;
  1810. sendAndApply(&sr);
  1811. giveSpells(t,nh);
  1812. return true;
  1813. }
  1814. bool CGameHandler::queryReply( ui32 qid, ui32 answer )
  1815. {
  1816. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1817. if(vstd::contains(callbacks,qid))
  1818. {
  1819. CFunctionList<void(ui32)> callb = callbacks[qid];
  1820. callbacks.erase(qid);
  1821. if(callb)
  1822. callb(answer);
  1823. }
  1824. else if(vstd::contains(garrisonCallbacks,qid))
  1825. {
  1826. if(garrisonCallbacks[qid])
  1827. garrisonCallbacks[qid]();
  1828. garrisonCallbacks.erase(qid);
  1829. allowedExchanges.erase(qid);
  1830. }
  1831. else
  1832. {
  1833. tlog1 << "Unknown query reply...\n";
  1834. return false;
  1835. }
  1836. return true;
  1837. }
  1838. bool CGameHandler::makeBattleAction( BattleAction &ba )
  1839. {
  1840. bool ok = true;
  1841. switch(ba.actionType)
  1842. {
  1843. case 2: //walk
  1844. {
  1845. sendAndApply(&StartAction(ba)); //start movement
  1846. moveStack(ba.stackNumber,ba.destinationTile); //move
  1847. sendAndApply(&EndAction());
  1848. break;
  1849. }
  1850. case 3: //defend
  1851. case 8: //wait
  1852. {
  1853. sendAndApply(&StartAction(ba));
  1854. sendAndApply(&EndAction());
  1855. break;
  1856. }
  1857. case 4: //retreat/flee
  1858. {
  1859. //TODO: check if fleeing is possible (e.g. enemy may have Shackles of War)
  1860. //TODO: calculate casualties
  1861. //TODO: remove retreating hero from map and place it in recruitment list
  1862. BattleResult *br = new BattleResult;
  1863. br->result = 1;
  1864. br->winner = !ba.side; //fleeing side loses
  1865. gs->curB->calculateCasualties(br->casualties);
  1866. giveExp(*br);
  1867. battleResult.set(br);
  1868. break;
  1869. }
  1870. case 6: //walk or attack
  1871. {
  1872. sendAndApply(&StartAction(ba)); //start movement and attack
  1873. moveStack(ba.stackNumber,ba.destinationTile);
  1874. CStack *curStack = gs->curB->getStack(ba.stackNumber),
  1875. *stackAtEnd = gs->curB->getStackT(ba.additionalInfo);
  1876. if(curStack->position != ba.destinationTile) //we wasn't able to reach destination tile
  1877. {
  1878. tlog3<<"We cannot move this stack to its destination "<<curStack->creature->namePl<<std::endl;
  1879. ok = false;
  1880. }
  1881. if(!stackAtEnd)
  1882. {
  1883. tlog3 << "There is no stack on " << ba.additionalInfo << " tile (no attack)!";
  1884. ok = false;
  1885. break;
  1886. }
  1887. ui16 curpos = curStack->position,
  1888. enemypos = stackAtEnd->position;
  1889. if( !(
  1890. (BattleInfo::mutualPosition(curpos, enemypos) >= 0) //front <=> front
  1891. || (curStack->creature->isDoubleWide() //back <=> front
  1892. && BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos) >= 0)
  1893. || (stackAtEnd->creature->isDoubleWide() //front <=> back
  1894. && BattleInfo::mutualPosition(curpos, enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0)
  1895. || (stackAtEnd->creature->isDoubleWide() && curStack->creature->isDoubleWide()//back <=> back
  1896. && BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0)
  1897. )
  1898. )
  1899. {
  1900. tlog3 << "Attack cannot be performed!";
  1901. sendAndApply(&EndAction());
  1902. ok = false;
  1903. }
  1904. //attack
  1905. BattleAttack bat;
  1906. prepareAttack(bat,curStack,stackAtEnd);
  1907. sendAndApply(&bat);
  1908. //counterattack
  1909. if(!curStack->hasFeatureOfType(StackFeature::BLOCKS_RETAILATION)
  1910. && stackAtEnd->alive()
  1911. && stackAtEnd->counterAttacks
  1912. && !stackAtEnd->hasFeatureOfType(StackFeature::SIEGE_WEAPON)) //TODO: support for multiple retaliatons per turn
  1913. {
  1914. prepareAttack(bat,stackAtEnd,curStack);
  1915. bat.flags |= 2;
  1916. sendAndApply(&bat);
  1917. }
  1918. //second attack
  1919. if(curStack->valOfFeatures(StackFeature::ADDITIONAL_ATTACK) > 0
  1920. && curStack->alive()
  1921. && stackAtEnd->alive() )
  1922. {
  1923. bat.flags = 0;
  1924. prepareAttack(bat,curStack,stackAtEnd);
  1925. sendAndApply(&bat);
  1926. }
  1927. sendAndApply(&EndAction());
  1928. break;
  1929. }
  1930. case 7: //shoot
  1931. {
  1932. CStack *curStack = gs->curB->getStack(ba.stackNumber),
  1933. *destStack= gs->curB->getStackT(ba.destinationTile);
  1934. if(!curStack //our stack exists
  1935. || !destStack //there is a stack at destination tile
  1936. || !curStack->shots //stack has shots
  1937. || gs->curB->isStackBlocked(curStack->ID) //we are not blocked
  1938. || !curStack->hasFeatureOfType(StackFeature::SHOOTER) //our stack is shooting unit
  1939. )
  1940. break;
  1941. //for(int g=0; g<curStack->effects.size(); ++g)
  1942. //{
  1943. // if(61 == curStack->effects[g].id) //forgetfulness
  1944. // break;
  1945. //}
  1946. if(curStack->hasFeatureOfType(StackFeature::FORGETFULL)) //forgetfulness
  1947. break;
  1948. sendAndApply(&StartAction(ba)); //start shooting
  1949. BattleAttack bat;
  1950. prepareAttack(bat,curStack,destStack);
  1951. bat.flags |= 1;
  1952. sendAndApply(&bat);
  1953. if(curStack->valOfFeatures(StackFeature::ADDITIONAL_ATTACK) > 0 //if unit shots twice let's make another shot
  1954. && curStack->alive()
  1955. && destStack->alive()
  1956. && curStack->shots
  1957. )
  1958. {
  1959. prepareAttack(bat,curStack,destStack);
  1960. sendAndApply(&bat);
  1961. }
  1962. sendAndApply(&EndAction());
  1963. break;
  1964. }
  1965. }
  1966. battleMadeAction.setn(true);
  1967. return ok;
  1968. }
  1969. void CGameHandler::playerMessage( ui8 player, const std::string &message )
  1970. {
  1971. bool cheated=true;
  1972. sendAndApply(&PlayerMessage(player,message));
  1973. if(message == "vcmiistari") //give all spells and 999 mana
  1974. {
  1975. SetMana sm;
  1976. ChangeSpells cs;
  1977. cs.learn = 1;
  1978. for(int i=0;i<VLC->spellh->spells.size();i++)
  1979. {
  1980. if(!VLC->spellh->spells[i].creatureAbility)
  1981. cs.spells.insert(i);
  1982. }
  1983. sm.hid = cs.hid = gs->players[player].currentSelection;
  1984. sm.val = 999;
  1985. if(gs->getHero(cs.hid))
  1986. {
  1987. sendAndApply(&cs);
  1988. sendAndApply(&sm);
  1989. }
  1990. }
  1991. else if(message == "vcmiainur") //gives 5 archangels into each slot
  1992. {
  1993. SetGarrisons sg;
  1994. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  1995. if(!hero) return;
  1996. sg.garrs[hero->id] = hero->army;
  1997. for(int i=0;i<7;i++)
  1998. if(!vstd::contains(sg.garrs[hero->id].slots,i))
  1999. sg.garrs[hero->id].slots[i] = std::pair<ui32,si32>(13,5);
  2000. sendAndApply(&sg);
  2001. }
  2002. else if(message == "vcmiangband") //gives 10 black knightinto each slot
  2003. {
  2004. SetGarrisons sg;
  2005. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  2006. if(!hero) return;
  2007. sg.garrs[hero->id] = hero->army;
  2008. for(int i=0;i<7;i++)
  2009. if(!vstd::contains(sg.garrs[hero->id].slots,i))
  2010. sg.garrs[hero->id].slots[i] = std::pair<ui32,si32>(66,10);
  2011. sendAndApply(&sg);
  2012. }
  2013. else if(message == "vcminoldor") //all war machines
  2014. {
  2015. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  2016. if(!hero) return;
  2017. SetHeroArtifacts sha;
  2018. sha.hid = hero->id;
  2019. sha.artifacts = hero->artifacts;
  2020. sha.artifWorn = hero->artifWorn;
  2021. sha.artifWorn[13] = 4;
  2022. sha.artifWorn[14] = 5;
  2023. sha.artifWorn[15] = 6;
  2024. sendAndApply(&sha);
  2025. }
  2026. else if(message == "vcminahar") //1000000 movement points
  2027. {
  2028. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  2029. if(!hero) return;
  2030. SetMovePoints smp;
  2031. smp.hid = hero->id;
  2032. smp.val = 1000000;
  2033. sendAndApply(&smp);
  2034. }
  2035. else if(message == "vcmiformenos") //give resources
  2036. {
  2037. SetResources sr;
  2038. sr.player = player;
  2039. sr.res = gs->getPlayer(player)->resources;
  2040. for(int i=0;i<7;i++)
  2041. sr.res[i] += 100;
  2042. sr.res[6] += 19900;
  2043. sendAndApply(&sr);
  2044. }
  2045. else if(message == "vcmieagles") //reveal FoW
  2046. {
  2047. FoWChange fc;
  2048. fc.player = player;
  2049. for(int i=0;i<gs->map->width;i++)
  2050. for(int j=0;j<gs->map->height;j++)
  2051. for(int k=0;k<gs->map->twoLevel+1;k++)
  2052. if(!gs->getPlayer(fc.player)->fogOfWarMap[i][j][k])
  2053. fc.tiles.insert(int3(i,j,k));
  2054. sendAndApply(&fc);
  2055. }
  2056. else if(message == "vcmiglorfindel")
  2057. {
  2058. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  2059. changePrimSkill(hero->id,4,VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  2060. }
  2061. else
  2062. cheated = false;
  2063. if(cheated)
  2064. {
  2065. sendAndApply(&SystemMessage("CHEATER!!!"));
  2066. }
  2067. }
  2068. ui32 calculateSpellDmg(const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature)
  2069. {
  2070. ui32 ret = 0; //value to return
  2071. switch(sp->id)
  2072. {
  2073. case 15: //magic arrow
  2074. {
  2075. ret = caster->getPrimSkillLevel(2) * 10 + sp->powers[caster->getSpellSchoolLevel(sp)];
  2076. }
  2077. case 16: //ice bolt
  2078. {
  2079. ret = caster->getPrimSkillLevel(2) * 20 + sp->powers[caster->getSpellSchoolLevel(sp)];
  2080. }
  2081. case 17: //lightning bolt
  2082. {
  2083. ret = caster->getPrimSkillLevel(2) * 25 + sp->powers[caster->getSpellSchoolLevel(sp)];
  2084. }
  2085. case 18: //implosion
  2086. {
  2087. ret = caster->getPrimSkillLevel(2) * 75 + sp->powers[caster->getSpellSchoolLevel(sp)];
  2088. }
  2089. case 20: //frost ring
  2090. {
  2091. ret = caster->getPrimSkillLevel(2) * 10 + sp->powers[caster->getSpellSchoolLevel(sp)];
  2092. }
  2093. case 21: //fireball
  2094. {
  2095. ret = caster->getPrimSkillLevel(2) * 10 + sp->powers[caster->getSpellSchoolLevel(sp)];
  2096. }
  2097. case 22: //inferno
  2098. {
  2099. ret = caster->getPrimSkillLevel(2) * 10 + sp->powers[caster->getSpellSchoolLevel(sp)];
  2100. }
  2101. case 23: //meteor shower
  2102. {
  2103. ret = caster->getPrimSkillLevel(2) * 10 + sp->powers[caster->getSpellSchoolLevel(sp)];
  2104. }
  2105. case 24: //death ripple
  2106. {
  2107. ret = caster->getPrimSkillLevel(2) * 5 + sp->powers[caster->getSpellSchoolLevel(sp)];
  2108. }
  2109. case 25: //destroy undead
  2110. {
  2111. ret = caster->getPrimSkillLevel(2) * 10 + sp->powers[caster->getSpellSchoolLevel(sp)];
  2112. }
  2113. case 26: //armageddon
  2114. {
  2115. ret = caster->getPrimSkillLevel(2) * 50 + sp->powers[caster->getSpellSchoolLevel(sp)];
  2116. }
  2117. }
  2118. //applying sorcerery secondary skill
  2119. switch(caster->getSecSkillLevel(25))
  2120. {
  2121. case 1: //basic
  2122. ret *= 1.05f;
  2123. break;
  2124. case 2: //advanced
  2125. ret *= 1.1f;
  2126. break;
  2127. case 3: //expert
  2128. ret *= 1.15f;
  2129. break;
  2130. }
  2131. //applying hero bonuses
  2132. if(sp->air && caster->valOfBonuses(HeroBonus::AIR_SPELL_DMG_PREMY) != 0)
  2133. {
  2134. ret *= (100.0f + caster->valOfBonuses(HeroBonus::AIR_SPELL_DMG_PREMY) / 100.0f);
  2135. }
  2136. else if(sp->fire && caster->valOfBonuses(HeroBonus::FIRE_SPELL_DMG_PREMY) != 0)
  2137. {
  2138. ret *= (100.0f + caster->valOfBonuses(HeroBonus::FIRE_SPELL_DMG_PREMY) / 100.0f);
  2139. }
  2140. else if(sp->water && caster->valOfBonuses(HeroBonus::WATER_SPELL_DMG_PREMY) != 0)
  2141. {
  2142. ret *= (100.0f + caster->valOfBonuses(HeroBonus::WATER_SPELL_DMG_PREMY) / 100.0f);
  2143. }
  2144. else if(sp->earth && caster->valOfBonuses(HeroBonus::EARTH_SPELL_DMG_PREMY) != 0)
  2145. {
  2146. ret *= (100.0f + caster->valOfBonuses(HeroBonus::EARTH_SPELL_DMG_PREMY) / 100.0f);
  2147. }
  2148. //applying protections - when spell has more then one elements, only one protection should be applied (I think)
  2149. if(sp->air && affectedCreature->getEffect(30)) //air spell & protection from air
  2150. {
  2151. ret *= VLC->spellh->spells[30].powers[affectedCreature->getEffect(30)->level];
  2152. ret /= 100;
  2153. }
  2154. else if(sp->fire && affectedCreature->getEffect(31)) //fire spell & protection from fire
  2155. {
  2156. ret *= VLC->spellh->spells[31].powers[affectedCreature->getEffect(31)->level];
  2157. ret /= 100;
  2158. }
  2159. else if(sp->water && affectedCreature->getEffect(32)) //water spell & protection from water
  2160. {
  2161. ret *= VLC->spellh->spells[32].powers[affectedCreature->getEffect(32)->level];
  2162. ret /= 100;
  2163. }
  2164. else if (sp->earth && affectedCreature->getEffect(33)) //earth spell & protection from earth
  2165. {
  2166. ret *= VLC->spellh->spells[33].powers[affectedCreature->getEffect(33)->level];
  2167. ret /= 100;
  2168. }
  2169. return ret;
  2170. }
  2171. bool CGameHandler::makeCustomAction( BattleAction &ba )
  2172. {
  2173. switch(ba.actionType)
  2174. {
  2175. case 1: //hero casts spell
  2176. {
  2177. CGHeroInstance *h = (ba.side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);
  2178. CGHeroInstance *secondHero = (!ba.side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);
  2179. if(!h)
  2180. {
  2181. tlog2 << "Wrong caster!\n";
  2182. return false;
  2183. }
  2184. if(ba.additionalInfo >= VLC->spellh->spells.size())
  2185. {
  2186. tlog2 << "Wrong spell id (" << ba.additionalInfo << ")!\n";
  2187. return false;
  2188. }
  2189. CSpell *s = &VLC->spellh->spells[ba.additionalInfo];
  2190. ui8 skill = h->getSpellSchoolLevel(s); //skill level
  2191. if( !(h->canCastThisSpell(s)) //hero cannot cast this spell at all
  2192. || (h->mana < s->costs[skill]) //not enough mana
  2193. || (ba.additionalInfo < 10) //it's adventure spell (not combat)
  2194. || (gs->curB->castSpells[ba.side]) //spell has been cast
  2195. || (secondHero && secondHero->hasBonusOfType(HeroBonus::SPELL_IMMUNITY, s->id)) //non - casting hero provides immunity for this spell
  2196. || (gs->battleMaxSpellLevel() < s->level) //non - casting hero stops caster from casting this spell
  2197. )
  2198. {
  2199. tlog2 << "Spell cannot be cast!\n";
  2200. return false;
  2201. }
  2202. sendAndApply(&StartAction(ba)); //start spell casting
  2203. //TODO: check resistances
  2204. SpellCast sc;
  2205. sc.side = ba.side;
  2206. sc.id = ba.additionalInfo;
  2207. sc.skill = skill;
  2208. sc.tile = ba.destinationTile;
  2209. sendAndApply(&sc);
  2210. //calculating affected creatures for all spells
  2211. std::set<CStack*> attackedCres = gs->curB->getAttackedCreatures(s, h, ba.destinationTile);
  2212. //applying effects
  2213. switch(ba.additionalInfo) //spell id
  2214. {
  2215. case 15: //magic arrow
  2216. case 16: //ice bolt
  2217. case 17: //lightning bolt
  2218. case 18: //implosion
  2219. case 20: //frost ring
  2220. case 21: //fireball
  2221. case 22: //inferno
  2222. case 23: //meteor shower
  2223. case 24: //death ripple
  2224. case 25: //destroy undead
  2225. case 26: //armageddon
  2226. {
  2227. StacksInjured si;
  2228. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  2229. {
  2230. BattleStackAttacked bsa;
  2231. bsa.flags |= 2;
  2232. bsa.effect = VLC->spellh->spells[ba.additionalInfo].mainEffectAnim;
  2233. bsa.damageAmount = calculateSpellDmg(&VLC->spellh->spells[ba.additionalInfo], h, *it);
  2234. bsa.stackAttacked = (*it)->ID;
  2235. prepareAttacked(bsa,*it);
  2236. si.stacks.insert(bsa);
  2237. }
  2238. sendAndApply(&si);
  2239. break;
  2240. }
  2241. case 27: //shield
  2242. case 28: //air shield
  2243. case 30: //protection from air
  2244. case 31: //protection from fire
  2245. case 32: //protection from water
  2246. case 33: //protection from earth
  2247. case 41: //bless
  2248. case 42: //curse
  2249. case 43: //bloodlust
  2250. case 44: //precision
  2251. case 45: //weakness
  2252. case 46: //stone skin
  2253. case 47: //disrupting ray
  2254. case 48: //prayer
  2255. case 49: //mirth
  2256. case 50: //sorrow
  2257. case 51: //fortune
  2258. case 52: //misfortune
  2259. case 53: //haste
  2260. case 54: //slow
  2261. case 55: //slayer
  2262. case 61: //forgetfulness
  2263. {
  2264. SetStackEffect sse;
  2265. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  2266. {
  2267. sse.stacks.insert((*it)->ID);
  2268. }
  2269. sse.effect.id = ba.additionalInfo;
  2270. sse.effect.level = h->getSpellSchoolLevel(s);
  2271. sse.effect.turnsRemain = h->getPrimSkillLevel(2) + h->valOfBonuses(HeroBonus::SPELL_DURATION);
  2272. sendAndApply(&sse);
  2273. break;
  2274. }
  2275. case 56: //frenzy
  2276. {
  2277. SetStackEffect sse;
  2278. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  2279. {
  2280. sse.stacks.insert((*it)->ID);
  2281. }
  2282. sse.effect.id = ba.additionalInfo;
  2283. sse.effect.level = h->getSpellSchoolLevel(s);
  2284. sse.effect.turnsRemain = 1;
  2285. sendAndApply(&sse);
  2286. break;
  2287. }
  2288. }
  2289. sendAndApply(&EndAction());
  2290. return true;
  2291. }
  2292. }
  2293. return false;
  2294. }
  2295. void CGameHandler::handleTimeEvents()
  2296. {
  2297. while(gs->map->events.size() && gs->map->events.front()->firstOccurence+1 == gs->day)
  2298. {
  2299. CMapEvent *ev = gs->map->events.front();
  2300. for(int player = 0; player < PLAYER_LIMIT; player++)
  2301. {
  2302. PlayerState *pinfo = gs->getPlayer(player);
  2303. if( pinfo //player exists
  2304. && (ev->players & 1<<player) //event is enabled to this player
  2305. && ((ev->computerAffected && !pinfo->human)
  2306. || (ev->humanAffected && pinfo->human)
  2307. )
  2308. )
  2309. {
  2310. //give resources
  2311. SetResources sr;
  2312. sr.player = player;
  2313. sr.res = pinfo->resources;
  2314. //prepare dialog
  2315. InfoWindow iw;
  2316. iw.player = player;
  2317. iw.text << ev->message;
  2318. for (int i=0; i<ev->resources.size(); i++)
  2319. {
  2320. if(ev->resources[i]) //if resource is changed, we add it to the dialog
  2321. {
  2322. // If removing too much ressources, adjust the
  2323. // amount so the total doesn't become negative.
  2324. if (sr.res[i] + ev->resources[i] < 0)
  2325. ev->resources[i] = -sr.res[i];
  2326. iw.components.push_back(Component(Component::RESOURCE,i,ev->resources[i],0));
  2327. sr.res[i] += ev->resources[i];
  2328. }
  2329. }
  2330. if (iw.components.size())
  2331. {
  2332. sendAndApply(&sr); //update player resources if changed
  2333. }
  2334. sendAndApply(&iw); //show dialog
  2335. }
  2336. } //PLAYERS LOOP
  2337. if(ev->nextOccurence)
  2338. {
  2339. ev->firstOccurence += ev->nextOccurence;
  2340. gs->map->events.sort(evntCmp);
  2341. }
  2342. else
  2343. {
  2344. delete ev;
  2345. gs->map->events.pop_front();
  2346. }
  2347. }
  2348. }
  2349. bool CGameHandler::complain( const std::string &problem )
  2350. {
  2351. sendMessageToAll("Server encountered a problem: " + problem);
  2352. tlog1 << problem << std::endl;
  2353. return true;
  2354. }
  2355. ui32 CGameHandler::getQueryResult( ui8 player, int queryID )
  2356. {
  2357. //TODO: write
  2358. return 0;
  2359. }
  2360. void CGameHandler::showGarrisonDialog( int upobj, int hid, const boost::function<void()> &cb )
  2361. {
  2362. ui8 player = getOwner(hid);
  2363. GarrisonDialog gd;
  2364. gd.hid = hid;
  2365. gd.objid = upobj;
  2366. {
  2367. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2368. gd.id = QID;
  2369. garrisonCallbacks[QID] = cb;
  2370. allowedExchanges[QID] = std::pair<si32,si32>(upobj,hid);
  2371. states.addQuery(player,QID);
  2372. QID++;
  2373. sendAndApply(&gd);
  2374. }
  2375. }
  2376. bool CGameHandler::isAllowedExchange( int id1, int id2 )
  2377. {
  2378. if(id1 == id2)
  2379. return true;
  2380. {
  2381. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2382. for(std::map<ui32, std::pair<si32,si32> >::const_iterator i = allowedExchanges.begin(); i!=allowedExchanges.end(); i++)
  2383. if(id1 == i->second.first && id2 == i->second.second || id2 == i->second.first && id1 == i->second.second)
  2384. return true;
  2385. }
  2386. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  2387. if(o1->ID == TOWNI_TYPE)
  2388. {
  2389. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  2390. if(t->visitingHero == o2 || t->garrisonHero == o2)
  2391. return true;
  2392. }
  2393. if(o2->ID == TOWNI_TYPE)
  2394. {
  2395. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  2396. if(t->visitingHero == o1 || t->garrisonHero == o1)
  2397. return true;
  2398. }
  2399. return false;
  2400. }